If It was Wolf Beil, or a Killer Axe something with Star power to counter the Dead star power of Apocalypse I might barely be okay but is not. It's a demon infest peace of shit.
Hector's one of the only characters in Fire Emblem that does axes right. Most of them are High HP reliant soak tanks with high alpha-strike damage which is just so... inelegant. And they're really squishy actually. No staying power at all most of the time.
Not to mention we're a fucking Kitsune. Seriously, who ever heard of a freaking Kitsune wailing on someone with a Hammer. It's not even funny/awesome in the unexpected way, it just sounds stupid.
And honestly we were building up our magic, and had one of the more hilariously powerful tomes in the series. I think only the FE8 tome beats it out in raw Might? I don't really know off the top of my head.
I'm not disputing the fact that it wasn't really fair to lose Apocalypse to the Hammer automatically, I'm just saying that the axe isn't TERRIBLE. And we managed to exorcise the demon earlier.
To be honest id be willing to give a try at smiting that damn hammer on a pure with the nagisa ta and the bow to get Apocaypse chan back. She saved our life so hard. And murdered those guys so well.
Sure the same can be said of that accursed rock from orbit but that rock is competing with Sword kun. And our beast stone melee and cost us shit.
Yes, but you'll have to get in line after Tarleton. He's an actual dark mage after all, he gets priority shipping. Still need to roll to see if it jumps to him.
EDIT: DEAR LORD HE GOT A NATURAL 99 FOR HIS DARK MAGIC POTENTIAL.
APOCALYPSE: "Take me, sweet prince! Make sweetest love to me!"
Yes, but you'll have to get in line after Tarleton. He's an actual dark mage after all, he gets priority shipping. Still need to roll to see if it jumps to him.
EDIT: DEAR LORD HE GOT A NATURAL 99 FOR HIS DARK MAGIC POTENTIAL.
APOCALYPSE: "Take me, sweet prince! Make sweetest love to me!"
Chapter 5: It Has to Be This Way pt. 8
Mokuyobi (Thursday), the 28th of Hachigatsu (August), according to the Wheel of Time
0/89, according to the Wheel of Fate
60/??, according to the Wheel in the Sky
22 Days Until...
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Providence Roll: 75+5 (Study the Stars)=80
It took Mozu a while to wake up from her slumber. Blinking the drowsiness from her eyes, she looked at her surroundings. As she surveyed, Coinspinner spoke up in her mind.
"Hey. We need to talk."
Worried, she responded back. "About what? My... rage?"
He laughed. "No, that just makes things interesting. So long as you can learn to control yourself while in that state, you'll hear no complaints on my part." He sobered quickly, however. "No, we need to talk about the Blind Bard Bastard. More specifically, the song he sang to put you to sleep."
Mozu: Connecting the Invisible Dots, DC 82: 17+10=27, Failure!
"What do you mean? It was spoken in a language I didn't know, but it was quite... melodic..."
Coinspinner snorted. "That's probably the first time in a while that I've heard German described as melodic. And before you ask, German's a language, and not one native to this world."
Mozu: Roll to Deduce, DC 45: 87+12 (Intelligence)=99, Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 59, trait acquired!
Trait: Connecting the... More Visible Dots Lv. 1 (Agility): +5 to rolls using clear reasoning!
Her eyes widened. "But... how did he know a song in that language?"
The sound of clapping hands resounded in her head. "BINGO. Our dear bard, at minimum, learned that song somewhere. It's translated name is 'Be Still My Soul', it's a very famous song... in Johnny's world. Obviously, it's on other worlds as well, but not here. Which makes me question, how did he learn it? Keep in mind, this is putting aside the matter of whether or not he knows German. Again, at minimum, we've got what I like to call 'Planeswalker Shenanigans' at hand."
"What shenanigans?"
This time, she heard the snapping of fingers. "That's right, didn't tell you about Planeswalkers, did I? Anyway, even though they're technically a distinct supernatural mutation at large, I use their name as a catch all term for people who are able to travel to different worlds and dimensions. Hopefully we don't get an ACTUAL Planeswalker here, we've got enough on our plate as it is."
%\%\%\%\%\%\%\% Meanwhile, Somewhere else...
Planeswalker Roll: 96
Someone sneezed. And that's no good.
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"Forge-Damned Planeswalkers... They're almost as bad as Sidereals... ANYWAY, here's our best case scenario for the Blind Choir Boy. Planeswalker came here, decided to teach him the song in it's native language, then left. Worst case scenario? He himself is a planeswalker, and is here for a reason, often one we're not going to like."
"But what if he has good intentions?"
