[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.