Spin, Oh Sword of Fate! [Fire Emblem: Fates/M:tAw/Book of Swords]

What do we do regarding Supports and Children?

  • I hate supports and the child units and I want both systems to BURN.

  • I hate child units, but Supports are all right as long as they don't have anything to do with rolls.

  • I hate child units, but Supports are perfectly fine, and I am fine with improving rolls.

  • I love Supports, and think Children are perfectly fine as long as they don't become units.

  • I love Supports and I want Child Units to maximize our gains and for storytelling potential.


Results are only viewable after voting.
Some Word Of QM on the current vote, for non-discord people:

So, that reduces our magic growth to basically nothing.
Because we can't magic now.

But I have a list of fun options for the reality alteration rolls!
Plus, Coinspinner reduces any paradox we get to Zero!
Well, basically zero.
It would be fun!

You have a 20% Chance of Something really good happening with the reality alteration.
We're talking multiple instant level ups at minimum.
You have a 10% of Something good happening.
Just in general nice to happen.
You have a 20% of something bad, but typical happening.
Like random encounters and stuff.
You have a 20% chance of something pretty bad, but still imaginable happening.
Like territory being taken.
And finally, you have a 10% chance of the really bad stuff.
Such as Iago interrupts and the like.
So yes, there is a 70% chance of something bad happening.
But also a 30% chance of something good happening.

I realize that we're risking a lot for those desperate rerolls and to practice our magic a lot more.
But in my eyes, at least, it's worth it.
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.
 
Okay. After some advice from others, and some deliberation, I'm allowing the option to vote for the desperate rerolls only in life threatening situations. I already said before that I can easily get Tunnel Vision as a DM, and so I needed some time to come to this decision. @Larekko12 I wanted to apologize, what you said was constructive, albeit in a less than helpful manner, and I probably should have taken a greater amount of time to reflect on it. If anyone wants to change their votes to the following, they may:

[] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)

Again, my apologies everyone.
 
[x] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)

The Oaths Fulfilled spell is going to make finding spies easy: "Let me know when a Nohrian spy is within 1 meter of me", then just have everyone line up and walk down the line :D
Where is our spell list by the way?
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)

This quest is fucking cursed with bad luck. :eek:
Look...we VOTED to choose the character with bad luck as an origin...
 
What the tallies look like at the moment...
Adhoc vote count started by Look to the Left on Oct 15, 2017 at 11:04 AM, finished with 22 posts and 9 votes.

  • [X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
    [X] Yes, Stop Messing with Fate so much (Stops the Desperate Rerolls, keeps the free reroll, limits what you can do with the Fate arcana, helps prevent paradox down the line.)
    [X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
    -[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)
    [X] Also turn off Marked By Arcadia's Whims
    [X] Do the 'Bring it on' gesture. The die hate us as is, might as well taunt the fuck out them while were at it!
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)
 
Just got back from Church, and man do I love it when people in the thread talk with each other, rather than just to me. :)
The Oaths Fulfilled spell is going to make finding spies easy: "Let me know when a Nohrian spy is within 1 meter of me", then just have everyone line up and walk down the line :D
Now your Munchkining like a true Mage!;)
Where is our spell list by the way?
I'll conjure it up some time.
So much so we has to go and Seal the Monument of Shame.
We do not speak of the Monument to Our Sins.
That room does not exist what are you talking about :mad::p
Precisely. :cool:
Look...we VOTED to choose the character with bad luck as an origin...
This has been commented on several times before, and it stills hold true even now.
...I somehow missed that and yeah, that explains it.
Explains everything really.
Yes, yes it does.
Imagine if we didn't have Coinspinner.
Then you wouldn't have the good luck, rerolls, fate arcana... I mean, something like Dragonslicer could be useful, but yeah Coinspinner is the best sword for Mozu's situation.
She'd already be dead.
Omae wa mo shinderu?:V
We'd be even deader if we had Townsaver. :V
No, you'd be even deader if you had Soulcutter.:rolleyes:
That's just how the Sword of Fury rolls. In both senses of the word.
:p
Besides, Coinspinner's staying put, Mozu needs SOMETHING to balance out the utter h4x she now represents.
Well, all of the Swords grant reality hax, Coinspinner just gives Fate-based ones. Some of the Rank 1 spells for Death, Spirit and Forces are pretty useful as well as long as you know how to use them.
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)

Thank you gm San.
 