Coinspinner scoffed. "Often, that's even worse. Urza had good intentions. Zeltrech has good intentions quite often. Doesn't mean that Urza didn't almost doom the multiverse to Phyrexia because he was too much of a massive nerd. Doesn't mean that Zeltrech doesn't go through apprentices like toilet paper because they keep dying. Honestly, if 'Sadaharu' actually has evil intentions, then that makes things easier for us because there's only a few reasons he'd want to be here: Power, Protection from something stronger than him, and Knowledge. Maybe a few more, but that's what it boils down to." He sighed, before continuing. "But, you're the Wielder. It's your decision. What do we do?"
What will you do concerning Sadaharu?
[] Confront Him
---[] Confront Him Now, we can't allow this problem to fester, and we need to know what his true intentions are.
---[] Confront Him after we check up on Hana and Tsubaki, we need to make they're going to be alright before we do anything drastic.
---[] Confront Him after a few days time. We need to time to plan this out, just to cover all of the eventualities.
[] Don't Confront Him yet, let's wait until he does something drastic which goes against our goals, that way we have more of a reason to talk to him. Besides, it's far better to give him the benefit of the doubt for right now.
[] Don't Confront Him at all, he's helped us immensely, I'd say that he's earned out trust.
Voting Ends 8:00 PM PST, 11:00 PM EST Tomorrow, the 18th of November
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This is the second time I'm writing this update, after SV got rid of most of it. Even before rewriting it, I wasn't that satisfied with it. But, I'd rather just have it done than have it stuck here in this reply box until the end of time. I really don't want to slow down this soon in the quest.
In any case, next update will be a Paralogue involving our good friend Hana. Because of that, I'll be writing it at the same time that the vote is going on, since it'll be separate from the situation the vote involves. At least, I HOPE I'll be writing it during that time, Life tends to throw curveballs after all.
[X] Confront Him
---[X] Confront Him after we check up on Hana and Tsubaki, we need to make they're going to be alright before we do anything drastic.
Let's finish dealing with our first problem before we move on the the next.
[X] Don't Confront Him yet, let's wait until he does something drastic which goes against our goals, that way we have more of a reason to talk to him. Besides, it's far better to give him the benefit of the doubt for right now.
-[X] But keep a close eye on him, and note any suspicious behavior.
No reason to rock the boat right now. If he does anything we might not like, we'll deal with it, and if he doesn't, he's a very valuable ally. I don't think we should potentially antagonize him.
It's important to know-are we talking oldwalkers, or modern planeswalkers? Modern planeswalkers are mostly manageable, nicol bolas and ugin aside. They are really no more than particularly powerful mages. But oldwalkers were nearly gods. If there is an oldwalker we can do nothing except hope they don't bother us.
Traits:
Fearsome Blow (Strength): Whenever unit defeats an enemy, all adjacent enemies lose 10% of Health as damage. (Character Trait)
For My Liege, For My Friend (Strength): +10 to all rolls to resist Persuasion rolls directed against Sakura. (Background Trait)
Duelist's Blow (Precision): +15 to avoiding counterattacks (Samurai Lv. 1)
On My Honor Lv. 1 (Persuasion): +10 to all rolls protecting one's liege. (Samurai Lv. 4)
Honor Be My Guide 1 (Intelligence): +10 to all resist persuasion rolls against criminal or dishonest opponents. (Samurai Lv. 7)
Vantage (Agility): Always attack first on the Enemies turn when attacked while Bloodied. (Samurai Lv. 10)
Press the Advantage 1 (Strength): +2 to all damage rolls when you have weapon advantage. (Acquired Trait)
Quick as a Knife 1 (Agility): +5 to all bladed weapon attack rolls when you outspeed the opponent. (Acquired Trait)
Bringing a Knife to a Fistfight 1 (Intelligence): +5 to all bladed weapon attack rolls against someone with a non-bladed weapon. (Acquired Trait)
Trait: Denial of Opposition Lv. 1 (Magic): +5 to dodge rolls when you have weapon advantage. (Acquired Trait)
Trait: Let's see your Axe do THIS! Lv. 1 (Intelligence): +2 to Damage Rolls against Opponent's wielding Axes. (Acquired Trait)
One of these Things is Not Like the Other… 3 (Precision): +25 to recognize discrepancies. (Acquired Trait)
Be Swift as the Coursing River (Agility): Luck% to turn a Successful or Majorly Successful dodge into a Critical Success. (Acquired Trait)
Marked By Arcadia's Whims: For surviving the wastes of misfortune, a double-edged boon is granted. While activated, the threshold for Critical Success and Failure are reduced by 10, and any rolls on a Natural 1 or 100 have even greater, almost impossible effects. (Acquired Trait)
Possessions: Hana's Katana: 6 Might, d8, -5 Weapon Accuracy, -10 to Avoid, Might is Doubled during enemy phase, Cannot Double Attack
Paralogue 3: Welcome to the Jungle pt. 1
Mokuyobi (Thursday), the 28th of Hachigatsu (August), according to the Wheel of Time
0/89, according to the Wheel of Fate
60/??, according to the Wheel in the Sky
22 Days Until...
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Hana: Roll to visualize the Supernal, DC 60: 68+1 (Magic)+4 (1/2 of Intelligence)+25 (One of These Things is Not Like the Other...)=98, Major Success!
