As Deadman says, you've got another 6 month turn after this. We've pretty much accomplished all we set out to do in the tutorial (introduce the setting and give you folks a chance to experience the common human threats you'll be facing), all that's really left is to give you folks a taste of fighting Chivalrics and boom, we can speed on to the end and get to the funny manor management section.

To expand on this, we will still be doing Audrey's full time as a Squire, but we'll likely be going to full-year turns after the next couple being 6 months. Which would be roughly 5 more turns for the entire rest of her time as a Squire after the tournament. So not 'no time at all', but fewer turns for the entire remaining five years than for the first two.
 
Slight continuity edit, the end of Turn 3 should have specified Turn 4 as 2 months rather than 3. All math was based on that assumption. This has been fixed and changes nothing else.
 
[X] Plan Forewarned is Forearmed but Forarmed is Forwarnd
-[X] [Focus Action] Investigate Holman. Why does he hate us? Is he the only one? Start carrying around pocket sand to counter his eye if necessary.
-[X] [Secondary Action] Ask our teacher and our family for advice about dealing with our anger.
-[X] [Secondary Action] Train with Gilbert
-[X] [Chancellery] Red-Black Lightning
-[X] Training and Zeal (28 Training, 42 Zeal)
–[X] Spend 14 Training to get vanguards prayer at 14/27 to mastered.
–[X] Spend 3 Training to learn a Feat to easily recover our weapon through Web Shape. This should function by always having threads attached to our weapons while they're on our person, so we can use those threads to immediately pull it back towards us. The focus should be on quick recovery of the weapon/tool, not on using it as a projectile on its return.
--[X] Spend 11 training on Clever Deflection (putting it to 27/27 to Mastery).
--[X] spend 16 Zeal on Combat 5
--[X] spend 8 Zeal on Tactics 4
--[X] spend 4 Zeal on Precision 3
--[X] save 14 zeal for later.

This is basically Forewarned is Forearmed but I've changed the training and zeal for more combat related applications because like it or not the tournament is our big chance to get the good shit and the tournament is going to be combat based.

So, lets talk about what the changes actually are, for one I've removed the see through their eyes feat and the throwing trick. the first has little use in a one v one tournament and the second main use is going through shields which our main opponents in the tournament wont use.

I've also removed the bit about refining the faulty ground feat, as I'm pretty sure most if not all of our opponents would have some kind of perfect footing effect.

Instead of all of the above I've put enough training in vanguards prayer to bring it in range of being mastered next turn. This prayer both adds speed (an as such another attack) and brings us a combat bonus mastering it is going to provide us with a good combat boost which what really matters now.

I've also removed the spending on diplomacy 4 and reserved that zeal for later, aside from the fact that we probably should save some zeal for the tournament itself, saving it up and spending it on another combat boost is preferable worst case we just buy diplomacy 4 next turn (or the one after).
 
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Instead of all of the above I've put enough training in vanguards prayer to bring it in range of being mastered next turn
–[X] Spend 14 Training to get Prayer For Perseverance at 14/27 to mastered.
You haven't, you've done Prayer for Perseverance.
Also, you have only got 36 Zeal marked down (16+4+8=28 spent, and 8 marked as left over) when we have 42 to spend. In Plan: Forewarned is Forearmed I think we have 6 left over, just didn't say we didn't spend it.

Overall, I can see your argument for flat combat boosts as ranking Vanguard's will give an extra attack per round and a minor attack buff, but I don't know why you think nearly everyone we fight will no-sell Faulty Ground, and even if they do then having it at Refined means all the guys with anti-trip effects at only Rough will still fail against it. And ye, Francisca Toss is mainly a shield breaker, but it is realistically a better opener than Darting Strike if we aren't surprised, as part of Darting Strike is it lets us draw our sword as part of our attack and the 1v1s will probably start with weapons drawn. Also, Toss already gives +1 Initiative and 30 damage at Rough, which Darting Strike gives at Refined, so getting Toss to Refined will probably put us in the region of 50-60 damage and maybe +2 Initiative for only 1 extra Fervour.
Through Their Eyes is admittedly less of a combat ability, but we really need to be able to see from Crowley and our self at the same time without falling over constantly, as he is how we can get overwatch capability to see Holman coming from around the corner or whatever, and it is something we are very much expected to have available.

The diplomacy pick is more a "we need to get these skills up at some point, and its meant to be something we're good at. Plus, being good at talking to people is really good to have, particularly as an angry person.
 
