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File: ActII.jpg (292 KB, 2017x905)
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Some things are worth dying for.
>>
File: Blades-Dry.jpg (3.25 MB, 2480x6027)
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Perhaps it is so. It may be that there is a chance for you to find out.

The scars on the horizon are dark. The enemy has come to our shore, our fields, our farms.

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. And to our charge we have added civilians, friends and followers, fleeing Fort Drywing in the high coast and seeking shelter in Rikovol.

We must reach the city. Or the hundreds that travel with us will be feasts for the crows.

>For chargen, roll 19d6. 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
AP 8+2d6
Stance 6+1d6 | Guard 10+1d6
React 3+2d6 | Health 1+1d6/2 | Psyche | 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
!Kata
!Posture
>>
File: HitLoation.jpg (1.69 MB, 2888x4021)
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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. And one may learn the art of cuts delivered well.
>>
File: StanceTotality.jpg (2.81 MB, 3449x4599)
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Finally, there are some things one may wish to sharpen.
>>
(Just coming in to post my updated charsheet. Psyche roll is here if you missed it: >>4805182)

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9


(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]
(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Not A Trap Sign | Reach 2, ???
>>
helo
>>
>>4805086

#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Ready for the Deathmarch to Rikovol
>>
>>4805086

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
File: Fort Drywing 1-1.jpg (3.31 MB, 6804x2840)
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Hey who is that? Hello? The figure, with the regal bearing. He strode through the sentries without acknowledging them. Is he . . . One of ours?

The civilians are gathering up their belongings and we're stripping down the tent camp. I do not recognise the banner at this distance. It looks . . . Is it from the Dust cities?

Wait, no, I do -- I know that design! Gilbert! Sato! Kassandra! Rinik! Duststep! That man is no Vulpes! That's a Princeling, one of the Second Uthani Bannergroups! Eyes up! Eyes up! They're never alone!
>>
>>4805280
"What? How'd they get here?? Alright, everyone stay on alert and look out for danger. They're's no way he came all this way without backup... he may be sending a message. I'll go get my new stuff so just hold him up."

>Fuse Armigers Headband and the Grasscloak to make the Armiger's Grass Headband and wear it (Its just the same headband but Green and its the grasscloak)

>16 Exp spend for Fluidity 16
>12 Exp spend for React 12

>Acquire a Waveform Blade (Simple blade with a Blue Ribbon)
>+1 Kata acquire [StormDancer]

"Alright, i'm ready. Lets receive our "guest" and see what he's about."

#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 3 (1d6)

>>4805086
(Just rolling Psyche will add to my sheet)
>>
Rolled 2 (1d6)

4 Nat 6 Psyche rolls in a row in the last thread?!?! I'm guessing you guys soaked up all the luck. Let's see where ol' Drankhus's head is at...
>>
>>4805345
Technically it was 3 nat 6 psyche rolls and 1 nat 6 wildcard roll (as far as i can tell), but it does kinda seem like we used up all the luck.
Oops?
>>
File: Flag1.jpg (3.3 MB, 6804x2840)
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>>4805314
We don't know Sato - he seems lonesome. Some single wandering gloryhound? It would be like the Princes. . .
>>
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A small fluttering banner. Marked ground.
>>
File: Banners.jpg (3.39 MB, 6804x2840)
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Oh, he's not alone at all! Rally! Rally! Keep them off of the refugees!
>>
>>4805418
Vulpes? *Here*? This soon and in such a force? Impossible. O think that there was still an organized group remaining - perhaps there are more. Our intelligence is obviously lacking, we should rethink our strategy for our advance to Rikovol, after we see these brigands to their graves.
>>
>>4805433
*To* think
>>
>>4805418
>Deploy A5
>1Sp: Fluidity Stance
>Move 5-6-6-6-6-5-6-6
>3AP+6AP: Tell Civilians to head to safety. Soldiers protect the civilians and get them to safety!
>1AP: Move past the cart
>4SP: Oak-Heart+Riposte
>3SP: Stromdancer!
>2SP: FlickerStep Dodge
>2SP:Flickerstep dodge

#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4805418

#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Deploy @ A

> 1 SP // Enter Finesse Stance
> 10 AP // Move [5]x2, [6]x4, [5]x1, [6]x3.
> 6 AP // Try something: Vault over the wagon. Maintain stance. // Move [6]x3. // Roll vs Finesse.
> 3 SP // {Nock}.
> 3 SP // Enter the <Distance Rumble> Posture.
> 1 SP // Prepare a {Dodge}.
>>
Rolled 4, 6, 2, 5, 6, 2, 6, 1, 1 = 33 (9d6)

Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche (2!) || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
(Fixed 2 Range, Ready for 3SP, +lethal, +guardbreak)
#Rikovol Armor
(2 DR, +1 Ferocity, +1DMG, -2 React)
#Moss Shield (new!)
([Block] Guard success doesn't deplete, Grants Cover to Projectiles, +1 SP to Kata and Stance spends)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind (new!)(?)
!Hound || !Hustle || !Like Fire
!Mosswater Mark

"Ahh, a nice, mossy buckler, and a w-WHAT THE HELL?!?! Enemy forces?!?"

>Deploy A in Hustle stance
>3SP Activate Mosswater Mark
>10AP Move 5566665666
>6SP Mosswater Mark Activation: [Joy] Overturn this cart (dir6) to be used as a bridge directly northwards (dir1/2) (x2, perform twice if it doesn't work the first time)
>1AP Move 6
>3AP Scream "REFUGEES, TO THE GATES! WE'RE UNDER ASSAULT! BLADES, TO THE FRONT!!!" (Ferocity roll)
>6SP !Chill Wind (x2)
>2SP ready Dodge (x2)
>>
>>4805479
Deploy A in Hustle **Posture**
And I forgot my stance again, sorry, Command! Please remove my 2 Dodges at the end to spend the 2SP (due to Moss Shield) on entering Ferocity Stance as I deploy.
>>
>>4805418
"That is... quite a lot. Let's not let it discourage us, though. I'm confident we can win."
>Deploy!
>[2SP] Stance change: Water
>[9SP] Ready Stormdancer x3
>[14AP] Move 556 666 566 666 61

#Samson | XP 3 | Current Stance: [Water]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9


(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]
(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Not A Trap Sign | Reach 2, ???
>>
>>4805418

>15 AP: Move 5656 6656 6666 611
>2 SP: Enter Focus Stance
>4 SP: Activate Emptiness In Motion Kata
>4 SP: Activate Oak-Heart Kata
>4 SP: Activate Puncture Kata

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
>>4805418
Just confirming this is okay so far?
> 12 Focus from Rickard!
> Wildcard roll 6 to health! (+3?)

#Lister
AP: 14
Guard: 14 // Stance: 10 // React: 13 // Health: 5 // Psyche: 3
Lethality: 2
Fluidity: 10 // Focus: 12 // Finesse+: 12 // Ferocity: 13 // Para: 11
@Waveform Blade
@Moss Shield
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
Rolled 3 (1d6)

>>4805418

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 1+1d6/2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>8AP: Move 5, 6, 5, 6, 6, 6, 5, 6
>Convert 4AP to 1SP
>1SP: [Finesse] Stance
>6SP: [Chill Wind] * 3
>8SP: [Wolf-Heart] * 4

"Damn it! They really are determined to raze the life of this land!"

Rolling Psyche
>>
>>4805418
Should that work, then I shall endeavor to
> follow Tylus! >>4805541 (using stance to dash step if I need to to keep up)
> Stance: Ferocity
Let us stick together, shield brother!

#Lister
AP: 14
Guard: 14 | Stance: 10 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2
Fluidity: 10 | Focus: 12 | Finesse+: 12 | >Ferocity: 13< | Para: 11
@Waveform Blade
@Moss Shield
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
File: Fort Drywing 1-3.jpg (3.43 MB, 6804x2840)
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The figure gives one sleek wave of his hand, as if disinterested in the carnage to come. The others surge forward in a tide of blades and arrows.

--

Move! They're cutting down the civilians! And -- Shove -- The fleeing ones are blocking the road! Get through them somehow they're panicking!

>Panicking civilians are in Yellow; they count as Difficult Terrain and incur -2 to hit, cost double AP to move through. You might end up moved by the throng of people! They're pushing to get to the fort!

--

>Blades Phase
>>
>>4805479
They're coming to the gates all-right, Drankhus! Good crowd control!
>>
Rolled 3 (1d6)

>>4805649
>Stats arranged after downtime (Rend 12==>13, +1 SP, +1 Kata Bear Claw)
>Deploy A6 (Psyche 1st rolled)
>1SP: Rend Stance and 1SP Predation Instinctual
>12AP: Move: 5-6-6-6-1-1
>4AP: Grasper+Sting Climb/Hook myself UP into a tree
>4SP: Nock a poison Arrow

#Tinaang?
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
>>4805649

"The Vulpes have banners among their ranks. If we take them down, surely it will have an effect on those under it. Relieve them of their burdensome armor and take them down!"

>2 AP: Move 16
>8 AP: Move 6666
>3 AP: Move 555
>12 SP: Activate Puncture Kata thrice
>2 SP: Prepare Riposte

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x1)
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
File: Kassandra Viteri5.jpg (29 KB, 480x684)
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Rolled 3, 1, 6, 1, 6, 3 = 20 (6d6)

>>4805649

#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 16 AP // Try Something: Leap onto the Wagon, then hop across the barrels before landing on the pile of wood. Maintain stance and posture. // Move [6]x1, [5]x2, [6]x1. // Roll vs Finesse+1.
> 2 SP // {Evaluate} the Bow squad @ [6]x14.
> 3SP // Fire Bow at the Bow squad @ [6]x14. // Target the torso. (-0) // Roll vs Finesse.
>>
>>4805674
>>4805682
Ah btw I am using a
>{Wind bow}
forgot to mention on sheet thanks for updating
>>
Rolled 6, 6, 5, 3, 2, 4 = 26 (6d6)

>>4805649
>[2?AP] Move 66
>[3AP] Jump onto the pile of wood 5ward
>[3?AP] Jump off 6ward
>[3AP] Move 666
>[6SP] Ready Stormdancer x2
>[5SP] Ready Flickerstorm


(Messed with the formatting on my charsheet a bit since I felt it was a bit cluttered, hopefully this looks better? I'm fine with reverting if it takes up too much space or something.)

#Samson | XP 3 | Current Stance: [Water]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 3, 1, 6 = 10 (3d6)

>>4805649

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Finesse]
>7AP: Move 6, 5, 6, 6, 6
>5AP: Try Something, Leap onto and over Wagon, Maintain Stance (Finesse)
>6SP: [Wolf-Heart] * 3
>8SP: [Chill Wind] * 4

"Excuse Me- sorry! Coming through!"
>>
>>4805649
On second thought, I'd better help those refugees. Fight well, friend Tylus! And beware, who knows if more are hiding in the trees.
> 14AP Move 16 611 1111
>>
>>4805735
They look. . . Adroit, yes.
>>
>>4805739
Honorless dogs, it would be just like them to make a showy display like this and prepare an ambush when the defenders are drawn forwards
>>
>>4805649
Turn math was wrong
>Fluidity
>1AP: Move 2
>3AP+6AP: Grab the planks
>8AP: Move 2-2-1-6-1-1-6-6
>4SP: Oakheart Parry +1Riposte
>4SP: Oakheart Parry +1Ripose
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge


#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 1, 6, 6, 4, 2, 2, 5, 1, 6 = 33 (9d6)

>>4805649

>6AP + 8SP: Swamp Runnin': Try Something(3AP) + Move (4AP) + 8SP bonus(Dodge through the crowd or Dash-Step assistance through the water, or similar?): Ball up with my shield and armor and gently tussle through the crowd with my halberd in the air, far away from any friends (Movement: 1111): "HALBERDIER, COMING THROUGH!" (Ferocity check)
>4AP Move 1161, hug the coast to stay out of the water.
>3AP Shout towards the refugees in dir6/1: "TIMBERRRR! FALLING TREE! GET OUT OF THE WAY IF YOU DON'T WANT TO GO SQUOOSH!" (Ferocity check. (lack of) Finesse check?)
>6SP Ready halberd and make a beginning cut on the nearest tree (dir2) in preparation for more chops, to make a natural bridge or barrier. (in a way so it hopefully falls towards dir6 or dir1).
>3SP Ready Halberd
(If I for any reason don't make it across the shore to swing at the tree, still shout at the refugess to clear the way and do my best to travel up there)

Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
(Fixed 2 Range, Ready for 3SP, +lethal, +guardbreak)
#Rikovol Armor
(2 DR, +1 Ferocity, +1DMG, -2 React)
#Moss Shield (new!)
([Block] Guard success doesn't deplete, Grants Cover to Projectiles, +1 SP to Kata and Stance spends)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
>>4805761
Oof, typo. "Swamp Runnin'" should be
>7AP + 8SP
Still within my limit
>>
File: Fort Drywing 1-4.jpg (3.59 MB, 6804x2840)
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Form up! Shields up (What a droll phrase!) Advance! Stop them from killing. Why would they do this? Who ARE they? There is no honour in this, no glory! No items for the taking! They're killing people!

--

The blades Push through the throng as civilians rush towards the safety of the Fort. Drankhus swings his halberd and almost knocks down a tree. Some running people are mud-caught in the waters.

We clash with our new enemy - Kassandra takes the first of them with an arrow, an impossible shot through an opening the width of a nail.

Stand form! They can't possibly breach our walls. We simply need to get the civilians into Fort Drywing! The Garrison is rallying! We'll sweep them from the field once reinforcements arrive!

>Blades Phase!
>Panicking civilians are in Yellow; they count as Difficult Terrain and incur -2 to hit, cost double AP to move through. You might end up moved by the throng of people! They're pushing to get to the fort!
>>
Rolled 6, 2, 4 = 12 (3d6)

>>4805817

#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 3SP // {Nock}.
> 2 SP // {Evaluate} the Bow squad @ [6]x14.
> 16 AP // {Aim} at the Bow squad @ [6]x14.
> -6 acc // Initiate the {Hushed Lightning} Kata.
> 3 SP // Fire (Wind Bow) twice at the Bow squad @ [6]x14. // Target the torso. (-0) // Roll versus Finesse+4.
>>
>>4805817
(Sorry I might need a bit of tutorial for tree to tree movement '''=3=)
>>
>>4805848
A lot of jumping. You have a jump-span of about your Finesse-10. If the trees are connected, you can brachiate quite well however because you are a Grasper.
>>
Rolled 1, 5, 3, 1, 5, 2 = 17 (6d6)

>>4805817
>[2SP] Stance change: Water
>[4AP] Restore 2 Guard
>[5SP] Ready Flickerstorm
>[8AP] Convert 8AP to 2SP
"Well, if you're all gonna clump up like that..."
>[2SP] Equip NaT Sign
>[2AP] Move 66
>[6SP] Attack the crowds of enemies (indiscriminately) x2

#Samson | XP 3 | Current Stance: [Water]
AP 14
Stance 13 | Guard 15/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4805859
Let's not misread that one: ahem, for clarity, Blades.

You can always try to jump. Usually, beings have a jump-span of about Finesse/10. Or: 1 to 1.5 tile.

Not -10, because that would be about 1 to 13 tiles!

A running start on the jump doubles it. Run up has to be at least equal to the jump length. And an acrobatic roll of Finesse tends to make it even further, adding +1 per 3 margin.
>>
Rolled 6, 4, 3, 3, 5, 4, 6, 4, 5, 5, 1, 5, 3, 2, 6 = 62 (15d6)

>>4805817

"With me into the melee brave Blades! Don't let them pick you off from range! For Rikovol!"

>1 AP: Move 6
>5 AP: Order the nearby Squad of armored Blades to advance into and attack the spear(?) wielding enemies (using focus during the carnage all around) (+1 from 2 extra AP)
>1 SP: Change Posture to Like Fire
>12 SP: Attack nearby enemies four times
>Convert 8 AP to 2 SP
>3 SP: Ready 3 Ripostes

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x4)
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
File: Aoe Swamp.jpg (364 KB, 1537x945)
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>>4805863
This isn't a trap! swing the sign, bring them down and batter them! If. . . Uh, well, Fluidity and Ferocity combined grant you a hit rate of 7. Uh. Samson! AIM!

But the Vulpes?? do seem very surprised!
>>
>>4805889
"Well."
"This may have been a mistake."
>>
>>4805896
"Not to worry Samson! You stand in the midst of a Squad of Blades about to show their might! Whoever remains in the next few seconds will either flee or be too few to get through your refined guard."
>>
File: PRESS.jpg (712 KB, 2418x1466)
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>>4805905
PRESS!!! Every step forward is a rescued friend! These Vulpes are like the waves, they will rush around us if we stand apart. So stand together!

They'll fall before a united front. They're . . . Not armoured, and they rely on their massed spears to keep us at bay!
>>
File: Fort Drywing 1-4-1-Rush.jpg (3.47 MB, 6804x2840)
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PUSH!

>[1/2]
>>
>>4805817
>>4805859
>>4805864
Got it thanks!
>Rend Stance still in Predation! (2ap tile)
>16AP: Move with Grasper!: 6-6-6-1-1-1-1-1
>4SP:Evaluate *4
>6SP: Use Sting to Hook myself to the furthest tree direction 6

#Tinaang?
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
File: Fort Drywing 1-4-2.jpg (3.47 MB, 6804x2840)
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Are they . . . Where are they all coming from? Blades! Form ranks! Hold them on the road! If they break around us, they will sweep us away in a flood of blades and murder!

The ones near the choke-point, they're fighting differently now. More. . . Focused!

Samson! Watch out! Tylus! Duck! We're losing people!

>Blades Phase
>You were so quick you get a bonus phase. Proceed from here!
>>
Rolled 3, 1, 5, 3, 1, 3, 3, 6, 2, 1, 5, 6, 4, 6, 4, 5, 4, 5, 5 = 72 (19d6)

>>4805086
Let's see what foolishness fate has in store.
>>
>>4805949
"Welcome aboard, lad, now up and at 'em!"
>>
Rolled 2, 1, 6, 5, 3, 3 = 20 (6d6)

>>4805927

#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 10AP // Try Something: Quickly and quietly reposition. Drop down onto the tree stump then bound up onto the pile of crates. // Move [5]x2 // Roll vs Finesse+1.
> 3SP // {Nock}
> 2SP // {Evaluate} the Spear-wielding champion @ [6]x8, [1]x3, [6]x1.
> 6AP // {Aim} at the Spear-wielding champion @ [6]x8, [1]x3, [6]x1.
> 3SP // Fire (Wind Bow) at the Spear-wielding champion @ [6]x8, [1]x3, [6]x1. // Target the leg. (-2) // Roll vs Finesse+3
>>
Rolled 4, 1, 6, 3, 4, 1 = 19 (6d6)

>>4805927
>Rend+Predation Instinctual
>1SP: Predation Instinctual (did it break? if not takes this as an evaluate)
>2AP: Move 1
>4AP: Aim*2 (+2 Hit)
>-Poison Arrow was already nocked here >>4805682
>1SP: Wavebreaker
>3SP: Fire Poison Arrow at Target group direction 6-6-6-6-6 {Spearman!} vs 17
>-Convert 8AP to 2 SP
>4SP: Nock another Poison Arrow
>2AP: Aim*1 (+1 Hit)
>3SP: Fire Poison Arrow at next relevant enemy vs 14


#Tinaang?
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
>>4805927

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Finesse]
>10AP: Move 6, 1, 1, 6, 6, 6, 5, 6, 5
>8SP: [Wolf-Heart] * 4
>6SP: [Chill Wind] * 3
>>
>>4805927
"I think that one with the bigger spear is the source of their newfound focus!"
>[1SP] Stance change: Fluidity
>[2AP] Restore 1 Guard
>[5SP] Ready Flickerstorm
>[4AP] Convert 4 AP to 1 SP
>[8SP] Ready a reactive strike against whoever gets close (x2)

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 1, 3, 5 = 9 (3d6)

>>4805927
>Fluidity
>3AP: Move 6-6-6
>6SP: Windup×2
>3SP: Cut down the tree so it falls to make a bridge to dirrction 1
>8AP: Cross the tree bridge
>7AP: Stabilze bridge for Civilians
>1SP: Stormdancer
>2SP: Flickerstep dodge


#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4805979
(Actually, gonna append a
>[1AP] Move 6
onto there if that's alright.)
>>
Rolled 6, 2, 1, 1, 3, 5, 4, 4, 4 = 30 (9d6)

>>4805927

"You shall not pass foul invaders! Turn back, or join the pile of the slain at our feet!"

>1 AP: Move 6
>1 SP: Enter Like Fire Posture
>9 SP: Attack nearby enemies thrice
>Convert 12 AP to 3 SP
>7 SP: Ready 7 Ripostes

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x4)
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
Rolled 1, 1, 3, 1, 5, 6, 5, 5, 1, 2, 1, 6, 6, 3, 1 = 47 (15d6)

>>4805927
>>4805927
"Tinaang, watch out, ya lil' critter!

>3AP Try Something: Warn the refugees to get out of the way, I don't want to hurt them! (vs Finesse)
>3AP Shout: "Seriously, guys, move, you're in danger!!" (vs Focus)
>3SP [Offer] Sustain Mosswater Mark: O, grasping waters, assist me in bringing this tree down! on my enemies and not my friends!s (vs Para)
>3AP Shout: "TIMBER!!!!! GET OUT THA WAY!!!!!" (vs Ferocity)
>4SP Windup x2
>3SP Swing my readied Halberd and fell the tree! (roll)
>5AP Carefully cross 1/6ward 2-3 spaces, using fallen tree as a bridge, cover, or handrail
>2SP Switch Posture to !Hound
>5SP Ready 5 Dodges
Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
(Fixed 2 Range, Ready for 3SP, +lethal, +guardbreak)
#Rikovol Armor
(2 DR, +1 Ferocity, +1DMG, -2 React)
#Moss Shield (new!)
([Block] Guard success doesn't deplete, Grants Cover to Projectiles, +1 SP to Kata and Stance spends)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
>>4805927
> 8AP Move 1111
> 9SP Overwatch (weapon attack and evaluate if I am charged, dash and weapon attack if they try to run around me)
> 1SP Dodge
>>
>>4806003
Face me, dogs!
>>
Rolled 2, 2, 2, 1, 5, 3, 2, 6, 3, 1, 3, 1, 3, 1, 2, 3, 1, 4, 6 = 51 (19d6)

>>4805927
WHERE AM I
WHO ARE YOU PEOPLE
>>
>>4806076
WHO'S IN CHARGE HERE
WHERE. IS. MY. RIFLE.

#Sokolai
AP 12
Stance 8 | Guard 11
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 7 | Finesse 6 | Ferocity 7 | Para 10

@Waveform Blade
!Passion
!Chill Wind
!Distant Rumble
>>
>>4806140
who . . . Are you? Why are your clothes so odd?
>>
>>4806193
HEY. HEY. I'M THE ONE ASKING THE QUESTIONS HERE.
>>
>>4806193
>>4806195
He also as a weird accent sir
>>
File: Past The Threshold.jpg (150 KB, 948x629)
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And a uniform scrap of a strange sight too. Something in the way the threads are arranged. Must have come in with the flood of refuges from further up the river systems.

If he can hold a blade he can stand his ground . . .
>>
File: Fort Drywing 1-5.jpg (3.63 MB, 6804x2840)
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Sato swings with all his might into the venerable marshland wood, and his sharp blade bites deep into the damaged tree. And then it snaps at the hilt.

SATO! Those swords are expensive! You made it easier for Drankhus to crack the tree, and you may have saved everyone but . . . we'll have to have the blacksmiths reforge your blade after the battle. They're very delicate, Sato!

--

Stand your ground! They're . . . Doing something!

>SWARM PHASE
>>
>>4806312
(Sorry to bother, but I wanted to move 6 as well.)
>>4805988
(Probably should've replied to you too in that post...)
>>
File: Fort Drywing 1-5-1.jpg (3.62 MB, 6804x2840)
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The attack! it's stalling! We have the dear ones inside the walls again or getting there. Good work on the timber, Drankhus and Sato. You saved so many! There will be thankful smiles around the cook fires tonight, and willing hands to help the wounded.

Tinaan?? your spiteful quiver is remarkably effective against these Vulpes(?). They rely heavily on pack tactics.

They seem . . . Ferociously focused now, bolstered. We have them pinned hard in that bend on the road, but you have to stand your ground. If you let up they'll break around you and come in from all sides!

-

That figure. Their apparent leader. Who is he? What style of combat is this, to send subservients to die for you? there is no glory to be had for those who lead from the back of the line! He stands there like a statue, grinning, half-proud about the pile of fallen piling up at our feet.

--

In the distance, a horn - but not one of ours. A booming three times rolling wave of sound that jars the ear. The signal, hard to interpret. They. . . Are either pulling back or about to advance? Don't let it distract you!.

>Blades Phase!
>>
Rolled 6, 5, 4, 5, 6, 6, 1, 5, 5, 6, 4, 5 = 58 (12d6)

>>4806401
>[4SP] Ready Flickerstep Dodge x2
>[12AP] Convert 12AP to 3SP
>[12SP] Attack the crowd of enemies, prioritizing the closest ones first (x4)

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4806401
Good work with that bridge! And nice shooting!

Command, are these rabble even putting up a guard? I can't see one.
>>
Rolled 6, 6, 3 = 15 (3d6)

>>4806401
"Come around that corner, I dare ya ...""

>1SP Sustain the Mark's grasping waters on the tree
>1AP Move 1
>3SP Ready Halberd
>6SP !Chill Wind x2
>2SP Ready Dodge x2
>13AP+5SP: Raise Halberd above head in wait for an unsuspecting enemy
>1SP Hold shield in dir6
>>
>>4806601
Make that 3AP for the move and 11 for the raise over head... Forgot I was in Of Hounds Posture. My bad for all the fixes, chief, I'm on the go and don't wanna miss out on the action so sometimes I rush my turns! Sorry!
>>
Rolled 3, 3, 6, 4, 2, 2, 5 = 25 (7d6)

>>4806401
"Fear not the tide. I am here now."

>Spend 10 XP to learn Essence Stance (26->16XP)
>Rolling for Psyche.

>Deploy 6 of A in [Essence Stance] and [Emptiness in Motion]
>11AP Move 5555 6666 616
>4AP Vault 66 over the wheelbarrow.
>7AP Move 1616 656

>11SP [Barter]Imbue the weapons of [Sing:Only Allies] at 665 with corrosive energy +3 Range, AoE, (vs 17 Para)
>5SP Create a floating spear of corrosive steam. +1 Effect, (vs 17 Para)
>1SP Dodge

#Maria
AP 22
Stance 17 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 11]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 4, 1, 4, 2, 3, 4 = 18 (6d6)

>>4806401

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Finesse]
>3AP: Move 6, 5, 6
>2SP: [Evaluate] * 2
>3SP + 6AP: Attempt a Wide Swipe at 6
>2SP: [Evaluate] * 2
>3SP + 3AP: Attempt a Wide Swipe at 1
>5SP: Ready [Dodge] * 5

"Okay, let them break upon us!"
>>
Rolled 2, 3, 3, 3, 2, 5, 2, 6, 5, 2, 1, 3, 5, 5, 6, 4, 6, 1, 3 = 67 (19d6)

Looking to join up.
>>
Rolled 3, 3, 2 = 8 (3d6)

>>4806401
>Rend+Predation Instinctual
>4SP: Nock a Poison Arrow
>1SP: Wavebreaker
>16AP: Aim*8 (+8Hit)
>3SP: Fire poison arrow at Archer Shooting at me
>2SP: Dodge

#Tinaang?
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
Rolled 1, 5, 4, 6, 4, 4, 3, 1, 2, 1, 1, 2 = 34 (12d6)

>>4806401

>>4806628
"Maria, about time you joined us! Those archers have poison arrows; we can hold this line against the rabble, but I don't know how long we can hold if they're splashing poison on us. We need either you or Kassandra to deal with those archers!"

"Is that all you rats have got in you? I'm not even sure you chipped my shield!"

>1 SP: Enter Like Fire Posture
>6 SP: Attack nearby enemies twice
>Convert 4 AP to 1 SP
>8 SP: Ready 4 Ripostes
>3 AP: Attempt to taunt the Vulpes into attacking me instead of my allies, focusing on the flaws in their fighting and effectiveness.
>7 AP: Use Focus to keep an eye on the archers so I can block or parry any poison arrows coming my way (4 AP for +2 to-hit)
>>
Rolled 5, 4, 6, 2, 3, 3 = 23 (6d6)

>>4806401
>Fluidity
>-: Sheet Broken sword. The material can be used later for a new one I GUESS
>3AP+3AP: Continue helping the refugees over the Bridge and calm them down
>6AP: Move 4-4-4-4-4-4
>3AP+3AP: Search for a new weapon in the Boxes

#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade] BROKEN
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4806682
"Don't worry, I've developed and named at least 23 new techniques for dealing with long-ranged opponents while at the fort."
>>
>Deploy A6
>Move 5-5-5-6-6-6-6-6-6-6-1-6
>1SP: [Focus] Stance
>10 SP: [Wolf-Heart] x5

#Jura
AP 12
Stance 11 | Guard 13
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 13 | Ferocity 12 | Para 10

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
>Deploy?

#Dom
AP 13
Stance 9 | Guard 13
React 10 | Health 2 | Psyche 4
Lethality 6

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@Weapon - Windbow
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
>>
>>4806829
(You can act straight out of deployment, just so you know.)
>>
>>4806833

> Run Northwest (toward the 1 and the 6) to get to the action as fast as my little legs will carry me.
>>
>>4806401
>move 666 565 666 616
>1sp: ferocity stance
>6sp: chill wind (x3)
>1sp: dodge
I HAVE NO IDEA WHERE WE ARE, BUT I KNOW A SCRAP WHEN I SEE ONE, HOOAH?
HE'S HOPING TO WEAR US DOWN WITH SHEER NUMBERS; BREAK OUR TOOLS, EXHAUST OUR BODIES, THAT SORTA THING. THEN HE'LL PUSH.
WE GOT A LOT OF GROUND TO GIVE, THOUGH. PEEL BACK AND COLLAPSE ON THEM, ELSE THEY'RE GONNA FORM UP RIGHT IN YOUR FACE AND POKE YOU TO DEATH.
...
>>4806814
YOU. YOUUUUU. I KNOW YOU. GET LOST AT THAT ONE RIVER TOO? WITH THE BOATS?

#Sokolai
AP 12
Stance 8 | Guard 11
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 7 | Finesse 6 | Ferocity 7 | Para 10

@Waveform Blade
!Passion
!Chill Wind
!Distant Rumble
>>
>>4806951
Who are you? Oh wait. I remember now. I haven't met you yet.

Yes, that's right. The boats. That's definitely what they were.
>>
Rolled 1, 6, 1 = 8 (3d6)

>>4806401
#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 9AP // Move [6]x3.
> 3SP // {Nock}
> 2SP // {Evaluate} the archer squad @ [6]x7, [1]x1, [6]x2 // +2 acc on next attack.
> 7AP // {Aim} at the archer squad @ [6]x7, [1]x1, [6]x2. // +3 acc on next attack.
> -6 acc // Initiate the {Hushed Lightning} Kata.
> 3 SP // Fire (Wind Bow) twice at the archer squad @ [6]x7, [1]x1, [6]x2. // Target the torso. (-0) // Roll vs Finesse-1.
>>
>>4806401
> Oh man shield sp applies to dodges
> 8AP into 2SP
> 7SP stance to Focus and use grasscutter kata
> recover the rest of my guard with AP
> 3AP what are these rabble, a slave legion? I don't see a guard!

#Lister
AP: 14
Guard: 14 // Stance: 10 // React: 13 // Health: 5 // Psyche: 3
Lethality: 2
Fluidity: 10 // Focus: 12 // Finesse+: 12 // Ferocity: 13 // Para: 11
@Waveform Blade
@Moss Shield
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
>>4807929
It's a very useful device, I admit grudgingly, but fighting with it pose a unique set of challenges.
>>
>>4806670
Always grand to have another blade with us!
>>
File: Fort Drywing 1-6.jpg (3.64 MB, 6804x2840)
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We're getting reinforcements from Fort Drywing now, and we're pushing back their probes. Lister has a good point: who are these people? There's a rigid uniformity to their attacks, a disregard for their own preservation. A look that may be terror in their eyes.

But not of us.

Of . . . Whatever is behind them.

>SWARM PHASE
>>
File: Fort Drywing 1-6-2.jpg (3.68 MB, 6804x2840)
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Tylus plants his feet like a stoic oak and brings his shield up against the coming storm. The figure in the back smiles a crooked smile that's all teeth and points at Tylus.

And then the Vulpes?? throw themselves forward in a surge. They do not care for their own survival! Tylus lashes out with deadly ripostes that cuts down two of their number, but there's too many and he is borne down in a mob that pulls at his shield, pulls at his guard, pulls at his armour. Tiny knives and small blades dig into openings.

The Blades nearby shout in alarm and begin cutting down the attackers. Who would fight like this? Have they no care for their own survival? No the thing that drives them . . . It's terror. Terror of the one behind them!

Tylus is being mobbed!! There's 8 people holding him down! And it's not just their arrows that's poisoned, those close-quarters daggers are dipped in something too!

>Tylus you're poisoned. Every multiple of Health knocks off 1 AP and 1 SP and 1 Tohit, so for you that's -2 for now. Your armour took by far the worst of it! Wearing it saved your life!

Some of the lanterns struggle with ferocity to pull Tylus out of the sprawl, but the 16 hands holding him are too strong. cut down the pile! Every one of them who has no hands on Tylus is one less contestant that prevents him from bringing his gear to bear! They're too focused on him to defend properly!

--

Samson, who has had his sign knocked out of hand by a particularly cunning attacker, twists aside from a lunging spear. The one with the armour and the grin. He can fight. Dangerous.

--

Drankhus and Tinaang?? come face to face with an enemy. He adopts a defensive posture as he spots Drankhus halberd hovering ominously, and then he sends one of his servants forward first . . .

>Blades Phase
>Tylus can't move so long as the mob is on him! AP Expenditure disabled!
>>
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>>4807929
Lister, you're our best forward scout. You're right. These people that attack us, they're being driven forward by the one in the back - with the banner, holding it high. He does no deign to take the field while his servants fight.

A coward, then, or cold beyond the ice itself.

These people are not soldiers. They're . . . Mass-pressed horrified fools too caught up in a power-struggle to shake off the terror of their superiors. And too caught up in the hope they might be superiors, one day.
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4808009

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [8/16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 3SP // {Nock}
> 2SP // {Evaluate} the archer squad @ [6]x7, [1]x1, [6]x1 // +2 acc on next attack.
> 16AP // {Aim} at the archer squad @ [6]x7, [1]x1, [6]x1. // +8 acc on next attack.
> -6 acc // Initiate the {Hushed Lightning} Kata.
> 3 SP // Fire (Wind Bow) twice at the archer squad @ [6]x7, [1]x1, [6]x1. // Target the torso. (-0) // Roll vs Finesse+4.
>>
>>4808108
For the record, it's helpful if you are to make both your strikes Blade. Suppose you make two attacks with Hushed Lightning, that would be two rolls. They're fully separate attacks!
>>
Rolled 4, 1, 6 = 11 (3d6)

>>4808111
(Very well. I'll be sure to do that next time.)

>>4808108
(Making secondary attack roll.)
>>
Rolled 6, 2, 3, 2, 2, 3, 4, 2, 4, 3, 3, 5 = 39 (12d6)

>>4808009

"HAHAHAHAHAHAHAHAHA! Here we go, you actually are finding some openings now that you've mobbed me all at once! I'm surprised you can fit! All right squad, now is the time: *Butcher this mob*!"

