I'll do the Firebomb Strike!

EDIT: Should be exactly eighty three there now.

1700001490568.png
Skippy threw 12 6-faced dice. Reason: Firebomb Strike! Total: 36
2 2 1 1 5 5 6 6 2 2 1 1 6 6 1 1 3 3 6 6 1 1 2 2
Skippy threw 11 6-faced dice. Reason: Firebomb Strike! Total: 39
3 3 6 6 3 3 4 4 6 6 3 3 1 1 1 1 3 3 3 3 6 6
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 33
6 6 3 3 5 5 6 6 1 1 3 3 1 1 3 3 2 2 3 3
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 25
6 6 5 5 1 1 1 1 3 3 2 2 1 1 2 2 3 3 1 1
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 35
5 5 2 2 3 3 1 1 3 3 5 5 4 4 1 1 6 6 5 5
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 25
2 2 3 3 1 1 3 3 2 2 2 2 2 2 2 2 2 2 6 6
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 31
5 5 1 1 3 3 5 5 1 1 3 3 1 1 4 4 3 3 5 5
Skippy threw 10 6-faced dice. Reason: Firebomb Strike! Total: 35
6 6 4 4 1 1 1 1 6 6 4 4 1 1 5 5 6 6 1 1
 
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I guess I'll do Contested Movement.

EDIT: Totals (including bonuses) are:

Devouring Blaze: 47
Forceful Lever: 306
IAT: 274
FBS: 284
Contested Movement: 219
DeadmanwalkingXI threw 12 6-faced dice. Reason: Contested Movement Total: 42
5 5 2 2 2 2 1 1 4 4 3 3 5 5 1 1 3 3 5 5 5 5 6 6
DeadmanwalkingXI threw 12 6-faced dice. Reason: Contested Movement Total: 41
1 1 5 5 5 5 2 2 5 5 6 6 5 5 1 1 1 1 2 2 6 6 2 2
DeadmanwalkingXI threw 12 6-faced dice. Reason: Contested Movement Total: 45
2 2 2 2 5 5 4 4 6 6 1 1 2 2 4 4 6 6 3 3 6 6 4 4
DeadmanwalkingXI threw 12 6-faced dice. Reason: Contested Movement Total: 42
3 3 3 3 4 4 4 4 2 2 4 4 1 1 6 6 6 6 3 3 3 3 3 3
DeadmanwalkingXI threw 12 6-faced dice. Reason: Contested Movement Total: 33
6 6 6 6 1 1 3 3 3 3 1 1 2 2 4 4 3 3 2 2 1 1 1 1
 
I'll do it.

Edit: 16 successes I think.
mythfan12 threw 12 6-faced dice. Reason: Tactics Total: 41
5 5 2 2 5 5 4 4 2 2 6 6 1 1 2 2 6 6 5 5 1 1 2 2
mythfan12 threw 6 6-faced dice. Reason: Tactics Total: 20
3 3 6 6 1 1 3 3 5 5 2 2
 
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Gotland Calls | Skane Spar 2
[X] Plan And Now For Standstill
-[X] 105d6 Attack (105d6 tricks)
-[X] 32d6 Defense (32d6 tricks)
-[X] 0d6 Intercept
-[X] Important Note: All bonuses do not include our bonus specifically against Rikard from Frenzybane.
-[X] Important Note 2: Every successful defense with Standstill grants an additional 4 Stoked Pool dice. These are not listed because it's only on _successful_ defenses.
-[X] Important Note 3: All attack sequences obviously stop when our opponents surrender or go down, we are trying to avoid casualties.
-[X] Use Sundersight to gauge our opponents as we fight.
-[X] Using a Calm Charge to make ourselves unreadable
-[X] Activate Slowing Slog for 9 levels (-81 Orthstirr, +4 Stoked Pool), Stoker State 4 (-12 Orthstirr), Slipstream (-8 Orthstirr), and Heated Shroud (-5 Orthstirr). All dice pools below include +1d6 from Sunshine.
-[X] If needed for movement while not using Mire Ward activate Ember-Wing Cloak to take to the air (No cost, +4 Stoked Pool) and use Veto Motion (-3 Orthstirr, +4 Stoked Pool) to maneuver precisely as necessary.

