When you listed it as a Yoritomo courtier variant I assumed that it would also start during conversation. I think the change in activation conditions was the most important part of that technique that you could have mentioned.
When you listed it as a Yoritomo courtier variant I assumed that it would also start during conversation. I think the change in activation conditions was the most important part of that technique that you could have mentioned.
So, to simplify the selection process... end states.
Plan Cue Rocky Music is going for Rank 6. We have WoQM that this is a Bad Plan. In particular, if we grab Rank 6, we'll face Rank 6 threats... and while we can cheese our way into the rank itself, we are not ready for Rank 6 threats. Also, it will be upsetting to the QM. I generally try to avoid this on general principles
The two remaining plans have identical endstates on skills. That's easy enough. Kenjutsu/Iajutsu/Etiquette/Courtier/Sincerity at 5, Horsemanship at 1.
Both plans take Earth to 4 and Strength to 3. Also easy.
beyond that, stalines are a bit different.
Plan I Have Three Jobs:
Awareness->6, Reflexes->6
Agility->5
Void->6
Plan My LAST PLAN:
Awareness->5, Reflexes->5
Agility->6
Void->7
In this one, Have Three Jobs is a bit stronger with the social skills, and harder to hit. LAST PLAN is better at hitting people, and more in tune with the Void. Similare, but distinct.
The real difference is in the school ranks that we're aiming for. This one is a little fuzzier than the hard numbers above, so a bit of subjective is going to leak in.
- Plan I Have Three Jobs is the comparatively conservative play. It's aiming for one clearly duel-focused technique, one clearly social-focused technique, and one clearly Void-focused technique The Void-focused technique is likely to be flavored with Investigation, though it might also touch on Stamina/Earth and/or Ride. Basicall, this plan aims to use our school techniques to make us better across the board at everything we're good at, and the level of thematic coherence in the level-ups will mean that we'll likely have a few options for how each of those shows forth.
- Plan LAST PLAN is an aggressive play that's hoping for some luck. In particular, every rank up it gets has a point of void in it - hoping for solid void-based techniques to go with our existing Unity of the World. In order to do this, though, it winds up spreading its skills around. With each rank up having only one point of Void in it (less than half the insight for that rank) we'll likely get only one fo the three options being void-based. If I'm incorrect about how @gman391 is handling this, and we don't get three choices per, then it's a roll of the dice each time. Regardless, if we do have a degree of control, we will likely be able to grab two or three more solid void-based techniques - which could be quite strong, given Void 7... or might not be, if the techniques themselves wind up being anemic, or giving us things that we don't actually want or need. It's the riskier play, overall.
tl:dr - school techniques are the big difference. Three Jobs gives us a degree of control over details. We can be pretty sure we'll be getting solid, useful stuff. LAST PLAN is gambling. Could give us awesome, could give us drek.
Well, if it goes with mine... the plan name says it all. I want to work courtier, duelist, and something interesting/useful to leverage Void, with individual techniques picked based on what specifically they can give us. I'd also be happy defaulting out to general bushi buffs and/or something bodyguardish, if the general bushi buff in question was particularly useful and its competition wasn't. For your plan, I think we have to be a bit more opportunistic. Best case, we wind up with a bunch of weird-but-powerful advantages that give us sudden areas of competence that we hadn't even looked for, then figure out how to leverage those. If those aren't coming through, though, we default back to the sorts of techniques that I'd be looking for on my own vote.
Really, I think rank techniques need to be picked on their individual merits. Strong techniques, or ones that are particularly well-suited to our situation/statline are going to be more overall useful than weaker or less applicable techniques regardless of their areas of focus. We can adjust our strategies on the fly to adapt to the techniques we get, and having only three picks for each (assuming we get three for each) means that we don't have enough choice to be picky about both quality and area of focus.
Apologies for the double-post, but it seems like the time.
@veekie, @lavanderjasmine, @Macros, @EtchedSteel , @Tomoari, @whydoyoubother - you've all posted or voted relatively recently on this quest, and I'd like to invite you back to vote here. Right now, we have two solid vote options, and a third that's available for people who like pain.
We have...
- Plan I Have Three Jobs: statwise, a bit better at social and dodging, a bit worse at hitting things and investigating, and one less void point per day. For school techniques it's the conservative pick, and focuses on our strengths. It goes for one dueling technique, one investigation/void technique, and one social technique, and it should be able to get a good, solid technique in each slot.