>12 SP: Skewer this mob four times, attempting to pierce through more than one per strike
>>
Rolled 2, 5, 5, 3, 6, 5 = 26 (6d6)

>>4808009
>[2AP] Restore 1 guard
>[1AP] Move 3
>[1S?P] Grab my sign!
>[2AP] Move 65
>[5SP] Ready Flickerstorm
>[6SP] Attack the mob x2

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 2, 4, 3, 2, 3, 1, 5, 6, 5 = 31 (9d6)

>>4808009

"Where are the REAL men!? FIGHT ME!!"

>8AP converted to 2SP
>6AP+3SP: Move 1 (3AP, Of Hounds stance) and Try Something(3AP) and perform a Throw(3SP): (Fluidity check) As Drankhus moves forward, he picks up a rock, handful of dirt or other nearby object to use as a makeshift projectile and throws it as a distraction for his coming blow:
>3SP Ready Halberd
>5SP !Weeping Wind, counterclockwise, primarily targeting the flagbearer
>3SP Ready Halberd
>3SP Attack armored flagbearer
>2SP Dodge (x1 or x2?)

Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
(Fixed 2 Range, Ready for 3SP, +lethal, +guardbreak)
#Rikovol Armor
(2 DR, +1 Ferocity, +1DMG, -2 React)
#Moss Shield (new!)
([Block] Guard success doesn't deplete, Grants Cover to Projectiles, +1 SP to Kata and Stance spends)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark

Shield SP spending: Does it increase all SP costs, like Evaluate, Dodge and my Halberd Ready/Swing? Or only katas like !Grasscutter and switching stances?
>>
Rolled 3, 6, 2, 4, 6, 1 = 22 (6d6)

>>4808009
>2AP: Move 6-6
>3AP+6AP: Finesse Vault over Cart Towards direction 6-6 of my position vs 13
>7AP: Move 6-1-1-6-6-6-6
>2SP: Evaluate×2
>3SP: Slash at Swarmers direction 6
>3SP: Stormdancer×3
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4808009
Would make you feel pity for them were they not so merciless.

>>4807945
It does!
>>4808157
Evaluate, dodge and telegraph are all 'stance spends'. Seems like the only thing not penalized is changing stances? That might be too.
Seem like they are cowardly bastards though, so scream in their faces! Convince them to give up! Tell them stories of how pretty their intestines will look! Shields don't make that any harder.

> 1SP stance back to ferocity
> 5SP telegraph and hack with the waveform blade
> 3AP Keep the shield up! (cover vs arrows?)
> ?AP move carefully around this cart, like those three Vulpes did
> 4SP Prepare to dodge those axe-wielding ones, if they come rushing

#Lister
AP: 14
Guard: 14 | Stance: 10 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2
Fluidity: 10 | Focus: 12 | Finesse+: 12 | Ferocity: 13 | Para: 11
@Waveform Blade
@Moss Shield
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
Rolled 2, 6, 3 = 11 (3d6)

>>4808163
I forgot to roll again

If I can draw some towards me, that should take pressure off your side! But don't spend too much energy! Feels like this is just the first wave of things.
>>
Rolled 2, 6, 2 = 10 (3d6)

>>4808009
>3SP: Nock Normal Arrow
>16AP: Aim (+8)
>3SP: Bear Claw
>3SP: Fire Arrow at the Bannerman shooting for the head/neck area
>1SP: Dodge

#Tinaang?
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
Rolled 1, 5, 5, 4, 4, 5 = 24 (6d6)

>>4808009

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Finesse]
>Convert 4AP to 1SP
>3SP: [Evaluate] * 3
>6SP + 8AP: Attempt a wide swipe at 6 * 2
>4SP: Ready [Dodge] * 4

"Damn it, they procreated like rabbits didn't they?! We have to aim for Keystone Strike on the Princeling if we want to stop the human wave."
>>
>>4808163
So every time SP would be spent, it's a +1? No such thing as a 1SP spend for someone with a shield, then, it's a minimum 2SP for everything?
>>
>>4808177
Attacks still just cost 3 SP, and changing Posture isn't increased.
>>
>>4808177
changing posture remains the same, as does striking for 3 SP. For Halberds, you do ready it at the same cost (A Ready being mostly a deferred strike).

The Shields are a little awkward in their use however, and add +1 SP to all other things.

It's an unfamiliar form of combat.

The trade-off appears to be nigh imperviousness to direct assaults. Once our feet are planted, we do not move for our Guard remains almost invincible to any but the most furious attacks as they glance off of the shield. Against such swarmers tactics, I do see their use for they make the many, many, many blows glance off...
>>
File: Fort Drywing 1-7-1.jpg (3.64 MB, 6804x2840)
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Tylus is still thronged in the sheer mass of blades and men! By the spirits, do something before he chokes or they get a blade in through an armour gap!

>Swarm Phase (and Blades that haven't acted yet)
>>
>2AP: Move 6-6
>3AP: [Finesse] Vault the cart 6-6
>1AP: Move 1
>3AP: [Finesse] Vault the Lumber Pile 6-6
>1AP: Move 6
>2AP leftover, +1 to checks?
>10 SP: [Wolf-Heart] x5

#Jura
AP 12
Stance 11 | Guard 13
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 13 | Ferocity 12 | Para 10

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
>>4808189
>>4808182
Got it, thanks!
>>
File: Fort Drywing 1-8-1.jpg (3.68 MB, 6804x2840)
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Some of our foes have a sense of self preservation and a keen desire to hold on to their lives.

Why would one live in such a way, to sacrifice others to preserve ones own dominion? Neither Bladehearts or spearsouls these, but little petty pretender gods.

--

Tylus is pulled from the maws of the mob by the collective hands around him, but in so doing the Blades are haunted by the spirits and somehow roll 4 critical failures, stumbling all over the place and hitting Tylus three times in the press to free him.

--

A group of volunteered heroes prepare their weapons against our charge, holding the ground.

--

Tinaang?? and Drankhus watch that enemy champion shrug off his shock from their blow and re-orient his guard. He sweeps his spear out - Drankhus rolls away - and then he sends his miserly servants against Drankhus, they come in reaping.

But our last strikes left the champion over-exposed. He had to make sacrifices to re-align his stance and now he's ours.

---

They're letting up! That distant horn is blowing again, more insistent. This all may have been a sortie intended to test our mettle and focus. I doubt this is the true attack at all!

>Blades phase!
>>
>>4808182
You're free! Glorious air to breathe without the press of bodies on all around. But these men do not fight with honest intent: Their weapons are coated in horror, on the orders of their distant leader.

You have 10 poison. Every multiple of health is -1 to AP/SP/Tohit, so you're currently at -3!

Why would someone use such means in combat? Disgraceful.
>>
Rolled 5, 6, 4 = 15 (3d6)

>>4808248
>11AP: [ferocity] shove the cart
>8SP: chill wind (x4)
WE GOTTA DEAL WITH THOSE ARCHERS. MAKE SOME CONCEALMENT, KICK DUST UP IF YOU GOTTA.

#Sokolai
AP 12
Stance 8 | Guard 11
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 7 | Finesse 6 | Ferocity 7 | Para 10

@Waveform Blade
!Passion
!Chill Wind
!Distant Rumble
>>
Rolled 2, 2, 1, 6, 3, 1 = 15 (6d6)

>>4808248

"On your feet Blade! There are still invaders to bury!"

>1 AP: Move 4
>3 AP: Pull the Blade out of the water
>7 AP: Try to wash the poison off of me with the water (4 AP for +2 ToHit)
>2 AP: Regain 1 Guard
>4 SP: Activate Puncture Kata
>4 SP: Activate Zanshir Kata
>2 SP: Ready Riposte

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x4)
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
Rolled 4, 5, 5, 6, 5, 6 = 31 (6d6)

>>4808248
> 2AP Move 6
> 4AP to 2SP
> 12SP Evaluate Telegraphed Grasscutter Attack vs 17 (-4 hit for +2 damage) 15 target both enemy tiles
> 2AP Move 5
> 4 Guard [DASHING CUT] Move 4454 and...
> 10 Guard Evaluate Telegraph Grasscutter vs 14 (-4 hit for +2 damage)
> 3AP GO BLADES, BRING THE FIGHT TO THAT COWARD! Focus roll

#Lister
AP: 14
Guard: 14 | Stance: 10 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2
Fluidity: 10 | Focus: 12 | Finesse+: 12 | Ferocity: 13 | Para: 11
@Waveform Blade
@Moss Shield
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
Rolled 6, 3, 6 = 15 (3d6)

>>4808277
Dice, damn you! (focus roll anyway)
OKAY BLADES SAVE ME O
>>
Rolled 5, 5, 1 = 11 (3d6)

>>4808248

Health: [2] // Psyche: [4] // Guard: [8/14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

1SP // Enter the {Distant Rumble} Posture.
8AP // Recover guard. // +4 Guard.
3SP // {Nock}.
1SP // {Evaluate} the duel-axe-wielding hostile @ [6]x5, [1]x4.
8AP // {Aim} at the duel-axe-wielding hostile @ [6]x5, [1]x4.
3SP // Fire (Wind Bow) at the duel-axe-wielding hostile @ [6]x5, [1]x4. // Target the torso. (-0) // Roll vs Finesse+4
>>
Rolled 3, 3, 4 = 10 (3d6)

>9AP: Move 1-6-6-5-6-6-6-5-6
>3AP: [Finesse] Hide in the bush
>l0SP: Wolf-Heart x5

#Jura
AP 12
Stance 11 | Guard 11/13
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 13 | Ferocity 12 | Para 10

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
>>4808277
Some things are worth dying for.
>>
Rolled 6, 1, 1, 1, 6, 2, 2, 6, 1, 3, 1, 5, 1, 3, 1 = 40 (15d6)

>>4808248

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

Current Stance: [Finesse]
>10AP: Climb the tree and get across Vs Finesse (Move 4, 4, 4, 4?)
>2AP: Move 5, 5
>6SP: Attack at 5 * 2
>3SP: Attack at 4
>3SP: Attack enemy on same tile
>3SP: Ready [Dodge] * 3
>>
Rolled 4, 1, 3, 1, 6, 2, 5, 6, 6, 5, 4, 4, 6, 5, 1 = 59 (15d6)

>>4808248

>3AP Try Encouraging/Focusing Tinaang!!(?) "Feather the big guy! Small fries are mine! (vs relevant stat)
>9AP converted to 3SP
>4SP Kick! Kick an underling right in his Chest! (-0 to hit)
>4SP How about a shield bash, weakling?!
>4SP Repel coming attackers with more kicks!
>8SP Dash-Step(4SP) + Tackle (4SP): Smear the queers!

Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4808298
This was a bad idea, let's see what that 5 health is worth!
>>
Rolled 4, 3, 3, 4, 2, 4, 3, 2, 3 = 28 (9d6)

>>4808248
>[5SP] Ready Flickerstorm
>[4AP] Convert 4 AP to 1 SP
>[2AP] Move 66
>[3SP] Attack the Vulpes?? 1ward
>[1AP] Move 1
>[6SP] Attack the closest Vulpes?? x2

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
File: I Heard That.jpg (263 KB, 1081x1056)
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Brave. Very brave.
>>
Rolled 4, 2, 3, 3, 4, 2 = 18 (6d6)

>>4808248
>3SP: Nock arrow
>4AP: Aim +2
>3SP: Fire Normal Arrow in the leg of the Banner man
>3SP: Nock another Arrow
>12AP Convert to 3SP
>1SP: Steel Eye
>3SP: Fire a Second arrow in the bannermans other leg

#Tinaang
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
>>4808307
Oh no!
>>
>>4808299
>>4808248

#Chevalier
Guard 13
AP 12 | Stance 15 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

Current Stance: [Finesse]
>10AP: Climb the tree and get across Vs Finesse (Move 1, 1, 1, 1?)
>2AP: Move 5, 5
>6SP: Attack at 5 * 2
>3SP: Attack at 4
>3SP: Attack enemy on same tile
>3SP: Ready [Dodge] * 3

Correction, Changing Direction. Sorry.
>>
>>4808307
(thought >>4808020 meant damage>health kills a swarm member then damage continues to the next guy, seems not! grasscutter was aimed at archer hex and the axe-wielder hex)
>>
>>4808308
"That was bloody brutal! You son-of-a...(?)"
>>
>>4808324
You did roll really poorly, maybe you simply fumbled up the execution of your cunning attack in the chaos of battle? Happens to the most veteran soldiers
>>
Rolled 5, 6, 5, 4, 2, 2, 3, 6, 6, 4, 1, 5, 4, 4, 1, 3, 2, 1, 6 = 70 (19d6)

>>4808330
The idea was to clear the way for every blade in the choke point so they could protect my back

but that didn't work!
See you in the afterlife, friends
>>
Rolled 4, 6, 2, 5, 1, 4 = 22 (6d6)

>>4808248
>Fluidity
>6AP: Move 6-1-6-6-5-6
>3AP+9AP: Grab and throw Sand/Dirt at the enemy BannerGuy whats his ten name
>1SP: Evaluate
>3SP: Slash Enemy tick
>6SP: Oakheart Parry +3 Riposte
>2SP: Flickerstep Dodge


#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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>>4808330
It does.
>>
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Furious fists! Flying kicks! Is that - - - that's a non-regulation Rikovol chokehold! Good spirits, man, when did you pick that up?!

>SWARM PHASE
>>
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They're falling back before us!

The one facing Drankhus and Tinaang?? glares, shakes his head, makes a few probing strikes and then begins to fall back.

In the press near the bend in the road, the Blades push through! Lister stands like a statue, taking blow after blow. But he does not budge. The attackers stare on in surprise as much as dismay. Lister weathers the storm...

>[1/2]
>>
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In the back, the man in full plate finely wrought stares. Nods once in a sharp sting of miserly won woe. Then he snaps his fingers and turns to stomp down the dirt road that leads to fort Drywing.
>>
Wait.. . . Jura?
>>
File: Be Quiet.jpg (257 KB, 1571x990)
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Don't. . . Move. It appears this patch of shrubbery already holds an infiltrator.
>>
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You startled him! He's running! To the Void with these observers, who ARE and why are they staring at us from the Shadows?

--

The warleader of this strange band dips his head in acknowledgement and then turns to march from the field. He. . . He is leaving his subordinates to take the brunt of our fury? He would Abandon them?!

The man deserves an arrow. To reward loyalty with sacrifice is no act worthy of any company.

--

Blades! The servants without a leader are panicking! There's only two more of the mon the field to manage their morale. They're small without it!

Now! Strike! Take them!
>>
Rolled 4, 5, 5, 6, 6, 3, 6, 1, 6, 6, 4, 4 = 56 (12d6)

>>4808400

"Take down the bannerman!"

>5 AP: Move 1611 1
>8 AP: Regain 4 Guard
>12 SP: Attack the Vulpe Leader four times, the last two attacks targeting the legs
>>
Rolled 5, 1, 6, 5, 6, 6, 1, 4, 6, 6, 3, 3 = 52 (12d6)

>1 SP: Activate Distant Rumble
>3 AP: [Finesse] Vault the wood 1-6
>3 AP: Move 1
>3 AP: [Finesse] Climb the rock 1
>3 AP: Move 1
>10 SP: Dash-Step to 1, Grass-Cutter x2, Evaluate x1 Strike (target tiles 1 & 5; 14 vs. Focus, 1d6+1 damage + bleed, guardless?)
>6 Guard: Dashing Cut to 6, Grass-Cutter Strike (target tile 6; 13 vs. Focus, 1d6+1 damage+bleed, guardless?)

#Jura
AP 12
Stance 11 | Guard 5+?/13
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 13 | Ferocity 12 | Para 10
Stance: Focus

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 1, 4, 4, 2, 5, 4, 5, 2, 5 = 32 (9d6)

>>4808400

"Shieldy, no!! I'm sorry, I'll come back for you after the battle, you'll only slow me down right now!"

>Switch to Hustle Posture
>6AP Move 666556
>1SP Go ALL OUT!
>4SP Evaluate x4
>3SP Grab hold of the fleeing flag-carrier. Put him in a non-lethal choke hold! (Target: head, -6 to hit)
>4AP +2 to hit on choke
>4AP+6SP Use my Ferocity to wrestle the grappled opponent with me toward the direction of 44 or 444! (Single roll?)
>3SP [Wrath](Mosswater Mark): O spirits of grasping water, pull me in like a tide to your river! (vs Para)


Drankhus (4XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (On the ground!)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4808400
I never doubted you for a second! Friends!
>>
"Oh-ho-ho, I can just tell that you're gonna LOVE your new dank, rotten cell in the Fort's brig, Mr. Hostage!"
>>
>>4808441
glare
>>
>>4808432
Woops, obviously I can't use AP to increase my Choke Hold. Please ignore those 4AP or put them on the next action if applicable
>>
>>4808425
This actually cost me 8 Guard as written, so I'm at 3+
>>
Rolled 5, 1, 5, 6, 3, 6, 2, 1, 3 = 32 (9d6)

>>4808400
>[5SP] Ready Flickerstorm
>[4AP] Convert 4 AP to 1 SP
>[3AP] Move 112
>[9SP] Attack the vulpes?? bannerman (x3)

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 2, 5, 6, 1, 6, 5, 6, 4, 2, 4, 1, 2, 2, 4, 6 = 56 (15d6)

>>4808400
#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [12/14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

"There is no need for more death today. Just turn back."

> 8AP // Try something: Run to the edge of the shore and leap onto the boat floating on the bog. Pause for a moment to allow the inertial transfer of the landing to shift the boat closer towards the wooden crates scattered at the water's edge, then once again jump across the marshwaters and come to rest atop one of the crates. // Move [6]x4, [1]x1. // Roll vs Finesse.
> 3SP // {Nock}.
> 2SP // {Telegraph} next attack. // +8 acc on next attack, but target gains +4 defense.
> 8AP // {Aim} at the group of demoralized archers @ [6]x4, [1]x4. // +4 acc on next attack.
> -18 acc // Initiate the {Hushed Lightning} Kata, Threefold.
> 3 SP // Fire (Wind Bow) at each member of the group of demoralized archers @ [6]x4, [1]x4. // Target the torso. (-0) // Roll vs Finesse-6.
>>
>>4808444
Double woops, targeting the head is -9 not -6. Looks like it'll still be effective in this instance, mostly just writing this out to remind myself for later.
>>
Rolled 2, 4, 1, 2, 5, 2 = 16 (6d6)

>>4808400
>4SP: Nock Poison Arrow
>8AP: Aim+4
>3SP: Fire Poison arrow at group of axe Swarms
>8AP+3SP: Help Drahkus KO the Bannerman (Go punch Bannerguy in the gut?)

#Tinaang
Guard 16
AP 16 | Stance 10 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
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They're faltering! Impressive footwork there, Jura.
Kassandra, the . . . Tree ate your arrows.

Drankhus rough-houses someone into the river.

>SWARM DISPERSAL PHASE
>>
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Drankhus, don't let go. That one is going to do a lot of talking later!
>>
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They're fleeing, the ones that can. As a final insult one of their armoured leader figures boots Jura in the face on the way.

The remaining ones . . . lock hands. Stare. Daring us to cut them down. Preposterous. They are not even a threat, and they mean to sell their lives so their leader can make good their escape?

We'll send up the other Blades and corral the lot. The wounded on the field need tending to.

We did it! We've seen them off! Their distant horn sounds one last time. The signal is now clearer: it's a leader in their horrid chain of submission calling people to order. This attack may have been unsanctioned!

Form up and take a sentry vigil. We'll clear the field.

Drankhus, drag that struggling, squabbling one to the Fort....
>>
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Mission complete!

What a strange storm of blades and spears and combat servants with soul but lack of training. Do they mean to make us fall by fatigue in our arms from killing those that are lesser than us in battle-cunning?

This bodes ill. These Vulpes?? are not akin to the others at all - look, they've abandoned their precious pillage on the ground. They haven't worked together to strip the nails of our boards. There is a dire lack of avarice here!

--

Mission complete!
Survivors gain +1 Guard, +1 Stance and

21 xp!

Some things have changed a little about the acquisition of attributes. Your experience now mostly bolsters your Stances and your Katas. Such is life in the rigid armed forces!
>>
>>4808514
"He's in good hands, heh heh heh... *maniacal laugh*"
>>4808467
Triple woops, I was poisoned at 2, so I had -1 AP/SP/hit anyway... Still trying to get it nailed down so I don't give you any puzzling situations, anymore, Command!
>>
Intermission Phase

Everyone can take One downtime action. Ask questions, seek answers. These introspective or active attempts change you, or the world. Or maybe nothing at all. We have a short measure of peace. Let's use it well. Skills used alter the outcome of these actions!

You can:

> Ask A Question, Find An Answer, Investigate ( 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. )

> Harness Something I Found ( Did the Enemy do something different from us? Adopt their skillset if we have their tools, or study what they did to harness it as our own. Roll a skill to help. This is a good way to unlock company gear or new Katas. There is so much littering on this fair field. Take your time. Study it well. )

>Fashion Something New (With the forges from the Landing Site, the supplies, and the garrison at Fort Drywing along with our cunning, we can try to improve equipment, gear or utilities we have. Perhaps sharper blades or better armour will keep the enemy at bay?)

> Refine Our Understanding ( You can study Advanced Arts by combining 2 of the stances you already know, or refine things discovered. 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. )

> Light the Pyres for the Ones that Fell ( In this place, the Spirits watch with vigilance for the ground is soaked with the blood of our allies. )

> Something . . . Else? ( Who can tell what a Blade desires? )

Otherwise, always available:
> Join the Supply Train: Rest your sword among the guards and roll a new character, carrying over any unspent xp and 1 stat/kata/trait. You also benefit from a single wildcard 1d6 that adds to stats, while the company may gain knowledge from your instruction.
>>
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Bannercaptain Rinik has finished the tally of the wounded. The quartermasters inform us all supplies are secured, stored and steady. Seven Red Flowers have planted a field of roses to mark our victory.

It is time.

We must reach Rikovol, grand city of Blades, and bring with us this tattered train of refugees and supply recruits turned blade-bound heroes.

The Vulpes advanced forces fill the woodways with small bandit groups. And the road appears choked by the steady march of invaders.

How should we proceed?

With our two captured vessels and three restored old larger cargo barges from Fort Drywing, we may take to the seas and travel down the coast. If our enemy intercepts us while we're en-route, we must prepare for seaside action. But this would allow us to avoid many of the dangers of road-bound movement, and it is faster.

Our Banners are out securing the roads, which allow us to push at rapid pace down the supply network with no fear of ambush. But we have received reports that the foes we have fought have set up an encampment that cuts across the road. We will need to assault and take it if we wish for our supply train to pass unmolested. Attacking an entrenched enemy head on at their strongest fortified point is seldom an easy battle, but our need is dire.

By sea or by road, the march goes on. Unless one among you can think of a better course of action? How do we proceed?

If no resolution is reached, Bannercaptain Rinik will apply the default strategem:

The company is to force march to reach Rikovol ahead of the invasion. It must smash through the Princeling Encampment that blocks the road.

Banner Storm: 12 Fort Drywing Blades deploy with us for the assault
>>
>>4808547
>[24XP] Spend 24 XP to increase Fluidity and Ferocity by 1 each
>Refine Our Understanding: Attempt to improve Water Stance

#Samson | XP 0 | Current Stance: [Fluidity]
AP 14
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 4, 3, 2 = 9 (3d6)

>>4808568
(Forgot if I need to roll dice for this.)
>>
Rolled 4, 4, 3 = 11 (3d6)

>>4808533
>>4808547

"O-our boards... Th-THEY STILL HAVE NAILS! PRAISE BE!! Oh I mean uh... Almost all of the refugees are safe! Praise be!... (sweet, sweet, nails...)"

>Harness something I found
That dreg I manhandled, he had quite a fine spear... I do love my halberd, but maybe I can go retrieve his weapon, compare it, and if I don't like it more than my halberd, I can let someone else in the company have it.
Roll Para to help!

>+1 Guard
>+1 Stance [is this SP? or one of the four F's (Finesse, etc.)? or? Sorry]

>4 unspent XP
>21 Mission XP
>1 Polite XP :-)
>2 Rasslin' XP >:-)
>27 total XP
>Increase Fluidity from 11 to 12 (-12XP)
>Instruction: Teach the company a thing or two about Ferocity "So there's I was, chokin' 'im out, fish-hookin' 'is mouth, talkin' 'bout 'is strumpet of a mother..." (-15XP)
>>
>>4808578
Math is fun! 28XP* meaning 1 leftover
>>
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Rolled 3, 6, 4 = 13 (3d6)

Rinik:

. . . And then what?

Seven Red Flowers

please please please please let me just have him, he's a buzz-heart! A hive-man! He's nothing without a strict and stern leader to look up and who could be better, stricter, more awe-inspiring than me?

Rinik
This is where I remind you that you are also a prisoner, Red.

Seven Red Flowers
Booooooriiiiing
>>
Special Event:
Lonely Wasps
What question are worth asking our interogatee? What do we want to know?
>>
>>4808547

>4 EXP
>+21 EXP
>25 EXP
>Gain +1 Stance
>Gain +1 Guard
>Increase Focus from 9 to 10 (-10 EXP)
>15 EXP

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Refine Our Understanding: Attempt to Combine the principles of Finesse and Ferocity into a stance.
>>
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>Thanks for playing!
>>
Rolled 5, 2, 4 = 11 (3d6)

>>4808578
Stance is SP yes, the official stat is called "Stance".

>>4808533

#Tylus [5 XP]
Guard 14(from 13)
AP 15 | Stance 15(from 14) | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17(from 16) | Finesse 9(11) | Ferocity 6(from 5) | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture

>+1 Guard
>+1 Stance
>+21 XP: 8 XP -> 29 XP
>Spend 17 XP: Focus 16->17
>Spend 6 XP: Ferocity 5->6
>5 XP Remaining

>>4808547

>Fashion Something New
This enemy seems to be well equipped with poison and poisonous weapons. We should work to create some sort of resistance or antidote our men can have to either resist or cure themselves of the stuff.
>>
>>4808607
We want to know:
- How many of them are in the Princeling encampment
- What their force composition is there
- When they landed
- When other ships will land and where
- Where the other ships are approximately
- How many other ships there are
- The total size of the overall invasion force
- The composition of the overall invasion force
- What defenses the Princeling encampment has
- Any vulnerabilities in the Princeling encampment
>>
Rolled 3, 1, 1 = 5 (3d6)

>Improve Finesse to 14 (-14 XP)
>Refine our Understanding: Attempt to remove the flaws from Soaring Wind Stance
>7 XP left over

#Jura
AP 12
Stance 12 | Guard 14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
7 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Emptiness in Motion
!Distant Rumble
>>
>>4808621
Thank you, for your wisdom and for your earnest efforts in researching a balm to combat these wicked poisons which have been plaguing our people's coast.

>>4808607
We need to know what he knows about troop positions, leadership, and tactics. Let's put the pins to him if he doesn't want to talk. Get rough with this son of a trollop. Unlike our other prisoner, Seven Red, this one's a worthless coward, it seems.

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
>#Moss Shield (On the ground! Maybe since it's so close to the spear I'm retrieving, I can pick it back up on the same trip?)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
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>>4808552
>>4808552
The Princeling Encampment will be teeming with incensed rebels and expectant invaders. I trust the Drywing Blades to be able to hold their land. That's why I suggest we skirt the Princeling Encampment entirely.

My suggestion is to go by boat. We can re-stock at the Fort before leaving, visit Kassandra's mysterious camp she discovered, liberate the area if need be, re-group there and then head down the next avenue.

With or without the camp visit, I see three viable avenues into Rikovol that skirt the enemy's ability for preparations:
A) Travel through River Escorpion in our boats.
B) Hug the Coast and take the fastest route.
C) Meet the open waves and approach Rikovol from the South side of the mountains.

If I had to choose, I would say we
>go to Kassandra's camp, to explore, liberate and re-stock
>then take route C on the map to avoid the enemy who is no doubt preparing for us.
I feel this would give us the most control in this situation. I am but a humble halberdier, though, of course, and submit to the Company's wishes. Whichever path we take shall be littered with mounds of dead fools, just like the gates outside of Drywing.
>>
>>4808708
Those are good plans. It is true that with some careful sailing, we may navigate the riverways. There is a chance we may run aground but this is no worse than it is to take to the high seas and it does make our travel faster.

Are you sure you are not guided by the Mosswater Spirits Drankhus?

The camp that Kassandra found trails towards is accessible from the river-way. And if we are to investigate it, we could take the river while marching a small force by the coast. Approaching from multiple angles forewarns us of any nefarious issues.

We will fight the Princelings without a doubt. You are correct that we need not do it on their terms. If we leave them to eat through their supplies in a useless position, we gain the initiative.
>>
>>4808708
I'm intrigued by the idea to take the River Escorpion. As for the other options, I would disagree with visiting the camp, especially if we are going by boat, as that increases the risk that we run into hostile ships.

Anyways, I think we should hold our judgement until we find out what our prisoner knows. Who knows, maybe we eliminated the majority of their forces, or there is an easily exploitable weakness in their fortifications or organization? Or maybe our coasts are already teeming with enemy ships, and going by sea is entirely non-viable.

>>4808552
Command, is it viable for our ships to sail the river to Rikovol?
>>
>>4808552
"A CART. I will have to develope some anti-cart techniques."

>+21 XP, have 37.

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 10]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>

37XP
2 Kata
>>
Rolled 5, 4, 3 = 12 (3d6)

>>4808547
>24 xp
>finesse to 7 (17 xp)
>focus to 8 (9 xp)
>focus to 9

>something else: uplink
I DON'T KNOW WHO YOU FOLKS ARE, AND I DON'T KNOW WHERE I AM, BUT MY BADGERS AND I MUST'VE GOTTEN REAAAL LOST TO HAVE GOTTEN HERE.
WHICH MEANS THEY'RE PROBABLY LOST TOO, HOOAH?
I'M SENDING OUT THE CALL. SOMEBODY MIGHT LISTEN.


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Waveform Blade
!Passion
!Chill Wind
!Distant Rumble
>>
Rolled 1, 3, 3 = 7 (3d6)

>Fashion Something New: Dom searched the battlefield for rope and spare hooks or halberd heads to make grapples or rope ladders. The world was full of obstacles, but a bit of hooked metal at the end of a rope made many of them easier to overcome.

The world moved so fast. Dom had barely gone against the flow of the fleeing when he noticed that the battle was already over. Was he quick witted enough to be a blade? Only time would tell.

#Dom
AP 13
Stance 9+1 | Guard 13+1
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
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>>4808636
>>4808657
>>4808589
Ah. These seeking souls are not Vulpes at all. This pinpoints Seven Red Flower's disrespect for what she calls the "taken", small souls who have pledged their service to an ordered structure.

These people excel in war-making, sending innumerable lesser servants into the fray to acquire glory on behalf of their masters. This Banner of the Uthani see War as all ceremony to accrue glory to one self. The taking of new subjects, the massing of titles and deeds. The Vulpes simply steal our stuff.

These people will take our lands and people and make of them a swarm.

--

Our captive is forth coming once we establish our authority. The Princeling Encamptment is one camp, established by one he refers to as the Lord Master Reckless Winds. Reckless indeed - he arrived ahead of schedule in his private yatcht, carrying enough servants to set up a field base. He intends to establish dominance ahead of his peers arrival.

This man does not know the location of other ships or their number. They're insular, these people. He speaks in tens of tens but those are only the ones carrying members of his own band. To understand their larger operational strategy we should capture a Prince. They are the ones who heed the war-council...
>>
>>4808636
This some good news.

This Banner-group of Swarmlings are still alone on our lands.

Still, "alone" is relative. They march in a throng hundreds strong, nesting like a war-group in a camp that menaces with fortifications and spikes. They speak of sizes beyond number prepared at length by multiple Princedoms, each and all promised glory by the ones they call The Sparkhearts.

The masked men behind this invasion then. At last. A name. The Vulpes were to be the vanguard, and even now, up and down our coast more small Vulpes craft land and seek to pillage and pilfer. But the greater blow to come is the arrival of these squabbling petty-kings. They will tear the land apart in search of slaves and subservients for their armies.

We can estimate their number and their structural commandments by interrogating this captive. And he teaches us a valuable insight:

The Swarmers obey a Leader, who obeys a Noble, who obeys a Princeling who obeys for this invasion the one they call the Stormbanner.

Many of their servants are captured slaves, refugees or starved wretches too terror prone to rebel against their slavers. If we strike down the self-proclaimed nobility the masses may break and flee and seek their distant homes over the long plains. Good information Tylus.
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>>4808885
You will.

>>4808743
Yes it is possible.
>>
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>>4808850
The static cuts through your communications system like a knife; ghost-echoes bounced off of who knows what sort of interference. The warbling might be a voice, it might be someone on the other end, but . . . Where are you? There was ships. And Fire. And a mad plan like roll of the dice but what other kind of plan has Gerean ever had?

You have an empty holster in your belt: a sheathe for a tool that should help you solve all the problems in the wide world. You remember the soft fluttering of cloth. Where is your multi-tool? Where is your badge and your banners and your Plan?

You need higher ground.

You need better reception.
.
>>
>>4808885
Now this is thinking four steps ahead. There's plenty of rope available in a supply company, and spare hooks to keep it stored too. If we combine the two we can fashion small hooks. It would be possible to throw these to climb up and over things that are otherwise impassable. Or maybe scale down cliffs.

The Blades of Fort Drywing knows the art of Soaring Ascents and Stone Drop. They practice their cliff-running in full battle regalia. They could show us how to use these tools.

Ah, if only someone around here had a boost-kit...

> You've found a way to get hooked! Equipment unlocked! Updated sheet to come later!
>>
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>>4808944
>>
>>4808946

The cute spirit critter seems curious.

> Bargain: Offer to play with the spirit using the rope and hook. Maybe racing up barrel stacks or see who can make the rope stand straight the highest?

#Dom
AP 13
Stance 9+1 | Guard 13+1
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
Rolled 6, 6, 2, 5, 2, 5, 5, 1, 2, 3, 2, 4, 6, 6, 2, 1, 6, 1, 3 = 68 (19d6)

Don’t mind me just rollin up a character
>>
>>4808930
...
HEY, YOU THERE. IN THE TREES. WHO THE- AW VOID, NOT AGAIN.
>>
Rolled 3, 5, 4 = 12 (3d6)

>>4808547
>There has to be a way to suss out the Moth infiltrators. When do they arrive? From where do they arrive? Do they move with the main forces of the other Uthani Warbands, stalk us, or simply roam our lands gathering information? Check their tracks and other evidence of their movements. Rolling vs Focus.
>Raise Essence stance from 10->13. -36XP, 1Xp Left

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 10]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4808946
"That is a spirit of Scarwater that began following me from Mist Village. Nice little critter."
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>>4808805
*All those mystical arts, spirit releases, and sword techniques but nothing for a cart? *snicker*"
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>>4808960
>>4808964
It is a playful and benign spirit of the riverways. It has for so long been hurt by pain and stalking shadows, after grim Vulpes tore through the village it was sworn to protect.

No one has played with it for what feels like eons. It has taken to eaten metal bits for sustenance and chewing on swords.

Bouncing on barrels and fluttering about with Rope is the closest thing to pure joy this critter has felt for days!

Aww. And it stares up at you with a hundred little eyes formed from shiny riverbed pellets. It wants to play some more. It's very lonely.

Try a Para Roll if you want to give it your best intuitive guess... Or think of some other way to entertain the little thing?