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You haven't, you've done Prayer for Perseverance.
Well, that's an embarrassing mistake. Fixed it and noted that we're savin 14 zeal ,with another 42 next turn that would put us at 56, enough for combat 6, tactic 5 with exactly 8 zeal left for the tournament.

ut I don't know why you think nearly everyone we fight will no-sell Faulty Ground, and even if they do then having it at Refined means all the guys with anti-trip effects at only Rough will still fail against it.
Because they are the best and we got a no cost anti-trip as a page, and I prefer trying to get something to mastered over refining something that can be easily countered.

I'm not inherently opposed to getting it to refined next turn if there is enough training left after mastering vanguard prayers.

And ye, Francisca Toss is mainly a shield breaker, but it is realistically a better opener than Darting Strike if we aren't surprised, as part of Darting Strike is it lets us draw our sword as part of our attack and the 1v1s will probably start with weapons drawn. Also, Toss already gives +1 Initiative and 30 damage at Rough, which Darting Strike gives at Refined, so getting Toss to Refined will probably put us in the region of 50-60 damage and maybe +2 Initiative for only 1 extra Fervour.
It's very likely that all that getting Francisca to to refined would do is reduce the cost or enhance the amount of shield charges it removes, not all of the above while also doubling its damage.

It would also require us to start with a Francisica which would pretty much telegraph our intentions and might have complications if our opponent can press us before we toss it.

We also don't really need damaging moves; we need the consistently to hit with our current ones and to not get hit in turn.

Through Their Eyes is admittedly less of a combat ability, but we really need to be able to see from Crowley and our self at the same time without falling over constantly, as he is how we can get overwatch capability to see Holman coming from around the corner or whatever, and it is something we are very much expected to have available.
It can wait a little, we don't have to get it right this moment. And I would question its utility at playing overwatch for us as we aren't likely to be using it consistently at refined. Its purpose is to help with scouting through our familiar not to have it constantly on.

The diplomacy pick is more a "we need to get these skills up at some point, and its meant to be something we're good at. Plus, being good at talking to people is really good to have, particularly as an angry person.
Per the benchmark section, an experienced squire toward the end of their training is expected to have 3 at most knight's skills with maybe a 4 at those they excel at. We are quite frankly very much ahead of the pack when it comes to diplomacy, so picking another level of it can wait for after we finished clawing every place, we can in the big tournament with all the prizes.
 
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I would point out, Ground Shape isn't exactly standard issue shit, you're literally the only one you've ever met with it that isn't another Eotenslaga.
 
I would point out, Ground Shape isn't exactly standard issue shit, you're literally the only one you've ever met with it that isn't another Eotenslaga.
This is untrue, for the record. Ground is a fairly common shape and the unrealized version of it does actually come standard, much like how Thanes don't need magical tools to beat up ghosts or interact with ethereal/intangible substances/objects/things. The Hama field is a very versatile tool.

The reason your trip trick works on Thanes (actually, it works on Thanes better than most other people) is that Anglo-Saxons have an innate trust of the ground they're stepping on no matter the circumstances as a result of the unrealized ground shape, so when the ground itself is built out of someone else's Hama and then collapses underneath their foot, they don't see it coming.

Other people actually have to pay attention to the ground beneath their feet to make sure it's sturdy and stable and the like, which means that they'll see the weird lump and avoid stepping on it.
 
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The reason your trip trick works on Thanes (actually, it works on Thanes better than most other people) is that Anglo-Saxons have an innate trust of the ground they're stepping on no matter the circumstances as a result of the unrealized ground shape, so when the ground itself is built out of someone else's Hama and then collapses underneath their foot, they don't see it coming.
As a side note, Anglo-Saxons can't go ice skating unless they have the Ground Shape proper.
 
I've also removed the bit about refining the faulty ground feat, as I'm pretty sure most if not all of our opponents would have some kind of perfect footing effect.

They absolutely do not. Ground is decently common, but far from ubiquitous. Like...it's a common Shape, but not 'everyone has it' common. Anti-trip effects outside Ground exist, but not as easily. Assuming everyone has one is just not correct.

Instead of all of the above I've put enough training in vanguards prayer to bring it in range of being mastered next turn. This prayer both adds speed (an as such another attack) and brings us a combat bonus mastering it is going to provide us with a good combat boost which what really matters now.

To be clear, Mastering Vanguard's Prayer will up its bonus to attacks and reduce its cost, but will not further increase Speed. Perfecting it might, but that's not happening before the tournament.

