Our Hama field will be hit first, so I unless he ends up doing more than 40 damage to us were fine in that department.

This is only sorta true. An attack that did 50 damage would do damage to both Hama and Armour, but so would multiple hits for smaller amounts. Five hits for low damage will also start in on the armour. The fourth hit if all of them are doing 20 each.
 
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This is only sorta true. An attack that did 50 damage would do damage to both Hama and Armour, but so would multiple hits for smaller amounts. Five hits for low damage will also start in on the armour. The fourth hit if all of them are doing 20 each.
Well yes, I meant less do 40 damage in one single attack and more if he can deal us 40 damage over all.
 
[X] Plan: Efficient Murder Machine
-[X] Stance: {Prayer for Perseverance, Darting Strike, Clever Deflection, Giant-Killing Blow, Perfect Footing, Faulty Ground}
-[X] Tactics: Open combat with Darting Strike. Then follow up by staying engaged with basic attacks. Use Clever Deflection freely, follow up with Giant-Killing Blow only if a good opportunity presents itself. Reserve Faulty Ground for disrupting the opponent in the event that they gain the upper hand or more opponents arrive to gang up on Audrey, then follow up with Giant-Killing Blow if they remain vulnerable, otherwise simply reconsolidate and press the offensive. On any turn where Giant-Killing Blow was used, do not use Giant-Killing Blow in the following turn to allow Fervor to recuperate, but continue to make use of Clever Deflection and, only if needed, Faulty Ground. Run down any fleeing opponents with Darting Strike.

Audrey using Giant-Killing Blow was stated to be mostly a result of her Ira and Superbia kicking in
She's meditated on the matter since that fight, so I'm moving forward with the assumption that she's more capable of picking better, more assured openings

You may think that the plan seems rather aggressive, however it's more that Audrey's armor really raises the ceiling on what can be considered fighting in a reserved or defensive manner
Most notably, it doubles her Fervor Replenishment

Audrey has a max capacity of 30 Fervor, but regains 20 a turn
For this plan I aim to have her try to make as efficient use of this Fervor as she can, as being too tentative with it effectively "wastes" the greater Fervor refresh her armor gives her
  • Prayer for Perseverance + 2 Clever Deflections = 11 Fervor, Audrey can maintain this indefinitely with a +9 Fervor Surplus
  • Prayer for Perseverance + 2 Clever Deflections + Faulty Ground = 16 Fervor, +4 Fervor surplus
  • Prayer for Perseverance + 2 Clever Deflections + Giant-Killing Blow = 26 Fervor, with a replenish of 20 Fervor Audrey is at a -6 Fervor deficit, starting the next turn at 24 Fervor.
    • Fully recovered back to 30/30 after a turn with Prayer for Perseverance + 2 Clever Deflections
  • Prayer for Perseverance + Faulty Ground + Giant-Killing Blow = 25 Fervor, -5 Fervor deficit, starting the next turn at 25 Fervor.
    • Fully recovered back to 30/30 after a turn with Prayer for Perseverance + 2 Clever Deflections
  • Prayer for Perseverance + Darting Strike + 2 Clever Deflections + Giant-Killing Blow = 29 Fervor, -9 Fervor Deficit, starting the next turn at 21 Fervor
    • Fervor recovered back to 30/30 after a turn with Prayer for Perseverance + 2 Clever Deflections
We shouldn't be too shy about Giant-Killing Blow
Don't just throw it out willy-nilly, but if Audrey sees a good opportunity after a Clever Deflection or Faulty Ground she should take it (I am trusting Audrey's judgement on what qualifies as a "good opportunity" but again, she did spend an update meditating on the matter)
Then spend at least 1 turn without using Giant-Killing Blow to recover to make sure we don't end up stuck at 20 Fervor a turn, after which we'll have the option to nova again if necessary

Audrey's job is also to prevent any Bandits from fleeing
This does necessitate going in a bit harder, as she cannot afford to be tied down fighting one bandit while others potentially flee
Or start to pour out of the camp and gang up on her
It's much better for both Audrey and the surrounding countryside's health if she cuts down each bandit in as efficient a manner as possible before moving to the next, rather than play it too conservative and allow them to potentially pile up and overwhelm her

Lastly, a panic button
If there's one lesson to take away from the last fight, it's the importance of having one
You cannot count on the enemy not having some trick or plan that disrupts yours, so you need to account for a way to regain control if needed
Faulty ground shall once again serve as our reset button in the event that things go awry
 
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I do like how the first lesson of Audrey's self-reflection was "I closed in too quickly", and her very next combat action is using Darting Strike to close in quickly.