( Someone is shouting in the background, about voids and repetitions. Pay them no mind. These things have a way of accruing interest )
>>
>>4808990

Wanna skip rope?
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>>4808993
"I COULD have used the forbidden cart destruction technique, but it belonged to one of ours, and that's basically a crime. You never destroy another Rikovolian's cart."
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>>4808997
"You can try asking the spirit. It might enjoy it."
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> I don't know about spirits, but I do know a game. Wanna play tetherball?
>>
(The pole is a tent pole, the rope is a rope, and the ball is maybe tent canvas filled with sand or something ball like. I'm Ferocious at Tetherball, even if I don't know anything about the Paranormal).
>>
>>4808995
WAIT! WAIT! YOU HAVE ANSWERS! I'M, UH, shit, what did that one weirdo say?
...
I'M WILLING TO EXCHANGE GOODS AND SERVICES IN RETURN FOR INFORMATION.
>read document
>>
Rolled 2, 5, 5, 6, 6, 2 = 26 (6d6)

Roll Para vs. 4, because you can't win if you don't play.

If we roughhouse, Roll Ferocity vs. 14 and show my competitive spirit.
>>
Rolled 4, 1, 2 = 7 (3d6)

>>4809032
>>4809018
>>4809023
The spirit looks at the tether. The spirit looks at the ball. The spirit looks at the conceptual structure of tetherball and the idea-space of competitive sports. The spirit looks at Dom.

can a river smile?

can it. . . play ball?
>>
>>4809029
>You acquire one Vanadian company requisition form.

It's a boilerplate requisition form, all neat printed lines of ink and dull legal reminders about storage regulations. The yawning emptiness in the middle is where one fills in the request from the company stores. Fill out five hundred thousand of these and you've got the makings of a captain, they say. Fill out just one and you're assured delivery of what you wish for, mostly, so long as what you wish for is beans or boots or bullets or booze stills.

curiously it's already counter-signed in spidery script - co Gerean Devalliers, Threshold Project Lead.

What's it doing here? Did someone leave it? The fluttering of cloth in the air. Orange ichor spray on wood stumps. The wind whispers: softsoul
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>>4809029
Assets idiosyncratic, fungible or usufruct handled gladly, friend. Secrets held close at heart for barter with wandering seeking souls.

Goods for precious insight, then!

Your sword is sharp. Give it to me. In return: An answer!
>>
Rolled 2, 1, 4 = 7 (3d6)

>>4809091
THRESHOLD PROJECT LEAD. REQUISITION FORMS. I KNOW THE TRENCHERS GOT DISBANDED, KINDA, AND THAT MEANS THAT THIS FORM HOLDS NO AUTHORITY.
FINE.
>hand over the sword
WHEN AM I? DID... VANADIA WIN THE WAR YET?
>>
>>4809102
Forms always have power. Properly signed and notarised they are the life-blood of commerce, splendiferous friend!

And you are precisely when you need to be. They won a war. A grand one. It ended like it began: with a betrayal.

But point of nomenclature, free of charge; The War has already been fought and what is here-and-now is the Long Peace. The little skirmishes of nation-states is comparable but more quiet. No one shakes the stars these days! Market monopolies will do that. Long-time held fire vigilance against competitive intruders make prices stable and predictions able.

Market corrections will see to the slow easing of monopolies, in time. And now that it is so, perhaps the stars will shake again!

There is a concordat now, who rules things, in Vanadia, and Peace and a minister with a Plan and a martial law and soldiers with sold, cold hearts and circuit-board brains prowling for anyone who has seen beyond the Threshold. It is fine time to travel to distant lands and see the sights, before they round you up and take your secrets.

They want them so. Little secret sliver-shards. They'll betray everything to get them. And if the Machine is made to work in truth. . .

Well. Market crashes are no joy for any investment operation!
>>
Rolled 3, 1, 3 = 7 (3d6)

>>4808533
Guard 16 ==> 17
Stance 10 ==> 11
Exp 10 +2xp From {Monster}==> 33 exp
>Finesse 12 ==> 13
>Learn Flickerstep Dodge 10 Exp

>Something: With help from the Drywing Garrison and the company pratice my Scorpion abilities to their utmost (Minus the stinger...I guess we can test poison lethality and resistance too in a safe environnement). Perhaps it will be good training for everyone and we might learn something new. {Relevant stat?]

#Tinaang
Guard 17
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(10 exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw
#Predation Instinctual
>>
Rolled 4, 1, 3 = 8 (3d6)

>>4808547
> Instruction 15xp
Aim with the mind, kill with the heart! And never, ever lose your weapon.

> Ask A Question, Find An Answer
How do I use Para without a mark? I see the 'elemental' stance square on the starter sheet but I don't think anyone has used it yet. Could I use it to heal myself? It looks like I am still wounded (rolling Para?)
>>
>>4809167
HUH. I GUESS...
I GUESS THAT MAKES ME A REFUGEE.
HOOAH.
>fill out form:
>trencher kit (c7 service pistol, chirni assault rifle [HAHA, AS IF], multitool, knife, grenades) x6
>ammunition (30 combat loads)
>heavy mortar tube (w/ assorted rounds)
>beans
>boots
>bullets
>booze stills
>deliverable over airdrop
>signed: Coordinator Sokolai
NOW I HAVE A PIECE OF PAPER FULL OF WISHES.
>fax out via uplink
AND NOW, IT IS A VERY, VERY HARD DAY FOR A SUPPLY CLERK.
>>
Anyone else have any preference on how we depart towards Rikovol?
>>
>>4808708
>>4808552
Now that we have information from our helpful prisoner of war (thank you Drankhus), I think it's now prudent to discuss our next course of action. I saw we follow Drankhus's idea to travel the River Escorpion and let the Princeling enjoy finding a way to feed a few hundred men so far ahead of their main supply trains. Also, do we still have that ballista? I say we mount it on one of our ships to help dissuade any adventurous gangs of Vulpes or Swarmers.
>>
>>4809206
Rapidly, and with much blood spilled. That way we won't get lost.
>>
>>4808708
>>4808552
>>4809210
"I think...this is...good enough. Need to investigate...encampment on way"
>Support Drankhus's plan and move the Boat thorugh the rivers passing by Kassandra's Encampment
>>
I also support going up the river. Then the rivers can meet each other and compare smiles and riparian philosophies.
>>
Rolled 1, 4, 3 = 8 (3d6)

>>4808524
>Finesse 10 to 11
>Focus 9 to 10

>>4808547
>Something Else: Investigate my Arm. These Green Veins are weird but I want to see if it has something else to show? Ask help from Seven Red Flowers

#Sato
Guard 20
AP 18 | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4809210
As long as we think the supply and refugee chain can make it down the rivers safely, I support
>>
Rolled 4, 2, 3 = 9 (3d6)

>>4808533

> Mission Reward: +1 Guard // Advance Guard from from 14 to 15.
> Mission Reward: +1 Stance // Advance Stance from 8 to 9.
> Mission Reward: +21 EXP // Advance EXP from 25 to 46.

#Kassandra Viteri
EXP: [25 => 46]

Health: [2] // Psyche: [4] // Guard: [14 => 15] // React: [12]
AP: [16] // Stance: [8 => 9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

>>4808547
>>4808980
> Ask a question: During the course of the battle, a Moth was caught observing the princeling's probing assault on Fort Drywing. Kassandra herself was close enough to witness the silken shade make its escape, leaving smoke and confusion in its wake. What are the Moth's intentions in this land, what are their interests and allegiances, and what is their connection to Veynaha - an incidental encounter protracted by simple curiosity, or is something more sinister afoot? Kassandra elects to join Maria in her investigation of the Moth's activities.
>>
>>4809241
They can. We will need to re-organise our approach but it is possible for the larger ships to follow some transport barges. The barges will test whether the ships can pass, and if we arrive at a chokepoint that remains impassable, we can shift the ship over the banks.

>>4809228
This would be good. Philosophy matters in flowing river conduct.

>>4809210
We can move it to the prow of the supply ship. Fort Drywing has a small cadre of engineers and with some rope-bound ingenuity...

>>4809170
>>4808621
A ready source of injected death, a need for antidotes and ten keen minds ought to be able to come up with something. We've had a time of it, have we not, with lost limbs and broken bones and stab-wounds. The medics have learned so much from our studies.

The woodland around fort Drywing holds an abundance of plants and herbs. Seven Red Flowers has a keen eye for the things, and some of the veteran hands at the Fort know how to boil teas and secure bandages.

We'll ready pouches of generalised antidotes, and bandages and other such things. They won't work for trauma surgery on the field but they will allow you to care for dire emergencies. Issued at large to our Blades and with some instruction in practical wound-care, it should increase our survival rate tremendously.
>>
>>4809821
Hey, still in need of some extra hands? I’ve heard tales of here being “thirty enemies for each allied warrior”
>>
>>4812583
We can surely assure you that the real number is many times higher. You would welcome! Take a moment to ask some questions, look around, set things up - if you grab the last dregs of equipment you can help everyone pack down the camp for a river journey and avail yourself of

14 xp.

There'll be a short journey down a river and then in about 24 hours we shall have a new . . . burst of violence.
>>
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( which is where the companycommand-er takes care to point out that while we are updating our equipment rosters in preparation of ship-bound transport, perhaps now is the time to bring any last questions forward)

(Answers to interesting inquiries forth coming. Including someone who is curious about the nature of . . . Spirits)
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>>4812641
Sorry, but I don’t think I understand how the the cost of Xp-bought stances is calculated
>>
>>4812692
Brainier blades than you have floundered precariously trying to work out the marvellous mathematics of this place. It's rather straight forward, if viewed from a certain angle.

Finesse, Fluidity, Focus and Ferocity are bought by paying equal to the level desired.

So Finesse 11 to Finesse 12 is 12. Focus 10 to Focus 11 is 11. Focus 10 to focus 12 is 11, then 12. So on.

We'll have to cut a sharp line through the numbers if we wish to practice advanced stances.

Take the components. (Let's say Finesse 12 + Focus 12)
Add them together (12+12 = 24)
Then divide by 3 (8, in this case). Round down.

So to buy this stance permanently, train it "up" from this default of 8 - pay 9. You could always use the rating of 8 (rather poor), but paying 9 and then 10 gets you to 10 in the Soaring Wind.
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>>4812697
Alright, now it makes a lot more sense. If all goes as planned, I should have all my gear sorted out in a minute, and then I’ll be able to join you folks in the fighting. What could go wrong?
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>>4812711
Surely nothing at all. This is a very safe occupation. We've hardly had an invasion or a war in three centuries.
>>
>>4812670
#Pilos [0XP]
Guard 16
AP 14 | Stance 6 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

Alright, I’m here, I’m ready, I totally won’t die. Everything in order with my equipment, sir?
>>
>>4812724
Nothing but positive comments here, although I do wonder what they're giving the new recruits. You all seem a little too impossibly hard to kill.

To be inured against the world is impressive.

We'll be ready to advance soon - but not for at least a day...
>>
>>4812670
"Can I get a new Moss Shield? The one I left on the battlefield is all icky now..."

>>4812711
"What could go wrong? Well, Sato got an arm cut off, Tinaang(?) was grotesquely and irreparably(?) turned into a scorpionperson(?), I'm pretty sure I sold at least part of my soul to moss gods, and a dozen of our comrades-in-arms are with the Spirits now. Not to mention pesky thieves who try to steal your booby-trapped nail boards after you've put hours of sweat and tears (and, okay, a little blood, too) into making them. But I'm sure you've got some katas and ingenuity that'll keep you *relatively* safe. Company Command didn't tell you this would be an easy job, did they? I hope you didn't sign that charter yet, they're always fooling the new guys into hitting the front lin- uh... I mean, er... yeah, this job can be a bit of a snooze sometimes... Just stick to the front, kid, you'll learn things! You're in good company."
>>
>>4812736
Momma always said I was a tough boy. After she ran out of pots to throw at me

>>4812743
...I will ignore everything you just said because it is currently seriously making me question my patriotism and that’s basically all I have left in life
>>
>>4812804
"It's all fine. Half of those monstrous transformations were done by their choice. We Blades of Rikovol are the noble defenders of our beleaguered people. We've already accomplished much in protecting those who suffered from this invasion.

You look quite more physically resilient than pretty much any other Blade I've seen, so you should do alright. Just keep your guard up and be aware of nearby threats.

By the way, are you interested in sword techniques? Blades are ALL about sword techniques. I've personally filled a tome with at least a few thousand named sword techniques, and I could show you some in upcoming battle."
>>
>>4812848
Swords are always cool, but I’ve heard that they are a LOT harder to use than a spear, and I’m not exactly the most skilled of fighters which means most of your techniques will be beyond me
>>
>>4812864
"If you think about it, spears are just smaller swords on a stick, and arrows are tiny swords on a tiny stick with fletching."
>>
>>4812743
Sign one out of the stores. We have enough!
>>
>>4813337
Ah, indeed true! You truly are wise, master Blade. I have much to learn from you
>>
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>>4808568
Long hours of staring at the rivers. Blades moved through the flow. There's something here, but it's hard to find the true core of whatever it might be.

>No success!

>>4808578
The spear that leader use is long, heavy and with a remarkably sharp point. It tapers off to a slim penetrator, in contrast with the heavy Vulpes spears that are used to cut through flesh. This thing is intended to penetrate heavily armoured foes, rending precision points in those who have heavy armour and layered protectives. But each stroke lacks killing potential; when face to face with four score opponents no individual blow will draw much blood.

Perhaps the their Leaders consider common combat beneath them. They rely on their Servants to carry the day in massed combat. Then, when faced to face with single foes of storied measure, their weapons can be brought to bear.

>>4808609
cut once. That is the key insight. Simply cut once.

> Avalanche Stance unlocked.

>>4808638
It's subtle, the tension between intent and action. Step too far back when one voids the space the opponent pressures, and the counter-attack intended is out of line. Step not far enough and the counter-attack becomes as impossible because all attacks are difficult when you are defeated. Watch the wind as it tosses a leaf. Watch the bird as they soar. Dust, kissed by a breeze. They move as far as they need to and no further.

>critical failures with Soaring Wind normalised.

>>4809181
You do not. All interactions with Parantural Forces require a Mark - it is a bond between your sense of self and the Spirits around you. It is the way in which you allow them to find leeway in the world, by channeling their powers through your soul and through your intent. The Spirits you invoke gain an understanding of human affairs by following the dancing lines of your thoughts. Without a Mark, they are singularly unfocused entities.

But a Mark need not be permanent. Greater Spirits bestow one and bind themselves to it, but it is possible for any Blade to open their Senses to the world and pray to the Spirits around us at any time. This is what we did with the Wolf that Watches and other Spirits. That requires the same procedure as opening a Mark - 3 SP. But it also requires a roll against Para, and hope. Because you never entirely know what attention you attract when doing this. And once invited it. . .

. . . They can be hard to dispel.

>Instructions on Opening Your Soul added as a point of clarification.
>>
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Pouches! Equipment! A Boat Ride!
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>>4809240
Seven Red Flowers has no interest in your hands B-Blade! None at all! Why would she want to inspect them or a-anything how can you even ask that don't you know anything about Vulpes courtship! It's not like she likes any of the Blades or anything you're silly for even asking
>>
>>4809624
>>4808980
We're supposed to have a perimeter. The Moths are dangerous because they appear to disregard this state of things and float through any overwatch grids. What good is a barred gate and guards when the enemy still prowl through the yard?

The camp that Kassandra found the trail to. It may provide an answer to this mystery of praying eyes. For now, all we have learned is that the Vulpes and the Moths do not agree. Something in their nature collides.

Seven Red and the captives share tales of it with a frank disapproval.

The core if it seems to be about a disagreement of terms of combat. The Vulpes Take. They fight because in fighting one accrues the spoils of the victory, and trophies is how one rewards ones allies for partaking in the glory of combat. Pillager clans and scavenger tribes and warbands that find together to take from the treasuries of the world. The Vulpes Way.

But the Moths where the first to join the Reed-cloaks Vulpes when the distant paymasters of the Flame begin to put their plans in motion. Seven Red says that Moths do not take. Moths steal themselves from the world, hide bits of their personality in shadow and fluttering scraps of cloth. Their passing is a whisper. They pledge their service to the highest bidder, because their quiet night-sworn brotherhood seeks even the dissolution of individual responsibility: They think of themselves not as craftsmen but as tools wielded by others. The Vulpes despise this approach to the fundamentals of living. People are not tools. People take tools and use them to make the world a different place!

The Vulpes and the Moths crash with some vehemence.

What Moths do excel at is quiet inquisition. The reason they stalk our patrols and hide in the grass, sight unseen, is not because they fear us. It is because they are waiting for the right moment to strike. Once they have studied our weaknesses, they will know how to defeat us n the fewest possible blows. To forestall this, reactive Vigilance is not enough. There will always be a route past the sentries for a sufficiently patient soul and the Moths have practiced self abnegation to an art. Patience and quiet perseverance is their measure of value. The Moths must be discovered and their Wingleader located. Seven Red Flowers says that this Wingleader is who will have the orders that the other Moths are carrying out.

The way forward is clear:

We need to capture a Moth.

For now, all this investigation and considerations of the Art of Stealth has improved our understanding of how not to be seen. Even our Blades have acquired a rudimentary understanding of night operations.
>>
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However. There is no need to do this . . . Alone.
>>
>>4814182
"I think I am having more then a language barrier problem here. Anyway I'm sure i'll discover in due time if this hand has a problem."
>Put this concern on the back burner. There's a war going on and we don't intend to lose our homeland to manipulators (Empyreal cult) that can't be asked to come take the land themselves. The cowards! For now we have work to do.
>>
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Two Days Later
---

The slow serpentine suggestion of the Escorpion riverways wind down the coast. Sometimes they break through the cliffs and lowlands in great gushes that flow out into the sea but the marshy wetlands maintain their course, and our ships their slow progress with them.

The woods on the banks have eyes. We are watched, by Vulpes. Those few riverfolk we meet we inform of the coming calamity. They join our barges or they seek inland to warn other villages. We become by gradual passage the advance thrust of salvation.

In the early morning on the first day, a water log blocks our passes. Stained through with white moss in swirling patterns, the timber floats, the size of our supply ships. Some enormous fallen tree, then, rent with axes and left adrift in the river systems. You find these sometimes. The fishing folk call them Spirit Ships. Entire eco-systems of insects live their full lives n the gradually corroding bark. Flowers bloom in the cracks.

Our sails run slack and the oars do nothing. Drankhus recognises it first: The Mosswater. The thing we thing is a massive fallen timber in the water is no such driftwood but rather the Mossdiver. The enormous crocodile the Moss Water spirit sends to warn those who plunder the marshlands and wood for spoils that are not theirs to keep.

It snaps teeth like timbers at our small fleet and then rolls, lazily, in the water to let us pass. Along the rigging of our Spirit-Blessed vessel, sprouts of white patches bloom and little wooden creatures skitter along the hold, warped moss-and-wood amalgamations of riverine animals. They watch us with curious eyes.

It's a blessing.

--

A snarl in the river brings us to camp, a well fortified position that crests the length of a cliff. They've harvested the woodlands nearby and fashioned palisades and gates.

The camp itself is quiet. We've arrived in the dawning light of a warm day, and we may have been fortunate: It is possible our river approach has timed it so that a night-raid of the Vulpes inside this camp has not yet returned to what they assume is a secure position.
>>
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>>4814162
commit!

but don't commit to the company ledgers without checking your instructions.
>>
>>4814182
I'm... I'm... DRANKHOOS IS GONNA COOOOOOOM! ... I need to get out more

"A nice new Shieldy, even better than the good old Shieldy. And a Platepiercer, huh? I prefer my platesmasher! I was never gonna leave you, berdy-berd. Or should I call you Hal? But..."
>[points to Short Recurve Bow]
"If we are to fight from boat-back, I may want to bring along one of these in addition to my halberd! Only if the Company can afford to spare it, of course. "
>>
>>4814162
>>4814369
Good of you to ask - we've recently redesigned the uniforms to have Deeper Pockets. Now, if we want to bring multiple weapons or other equipment with us, that is possible!

Although knowing how to move effectively while carrying so much does require some training.
>>
>>4814342
"The Mossdiver. . . A holy omen, the Moss abides! Let's act accordingly, Blades!"

>>4814376
"Hmm. For now I think I'll raise a banner or call out to a friend if I need something feathered and pierced. Maybe after this mission I'll figure out some strategy for carrying more equipment and if it'll be worth it in the heat of battle to have Deep Pockets. Speaking of equipment, is anyone planning on loading out some Grappling Rope?"
>>
>>4814342
Oh Spirits, the Mossdiver! Oh no one is going to believe me at the village! Do you guys think I could grab one of those little wooden thingies as a souvenir?

>>4814396
I-I’m sorry master blade Drankhus, but I don’t have the room for more than what I’m already carrying. This shield and armor are already enough of a burden for a trainee like me
>>
> 4814396

I'm brining a grappling rope. And a bow. I don't want to go fishing for the Mossdiver though. I don't think that I could pull him in, and there's not enough room on the boat.
>>
Rolled 8 (1d69)

>>4814555
>Takes sip of ale from his flagon
"Hrm... Scaling those walls... Maybe if I stand up on your pauldrons, or if we both lock arms and someone else stands on top of both of our pauldrons, or we get a third Blade and do a human pyramid sort of thing... Hmm... We'd need some Finesse... And you'd need to account for the steep hills... Hrrrrn... Just how tall are those log walls anyway? Or maybe we could use brute strength and pry those logs open or mow over them so we don't have to deal with the pointy bits at the top... That'd probably take more Ferocity than even I possess... I'd probably get stuck trying to lug all this armor through a tiny opening if we only knock down one log... Don't wanna be caught up there trying to find entry while she rains down who knows what at us... Even if she doesn't have any means of harming us... What if they just laugh at us and call us names, I'll probably lose my morale to continue... Hmmm.... Gotta find a way in this impregnable bitch... Then who knows what'll happen after I've gotten inside with all my boys? Gah, it's just like my first marriage all over again..."
>Takes big sip of ale from his flagon
>>4814567
"You leave Mossdiver alone!! *hiccup* And ehh... you want in on this human pyramid action if your grapple-rapple rope doesn't work?"
>>
>>4814577
We can put some boats to the river, then land closer to the walls. With some grappling hooks and time, it would be trivial to arrange for a path up the hillsides. We' would be in trouble if any Vulpes actively resist our attack.

But the camp is quiet for now. Once inside, if we can quickly take the main gate then we can throw it open and allow the rest of the company to advance. This will nullify any utility derived from this fortification.

Or, of course, we could try to knock a hole clean through it with a ballista. . .
>>
>>4814642
"Ballist- When did we get a ballista?? Did we repurpose the one Snoiper brought with him the other day?"
>>
>>4814642
Wise Blades I know I am merely a trainee, but I have an idea! What if we started a fire not too far from the fort, drawing some fo the invaders out to distract them and facilitate the attack?
>>
>>4814764
It was rather portable once we figured out how to strip it and re-assemble it. We've never quite seen the make of it before, but it has marks with serialised numbers and pictogrammic writings on the individual parts.

Whichever political organisation made these must have made them to be fit to assemble by well-studied engineers. The machine's torsion limits are quite high. It's a marvellous bit of engineering.

>>4814804
That would fill the air with smoke and fire. The woodland around here do not burn so easily, but it is possible to spread prepared oil in small patches and cause a conflagration.

We can task a small group of our Blades to do this, and to interfere with any people who venture out to investigate. It's a good plan, Pilos.

If you want to suggest to some of our Blades going out the most cunning way to go about it, you can use a Stance-Roll...!

--

>If our Blades can ready their deployment, we can proceed.
>>
Rolled 3, 6, 3 = 12 (3d6)

>>4814828
Rolling stance! Its a 3d6 and I have to roll below my stance number, right?
>>
>>4814828
"Shreporting *hic* for duty~!"
>>
>>4814828
>-Bring First Aid Pouch
>Ready to go!
"Ready when you are"

#Sato
Guard 20
AP 18 | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4814828

Loops of rope and steel over one shoulder, quiver of arrows over the other, and bow in hand, Dom was ready seize this day like a runaway piece of paper.

> Deploy

#Dom
AP 13-4
Stance 9+1 | Guard 13+1
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
>>4814828
"Ready as I'll ever be."

(I'm gonna feel silly if your greentext was just a prompt for Pilos to roll and not for us to post our updated character sheets or whatever.)

#Samson | XP 0 | Current Stance: [Fluidity]
AP 14
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4814828
>Unequip Moss Shield

>Deploy

#Tylus [5 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6(from 5) | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
>>4814828
>>4815006
(Also, just so it's actually marked down,)
>Equip Waveform Blade
(Should've mentioned it in the first post, sorry.)
>>
Ready for deployment!

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4814828
>10 exp buy Passion
>Deploy

"Ready...."

#Tinaang
Guard 17
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
>>4814828

#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Ready to Deploy
>>
Rolled 5, 2, 2 = 9 (3d6)

>>4814864
Precisely so, Banner-leader. The others will take a smaller boat down the river, then alight a fire to draw the attention of any defenders.

And with your suggestions on where to go and how to go about it, they will do quite well.
>>
>>4814828

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Ready to Deploy
>>
>>4815844
Banner leader?! Are you sure this is a good decision, wise blade? I have yet to see a true battlefield!

Well, I guess I’ll try my best...
> deploy (made a small correction my sheet: I should have 7 stance, not 6)
#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 13 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
>>
>>4814828
"I plan to set up an ambush for the Moths, if they happen to appear again. For that I'll need about 4 sneaky Blades and a few ropes for each of them. I'll direct them to a position where they might be able to ensnare a fleeing Moth."

>Deploy
>Any rolls I need to enact my plan?

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4816982
It requires a minor touch of Finesse
>>
Rolled 5, 5, 3 = 13 (3d6)

>>4817057
"Alright, so here is the plan. The blades will set up sneakily around a moth, but they are not to move UNTIL MY SIGNAL."
>>
>>4817125
"Bring me some of the BULKIEST and TOUGHEST blades."
>>
>>4817057
Talking about that. What are the stats for our fellow Blade (NPC's) and Drywings? Something like 10 minimum Guard and 12 AP but in terms of stancesand the like?
>>
>>4817382
Right here! >>4814247 stances are 12, guard is 10 or 12. For the melee fighters, anyway.
>>
>>4817810
>>4817382
Precisely! They're well-rounded fighters.

With Drankhus instructing the Blades in some rough-housing, their ability in close quarters are gently improved.

All our Blades also have 2 Katas, due to the full company muster. They deploy with the Katas memorised that tend to most serve their goals.

Archers have Steel-Eye and chill-wind, swordsmen usually have Wolf-Heart and Flickerstep Dodge, while our Spearmen have Puncture and Bear-claw.

But these are not strict, in the sense that it is the only possible thing someone can know. We have enough trained Blades in the company now that if we need someone with a specific skillset, we can deploy them.

Our Blades are also well-rounded and well trained, and usually have:

2 Health
9 SP
12 AP
>>
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Right, let's form up...
>>
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We give the fire that Pilos suggested we start some time to catch and burn. Four fleet-feet runners have started it some way away from the fortification. Us others prepare by setting boats in quiet waters and approaching - swinging hooks and wrapping bandages around our hands for the climb to come.

There is little movement inside. Quick now: up and over the walls, spread out among the defenders, check their tents and secure their weapon stockpiles. If all goes well and fast too, we shall take the camp before it rouses and then we shall know what Kassandra's keen eyes found on those shores up the coast.

The smell of cookfires still linger in the air, and sparks roll up over the fortifications. There will be some sentries, those having their evening meal and others.

Prepare yourselves!

--

Maria, we are readying some nets and ropes. Your collection squad will be with you soon.

>Blades Phase!
>You can act from any entrance point. climbing up and over the walls is an action with a Fluidity target of 13. Failure slows you down a little.
>>
>>4819733
What does a "fluidity target of 13" mean? Do we have to roll under 13 in fluidity? How would our personal fluidity stat factor in?
>>
>>4819734
It means the scribe had a sudden aneurysm and fell over while giving us our orders.

It's a Fluidity (with a penalty to your) target of -3, not 13. -3.

Manoeuvring up a cliff-side in full armour while preparing to defend is difficult.
>>
Rolled 1, 3, 6 = 10 (3d6)

>>4819733
>Deploy B
>2SP: Fluidity Stance+Distant Rumble STEALTH
>6AP: Move 2-2
>8AP: Climb Rope in Stealth (+1 to hit target)
>2SP: Dash step 1
>1SP: Evsluate
>4SP: Oak-Heart Parry Riposte 1
>2SP: Flickerstep Dodge
>2SP: Flickerstep dodge

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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>>4819733
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Deploy at D.

> 1SP // Enter Finesse Stance.
> 1SP // Enter <Distant Rumble> Posture.
> 15AP // Sneak [1]x3. [6]x2.
> 3SP // {Nock} (Wind Bow).
> 4SP // Prepare {Dodge}s.
>>
Rolled 6, 2, 3, 4, 3, 2 = 20 (6d6)

>>4819733
>Deploy at [B]
>1 SP: Enter Focus Stance
>2 AP: Move 22
>3 AP: Climb Rope
>3 AP: Move 445
>3 AP: Hide behind the cart
>3 SP: Activate Emptiness In Motion Kata
>3 SP: Activate Oak Heart Kata
>3 SP: Activate Zanshir Kata
>3 SP: Activate Puncture Kata
>Convert 4 AP to 1 SP
>3 SP: Ready 3 Ripostes

#Tylus [5 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6(from 5) | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
>>4819693
Uh... sir? Did you see my seagrass cloak? I was looking for it, but can’t seem to find it
>>
Rolled 3, 4, 6 = 13 (3d6)

>>4819733

"When they pour through the gate or up the road, stand behind me, Kassandra. Use me as cover, and make it rain fletched wood and cast iron. Just, uh... Don't shoot me in the back, please!"

>Deploy D
>1SP Enter Ferocity Stance, Hustle Posture
>3AP+3AP+8AP: Move 665 + Try Something: Hide (vs Finesse) + (+4) "to hit"
>4SP Activate Mosswater Mark (is mark usage affected by the shield? 4SP? or 3SP still? and sustaining is 1SP or 2SP with a shield? thanks!)
>8SP Puncture (Stack x2)
>2SP Dodge (Stack x1)
>3SP Ready Halberd

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack and Stance changes)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
Rolled 3, 2, 3 = 8 (3d6)

>>4819733
>Deploy at D
>2SP: Rend Stance+Predation Instinctual
>12AP: Predation Sneak 1-1-1-6-6-6
>3SP: Nock Normal Arrow
>3SP+2AP: Anchor my Sting 2 North-West up
>3SP: Dodge*3

#Tinaang
Guard 17
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 5, 3, 4, 4, 2, 4 = 22 (6d6)

>>4819733
>Deploy at C
>[6SP] Ready Stormdancer x2
>[5SP] Ready Flickerstorm
>[5AP] Move 32323
>[3AP] Climb up the rope
>[3AP] Check the tent 3(ish)ward (or 4(ish)ward if i'm not on the tile i think i am after climbing up)

#Samson | XP 0 | Current Stance: [Fluidity]
AP 14
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 2, 1, 4 = 7 (3d6)

>>4819733

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Deploy from C
>5AP: Move 4, 3, 4, 3, 4
>7AP: Climb the rope (Fluidity)
>1SP: [Ferocity] Stance
>8SP: [Wolf-Heart] * 4
>6SP: [Chill Wind] * 3
>>
Rolled 5, 6, 3 = 14 (3d6)

>>4819733

> Deploy A (with some different gear)
> Move 112
I'll go first, blade follow me, then archers.
> Hup! Over the palisade 11AP Finesse +4?
> 1SP Stance, Finesse
> 3SP Dodges?

#Lister
AP: 14
Guard: 15 | Stance: 11 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2d6
Fluidity: 10 | Focus: 12 | Finesse: 12 | Ferocity: 11 | Para: 11
@Waveform Blade
@Seagrass Cloak
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
>>4820085
Fluidity+4, rather. Barely made it! Let's go fast now, before their officers have time to put on their powders!
>>
>Deploy at D
>Distant Rumble Posture
>12 AP: Sneak 44
>2 SP: Soaring Wind Stance
>10 SP: Wolf-Heart x5

#Jura
AP 12
Stance 12 | Guard 14/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
7 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Minor slow times occur lately. Apologies for the long wait

>>4819813
You were surely always wearing it. Promise!
>>
>>4819733
#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

> deploy at D
> 4SP: activate Emptiness in Motion Kata
> 5AP: move in direction 4 (I think it’s basically the west)
> 8AP: “regain” 4 guard, I wanna see how it stacks with Emptiness in Motion

“Alright Pilos, breathe in, breathe out, breathe in, ohnothisissmokefuck” *coughing ensues*
>>
Rolled 4, 2, 1, 6, 5, 2, 2, 2, 4 = 28 (9d6)

It looked like the already hooked rope was going to be crowded, so Dom decided to set up a second lane. Moving out of the way to establish a stand in a nearby bush, Dom tossed his grapple up and tried to secure his line to the ledge above.

> Deploy A in a Hustle
> Move 2, to the bush
> Throw Grapple over the wall with Finesse
> Climb to the top of the low hill 2,2
> Ready 2 dodge
> Shoot at closest enemy (14)
> Knock Arrow
> Shoot at closest enemy (14)
> Knock Arrow

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
Rolled 4, 3, 1 = 8 (3d6)

>>4819733
>sold the sword
>equip Platepiercer Spear

>deploy B
>2AP: move 22
>10AP: climb rope
>1SP: focus stance
>8SP: chill wind (x4)
HEY, IF YOU'RE LOOKING FOR A TOUGH FIGHT, I'D START HEADING FOR THOSE BIG TENTS.

#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
24 xp
>>
>>4820669
Unfortunately, you cannot "regain" guard over your default maximum. This used to be how it worked, but it was nerfed.
>>
>>4821092
Ah, the curse of common sense! Ever a stick in my wheels
>>
Rolled 5, 1, 2, 1, 1, 5, 1, 1, 5 = 22 (9d6)

>>4819733
"Here should be a fine place with a good view. First will be to gather information and weaken the enemy camp."

>Deploy at C in [Essence Stance] and [Emptiness In Motion]
>6AP Move 2223, climbing on top of the rock.
>5AP Observe the enemy camp for the positions of enemies. vs Focus 14
>11AP Observe the area for where Moths could arrive from, or escape to. vs Focus 18

>18SP Create and sustain a mass of steam in the form of a bolt. (4 Range, Arrowlike, AoE, Vs 17) [Beckon*4, 4SP] [Sprite 1SP][Roar 3SP] Sing:[Like a ballista's bolt, loose when commanded. 7SP]

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4821294
"Stunning! When we get back to the boats and away from the fighting and we get some down time, please instruct us how to parley with the spirits in such a convincing manner as you do!"
>>
>>4821366
"If we can catch ourselves a Moth then I'd be all too happy to."
>>
File: Ravencamp 1-2.jpg (2.06 MB, 3049x2428)
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Up and at them, Blades! Over the wall and into the camp. First blade past the barricades takes the glory, as the saying goes

(And cautious veterans add that the first Blade is brave but the second[/b] survives )

--

Maria climbs a rock in a spray of scree as the bushes rustle around here. Try to get the lay of the land. Something is... Strange around this camp.

Dom sees the same thing: no guards, no sentries.

What's that scent on the wind? It turned. Like iron.

>Wind Phase
>>
File: Ravencamp 1-3.jpg (2.59 MB, 3049x2428)
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The soft flutter of a thousand wings.

Blades . . . This camp is empty. They're all... dead.
>>
File: Ravencamp 1-4.jpg (2.23 MB, 3049x2428)
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They fell on the Vulpes when their guard was low. During rest. It is not dishonourable to seek advantage in fights against superior foes. But to slaughter an entire camp with no mercy?