[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
 
The Nights on Broadway pt. 2
Mozume
Level: 5
Class: Villager Lv. 5
95/140 XP Until Next Level
Stats:
Hit Points: 24/24 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+2 (Levels)+0 (Training)=11
Precision: 4 (Class)+1 (Base)+1 (Levels)+0 (Training)=6
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+1 (Levels)+1 (Training)=3
Persuasion: 2 (Class)+1 (Base)+0 (Levels)+0 (Training)=3
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+2 (Levels)+0 (Training)=6
Luck: 3 (Class)-2 (0 from Base, -2 from Flaw)+2 (Levels)+1 (Training)+4 (The sword)=8
Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+50 (Base)+10 (Aptitude)=70
Precision: 10 (Class)+40 (Base)+10 (Aptitude)=60
Intelligence: 5 (Class)+35 (Base)+10 (Aptitude)=50
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+40 (Base)+10 (Aptitude)=55
Endurance: 5 (Class)+35 (Base)+10 (Aptitude)=50
Luck: 20 (Class)+20 (Base)+10 (Aptitude)=50
Traits:
Forager (Intelligence): Restore 10% of HP every update while in a Forest, Mountain or near a body of water (Character Trait)
Country Girl (Persuasion): +5 to Persuasion rolls while interacting with anyone from the Country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming. (Villager Lv. 4)
One-Two A (Precision: +5 to rolls to confirm attacking again (Acquired Trait)
We've got a Mystery, Gang 1 (Intelligence): +5 to rolls for finding hidden stationery objects. (Acquired Trait)
I DON'T WANT TO USE MY HEAD! 1 (Precision): +5 to discovery and investigation rolls caused by pain. (Acquired Trait)
Just Pull a Dresden! 1 (Persuasion): +5 to all spellcasting rolls when you use a dead language to help channel the magic. (Acquired Trait)
Little Mouse in the Prairie 2 (Agility): +15 to Stealth rolls against Much Larger targets. (Acquired Trait)
I am the Law 2 (Intelligence): +15 to all roles dealing with rules, regulations and systems of government. (Acquired Trait)
Silent in the Hills 3 (Endurance): +25 to rolls to resist fear or control expression in the face of gore. (Acquired Trait)
Player of the Game 3 (Persuasion): +25 to rolls for controlling yourself when dealing with nobility and/or royalty. (Acquired Trait)
Wrath of the Beast (Strength): The anger of losing all that you have loved has coalesced into a terrifying boost to strength! Mozu can now enter into a berserker state which multiplies her strength by 1.5, adds half of her strength to her attack, dodge, damage and agility (for the purposes of extra attacks) and removes all weight penalties due to weapons and exhausted penalties! However, at the end of the encounter, she takes damage equal to her strength, and enters an exhausted state which penalizes all rolls she takes until she falls asleep. She can enter the berserk state again to get rid of the exhausted penalties due to using said state, but if she does the penalties increase to the current penalties+(the previous penalties*1.5), or, to demonstrate, using the state once reduces all rolls by 10 at the end of it, using it a second time reduces them by 25, a third use would end at penalizing by 48, and so on. (Acquired Trait)
Connecting the Invisible Dots (Magic): Intelligence*1.5% to automatically succeed at any roll which you have no information or training to normally accomplish. (Acquired Trait)
Paul Bunyan Among the Trees (Strength): Whenever a foe is slain by a Melee Critical Hit, You may immediately make an attack (with a -10 cumulative penalty) against another adjacent foe. (Achievement Trait)
Hammer of Herakles (Strength): Strength% of Instantly-Killing an enemy whenever a Melee Critical Hit is rolled. (Achievement 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. (Achievement Trait)
Possessions:
[Brass Naginata]: 4 Might, -5 Accuracy, +1 to Endurance for purposes of Damage Mitigation, +5 Critical Evade, Cannot Trigger Critical Hits
[Mother's Bow]: 4 Might, -5 Accuracy, +2 to Resistance, +5 Critical Evade
4 Arrows
[Rodéla Kérmatos]: 11 Might, -10 Accuracy, +10 Crit Confirmation, +4 to Luck while being wielded, Access to Awakened magic and the Fate Arcana
Gnosis 0
Arcana:
Death 0
Fate 1
Forces 0
Life 0
Matter 0
Mind 0
Prime 0
Space 0
Spirit 0
Time 0