I am not saying it's a bad idea (for one, this bandit certainly has better range than the last one), but it's also a very Superbia-Ira idea.
 
[X] Plan: Efficient Murder Machine

Taking advantage of our greater fervor replenishment to land heavier hits during openings and forcing them to divert resources to defence sounds viable. Though Im admittedly a bit wary of those pesky shields.
 
Scheduled vote count started by Alectai on Sep 6, 2024 at 9:04 PM, finished with 28 posts and 15 votes.

  • [X] Plan: Efficient Murder Machine
    -[X] Stance: {Prayer For Perseverance, Darting Strike, Clever Deflection, Giant-Killing Blow, Perfect Footing, Faulty Ground}
    -[X] Tactics: Open combat with Darting Strike. Then follow up by staying engaged with basic attacks. Use Clever Deflection freely, follow up with Giant-Killing Blow only if a good opportunity presents itself. Reserve Faulty Ground for disrupting the opponent in the event that they gain the upper hand or more opponents arrive to gang up on Audrey, then follow up with Giant-Killing Blow if they remain vulnerable, otherwise simply reconsolidate and press the offensive. On any turn where Giant-Killing Blow was used, do not use Giant-Killing Blow in the following turn to allow Fervor to recuperate, but continue to make use of Clever Deflection and, only if needed, Faulty Ground. Run down any fleeing opponents with Darting Strike.
    [X] Plan: There's no to get violent. Steady Edition
    -[X] Stance: {Prayer For Perseverance, Darting Strike, Clever Deflection, Giant-Killing Blow, Perfect Footing, Faulty Ground}
    -[X] Tactics: Open with Darting Strike because there is no reason not to. Fight defensively while the bandit is desperately attacking. Try to use Clever Deflection and follow up with Darting Strike if successful. If the bandit tries to flee or seems to be seriously flagging, use Faulty Ground to create an opening for Giant-Killing Blow. Keep the bandit between you and the camp if you can for the duration of the fight.
    [X] Plan: There's no need to get violent.
    -[X] Stance: {Prayer For Perseverance, Darting Strike, Clever Deflection, Giant-Killing Blow, Perfect Footing, Faulty Ground}
    -[X] Tactics: Open with Darting Strike because there is no reason not to. Fight defensively while the bandit is desperately attacking. Try to use Clever Deflection and follow up with Darting Strike if successful. If the bandit tries to flee or seems to be seriously flagging, use Faulty Ground to create an opening for Giant-Killing Blow. Keep the bandit between you and the camp if you can for the duration of the fight.
 
Turn 1.5 - The Giant-Killing Blow
Audrey adjusts the grip on her sword as she meets the bandit's steely gaze. His teeth clenching, he advances with shield and spear at the ready. Grass crumples beneath nail-fastened boots, each step a steady beat on the drum of the warrior's heart.

The heart-drum skips a beat and violence strikes a cord.

Audrey closes the gap in an instant, uprooted grass swirling in her slipstream as fervour flares along her sword. The bandit barely has time to jostle his shield into position before the sword swings down from the heavens. Iron edge greets rawhide rim as it cleaves through wood and leather alike, nearly taking the bandit's head off his shoulders if not for a reflexive duck.

Audrey scowls behind her helm as the bandit jumps back, a pockmark crater left in his wake. Twisting midair, he aims to hit the ground running—running in the opposite direction. So he wants to run away, does he? Audrey scoffs to herself as she moves in pursuit; if he wants to turn his back and give her the perfect target, then he can be her guest!

Devouring the ground beneath her, Audrey races after the bandit with sword held high and a smile spreading across her face. Her armour fuels her stride with ample strength as the bandit nears and Audrey readies a strike—only for her instincts to scream at the last moment.

The bandit flexes fingers as a sinewy snare rises from the ground, his hama flaring to life about him. Audrey drives feet into the earth as her jaw snaps shut with a sharp click! Earth sprays, but too much speed carries her forward as the snare wraps about her armoured ankles and sends her sprawling forwards.

A surge of anger rips its way through her heart as the world seems to slow to a snail's pace. Her faceplate nears the grassy ground, the insult drawing ever-closer with every passing heart-twitch. If she falls flat on her face in her armour's maiden voyage, she'll never live it down! This cannot be allowed to happen.

Teeth grinding together, Audrey wrenches her feet free as she throws herself forward. Tucking her chin tight, her shoulder catches the impact as she rolls across the ground. Riding the roll to her feet, she leaps upright with sword in hand, ready to defend against the blow that surely swings her way.

Only, instead of the expected attack, she catches sight of the bandit's back as he crashes through underbrush and darts into the trees. He's running?! While bandits can hardly be expected to have the courage to stand and fight, he could at least meet his death face-first! Where is his pride, his honour?