Some of these Vulpes had no time to draw blades or present guards. Where is the glory in that? Once outmanoeuvred, one surrenders and lets the Bannercaptains negotiate terms. There is no victory if all that remains on the field is corpses.

Something happened here. Something we don't understand because our invaders are alien in thought and manner.

Blades, investigate those tents. There must be some evidence or clue left behind. They may be good at skulking shadows but no one can walk across water without getting wet.

There, up the ridge, in the section separated by prestige and by its own gate. The reed-cloak tents. And something else. We here from the ship can't quite see it. A statue? An effigy? It appears to be a kind of . . . Structure, of hard wood and cracked stone precariously piled.

If we didn't know better we might suspect a Spirit-Shrine. A guiding light to the Spirits around us, to make them laugh and play. But what laughter is there in this? Whatever Spirits the Moths have as friends they are no friends of ours.

Be careful here, Blades. Light the remnant camp fires. Drankhus, Jura, Pilos - if you can spare the energy, shut the gates. It'll slow down anyone coming from the outside.

>BLADES PHASE
>>
Rolled 4, 3, 5 = 12 (3d6)

>>4821584

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>3AP: Move 3, 3, 4
>9AP: Climb the rope (Fluidity)
>>
Rolled 1, 2, 2, 2, 6, 1 = 14 (6d6)

>>4821584
"I REALLY don't like this..."
>[12SP] Ready Stormdancer x4
>[1AP] Move 2
>[3AP] Check the tent
>[2AP] Move 55
>[3AP] Check the tent

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4821584
>15 AP: Move 2232 2222 2112 222
>12 SP: Activate Puncture Kata four times
>3 SP: Ready 3 Ripostes

#Tylus [8(from 5) XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x1)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture

>+3 XP (Walltaker)
>>
Rolled 5, 2, 5 = 12 (3d6)

>>4821584
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

>>4819847
"I suppose I can manage that, provided that you avoid winging me when you start thrashing around that modified washing pole of yours. Just be careful moving forward, there's something subtly wrong about this place, almost as though the air itself has been misplaced."

> 9AP // Sneak [4]x3.
> 7AP // Try Something: The treeline adjacent to the Vulpine Camp is subtly swaying, but there is no wind. Thousands of scaled wings flutter silently between the leaves, beady compound eyes peer out at us from the shade of dawn. What are these creatures and why are they here in such numbers? // Roll vs Fluidity+2
>>
Rolled 1, 4, 1, 1, 1, 4 = 12 (6d6)

>>4821584
"Well this certainly doesn't bode well...I'll signal the boat."

>Fluidity+1SP for Like Ash
>3AP+4AP: Raise a banner and signal the boat; Made. It. Enemies. Already. Dead. Need. Investigation. Send. 6 blades with First Aid. Operate with Finesse in teams of 2 and investigate camp. [3 Spearman and 3 Swordsman. 2 people bring first aid with them]
>6SP: Stormdancer×2
>2SP: Flickerstep Dodge
>4SP: Oak Heart +1 Riposte
>3AP: Move 3 (Inside tent)
>4AP: Investigate the tent (Fluidity)

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 4, 4, 3 = 11 (3d6)

>Hustle Posture
>7 AP: Move 6-5-5-6-6-6-5
>5 AP: Inspect the bodies. What sort of wounds were inflicted on them? What could have done this? (Focus +2)
>12 SP: Wolf-Heart x6

#Jura
AP 12
Stance 12 | Guard 14/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
7 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 3, 2, 5 = 10 (3d6)

>>4821584
>Rend Stance+Still in Predation Instinctual
>3AP+13AP: Climb up 6-6-5
>3SP: Nock
>4SP: Dash Step 6-6
>3SP: Overwatch Stinger for enemy
>1SP: Dodge

#Tinaang
Guard 17
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 6, 5, 6, 1, 2, 1 = 21 (6d6)

>>4821584
"For now we watch and wait."

>1SP Sustain the Bolt.
>22AP: Blades Order: Bring out and assemble the ballista somewhere that has a good view of the giant insect(spirit?) Consult an archer for a good location. vs?
>17SP Create and sustain a hail of corrosive projectiles, to shred the wings of creatures. Beckon*4, Sprite, Roar, Sing[Like arrow rain, fly when ordered.] 6 Words. vs 17 Para

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4821869
"BRING ME the BALLISTA."
>>
Rolled 6, 2, 4, 5, 1, 4 = 22 (6d6)

>>4814247

>9 AP Move 234555691
>5 AP Close the gate (vs Ferocity +1tohit)
>6 SP (use + beckon + entice Mosswater Mark) [Offer] Use/sustain the grasping waters to create a slippery mud hole in the front entrance
>6 SP Dodge (Stack x3)
>6 SP Chill Wind (Stack x2)

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4821869
"I do not believe this is a good situation to deploy our ballista. We don't have good lines of sight for it to fire at anything, and if that "statue" in the fort is hostile, it would be difficult to bring it to bear effectively, and at high risk of losing, since this is not a dedicated attack and we don't have our full force present. I recommend keeping it where it currently is on the ship for now, where it can be used to defend the ships. Perhaps in the future when we have long lines of sight and ample means to defend it, we can deploy the ballista. But for now, we only have the one, and in my opinion, the situation is not fit for its attempted use."
>>
Rolled 3, 6, 1, 6, 2, 1 = 19 (6d6)

>>4821584
LIGHT THE CAMPFIRES?
THE MORE THINGS CHANGE, HOOAH.
>move 343 323
>6AP fluidity: fire takes sparks. a flint and a steel. i wield the steel, but the flint...?
>4SP: evaluate
>1SP: telegraph
>3SP: strike a flint. light the fire.
>1SP: dodge


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
24 xp
>>
>>4821928
"O-oh, I see! I was just thinking it would be cool if we hit the creature with something big, maybe yell a fancy technique name when it fires. I suppose it would be more tactically prudent to employ the ballista some other time.

>DON'T BRING me the BALLISTA

"Wanna see me launch this corrosive mist energy-ballista at it instead? I've already come up with about three possible technique names for it."
>>
>>4821946
"That would be pretty cool, but let's see if it's actually hostile first. Maybe this thing killed the invaders and wishes to protect our land."
>>
>>4821947
"As we're now in its territory, we'll see if it's hostile soon enough. If there's no reaction, I can attempt to communicate with it."
>>
>>4821952
"Just don't use Communication Art: Corrosive Breath Technique"
>>
>>4821959
"I have no such move in my repertoire! ...Yet."
>>
>>4821797
We see your banner, Sato! We're putting a boat down now and coming over!

>>4821869
It's hard to move the ballista too freely, Maria, but we an easily assemble it on the deck.

>>4821875
We'll get right on that.

>>4821928
Or... not?

>>4821946
Or we will but the ballista is metaphorical?

>>4821947
Or it's actual.

>>4821952
Or...

Blades! Just... what if let the Drywing siege engineers handle the field artillery? Wave a banner black-black-black if you want a 120 pound two meter long projectile aimed in your direction!
>>
>>4821984
>In flag signals* "Understood. Good. Luck. Engineers!! :)"
>>
>>4821584
>>4819733
And I didn't see a single Moth corpse. They really overpowered this lot.

What are we doing, holding and ambushing for if they come back?
Can we recall that team that got sent out to light fires? Or are they back already.
What do you think, Blade?
...Blade?
... sheath the sword before you climb.
> 5AP 'Wedge your feet into that crevasse about half way up, blade, you can use it to climb the rest of the way!' (shout climbing advice) Focus?
> Move 11
> 5AP Search the wagon? looking for firewood but maybe something else is there.

#Lister
AP: 14
Guard: 15 | Stance: 11 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2d6
Fluidity: 10 | Focus: 12 | Finesse: 12 | Ferocity: 11 | Para: 11
@Waveform Blade
@Seagrass Cloak
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
>>4821965
"That's not what Sato was telling me after our last feast... P.U.!"
>>
File: Moth1.jpg (637 KB, 2418x1466)
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>>4821796
They stare at us, curious. Someone has called them here.

Waiting.
>>
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>>4821840
They died to a soldier, fighting the spectres of their own minds.
>>
File: Ravencamp 1-5.jpg (2.27 MB, 3049x2428)
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This camp is fertile ground for paranoia and mysteries in equal measure. Blades! Do not let it get to you. Remember: The man who does not flinch has won his soul!

>Flutter Phase
>>
Rolled 1, 1, 2, 6, 4, 3 = 17 (6d6)

Dom looked around. Dom looked down. It seemed like there was no longer a traffic jam at the bottom of the cliff, so Dom retrieved his line. No point fishing for ninja. Instead he'd look for them with his eyes and nose like a proper blade. Or should he use a sword? Well, he didn't have one, so he'd have to rely on his other senses.

> Keep on Hustling
> Retrieve Rope
> Move 3,3,3,3,2,2,3,2,2
> Try to make my mind slippery, like a wet moss covered rock (finesse?)
> Examine the bushes for survivors/corpses
> Ready 2 dodge


#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
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>>4821940
Just one spark can banish darkness.

Stories tell of an order of lantern-watchers and light-lighters who stand against the encroaching shadow. But maybe, Sokolai, you should attempt to learn to use a flint before you seek to join their ranks. . .
>>
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>>4822055
Wavelaughter nods at you and sheathes his blade to make the climb. Your eyes fall on something else: odd new coloniser insects.
>>
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>>4822336
With a mind like the slippery verdancy of the deep forest, move on and -- MOVEMENT. DOM. MOVEMENT. GUARD UP!!
>>
> Jump Back!
>>
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It's coming right for you! It's --

It's . . .

It's . . ?

Huh. Blade, you've found a scragdog. It looks hungry and lonely. It must have hid in the bushes when its owners suffered their misfortune.

The collar looks Vulpes-made but it's previous master won't be around to complain if we make a new friend.
>>
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careful. scragdogs eat anything.
>>
File: Ravencamp 1-5-1.jpg (2.78 MB, 3049x2428)
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The flutter of wings picks up. Get close to the fire, they seem not to like it it.

>WING PHASE
>>
File: yourethatninja1.png (7.17 MB, 2287x1821)
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WAIT.
WAIIIIT...
!
!!!!!!!
BLADES!!
>>
File: Ravencamp 1-6.jpg (2.37 MB, 3049x2428)
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The Whisper Moths shy from the fire, too bright a light. They swirl like a cloak around Sokolai, winging their way through the camp.

Something rustles, moving. The scragdog near Dom growls a low grumble. This it does not like. This is it hates. It paws at a nearby fluttering insect which adroitly course-corrects to avoid the attack.

--

Blades, these Moths are. . . Strange. No insect should swarm like this. Something or someone is guiding it. That Spirit-Shrine, up the smaller cliff - it might be coated in a chemical to attract these things.

Or it might be in the tents? Something is drawing them in, some physical substrate. The smoke from the campfire gives it away: in the area where the wood and heat rule, the Moths do not venture. So it's airborne, somehow.

Sokolai, Drankhus, Jura - Everyone. Look around. These moths are . . . Doing something.

>Blades Phase!
>>
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>>4822401
company! About face!!

Watch the shadows! check the tent! No. Nothing. Sokolai, are you sure? There's nothing here. Just us seven Blades and the Ballista.
>>
Must have just been the wind, Sokolai. All good on the ship. There's a whole Lance of us over here with a ballista. We've got this, Blade. You worry about yours. No one sneaks past 14 pairs of eyeballs and we'll make anyone who tries sprout feathers.
>>
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Waterstep

Uh...
>>
>>4822436
ITS
ITS THE MOTHS
THE NINJAS, THEY'RE NEAR THE MOTHS. THEY'RE ATTRACTED TO...
BLADES. BLADES! THEY'RE ALL OVER THE BUSHES!
WE'RE SURROUNDED AND WE DON'T EVEN KNOW IT!!
>>
Waterstep

Uhhhh...

Branchguard

What? You worried about people too scared to fight you face to face?

Waterstep

You . . . Uh. . . You uhm.

Branchguard
What?

Waterstep

You uh. . . S-said seven r-right?
>>
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Waterstep
And uuhh I... Uhm...

Branchguard
In the name of the oath-breaker and Volariel's cursed shadow, BLADES UP. We're surrounded and we don't even KNOW IT!
>>
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Dustblade

. . . Void-star! casualty! casualty! Alarm!
>>
Pantstealer

. . . Sokolai, I'm going to put my back to the fire if that's all the same to you..
>>
Rolled 6, 3, 5 = 14 (3d6)

"I see you..."

>Distant Rumble Posture
>12 AP: Sneak 2-1-1-6
>12 SP: Step 6-5-6, attack hidden targets to 1 & 4 [13 vs. Soaring Wind] (3+[1SP: Dash-Step]x3, [1SP: Evaluate]x4, [2SP: Grass-Cutter]x1)

#Jura
AP 12
Stance 12 | Guard 14/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
10 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
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Falls-in-Streams

Stargrazer and I will light the fire on this side. Then we have some light.

Star?

. . . Star??
>>
Rolled 4, 4, 3 = 11 (3d6)

>>4822427
>1sp: distant rumble
>move 333 3
>4sp: evaluate
>1sp: telegraph
>3sp: strike ninja 22 (tfocus stance, arget: legs [-0], vs 17)


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
3 xp
>>
Rolled 2, 2, 2 = 6 (3d6)

>>4822427

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>3AP: Move 5, 6, 6
>9AP: Make an observation: "The Moths are naturally averse to fire but are attracted to some sort of pheromone or... scent. Some are still in the area, maybe if we investigate near the moths we can find what attracts them. (Focus)
>3SP: Ready [Dodge] * 3, this place is giving me nerves...
>>
File: Ravencamp 1-7-1.jpg (2.39 MB, 3049x2428)
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Alarm Levels Raised
>Otherwise this phase is as >>4822427

>carry on!
>>
>>4822535
>>4822427

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>3AP: Move 5, 6, 6
>9AP: Make an observation: "The Moths are naturally averse to fire but are attracted to some sort of pheromone or... scent. Some are still in the area, maybe if we investigate near the moths we can find what attracts them. (Focus)
>3SP: Ready [Dodge] * 3, this place is giving me nerves...

Ahem, I reclaim my PROPER identity.
>>
Rolled 6, 1, 5, 1, 3, 6, 1, 6, 5 = 34 (9d6)

>>4822427
>-Arrow was Nocked back here >>4821860
>-Rend Stamce, Morale+2
>1SP: Like Ash!
>3AP: Trust my instinct a bit more. I am the Predator here!
>1SP: Dodge (React 14)
>3AP: Move 5
>10AP: Aim+5
>3SP: Fire Arrow at the Target on the Barrels/Sacks direction 5~6 ish (he's inbetween tiles! but the Moths give you away!)
>2SP: Dash Step direction 5
>1SP: Evaluate!
>3SP: Grasper+Sting! Grapple the enemy I was targeting! If he dodge grab him in that tile!

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 5, 1, 4, 4, 6, 2 = 22 (6d6)

>>4822427
>>4822536
"I-I can't... This is too much..."
"I j-just need a minute to..."
>[???] Take a deep breath and calm down. (Question: What does this actually require to use, assuming this is a valid action?)

"I need to keep these moths away from me..."
>[5AP] Move 22223, squeezing between the tents
>[3AP] Help light the campfire
>[10SP] Ready Flickerstorm x2
>[4SP] Ready a reactive strike 3ward

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14 | Terror 7 {PANICKED}
Stance 14 | Guard 14/14(17)
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4822536
#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

Uhhhh wise blades? Is it part of the training to be locked up outside the fort with the murder moths?

Wait- they don’t like heat? Oh! Hey, someone let me in! I have a plan!

> if possible, start a fire in one of the trees with moths
> otherwise, try to get in and make more bonfires
>>
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The thing that used to be Tinaang skitters forward, draws an arrow, and fires - as blades cut through the air and people roll away from blows. Something ducks, twists, steps aside, and then finds itself caught in a hands with vice-like strength

There! THERE!!! Tinaang! I'm so impressed I'll even forget to snidely demean your humanity, you horrendous carapace clad horror! No matter what you do DO NOT LET GO
>>
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Rolled 6, 4, 5, 5, 5, 5, 4, 3, 5 = 42 (9d6)

You don't want wood. ~~ That's made of plants. That's ~~ for babies. Big ~~ tough scrag dogs eat ~~ things that used ~~ to move. Like leather. ~~ Shadows? The arrow knows ~~ the way ~~ Fly like a moth to dinner.

> Enter Like Fire! Don't need to hustle every day through life.
> Move arrows from quiver into belt. ( SP?)
> Give Scraggy the mystery leather quiver for a chew toy
> Aim as much as possible
> Shoot Unknown Sneaky Boi #4, with an Icespike if possible, otherwise with a normal arrow.
> Ready no dodge. Scrappy will alert to danger, I'm sure. Scrapdogs might eat anything, but hopefully they don't eat new friends.

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21

> Throw a bucket of dice in case dice are needed.
>>
>> 4822629

Oh traitorous dice, what did the moths give you to treat me so?
>>
Rolled 1, 2, 5, 1, 3, 6, 3, 5, 2 = 28 (9d6)

>>4822536

"Ah, so we're dealing with evasive folk. I remember I heard of how to deal with these sort. It requires-"

>1 SP: Enter Like Fire Posture
>4 SP: Evaluate x4
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth to my 54, targeting the legs

"- a violence of action!"

>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>2 SP: Ready 2 Ripostes
>6 AP: Use Focus to time my Ripostes

#Tylus [8(from 5) XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture

>+3 XP (Walltaker)
>>
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Sometimes, sheer violence will carry the day.

>Moth Phase
>>
>>4822679
(What is an EP?)
>>
>>4822696
Experience!
>>
File: Ravencamp 1-8-1.jpg (2.44 MB, 3049x2428)
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The camp descends into a state of chaos. Arms up, blades ready, everyone falling on shadows. This must be how the Vulpes felt, in the end, when they became unable to tell friend from foe.

Be very careful where you place your feet, Blade, or where you dodge and duck into. In this heightened state of paranoia, someone is apt to be hit by a friendly!

>Interception areas marked. Blades. . . React strongly if subject sudden surprises!

--

chevalier, you have the right of it. and here, in the middle, this tent - no, not the one the contents is best left to the alcohol soaked memories, this other one. Some small scent-pots and eggs. This is one of the tents that's luring the Moth-swarm here.

--

Tylus lashes out at his opponent and scores a gruelling hit. And . . . Then a second blade takes him in the back, but he spins around to parry through countless practice. Well moved, Blade!

--

Tinaang? holds on to a struggling, quiet man who neither glares nor stares. he but has a peacable, almost affable smile. When his advanced takedown fails he pulls from his pockets with his free hand a small clay sphere and deftly inserts it into Tinaang's uniform before holding on to Tinaang's arms with a very advanced armlock. A finesse fighter, this!

You might have thick skin, Tinaang??, but don't let that flash-sphere go off right by all seven of your hearts!

Someone, get it out of his uniform before it blows! Or get that Moth off of him so he can take it out himself!

--

The Blades on the ship say the Moth-Swarm is building again! It'll flutter over the field at the end of this turn! Place yourself by a bonfire or some other fire, they're using the Swarms as cover for their cowardly strikes!

>blade phase
>>
>>4822601
Take a breath, Blade. It always helps. It is an action [3AP] to reduce your Terror by your Psyche, as your steel yourself and rediscover your inner drive.

It's possible once a turn. You're doing well, and the shock is already fading from your heart. Stay with us, now!
>>
There is no need to rush this. Focus. Breathe. What they want us to be is afraid and in a hurry, and apt to make mistakes. . .

>Phase in 12-ish hours, and slow after that too! Sudden social call.
>>
Rolled 1, 3, 4, 2, 2, 3, 3, 6, 6 = 30 (9d6)

>>4822740
>2 AP: Regain 1 Guard
>3 AP: Move 211
>3 SP: Feint an attack at Moth at 61
>3 AP: Use Focus to time my attack
>4 SP: Evaluate x4
>3 SP: Attack the Moth at 61, targeting the other leg
>7 AP: Move 4455 556
>5 SP: Ready 5 Ripostes

#Tylus [8(from 5) XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x1)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture

>+3 XP (Walltaker)
>>
Rolled 2, 2, 5, 5, 2, 5, 3, 6, 6 = 36 (9d6)

>>4822740

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Ferocity]
>9AP: Move 4, 4, 4, 4, 4, 3, 3, 3
>2SP: [Evaluate] * 2
>3SP: Attack Moth at my 3
>2SP: [Evaluate] * 2
>3SP: Attack Moth at my 3, aim for the legs
>3SP: [Evaluate] * 3
>3SP: Attack Moth at my 3, aim for the legs
>Move 6, 6, 6

"We should wait for one turn before setting fire to those tents, we need to prepare! Also make sure to stay with the fire and keep your sanity!"
>>
>>4822740
>[3AP] Calm down.
>[6AP] Spend 6 AP to restore 3 Guard
>[4AP] Convert 4 AP to 1 SP
>[15SP] Ready Stormdancer x5
>[1AP] Move 1
Preparation for what's to come.

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 6, 5, 1, 5, 5, 5, 1, 1, 4, 6, 4, 2, 4, 5, 1, 3, 5, 2 = 65 (18d6)

>>4822740
"Alright men, you see that Moth alllll the way there in the distance? He needs to-"

>3SP [Wrath] Turn 180 and loose the corrosive arrows into the Moth 6 of me. (vs 17 Para)
>3SP [Wrath] Loose the Bolt into the Moth 555 of me. (vs 17 Para)

"DIIIIIIIIIIIIIIIIIIIIIIIE! You think you can sneak around with IMPUNITY? BLADES, FOCUS. SECRET ELIMINATION OPERATION: LIKE MOTHS TO FLAME BEGINS NOW."

>9AP Order "Sneaky But In Fact Combat Specialized" Blades to surround and grab the Moths that are 6 of me and 555 of me, two men per moth. (vs 16 Focus)
>4AP Drop down onto the Moth at 6

"Assassin DESTRUCTION Art: MOTH TRANSFIXION"

>6SP+4AP Slash at the Moth. Margin follows up with a jet of corrosive steam, using bonuses from the water. (vs 17 Essence Stance)
>3SP Stab at the Moth's legs. (vs 11 Essence Stance)
>3SP Slash at the Moth again (vs 13 Essence Stance)
>4AP Dodge


#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 6, 6, 4, 6, 4, 4, 1, 1, 1 = 33 (9d6)

>>4822740
>focus stanced
>hustle posture
>2ap: move 44

>8ap: convert to 2sp
>3sp: strike moth 44 (target: legs [-0])
>3sp: strike moth 44 (target: legs [-0])
>3 guard [passion]: convert to 3 windup
>1sp: telegraph
>3sp: strike moth 44 (target: legs [-0])

>2ap: restore 1 guard

HEY, THEY'RE DEFENDING THE SHRINE-THING.
RECKON ITS IMPORTANT. WHAT DO YOU GUYS THINK?

#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
3 xp
>>
>>4822818
"I MEAN THE MOTH AT 116 OF ME. YES, DEFINITELY JUST HIM, THROW EVERYTHING AT HIM."
>>
>>4822818
>>4822831
"Also the one at 1221. Yes, the moths at 116 and 1221. That is what I definitely said before."
>>
Rolled 3, 4, 3, 3, 2, 3 = 18 (6d6)

"Should have stayed with your companion."
>Distant Rumble Posture
>1 SP: Switch to Finesse stance (Reset Wolf-Heart)
>2 SP: wolf-Heartx1
>6 AP: Sneak 2-3
>6 AP: Kick crates into the ninja 2-1 to disorient (Ferocity +3 = 15)
>9 SP: Step 2-2, attack legs of target to 6 vs. 14 (14+2-2) (3+[2 SP: Dash-Step]x2, [1SP: Evaluate]x2)

#Jura
AP 12
Stance 12 | Guard 14/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
10 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 6, 5, 2, 1, 6, 6, 5, 2, 4 = 37 (9d6)

~^~ Butterfly in the sky ~~ can you teach me how you fly? ~^~ Far from flame ~~ Like Fire ~^~ Near the Mosswater ~~ Like Moss ~^~ Away from Blades ~~ Not alone ~^~ A royal banner watches over me.

> Maintain Like Fire
> 3AP: Adopt a mind like fire. Wet slippery mossy fire.
> 3AP: Attach rope to an arrow
> 1SP: Activate Steel Eye
> 3SP: Knock an Arrow
> 2AP: Aim as much as possible
> 3SP: Shoot the Red Butterfly for my collection & reel in
> 2SP: Ready 2 dodge, because fire likes to dance (2 SP)

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
Rolled 5, 4, 5, 2, 5, 5 = 26 (6d6)

>>4822740
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Note // Weapon {Nocked} on prior turn.

> 1SP // Break Stealth.
> 4AP // Move [4]x1, [3]x3.
> 12AP // Try Something: Tear a strip of cloth from my outfit and tie it around the shaft of my nocked arrow, then ignite that arrow on the burning tree @ [3]. // Roll vs Fluidity+4.
> 3SP // Fire (Wind Bow) into the tree @ [1]x1, [2]x1 with the intent of setting it on fire. // Target the trunk (-0?) // Roll vs Finesse.
> 3SP // {Nock} (Wind Bow).
> 2SP // Prepare {Dodge}.
>>
Rolled 3, 3, 1, 2, 5, 2, 3, 1, 1, 5, 5, 6 = 37 (12d6)

>>4822740
"...heh"
>Still in Rend
>3AP+6AP: !Grasper Counter the Armlock attempt by preentively grabbing HIS arm. (+3 to hit)
>4SP: Windup×2
>3SP: STING Mothninja with Poison. He really should relax and let the Neurotoxin do its job.
>3SP: Break his Arm
>3AP+5AP: {Finesse} Let go/Escape of Mothninja and attempt to get the Lit-Fire Grenade out of my uniform. Chucking WAAAAAY 1-1-1-1-1-1-1-1-1-1
>1SP: Dodge?

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
>>4822818
Landscaping, is it?
>>
Rolled 4, 6, 5, 2, 4, 5 = 26 (6d6)

>>4823157
"Well I'll be darned an' tootin'. That little venomous critter is in a whole HEAP of trouble. Better go over and help him(?) out. If only it would stop friggin' screeching so loud."

>3 AP - (Archer company)(Quiet Infiltration) Raise a Blades banner right in front of this stinking whispermoth's nest. Deploy the ferocious Blade warband known as Drankhus' Dirty Dogs. Hopefully the boys have been practicing their stealth as well as their Wavebreakers and Grass Cutters! Maybe they still have some Rope from last night's extracurricular... Drinking games... (3d6 roll just in case)
>4AP - +2 to "hit" on Banner Raise, if possible. Spirits willing, they send the right troupe! And hopefully my drinking buddies are sober!!
>7AP - Move 6111166
>14SP (3+3+2+6)[Offer][Roar][Beckon stack x2][Sing - "Launch the flash sphere sky high!"] Chanel the Mosswater icon to fling that flash sphere off of Tinaang(?), into a distant, fluttering cloud of bugs if at all possible. Release any other sustained Mosswater activity.
>2SP Ready one Dodge
>2SP Change Posture to !Of Hounds

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4822830
"Yes, yes, the shrine... Great idea! You go check it out! I'll uh... Keep watch!"
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4822740
>Fluidity
>3AP+6AP: Signal the boatmen: The. Moths. Give. Their. Position. Away! They. Can't. Dodge. Everything. Lookout. Feint. then. Attack! {Warn them that they just hsve to look near the moths to find the enemy. Tent. Sails. They're right there}
>5AP: Move direction 2-3-3-3-3
>1SP: Add 1 Riposte
>6SP: Stormdancer×2
>6SP: Flickerstep Dodge×3

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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Maria performs some landscaping, churning up the ground in great gouts of unleashed energy. The rock itself begins to bubble away.

--

In the camp we finally find our prey. They're of shadows and ill intent but we can take them. If we have a care.

It's frightfully easy to let the shadows guide your strikes, as Sato and chevalier discover.

>Wing Phase.
>>
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You can feel imminent death. It's the cold feeling down your spine.
>>
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Branchguard

Sato! We . . . we SEE them! They're here, among the tents! And they've... What are those crates?
>>
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Form up! Don't let them disorient you! Sokolai! Keep your eyes on that one, she's too wounded to escape!

Everyone, guard your backs!

>Wing Phase
>>
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Pile on! Stand together! They're fast and ferocious, these strange ones, but in a straight on fight they lack insight into the fundamentals of blade trade. When we find them we can meet them all at once!

But they have some tricks... Blades go down from attacks from behind, as others are disarmed. We strike and lash out, but our enemy deftly weaves into cover.

There's few of them but they fight like more than they are. Using the debris and chaos to their advantage.

But we have their measure now: Light and watchful eyes and they cannot evade us. Take them!

--

>Blade Phase!
>>
The thing that wears Tinaang's uniform cannot truly burn, for which it should feel blessedly lucky. The fire licks and claws at it, but finds no purchase. Yet the heat is gruelling and you will slow-cook alive unless that fire is put out! Your allies are doing their best!

Remember:
Stop! Don't take a posture!
Drop! Get to the ground!
Roll! Spend 3 AP to roll against React!

Or get into the water!
>>
Rolled 6, 2, 2, 2, 1, 2, 3, 1, 6, 3, 4, 4, 1, 1, 1 = 39 (15d6)

>>4823884
>2 AP: Move 21
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>3 AP: Use Focus to time my attack
>2 SP: Evaluate x2
>6 SP: Attack the Moth twice, targeting the Legs
>3 AP: Use Focus to evaluate these Moths. They have consistently dodged my attacks, despite my best attempts to time them to prevent just that. How good exactly are they at reacting?
>1 SP: Ready 1 Riposte
>>
Rolled 6, 2, 3, 6, 2, 6 = 25 (6d6)

>>4823884
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 13AP // Try something: Replicating the process employed during the previous turn, Kassandra hastily mangles her cloak, tearing the fabric into multiple strip before tightly tying a strip around the shaft of each of her arrows, including the one which she has nocked. She then ignites her nocked arrow on the burning tree @ [3]. // Roll vs Fluidity+5.
> 3AP // Move [6]x1, [1]x2.
> 1SP // Enter {Distant Rumble} Posture.
> 3SP // Fire (Wind Bow) at the dense cluster of foliage @ [1]x3, [2]x2. // Target a tree trunk (-0?) // Roll vs Finesse.
> 3SP // {Nock} (Wind Bow).
> 2SP // Prepare a {Dodge}.
>>
Rolled 3, 5, 6, 1, 5, 1, 3, 1, 1, 6, 5, 3 = 40 (12d6)

>>4823884
>Fluidity
>3AP+6AP: Signal the boat to throw the Moth Crates overboard or figure out something clever for them
>2SP: Flickerstep Dodge
>5AP: Move 6-6-6-1-1
>1SP: Telegraph
>3SP: Attack with Hushed Lightining the Mothninja (×2 attacks)
>1SP: Evaluate
>3SP: Attack Mothninja

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 2, 5, 4, 1, 5, 6, 3, 6, 1 = 33 (9d6)

>>4823884
"Sigh... I've had enough of chasing after shadows and hunting after things that aren't even visible most of the time."

"Experimental Technique: Leaf Within Thunderstorm."

>13SP [Wrath] [Cajole](Exclude Self) [Roar] [Sing](Melt armor, flesh, bones. Destroy everything.) (vs 17)
>3SP Swing at the Moth on the right. Margin leaves behind a corrosive mist. (vs 13)
>10AP Restore 5 Guard
>2SP+4AP Dodge*3
>5AP Move 555, Face the Moths.
>3AP Blades regroup on me.

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 6, 5, 4, 6, 4, 3 = 28 (6d6)

>>4823884
>Rend Stance but no posture
>4AP: Move 6-1-1-1
>3AP: Light Moth Tent of Fire
>1AP: Move 4
>3AP+4AP: Drop to the ground and ROLL the Fire away
>1AP: Get up when fire is rolled away
>11SP: Dodge*11

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 1, 5, 5, 1, 2, 5 = 19 (6d6)

>>4823884
>[5SP] Ready Flickerstorm
>[4AP] Convert 4 AP to 1 SP
>[4AP] Move 5555
>[10SP] Evaluate and strike the ninja x2 (two Evaluates per attack)

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14 | Stormdancer x7
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(UW)Not A Trap Sign | Reach 2, ???

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 3, 4, 6, 5, 1, 4, 2, 5, 2, 3, 5, 1, 6, 2, 6 = 55 (15d6)

"Out of my way! Take this one with us."

>Distant Rumble Posture
>1 SP: ALL OUT.
>3AP: Feint to reduce defense of target to my 1 (vs. 18, margin penalty)
>5 SP: Strike target to my 1 with Finesse non-lethally, for capture (vs. 16, 2d6+2; -1 to target defense) [Wind-Up x1, Trick x1]
>6AP: Move 1-1, vaulting the boxes/ninja with Finesse (vs. 18)
>3AP: Feint to reduce defense of target to my 2 (vs. 18, margin penalty)
>6 SP: Strike vitals of target to my 2 with Finesse (vs. 15, 2d6+1) [Evaluate x3]

#Jura
AP 12
Stance 12 | Guard 12/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
10 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 2, 1, 1, 5, 1, 4, 3, 2, 5, 1, 1, 2 = 28 (12d6)

>>4823884
>>4823884

"Here, let me lend you a halb!"

>1SP change Posture to Hustle.
>4AP Try/Move: Stand on top of a nearby crate to get a vantage point (dir1 or dir2) (roll vs relevant stat)
>14SP Evaluate (Stack x4), ready halberd and swing at dir22 of my starting position, Jura's attacker, provided my halberd can hook over the other crates and arc into his Skull (-6 to hit). Try for it even if I fail to hop on a crate.
>3AP Try Something: Pop open one of these crates and get a quick glimpse of what's inside (do it Ferociously, if possible)
>1AP Jump off the crates, back to original position from start of round
>6AP Move: 566655
>3SP Stack up a Grass Cutter (what does the "roll once" mean? roll now, or an additional roll on the attack? Rolling now just in case)


Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
Rolled 3, 5, 5, 1, 1, 6 = 21 (6d6)

>>4823884
HEY, BLADES, PICK A LIMB, AND
>9ap: order nearby Blades: GRAB THAT MOTH
>2ap: move 44
>4sp: evaluate
>2sp: windup
>3sp: tackle moth

#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
3 xp
>>
>>4824011
"Oh snipe, you said NON-lethally. Sorry Jura!!! Well, the die have been cast, so to speak *chuckle*. Eggy Weggy vaulted over a wall, Eggy Weggy had a great fall, and all the Blades' men couldn't put his noggin together again. Let's get his little buddy who's hiding in the corner! >:)"
>>
Rolled 5, 5, 5, 3, 3, 1, 4, 3, 3 = 32 (9d6)

>>4823884

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Ferocity]
>2SP: [Evaluate] * 2
>3SP: Attack Moth, with Ferocity
>2SP: [Evaluate] * 2
>3SP: Attack Moth, aim for legs, with Ferocity
>3SP: [Evaluate] * 3
>3SP: Attack Moth, aim for legs, with Ferocity
>7AP: Move 2, 3, 3, 4, 4, 4, 4
>3AP: Order the blades to Burn the Tents

"Blades, I know the situation is confusing but listen to me! Burn the Tents! They contain the scent!"
>>
>>4824024
Simply roll once for the attack when used; it's the "same" attack against all targets.
>>
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Hard to breathe with that much metal in your lung.
>>
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They say in the learned circle that when you die you see the last glorious thing that happened in your life, eternal, as the Spirits marshal to the other side.

Sometimes, though, the last thing you see is a halberd.
>>
>>4824030
A backwards glance. A distasteful one.

"I have already taken care of it. You are not helping. Try to keep up, and take the next one alive. We need a prisoner."