-[X] All Guards (two 120d6+16 Sword Guards w/**2 Odr** each, and a 15d6+16 Semi-Halting Vortex) are still up, continue using the Semi-Halting Vortex only against Basic Attacks, the Sword Guard only against Trick attacks, and neither against Fleinns. The Sword Guards will never engage with Rikard at all in melee. An Atgeir Counter-Stab with a pool of 20 Orthstirr is also up, counterattacking with up to ten 6d6+16 Sharpened Lightning-Charged Firebomb Strikes (-2 Orthstirr from the pool each).

-[X] Open up with a conjured 80d6+16 Sharpenedx9 Orthstirr Enhancedx51 Forceful Lever w/Puncture (-74 Orthstirr) used at range to yank Forseti into the air and out of his pollen cloud and a simultaneous 80d6+16 Inertia-Arresting Throw from our Fast to trap him there, adding **3 Odr** for durability (-6 Orthstirr, **-3 Odr**) which will hopefully cause him some issues.

-[X] Then activate Mire Ward (-6 Orthstirr, +4 Stoked Pool) and make a total of seven Sharpenedx40 Lightning Charged Firebomb Strikes / Puncture 83d6+16 (-50 Orthstirr each) at Rikard (or other targets if Rikard is down).

-[X] If Rikard is down and Forseti is still trapped, fly up and direct attacks at him (getting rid of the pollen cloud first if he has moved it to surround him). If he is also down, move on to Audvin.
-[X] If at any point anyone we are attacking has a Guard up, or plant/ice constructs or pollen clouds seem to be an issue, use up to two 8d6+16 Orthstirr-Enhancedx3 Devouring Blazes adding 3 Stoked Dice to remove them (-10 Orthstirr and -3 Stoked Pool Dice each).
-[X] If it seems useful at any point (to remove, say, a cloud of pollen or seeds, especially ones that look flammable and would hit us with the explosion) use an 30d6+16 Orthstirr-enhancedx23 Sailwind (-30 Orthstirr) to blow things susceptible to that kind of thing away from us.
-[X] Against the first melee attack by Rikard use Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should be at least 44 dice here), counterattacking with a Stoking Strike adding Sharpen, Lightning-Charged, and 51 Stoked dice (-5 Orthstirr, -51 Stoked Dice). If attacked simultaneously by other attacks, defend against them starting with Guards with the same priorities as ranged attacks (listed below)
-[X] If attacked in melee default to using Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should always be at least 4 dice, usually much higher), counterattacking with with Sharpened Lightning Charged Firebomb Strikes (-2 Orthstirr, +4 Stoked Pool) thereafter unless attacked by multiple things simultaneously, in which case if the attacks look especially large counterattack with a use of Forceful Lever (-5 Orthstirr) to move one attacker into the way of the other attack. For smaller or subsequent simultaneous attacks use Contested Movement against one of them and defend against the other with the same priorities as ranged attacks (listed below). Because the Sword Guards will never engage with Rikard this means we will always use Contested Movement on him and the Sword Guards against others if he's making a Trick Attack (his basic attacks might still hit Semi-Halting Vortex). If he attacks them in melee, we respond to it as an attack on ourselves and use Contested Movement as above.
-[X] While Mire Ward is up, casually bat away ranged attacks (barring using Forceful Lever to yank someone into one) (+4 Stoked Dice per attack defended against). While it is not, by default use the Sword Guards to defend against ranged Trick Attacks and Semi-Halting Vortex to defend against ranged Basic Attacks (except Fleinns, as noted above). In response to any ranged attack not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through those use Halting Vortex (-2 Orthstirr, +4 Stoked Pool), and if facing a fleinn or something with Puncture that gets through instead use up to three quick-drawn Shield Sacrifices (-3 Endurance on one Shield) and if that's not viable up to two 120d6+25 Reinforcedx103 Sway defenses(-105 Orthstirr each) as seems appropriate. If we have drawn a shield and defended against a Trick, always defend against the next Trick Attack with that Shield as well (-3 Endurance on the same Shield).
-[X] As a contingency, if a truly unavoidable attack looks to be coming at us, use Time Stands Still (-1 Aspect), avoid it (dropping Mire Ward if needed), and then use one of our three actions to Forceful Lever one of the enemies into the way of it (-5 Orthstirr), and the other two to use Sparkbombs at melee range on other enemies (-15 Orthstirr each), all trying to take out our remaining opponents.
-[X] If we go below 200 Orthstirr or are trapped by something we could break out of by doing so, stoke an Aspect.
-[X] Tactics – The basic idea here is to toss Forseti into the sky, stick him there, and then go to town on Rikard, using our Stoked Pool to actually win the Hamr contests on Contested Movement this time, while using Mire Ward to render Audvin's archery attacks irrelevant. If we get Rikard down, we fly up, finish off Forseti, then move to Audvin. In a real emergency, we'll activate Time Stands Still, but we're trying to avoid that.
0~0~0

Picking yourself off the ground, you grit your teeth as you fix your mind back on the fight. With even your Sundersight struggling to tell what Forseti's doing, he's the obvious choice to take out first. Leaping free of the crater, you aim to do just that!