- Plan My LAST PLAN*: statwise, a bit better at hitting things and investigation, a bit worse at dodging and social, and one more void point per day. For school techniques, it's going for a semi-risky ploy in an attempt to win All The Things by seeing if it can grab all three school techniques as Void/enlightenment-style techniques. If all goes well, it'll wind up with some pretty intense, sort of wacky powers about being in tune with the universe, and leverage the heck out of that seven-die void pool. If all goes poorly, it'll probably wind up kind of like I Have Three Jobs, but overall weaker. Regardless, it'll likely be a bit weaker on our *current* areas of core competence than Three Jobs overall.
- Plan Cue Rocky Music: for people who Like Pain. This one does whatever it takes to get us up to Rank 6. We have WoQM telling us that this will take the threats that oppose us *also* up to Rank 6. We have WoQM telling us that we are not prepared to handle threats at that level.
Those who want more in-depth discussion, feel free to wander through the last few pages.
*: not actually my own last plan. That's just the plan name.
Vote tally:
[x] Plan I Have Three Jobs No. of votes: 1 Sirrocco
[x] Plan My LAST PLAN!!! No. of votes: 2 Simonbob, veekie
[X] Plan LAST PLAN No. of votes: 1 Dark as Silver
I'm not one to go for riskier options unless there's a huge winning margin that comes with taking those risks. As a ronin, things can and will go wrong if we end up going along with Clan samurai (which is faily often) so yeah...
You blearily raise your head from the pillow that you fell into last night. Brother Jubei was an absolute bastard to train under.
There's no proof that someone had drained every single bit of humanity from him and in it's place put in task master.
No proof, but your arms feel like lead, your mind filled with cobwebs, and your eyes itch from the strain you've put them under. Rather than focus on any one thing, Brother Jubei believed in training you in literally everything, which is part of why you're laying here exhausted on the bed, listening to the sound of owls hooting.
The other part is the secondary thing you've been working over this last month.
While Brother Jubei is with you, two people taking the Princess back to Toshi Ranbo, is asking to be overwhelmed in numbers. No you need a team, a team of skilled, trustworthy Samurai. While Brother Jubei could take anyone you brought and make them able to keep up, he's letting you pick the team. Largely because his free time is being focused on dragging every last Kolat in the city to an early grave.
Hida Isano-dono had provided you a degree of cover, but he has a day job as well and is working to procure supplies.
In his words 'You're young, reasonably pretty and approaching bright. Go make some friends for a suicide mission'
You did know some people, particularly your squad, even if Bayushi Sora is somewhat upset over the Tsuichi thing. They're all reasonably skilled and you think, clean, so asking them is an option. You could also approach Akodo Tsukiko-sama...although she's scary, Jubei also thinks she's clean. Moshi Naeko...less so, but she has a lot of connections. Then there is....Hida Tanako...your sworn enemy was throwing herself into her training just as hard as you were, she refuses to be left behind. It's a reasonable assumption you think that she's going to ruin your shit, unless you bring her in. Although there is a big risk there.
Even as your mind rehashes the familiar arguments you made at the start of the month, in the end you decided to work on...
Iuchi Yukiko will not go without Bayushi Sora, and Vice versa.
AN: A little short. But hopefully made up for by the next bit
Please vote on 1 Rank 3 tech
Rank 3 Technique
[] The Wind Bites:
The Sword teaches that to strike twice is unnecessary, that a single strike should begin and end a fight. It is with some consternation then, when a Kakita Bushi learns to strike swiftly enough to attack twice in place of one blow. Unburdened by this. Megumi's own sword play has taken on the bitter edge of the north wind, and she may now use any blade to strike swifter than the ken of those who are not Samurai. (Gain Simple Attack Actions with all Sword Weapons)
[] Enduring the Avalanche:
In some situations, one must wait to go on the attack rather than give in to the instinct to strike back. No where is this more true then when a Ronin goes to court. For there a single word spoken in haste means that the Lords of Death will judge you swiftly. Megumi has taken her deeper understanding of the Earth to allow her to endure an avalanche of insults if need be.
(Add Courtier or Sincerity ranks as unkept dice when rolling a willpower check against a courtly skill.