He wipes the viscera off his sword.
>>
>>4824049
"Hey pal, it's the heat of battle. I was in the middle of my stride, it was your choice to take a prisoner in the middle of the field than the one that's already backed into a corner"

Drankhus returns your stinkface by cocking a snook and blowing a raspberry.
>>
>>4823884
Oh spirits what have I come back to
>>
File: Ravencamp 1-10-1.jpg (2.6 MB, 3049x2428)
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There - the moment. Sato, Samson, our blades strike out and the Moth moves like dust. Evades left, swirls under a blade. We end up hacking at each other in the confusion.

Then chevalier lines up the perfect moment in time.

These Moths are not so hard at all, when backed into a corner and fought with 4 on 1 odds.

Take them Down, Blades. With this amount of fire and light, there will be no cover from the Moths -- Unless --- The pheremones! The scent! It'll spread before it burns!

They'll fill the camp!

Duck!

>>4824056
A Normal Day, surely.

>Wingstorm Phase
>>
>>4824053
"He was the easier target. They were both cornered, but he was the one in worse shape. Try to be a bit more humble."
>>
>>4824082
"You telling me to be humble? Ehehehehehehe, that's rich!! And eh, I said sorry, buddy. If you want to carry your kilt in your crack, that's your business. Or maybe you were distracted by that particular Moth's twinkling eyes and musculature, and wanted a "friend" to take below the poop deck? I see how lonely you are on the boat."
>>
>>4824090

"Sorry to stop your gallivanting and glory-seeking, but we were under orders to capture Moths alive, something tells me they aren't going to let themselves be captured alive if they can help it. This is why we remove their strengths, break their legs, puncture lungs, and burn tents, because when we have them against the wall we subdue then capture them. I think it would benefit the lot of us to follow the mission plan rather than our own individual plans. Unless you have some other genius plan, O Drankhus The Great?"
>>
>>4824110
>>4824111

"Me no crush skull anymore. Me subdue weakling now."
>>
>>4824059

> 3AP Take the snake amulet, spiritual protection would be nice right now
> 3AP Blade, pull up that rope and- damn, one of them got the archer! With me!
> Move 232
> 5AP Is this archer dead or just wounded? Could Sato save them?

#Lister
AP: 14
Guard: 15 | Stance: 11 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2d6
Fluidity: 10 | Focus: 12 | Finesse: 12 | Ferocity: 11 | Para: 11
@Waveform Blade
@Seagrass Cloak
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
Rolled 6, 6, 2, 4, 4, 3, 1, 3, 2 = 31 (9d6)

>>4824119
I always type the code in wrong!
>>
File: Ravencamp 1-10-2.jpg (2.7 MB, 3049x2428)
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>>4824119
Watch your back because . . .

They're coming back over the walls!!

--

One Moth, melted gear and burnt cloth, gives a serene smile at Maria and then bows. Then he walks away. His allies does not. One Blade shouts in alarm as Maria and her Skulkers find themselves standing in a rain of swords. The moths drop from the masts! And one lands, spins, boots Maria in the chest into the cold waters!

>Tarnations! Difficult terrain, Maria! Triple movement cost!

--

One Moth bleeds to death from chevalier's gruelling wounds. Another squares her hands in a fighter's stance. But Drankhus roughhousing instruction over the last days pays off as Sokolai keeps her hands occupied and one brave Blade drops in from the wagon. The others pile in, grab the sword, disarm the Moth. Got one!

careful now, Blades! The fire is spreading!

--

Tylus keeps ups his guard, parrying blows, twisting, but this enemy he fights keeps his distance. Ripostes find air and he twists aside, blows glancing across Tylus' armour. Without that carapace of metal Tylus would be cold and dead eight times over. Such value in well-mae equipment. A note for the quartermasters to study later.

Then the wounded Moth that Tylus fought earlier throws himself over the rocks, down in a blow that Tylus barely avoids. An ally lashes out, and the Moth rolls away -- into the fire! Hah! So much for footwork!

Get them, Blades!

>Blade Phase.
>>
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>>4824131
Godadmn it, blade, but I can't be mad with that elbow drop!
>>
>>4824135
Look at this one I found in the mean time, look how big it is
>>
>>4824131
>>4823899
Was my crit to evaluate the Moths missed? I'm pretty sure we talked about focus being able to do that, and other people have done similar things before.
>>
>>4824148
Do you mean . . . This?>>4823899
>>
>>4824157
yes, that was the one I linked
>>
Rolled 4, 5, 1, 1, 6, 2 = 19 (6d6)

>>4814247
elbow 'dorp' lolz, love ya, Command

"Nice! We caught one! I'll make sure to wait to hear his words before I remove his tongue from his torso this time. Who's got the rope?"
-
"The Dirty Dogs will post up at the gate."

>6AP Move 123343
>3AP Rally/Inspire my Dirty Dogs and Boargrin (vs Finesse?) "Wanna be an honorary Dirty Dog for a day, Boargrin?"
>3AP Give them directions to focus on guarding the front gate. (rolling just in case. vs Focus?)
>2AP Move 22
>3SP Stack up 1 more Grass Cutter [Current stack: 2, unless movement/non-attack actions or a turn ending resets this(?), then just 1]
>12SP Puncture (Stack x4)
>2SP Ready 1 Dodge

"Whew, uh, it's getting a little spicy in here, guys... Let me know if there are any fires you want me to try to put out, I can convene with the mosswater spirits for assistance."

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
Rolled 2, 2, 6, 3, 4, 2, 1, 2, 3 = 25 (9d6)

>>4824131
"Blades, get back! Fight defensively against them. Continuation Art: Approaching Storms!"

>1SP Sustain the mist from the previous technique.
>11AP Order blades to carefully retreat, keeping the moths between them and the storm that is approaching. No need to attack them aggresively, just box them in. (vs 17 Focus)
>8AP Restore 4 Guard
>3SP Move the mist 3 hexes toward 4, so as to cover the three Moths. Vs 17 Para
>11SP Swirl the mist densely around the 3 moths. [Cajole*2](Exclude both Sneakyblades) [Roar] [Sing](Like a tornado.) Vs 17 Para
>3AP Climb ashore,3, move 4
>3SP Dodge*3

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[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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>>4824161
>>4824157
>>4824148
This man moves like dusts and swirls of cloth. Intent cloaked, the shadows as a friend. And always. A smile.

He is not much to look at but the tell-tale way he holds his blade is not straight forward. He wants you to strike him. His style is an expression of abnegation, self denial, in being attacked he attacks. It is a thin line. Get it wrong and the strike you leverage will scythe though his body, and he can neither wear armour not pledge strength against strength with a heavy guard.

These people fight with grace. It is beautiful to see how much must have studied war craft and dancing foot-steps. Their stamina is something to behold.

Their capes and cloaks displace their shapes and mean that attacking is harder - they won't be where you think they are. Any Moth always has at least ONE dodge prepared. And they can move aside blows from behind via Side-Steps, attempt a dodge even those at a -2.

But they're unlike the Vulpes. The Vulpes meet you with Ferocity and Focus. Get a Moth in a corner and he cannot move, and they will always dodge away from your attacks. You can bait them up against walls or into fires, with care.

Their style has a weakness: Throw a Telegraphic blow their way, Blade. They'll dodge it, yes, but if they dodge it they are left exposed. A single goo follow-up hit will put them in the ground. Take care though: They'll use your attack to probe your opening. Make sure your guard is up.

They're recklessly vulnerable to Finesse attacks, as they rely on high AP and Footwork keep up a fight. Rob them of their ability to move and they cannot dodge, nor gain better leverage.

They only have 4 Guard, but they have enough AP to fully replenish it every turn. Their light blades do not deflect heavy strikes, however. If you land a blow for 8 or more damage, it will blow through their guard and 5 or more will throw off their balance. Windups may be the key; they will dodge some but a single good strike will knock them off their course.

Otherwise, turn their reactivity on them, Blade. They rely on you to attack to turn your strength to their advantage. Ready a strike against them, and they will be forced to make the first move, one without the benefit of their advanced Footwork. This places the initiative with them, but on the offensive they rely on stealth and guile.

Avoid fighting Moths near smoke or cover or too deep shadows. They have two things to turn the churning chaos of battle into a horrorscape; their speed and sheer ability to be where you do not want them to be found. Multiple strikes will be dodged, and then, redirected to allies or the environment. And if you find yourself in smoke or darkness or swirling clouds of Whispermoths, the cover will allow them to sneak blades right through your guard. They will be harder to hit, and your failure to land a blow will be turned on you!

Light, Distance, Allies, or Space.
>>
Or, if that fails, sheer determined ferocity of intent.
>>
>>4824131

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Move 4, 5, 4, 4, 4 ,4, 4 (through the tent?)
>1SP: [Finesse] Stance
>3SP: [Oni Laugh]

"Okay, stay calm, leverage your advantages."
Chevalier says it to themselves more than others.
>>
Rolled 1, 5, 2, 2, 4, 1 = 15 (6d6)

>>4824131
>[2SP] Ready Flickerstep Dodge
>[2SP] Switch Waveform Blade out for NaT Sign
>[6AP] Spend 6 AP to restore 3 Guard
>[1AP] Move 5
"Dibs."
>[?] Take the ninja's bandana/wrappings/whatever they are
>[4AP] Move 661
>[3SP] Attack the ninja, making sure to NOT hit the Blade
>[1AP] Move 2
>[3SP] Attack the ninja

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14 | Stormdancer x8
Stance 14 | Guard 17/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4824247
>>4824131

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Move 3, 4, 3, 3, 3 ,3, 3 (through the tent?)
>1SP: [Finesse] Stance
>3SP: [Oni Laugh]

Okay, Movement is getting really confusing.
>>
Rolled 2, 4, 6, 1, 4, 3 = 20 (6d6)

>>4824131
> 1SP Like Ash
> 1SP Focus stance
> 3SP Strike south with focus! vs 12
> 3AP Move 4 (moth probably dodged?)
> 5SP Grasscutter strike with focus! vs 12 (hit both tiles with moths)
> 9AP Backpedal 161
> 2AP restore Guard
> 1SP Dodge (plus seagrass free dodge)

#Lister
AP: 14
Guard: 10/15 | Stance: 11 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2d6
Fluidity: 10 | Focus: 12 | Finesse: 12 | Ferocity: 11 | Para: 11
@Waveform Blade
@Seagrass Cloak
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
>>4824344
Three of them over here! Little help!
>>
Rolled 3, 2, 4, 5, 6, 4, 6, 1, 5 = 36 (9d6)

>>4824131
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> 9 AP // Sneak [1]x3.
> -6acc // Initiate the {Hushed Lightning} Kata.
> 3AP // Try something: With a flick of her wrist, Kassandra passes both of her nocked arrows through a goat of flame climbing the up the bark of the tree @ [2], setting the attached knots of fabric alight. // Roll vs Finesse.
> 3 SP // {Evaluate} the situation. // Gain +3acc on next attack.
> 4AP // {Aim} at the tree @ [1]x3, [2]x1 and the bushes @ [6]x4, [1]x1. // Gain +2acc on next attack.
> 3SP // Fire (Wind Bow) at the tree @ [1]x3, [2]x1 and the bushes @ [6]x4, [1]x1, intending to set both on fire. // Target the trunk and base respective (-0?) // Roll vs Finesse-1.
> 3SP // {Nock} (Wind Bow).
>>
Rolled 6, 4, 6, 1, 2, 4, 4, 4, 1 = 32 (9d6)

>>4824131

>1 SP: Telegraph
>3 SP: Attack Moth
>1 AP: Move 1
>1 SP: Enter Like Fire Posture
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>4 SP: Windup x2
>3 AP: Use Focus to time my attack
>3 SP: Attack the Moth
>8 AP: Regain 4 Guard


#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x1)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
Rolled 2, 6, 2, 2, 5, 3 = 20 (6d6)

>>4824131
>Rend
>3AP: Regain My guard
>2AP: Move 5-5
>3AP:Pick up windbow
>4SP:Nock Poison Arrow
>5AP: Move: 5-5-4-4-4
>3AP:Setup on rock
>1SP: Telegraph
>3SP: Fire Poison Arrow at Target Lister was attacking
>3SP: Dodge×3

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 3, 2, 1, 5, 4, 4 = 19 (6d6)

>>4824131
>Fluidity
>3AP: Order the blades to finish burning the tents then go help escort the Moth Sokolai capped or help any wounded back to the boat
>7AP: Move: 4-4-3-3-4-4-3
>4AP: Take a torch from the fire and Throw it on the Cart direction 5-5-6
>4SP: Dash-Step 5-5
>3SP: Stormdancer
>2SP: Flickerstep dodge
>3SP: Overwatch a strike SW
>1SP: Dodge

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 4, 1, 6 = 11 (3d6)

>>4824131
>3sp: punch the moth in the face, for good measure
>5ap: order:
>7ap: move 111 666 1
>3sp: ready strike 55
>3sp: ready strike 56
LISTER, HEAD FOR THE FIRE. WE'LL ZONE 'EM OUT, MAKE THEM APPROACH US.
IF THEY HAVE TO TAKE YOU ON A ONE-ON-ONE, THEY *WILL* LOSE. SO MAKE 'EM.


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
3 xp
>>
>>4824492
>order: RESTRAIN HER
CHOKED A LITTLE THERE.
MUST BE THE ASH.
>>
Rolled 5, 6, 2 = 13 (3d6)

"Keep them off balance, don't give them time to recover!"

>Hustle Posture
>12 AP: Move 5-6-5-6-5-6-5-5-5-5-5-5
>1 SP: Switch to Ferocity
>11 SP: Step 4-5, attack the piles of crates to my 4 & 5 (Grass-Cutter) to knock them into the Moths on the other side (vs. 14) [Grass-Cutter x1, Dash-Step x2, Evaluate x2]

#Jura
AP 12
Stance 12 | Guard 12/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
10 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
>>4824208
Are these related to the hymenoptera we saw earlier?
>>
>>4824853
These guys are VERY different yet they also come from the same place. The plains of Uthan. However I doubt the Vulpes, Hymenopteras and Lepidopteras have a fond spirit of patriotism and love for each other. Considering what happened last time between the Vulpes and Mothninkas
>>
Rolled 3, 2, 4, 5, 3, 5 = 22 (6d6)

~^~ Lister alone ~~ Too far to fly to his aid, little arrow?? ~^~ Now a Blade beside me ~~ Help him home ~^~ Fire can climb rope ~~ Moss can climb rope ~~ Can Scraghounds climb rope? ~^~ Moss grows ~~ Fire burns ~~ Archers loose ~~ Arrows fly ~^~ Entomology waits ~~ and so do I ~^~

> Maintain Like Fire
> 3AP: Throw Windsword over the wall to the Blades.
> 3SP: Knock an Arrow
> 6AP: Aim towards the vulpes
> 3SP: Prepare an Icespike
> 3SP: Overwatch: Shoot the first Vulpes who advances up the small hill. If the Vulpes don't advance, shoot the eared one or one of the armored ones when their shield is facing away.
> 1SP: Ready 1 dodge, because fire likes to dance (1 SP)

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21
>>
>>4824131
Uh? What happened? I must have breathed in some smoke... wait WHAT THE SHIT IS GOING ON

#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

> toss a flaming branch at the vulpes
> shout “HEY FUCKHOLES, LOOK BEHIND YOU”
> move S-2SW
> set fire to the bush
(I would put the movement with the numbers everyone else is using but I can’t find the fucking hexagon, sorry. Hopefully these aren’t too many actions)
“Come on Pilos, be strong! Mama will be proud of you if you survive this!”
>>
>> 4825134

It's covered by moths at the moment. This is what it was.
>>
>>4824492
WILL DO SIR! HOPING THIS CART KEEPS THEM OFF ME!
>>
>>4825200
(Thanks man, sorry for the hassle)
>>4825134
> change to: move 4, 5, 5
>>
>>4825200
Stealing our navigation!
>>
>>4824853
It seems.. . . Almost too much of a coincidence for them not to be, Blade.
>>
>>4826792
Well I don't know, they could be from the other side of the eastern continent! But the name is similar, so I thought there might be a closer connection
>>
>>4826798
The grand Uthani plains stretch across the known world, endless grass oceans connected by sparse hills and forests that disappear like a mirage.

We know of a few banners: The Vulpes prowl our borders, sometimes, and the Wasps are known by Reputation. We have never met these . . . Moths? before.

They... are a people. A banner. To imagine that one could marshal multiple high banners of the Uthani and design to have them arrive at our shores in succession is a feat of logistical planning that beggars the imagination.

That prisoner Sokolai has acquired. We will have many, many questions for her.

And then finally, with the Wasp Drankhus fought to find, Seven Red Flowers and our Vulpes captives and this Moth, there will be Understanding
>>
File: Ravencamp 1-10-4.jpg (2.77 MB, 3049x2428)
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Lister! Hold on-- don't.. Oh no.

>Wing Phase
>>
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clear the decks! Those crates are no good news for anyone, and they best be elsewhere!

Off the ship with the lot of them! Watch out below!
>>
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it's --- what -- . . . Dried moth dust? Oh. Oh!

BLADES. Don't breathe that!! It's a hallucinogenic!!!
>>
>>4826832
RIP Maria's sanity lol
>>
File: Ravencamp 1-11-1.jpg (2.76 MB, 3049x2428)
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The crates topple in time to disrupt three Moths moving like liquid hate towards Lister, and the Blade throws himself away from a felling cut from the only Moth who closes the distance. Weapon-less but alive!

--

Maria --- It's -- cough -- don't--- it's hard to see who is who! the swirling gas! the fire! -- Watch out!!!

--

Samson watches a blade get pulled into an over-extension. But two can play the game of Avoidance.

--

Pilos! Just . . . Be smart about this.

>Blades Phase!
>>
>>4826881
Why does this always happen. Jura, thanks for that!

I lost my guard because I was disarmed?
>>
>>4826897
And the man who almost murdered you also contributed.
>>
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Samson has a sudden moment of insight
>>
>>4824312
>>4826798
Lister! chevalier! Someone is trying to kill you! And They almost managed!

You've taken a wound! Ouch! You're down 1AP and 1SP until the Medics can see to you!
>>
Rolled 6, 2, 2, 4, 5, 3, 5, 2, 6 = 35 (9d6)

>>4826881
"Huh? I heard a story about a place like this from my younger brother. Everything was overgrown with greenery and shrouded in dust. What is a person clad in pure black doing in such a place? After telling me that, my older brother bends his joints in a very unnatural way, and and instead of his voice what I hear behind me is something crunching as if one were stepping barefoot in a forest of dry twigs. What are you doing here?"

"What did I do when I ended up in a place like this?"

>4AP Shake off the effects of the hallucinogens. vs Focus 14
>4AP Order blades: Nobody move! vs Focus 14
>13SP Create a weapon melting burst of mist around 122 [Roar][Channel*2][Cajole](Exclude a blade in range. Spirits shouldn't be affected by hallucinogens right?) [Sing](Melt metal weaponry) vs Para 17
>10AP Restore 5 Guard

>3SP+4AP Dodge*2

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 4, 3, 6, 4, 5, 1 = 23 (6d6)

>>4826881

>2 AP: Regain 1 Guard
>4 AP: Move 4432
>3 AP: Order Dustblade: "Come with me, let's investigate the Commander's Section. There's sure to be some secrets to uncover here, and it's unwise for any of us to be alone in this place."
>3 AP: Move 323
>3 AP: Investigate the cloak-tent
>3 SP: Activate Scarwater Mark
>10 SP: Ready 10 Ripostes
>2 SP: Ready 2 Dodges

#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
Rolled 3, 4, 2, 6, 4, 6, 3, 1, 1 = 30 (9d6)

>>4826881
>move 4
>telegraph
>strike 55 (target: legs)
>telegraph
>strike 55 (target: legs)
>11ap: focus bolster jura
THAT GUY'S WIDE OPEN!
GO FOR IT

#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
3 xp
>>
>>4826881
*cough* *hack* "I can't let myself succumb to this...!"
>[8AP] Move 433 333 43, trying to squeeze between the burning tents and not catching myself on fire
>[4AP] Spend 4 AP to restore 2 Guard
>Notice Chevalier and his missing arm
"...Looks like I'm not safe just yet."
>[1AP] Move 3
>[5SP] Ready Flickerstorm
>[8SP] Ready two reactive strikes 2ward, aiming to hit the totally inconspicuous mystery assailant who totally isn't hiding in a huge swarm of moths once he tries to move in to attack

#Samson | XP 6 | Current Stance: [Fluidity]
AP 14 | Stormdancer x9 | ???
Stance 14 | Guard 16/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(UW)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 1, 1, 1, 5, 1, 6 = 15 (6d6)

>>4826881


> 4+2SP Telegraph kick! Dash 2
> 3AP Move 333 and face 1
> 3AP What the heck is that thing surrounded by all the moths?!
> 3SP? loot the sword off of the dead vulpes
> 6AP restore Guard? (goddamn this is gonna take a while)
> 1SP Dodge

#Lister
AP: 13/14
Guard: 0/15 | Stance: 10/11 | React: 13 | Health: 5 | Psyche: 3
Lethality: 2d6-1
Fluidity: 10 | Focus: 12 | Finesse: 12 | Ferocity: 11 | Para: 11
@Unarmed!
@Seagrass Cloak
!Wavebreaker
!Grass-Cutter
!Like Ash
>>
>>4827117
KO! That's for stabbing me in the back!
>>
Rolled 4, 3, 3 = 10 (3d6)

>>4826881

"Pilos!! Boys, hold your arrows for now. It's too risky. You might hit him. I'll do what I can to keep us safe from the fumes and flames. Abracadawater, Alakazamoss!"

>18SP +2AP [Channel - 3SP] [Roar - 3SP] [Beckon Stack x4 - 4SP] [UNLEASH Stack x5 - 0SP] [Sing - 8SP] "Mossdiver, hear my call! Mossdiver, make rain fall!"
>3AP Announce Mission Type Change to my Dirty Dogs: Quiet Infiltration -> Strike with Ferocity
>3AP Tell Carbon Canine and Mighty Mutt to hold their fire, but keep their arrows and aiming skills at the ready.
>3AP Field shout: "Dog-grin! Man the door, get ready to blast it open the moment you hear the thieves' kvetching and bickering on the other side. I'm right behind you."
>3AP Move 444


Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4827072
>>4826881
(Light fluff change to my turn:)
>Notice Chevalier and his wound
(...Since he apparently did NOT lose an arm.)
>>
>>4826881

#Chevalier
Guard 0/14
AP 12(-1) | Stance 16(-1) | React 13 | Health 2/3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

"Okay, Chevalier. Just breathe in... breathe out..."

>10AP: Take deep breaths, supress pain, Restore Guard
>1AP: Move 4
>1SP: [Finesse] Stance
>2SP: [Dash-Step] 4
>2SP: [Dash-Step] 5
>2SP: [Dash-Step] 5
>4SP: Ready [Dodge] * 4
>>
Rolled 2, 5, 5, 2, 5, 2, 2, 5, 2 = 30 (9d6)

~^~ A pointy piece of metal leads the way ~~ Blade Compass ~^~ Pilos can face danger ~~ thanks to being well oriented ~^~ Vulpes turn their backs on danger ~~ Unwise ~^~ Moss grows ~~ Fire burns ~~ Archers loose ~~ Arrows fly ~^~^~ Archers loose ~~ Arrows fly ~^~

> Maintain Like Fire
> 0AP: Reaction: Shoot the Tank with the Tower Shield and 13 guard
> 3SP: Knock an Arrow
> 3AP: Move 2 to regain line of sight
> 3AP: Assess arrow stocks and reachability now that Quiver is in the belly of the beast
> 2AP: Aim
> 3SP: Shoot a Vulpes Archer in the back
> 3SP: Knock an Arrow
> 1SP: Ready 1 dodge, because fire likes to dance (1 SP)

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
+ Stolen Compass (it wasn't nailed down well enough)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21

1
_
6 / \ 2
5 \_/ 3
4
>>
Rolled 6, 2, 4, 5, 2, 4 = 23 (6d6)

>>4826881
>Fluidity Stance
>3AP+6AP: Wave the Black Flag signal for the Ballista Siege Engineers. Designated Target is to aim for the thing/person/monster hiding in the flock of Moths pending 2-2-2-2-2-2 of my current position. Take good Aim at it he's hiding in the middle of the flock and fire when it least expects it. (+3 hit
>3AP+2AP: Use First Aid Pouch to Heal Chevalier (+1 hit)
>6SP: Stormdancer ×2
>4SP: Flickerstep dodge×2
>3SP: Ready an attack direction 2


#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 2, 5, 4, 6, 3, 3, 6, 5, 3 = 37 (9d6)

>Hustle Posture
>1AP: Move 5 to pin the whispermoth
>1 SP: Switch to Finesse stance
>5 SP: Attack adjacent whispermoth (vs. 14, 1d6+1) [Evaluate] x2
>7AP: Vault onto crates 5-4 with Finesse (vs. 14)
>4 SP: Knock out Whispermoth to 4, nonlethal (vs. 13, 1d6+1) [Evaluate] x1
>2AP: Restore 1 Guard


#Jura
!2 Poison
AP 12 (10)
Stance 12 (10) | Guard 9/14
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 (7) | Focus 13 (11) | Finesse 14 (12) | Ferocity 12 (10) | Para 10 (8)
13 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 1, 4, 3, 3, 5, 4, 1, 3, 6 = 30 (9d6)

>>4826881
>Rend Stance
>4SP: Nock Poison Arrow
>6AP: Aim×3
>1SP: Dodge
>3SP: Fire Poison Arrow at Hidden Target behind Moths @ 2-2-2-1-1
>7AP: Move: 5-5-5-4-4-5-5
>3SP: !Grasper! Grab the Pinned Mothninja
>3AP: Capture him and give him to the team of extracters


#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
File: ArrowStruck1.png (625 KB, 1080x1080)
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Rolled 2, 4, 4, 3, 5, 2 = 20 (6d6)

>>4826881
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Note // (Wind Bow) {Nock}ed on prior turn.

> 4AP // Move [6]x4.
> 12AP // Try something: Scale the palisade. Perch at the top. // Roll vs Fluidity+4.
> 1SP // Enter {Distant Thunder} Posture.
> 2SP // {Evaluate} the figures shifting around within the spiraling cloud of moths. // +2acc on next attack.
> 3SP // Initiate the {Icespike} Kata.
> 3SP // Fire (Wind Bow) @ [6]x3, [5]x3 // Target the legs. (-2) // Roll vs Finesse.
>>
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Now! Get 'em! Teamwork and focused effort makes the difference in this fight.

--

Sato, you've got first aid supplies. That won't heal chevalier's wounds. Only post-battle surgery can help him. But you can take the edge off of the pain. chevalier, you're no longer in pain, so you've got your full SP and AP.

--

The Vulpes get ambushed. Pilos! Get ready to duck!!

Wait.

Was that a raindrop?
>>
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Samson! Watch out!

--

With a sudden snap of shadows, dust and ash and moth-scrap roll across the camp, devouring campfires...

>Smoke Phase
>>
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"Dog"-Grin charges forward, guided by a streak of arrows that find their mark in the Vulpes aggressing Pilos. But their armour is heavy, well-stolen stuff from many battlefields. They mob on Dog-Grin in return!

--

Ash and dust and things obscure the centre of the camp. Sato rolls out of the way of an attack more sensed than seen and ends up stumbling over a log. Sokolai and chevalier feel cold death pass over their shoulders. Jura is attacked by the few remaining Moths, a puncture scored that'll smart some later. Good! The pain means you're still alive!

--

Blades, that last Moth-cloud! It's hanging on to something! All the smoke and fire has dispersed the others and so most of the Moth-Fighters have no cover left. But . . . That last cloud is dense, and obscuring something that moves with predatory intent! Get rid of it somehow!

Or strike at will in the centre of the cloud, but it's nigh-impossible to be sure what you'll be attacking then.

--

A blood-splattered Blade nods at Maria and lowers his slowly smoking weapon. Tired, worn, and alive. Soft sizzling sounds from the grass greets them.

--

>Blades Phase!
>>
>>4827601
Jura, you've taken a wound! Your AP and SP is reduced by 1 due to the sheer pain! The poison isn't really helping either.

Form a guard, quick, or you'll join the corpses on the ground!
>>
There's a . . . Floating moss-island in the river? It seems to be slowly seeping towards the ship. It'll arrive at the end of this turn.
>>
Rolled 6, 2, 6, 2, 2, 2 = 20 (6d6)

>>4828481
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

"Right. Need a rope, a rope, ro... Hm."
"Bit grizzly, but this'll probably do the trick."

> Note // (Wind Bow) {Nock}ed on prior turn.

> 16AP // Try Something: Remove the intestines from the corpse @ [3]. Knot the tubular viscera at semi-regular intervals to reinforce it against stress, then fashion one end into a lasso. Use the intestine lasso to scale up the palisade @ [6]x1. Perch upon the top of the structure. // Move 6x1. // Roll vs Finesse+3.
> 1SP // Enter <Distant Rumble> posture.
> 2SP // {Evaluate} the Armored Vulpine charging into the camp. // +2acc on the next attack
> 3SP // Initiate the {Icespike} Kata.
> 3SP // Fire (Wind Bow) at the Armored Vulpine @ [4]x7. // Target the gear in hands (-4) // Roll vs Finesse-2.
>>
Rolled 5, 6, 1 = 12 (3d6)

>>4828536
How dreadful.
>>
Rolled 2, 2, 1, 2, 6, 6 = 19 (6d6)

>>4828481
>Fluidity
>2SP: Flickerstep Dodge
>4AP: Move 4-4-5-4
>2SP: Dash-Step 5
>3AP+4AP: Alleviate Juras Poison and his wounds
>3AP: Look for a Spot where the Enginners can See me from the boat
>3SP: Setup Overwatch of Strike direction 5-6
>6SP: Flickerstep Dodge×3

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[7 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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Great, it's all slippery.
>>
Rolled 3, 4, 1, 5, 5, 5 = 23 (6d6)

>>4828589
*blinks*

>>4828481
"Dog-boar-man! I'm coming for you!!"

>3SP Dash Step (dir3) + 4SP Puncture + 6SP Ready and swing halberd at the chargey boi
>4AP Move 3334 (onto Doggrin's hex, temporarily)
>6AP Lift Boargrin onto my shoulder!! Ferocity time!!!
>4AP Move 1661 (or just as far as I can go in that direction, if my movement cost is affected)
>5SP Ready 1 Dodge (extra SP because there's a man on my back!)

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
>>4828481

#Chevalier
Guard 1/14
AP 12 | Stance 16 | React 13 | Health 2/3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>12AP: Restore Guard
>2SP: [Dash-Step] 2
>4SP: [Evaluate] * 4
>4SP: Ready [Dodge] * 4

"Of course, of course rain just happens to fall now of all times!"
>>
Rolled 3, 1, 5, 2, 1, 1 = 13 (6d6)

~^~ Pilos stands alone ~~ Armored and Majestic ~^~ Vulpes ignore the singing arrows ~~ and the barking of the Hound ~^~ Moss grows ~~ Fire burns ~~ Archers loose ~~ Arrows fly ~^~^~ Archers loose ~~ Arrows fly ~^~ Arrow find the mark ~~ leave the helmet intact

> Maintain Like Fire
> 8AP: Aim at the charging armored vulpes
> 3SP: Loose at the unarmored face of the helmeted vulpes at 2,2,2,2,2,2 who's looking the wrong way
> 3SP: Ready Arrow
> 3SP: Loose at the closest unarmored sword vulpes
> 1SP: Ready 1 dodge, because fire likes to dance (1 SP)

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
+ Stolen Compass (it wasn't nailed down well enough)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21

. 1
. _
6 / \ 2
5 \_/ 3
. 4
>>
>>4828481
#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture


“Gentlemen, there is a biiiig misunderstanding here- I didn’t set your stuff on fire! I’m just some farmer that has been plagued by these moths for weeks and was trying to get them to go away by burning their eggs!”
> point at the cloud of moths
“WAIT- WHAT’S THAT? OH NO LOOK ITS STEALING YOUR STUFF”
>>
Rolled 1, 2, 2, 1, 5, 4, 5, 1, 6 = 27 (9d6)

>>4828481

>1 AP: Move 2
>3 AP: Remove Dry Wings Armour
>3 AP: Don "Advanced Armour"
>5 AP: Move 5611 1
>3 AP: Examine these... statues
>5 SP: Prepare 5 Ripostes
>4 SP: Prepare 1 Dodge with Evaluate x3
>6 SP: Prepare 2 Dodges with Evaluate x2

#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
>>4828481
"Thank the spirits you're still alive, Stormdancer! Did Flickerstep make it out alive as well? My vision has still not quite returned."
>>
Rolled 5, 3, 4 = 12 (3d6)

>>4828481
>Rend Stance
>6AP: Regain 3 Guard
>1SP: Dodge
>4AP: Move: 2-2-1-2
>4SP: Nock Poison Arrow
>6AP: Aim×3
>3SP: Fire Poison Arrow at 2-2-2-1 looks like a limb?
>3SP: Overwatch Stinger NE

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(0exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 5, 5, 6, 3, 6, 5, 1, 6, 4 = 41 (9d6)

>>4828481
>[3AP] Move 665
"You've served me well, Signey, but it's time for us to part ways. Goodbye."
>[3AP] Light up the remains of my sign using the tent fire
>[4AP] Move 2333
>[3A?P] Throw the burning sign at the swarm of moths
>[1SP] Equip Waveform Blade
>[5SP] Ready Flickerstorm
>[3SP] Try to take a swing at the thing in the swarm of moths

#Samson | XP 6 | Current Stance: [Fluidity]
AP 14 | Stormdancer x9 | ???
Stance 14 | Guard 14?/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4828641
Our STUFF!
>>
>>4828740
No. His big sneak energy was insufficient.
>>
Rolled 5, 1, 6, 3, 4, 6, 5, 2, 4 = 36 (9d6)

>>4828481
>>4828892
"I would have blasted you regardless of your answer, but now I'm absolutely certain. There;s no one named after techniques like that because none of the blades selected for this mission had any semblance of fluidity!"

"Get on the ground if you value your life, sus picious imposter!"

>3AP Spent on previous dialogue.
>7SP Blast the area around the hex to the 1 of me with steam that melts all equipment, [Roar][Cajole](Exclude self) vs 17 Para.
>7SP Sustain a dense weapon melting mist around me. [Roar][Cajole](Exclude Self) vs 17 Para.
>4SP+12AP boot the "blade" who talked into the river. vs 15 Focus
>2AP Move 45
>4AP Dodge

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 2, 6, 2, 5, 5, 1 = 21 (6d6)

>>4828481
JURA!
>2ap:move 55
>10ap: restore 5 guard
>1sp: telegraph
>3sp: strike 65 (target: legs)
>2sp: evaluate
>3sp: strike 65 (target: legs)
SOKOLAI'S GOT YOUR BACK NOW, HOOAH?
NOW FIGHT LIKE HELL.

#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
5 xp
>>
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>>4828902
Perceptive.

Futile.

But perceptive.
>>
>>4828918
"PLAN B, ARCHERS!"
>>
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How much do you trust yourself in the end? Sweaty, feverish visions, odd shadows, blurred noise and distant lights: Maria finds herself in a strange realm of half-real manifestations.

The arrows that rain down from above are real enough to hurt, however. . .

>Wing Phase.
>>
>-Assuming poison was cured based on Sato's action
>10AP: Restore 5 guard
>10 SP: Prepare 2 (Dodge+4x Evaluate) [vs. 11]


#Jura
!2 Poison
AP 12 (11)
Stance 12 (11) | Guard 9/14 | Wounds 1/2
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
15 XP
!Soaring Wind Stance

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
(Did my persuasion seriously work?)
>>
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Tylus, that Spirit-Shrine in the tent. It has a likeness to the one we found at the Landing Site. But that one disintegrated before we could come close.