Clicking her heels together, magic strength surges through her legs as a smile spreads across her face. Besides, it's not like running is a winning strategy against the Eotenslaga—not with her family's preference for all things magical footwear.

Magic boots lending her great speed, Audrey's legs are a blur as she darts after the fleeing bandit while keeping in mind the snare. The bandit barely has time to glance over his shoulder before she's on him, her sword aglow with holy fervour.

His eyes snap wide and he turns with shield raised, but he's far too late for that. Trailing fervour, her sword crashes through the flimsy shield of misty hama and drives straight into gambeson. Threads sever as cut cloth dangles, swaying in the wind.

The sword blow nearly sends the bandit stumbling to the ground, but a desperate thrust of the spear keeps Audrey from capitalising. Bursts of ealdor spark along the spearhead, the thrust just enough to keep Audrey at bay while the bandit recovers—or so the bandit would think.

Audrey grins as she parries the paltry blow. Her crossguard catches the spear as she twists forward, stepping well inside the bandit's guard. There's nothing he can do as light dances along the sword's pommel; the play a show of beauty as his nose crunches under iron pommel.

The bandit's head snaps back, an arc of blood following the motion as Audrey draws her sword back. Red lightning crackles across her blade for a bare moment, a single frame in a sea of scenes, as she steps forward and swings with all her might.

Reality ripples as the bandit flails his battered shield into position. A sharp crack splits the air and a wave of primordial force flows through all things as iron meets splintered wood; the wave soon followed by a splashing arc of red lightning clinging to existence like cracks upon stone. Audrey's line-crossed eyes light up as she steps into the swing, cleaving through wood, cloth, and flesh in a single blow.

Splinters fall around them as blood-mixed sweat splatters against the grass, nearby trees groaning under the weight of red lightning. The bandit staggers, his shield-arm a gory mess as he gasps for air, as his spear comes up in a desperate attempt at making distance.

Eyes leaking the tell-tale red lightning of her Eotenslaga heritage, Audrey sidesteps the blow with ease. Her storm bolt-clad sword glides down the spear shaft as she advances with pride in her posture and strength in her arms.

A second crack batters ears as another wave of reality-cracking red ripples through all existence. Lightning explodes from her sword's wake as the shadow of the thunder-formed cross flickering upon reality's surface cuts short the bandit's screams; the uneven halves of his body hit the ground one after the other.

Blood splatters across Audrey's armour as a smile spreads wide across her face. The praise of a bird's call fills her ears as the Eotenslaga's lightning slowly fades and reality steadily mends.

She did it.

0~0~0

"You did well," Reinald's voice plucks Audrey from her basking, the road back to Warwick quickly growing shorter and shorter as their horses eat up the distance, "very well, in fact. You corrected your mistakes and internalised them far faster than I expected."

Of course Audrey did! She's not some common Page, some rank amateur; she's a Squire in truth and name now that she's got her armour!

"Still, while your tactics are shaping up well," Reinald's next words dampen her pride, if only slightly, "your technique needs refinement. The difference between a Knight and a Squire is less one of raw power, though that certainly plays a part, and more one of skill. A Knight worthy of the title never stops training, they always work to polish and broaden their toolbox to ever greater heights."

"Specifically," Reinald continues as he retrieves a sheaf of paper and charcoal-tipped pencil with a twist of an Ark Ring. Eying the pencil's tip with a narrowed eye, a fervour-sharpened fingernail carves the dull head to a razor point. The scritch-scratch of pencil on paper fills the air as he speaks, "these are what we shall be focusing your training on. Your soma is well-developed for your age, so fostering that talent is essential. However, soma alone does not a warrior make, so we shall make sure that you learn the proper meditations to leverage your strength. Likewise, shoring up your psyche and hama will be vital to preventing exploitation from canny foes." Finishing writing down the list of things, Reinald hands the paper to Audrey, "Tomorrow, I shall teach you the Vanguard's Prayer, a meditation to strengthen one's advance and steady one's strikes."

Audrey's eyes scan across the list over and over, her brows steadily furrowing a knot between her eyes. The loop-filled script of her mentor is far from simple, but read it she does—even if proper understanding will require further study. "Thank you, teacher."

Reinald tilts his head to the side, a wry smile tugging at the corners of his mouth as a twinkle enters his eye, "Your thanks are appreciated, Squire, but unnecessary. Still, you did well in your first patrol, well enough that I imagine you deserve some manner of reward."