And ye, Francisca Toss is mainly a shield breaker, but it is realistically a better opener than Darting Strike if we aren't surprised, as part of Darting Strike is it lets us draw our sword as part of our attack and the 1v1s will probably start with weapons drawn. Also, Toss already gives +1 Initiative and 30 damage at Rough, which Darting Strike gives at Refined, so getting Toss to Refined will probably put us in the region of 50-60 damage and maybe +2 Initiative for only 1 extra Fervour.

This definitely exaggerates the likely effects of upping Francisca Toss. At Refined its damage may go up slightly, but mostly it gets cheaper and better against shields. The initiative bonus definitely doesn't go up.

Also note that, due to the sword's bonus damage applying to Darting Strike but not Francisca Toss, at the moment Darting Strike does 40 damage to Francisca Toss's 30.

The reason your trip trick works on Thanes (actually, it works on Thanes better than most other people) is that Anglo-Saxons have an innate trust of the ground they're stepping on no matter the circumstances as a result of the unrealized ground shape, so when the ground itself is built out of someone else's Hama and then collapses underneath their foot, they don't see it coming.

Note that non-immigrant Chivalrics in Wessex also fall under this category, as it's part of having Hama.

Other people actually have to pay attention to the ground beneath their feet to make sure it's sturdy and stable and the like, which means that they'll see the weird lump and avoid stepping on it.

If they spot it. Fights are distracting. A Clever Deflection opening, for example, would definitely make this viable, but so does just them being focused on other things in general...
 
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I mean, it's not like the only thing that'll happen there is fighting.
I dunno, a rose by any other name smells just as sweet. I'm with the Norse on this one, talking and fighting are pretty goshdarn similar when you think about it.

0~0~0

Also, for clarity's sake, Anglo-Saxons cannot slip as a result of their hama field; but, they can trip.

Can make an Anglo-Saxon fall:
-Tripwire
-Shoe-sized Pitfall
-One of those noose-like traps that wrap around your ankle and yank you into the air
--Technically not a 'fall'. Well, not an immediate fall; it's more a delayed falling trap, really.

Cannot make an Anglo-Saxon fall:
-Ice
-Wet grass
-Mud
 
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They absolutely do not. Ground is decently common, but far from ubiquitous. Like...it's a common Shape, but not 'everyone has it' common. Anti-trip effects outside Ground exist, but not as easily. Assuming everyone has one is just not correct.
Maybe I should reword my statement, I'm making the assumption that the knights at the tournament which are said to be the best of the generation would likely have an anti-trip effect and as such investing in mastering a prayer that gives us a combat bonus would give us more return on investment and allow us to go further in the tournament.

To be clear, Mastering Vanguard's Prayer will up its bonus to attacks and reduce its cost, but will not further increase Speed. Perfecting it might, but that's not happening before the tournament.
I figured it wouldn't increase speed, I mostly included that to point out that it's a prayer were always going to use because its just that good.

Leveling up Diplomacy is nice
I would like to again point out that were not actually bad at diplomacy, were actually pretty good relative to our point of progression.

I'm not inherently against upping non-combat skills but we have a tournament coming up and the difference between getting diplomacy 4 or not can be clawing another place or two and getting better prizes.
 
I'm not inherently against upping non-combat skills but we have a tournament coming up and the difference between getting diplomacy 4 or not can be clawing another place or two and getting better prizes.
While I'll save the proper explanation for the tournament itself, there are multiple different categories that you could place in. There's the preamble/appetizers like jousting, wrestling, poetry, and the like which have their own prizes, then there's the melee which has a bunch of prizes (alongside the ransom you can win) and then there's the bracketed duels to round everything out, which has prizes equal in value to the melee's.

While it is possible to win both the best melee prize and also the dueling's first place prize, that's some William Marshal tier shenanigans that we're a bit early for.
 
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While it is possible to win both the best melee prize and also the dueling's first place prize, that's some William Marshal tier shenanigans that we're a bit early for.
I don't think we'll win everything but that doesn't mean I'm not going to try. Aim for the stars and hit the moon.

Besides getting second or even third place likely comes with prizes of its own.
 
Side note, @DeadmanwalkingXI a few feats/mediations I wanted to run by you.

The first is some sort of sacrifice defense to open an opening and get a bonus to attack, maybe as a hordebreaker feat. Basically, my idea for the feat is trust in your armor and step into the attack instead of trying to doge it and doing so push them of balance and crate a large opening.

And following on the above, is meditation that gives temporary armor while active or any kind of damage reduction at all possible?
 