It's imperative you investigate that Vulpes statue. If we know what Spirits they're pledged to, we can learn so much.

but that Moth-construct. The effigy. It's . . . Wrong. The air around it is not what air should be. The moths seem to float in on a wind from a wrong place. It's doing something to the camp itself. Be careful.

--

>>4829011
It appears it did, albeit Drankhus may not be thankful for it.
>>
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Maria? Maria . . . This swirling gas is slowly being blown away in the wind but it's hard to see what's happening down there. That last Moth, he threw a clay sphere right at you.

It reacted with the swirling Scarwaters.
>>
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Blades, it maybe time to retreat from this place. The fire spreads voraciously through the camp and the Moths are canny fighters. We've acquired two of them and we can bring them on the ship.

The Moths that remain - and how many remain? Five? Eight? Twenty? - will regroup and come for us. In the swirling fires and smoke, their skill-set will stand them in good avail. It will be dangerous.

But if we hold our ground, we can maybe see them off?

The Vulpes Raiding Party crashing through our gate presents another obstacle: they're clad in heavy armour and our blows are glancing off. And they seem irate!

--

Tylus? Tylus don't - - l --- Do you hear that? --- The soft flutter of w-wings. It... Wants you to... To do what?

careful! There's . . . Something going on here!

>blades phase
>>
Dead men should not speak in whispers.
And yet.

Soft-voiced demands issue from their throats. Stolen voices, put to use.
>>
Rolled 4, 1, 3, 3, 1, 2 = 14 (6d6)

>>4829092
>8ap: move 2233 3344 4
I'VE... I've...
Wow, miss, you look like you've seen death. No, worse than that.
ALRIGHT.
>3sp: grapple restrained moth
>3sp: throw her over the palisade
DOM! TAKE HER AND RUN. IT'S VITAL THAT SHE STAYS ALIVE, AND I THINK THAT CREATURE'S AFTER HER.
>3ap: order: pantstealer, throw the KO'd moth over
>3sp: ready dodge facing 1 (x3)


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
5 xp
>>
Rolled 2, 6, 1, 5, 6, 4 = 24 (6d6)

>>4829092
>[8SP] Dash-Step x4, 2223
>[5AP] Move 23232
>[Not sure] Take the Stonefire Pouch off of the dead ninja
>[3(/4?)AP] Climb up and over the boxes 4ward
>[4AP] Move 5555
>[3SP] Throw the Stonefire Pouch in the middle of the swarm of moths

#Samson | XP 6 | Current Stance: [Fluidity]
AP 14 | Stormdancer x10
Stance 14 | Guard 14?/17
React 11 | Health 1 | Psyche 4 | Lethality 1
Fluidity 12 | Focus 7 | Finesse 8 | Ferocity 12 | Para 9

(W)Waveform Blade | +1 DMG, +1 Crit, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack

(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]

(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4

(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>12AP: Restore 6 Guard
>1 SP: Enter Finesse Stance
>4 SP: Dash-Step 1-1
>6 SP: Wolf-Heart x3


#Jura
AP 12
Stance 12 | Guard 11/14 | Wounds 1/2
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
15 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 2, 3, 4 = 9 (3d6)

>move 5
>windup x2, weeping wind, ready and swing
>restore 6guard

(apologies for this format)