As you exit the hole, however, you lock Steel eyes with Audvin as he balances atop a spectral arrow shooting across the sky—a ball of sickeningly-familiar hungry flames in his cupped hands. His hand snaps forward as the Devouring Blaze leaps free!
(Devoured)
A half-hearted Halting Vortex does little but stoke the fires of the flames' hunger as the blaze washes over you. The shroud of raw heat is the first to vanish inside the inferno's gullet as the spectral atgeir and half-strength Standstill shield follow close behind. Even the wisps of accelerating wind twisting around your limbs is devoured by the ravenous frenzy of the flickering heat.

"See, Rikard?" Audvin's voice greets your ears as you emerge from the explosion of fire. He turns back towards you as he speaks, "If you had waited, than I'd have devoured her protecti- Oh for fuck's sake!" He shouts as he lays annoyed eyes on the swords still floating around you in a protective orbit. The displeasure soon turns to shock as his gaze falls to the ball of flames now flickering in your hand.
(Trick Attack: 47 vs Basic Defense: 14+5=29, Attacker Wins!)
He plummets as the Devouring Blaze gorges itself on not only the layers of Reinforce Shield on his body and the swarm of guarding arrows surrounding him, but the arrow upon which he stands. He slams into the ground with a wince-worthy crunch as the air is knocked from his lungs. He groans in the crater you just left, out of the fight for the next few heartbeats at least.

Who isn't out of the fight, though, is the laughing Rikard. "Is that what you wanted me to see?" Rikard can barely stand from how hard he's laughing, a finger pointing straight at Audvin as he groans in the crater you just left. Before you can take advantage, though, his eyes turn sharp as they fall on you, "I'll show you what I want to see!"

You frown as he drives an empty, grasping hand towards the sky. What's he pla- Realization strikes the exact same moment he does. The earth rumbles and a massive, stone fist bursts up from the ground. Its fingers blot out the sun as they wrap in and around you, trapping you in its grasp—if it weren't for the runes on your armor, that is.

Like the slickest of fish, you slip free the stony hold and daintily land on your feet. Planting a hand on your hip, you pierce Rikard with a snickering smirk as he stares in open-mouthed shock, "Is that really what you wanted to see?"

Not waiting for an answer, you pivot on the spot and drive a finger at Forseti—who, up until that moment, had gone mostly unnoticed as he built up a considerable supply of pollen. A ghostly atgeir leaps free of your hand and rockets across the war-torn battlefield.
(Trick Attack: 306 vs Trick Defense: 98+5=103, Attacker Wins!)
Darting past the slightly-panicked attempt at defense, your atgeir hooks around Forseti's belt and levers him up high into the sky! Arms flailing wildly, there's little he can do to defend himself from the fast-deployed Inertia-Arresting Throw. The invisible folds of Standstilling cloth wrap around him, leaving him hanging frozen in the air.

Your instincts scream alarm bells as you sense Rikard making another move. Whipping around on the spot, you let your Standstill twist into a slowing field around you as you prepare to receive his attack—which comes only as Rikard punches the sky.
(Undefended, but absorbed by your chain belt)
Realizing your mistake a second too late, you leap into motion just as the fist breaks the ground beneath your feet. Unfortunately, with your lack of Slipstream's boon, you can't quite clear it in time as a massive stone knuckle clips your leg. Every chain on your belt burns out as you're sent flying by the impact—just in time for Audvin to shake off the stun and make his move.