[] True Blade:
In a duel, the strike is a culmination of ones entire being put into one blow. The stronger the spirit, the stronger the blow so it is said. That's not strictly true as the body has much to say on how strong a blow is or isn't. However Megumi's own sword has proven that it rather adept at providing a stronger blade itself.
(Katana considered to have the 'True' trait which ignores reduction)
Heals. Also, we need somebody to deal with Spirits.
As for techniques......
Hm. Simple attacks, Social defence, or monster killing.
True Blade will be good for monster killing, and help with armored opponents. Not always useful, but invaluble in those times it's needed.
The Wind Bites, good for all combat. Boring, though.
Enduring the Avalanche, is good social defence. Doesn't do much against Scorpion and Crane, though. Their tricks almost never roll vs Willpower. Still, it always helps Vs Low manipulation skills.....
Kolat are all human. Willpowers's ok already.
I'm going for boring, but useful. There's a reason why all Bushi Schools have it.
[X] The Wind Bites:
The Sword teaches that to strike twice is unnecessary, that a single strike should begin and end a fight. It is with some consternation then, when a Kakita Bushi learns to strike swiftly enough to attack twice in place of one blow. Unburdened by this. Megumi's own sword play has taken on the bitter edge of the north wind, and she may now use any blade to strike swifter than the ken of those who are not Samurai. (Gain Simple Attack Actions with all Sword Weapons)
If it's possible to take more options... Hm, should we risk making contact with the Hida? It didn't go so well last time, but...
[X] The Wind Bites:
The Sword teaches that to strike twice is unnecessary, that a single strike should begin and end a fight. It is with some consternation then, when a Kakita Bushi learns to strike swiftly enough to attack twice in place of one blow. Unburdened by this. Megumi's own sword play has taken on the bitter edge of the north wind, and she may now use any blade to strike swifter than the ken of those who are not Samurai. (Gain Simple Attack Actions with all Sword Weapons)
Hmmm...
The entire point of this plan was "exploit Void 7". None of these options do that. On the other hand, we did want to get simpe attacks at some point. No better time than the present.
As far as support... having a shugenja is kind of a big deal. Also, @gman391 why is Sora upset over the Tsuichi thing? He suggested a terrible plan that involved us taking the fall for him, we turned him down, he poisoned us nonlethally, we went and discommoded his target, and incidentally mentioned his existence to the Death Monk so as to reduce the chance of a poor communication kill. What's there for *her* to be upset about?
It's up for debate whether Tanako is more of a threat on the team or off of it, but a team of 5 plus the princesses is probably about as much as we want to field regardless. More than that starts getting real unwieldy.
Can't get Yukiko without Sora (or vice versa). Romantic getaway while saving the princess? She can be convinced. Leaving her beloved, possibly to die without seeing her again? Not happening.
Also, Wind Bites literally doubles our damage. Also, our primary foes here are kolat. The Kolat aren't likely to field any oni, which means that the highest-DR thing we're likely to see is Hida in Kuni Armor. They wont' have much of that (it's expensive) and unless it's an extreme case, it wont' be driving things down to half damage or below.
[X] The Wind Bites:
I'm going to hold off on voting for the team until we get some discussion going there. However I will vote for the Wind Bites.
I want True blade because its so shiny, but I think its too situational, we're going to get wrecked against most monsters with reduction anyway so I can't imagine we'll be pitched against one by ourselves so I think its a mostly anti-crab tech. Adding honour to damage would probably be stronger for us and I would pick that over Wind.
We've got decent honour re rolls for failed willpower rolls so I don't think this adds much. Especially if we can get an extra 0.4 honour before its relevant.
Wind is a powerful Simple attack rank as swords covers every weapon we have ranks in that samurai does and more (We will be the first No-Dachi Duelist).
As far as support... having a shugenja is kind of a big deal. Also, @gman391 why is Sora upset over the Tsuichi thing? He suggested a terrible plan that involved us taking the fall for him, we turned him down, he poisoned us nonlethally, we went and discommoded his target, and incidentally mentioned his existence to the Death Monk so as to reduce the chance of a poor communication kill. What's there for *her* to be upset about?
Sora's primarily upset that you let Tsuichi go off on his own instead of managing a team up. She vouched for Megumi and well the first time Megumi worked with another Scorpion it went terribly from her perspective. Tsuichi may have been a lying bastard about how things went down.