-Drankhus
>>
>>4829262
(I am so very sorry man, I thought they’d look at the moths)
>>
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>>4829092
"G-get back... here..."
>>
Rolled 4, 6, 4, 6, 6, 5, 4, 2, 6 = 43 (9d6)

~~~ The fire burn out ~~ too slow to flee by boat ~~~ Vulpes clog the gate ~~ make a big target ~~ Moss grows ~~ Archers loose ~~ Arrows fly ~~ time to make like and arrow and fly ~~~

"C'mon Scraggy, time to go to the boats".

> Time to Hustle once more
> 3SP: Ready an Arrow
> 3SP: Shoot the arrow at Vulpes Helmet
> 3AP: Toss a grapple up the wall to give the Blades an escape route down.
> 3AP: Grab the moth prisoner
> 3AP: Move 5,5,5
> 3SP: Ready 3 parry? to protect self and prisoner

#Dom
AP 13-4
Stance 10 | Guard 14
React 10 | Health 2 | Psyche 4
Lethality 1

Fluidity 6 | Focus 11 | Finesse 14 | Ferocity 13 | Para 4

@ Windbow
@ Grappling Ropes (-4AP)
+ Stolen Compass (it wasn't nailed down well enough)
!(K) Icespike - Double attack cost, AP
!(K) Steel-eye - 1SP, Pinning
!(P) Like Fire - 1SP, Movement costs 3AP, +1dmg from empty tiles
XP: 21

....1
...._
6. / \ 2
5 \_/ 3
... 4
>>
Rolled 6, 3, 3, 6, 1, 3 = 22 (6d6)

>>4829092

>3 AP: FOCUS. Through the haze and whispers. That Sword. What is it? Why do they want me to pick up the sword? Is it connected with the great foe just outside in the main fort area? Why is it impaled in the camp leader? What will become of me should I listen to the dead?
>6 AP: Move: 6166 66
>3 AP: Examine this Vulpes statue in detail.
>3 AP: Move 332
>5 SP: Prepare 5 Ripostes
>4 SP: Prepare 1 Dodge with Evaluate x3
>6 SP: Prepare 2 Dodges with Evaluate x2

#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark (Active)
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
>>4829529
*Move 32, not 332
>>
>>4829262
"Just glad they left you alone without robbing you out of your trousers or your life! I know what it's like to have things... Taken... by them."
>>
Rolled 6, 1, 4, 4, 4, 4 = 23 (6d6)

>>4829092
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Note // (Wind Bow) was {Nock}ed on prior turn.

> 4AP // Move [1]x3, [2]x1.
> 3AP // Try Something: Without pausing her stride, Kassandra passes her {Nock}ed arrow through the inferno-swept foliage @ [3], igniting it. // Roll vs Finesse.
> 9AP // Move [2]x1, [1]x4, [6]x4, [1]x1.
> 1SP // {Evaluate} the segments of palisade to the NW. // +1acc on next attack.
> 3SP // Fire (Wind Bow) at the segment of wooden palisade closest to the effigy @ [1]x1, [6]x3, [5]x1 // Target centermass. (-0) // Roll vs Finesse+1.
> 3SP // {Nock} (Wind Bow).
> 2SP // Prepare {Dodge}.
>>
Rolled 3, 1, 4, 4, 3, 1 = 16 (6d6)

>>4829092
>3AP+6AP: Get up on the crates, place a banner and YELL at the Ballisticians to re-Focus back on me and Aim over at the Thing still hiding in the Moth cloud near Pantstealer
>3AP+2AP: Tell Spearman Blade still near the tents to bring fire, comeback and regro- QUICK TAKE FIRE THEN COMEBACK REGROUP THERES A MOTH NINJA BEHIND YOU!
>4SP: Dash Step 4-4
>3SP: Stormdancer +1
>6SP: Flickerstep Dodge ×3

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 5, 1, 1, 1, 5, 4, 4, 5, 5, 6, 4, 2, 6, 3, 2, 4, 1, 6 = 65 (18d6)

>>4829092
>2AP: Restore 1 Guard
>1AP: Move 2
>2SP: Dodge×2
>3SP: Swipe Away at the Moths covering the target
>3SP: Swipe away at more moths covering the big...stealth enemy??
>3SP: Swipe away at more moths covering the target
>4AP: Move 3-4-4-4
>3AP+2AP: Climb over the wall
>3AP: Grab the K.O'ed moth Ninja (drop his weapon for less carry weight)
>1AP: Move 5

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(2exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
>>4829092

#Chevalier
Guard 7/14
AP 12 | Stance 16 | React 13 | Health 2/3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Current Stance: [Finesse]
>12AP: Restore Guard
>2SP: [Dash-Step] 2
>4SP: [Wolf-Heart] * 2
>3SP: [Oni-Laugh]
>3SP: Ready [Dodge] * 3

"Okay, I'm mostly back. I've kept my sanity, and my guts, now the only thing that can stop me is pain."
>>
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>>4829158
WHUPS
>>
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Sato Slips.

>Wing Phase
>>
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The moths stare at Tylus in silent expectation. They flutter around their great effigy. Dead Vulpes whisper with stolen voices for someone to take up the sword.

The Vulpes of this camp must have followed the Reed-cloak who lies dead before the effigy, impaled on his own delicate blade.

The Moths came here, for a cleansing. This effigy is a marker of their deed: a tally of the murders they have given to distant masters.

They're proud of it. The collective weight of action and intention. This was a great induction into their ranks of someone who they found shared a talent - an appreciation - for the quiet task of taking lives.

Tylus, the sword. The moths that flutter want you to raise the sword because it is a grim artefact of their work. A kind of . . . Trademark. Stained with the blood of the Vulpes who killed himself after the Moths had seen to every other Vulpes under his command. Driven there by terror.

But why?
>>
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The bolt swoops in like a hawk from silent skies, shattering stones. Dust is thrown everywhere and stone fragments ping off of armour.

And finally, the moth-cloak around the quiet predator scatters. Do you recognise that cloak? That cold intent?
>>
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We should avail ourselves of one scant optimistic tendril from this situation: Should this be how the Moths perform their recruitment ceremonies, we are uncertain to encounter a vast amount of such things, molted and reborn.

It may be some comfort, when we die.
>>
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We shepherd our charges up and over the walls as Drankhus plants himself like a barricade and bears the weight of the Vulpes attack through the gates.

Shadows boil forward to cut at the centre of the camp. Jura twists aside, Sokolai brings up his spear and chevalier rolls away with fantastic footwork until one roll too many brings him up against a wagon. He stumbles.

The bolt hammers into the ground. Samson has time to pray to the good Spirits that it missed him. Then the world turns very bright and very loud and v e r y painful.

>Wingphase cleanup...
>>
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chevalier! You're gruellingly wounded! -5 SP and -5 AP!

Samson is unconscious!

Maria is nonconscious!

--

We've got the captives out of the camp! We're readying the boats!

--

Tylus, the Moths. . . They've made the Effigy to send a message. That they're better or bigger or some other insidious thing than the Empyreal spirit the Vulpes worship! The sword . . . That's it. That's the message!

It's something the Vulpes took, and now left behind for others, stained by the act of killing its owner. The Vulpes would hate such a thing. This is tantamount to a declaration of war between their Banners.

Leave it. Or bring it with us; it looks lethal beyond compare.

They did this - ALL of this - to spit in the face of the Reedcloaks and the Empyreal masters.

Do these people have no concept of the subtle of writing a sternly worded letter?

>Blades Phase
>>
Rolled 1, 2, 4, 6, 6, 5 = 24 (6d6)

>>4830579

"Lethal, huh? I've been yearning for some lethality in my strikes."

>3 AP: Take the Blade
>9 AP: Move 3344 3443 2
>3 AP: Begin removing my armour
>5 SP: Prepare 5 Ripostes
>4 SP: Prepare 1 Dodge with Evaluate x3
>6 SP: Prepare 2 Dodges with Evaluate x2
>>
Rolled 2, 1, 5 = 8 (3d6)

>>4830579
Well, Jura, nice knowing you. You saved my life, time for me to save yours.
Let's start with some of this
> 3SP Open The Soul
>>
>>4830636
Oh, that did post! It said verification expired. (I hate this website)
\SPIRITS OF THE FLAME, I CALL TO YOU!
>>
Rolled 3, 5, 5 = 13 (3d6)

>>4830579
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

"What on earth was that explosion! This raid is spiraling out of control, I need to link up with the others quickly."

> Note // (Wind Bow) was {Nock}ed on the previous turn.

> 10AP // Move [1]x2, [6]x5, [5]x1, [6]x1, [5]x1.
> 3SP // {Evaluate} the Lepidopteran @ [6]x1, [5]x1, [6]x1, [5]x3, [6]x1. // Gain +3acc to next attack.
> 6AP // {Aim} at the Lepidopteran @ [6]x1, [5]x1, [6]x1, [5]x3, [6]x1. // Gain +3acc to next attack.
> 3SP // Initiate the {Icespike} Kata.
> 3SP // Fire (Wind Bow) at the Lepidopteran @ [6]x1, [5]x1, [6]x1, [5]x3, [6]x1. // Target the vitals. (-6) // Roll vs Finesse.
>>
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>>4830646
The Fire here is voracious. Beneath all the chaos: a smouldering wildfire-in-waiting.

But now that you have caught the attention of the sun, little spark?

Now what?
>>
Rolled 1, 3, 5 = 9 (3d6)

>>4830652
Go, Jura. Go, you with the spear! Bury a sword in my place!

> 1SP Para Stance: Wrath
> 1SP All Out
> Pay 10 XP
> convert AP to SP
> Move 3, between the two moths and...
> UNLEASH +3 Malf
>>
Rolled 6, 4, 6 = 16 (3d6)

>>4830681
and...
> UNLEASH +3 Malf
>>
Rolled 4, 4, 1 = 9 (3d6)

Some things are worth dying for.
>>
Rolled 1, 4, 6, 2, 6, 4 = 23 (6d6)

"All yours."

>Hustle
>2 SP: Adopt Soaring Wind Stance
>2 SP: Dash-Step 4-5
>4AP: Vault on top of crates to my 5 with Finesse+1 (vs. 15)
>1 SP: Dash-Step 4
>3AP: Climb down the rope
>2 SP: Dash-Step 6-6
>5AP: Deep Breathing to improve lung capacity in short-term using Focus+2 (vs. 15)
>5 SP: Prepare Evaluate x4 + Dodge (11)

#Jura
AP 12
Stance 12 | Guard 11/14 | Wounds 1/2
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
15 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
>>4830681
>>4830686
This Spirit you have found is all-glory and all-burning and well-fed on mind-stuff.

Your blood is fire, briefly, your bones magma, your breath pyroclastic exultation .

Do you want to add your Health to the Pyre?
>>
>>4830725
Yes
>>
Rolled 1, 5, 3, 2, 5, 6 = 22 (6d6)

>>4830579
HEY. BLADE. YOU LISTENING?
YOU'RE ALRIGHT, HOOAH? BUT YOU AREN'T DYING HERE OR NOW.
>3sp: grab blade
>3sp: throw blade over the rampart
>2ap: move 22
>3ap: climb down rope
GENTS, WE ARE LEAVING.
>7ap: move 555 565 6
>2sp: chill wind


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 9 | Finesse 7 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
5 xp
>>
Rolled 3, 1, 1 = 5 (3d6)

>>4830579
>1Sp: Fluidity stance
>4AP: Move 6-6-1-1
>3AP+7AP: Tell Ballista they missed, should reload, and TRY AGAIN WITH MORE AIM. Last I saw the Target was 1-1-1 of Sokolais current location....don't tell them who the target really is. Its a Moth now. A big Moth

>4SP: Oakheart+1 Riposte
>8SP: Flickerstep dodge×4

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 2, 5, 5 = 12 (3d6)

>>4830579
(Ok I think I fucked up the times because I’m pretty sure the updates were two hours later than this, but it must be me being an idiot)

The terrified Pilos was so mortified by his mistake that he forgot to move!

#Pilos [0XP]
Guard 16
AP 14 | Stance 7 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

> move 6-6-6-1-6
> attack the big guard with Focus
“AWAY FROM THE BLADE YOU WASTE OF SKIN”
> activate the scorpion sting
>>
Rolled 1, 2, 3 = 6 (3d6)

>>4830579

#Chevalier
Guard 0/14
AP 12(-5) | Stance 16(-5) | React 13 | Health 0/3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

"...Are you telling me, that an entire camp was slaughtered, not killed but slaughtered.
And I had to investigate, sacrifice multiple parts of my body for at least a chance at living, and had to climb a damn rope all to find out this was just to send a message?!
I come from a family of glorious murderers and I am disgusted by this! You know you've sunk low! I've had enough of this farce, I'm leaving!"

>2SP: [Dash-Step] 3
>2SP: [Dash-Step] 3
>2SP: [Dash-Step] 3
>3AP: Ask the Blades below to catch me if I fall.
>4AP: Use the rope to drop down.

"Look out below."
>>
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Very, very bright.
>>
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>>4830753
The world is confusing, sometimes.

>>4830776
Through the clouds above, the sun peaks down.

Time to escape this camp.

There won't be much of it left, in the final accounting.

>wing phase
>>
Rolled 6, 2, 2, 4, 4, 6, 5, 3, 4, 3, 4, 1 = 44 (12d6)

>>4830753
"Great job, Pilos! Watch out, I'm coming through!! Trap them inside the camp! We've got them right where we want them! Let's show 'em our might!"
>Drankhus seems to be completely oblivious to the horrendous winged monster just a few dozen paces behind him in the center of camp.

>>4830579
"FOR THE BLADES!! FOR THE DIRTY DOGSSS!! HRAAAAAHHR!!!!!! "

>3AP Try something: Rally/Intimidate: "Blades, look upon our enemy! They fall like leaves and their attacks are weaker than a schoolchild's! Advance on them!!" (v Finesse?)
>1SP Switch stance to !Of Hounds
>2SP Drankhus is going ALL OUT.
>4SP Shield Bash dir3, bounce him off the palisades!
>7SP Windup + Shield Bash dir2, send him flying off-balance!
>4SP Turn around and HEADBUTT that guy with the nice red pauldrons (dir6)
>6AP Move dir23
>4AP Restore 2 Guard

"No one in. No one out. Meet your demise at the maw of the Hound of Rikovol if you have the temerity!"

Drankhus (1XP)
AP 14 || SP 18
Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

@Simple Halberd
#Rikovol Armor
#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
!Hustle || !Like Fire || !Of Hounds
!Mosswater Mark
>>
Aww shucks I was too late
>>
>>4830804
> Do you wish to flee the field?
No?
What part of my action implied that?
>>
>>4830809
>>4830806
No worries.

>>4830826
Interacting with the map boundary, Blade.
>>
>>4830826
Maybe you have to explicitly state that you are not leaving the map, but skirting the edge of the fort
>>
>>4830842
>>4830829
>>4830826
It's an upper map edge boundary. It's not indented to be pathable. There's ... Evil sharks outside the map.

Try not to go outside the map.
>>
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Rolled 5, 3, 1 = 9 (3d6)

Ash on the wind.

>Ballista Phase
>Skill 11
>>
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close only counts in horseshoes and siege equipment.
>>
>>4830901
"Watch where you're loosing those bolts! You almost made a Pilos-Drankhus kabob!"
>>
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The camp is ash and stains and a wobbling silent sound-knife from an aggrieved and hurt creature.

It is time to go. The smoke will burn the lungs. Leave the burned remains for the Vulpes, scavengers as they are.

The ballista-bolt tore through the ranks near the gate - sheer luck provides the ablative Vulpes that Drankhus needs to live. But his shield is broken and his armour shattered.

Drankhus! You're wounded! -2AP and -2SP!

Pilos! You're wounded! -2AP and -2SP!

>Blades Phase!
>>
The path to the ship is clear and our enemy is temporarily distracted! Those who cannot make it immediately can go to ground in the marshlands and we will pick you up down-river!

It is a free action to >Leave the field.

Drankhus!
Pilos!
Tylus!

Your position is more precarious; and choices must be made.

Tylus - Finish acquiring that suit of advanced looking armour? It will take a turn. Escape may be dangerous!

Pilos! Drankhus! The ballista bolt shattered the gate. Presenting your backs to the Moth-Thing means it will simply chase us down and harass us! can you think of some way to make it unable to follow? If not, plant your feet and square your steel and slow it down.
>>
>>4830941

>15 AP: Finish putting on the Advanced Armour. If any AP remains, Move towards the northernmost Rope while avoiding the flames

#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 11(13) | Health 3(2) | Psyche 4
Lethality 1
Fluidity 14 | Focus 17 | Finesse 9(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
// Scarwater Mark (Active)
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
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Yoink
>>
"Time to go."

>Hustle
>8AP: Hold Breath using Focus+5 (vs. 18, +3 resist)
>12 SP: Dash-Step 1-1-1-1-1-1-1-6-1-6-1-1
>3AP: Pick up Maria
>Free: Leave the field with Maria


#Jura
AP 12
Stance 12 | Guard 0/14 | Wounds 1/2
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 13 | Finesse 14 | Ferocity 12 | Para 10
15 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Distant Rumble
>>
Rolled 3, 5, 1 = 9 (3d6)

>>4830974
Dice would be nice
>>
>>4830955
What about Maria?
>>
>>4830986
I have her.
>>
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>>4830970
This armour is nothing like the regalia we are used to. It fits like a second skin, interlocking segmented plates distributing the force of impacts across the full structure.

How many man-hours does it take to fashion such a piece of equipment? Each tiny scale must be added to another, as a leviathan takes shape. It is not blemished by age or scarred by previous strikes. Somehow, it makes you stand taller. Unyielding.
>>
Rolled 4, 4, 3 = 11 (3d6)

>>4830941
>4SP: Nock Poison Arrow
>16AP: Aim at Veyhana the Moth (If in need of better positioning like on the rock Move on it) +8 Aim
>1SP: Steel-eye!
>3SP: Bear Claw
>Passion!: Pay 4 Guard for Windup+2
>3SP: Fire Poison Arrow at Veyhana. Aim for the vitals
>Free Retreat to boat with captured targets

#Tinaang
Guard 17 Morale+2
AP 16 | Stance 11 | React 14 | Health 3 | DR 3 | Psyche 2
Lethality 2
Fluidity 4 | Focus 4 | Finesse 13 | Rend 13 | Para 1 | Sting 10-2
@Wind Bow+Spiteful Quiver
(2exp to spend)
!Steel-Eye !Wavebreaker !Grasper !Bear Claw !Passion
#Predation Instinctual
>>
Rolled 1, 3, 1, 6, 4, 5 = 20 (6d6)

>>4830971
"Samsoooooooooon!!"
The embodiment of terror. Drankhus's world is surrounded in a reek of flames and death. Wounded and without a shield, but still he stands. Does he have the strength to cover the company's exfiltration? Will he make it?

>Free: assume Hustle Posture
>3AP Yell loudly with eyes bulging wide (Drankhus' version of "Take a deep breath")
>4AP Move 1661
>4AP regain 2 Guard
>2SP Dash Step dir6
>1SP Telegraph
>4SP Evaluate (stack x4)
>6SP ready and shoot my halberd forth like a spear, straight through Samson's captor/killer's heart/guts and drive him into the barrels. (Aim for chest -0 to hit, unwieldy use of the halberd = -(X?) to hit)
>3SP if it's still stuck in the bastard, smash his guts between my halberd and the barrels


>Drankhus (1XP)
>AP 14 || SP 18
>Guard 17 || React 10 || Health 2 || Psyche 2 || Lethality 1
>Fluidity 12 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11
>@Simple Halberd
>#Rikovol Armor
>#Moss Shield (+1SP to all SP usage except Ready/Attack, Stance changes, and Mosswater)
>!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter || !Weeping Wind
>!Hustle || !Like Fire || !Of Hounds
>!Mosswater Mark
>>
>>4831035
“Great Blade, wait! We can start a fire and keep it contained, if the smaller monsters are an example to follow! And- and we could try to throw the spears at it!”
>>
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>>4831040
Both are laudable options.
>>
>>4831040
*As he turns around, gore and arterial spray dripping down his grinning face (hopefully), Drankhus shouts:*
"BLOODY BRILLIANT, KID! LET'S LIGHT UP THIS ODDLY FAMILIAR LOOKING CREATURE"
>>
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Seeing Drankhus charging in, the Dirty Dogs on the rocks grab for their arrows and make ready to provide aid...
>>
Rolled 1, 2, 3 = 6 (3d6)

>>4830941
>3AP+10AP: Motivate the Ballistas aim
>Free: Retreat to boat

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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The arrows find no purchase, but the Moth-thing has to swirl away to avoid the impacts.

Pilos. What do you do?
>>
>>4830941

#Chevalier
Guard 0/14
AP 12(-5) | Stance 16(-5) | React 13 | Health 0/3 | Psyche 2
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Move 5, 5, 5, 5, 6, 6, 6
>2SP: [Dash-Step] 6
>2SP: [Dash-Step] 5
>2SP: [Dash-Step] 6

"Thank you all! Even if you die here, I'll honour your lives. I swear on my soul and the spirits!"
>>
>>4831023

"Palatini Tylus eh? Has a nice ring to it. Now, let's get out of this accursed place."

>Updated Sheet

#Tylus [8 XP]
Guard 14
AP 15 | Stance 15 | React 13 | Health 2 | Psyche 4
Lethality 1
Fluidity 10(14) | Focus 17 | Finesse 7(11) | Ferocity 6 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Blade (?)
-?
#Scholae Palatini Armour
- Psyche(4) DR, +5(Focus-12) Damage, Dodges Counter, Wounds give +1, -4 Fluidity and Finesse
// Scarwater Mark (Active)
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Zanshir Kata (Active)
// Hustle Posture
// Like Fire Posture
>>
>>4830941
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

"On second thought, I think I'd rather take the longer, more perilous route back to the ship."

> 16AP // [3]x2, [4]x3, [3]x5, [4]x4, [5]x2.
> 8SP // Prepare 4 {Dodge}s.
> 1SP // Enter the <Distant Rumble> Posture.
>>
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chevalier makes it to the boat, as does most of the others. We grab bandages and what prepared poultices we have to aid the recovery process...

The camp... What's happening in the camp? Does anyone see?

Get those boats up, unfurl the sails. Prepare the staves! Push! We're leaving this place!

>Tick Tock.
>>
>>4831060
Pilos’ heart feels like it’s about to spontaneously turn off as he sees the “Wise” Blade charge towards a random enemy like a brave fool, but the recruit manages to steel himself

“Alright Pilos, you can do this, you. Can. Do. This. Let’s go”

#Pilos [0XP]
Guard 16
AP 12 | Stance 5 | React 9(9) | Health 5(5) | Psyche 2
Lethality 1
Fluidity 8 | Focus 14 | Finesse 9(9) | Ferocity 8 | Para 4

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
#Seagrass Cloak
-2 Ferocity, -1 damage

// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture

> pick up a dagger from one of the dead bodies
> move 6-5-5
> pick up one of the big shields to replace my broken one
> throw the dagger at the moth-monster
> bang my spear on my shield and shout to attract the moth’s attention
“COME FACE ME YOU MONSTER. I AM NOT SCARED OF YOU, YOU’RE A COWARD AND A TRAITOR. COME AT ME”
>>
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>>4831079
The ballista bolt shattered your shield but there is one that suffices within easy grasp. And the dagger gets the attention of the thing. It turns its head toward you, orthogonal to the rest of its bodyplan, and hisses a long sound-wave that scars your skull...
>>
Rolled 6, 1, 5 = 12 (3d6)

>>4831074
#Kassandra Viteri
EXP: [46]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

"W-what in the void..."

> 1SP // Break <Distant Rumble> Posture
> 13AP // Move [4]x5, [3]x2, [4]x2, [5]x3.
1SP // {Evaluate} the giant mothman looming over the camp. // +1acc to next action.
> 3AP // Try Something: Kassandra gazes upon the inhuman figure in the distance. The archer experiences difficulty in focusing on the specifics of the creature, her attention slipping of its abominable form as plumes of smoke waft past from within the camp. What is this thing, and why does it stir forth a sensation of such dreadful familiarity? // Roll vs Finesse+1.
> 1SP // Enter <Distant Rumble> Posture.
> 6SP // Prepare {Dodge}s.
>>
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Ah. Lucky. It turns out it cannot penetrate a shield, armour *and* your ribcage all in one blow.
>>
>>4831127
(That Finesse roll was supposed to be Fluidity. Apologies for any confusion.)
>>
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Aaah, the boat moved! What . . . Nudged us?
>>
*groggy*
>>
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There's a mossy log in the water beneath the boat. It shifted the entire vessel four degrees.

Time to get out of here...

>[1/2]
>>
>>4831157
Farewell!
>>
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Mission complete

>Samson lost
>Pilos lost
>Lister transcended

We have two surviving Moth captives and many, many burning questions.

Pull up the boats. Stave off the shore-side. Double the sentries and bring more lanterns. And watch for the fluttering wings of Moths. Once we're clear of the shoreside, surely they can no longer cross over and harass us.

This off-shot of the Escorpion river rolls straight to Rikovol. Drop the sails. Signal the convoy! Away!

>Survivors gain +27 xp
>>
-1 Psyche
>>
>>4831174
"Rest in pieces Veyhana. May you be scattered to the 4 winds and be reborn as something thats not a giant twsited moth...I really hate how the Uthanians are going about this. Why can't they just have quarrels in their home country instead of here?"
>+27 exp ==> 36 exp

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 10 |Finesse 11 |Ferocity 9 |Para 5
[36 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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The suit of armour is curious. Where is it from? How could anyone forge such a thing? Imagine the crass wealth and profligate spending that goes into such an acquisition.

This sword . . . We all know blades are tools. They are not, on their own, worthy of regard or valour. The warrior who wields it is the one who should bear the remark of history and the weight of intent.

And yet.
And yet.

No one can be entirely sure when they see a thing such as this. In the right hands, with the right intent. . .

> Minor mistakes on the sword. Adjusted.
>>
intermission phase

We're river-bound and mourning. This restricts our ability to reflect and to train. Rinik and Seven Red Flowers and others are interrogating our captives now. We . . . Will learn things.

Take a breath, Blades. Sip some tea. Praise and pray to the Spirits that we live and lived. We shall arrive in Rikovol, the winding city, soon, and with such news to share to our House and to our allies and to our fellow blades.

You can:

> Ask A Question, Find An Answer, Investigate ( 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. )

> Kill your fellow blades for spoils and sport ( Such fun it will be to paint the river vessels with their insides! )

>Try to fashion Something New (Long period of travel should breed creativity and we have so many supplies but lying around)

> Sink the ships ( Puncture the vessels and let the hungry river in, yes yes yes )

> Refine Our Understanding ( Our rough-edged instincts have grown, and we have so much to learn. Direct your intentions at a combat art, maybe grow to appreciate the finer points of stances. Try to investigate a new way of Engagement. Either work on developing a new Kata or on learning a new Stance )

> Slit the throats of our late-night sentries and let us IN ( It will be so simple. Branchguard does not watch his left, and Smiletaker sleeps when she thinks no one watches! )

> perform a Vigil ( Honour the fallen and share stories of their valour. The spirits will be pleased, as will our company. )

> Throw your weapon and yourself in the river depths ( The blessed silence of the long night will happily accept you )

> Something . . . Else? ( Who can tell what a Blade desires? )

Otherwise, always available:
> Join the Supply Train: Rest your sword among the guards and roll a new character, carrying over any unspent xp and 1 stat/kata/trait. You also benefit from a single wildcard 1d6 that adds to stats, while the company may gain knowledge from your instruction.

. . . Does anyone else hear that whispering?
>>
Rolled 4, 5, 3, 2, 2, 4, 4, 6, 1, 6, 2, 4, 6, 6, 6, 4, 3, 6, 6 = 80 (19d6)

Once more into the breach.

(Also, I gotta ask, did you want me to keep controlling Samson after he got taken? The way he didn't do anything at all makes me kinda suspect it.)
>>
>>4831174
(Am i dead? Please tell me I’m not, it would suck)
>>
>>4831266
I am tremendously sorry to report that your brave holding action saved the lives of eight blades, although, it did cost your own.

>For chargen, roll 19d6. Then pick a weapon and two 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.

>As this is an Intermission, you may perform some downtime study and accrue the benefits of this concluded mission's xp pay-out.
>>
>>4831253
>> Throw your weapon and yourself in the river depths ( The blessed silence of the long night will happily accept you )
"Yes, yes..."
>>
>>4831272
(Does the stat you carry over get boosted by the new rolls, or does it overwrite what you would've gotten? For instance, with my rolls here: >>4831258 I would have 9SP. If I carried over Samson's 14, would that 9 get added to it, or would my new character just have 14SP?)
>>
>>4831253
>something else: find a high spot. uplink; receive supply dropoff

>32 exp
>finesse to 8
>finesse to 9
>focus to 10


#Sokolai
AP 12
Stance 9 | Guard 12
React 11 | Health 2 | Psyche 4 | Lethality 1

Fluidity 7 | Focus 10 | Finesse 9 | Ferocity 7 | Para 10

@Platepiercer Spear
!Passion
!Chill Wind
!Distant Rumble
6 xp
>>
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>>4831273
Yes. Peace at last among the river and the moss and the quiet waters. The river will welcome you. It will welcome everyone.

Just .. . . Step over the edge . . .
>>
>>4831272
If I study an Personal Kata via The Iron Circle, when in combat, can I do something like this?
>Use [Personal Kata Attack] targeting the legs
or
>Use [Personal Kata Attack] targeting the vitals
>>
>>4831226
Amazing
>>
>>4831292
Wait, Drankhus? What are yo- DRANKHUS, STOP!
>>
>>4831276
You carry over and replace. You do not add together.

>>4831293
A personal Kata is usually a specific attack practiced to perfection.

That is:

>Ferociously Strike [3] Vitals With A Bear-claw [3] Windup [2] --> 8SP, -6 to hit.

could be improved.

But it depends on the Kata, so a total answer to your question is impossible.
>>
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>>4831296
No. Don't stop. Keep going. The water calls. The river calls. In fact, help him. Step with him, both of you, nearer the edge and the drop and the final dissolution of everything and if you would kindly also make sure that your lights are out and your sentries are slumbering that would BE GOOD.

It will be painful for only a small moment.
>>
>>4831266
Join me in the fire, Pilos! It's quite warm.
>>
no--hold on--don't-- listen to the voices. It lies. Drowning is a singularly painful experience!

Don't listen to the whispers of dead Vulpes. You--

. . . Should sink this ship.
>>
#Dom

Hi Shadow. Would you like to come aboard and join the crew? We can train until you're blue in the face.
>>
Rolled 1, 4, 4, 6, 5, 5, 3, 1, 1, 4, 6, 4, 1, 1, 4, 5, 5, 4, 6 = 70 (19d6)

>>4831293
The way I read it you could do:
Tylus' Grand Slash
which was 3 WIndups and 4 evaluates
and target that at the vitals
OR
Tylus' Grand Evisceration
which is 3 wind ups, 4 evaluates and targetted at the vitals

and with the latter you get a deeper discount at the cost of flexibility (and xp)
>>
>>4831320
>>4831298
Can you confirm this Command?
>>
>>4831298
(Okay, thank you.)

>>4831253
"Well, that was certainly /a mission/, at least so I've heard from the other Blades. Hah, too bad I slept through it all!"
>Claim 27 XP
>Spend 14 XP to increase Focus by 1
>Spend 10 XP to increase Soaring Wind Stance by 1

>[Downtime] Refine Our Understan-
"..."
>[Downtime?] Notice Drankhus and Tylus standing by the edge of the ship
"What in the name of the spirits are you two doing?"

#Varick | XP 3 | Current Stance: N/A
AP 17
Stance 14 | Guard 12
React 9 | Health 3 | Psyche 4 | Lethality 1
Fluditiy 11 | Focus 14 | Finesse 15 | Ferocity 10 | Para 12
Soaring Wind 10 ((14+15)/3+1)

(W)Wind Bow | +1 Lethality, Range 4, {Nock}, {Aim}
->{Nock} 3SP to ready+nock+draw an arrow
->{Aim} AP increases ToHit at 2:1 [Stack]

(K)Hushed Lightning [-6ToHit] | -6 to hit but attack twice. Every -6 is another attack [Stack?]
(K)Emptiness In Motion [3SP] | Overflow Guard past your natural limit [+]

(P)Like Fire [1SP] | Movement costs 3AP, every empty tile around you gives +1 Damage
>>
>>4831308
Don't listen to the lies Drankhus! Drowning is in fact a very slow and painful way to die! You have so much to live for, so much to protect, so much glory to earn defending our country against the invader! THINK, DRANKHUS! You'll outlast every fragile, insignificant Vulpe on this continent! You'll live to see their forces crumble to dust and BLOW AWAY! EVERYONE and EVERYTHING you know WILL BE HERE! If not in reality, then in our hearts as we survive these brutes! imagine the spoil we can gain from them! WHAT WON'T YOU HAVE AFTER FIVE HUNDRED YEARS!?!?

>>4831315
...Veynaha? I had a feeling you didn't die when the ballista didn't leave a body. Archers! Get over here! We're being tracked!
>>
Rolled 6, 5, 2 = 13 (3d6)

>>4831253

> Mission Rewards // Gain 27 EXP.

#Kassandra Viteri
EXP: [46=>73]

Health: [2] // Psyche: [4] // Guard: [15] // React: [12]
AP: [16] // Stance: [9] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Downtime Action // Ask A Question, Find An Answer, Investigate: Restlessness has settled over Kassandra. Indistinct murmurs probe the fringes of her consciousness, blurs of motion tease at her peripheral vision, the creeping unease of predatory surveillance chills her whenever she walks the deck. Most concerning of all is the apparent psychological deterioration of the blades, she understands that everyone mourns loss in their own way, but the wide-eyed stares and erratic behavior are beginning to concern her. Something sinister is afoot, she's missing something important. What is it?
>>
>>4831253

>15EXP + 27EXP = 42EXP
>Increase Focus from 9 to 12 (-33EXP)
>Increase Fluidity From 8 to 9 (-9EXP)
>0EXP

#Chevalier
Guard 14
AP 12 | Stance 16 | React 13 | Health 3 | Psyche 2
Lethality 1
Fluidity 9 | Focus 12 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Something Else: Take part in Interrogating the Lepidoptera, bring only blunt weapons.
>"What do you know about the current whereabouts of your allies camps within this land?"
>"Any knowledge on your allies grand strategy plans within this land? Sieges, Raids, Stakeouts?"
>"What do know about hallucinogens or curses that cause misanthropic tendencies within people? Any way to cure or dispel them?"
>"What did you sacrifice for this ability? I am slightly familiar with these things, usually you have to sacrifice something or the spirits will act on their own capricious motives."
>"WHY DID YOU HAVE TO SLAUGHER AN ENTIRE CAMP JUST TO SEND A MESSAGE?! HAVE YOU ABHORRENT MOTHS EVER HEARD OF PAPER?! A LETTER?!"
>"Do not try to say you don't know anything, we have noticed your stalking antics a while ago, so obviously you have the skills to gain information that should not be seen."
>"Oh, and for every minute of my time you waste, I'm going to hit you with this blunt, wooden practice sword. Non-lethally of course, I wouldn't want your precious brain, filled with forbidden knowledge, to be inert. But you will wish I killed you."

"I have a lot of pent up anger to let out. I'm not going to kill them though, that would be illogical, and barbaric."
>>
>>4831320
>>4831321
Yes.
>>
>>4831404
Thank you, also, one more thing: what is the term for something belonging to Rikovol? Rikovolian? Rikovolan? Rikovoli?
>>
>>4831419
(Ravioli.)
>>
Rolled 2, 3, 5 = 10 (3d6)

Hm. His arm was shaking. Too close to the self-destructive expiry of the other Blade? The fire always felt so cold. But no, he wasn't in the fire now. He'd unconsciously walked back towards the darkened water.

The explorer focused. He had to keep in mind the physiological realities of his body. Tightening his fist, he turned back to the lit deck.

>Buy Like Wrath (-10 XP)
>Buy Emptiness in Motion (-10 XP)
>Purchase Focus 14 (-14 XP)
>Refine Our Understanding: Attempt to Combine the principles of Focus and Ferocity into a stance. The fire beckons.


#Jura
AP 12
Stance 12 | Guard 14 | Wounds 2
React 7 | Health 2 | Psyche | 4 Lethality 1

Fluidity 9 | Focus 14 | Finesse 14 | Ferocity 12 | Para 10
8 XP

@Waveform Blade
!Grass-Cutter
!Wolf-Heart
!Synchronicity in Spirit
!Like Wrath
!Distant Rumble
>>
>>4831419
Bladebound. But perhaps more grammatically pleasing, you would refer to yourself by the city from which you come. The -vol indicates a city. Riko is Winding and Grand, in an older tongue than ours.

Rikovian.
>>
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>>4831351
Seven Red Flowers approves.
>>
>Thanks for playing!
>>
>>4831330
>>4831308
Drankhus seems to be deaf to the voice of reason. Just one more step!
"Mossdiver, take me... Take me away..." Drankhus steps!!!!!
>?????????!
>>
>>4831513
Thank you for running the game, Command!
>>
Rolled 4, 3, 5 = 12 (3d6)

>>4831174
>+27 XP (35 total)
>Keep Artful Blade and Scholae Palatini Armour Equipped
>Unequip Simple Spear

>Create Personal Kata: "Rikovian Guillotine" -> Focus Strike [3] + Artful Blade Windup/Evaluate [1] + Artful Blade Windup/Evaluate [1] + Artful Blade Windup/Evaluate [1]
>15 XP -> -3 SP to Rikovian Guillotine

>10 XP -> Learn "Of Snakes" Posture

#Tylus [10(from 8) XP]
Guard 14
AP 15 | Stance 15 | React 13 | Health 2 | Psyche 4
Lethality 1
Fluidity 10(14) | Focus 17 | Finesse 7(11) | Ferocity 6 | Para 8

#Artful Blade
- +1 Damage
- //Delicate & Sharp (1 SP) - Windup and Evaluate Combine: +1Hit/Dmg/Crit
- //Stain (1 SP) - Damage affects Psyche instead
#Scholae Palatini Armour
- 4(Psyche) DR
- +5(Focus-12) Damage
- Dodges Counter
- Wounds give +1
- -4 Fluidity and Finesse
// Rikovian Guillotine (3 SP) - Focus Strike [3] + Artful Blade Windup/Evaluate [1] + Artful Blade Windup/Evaluate [1] + Artful Blade Windup/Evaluate [1]
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
// Of Snakes Posture


>>4831253
> Something . . . Else?
>Instruct the Company on how to maintain you guard against opponents coming at you from unexpected angles, such as the rear, and perhaps also improve their ability to react. We have had too many good men die so far to ambushes from the shadows.
>>
Rolled 2, 1, 4 = 7 (3d6)

>>4831308
>>4831325
>>4831533
>Try to run up and grab Drankhus before he falls
"WOAH! What do you think you're DOING?! Have you gone crazy?!"
>>
>>4831675
>Clutch onto Varick and take him with me
". . ."
Drankhus's eyes are blank, staring at something a million miles away.
>>
Rolled 5, 2, 4 = 11 (3d6)

>>4831557
>>4831712
>Struggle to hold Drankhus up without falling off
"I'm going to need some help here...! This lad's heavier than he looks!"
>>
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Rolled 5, 6, 6 = 17 (3d6)

>>4831253
Within the fevered dreamscapes she saw it, inconceiveably vast. A singular blindingly bright entity searing its place in the star-speckled void. An Eye whose immeasurable form stretched beyond, yet remained alone amongst the scattered pinpoints of light.

Maria had felt it. She was certain that for a brief moment Empyreal had turned its intense gaze Here.

Her ancestors had passed down their long-studied arts, cultivated in the time from before they had crossed the sea in pursuit refinements ever greater. The core principle of the most advanced techniques involve the Eye, utilizing its ever-burning flames in order to enact the constant forging of the strongest blade.

Even in her confused haze she could remember a common saying: "The sword is as your arm, yet its glint is the beholder's eye, a light bright like the dawn coming."

>Claim 27 XP
>Remember the skyborne inferno from the dream.

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>

28XP
2 Kata
>>
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>>4831997
>>4831253
This is a not a sight that one can allow to slip away.

>Spend 18 XP to raise Para from 17 to 18

#Maria
AP 22
Stance 18 | Guard 19
React 9 | Health 2 | Psyche 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 18

@[Sharp Like Malice] (Stance:[Essence 13]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>

10XP
2 Kata
>>
>>4831311
Who is this Pilos? No idea what you’re talking about, they definitely aren’t me in a past life. Absolutely.
>>
Rolled 4, 1, 3 = 8 (3d6)

>>4831253
>Focus 10==>11
>Ferocity 9==>10
>Deep pockets (-10exp)
> Something . . . Else: Go meditate on a mast of the boat and think about it all for a second. Despite the troubles we currently face, think amd then clear my mind...a previous lesson. "Dying hurts". But dying whilst losing your homeland hurts much more. Many have come to challenge us and the spirits. It is our collective business that we don't fall prey to the aggressor and the illegals trying to rob our country of their very identity. Think about it all, then clear my mind. Focus. Why does the enemy think they can actully win despite being the opposite of united? Why do they bring their problems with them in this invasion? Why cause more? Why does dying hurt? Meditate. Clear my mind.

#Sato
Guard 20
AP 18(14) | Stance 13 | React 12(14) | Health 2 | Psyche 2
Lethality 2
Fluidity 16 |Focus 11 |Finesse 11 |Ferocity 10 |Para 5
[4 exp to spend]
Wearing - [Armiger's Grass Headband][First Aid Pouch-10]
@Weapon - [Waveform Blade]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart][Stormdancer]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4831557
Sadly, while that's very intuitive and quite insightful, personal kata's cannot *quite* reduce the difficulty of performing "Foreign" weapon arts. If it helps, think of it like this: the Artful Blade already provides its own brand of utility with a remarkable cut. The 1SP to utilise its sharpness represents that. It does not discount further, as you would then be paying XP to reduce an SP cost to a fractional level.

In effect, the blade provides the art. Not the wielder. Which means the wielder cannot improve it much (at present).

Apologies for the inconvenience. Think of Personal Study as "weapon neutral".

Although one could still improve the nock/ready cost.
>>
Rolled 1, 5, 5 = 11 (3d6)

>>4831734
Hey! Hold on! The first and last enemy is despair!

Someone, get medics!

>Just let go
>... No! Hold on?
>>
Rolled 4, 6, 5 = 15 (3d6)

>>4832567
>>... No! Hold on?
"I'm not letting you go! Whatever compelled you to want to throw away your life, Blade... You need to FIGHT IT!"
>>
Rolled 6, 2, 6 = 14 (3d6)

>>4832567
>>4832580
Drankhus finally snaps from his deep daze.
"V-Varick! Wha-what?! wAAAHHHHHH!!!!"
>*gurgle*
>>
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>>4832581
Drown-khus...
...................?
>>
>>4831272
Do the Stormspawn Toxins always turn you into a scorpion or can there be more spicy and fire-flavored mutations? Hypothetically, of course. Not that anyone sane would have an interest into becoming an inhuman abomination
>>
>>4832590
> Can there be more spicy and fire-flavored mutations
(Sounds to me like some poor glimmersoul is yearning to be enlightened by the Empyreal Truth)
>>
>>4832590
Well, if the venerable Tinaang(?) can survive as such a monstrou- I mean, Scorp-like person, I'm sure there may be chance for a fresh- Er... Charred... New(?)... Blade such as yourself to survive such a mutation. (Mutation... is that the politically-correct term?!?!?!)

But who knows how that could ever occur...
>>
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>>4832607
It requires an understanding of light.

>>4832590
No. Mostly they simply kill you!

>>4831481
The trick is this, in conjunction: Strike once to wound, strike twice to maim and strike one last time to scourge the continent. Fire, like violence, builds over time, wearing down defences and bolstering aggression.

>>4831997
>>4832116
Try not to stare into the sun, Blade. Strange things rule the high skies.
>>
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>>4831997
>>4832116
The Eye the EYE the [redEYE[/i

we need new eyes to see
because we are Here
but what we want to know is the Other.
>>
>>4832607
Hm, truly, there would need to be several very specific happenstances for such an event to occur. Like someone being hit by a ballista ball, engulfed in spirity-flames and getting covered in mysterious moth substances while being filled with fiery determination to survive, to name a few. Of course, that’d never happen, right?
>>
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>>4832662
Happens more often than one would immediately assume by the weight of probabilities.

>>4832660
>>4832116
>>4831997
Uhhhhhhhhh----
>>
Rollin’
>>
>>4832543
Alright then, unfortunate.
>XP without the 15 XP Personal Kata: 25
>18 XP: Focus 17 -> 18
>7 XP: Ferocity 6 -> 7
>XP: 0

#Tylus [0 XP]
Guard 14
AP 15 | Stance 15 | React 13 | Health 2 | Psyche 4
Lethality 1
Fluidity 10(14) | Focus 18(from 17) | Finesse 7(11) | Ferocity 7(from 6) | Para 8

#Artful Blade
- +1 Damage
- //Delicate & Sharp (1 SP) - Windup and Evaluate Combine: +1Hit/Dmg/Crit
- //Stain (1 SP) - Damage affects Psyche instead
#Scholae Palatini Armour
- 4(Psyche) DR
- +5(Focus-12) Damage
- Dodges Counter
- Wounds give +1
- -4 Fluidity and Finesse
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
// Of Snakes Posture
>>
Rolled 1, 6, 3, 4, 6, 6, 6, 2, 2, 5, 4, 5, 2, 4, 5, 6, 6, 4, 4 = 81 (19d6)

>>
Light is the thing that binds civilisation together, they say. Without its immensity above us and its guiding glints, we would stumble in the dark.

One spark can change the world. With fire, transformation is possible.

Fire and heat and courage is the mundane alchemy that turns little flints into stone tools into growth into glory into sharper tools into weld-forged, mass-cast iron plowshares into coins into cookfires into a city

The universe seeks to put it out. Drawn by the light, they will come - and they always come - in innumerable number to devour the light. There are things out in the silence that abhor change.

To stand against such acrimonious assault, friendship and glory and focus and not a little delibrerate madness must be ingredients.

In Sareth, they pulled a star from the sky. In Sareth, they plucked light.

The others have been looking for their lost friend ever since.
>>
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>>4832116
>>4831997
. . . You snap awake with blinding brightness as an after-image smeared across your vision. Staring at the sun for so long, Blade? It's apt to make your eyes hurt and your brain think thoughts inimical to the continuity of your identity.

In Pyther, grand and distant city of the Theurges, they worship the Empyreal Flame. They continue some great work that they do not speak of, except by their silence on some subjects. Starstealers each and all, in their hearts. The story is still told in Rikovol and the Sharp cities. can one expect anything else from those who turned the arts of Bladework to cosmic surgery?

In Sareth, they cut a star from the sky. There are some bladework Katas we no longer practice.

Ah, but, well. Do you see it now? When you close your eyes? The little white pinprick at the centre of your gently-burned retinas? Do you feel the neuronal wildfire, from consumptive communication?

They say to see the Sun one need but look up.
But this is not entirely true.

To truly see the sun, simply close your eyes. The Sun isn't out there. The real Eye is inside you, the white-fire sparks of every thought that makes you who you are.

Little motes of sunlight coalesce into a cloak around your shoulders. The burnt wood creaks. You. . . Feel rather parched. Perhaps time for a drink?
>>
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>>4831344
The Whispermoths. They cling to the side of the ship, near the water-line, fluttering wings cloaked in the spray of the mossy river waters. The whispering! Their wings have brought the stolen voices of Vulpes to our ship.

We are being followed. Watchers, from the shoreline, with hungry eyes. Scatter them off! Shoo them away! Disperse the swarm before their lead thoughts infect the company!

>Focus success! You've found the source of the odd infection of heavy thoughts! This swarm of over large moths that stare at you with grim compound eyes!
>>
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The fluttering moths do not like the light. And for a moment, the Eye stares down.

The ships continue. Rikovol await. Glory to be found and our stories to share once we get there, with our much changed company...
>>
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Did you know there's stuff out there that currently belongs to the wrong people??
>>
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but

That can be fixed.

AP 9! | SP 6! | Guard 4+1d3 | Pack 2+1d3
Health 1d3 | Lethality 1 | Psyche 1d3 | Reaction 6+1d3
Finesse 8+1d3 | Focus 8+1d3 | Ferocity 8+1d3 | Grift +1d3 | Stigmergy 8+1d3

!Vulpes Skill
>>
Rolled 2, 1, 3, 2, 3, 1, 3, 1, 3, 2 = 21 (10d3)

>>4832753

(Skill and Weapons to be selected after stat generation.)
>>
Rolled 2, 2, 2, 3, 2, 3, 1, 2, 2, 3 = 22 (10d3)

>>4832753
>QM can choose my name
>>
>>4832753
Are we perspective switching to playing as Vulpes for a bit?
>>
Rolled 1, 3, 2, 3, 2, 1, 3, 2, 2, 1 = 20 (10d3)

>>4832753
This ought to be fun.
>>
Rolled 2, 2, 1, 2, 2, 2, 2, 3, 3, 2 = 21 (10d3)

Boy oh boy do I love being a fucking furry kleptomaniac with poor ethics
>>
Rolled 1, 3, 2, 1, 1, 2, 2, 2, 1, 3 = 18 (10d3)

>>4832753
>>
>>4832759