Drawing the bowstring back to his chest, his motions gain a quartet of afterimages as he lets the Folded attack fly free. The bowstring twangs as five crimson orthstirr-clad arrows whip free of its embrace. Zipping across the battlefield, they each aim to run you through—but not if your swords have anything to say about it!
(Swords win thrice!)
However, as the weaker sword shatters from the orthstirr injected into it, you realize your mistake just in time to react as the second sword bursts into shards of crimson power. Sagaseeker clatters to the ground as your instincts scream advice and two arrows speed your way. One shield won't cover it, you'll have to use two!
(Shield Sacrifice x2)
As the remains of a pair of shields rain down around you, Sagaseeker leaps back up to your hand with a flick of the wrist as you round on Rikard—who had just started a charge. Pulling your arm back, sparks arc across Sagaseeker's blade as he rides a wave of explosive force.
(Trick Attack: 284 vs Trick Defense: 351+14=365, Defender Wins!)
Just as you're about to drive your atgeir into Rikard's forehead, he lets his sword slip free of his hand to dangle from his wrist. Snapping his now-cupping hand out, a rocky palm erupts from the ground to mirror his motions. Sagaseeker carves a deep crevice into the surface, but goes no further as Rikard snatches up his sword and moves in for the attack. Swords crossed before him, their blades blaze with crimson strength as he swings them in tandem.
(Halla's Hamr: 219: vs Rikard's Hamr: 34+9=43, Halla Wins! Reinforce Shield Broken!)
Time slows to a halt as your heart's fire strengthens your blow. Swinging forward with all your might, you aim to cleave Rikard head-to-sternum. Slipping past his own attack, Sagaseeker collides with his mail as a flash of light explodes out and you're sent flying back.

It takes you a moment to figure out what happened, but it's simply infuriating when you do.

Rikard repainted on his Reinforce Shield layers, the bastard.

(Round Break: Reinforce Shield Broken)
0~0~0
(Tactics: 9+2(Rounds)+7(Frenzy)) 18 Successes

Sundersight reveals nothing new.

Audvin is planning on peppering you with high-powered attacks and Devouring Blazes if you create any more Guards. He's intending on stripping you of your buffs whenever he can, too.

Rikard will be fighting you with his stone fist attacks, from range as he's certain that you've got some kind of anti-melee ability. He's also planning on seeing if he can't figure out how you slipped free of the stone hand grapple—so he can defeat it.

Forseti is planning on using an Aspect to burst free of the Inertia-Arresting Throw before unleashing his built-up attack on you.

Endurance: (15/16) | Frenzy: (7/7) (+7 to all Combat Rolls) | Armor: (42/42) (+9 to Defense)
Orthstirr: (769/1319) | Odr: (119)
( ) Frami: 440 | ( ) Virthing: 440 | ( ) Saemd: 439
Sagaseeker has 80 orthstirr in his reservoir.
Emberguard has 28 orthstirr in its reservoir.
Shapeshifting + Runes are granting you (+2 to Damage, +7 Attack-Speed)
Your combat pool is 137d6 and you have 4d6 Stoked Dice

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: Quite tired and hungry right now, so I'll just let you folks figure out how much orthstirr you have while I eat food. My apologies for that.

@DeadmanwalkingXI , you can edit this post.

No moratorium
 
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If the other two are going for ranged attacks anyway maybe we could use Dandelion as a human shield? Their attacks could potentially disrupt his, though Rickard is more likely to do so. Although that's pretty risky, maybe just hit his pollen with a Devouring Blaze while he's stuckin place?
 
If the other two are going for ranged attacks anyway maybe we could use Dandelion as a human shield? Their attacks could potentially disrupt his, though Rickard is more likely to do so. Although that's pretty risky, maybe just hit his pollen with a Devouring Blaze while he's stuckin place?

I think we use TSS here to take Forseti out. And possibly others as well. We may do other stuff first, but that's gotta be part of the plan, I think.
 
I'd say we focus hard on Forseti (but maybe not TSS hard) while he's breaking free and trying to get his wits about him, and just focus fire him down to reduce them by a fighter.
 
I'd say we focus hard on Forseti (but maybe not TSS hard) while he's breaking free and trying to get his wits about him, and just focus fire him down to reduce them by a fighter.

I'm very dubious we can survive focusing hard on him for long enough to take him out while the others attack us absent TSS. He has a shield, so that's gonna require several hits. Taking him out is a priority but I think we need TSS for that.
 
Feels like we're holding our own pretty well for a 3V1, but possibly at risk of getting worn down here.

These guys don't seem like they're taking this 100% seriously, either.