Spell List: Serendipity (Fate 1), Oaths Fulfilled (Fate 1)

Current Projections for Reaching Apprentice Ranking in the Fate Arcana: 2 weeks-3% (Magic Stat)-6% (Critical Success on Remembrance Rolls x2)-1% (Major Success on Spellcasting Roll)-5% (Critical Success on Spellcasting Roll)=11.9 Days
Fujiko
Level: 3
Class Villager Lv. 3
51/110 XP Until Next Level
Stats:
HP: 20/20 (Endurance x4)
Strength: 5 (Class)+1 (Base)+1 (Levels)+0 (Training)=7
Agility: 5 (Class)+1 (Base)+1 (Levels)+0 (Training)=7
Precision: 4 (Class)+0 (Base)+1 (Levels)+1 (Training)=6
Intelligence: 2 (Class)+4 (Base+2)+1 (Levels)+1 (Training)=8
Magic: 0 (Class)+1 (Base)+0 (Levels)+0 (Training)=1
Persuasion: 2 (Class)+0 (Base)+1 (Levels)+1 (Training)=4
Endurance: 2 (Class)+1 (Base)+1 (Hoshidan)+1 (Levels)+0 (Training)=5
Luck: 3 (Class)-1 (Base-2)+0 (Levels)+0 (Training)=2

Traits: From the Ashes (Endurance): Her father's village burned around her, but she rose anew from it. -50% Damage taken from Fire-type attacks. (Character Trait)
Country Girl (Persuasion): +5 to all rolls interacting with someone from the country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
"Kill someone above the bloodied threshold with a melee attack dealing at least 3 times as much damage as HP!" Reward: Paul Bunyan Among the Trees
"With a Melee weapon, deal damage to an enemy equal to at least 3 times their maximum health." Reward: Hammer of Herakles
"In less than a day, a room was lost, never to be opened again by imperial decree. For surviving this tragedy, a gift was given by the Goddess of Salvation: Marked By Arcadia's Whims." Reward: Marked By Arcadia's Whims
  • Head to Senritsu
Chapter 3: The Nights on Broadway pt. 2
Doyobi (Saturday), the 19th of Hachigatsu (August), according to the Wheel of Time
61/99, according to the Wheel of Fate
12/??, according to the Wheel in the Sky
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Standing in the Dark, Where your eyes couldn't see me...

[X] No, We need it too much to stop (Keeps the Desperate Rerolls, keeps the free reroll, puts no limits on what you can do with the fate arcana, produces paradox down the line.)
-[X] But we need to use it only when necessary (Uses Desperate Rerolls only in life threatening situations.)

Mozu mentally shook her head. "No, we need it too much. But, if you can limit it to life threatening situations, would that help?."

Coinspinner was silent for a while, as the three girls walked down to the bottom of the fort. Finally, he responded. "Look. I can try, but I can't guarantee if I'll know when a situation is 'life-threatening'. 'Life-endangering' is what I'll go with, and even that's a stretch, but I'll try. Now, you know what the spell said, right? Head to Senritsu?"

"Yeah, do you know what that means?"

Coinspinner chuckled. "Oh, I definitely know what it means, since as the Fateful Blade I'm a bit better at this than you are right now, but I'd rather you see for yourself what's happening there. Or rather, what's going to happen there."

Mozu was tempted to scowl. "...You know what? Fine, don't tell me. But how are we getting there?"

Will Coinspinner be helpful for once?: 59, Yeah, he can give a few hints.

"The Princess is going to go see the Wind Tribe on the recommendation of the Royal Hoshido Tactician, Yukimura. With Nohr having their hands on the Ice Tribe, Hoshido is going to want as many alliances as it can for the war effort, and the Wind Tribe is certainly more friendly with Hoshido than it is with Nohr, but that's subject to change if they don't act quickly. Their Leader, Fuga, is a great respecter of Strength, and all though he was good friends with the late King Sumeragi, there are futures where he let's the Nohrians pass on by. Obviously, we need to make sure that doesn't happen. Luckily for us, Senritsu is directly on the path to the Wind Tribe. With a bit of convincing, we can manipulate the situation so that becomes one of our rest stops."