> 3AP // Claim Wooden Buckler.
> 3AP // Claim Short Spear.
> 3AP // Claim Metal Skullcap.

#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [4+2] // React: [6+3]
AP: [9] // SP: [6] // Pack: [2+1] // Lethality: [1]
Finesse: [8+1] // Focus: [8+3] // Ferocity: [8+1] // Grift: [8+3] // Stigmergy: 8+2

Gear // Short Spear
Gear // Wooden Buckler
Gear // Metal Skullcaps
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

(Am I doing this petty villainy thing right?)
>>
>>4832753
>>4832774

AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]

"Wizi Squad, ready to plunder!"
>>
Rolled 3, 2, 2, 3, 2, 3, 1, 1, 3, 1 = 21 (10d3)

>>4832753
HOW DOES THIS KEEP HAPPENING?
>>
>>4832780
"I'm the best, and that makes me the boss! Get in line boys, we get first dibs!"

>>4832759
>Take 5x Swords
>Take 5x Armor

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
>>4832799
WELL, AT LEAST I CAN PRETEND IT'S LIKE THE GOOD OL' DAYS.
JUST WITHOUT A GUN.
HOOAH.
>3ap: take the bows
>3ap: and the shields
>3ap: and whatever else looks good for throwing

#Badger
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
>>4832753
We’re hard to kill and we kill hard!

AP 9! | SP 6! | Guard 6 | Pack 5
Health 3 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 9 | Focus 10 | Ferocity 10 | Grift 10 | Stigmergy 10
!...And The Nails Too

> take shields
> take helmets
> take armor
>>
Rolled 1, 1, 2, 2, 2, 3, 2, 1, 1, 2 = 17 (10d3)

>>4832753
>>
File: GreenMire 1-1.jpg (1.58 MB, 3349x2390)
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So here's the thing. Grass-cloak Rinik has told ME about a whole village of river pirates what have a lot of BOATS. And as it turns out our boats are getting a little BURNEY and SMOULDERY and SINKY and apparently we need to move a lot of Makers down the river? And they're saying the boats are full of moths and water.

Which is all bad stuff to have on your boats.

Now I know - I know! I KNOW!! Stop throwing fruit!! -- I know we don't like water or wetness or ships or boats but right, the thing is, I talked to the grass-cloak myself I did and I said: We can get you your boats but we'll practice this thing you call "exchange".

And the sucker bought it! Hook line and sinker! Which is an idiom I only know because I've been reading up on this boat thing.

So fellas, what we're going to do is we're going to slink right on down to this river pirate village, and we're going to just take all their boats and then we're going to give] their boats to Rinik. Hold up. Wait. But but but but - put the weapons down - but listen to me, here's the twist, right.

All the non-boat stuff? We're keeping that for ourselves! Hahahahahahaha!

Now the real question is: how's we going to. . . Do it?
>>
>>4832925
"Pirates are basically just third-rate, water-crazed Vulps right?"
"What if we, and hear me out here, what if we pretend to be desperate refugees from all those towns we sacked, refugees interested in signing up for the quick, cool gains that only comes from the cut-throat lifestyle of a professional plunderer."
"Naturally our roguish charm and mastery over involuntary repossession will let us breeze through whatever initiation they give us, then we bumrush those soggy boatlovers when they least expect it and TAKE ALL OF THEIR STUFF!"
>>
>>4832925

The Wizi discuss plans, loudly, and at length, before somebody comes forward.

"I'm Voleuse, the leader of Wizi. I recommend we sneak in using whatever means we have. Make it to the huts, take them of course, and use them as temporary bases to mount our raid."
>>
>>4832956
I like, I like it, I like it.

>>4832964
Oooh, right-right-right, so we like. . . Pretend we're going to join the brave buccaners, say my what wholesome huts you've got, can we have a look about them eh eh and then we all split and steal their boats!

Good thinking! We're the best at larceny.

Right cunning! They'll never see it coming!
>>
Rolled 2, 1, 2, 1, 2, 2, 1, 3, 3, 1 = 18 (10d3)

>>4832925
"I NEED more STUFF. Bring me STUFF."
>>
>>4833004
And then we smash them! Yes yes, best plan!
>>
>>4833217
I like the way you think Turtle!
>>
Rolled 2, 2, 3, 3, 2, 3, 2, 3, 3, 1 = 24 (10d3)

>>4832753
Into the breach...
...For the first time?
>>
>>4833247
DEFINTIVELY
>>
>>4833248
"Gimme my swords already, my gang and I want to stab some pie-rates!"
>>
File: Right fellows.jpg (606 KB, 2418x1466)
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Allright recruits, there's . . . A lot more of ya than I thought there'd be. Where'd you say you weren't from again? Around here?

So we've got this here TEST for the lots of you larksters: Right, we're going to throw you a sharp stick and yous use it to beat each other to death.

Whoever three people can still walk at the end? You're IN
>>
>>4833259
(I have pack 5, based on these rolls: >>4832769)
>>
>>4833266
Look at this prankster, rounding UP! You make me *smile*, new-pockets. I like the guts. I like the spirit. You're a real go-taker.

Go steal some fella and con them into joining our noble enterprise! All will be well!
>>
File: BRING ME.png (1.3 MB, 663x685)
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>>4833259
"Bring me STUFF."

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9

!Grifters At Large
>>
>>4832753
>>4833259
"Fashionably late as always. Right, Boys, let's get that STUFF!"
>Deploy?

#Jack (& The Boys)
AP 9 | SP 6 | Guard 6 | Pack 4
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
>>4833259
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Short Spear
Gear // Wooden Buckler
Gear // Metal Skullcaps
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"Common lads, the sooner we whack all these chumps the sooner we get the booty!"
> Deploy
>>
>>4833271
(No really, now I'm just confused. What are my stats supposed to be with 1, 3, 2, 3, 2, 1, 3, 2, 2, 1? I thought the 2nd roll applied to Pack. But there's a different order in the sheet image. But even then, I should have 3 Health, which I don't. So I've lost where I'm supposed to be here.)
>>
>>4833282
Let's have a quick looksee... Uhuh. You know, I can't read.

Because you DID do the THING that we asked you to do! Don't mind me, someone stole my brain.
>>
File: GreenMire 1-2.jpg (1.66 MB, 3349x2390)
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Allright fellas, we're in and those swash bucklers can swish their swords around as much as they like. Spring it on 'em! Grab their stuff!

River Pirate:
And once you've beat each other to death we can get you started on deck-swabbing, which WILL take months to learn to. . .

Why are you all staring at my hat


Vulpes! It's . . .

>crime time

First things first, steal a sword or some-it! We couldn't bring any what-with sneaking right up close and at 'em but IMRPOVISE ya larks!

Second things second, which is to say: after the first: Steal them there BOATS by sending off a cunning smart vulpes with it! Takes 3 AP

Third things actually first psych: GET THAT PIRATE LOOT
>>
Special bonus headpats later to anyone who steals ME the BEST HAT so I can have a HAT to do my THINKING for me because someone STOLE MY BRAIN and it's hard to be this brilliant without one.

NOW GET
>>
And keep it in yer soft-souled taker-hearts, we's gots to get those boats or grass-cloak Rinik is going to get all upset! And if he gets upset then Seven Red gets upset because he asks questions and if Seven Red gets upset she gets creative and WE ALL REMEMBER WHAT HAPPENED LAST TIME.

But it's all GOOD the more LOOT we bring back the more we's gets to KEEP! Now

>crime time

come on. Get it. But get quick, those Rikovian River Pirates look like they're fast on the uptake. Bet they'll suss out we're suspect right soon!
>>
Rolled 6, 3, 5, 6, 3, 5 = 28 (6d6)

>>4833324
"That thing, your pirate hat. GIVE IT TO ME."

>8AP Move 6655 5616
>3SP Grapple his fancy hat from his head. (Vs 11 Grift)
>3SP Beat him to death with it (vs 11 Ferocity)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9

!Grifters At Large
>>
Rolled 4, 4, 4, 5, 4, 1 = 22 (6d6)

>>4833324
"Let's roll, Boys!"
>[9AP] Move 555 545 661
>[6SP] Do some Grifting on the pirate (x2)

#Jack (& The Boys)
AP 9 | SP 6 | Guard 6/6 | Pack 4
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
Rolled 2, 1, 2 = 5 (3d6)

>>4833324

AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]

>Move 6, 1, 1, 1, 1, 2
>3AP:Take that glowing yellow STUFF [Grift]

"I don't think a mindless slaughter is a very good show of our skills.
Why don't we exemplify stealing skills instead, it's our forte you see."
>>
Rolled 3, 4, 3, 4, 5, 5 = 24 (6d6)

>>4833324
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // ---
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"Oi friend! Fork over those shiny arrowheads you got there!"
> 6AP // Move [6]x1, [1]x1, [6]x3, [5]x1.
> 3SP // Divert the pirate archer's attention. // Roll vs Grift.
> 3SP // Have one of the boys knock the chump off balance while he's distracted, then collectively pounce on him. // Roll vs Focus.
>>
Rolled 1, 1, 2, 1, 1, 1, 1, 1, 1, 3 = 13 (10d3)

>>4832753
"Hat-hunters at your command, ready to smash and grab"

>Equip?: Club, shield, roman-mohawk helmet

#Greencorns
>AP 9! | SP 6! | Guard 4+1d3 | Pack 2+1d3
>Health 1d3 | Lethality 1 | Psyche 1d3 | Reaction 6+1d3
>Finesse 8+1d3 | Focus 8+1d3 | Ferocity 8+1d3 | Grift +1d3 | Stigmergy 8+1d3

>!...And the Nails Too.
>>
File: Spoiler Image (11 KB, 500x500)
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>>4833347
>>
>>4833347
Mmmmm, tasty 1's!

"Meeeeeahhhhh!!!"

#Greencorns
>AP 9! | SP 6! | Guard 5 | Pack 3
>Health 2 | Lethality 1 | Psyche 1 | Reaction 7
>Finesse 9 | Focus 9 | Ferocity 9 | Grift 9(?) | Stigmergy 11

>!...And the Nails Too.

Deploy A
>9AP: Jump off the docks and travel as far 1-ward as possible.
>6SP: Start ripping the docks plank by plank ...And the Nails, Too!(x2)
If I get far north enough, steal from the northern dock by the rocks. If not, steal from the dock at Deploy Hex A before moving!
>>
Rolled 4, 3, 6, 5, 1, 1, 2, 2, 6 = 30 (9d6)

>>4833324
>3ap: steal the planks, from the dock
>6ap: move 666 656
>3sp: one of you boys go for his bow (1 pack vs grift)
>3sp: everyone else, like, club him over the head. with the planks. (3 pack vs ferocity)

#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
Rolled 1, 6, 4, 6, 6, 1 = 24 (6d6)

"YA HA! EAT STICK!"

>1AP: Move 5
>4AP: Everyone use Grift+1 to grab sticks, rip up planks with nails from the dock, and posts to arm the group (...And then Nails Too, vs. 16)
>4AP: Move 1-6-6-6
>1 SP: Ferocity Stance
>3 SP: Everyone, beat the pirate 4 (vs. 15)
>1 SP: Evaluate
>1 SP: Prepare Dodge (vs. 9)

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 6, 2, 6 = 14 (3d6)

>>4833324
>>4832882

"Now you see guys, everyone is looking up and into the base, but we clever guys see this stuff in the back no one else is going for. Now, someone help me open this crate."

>Deploy at [A]
>6 AP: Move 2343 44
>3 AP: Steal the Loot

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
File: GreenMire 1-2-1.jpg (1.75 MB, 3349x2390)
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HAH. THE FOOLS. THEY HAVEN'T EVEN NAILED THESE DOWNS.

GET 'EM WITH THE BOOOOAAAAAARRRRDSSSS

>Law Move :(
>>
File: Stuff2.jpg (92 KB, 1541x522)
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Hahaha. YES!

Equipment adds effects on attacks. Being armed at all adds +1 damage, and actually having a weapon in hand adds more. Not to mention that swords are sharper than blunt sticks.

Armour keeps you alive.

Special tools might be helpful with 3 AP.
>>
File: GreenMire 2-1.jpg (1.76 MB, 3349x2390)
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The River Pirates won't even know what hit 'em! And they certainly won't see us doing it twice!

Look! They're not even waking up yet! Quick! GET IM!

We took a minor bit of damage there, but no one's even dead yet. HAH. WE'RE AWESOME.

>crime time
>Fence made more obvious. Fences are hard to climb.
>>
Rolled 5, 3, 2, 6, 2, 1, 2, 1, 1 = 23 (9d6)

>>4833442
>[3SP] Take the pirate too.
>[3AP] Move 445
>[6AP] Send two of The Boys off on the boats
"Off you go, Boys! We'll stick around and get more Stuff for the lot of us!"
>>
>>4833450
(Forgot my sheet.)

#Jack (& The Boys)
AP 9 | SP 6 | Guard 6/6 | Pack 2(/3?)
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S) Bitchin' Pirate Hat
(S) Cutlass

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
Rolled 6, 6, 4, 3, 3, 2 = 24 (6d6)

>6AP Move 677765
>3AP WHAT'S IN THE BOX?
>3SP Since when were you under the impression that you were wearing an eyepatch? (Pack 3 vs 11 Grift)
>3SP Since when were you under the impression you were holding a sword? (Pack 3 vs 11 Grift)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9

!Grifters At Large
>>
>>4833442

AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: One-armed Armour: 1 DR
STUFF: Short Sword: +1 Damage
STUFF: Eyepatch: Not sure but it looks cool

>6AP: Move 5, 4, 5, 5, 5, 6
>6SP: Attack Hatted Pirate * 2
>3AP: Form a defensive line with armour in the front [Stigmergy]

"Alright everyone, we have stuff, so let's at least act like a cohesive group!"
>>
>>4833455
>>4833442
>>
Rolled 3, 2, 1, 5, 5, 6 = 22 (6d6)

>>4833457
>>4833442
(Forgot to roll)
>>
>>4833442
>9 AP: Move 1161 6555 654

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
Rolled 2, 6, 4 = 12 (3d6)

>>4833457
>>4833442
>>4833462
(And one extra for Stigmergy, sorry)
>>
Rolled 2, 5, 4, 2, 6, 6 = 25 (6d6)

"My sword! Gimme!"

>6AP: Move 5-5-5-5-5-5
>3AP: Loot the STUFF from the crates
>3SP: Everyone, disarm the pirate 5 (Grift vs. 15)
>3SP: Everyone, beat the pirate 5 with Ferocity (vs. 15)

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
>>4833453
>>4833458
>>4833462
(Everyone's forgetting everything... Surely, this is the true power of the Taking Arts: Stealing From Those Beyond!)
>>
>>4833467
Oh no! Their brains have also been stolen!
>>
Rolled 6, 4, 5, 4, 2, 6 = 27 (6d6)

>>4833414
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Bow
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

> 1SP // {Telegraph} next attack. // +4 acc to next attack , +2 to enemy def.
> 3SP // Use the bowstring as a impromptu garrote wire and start choking out the Pirate at [6].
> 9AP // Take his hat! Hey, hey you flaccid scallywags! I'm the captain now!
> 2SP // Prepare {Dodge}.
>>
Rolled 1, 4, 5 = 10 (3d6)

>>4832760
>>4832753

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery

>>4833442
>Deploy A
>3AP: Move 5-5-5
>6AP: Take the Boards direction 5 and improvise Shields
>6SP: Block versus the archers
>>
Rolled 3, 6, 2, 2, 1, 1, 5, 4, 3 = 27 (9d6)

>>4833442
>1ap: move 5
>3ap: grab the boards from the fence and, uh
>3ap: hold them in front of you. like a shield. yeah.
1ap: move 5
>3sp: take his blade! (2 pack, vs grift)
>3sp: now stab him! (2 pack, vs ferocity)
WAIT
IF WE TAKE THEIR FIGHTY STUFF
THEN THEY CAN'T FIGHT US
WOAAAAAH


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
>>4833442
Aight bois, time to scram!

AP 9! | SP 6! | Guard 6 | Pack 5
Health 3 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 9 | Focus 10 | Ferocity 10 | Grift 10 | Stigmergy 10
!...And The Nails Too

> move 1-1-6-1-6-6-6-1-1
“We’re grabbin some loot, don’t worry about us”
>>
File: GreenMire 2-2.jpg (1.78 MB, 3349x2390)
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Very fetching on you, Badgers. That eyepatch will surely help your SWAGGER.

>Law Moves :(
>>
File: GreenMire 3-1.jpg (1.78 MB, 3349x2390)
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WOAH WOAH WOAH WOAH WOAH WHAT they're STEALING the STUFF we were going to STEAL from THEM?!

Now that's just unfair!

Also that's an alchemical powder bomb that one's got! Uh! Don't . . . Be hit by that. That's bad.
>>
>>4833476
You lot LOST one! Awwwwwwww!!! Well that means there's more stuff to GO AROUND!

>>4833453
Jack! Your boys will be back juuuuuust as soon as we've gotten these boats secured. With no delays, they promisse, yessirree, no delays. Okay. Minor delays. Tiny, tiny, tiny delays due to a minor fishing detour. WHUPS.

>Minor Fishing Detour. Pack returns at the start of the coming turn.
>>
Rolled 6, 2, 2, 5, 4, 1 = 20 (6d6)

>>4833538
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Bow
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"MINE!"

> 1AP // Move [2]x1.
> 3AP // Pick up the axe
> 1AP // Move [5]x1.
> 3SP // Use the axe to crack open the pirate's skull @ [5]x1. // Roll vs Ferocity.
> 3 SP // Dogpile the pirate @ [6]x1. Pin him down and strip him down to his skivvies! // Roll vs Focus.
>>
Rolled 4, 5, 3, 2, 4, 2 = 20 (6d6)

>>4833538

>4AP Move 5551
>3AP WHAT'S IN THE BOX?
>2AP Move 55
>3SP Since when were you under the impression that you were wearing an eyepatch? (Pack 3 vs 11 Grift)
>3SP Since when were you under the impression you were holding a sword? (Pack 3 vs 11 Grift)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9

!Grifters At Large
>>
Rolled 2, 5, 3 = 10 (3d6)

"Hey! You can't have that, it's mine now! GIVE IT."

>3 SP: Focus, and THEN beat the crap out of the pirate 5 (vs. 16?)
>3 SP: Take his sword just in case
>3AP: And his eyepatch, for good measure. Even if he's dead.
>1AP: Move 2
>3AP: Take the stuff from this crate 1 also
>2AP: Can I have my guard back? (1 point)

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 2, 3, 5, 1, 3, 5, 5, 6, 4 = 34 (9d6)

>>4833538
>[8AP] Move 166 566 66
>[3SP] Steal the pirate's bomb
>[3SP?] {Larceny Hearts} Steal the pirate's Rage
>[3SP, if I still have it] Steal the pirate himself
>>
>>4833558
(GOD. DAMN IT.)

#Jack (& The Boys)
AP 9 | SP 6 | Guard 6/6 | Pack 3
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
Rolled 1, 2, 1, 2, 2, 2, 3, 1, 1, 3, 2 = 20 (11d3)

Dice 11d3
#Woodworkers

We work wood well. Got giant generous gonads too.
AP 9
SP 6 | GP 4+1d3
HP 1d3 | LP 1 | PP 1d3 R 6+1d3 | P 2+1d3
Fi 8+1d3 | Fo 8+1d3 | Fum 8+1d3 | Fer 8+1d3 Gr 8+1d3 St 8+1d3
>>
Rolled 6, 6, 3, 6, 5, 3 = 29 (6d6)

>>4833538
WAIT.
OOH. OOOOH. HEY BOYS, YOU EVER PLAY SPORTS BEFORE?
>3sp: steal the pirate 1
>3ap: move 556
>3ap: grab the walls from that house, and, like, make it into a bat. its like a club but for sports.
>3ap: pass those bats around. this'll be great, you guys
>3sp: ready action: play ball; hit the bomb back (4 pack, vs finesse)


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
Rolled 5, 2, 3 = 10 (3d6)

>>4833538
>3 AP: Move 556
>3 AP: Send A Vulpe off with the Boat
>6 AP: Move 6665 55

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
Rolled 3, 1, 6 = 10 (3d6)

>>4833538
>9AP: Move 5-5-6-6-6-6-5-5-5
>6SP: Protect the Stuff takers while they take stuff from the crates with out shields

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
>Deploy
>Move 6,6,6,6,6,6,6,6,5
>Rip that unfit pie-rat to pieces and use the limbs as weapons.

#Woodworkers

We work wood well.

AP 9
SP 6 | GP 5
HP 2 | LP 1 | PP 1 R 8 | P 4
Fe 9| Fi 10 | Fo 11 | Fum 9
Gr 8+3 | St 8+2
>>
Rolled 6, 1, 1, 3, 1, 6, 2, 3, 1, 3, 2, 5 = 34 (12d6)

Dice! For Memory and Stuff!
>>
Rolled 6, 1, 6, 2, 3, 6, 4, 4, 2, 3, 2, 5 = 44 (12d6)

Dice! For Memory and Stuff!
>>
Rolled 1, 5, 3, 4, 3, 6, 1, 6, 3, 1, 6, 2 = 41 (12d6)

>>4833538

AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: One-armed Armour: 1 DR
STUFF: Short Sword: +1 Damage
STUFF: Eyepatch: Not sure but it looks cool

>Move 3
>3AP: Grab the Hatchet (Grift)
>Move 6
>6SP: Attack the Hatted Pirate, with [Ferocity]* 2
>3AP: Retain the Defensive Line [Stigmergy]

"Hey, you dropped something!
Why don't I give it back to you!"
>>
>>4833598

Bad dice. What are you doing multyplying like that? Git back in the bag the lot o' yous.
>>
File: GreenMire 3-2.jpg (1.79 MB, 3349x2390)
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Rolled 4, 4, 6, 2, 4, 6 = 26 (6d6)

Good of you to be sharing so much STUFF with each other, fellas! Brings a right smile to my crooked heart!

careful or you might end up IN-FIGHTING a bit to hold on to your STUFF!

Also good thinking with that there shield-- Badgers! That part of the building is called a "central stability pillar". Uh. Duck!!!

>Law Move :(
>>
>>4833649
AP 9! | SP 6! | Guard 6 | Pack 5
Health 3 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 9 | Focus 10 | Ferocity 10 | Grift 10 | Stigmergy 10
!...And The Nails Too

> move 6-6-6-6-6
> loot the crates
Let’s go bois! Finally some loot!
>>
File: GreenMire 4-1.jpg (1.81 MB, 3349x2390)
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Shawn loses a packmate to a deft pommelstrike.
One of Turtle's mates goes native
Jack has his boys return with buoyant spirit and then a bomb goes off
The Badgers are right besides a collapsing building but luckily someone wore their work-site bridge hat.

Arash defends everybody with a shield-line!

--

Jack, you've got RAGE. +1 AP per RAGE. It also makes you more able in fisticuffs.

--

Some of you have BOWS! Great! Shoot somebody! They have range increments of 3, and take more penalties every tile after 3. Be a BIT careful because missed shots still hit something.

--

The Pirates are responding! Kind of!
>>
>>4833664
"AAAAAAAAAAAAAAAAAAAAAAH"

>3SP ROCK JUMP TRIPLE FLYING ELBOW at 4 (2 pack vs 11 Ferocity)
>3AP Bamboozle the guard at 6 and swap his sword for a bow. (Grifters At Large)(2 pack vs 11 Grift)
>3AP Steal his shiny metal hat. (2 pack vs 11 Grift)
>1AP move 5
>3SP throw a pirate into the water ( 2 pack vs 11 Ferocity)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9
>>
File: file.png (371 KB, 500x500)
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Rolled 4, 2, 1, 4, 3, 1 = 15 (6d6)

>>4833664
>[4AP] Move 6111
>[3SP] Steal the pirate's loyalty
>[1AP] Move 2
>[3SP] Steal the other pirate's loyalty, too
"You are already one of The Boys."
>[5AP] Move 54444

#Jack (& The Boys) | RAGE 1
AP 9(+1) | SP 6 | Guard 6?/6 | Pack 3
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
Rolled 5, 6, 6, 2, 4, 5, 4, 3, 4, 1, 6, 3 = 49 (12d6)

>>4833692
>>4833664
Dice
>>
Rolled 1, 5, 1, 3, 5, 6, 1, 1, 6, 1, 4, 3 = 37 (12d6)

>>4833664

AP 9! | SP 6! | Guard 3/5 | Pack 5
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: One-armed Armour: 1 DR
STUFF: Short Sword and Hatchet: +2 Damage
STUFF: Eyepatch: Not sure but it looks cool

>3AP: Move 5, 5, 6
>3AP: [Improvisational Thievery]: Pull the wall off the hut to use it as a shield.
>6SP: Attack Knife Pirate, with Ferocity * 2
>3AP: Maintain the Defensive Line [Stigmergy]

"Good job, Ladrao! With this kind of teamwork and efficiency we'll all become Cloaks soon!"
>>
>>4833716
HahahahahahahahahahahahahahhAHAHAHAHAHAHAHAHAH.

Ahem.

Yeeeeeeesssss. Def-i-ni-tiv-e-ly.
>>
>>4833664

Oh no! We've been distracted by all the cool hats every one else is looting and flaunting, we've been paralyzed in awe! Why do they want to kill us?!?!?! We're just trying to take their stuff!! Gotta find our own hat to blow away all the others... Get on the chiefs good side... Or keep the hat for ourselves... Take turns wearing it... or kill each other for it! Yes!! Mwahaha!

>?AP move dir1/2/3 to palm trees
>6SP CREATE makeshift hat from surroundings. Maybe some shells?
>>
>>4833734
That flag looks pretty, too!
>>
>>4833664
QUICK
GRAB ALL YOU CAN AND RUN

> move 6-6
> loot
> move 3-3-3
>>
Rolled 5, 4, 6, 6, 2, 3 = 26 (6d6)

>>4833664
>1 AP: Move 5
>6 SP: Attack the Pirates with Grift twice

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10
>>
Forgot sheet

AP 9! | SP 6! | Guard 6 | Pack 5
Health 3 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 9 | Focus 10 | Ferocity 10 | Grift 10 | Stigmergy 10
!...And The Nails Too
>>
Rolled 3, 1, 2, 6, 1, 3, 1, 2, 1 = 20 (9d6)

> Move 5,5,6,6,5,6
> Slip Around the shed as part of movement
> Attack closest blue guy x2 & grab their stuff

#Woodworkers

We work wood well.

AP 9
SP 6 | GP 5
HP 2 | LP 1 | PP 1 R 8 | P 4
Fe 9| Fi 10 | Fo 11 | Fum 9
Gr 11 | St 10
>>
Rolled 2, 3, 4, 1, 4, 4 = 18 (6d6)

"Hey, you all look like you're having fun. So uh... we're going up here. No worries, we'll be back! (I don't think we should come back, boss)"

>4AP: Move 2-1-1-6 up ladder
>3AP: ...And the Nails Too: Vulpes unarmed with bows pick up detritus/makeshift throwing weapons
>3 SP: Focus fire bows and "throwing weapons" at pirate 1-1-6
>3 SP: Focus fire bows and "throwing weapons" at pirate 1-1-6

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 3, 6, 4, 1, 6, 6 = 26 (6d6)

>>4833664
>3SP: Push back against direction 5 with shield wall
>6AP: Grapple and take the stuff away from swordsman. "Dibs on helemt! I want that sword! Etc.."
>3SP: Reform Shieldwall

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
File: GreenMire 4-2.jpg (1.79 MB, 3349x2390)
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What a shoving match at the beach! But that fella sure has locked his feet. He's not moving even if you whap him a couple of times with a PAN.

Tarnations!

Nice steal on the other one bow though.

>Law Moves :(
>>
>>4833787
WAIT
SAFETY HELMET GUY
YOU'RE A GENIUS
>everyone, quick, make helmets out of that building stuff
>>
File: GreenMire 5-1.jpg (1.82 MB, 3349x2390)
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Okay THAT one has a real big sword and a two-handed grip! He's not going to let go of it before you beat it out of his skull!

And uh -- oh no -- they've got gold. In crates. Focus, people. Remember your mission is to steal the boat and -- well -- boats and -- just ab it . . .

Tarnations! Focus, people. Get those BOATs (and the shinies)!

>crime time
>>
Rolled 6, 5, 1, 5, 6, 1 = 24 (6d6)

>>4833819
>[3AP] Move 666
>[3SP??] {Larceny Hearts} Steal the pirate's Chill Wind
>[3SP] Commence a Ferocious assault of Fisticuffs & Swashbucklery

#Jack (& The Boys) | RAGE 1
AP 9(+1) | SP 6 | Guard 6?/6 | Pack 4(-1)
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass

(V)Larceny Hearts | Roll Grift to steal someone's status effects
>>
Rolled 5, 4, 1, 1, 5, 5, 1, 5, 6 = 33 (9d6)

>>4833819
BOYS. THEY THREW THE SHINIES.
THAT MEANS THEY HAVE MORE ON THEM.
GOOOOO
>6ap: move 666 656
>3sp: steal that archer 5's sense of balance (by flipping him! ha!)
>3sp: frisk the other archer, for stuff. like shinies!
>3ap: grab the leaves from the trees. add highlight to sick wooden hairstyles. become treevulpes.


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
Rolled 1, 3, 6, 4, 4, 2 = 20 (6d6)

>>4833819
>3 AP: Move 666
>6 AP: Attack Pirate twice with Finesse


AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10
>>
Rolled 1, 1, 1, 6, 4, 3, 2, 1, 6 = 25 (9d6)

> Move 6
> Loot Bow and board and any bags on Sleepy Head
> Move 6,5,5
> Loot gold and Vulpes - Come with us if you want phat lutes!
> Move 5,5
> Beat the archers with wood and bone and bag of gold
> Blow raspberries at Biggus Bladius as we go by.
> Maybe have eyes bigger than my legs

#Woodworkers

We work wood well. We wield wood well too!

AP 9
SP 6 | GP 5
HP 2 | LP 1 | PP 1 R 8 | P 4
Fe 9| Fi 10 | Fo 11 | Fum 9
Gr 11 | St 10
>>
>>4833844
6 SP* not AP
>>
Rolled 3, 1, 4, 3, 4, 6 = 21 (6d6)

"Hey! No peeking! We're doing work!"

>7AP: Move 6-6-6-6-6-1-1
>2AP: Give me back my guard! Mine!
>3 SP: Vulpes with bows, focus fire on this new guy 1-1-1
>3 SP: Vulpes with bows, focus fire on this new guy 1-1-1

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 1, 1, 2, 1, 5, 3, 1, 6, 6 = 26 (9d6)

>>4833819

AP 9! | SP 6! | Guard 0/5 | Pack 4
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: Short Sword and Hatchet: +2 Damage
STUFF: Eyepatch: Not sure but it looks cool

"Damn, Ladrao is down...Quick grab his stuff!"

>3AP: Grab Armour off fallen Vulpes [Grift]
>6AP: Restore Guard
>6SP: Attack Gladius Pirate, with Focus * 2

"Remember, focus on taking stuff we actually need! What in the spirits' names are we going to do with gold?! Nothing, that's what!"
>>
Rolled 4, 2, 6, 2, 1, 5, 1, 1, 3 = 25 (9d6)

>>4833819
"No! You can't just DESTROY something I stole!"

>3AP TAKE the sand-looking properties of sand in order to camouflage from the archers. Use nearby water if necessary. (Grifters At Large) (2 pack vs 11 grift)
>4AP Move 6666
>3SP Grab all of that archer's arrows! (2 pack vs Grift 11)
>3SP Attack the pirate's loyalty. "You don't have arrows, we have nice and comfortable SAND. Join us and you can have SAND (and your arrows back) as well! (2 pack vs Grift 11)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9
>>
>>4833859

Hey! I stole them fair and square. No takes backsys.

>>4833868

What do we do with gold? Beat people with sacks of it. Good beating material gold. Pretty too.
>>
Rolled 1, 2, 2, 4, 6, 2 = 17 (6d6)

>>4833819
>3SP: K.O the guy direction 6
>3AP: Take the helmet, better shield, sword and the person himself from guy 6
>6AP: Move 5-5-3-3-4-4
>3SP: Bash archer

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
>>4833819

>6AP move 211111
>3AP grift: Lure everyone out of the hut by pretending to be not-vulpes. Say something grifty and lie-y.
>6SP prepare to club and coconut headbutt anyone that comes out of the shack
>>
>>4833884
It is VERY heavy yes.
>>
>>4833928
(Quick question, does Larceny Hearts require 3SP to use like I've been assuming? I'm guessing it's basically just an upgrade to Grifting, at least in some sense.)
>>
Aaah, hang on - I'm being stolen! Slow crime phase! You can all steal a drink for a few hours.

>>4833938
It makes your grifting better! It costs no more than normal grifting; it's just better!

You see Jack (and listen, boys), right, other people have *stuff*, right, and you use Grift to try and steal it. Sometimes they resist. That's why Grift gives people a -1 too; so that it gets easier! That's how cons work! Over time!

But like, this is real metaphysical stuff, real deep pocket thinking: sometimes, right, the stuff you want to steal isn't stuff but the stuff that makes stuff possible. Maybe someone's got a special Kata? Or bonus? Or emotion? Or smart trick? well, you can steal that too! It's called imitation! It's the most sincere form of flattery.

So you grift to steal gear or charm. But with larceny hearts you also grift to steal gear or charm or *pluck smart thoughts* right out of somene's head.

See these people with chill-wind Katas? You can *take* those.
>>
>>4833950
(Thank you, I'll add [Grifting Upgrade] to Larceny Hearts to make a note of it.)
(Also, does that mean that my "stealing people's hearts/loyalty" thing is something that can only be done with Larceny Hearts?)
>>
>>4833966
Stealing someone's loyalty is only really possible for the grand true Taker Souls.

But a bribe might work. And lies work. So in a way it's sort of always possible. But "loyalty" isn't quite a status effect; conning people into working with you ( for a while ) is normal grifting!
>>
File: GreenMire 5-2.jpg (1.8 MB, 3349x2390)
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SAAAAAAAAAAAAAAND
>>
File: GreenMire 6-1.jpg (1.82 MB, 3349x2390)
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Badgers! The helmets! They keep those angry piratical fists from hitting your fragile skull! Which is good. It's impressive that they're rated for arrows too!

Wow!

Normally like, three people would have died just now but you somehow managed not to lose anybody! That's incredible!

--

Greencorns, that hut is spirit-special. Do you want to spirit-special take those special spirit Icons? I hear that makes them upset, but, well, I mean, also, they're . . . There. So.............

>(slow) crime time
>>
Rolled 1, 2, 3, 3, 2, 6 = 17 (6d6)

> Move 6,1,6,1,6,1
> Loot Crate
> Move 4,5
> Loot sleeping bag to carry more loot.
> Tell Bladed Arts that we don't want his life, we just want all this stuff that's lying around asking to be picked up. Stuff needs attention too you know.

#Woodworkers

We work wood well.

AP 9
SP 6 | GP 5
HP 2 | LP 1 | PP 1 R 8 | P 4
Fe 9| Fi 10 | Fo 11 | Fum 9
Gr 11 | St 10
>>
Rolled 3, 1, 4 = 8 (3d6)

>>4833999

AP 9! | SP 6! | Guard 5 | Pack 4
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: Short Sword and Hatchet: +2 Damage
STUFF: Eyepatch: Not sure but it looks cool

>4AP: Move 6, 5, 5, 5
>3AP: Focus on the mission
>Move 6, 1

"Focus on the mission! Physical things degrade but Victory lasts forever! So let's take victory from these pirates!"
>>
Rolled 6, 4, 6, 5, 6, 2 = 29 (6d6)

>>4833999
>[6AP] Steal back 3 Guard
>[2AP] Move 66
>[6SP] Grift the archers (once each), trying to "steal" their loyalty
"Can't beat us? Join us."
>[2AP] Move 31

#Jack (& The Boys) | RAGE 1 | Chillwind 2
AP 9(+1) | SP 6 | Guard 2/6 | Pack 4
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass

(V)Larceny Hearts | Grifting can steal people's status effects [Grifting Upgrade]
>>
Rolled 5, 3, 2, 3, 6, 3 = 22 (6d6)

"Huh? Did that corpse say something?"

>3AP: Vulpe with improvised stick - grab the loot from that nearby chest
>3 SP: Focus fire on that bandanna loser 1-1-2
>3 SP: Focus fire on that bandanna loser 1-1-2
>6AP: Vulpe with sword - rip down that pirate banner
#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 3, 5, 2, 5, 1, 1, 1, 2, 1, 2, 1, 6 = 30 (12d6)

>>4833999
>3 SP: Steal the Pirate's armor
>3 SP: Steal the Pirate
>3 AP: Interrogate Pirate for spice location
>1 AP: Move 4
>5 AP: Activate Improvisational Thievery to steal spice (salt?) from the water (+1 tohit)

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
Rolled 4, 2, 5, 5, 2, 5 = 23 (6d6)

>>4833999
>8ap: steal back some guard
>1ap: move 1
>3sp: wait, wait, i got a plan. we circle him, right (vs finesse)
>3sp: then we steal his consciousness (by beating him up! 4 pack vs ferocity)


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
Rolled 6, 2, 2, 2, 3, 3 = 18 (6d6)

>>4833999
"WATCH OUT HE'S GOT A GUN. Wait, gun? The VERY rare and expensive shiny thing?"

>1AP Move 3
>3SP *Yoink* the pirate's weird shiny thing. (2pack vs 11 Grift)
>8AP Move 55655666
>3SP I BRING SAND into the eyes of the blunderbusster. (2pack vs 11Grift)

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9
>>
Rolled 3, 5, 4, 4, 3, 1 = 20 (6d6)

>>4833999
>6AP: Pack accept surrender welcomes the ex-pirate archer to the Sticky Fingers (were stealing HIM away from the pirates.) "Welcome to the Sticky Fingers ;)))"
>3AP: Send 1 Vulpes for each boat near here to take them back (see you ina turn)
>6SP: Get our guard back facing direction 6


[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
>>4833999
(Yes. Is there any other way?)
>Steal the smoke, steal the doggy statue
>>
>>4833999
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Bow
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"Look at all this quality lumber just lying around. I think we can find it a better home."

> 3AP // Move [5]x3.
> 3AP // Loot wooden planks. Use them as weapons.
> 3AP Move [5]x1, [6]x2.
>>
>>4834016
Waaaait a minute. Not tangible effects? can we . . . Steal victory? GUYS. FELLAS. GIRLS. I'm going to need to THINK about this one
>>
>>4834577
"Boss, there's actually a technique in the art of taking just for this problem!"
"See, a while back me and the boys was looking to slap together some smoke bombs so naturally we went to steal some smoke from our campfire.
"Turns out though that smoke is pretty hard to get a handle on cause it can slip through the gaps in ya snatchers."
"The solution came to me after watching some of me mates get shitfaced. If you want to pilfer some booze - you pocket the bottle it is stored in, not the booze itself. If you want to steal smoke - you use many, many hats to scoop it out of the air then dump it into a big sack. If you want to steal victory - you just need something able to contain all that unsolid idea stuff."
>>
(Quick test post just to check something.)
>>
>>4834800
(Okay, nevermind. Was worried my IP might've gotten reset while I was asleep somehow or something, but nah, it's just 4chan X being weird.)
>>
>>4834650
Oh. My. Gods. Where'd you go and snatch that idea you hard-thinking hard-drinking scoundrel scallywag?

We're going to need . . . SO MANY BOTTLES
>>
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What a spree! Good thinking on getting rid of those FLAGS, that seems to be where those dastardly river pirates are rallying! Which'll be a whole heaping load harder for them now they ain't got as many.

Haaaa

Also what's that? Greencorns! You stole a spirit guardian! nice going!! Just uh don't drop the idol or it'll tear your throats out. But pet it! It's fur is ethereally soft!

>Law Moves :(
>>
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We're getting SO many boats! Fantastic work, people. A few more and we've got ourselves a fleet! And the hats to match! How can it be better than this?

Now all wes need is a figurehead figure, ten years of therapy to get over our aversion to sailing and a map and we'll beat these piratical at their own game!

But whuuuup! Looks like the real roughhousers are readying up! That fella there with the plated gauntlets look like a right hardcase! He's got some sweeping movement!

You know ever since we came here it's been nothing but advanced bladework and venerable wisdom and the stoneturtle kata's piercing strike of the heavens. It's like:

buddy, I get you, you can outfight ten armed brigands with a sharp cheese knife and hold off an Animant horde in a pass all by yourself but WOW do these Rikovians not understand the first thing about teamwork.

So it's like this, right: That plate-gauntlet fella? He's obviously thinking you'll engage him one on one and then he gets to utilise his wide sweeping attacks because he has reach 2.

So, short-pockets: One of you lot grab on to his weapon and just HOLD It because then he can't use it either and then another of you lot punch him a load in the face and then we'll see who's wise and who's in a vice, if you take my advice.

>crime time
>>
>>4834961
Hmm about cohesion loss and pack cohesion -1 can I get some detail?
>>
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>>4834961
Is this route to the jungle house from the leftmost climb point pathable?
>>
>>4834968
Your pack is 4
But there's FIVE of you.

Soooooooooooooooooo o o o o o

o o

o o o o o

Who's the boss Vulpes and who's the follower Vulpes and who's the pirate and who do we listen to and, man, that gets all confusing. Hard to keep Focus when no one's entirely sure who's in charge! And then they wander off for a turn and do their own thing! He'll be back!

. . . Maybe.
>>
Rolled 1, 3, 5, 3, 6, 4 = 22 (6d6)

>>4834961
>[8AP] Steal back 4 Guard
>[1AP] Move 5
"Hm. I wonder if this would work..."
>[3SP] Try to steal the big pirate's Locked Gauntlets (the status effect, if it is one, not his actual gauntlets.)
>[3SP] Try to steal his weapon
>>
>>4834961
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Bow
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"Wait! I just had an excellent idea. Step one: we steal. . . this pirate's face."

> 3AP // Loot. // Attempt to tear the face off the corpse @ [5] and attempt to adhere it to one of my scoundrel's faces. Don't worry bout ripping it a little, these blokes were pretty ugly to start with so they probably won't notice. // Roll vs ???.
> 6AP // Move [6]x3, [5]x3.
> 6SP // "Hail ye salty scallywags, it is I, your trusted crewmate, here to assist you in tossing these dastardly landlubbers overboard! Please be at ease boat-friends!" // Roll vs Grift.
>>
>>4834980
It'll be a bit tight but it should juuuuuuuust be do-able. There's clearly going to be some chance of stumbling into a thorn-bush.
>>
>>4834990
(ARGH! I KEEP GETTING MY SHEET STOLEN!)
#Jack (& The Boys) | RAGE 1 | Chillwind 2
AP 9(+1) | SP 6 | Guard 2/6 | Pack 3
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass (x2)

(V)Larceny Hearts | Grifting can steal people's status effects [Grifting Upgrade]
>>
Rolled 3, 1, 3 = 7 (3d6)

>>4834982
Damnit! Alright then see you soon. Obviously the one with the most stuff and shinies is the leader!

>>4834961
>8AP: Move 1-6-6-6-6-5-5-4
>6SP: Take stuff from Tent and table
>1AP: Move 6

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
>>4834993
With . . . Like. . .Your bare hands? Pssst fellas I think we've got a skin-thief in training over here. Just keep focus on the task at hand and we'll get the special tea ready.
>>
>>4834961

AP 9! | SP 6! | Guard 5 | Pack 4
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: Short Sword and Hatchet: +2 Damage
STUFF: Eyepatch: Not sure but it looks cool

>Move 5, 5, 5, 5
>Move 4, 4, 4, 4, 4 (use the ladder)

"Okay, the mission! Steal the boats!"
>>
Rolled 3, 5, 3, 6, 6, 2 = 25 (6d6)

>>4834961
>4ap: move 666 5
>3sp: mob up that archer
>3sp: take his teeth (using VIOLENCE, 4 pack)
WAIT
THOSE ARCHERS NORTH
UHHH
>5ap: steal some dirt off the ground and throw it into, like, a dirt cloud. for concealment.


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
Rolled 2, 5, 1, 3, 1, 2 = 14 (6d6)

>>4834961

"Poochy! Wear this!!"

>2AP move 44
>3AP collect more coconuts
>3AP strap one of our coconut hats on the spirit guardian! Or maybe use two coconut halves to form a stylish breastplate!?
>1AP Move 2
>3SP Together: sneakily peek inside this other hut/cabin (roll?)
>3SP + 3AP: Run around (any direction) and attempt to locate loot around the jungle. Sniff, sniff. Sniff... Sniff? Sniffsniffsniff... SNIFFFFFF!!! (roll?)
>>
>>4834998
Sometimes it is so. Sometimes, the Deep Pockets rule. Sometimes. . . One listens to the cloaks.
>>
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>>4834993
*Jolly-spirited pillaging and loot-hoarding STOPS*
>>
Rolled 6, 6, 2, 6, 6, 4 = 30 (6d6)

>>4834961
>(4 Move AP): Move 6666
>9 AP: Move 1116 1661 6
>3 SP: Steal the Archer's Bow
>3 SP: Steal anything else the archer has on him

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
>>4834999
"Well, I mean. . . We can also use our teeth if we can't get enough leverage with our fingernails for whatever reason."
>>
Rolled 6, 6, 4, 5, 2, 2 = 25 (6d6)

"Hey Woodworkers, go get the guy next to who we're shooting! (Heh, and we'll just grab all this stuff back here while you go ahead...)"

>3AP: Vulpe with improvised stick and no bow - grab that dead bandanna loser's stuff
>3AP: Vulpe with sword and no bow - grab the bow from that body to my 3
>Move 6-6-6
>3 SP: Focus fire on the archer 6-6-6-5-5
>3 SP: Focus fire on the archer 6-6-6-5-5

#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
File: GreenMire 7-2.jpg (1.81 MB, 3349x2390)
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Well I've put some tea over on boil so do hurry on right back, with your bone effigies and spirit guardians and surplus faces!

>Law Moves :(
>>
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Wow we have SO many boats, what a great time - ahaha. Look at the amount of BOATs we have. Do you even know how many BOATS this is?

This is great. With all these boats the grass-cloaks will be sure to thank us when we sail back and show them all our boats! They'll be great for repairing their boats. Which aren't very boaty right now.

Woah, Shawn! Watch out!

Those Pirates are waking up right about now! But there's still so much to steal! And so many BOATS.

Also -- Oh. We've been flanked.

Well not to worry we'll just steal the operational initiative. . . Now!

>crime time!
>>
>>4835115
Do I still have the +4 Move AP or was that a one-turn thing?
>>
Rolled 6, 2, 5, 5, 1, 1 = 20 (6d6)

>>4835115
>[3AP] Move 666
"Believe it or not, we would. There's no hard feelings to be had amongst The Boys."
>[6SP] Accept the pirate's "application" (twice, if need be)
>[6AP] Steal back 3 Guard

#Jack (& The Boys) | RAGE 1 | Chillwind 2
AP 9(+1) | SP 6 | Guard 1/6 | Pack 3
Health 3 | Lethality 1 | Psyche 3 | React 8
Finesse 11 | Focus 10 | Ferocity 11 | Grift 11 | Stigmergy 9

(S)Bitchin' Pirate Hat
(S)Cutlass (x2)

(V)Larceny Hearts | Grifting can steal people's status effects [Grifting Upgrade]
>>
Rolled 4, 3, 6 = 13 (3d6)

>>4835115
#SBoNS
EXP: 0

Health: [3] // Psyche: [2] // Guard: [6] // React: [9]
AP: [9] // SP: [6] // Pack: [3] // Lethality: [1]
Finesse: [9] // Focus: [11] // Ferocity: [9] // Grift: [11] // Stigmergy: [10]

Gear // Bow
Skill // Grifters at Large: Grift rolls can 'con' the environment briefly.

"Wait! I just had an excellent idea. Step one: we steal. . . this pirate's face."
"Yarr! It's time for you to walk the plank!"

> 6AP // Move [6]x1, [5]x5.
> 3AP // Jump off the ledge aiming for the pirate at [5]x1.
> 6SP // As they are falling, the Vulps deliver a plunging overhead strike against the pirate @ [5]x1 using the plank. // Roll vs Focus.
>>
Rolled 1, 5, 2, 3, 3, 3 = 17 (6d6)

"Woodworkers? Ah hell, leave 'em."

>3 SP: Focus fire on the archer 6-6-6-5-5
>3 SP: Focus fire on the archer 6-6-6-5-5
>6AP: Move 4-4-4-5-5-5
>3AP: Take down the pirate banner, now it's ours!
#Anya
AP 9! | SP 6! | Guard 5 | Pack 5
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 9 | Focus 11 | Ferocity 10 | Grift 10 | Stigmergy 9

!...And the Nails Too
>>
Rolled 6, 2, 6 = 14 (3d6)

>>4835115
"Look at the stuff that guy is wearing! And Big Hat!"

>8AP: Move 1-6-6-6-6-6-6-6
>1AP: Surround Captain Big Hat
>6SP: Pack! Grapple Captain Big Hats every limb and get him on the ground! Pile on him!

[Arash and the Sticky Fingers]
AP 9! | SP 6! | Guard 6 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 10 | Grift 10| Stigmergy 11

!Improvisational Thievery
>>
Rolled 2, 4, 1, 4, 1, 6 = 18 (6d6)

>>4835115
>1ap: move 5
>6ap: steal the wood from that building and make it into a LADDER. real tall! i want to get to the top of that cliff. (4 pack)
>2ap: move 66
>6sp: everyone, quick, make fun of hat guy north there for overcompensating


#Badgers
AP 9! | SP 6! | Guard 7 | Pack 4
Health 2 | Lethality 1 | Psyche 3 | Reaction 8
Finesse 11 | Focus 9 | Ferocity 9 | Grift 11 | Stigmergy 9

!...And The Nails Too
>>
>>4835121
Naturally it was a momentary short-lasting motivational bonus.
>>
Rolled 4, 2, 5, 5, 3, 1 = 20 (6d6)

>>4835115

"Anya? Where are you-?! Ah crap, now we have to get through the pirates the hard way with less guys. That guy's got something scary. Maybe new-guy can take the scary stuff!"

>6 AP: Move 1166 66
>3 AP: Steal the Loot
>3 SP: Steal that scary blade weapon
>3 SP: Make sure we steal the blade weapon, then steal anything else on the pirate

AP 9! | SP 6! | Guard 5 | Pack 3
Health 2 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 11 | Focus 10 | Ferocity 9 | Grift 9 | Stigmergy 10

!Improvisational Thievery
>>
Rolled 3, 1, 6 = 10 (3d6)

>>4835189
forgot a 3d6
>>
Rolled 3, 1, 6, 2, 3, 4, 1, 6, 4 = 30 (9d6)

>>4835115

>6AP Move through the shadows 655555
>3AP Steal the shadows! (Grift the shade ...and the nails too...)
>3SP Kick a Greencorn Boy in dir5 or 4. Don't tell the cowardly git we're sending him out to be a decoy for one turn. Tell him he's scouting hehehe
>3SP Prepare to strike from the shadows with our razor sharp cutlass! ...and dock-plank club!

(Sorry for no sheet)
>>
>>4835198
(Stole it back!)

#Greencorns
>AP 9! | SP 6! | Guard 5 | Pack 3
>Health 2 | Lethality 1 | Psyche 1 | Reaction 7
>Finesse 9 | Focus 9 | Ferocity 9 | Grift 9(?) | Stigmergy 11

>!...And the Nails Too.
//Coconut war panoply
//Dock-plank clubs
//Pirate sword
//Spirit goodboi
>>
>>4835198
Realized stealing shadows is more a Grifters at Large type of deal. If I can't perform that action that's okay.
>>
>>4835115

AP 9! | SP 6! | Guard 5 | Pack 4
Health 2 | Lethality 1 | Psyche 1 | Reaction 7
Finesse 10 | Focus 10 | Ferocity 10 | Grift 9 | Stigmergy 11

Skill - [Improvisational Thievery]
STUFF: Short Sword and Hatchet: +2 Damage
STUFF: Eyepatch: Not sure but it looks cool

>Move 5, 5, 5, 5, 4, 4, 5
>>
We was just napping.
>>
Rolled 4, 1, 5, 3, 1, 1 = 15 (6d6)

> Move 5,6,6,6 *splash*,6,5
> Bonk pirate man in back of head twice. It's not vengeance, but it's close enough.
> Know in heart that looting is a free action and loot the boxes
> Leave the hat behind for the non-royal hat society
> Leave Bones to his nap. He'll get back into it when he's ready

#Woodworkers

We work wood well.

AP 9
SP 6 | GP 5
HP 2 | LP 1 | PP 1 R 8 | P 4
Fe 9| Fi 10 | Fo 11 | Fum 9
Gr 11 | St 10
>>
>>4835115
(Sorry, couldn’t post. Homework sucks)

AP 9! | SP 6! | Guard 6 | Pack 5
Health 3 | Lethality 1 | Psyche 2 | Reaction 8
Finesse 9 | Focus 10 | Ferocity 10 | Grift 10 | Stigmergy 10
!...And The Nails Too

> move 4-4-4-4-4-4-4-3-3
“Let’s get that crate bois”
>>
Rolled 4, 5, 5, 2, 6, 2 = 24 (6d6)

>>4835115
"AAAAAAAAAAAIEEEEEEEEEEEEEEEEEEEE!"

>3SP Try one last ditch effort at yoinking the blunderbuss.(1 Pack vs 11 Grift)
>3SP Give him(1) a good whack with something for good measure. (1 Pack vs Ferocity)
>6AP Move 3333 33
>3AP Is this a tent? A fire pit? Crawl inside of it.

#Shawn and the Stuff-Takers
AP 9! | SP 6! | Guard 6 | Pack 3
Health 2 | Lethality 1 | Psyche 1 | Reaction 8
Finesse 10 | Focus 9 | Ferocity 11 | Grift 11 | Stigmergy 9

!Grifters At Large
>>
(Sorry, I'm not on the discord, so I'm probably a bit out of the loop. Anyone have an update about if/when we will continue?)
>>
>>4845410
The QM's schedule suddenly exploded, occupying their time. So they will be back when their schedule calms down.
>>
>>4845424
Right on, thanks.



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