Just as you're about to drive your atgeir into Rikard's forehead, he lets his sword slip free of his hand to dangle from his wrist. Snapping his now-cupping hand out, a rocky palm erupts from the ground to mirror his motions. Sagaseeker carves a deep crevice into the surface, but goes no further as Rikard snatches up his sword and moves in for the attack. Swords crossed before him, their blades blaze with crimson strength as he swings them in tandem.
(Halla's Hamr: 219: vs Rikard's Hamr: 34+9=43, Halla Wins! Reinforce Shield Broken!)
Time slows to a halt as your heart's fire strengthens your blow. Swinging forward with all your might, you aim to cleave Rikard head-to-sternum. Slipping past his own attack, Sagaseeker collides with his mail as a flash of light explodes out and you're sent flying back.

It takes you a moment to figure out what happened, but it's simply infuriating when you do.

Rikard repainted on his Reinforce Shield layers, the bastard.

Huh, did we go for the Stoked Strike here?

Unfortunate, we should have put more dice into damage and less into the Contested Movement, in retrospect.
 
Without Time Stands Still I don't think we can outright win the fight, but we could have fought two of them and come out with a win.
 
I think we could win without TSS if we got lucky with a really clever tactic and took one of them out, or if we were willing to just straight-up kill them.

Half the reason that last attack did not hurt Rikard is because we deliberately scaled down the blow, for example. We could have hit him with an 81-Dice Stoked Strike rather than a 51 dice Stoked Strike and still had ten dice to add to the Contested Movement, but we were worried about hurting him when he'd taken armour damage.
 
Huh, really? Today I learn...

Yeah, it's designed to mimic a shield sacrifice, after all. Finales can get past that, but not much else.

In general, I agree with you that we're having to hold back, but so are they...and I think that our reluctance to use TSS is becoming an issue now. We took our shot without it and it didn't work out because one person can re-do defenses while we're attacking another...we need to while down their numbers in was that don't allow for that.
 
I'm a little new to the quest and I understand it is not fair play to use Time Stands Still to just win, but could it be used to set up the battlefield with other tricks? I recall a previous battle where it seemed like y'all were attempting to fill the battlefield with fire bombs, but they just flat out were not fast enough out of the gate to be useful. Would that be a problem with basically free time to do so?

Could this turn in Touhou quest? I don't know.
 
In general, I agree with you that we're having to hold back, but so are they...and I think that our reluctance to use TSS is becoming an issue now. We took our shot without it and it didn't work out because one person can re-do defenses while we're attacking another...we need to while down their numbers in was that don't allow for that.

If we're going that way, then we might want to some stuff to build up our Stoked Pool first, at least twelve dice or something, so that we can add it to the check for TSS.
 
Okay, so, plan:

[X] Plan Shooting Skeet
-[X] 105d6 Attack (105d6 tricks)
-[X] 32d6 Defense (32d6 tricks)
-[X] 0d6 Intercept
-[X] Important Note: All bonuses do not include our bonus specifically against Rikard from Frenzybane.
-[X] Important Note 2: Every successful defense with Standstill grants an additional 4 Stoked Pool dice. These are not listed because it's only on successful defenses.
-[X] Important Note 3: All attack sequences obviously stop when our opponents surrender or go down, we are trying to avoid casualties.
-[X] Stoke Frami (+440 Orthstirr)
-[X] Use Sundersight to gauge our opponents as we fight.
-[X] Activate Stoker State 4 (-12 Orthstirr), Slipstream (-8 Orthstirr), Heated Shroud (-5 Orthstirr), and Ember-Wing Cloak to take to the air (No cost, +4 Stoked Pool) as combat begins, and Veto Motion (-3 Orthstirr, +4 Stoked Pool) to maneuver precisely as necessary. All dice pools below include +2d6 from Sunshine and Skyfire.
-[X] Activate Slowing Slog for 9 levels (-81 Orthstirr, +4 Stoked Pool) if we ever seem about to take damage.

-[X] Open up with the 81d6+16 4Fold Kindle Spinner (-9 Orthstirr, +4 Stoked Pool) from our Fast at Forseti while he is still trapped, hopefully taking him out before he can free himself.
-[X] Simultaneous with that, toss up a 120d6+16 Atgeir Bodyguard w/2 Odr added (-125 Orthstirr, -2 Odr),
-[X] Starting while the Kindle-Spinners are still going move into melee and attack Rikard with up to five 124d6+16 Sharpened x60 Lightning Charged Firebomb Strikes / Puncture (-70 Orthstirr and +4 Stoked Dice each), if Rikard goes down move on to Forseti (if he's still up) or Audvin.
-[X] If at any point anyone we are attacking has a Guard up, or plant/ice constructs or pollen clouds seem to be an issue, use up to two 10d6+16 Devouring Blazes adding 3 Stoked Dice to remove them (-7 Orthstirr and -3 Stoked Pool Dice each).
-[X] If it seems useful at any point (to remove, say, a cloud of pollen or seeds, especially ones that look flammable and would hit us with the explosion) use an 30d6+16 Orthstirr-enhancedx23 Sailwind (-30 Orthstirr) to blow things susceptible to that kind of thing away from us.