Mozu: How willing are you to spam magic?: 26
Coinspinner: Reroll ("Now don't be like that, girl..."): 26 93

Mozu grew an almost invisible smirk, something quite unlike her usual self. "Wait a minute... Does persuasion include... Magic?" At that, Coinspinner began to chuckle before morphing into a comically evil laugh.

"THERE we go. Now you're thinking like a mage. What'd you have in mind?"

"Is there any spell which can make it easier for me to succeed?"

"...Not directly, but there IS a spell which reduces any outside interference for a short amount of time. Want to try and learn it?"

Mentally nodding, Mozu prepared herself to recieve the now familiar sensation of transferring information from Coinspinner. With just a small wiggle of her hand...

Mozu: Roll to cast ???, DC 75: 48+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-10 (First Time Casting)=74, Bare Failure

...And just barely, barely could not make things work. Willing up the effort once more, she tried again.

How many more times can Mozu cast a spell until she gets to the meeting? d4: 3, 3 more oppurtunities to cast spells.
Mozu: Roll to cast ???, DC 75: 77+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)+10 (Just Barely Made it Last Time)-10 (First Time Casting)=113, Major Success!
Time Until Apprentice Ranking in Fate Reduced By 1%
15 less penalties for the next 3 rolls!
Spell Oppurtunities 3->2

And this time, it worked perfectly. She could feel the burden of life flying off of her shoulders. Working quickly to try and memorize what she just did...

Mozu: Roll to Remember Spell, DC 65: 96+6 (Intelligence)+2 (1/2 of Magic)+5 (Fate 1)+5 (Major Successful Casting)-1 (Second Time Spellcaster, Reduced by ???)=113, 48, Critical Success! (Marked By Arcadia's Whims)
Mozu: Critical Success Rolled, roll to acquire trait: 9, no trait acquired.
Mozu Learned Quantum Flux!
Due to the Critical Success, Mozu has gained Quantum Flux as a Praxis! (-10 to the Crit Success Threshold, -20 with Marked By Arcadia's Whims)
Time to Achieve Apprentice Ranking in the Fate Arcana reduced by 3%!
Quantum Flux Rolls: 3->2

Even more so than the other spells, Mozu could feel this spell become imprinted on her soul. Blinking as her very being synchronizing with this particular spell, she almost missed Coinspinner urging her on to keep going with the Spellcasting.

Mozu: Connecting the Invisible Dots, DC 91: 10+3 (Magic)=3, Failure!
Mozu: Roll to Plan Ahead For Magic, DC 60: 62+6 (Intelligence)+15 (I am the Law)-1 (Being Rushed)=82, Success!
Quantum Flux Rolls: 2->1

Her mind quickly coming up with a plan, she used an opportunity to recast Quantum Flux.

Mozu: Roll to Cast Quantum Flux, DC 75: 83+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-0 (Second Time Casting Praxis)=119, Critical Success!
Time Until Apprentice Ranking in Fate Reduced by 5%!
Quantum Flux Rolls: 1->0
Spellcasting Oppurtunities: 2->1
25 Less Penalties for the Next 5 rolls!

Then, once that was taken care and as they were approaching where the Princess was waiting, Mozu cast one final spell which she had used before.

Mozu: Roll to cast Oaths Fulfilled, DC 75: 33+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-1 (Second Time Casting)-1 (Rushing the spell)=67, Bare Failure
Quantum Flux Rolls: 5->4
Spellcasting Oppurtunities: 1->0

Rushing the spell, she made a small mistake with one of the symbols and thus didn't successfully cast it. Oh well, all the spell would have done is let her know when she had convinced Princess Sakura. Reaching the Princess, who was accompanied by Tsubaki, the red-haired Ninja from before and a purple-haired woman in... less than modest clothing. Feeling a subtle urging from Coinspinner, she stopped when the others did and did not begin to speak as she concentrated on the magic of the spell while also waiting for the right moment. She missed Sakura beginning the discussion on what they were doing, where they were travelling, and also missed the discussion from her two retainers and the ninja on where they should go. The moment she heard the words "place to rest" and "Senritsu", she leapt into the discussion.