She opened her eyes... And a world stood before her.
She was kneeling in a raging river, it's rapids swirling about her form. As the water rushed past, she looked up and beheld...
Hana: Roll to uncover mystery, DC 30: 7+8 (Intelligence)+5 (Major Success)=20, Bare Failure
...What did she behold? What was she even doi-
Hana: Reroll to uncover mystery at -5 Penalty, DC 30: 74+8 (Intelligence)+5 (Major Success)-5 (Reroll Penalty)=82, Critical Success!
Hana: Critical Success Rolled, roll to acquire trait: 32, no trait acquired
-She saw a large rock jutting out in front of her, diverting the moving waters with it's position. But what was important is that it was dry. It was safe. And so, she tried to push through the water towards the refuge.
Hana: Roll to reach for Mystery, DC 35: 3+13 (Strength)+6 (1/2 of Endurance)-4 (1/2 of Intelligence)+10 (Critical Success)=28, Natural Major Failure!
She tried... and tried... but she found herself falling into the delu-
Hana: Reroll to reach for mystery at -15 Penalty, DC 35: 12+13 (Strength)+6 (1/2 of Endurance)+10 (Critical Success)-4 (1/2 of Intelligence)-15 (Penalty)=22, Failure!
Hana: Reroll to reach for Mystery at -25 Penalty, DC 35: 36+13 (Strength)+6 (1/2 of Endurance)+10 (Critical Success)-4 (1/2 of Intelligence)-25 (Penalty)=36, Bare Success
Hana: Roll to resist Fatigue, DC 45: 52+11 (Endurance)+5 (1/2 of Persuasion)-10 (Bare Success)=58, Success!
-Gasping for air, she managed to slowly climb herself on top of the rock. She still had some energy left in her, but the ordeal was still quite difficult. Looking up...
Hana: Roll to uncover Mystery, DC 40: 93+8 (Intelligence)-10 (Bare Success)=91, Critical Success!
Hana: Critical Success Rolled, roll to acquire trait: 8, no trait acquired
...She saw another rock further out in the river. Standing up...
Hana: Roll to reach for Mystery, DC 45: 34+13 (Strength)+6 (1/2 of Endurance)+10 (Critical Success)-4 (1/2 of Intelligence)=59, Success!
...She leaped into the river, trying to swim her way up to the second rock. Climbing up it...
Hana: Roll to resist Fatigue, DC 45: 58+11 (Endurance)+5 (1/2 of Persuasion)-5 (Success)=69, Success!
...She reached the top and surveyed from there.
Hana: Roll to uncover Mystery, DC 50: 49+8 (Intelligence)-5 (Success)=52, Bare Success
Her eyes, blurry from the water, still managed to spot a few more rocks ahead. Nodding to herself...
Hana: Roll to sense a pattern, DC 60: 31+8 (Intelligence)-10 (Bare Success)=Major... Failure..?
...She just leapt right back into the waves, not caring on where the rocks were.
Hana: Cumalitive Roll to solve Mystery, DC 140, Intervals ???: 100+13 (Strength)+6 (1/2 of Endurance)+15 (Major Failure)-4 (1/2 of Intelligence)=Natural 100,automatically completed,threshold naturally critically reached!
Hana: Natural 100 rolled, roll to acquire heavily upgraded trait: 66, Heavily Upgraded Trait acquired!
Trait: Like a Fish to the Sea Lv. 3 (Agility): +25 to all rolls involving swimming!
She swam, and swam, and swam. She barely acknowledged the natural need to breath as she pushed ever and ever onwards, before reaching dry land.
Threshold Naturally Critically Reached! +2 to Magic (Training), +2 to Endurance (Training), +1 Level Gained!
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...Well then. This happened.
...That's all I can really say. Well, scratch that, I can say a bit more than that.