"Reward?" Audrey's ears perk up at the honey-flavoured word. She stiffens in her seat, slashed eyes tearing away from the list to stare dead-on at her mentor.

Rather than answer her with words, Reinald merely extends a hand and lays it upon her head. A silent moment passes as a warm glow enters her inner temple. From the heavens of her head comes spiralling strength, the gift of Zeal flows through the hallways and alcoves before settling in the tabernacle of her soul.

(+4 Zeal)
0~0~0

Audrey now has the opportunity to decide her own course of training and other activities for the next two months. Make a plan:

(This introduces the plan structure that will be used for at least a large part of Audrey's time as a Squire. You may select one Focus Action and one Secondary Action, as well as one Idea in your Chancellery to think on, and Training and Zeal expenditures. The difference between a Focus and Secondary Action is purely narrative…the Focus action receiving the lion's share of the writing and screen time. Both occur in-universe and may be of equal importance, the Focus action is just the one you want to see written about. You've got a fair amount of freedom here, but if you get stuck, you can always socialise with your fellow squires, butter up the local Thanes, or follow up on a plot detail you noticed earlier. Do keep in mind that you're still a baby Squire, and won't be allowed to go on solo adventures until your Master is satisfied with your progression.

In this case, Audrey only has one idea available, so she is locked in on thinking about it. She receives 12 Training and 10 Zeal again (For a total of 20), this time with some Training pre-allocated, as she is learning Vanguard's Prayer at Rough, improving one Rough Prayer of her choice, and learning one new Prayer of her choice. Her options will open up in future, but right now Reinald is still being very hands on.)


[ ] Example Plan
-[ ] [Focus Action] Insert Action Choice Here
-[ ] [Secondary Action] Insert Action Choice Here
-[X] [Chancellery] Head On A Swivel
-[ ] Training and Zeal (12 Training, 20 Zeal)
–[X] Spend 3 Training on Vanguard's Prayer
--[ ] Spend 6 Training on one existing Prayer
–[ ] Spend 3 Training on one new Prayer or Feat (write-in what you want it to do, vetoes are possible, feel free to ask questions)
–[ ] Spend X Zeal on ???



Tactics: 7 successes for the Bandit, 5 successes for Audrey.

Round 1:
Darting Strike from Audrey: 29
Basic Defence from Bandit: 17
Bandit uses Shield to cancel damage
Snare Creation Feat from Bandit: 37
Clever Deflection from Audrey: 28
She is tripped and falls prone, spends her action getting up
Bandit spends his action running.

Round 2:
Audrey uses boots of speed and Darting Strike to chase down bandit: 21
Basic Defence from Bandit: 19
Bandit gets hit for 40 damage, his Hama + Armour absorb it, but take 10 damage each.
Bandit attacks: 27
Audrey uses Clever Deflection: 30, creates an opening
Audrey uses Giant-Killing Blow: 32
Bandit Basic Defence: 18
Bandit uses his last shield use, halving damage and taking 10 each to his Hama, his armour, and himself. His armour is wrecked.
Bandit Attack: 33
Audrey Clever Deflection: 35, creates an opening

Round 3:
Audrey uses Giant-Killing Blow again: 28
Bandit attempts to defend: 26
Bandit takes 80 damage and dies outright.
 
Victory!

If we've got 20 Zeal now, I want to buy Hama 5 outright and save the remaining 4 for emergencies/future purchases. Boosting training works better the earlier we do it, and I don't think there's anything else we urgently need.

Don't know what to spend the 6 dice on, but for the 3 I think we should get some sort of Perception prayer/feat. Maybe some sort of heightened awareness?
 
–[ ] Spend 3 Training on one new Prayer or Feat (write-in what you want it to do, vetoes are possible, feel free to ask questions)
Is a healing (or at least stabilization) prayer possible? Something basics that can stop us (or someone else) from bleeding out or succumbing to poison.

Less something that we can use mid combat to stay in the fight but more something that would stop us form succumbing after winning or fleeing for at least a little while.
 
Don't know what to spend the 6 dice on, but for the 3 I think we should get some sort of Perception prayer/feat. Maybe some sort of heightened awareness?
Something to address someone running away would make sense after the current fight. Some sort of ranged attack? A sword throw maneuver? A lasso?

A few ideas:

[] Rising Attack: Being caught on the ground can be deadly, as a user of Eotenslaga knows well. This Prayer combines a rising maneuver with a rising slash, allowing recovery and attack in one motion.

[] Cast Sword: This Hama Feat tethers a string of Hama to one's blade, allowing a surprising ranged attack and a convenient retrieval of one's blade.

(I'm unclear if we'd need to buy the Shape first or how that works. I guess this would be a String/Rope Shape.)

