[X] Plan Weathering The Storm
-[X] 129d6 Attack (129d6 tricks)
-[X] 0d6 Defense (0d6 tricks)
-[X] 0d6 Intercept
-[X] Stoke Saemd (+314 Orthstirr)
-[X] Activate Mire Ward (-6 Orthstirr, +3 Stoked Dice), Stoker State 3 (-9 Orthstirr), and Heated Shroud (-5 Orthstirr) as combat begins. Continue using Sundersight to get a read on him.
-[X] Try and activate 2 layers of Reinforce Shield (-1 Orthstirr) and Explosive-Reactive Armor (-9 Orthstirr, +3 Stoked Dice) before we get hit with his big attack. This takes priority over everything but Mire Ward.
-[X] Give Sagaseeker the needed 3 Stoked Dice immediately.
-[X] Continue using Sailwind (-7 Orthstirr) to move things around and make the situation confusing and keep him unaware of the exact locations of the floating Sparkbombs.
-[X] Use an arbitrary number of Stoking Engage (-13 Orthstirr, tripling its dice each time it is used) parries to defend against all ranged attacks headed into the Mire Ward, accumulating a barrel full of Stoked Dice.
-[X] After the use of Stoking Engage, drop Mire Ward if needed and throw a 1d6+6 Fire Poker w/Puncture plus all of our Stoked Dice except 30 (-14 Orthstirr)...if he tries to Contested Movement this add the 30 Stoked Dice to the Contested Movement check.
-[X] When given a moment, add another 60d6+6 Sword Guard with 2 Odr invested into it (-64 Orthstirr, -2 Odr).
-[X] Once the arrow-storm is over take to the air with Ember-Wing Cloak (No cost, +3 Stoked Dice) immediately, switching to using Emberwind to fuel it as necessary and using Veto Motion (-3 Orthstirr, +3 Stoked Dice) if we must to allow greater precision. Add +1d6 to all attacks and defenses thereafter.
-[X] Start with another 74d6+6 Devouring Blaze w/Puncture (-17 Orthstirr), once we're in melee one way or another use up to six 40d6+6 Sharpenedx15 Heat-Enhanced Firebomb Strikes w/Puncture (-25 Orthstirr each), attempting to herd him towards Sparkbombs if he's inclined to dodge and to bait out his Extinguish.
-[X] At an opportune moment, if he lacks Extinguish and the opportunity presents itself, when he is distracted use Fast Recall (-1 Orthstirr) to pull as many Sparkbombs as we can into his back or other blind spot. Aiming in particular to hit him on his weak side (as revealed by Sundersight) if possible.
-[X] In response to any uses of Contested Movement by Hooknails, use Contested Movement ourselves. Add all our Stoked Dice to it (-3 Orthstirr, +3 Stoked Dice, 10d6+6+Stoked Pool) to counterattack with a Sharpened Fire-Charged Firebomb Strike (-2 Orthstirr) if we need something other than our initial attack (which we usually shouldn't). If we have less than 7 Stoked Dice when doing this spend Odr to hit at least 17d6+6 on each of these.
-[X] If the Mire Ward/Stoking Engage plan isn't working, we will activate Time Stands Still (-1 Aspect, burning our final use of Fight Of Our Life, 27d6+6 on opposed roll), move out of the way of the remaining arrows, join Hooknails in the sky, hit him with an 11d6+6 3Fold Sparkbomb (-30 Orthstirr), and then grapple him from the other side of the arrows with a Double Leg Takedown (-6 Orthstirr) and will use him (or, in theory, his corpse) as a human shield against the arrows (we would use Stoked Dice on opposing any escape attempt before the arrows are done).
-[X] If we are ever captured by something like Inertia-Arresting Throw and cannot disperse it with greater Standstill then stoke an Aspect to escape (we will try and do the same 'surprise him' plan as if we could disperse it when doing this if possible). Likewise, stoke an Aspect if we fall below 200 Orthstirr. If he uses Time Stands Still we will likewise stoke an Aspect to join him in that state. If we are out of Aspects and these events occur we will start using Calm Charges to re-stoke things.
-[X] For attacks not covered by the Mire Ward defense, by default use the Sword Guards to defend against most attacks (other than fleinns). In response to anything not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through those use Halting Vortex (-2 Orthstirr), and if facing a fleinn or Trick Attacks with Puncture that gets through instead use up to one quick-drawn Shield Sacrifices as necessary (-1 Shield).
-[X] Tactics – The basic idea here is to layer Mire Ward's ability to casually parry ranged attacks with ERA's explosive countering of their likely explosive reaction to that and weather the storm, while using Stoked Engage to gather a truly ludicrous pool of power, then throw a Fire Power at him that he will simply have to Extinguish. We then join him in the air. The idea from there is to hit him repeatedly and hopefully set him up to be tricked or physically forced into the remaining Sparkbombs.