Maybe I should reword my statement, I'm making the assumption that the knights at the tournament which are said to be the best of the generation would likely have an anti-trip effect and as such investing in mastering a prayer that gives us a combat bonus would give us more return on investment and allow us to go further in the tournament.

Still not correct in terms of how many are likely to have such an effect (can't speak to whether other stuff is better).

Tripping people, especially in the way Faulty Ground does it, is not actually a super common tactic (knocking people over ala Horde-Breaking Charge is more common, and forced movement prevention would work on that, and is more common...but pitfalls are rare), and these are Squires not Knights (a Knight would destroy you), meaning their selection of effects is smaller. Getting one without Ground Shape is a pretty heavy investment that applies only against a niche tactic and uses up both Fervour and Capacity...I would not expect it to be super common. Plus, only if people know Audrey has that particular Feat are they likely to slot in any such effect they do have. And a lot of Squires are leaning heavier on the cavalry side of things...that doesn't make not getting tripped less important (it makes it more so, honestly), but it skews things with stuff like their mount is the one with the anti-trip or they have a Cavalry Martial Style whose anti-trip applies only while mounted.

Like, there are probably fights at the tournament where using it isn't viable, but if you get it to Refined we're talking...maybe 1/4 or 1/5 of opponents in the tournament who have perfect effects to avoid it? At most. It's probably less as a population figure, and maybe less in terms of number of people you fight. Ground is a common Shape but most people, even among the elite Squires, are only gonna have one or two Shapes and people without it need a specific Martial Style or Revelation or something to get an equivalent effect without it having things like a per-turn Fervour cost (which makes it pricey for ordinary use and thus uncommon, at least at these Fervour levels). And again, even among people who have it, they'd need to know Audrey has trip effects to slot it in, probably. They'll know that if they've done their research, but that's not a universal trait...

Short version, it depends on how lucky you are, but in the dueling section I'd expect around one or maybe two (if you're unlucky) of your opponents to have it, and it to be kinda a crapshoot in a melee. Eotenslaga and Hard-Fall's tactical analysis can also definitely spot whether people have that kind of immunity, at least in theory, which would let you use it or not as appropriate.

The first is some sort of sacrifice defense to open an opening and get a bonus to attack, maybe as a hordebreaker feat. Basically, my idea for the feat is trust in your armor and step into the attack instead of trying to doge it and doing so push them of balance and crate a large opening.

This is technically viable, but given you're about to hit Mastered Clever Deflection it's...probably not very good. Any benefits it had over Clever Deflection would likely be very small indeed unless you Mastered it as well. Which is a huge investment for something you very rarely want to use...this also actively contradicts your Eotenslaga instincts, I think. Hmmm.

Thinking about it, Audrey might actually be incapable of learning this per se due to how Eotenslaga works. Need to chat with IF and Alectai about exactly how her Lineage manifests.

And following on the above, is meditation that gives temporary armor while active or any kind of damage reduction at all possible?

A Meditation to do something ablative on top of armor is probably possible, but it'd be more expensive the more gets added, and it'd work like Fortitude more than armour, I think, but this is probably doable under Hordebreaker.

Hard-Fall, meanwhile, in contrast, would allow some sort of defensive Meditation that improved your defenses like Vanguard's Prayer does attacks.
 
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Short version, it depends on how lucky you are, but in the dueling section I'd expect around one or maybe two (if you're unlucky) of your opponents to have it, and it to be kinda a crapshoot in a melee. Eotenslaga and Hard-Fall's tactical analysis can also definitely spot whether people have that kind of immunity, at least in theory, which would let you use it or not as appropriate.
Okey I'll concede that an anti-trip effect isn't as common with the elite as I thought it would be but that actually flips the argument, if most of our opponents won't have such an effect the only thing getting it to refined would do is up the damage and it would allow us to trip the few who do have the anti-trip effect at rough rather at refined.

At the end of the day, I just don't think it brings more to the table then vanguard prayer when It comes to the tournament.

This is technically viable, but given you're about to hit Mastered Clever Deflection it's...probably not very good.
The basic idea is to get another way to create an opening for GKB that is different in nature then clever deflection.

I'm aware the benefit is not that big but I think being able to pull something like it when our opponent gotten used to clever deflection is worth it.

But if we can't even get it then I suppose it doesn't really matter.

ard-Fall, meanwhile, in contrast, would allow some sort of defensive Meditation that improved your defenses like Vanguard's Prayer does attacks.
This is likely worth getting. Our replenish is getting up there and getting more passives that can utilize it is good for our combat power.
 
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