[] The Grasp of the Righteous: This Hama Feat casts a rope-shaped Hama field at an enemy, grabbing them and hauling them towards the user.
 
Those are Shapes you don't have. You have the Ground Shape, but that can be defined as "The ability to manipulate footing and the floor in your immediate surroundings.". Make of that what you will.

As an example, Sure Footing means you have cleats, your trip Feat means you can create a rabbit hole within your Ground Shape that someone steps into and wrenches their ankle.
 
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Okay now that me embarrassing myself is out of the way.

I agree with The Meddler on Hama 5 now. Probably want to ignore it for a while after.
We could save the remaining 4 Zeal or use it to get a skill from 2 to 3. For those we have several options:
Administration is not urgent in the least, so probably not.
Scholarship might be relevant if we need to do research, but we don't have anything to research right now at least. So not very urgent.
Athleticism might be useful because I can easily see Audrey getting upset being upstaged at this.
Horsemanship isn't all that relevant yet, either. Thought we'll definitely want this, later.
Insight is actually something I'd like to advocate for, as it should help us learn from observation of other's magic. We're in a good environment for that.
Precision also isn't urgent, but I could make a similar argument to the one for Athleticism.

"The ability to manipulate footing and the floor in your immediate surroundings.".
We could make something that lets the ground launch us upwards if we're prone?

As for the 6 Training into an existing Prayer (It says Prayer so it shouldn't be allowed to go into a Feat, right?):
I think I'd like to Refine Giant-Killing Blow.
(Also assuming it has to be ONE Prayer, thus can't be divided amongst stuff.)
 
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Those are Shapes you don't have. You have the Ground Shape, but that can be defined as "The ability to manipulate footing and the floor in your immediate surroundings.". Make of that what you will.

As an example, Sure Footing means you have cleats, your trip Feat means you can create a rabbit hole within your Ground Shape that someone steps into and wrenches their ankle.
Right, I guess what I'm unclear on is how one gains new Shapes. But it sounds like it's not something we can do right now; I'm guessing through narrative events or Chancellery stuff.

Is the Prayer version that combines a rise and a strike into one acceptable?

Then again, as we're playing a trip-spec character maybe I don't want to introduce quick-kip-ups into the meta...
 
I am also in favor of buying Hama 5 for the purposes of getting more zeal and training. I would rather Refine Limb Breaking Hold though. it's armor and hama ignoring damage, it inflicts a status effect that's pretty versatile, either revoking shield privledges or slowing them down.

Right, I guess what I'm unclear on is how one gains new Shapes. But it sounds like it's not something we can do right now; I'm guessing through narrative events or Chancellery stuff.

Is the Prayer version that combines a rise and a strike into one acceptable?

Then again, as we're playing a trip-spec character maybe I don't want to introduce quick-kip-ups into the meta...
we seem to get new shapes mostly by thinking about stuff. our current thought is about developing a shape that helps with situational awareness.
 
Is a healing (or at least stabilization) prayer possible? Something basics that can stop us (or someone else) from bleeding out or succumbing to poison.

Less something that we can use mid combat to stay in the fight but more something that would stop us form succumbing after winning or fleeing for at least a little while.

Stabilization of injuries is probably possible, yeah.

Right, I guess what I'm unclear on is how one gains new Shapes. But it sounds like it's not something we can do right now; I'm guessing through narrative events or Chancellery stuff.

Is the Prayer version that combines a rise and a strike into one acceptable?

Then again, as we're playing a trip-spec character maybe I don't want to introduce quick-kip-ups into the meta...

A rising attack is valid, but you do already have an anti-trip option in Perfect Footing. Which was overcome only because his Feat for tripping was Refined and Perfect Footing is only at Rough (it did still give a bonus, by the way...just not enough of one). If it had been refined, he likely would have just failed. Also bear in mind for niche stuff that you only have so much Capacity...are you gonna use two of it just on trips?

I am also in favor of buying Hama 5 for the purposes of getting more zeal and training. I would rather Refine Limb Breaking Hold though. it's armor and hama ignoring damage, it inflicts a status effect that's pretty versatile, either revoking shield privledges or slowing them down.

This is true, but remember its limitations as a wrestling hold. It can't readily be combined with actually using a sword of your own. Raising it to Refined will also mostly be a cost reducer, to be clear.

(It says Prayer so it shouldn't be allowed to go into a Feat, right?):

This is correct. This is, again, from Reinald training you, and he can't train Feats. The '3 Training into a Prayer or Feat' can be a Feat because that's basically from your own Training over 4 months total, not Reinald, but the 6 to get something Refined is Reinald.
 
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