-[X] Against Audvin's first attack, use Contested Movement against Rikard using one use of Fight of Our Life and our entire Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 18d6+16 Hamr Roll + Stoked Pool which should be at least 8 dice here), counterattacking byy using Forceful Lever (-5 Orthstirr) to put Rikard between us and the attack.
-[X] If attacked in melee default to using Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should always be at least 4 dice, usually much higher), counterattacking with with Sharpened Lightning Charged Firebomb Strikes (-2 Orthstirr, +4 Stoked Pool) unless attacked by multiple things simultaneously, in which case use Contested Movement against one of them and defend against the other with the same priorities as ranged attacks (listed below).
-[X] By default, once it's up, use our Ageir Bodyguard to defend against ranged attacks (except Fleinns). In response to any ranged attack not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through that or is used on us without it up use Halting Vortex (-2 Orthstirr, +4 Stoked Pool), and if facing a fleinn or something with Puncture that gets through instead use up to three quick-drawn Shield Sacrifices (-3 Endurance on one Shield) and if that's not viable up to two 121d6+25 Reinforcedx103 Sway defenses(-105 Orthstirr each) as seems appropriate. If we have drawn a shield and defended against a Trick, always defend against the next Trick Attack with that Shield as well (-3 Endurance on the same Shield).
-[X] If we are specifically targeted by an AoE that seems avoidable use Backstep + Ember-Wing Cloak (-5 Orthstirr) to avoid it (on Devouring Blaze, do this in preference to other defenses).

-[X] As a contingency, if a powerful and truly unavoidable attack looks to be coming at us (especially Forseti's big move, which we'll use this on no matter what), use Time Stands Still (-1 Aspect, 23d6+16, +4 Stoked Pool then adding all Stoked Pool to the roll), avoid it, and then use one of our three actions to Forceful Lever one of the enemies into the way of it (-5 Orthstirr, prioritizing Rikard, then Audvin), and the other two to use a 3Fold Fast-Stored Kindle Spinner (-5 Orthstirr) and a Sharpened Lightning Charged Firebomb Strike (-2 Orthstirr) in whichever order seems best at melee range on other enemies, all trying to take out our remaining opponents (prioritizing Forseti, then Audvin, then Rikard).
-[X] If we go below 200 Orthstirr or are trapped by something we could break out of by doing so, stoke an Aspect.

-[X] Tactics – The basic idea here is to use Rikard o block Audvin's first attack with Forceful Lever, then unleash our Folded Kindle Spinner from our Fast on Forseti before he gets the chance to act, hopefully taking him out, simultaneously putting up our own defenses and attacking Rikard again to try and finish him off as well. If we don't manage to take out Forset before his Trick goes off, then, we'll use Time Sands Still to avoid it and try and finish our opponents off.

Plan name due to shooting people out of the air, which is hopefully something happening at least twice to our enemies and not to us. Plan tactics largely courtesy of Alectai on Discord, with contingencies and defenses after that first Contested Movement being my additions.

It's arguable we don't need that many dice on the Kindle Spinners (because Forseti's trapped)...but better safe than sorry, I think.

EDIT: Edited the prioritization and attacks under TSS slightly.
 
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[X] DeadmanwalkingXI

All seems good to me. Maybe make it so that we always use TSS on Dandelion's big attack, and on anything else big and scary, instead of just if we don't think anything else will work, but otherwise yeah. Just because I feel that TSS will let us win the match and get the beautiful rewards at the end instead of the consolation prize of extra training xp. Also should we dump our Stoker pool on the Hugr check for TSS?
 
All seems good to me. Maybe make it so that we always use TSS on Dandelion's big attack, and on anything else big and scary, instead of just if we don't think anything else will work, but otherwise yeah. Just because I feel that TSS will let us win the match and get the beautiful rewards at the end instead of the consolation prize of extra training xp. Also should we dump our Stoker pool on the Hugr check for TSS?

I'll fiddle with the wording there...and we are using our Stoked Pool on that? EDIT: Clarified that we're always gonna use TSS on Forseti's big attack if it goes off.
 
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