So, after Marked By Arcadia's Whims began to spread around, I decided to roll for whether a character would ever awaken to become a Mage, since Marked By Arcadia's Whims, among other things, makes one a Sleepwalker, someone who is able to view magic and not suffer from Quiescience. Hana rolled a 90, the very cut off point for whether someone would awaken. Certain events have sped up the amount of time it would have taken her, so she is currently on what is called a "Supernal Journey". It's the second typical form of awakening, where the person's soul is directly transported to one of the Supernal Realms, and if they reach that realm's "Watchtower" and leave a mark of some sort, they'll Awaken. So, yeah, for a short amount of time at least, Hana's going to be further than Mozu at Mage-crap (I'm not proud of myself for that pun.)
Oh yeah, and this is still going on in the middle of the vote, so don't worry about it being over or anything.
I have no idea which realm that was. "Arcadia's Whims" implies she would go to the realm of Arcadia and, if successful, she'll be a Mage that manipulated Fate like our protagonist. The whole "turning someone into a sleeper" doesn't mean that they will awaken as the same type of Mage though. This is a neat turn of events! I would not have expected that we would get an ally Mage before an enemy.
[X] Don't Confront Him yet, let's wait until he does something drastic which goes against our goals, that way we have more of a reason to talk to him. Besides, it's far better to give him the benefit of the doubt for right now.
-[X] But keep a close eye on him, and note any suspicious behavior.
No reason to rock the boat right now. If he does anything we might not like, we'll deal with it, and if he doesn't, he's a very valuable ally. I don't think we should potentially antagonize him.
Powerful, yes, but not cost-effective. A Red Planeswalker tosses lightning bolts everywhere, and can do so almost as soon as they begin basic spellcraft, but that still requires red mana with every use. An Obrimos Mage with at least Disciple-ranking in Forces can do the same thing at a slower rate, but for free. So, in a war of attrition, or in a battle with plenty of prep time, the Mage wins, but in any other case the Planeswalker can expect to win. That is, until you bring stuff like Fate Arcana into the mix.
Again, MtG's Archmage equivalent, though they did it first. Immortal, able to go anywhere they want to, and extremely powerful. The Old!Walker edges out the Archmage if there's no prep time, however, because without Quiesence he's not able to use any Rank 6+ spells. But WITH prep time... Even the Old!Walker is screwed.
All I care about is that her luck is worse than ours, almost as bad as when we started. I wonder if the other guys are going to need help from the trouble she causes.
[X] Don't Confront Him at all, he's helped us immensely, I'd say that he's earned out trust.
At this rate the Wheel of Fate will convert or deal with him for us. Why risk pushing any other allies past what they're willing to tolerate from a dark magic slinging fox?
Now here's where my genius idea comes in. Fujiko will stick with us (like a sister) against whatever madness the world can throw at us. We can 1) train her in the art of diplomacy and begging, 2) cast a spell on her to aid her with an upcoming roll, and 3) convince her to seek Sadaharu's tutelage in the ways of Bardic expression.
Think about it. She values her memories of people and daily life from her (our) village. She needs to make sure the world remembers them! Make those memories into songs that the world will cheer for and pass on no matter how this war challenges them!
So again. Let's try to convince Fujiko to become the dastardly bard's apprentice. We will have an eye on him and we won't strain any relationships. Not only that, but Fujiko will be able to meaningfully participate in the battles to come. Anyone willing to vote for such a plan?
Modern. I'd rather not have to deal the MtG equivalent of Archmages... Just yet, that is.
Powerful, yes, but not cost-effective. A Red Planeswalker tosses lightning bolts everywhere, and can do so almost as soon as they begin basic spellcraft, but that still requires red mana with every use. An Obrimos Mage with at least Disciple-ranking in Forces can do the same thing at a slower rate, but for free. So, in a war of attrition, or in a battle with plenty of prep time, the Mage wins, but in any other case the Planeswalker can expect to win. That is, until you bring stuff like Fate Arcana into the mix.
Again, MtG's Archmage equivalent, though they did it first. Immortal, able to go anywhere they want to, and extremely powerful. The Old!Walker edges out the Archmage if there's no prep time, however, because without Quiesence he's not able to use any Rank 6+ spells. But WITH prep time... Even the Old!Walker is screwed.
The mage plane walker thing seems game play story segregation problem with the all casts cost a minimum mana.
Also the unknown refresh rate on taps. And the could the walker use their magic omniglot nature to learn to cast like a mage?
Muh dood, there's a problem there. Out of all the times I've rerolled the opinion rolls due to Reality Alteration, Fujiko has always been at a all time low. It would take a huge amount of convincing to get her to even consider helping us right now. To put things in perspective (And I'm sorry I haven't had more character interaction with her to demonstrate this) she likes Mozu right now less than Ullr.