Mozu: Contested Roll to Persuade: 62+3 (Persuasion)+5 (The Meek and the Sold)+13 (1/2 of Player of the Game)+25 (Quantum Flux Aiming Bonus)-1 (Rudeness)-1 (Didn't really pay attention to what was being said)=107
Sakura: Contested Roll to Not Be Persuaded: 98+9 (Persuasion)-5 (The Meek and the Sold)=102, Automatic Major Success
Results: 107-102=5, Major Failure reduced to Failure!
Quantum Flux: 4->3

"Why don't we stop in Senritsu?" Mozu interjected. The gaze of the other's swiveled towards her, but with the burden lifted off her shoulders, she didn't let it affect her. "We're a small group, right? We can easily stop in a town like that, and it's directly on the way there."

However, Princess Sakura shook her head. "Senritsu is directly in the middle of the planned path for that day of travel. It would be pointless to stop there, because we would lose half a day's travel, and we can't delay getting to the borders of the Wind Tribe's territory any more than necessary. Shot down, Mozu could not directly challenge Sakura on the issue. However...

Mozu: Connecting the Invisible Dots, DC 91: 89+3 (Magic)=92, Success!

...the information about the situation filled her mind as she quickly looked between the people there. Somehow knowing about how long the pacing between each stopping location was, she looked up at Tsubaki.

"Tsubaki, how far do you think you can go, on foot, in a day."

"Quite far," he replied, "There is no distance I am unwilling to go for my liege."

"And how far do you think Hana can go?"

Ignoring Hana's indignant cry at the questioning of her skills, Tsubaki said "I have confidence in my fellow retainer's abilities."

"And what about Sakura?"

Mozu: Contested Roll to persuade: 17+3 (Persuasion)+13 (1/2 of Player of the Game)+15 (Knows everything about the situation)-1 (Rudeness)=47
Tsubaki: Contested Roll to persuade: 3+12 (Persuasion)+10 (Perfectionism)+10 (Rudeness)-5 (1/2 of Intelligence)-15 (Knows everything about the situation)=15, Automatic Major Failure!
Results: 47-15=Major Success!
Quantum Flux Rolls: 3->2

At this, he stopped. Looking to see his liege's face, and despite her confident expression, he then turned away in shame. "She would... not make it. Not without long breaks in between." At that, Sakura's expression turned sad at the harsh words of her retainer.

"Exactly," said Mozu. "I don't like saying this about one of the leaders of the home I live in, but it needs to be said. She will struggle along the way, and to help counter this, we're going to have to slow down our rate of travel. That's why I want to stay in Senritsu, that way that should give her, and all of us, plenty of time to rest our feet in a friendly town. It's for the best."

Turning now to the ninja of the group, who was currently giving her a death glare which suggested that she tread lightly, she said: "Do you disagree? Would you put your liege through something he couldn't handle?"

???: Roll to control self, DC 60: 18+7 (Persuasion)+6 (1/2 of Intelligence)+10 (For My Liege, May He Reign)=41, Failure!

"You would dare try and use Lord Ryoma as an example against me?!" He nearly shouted.

Mozu: Contested Roll to control self: 6+3 (Persuasion)+3 (1/2 of Intelligence)+13 (1/2 of Player of the Game)+15 (Knows everything about the situation)-1 (In the Face of Death...)=39
???: Contested Roll to intimidate: 49+7 (Persuasion)+6 (1/2 of Strength)+10 (For My Liege, May He Reign)+10 (The Face of Death Itself)=82
Results: 39-82=-43, Critical F-
Life-Threatening Situation Enacted, Coinspinner: Desperate Reroll: 6 41+3 (Persuasion)+3 (1/2 of Intelligence)+13 (1/2 of Player of the Game)+15 (Knows everything about the situation)-1 (In the Face of Death)=74
Results: 74-82=-8, Bare Failure
Desperate Reroll cost: d6: 2, 63/99 for the Wheel of Fate
Quantum Flux Rolls: 2->1

Flinching just a little, Mozu nonetheless continued on. Her voice rising slowly until it reached a yell, she said: "I'll repeat it once more. WOULD YOU PUT YOUR PRINCESS THROUGH SOMETHING YOU KNEW SHE COULDN'T HANDLE?!"

Mozu: Contested Roll to persuade: 53+3 (Persuasion)+13 (1/2 of Player of the Game)+15 (Knows everything about the situation)-1 (Incited Target to anger)-1 (Slightly Intimidated)=82
Saizou: Contested Roll to not be persuaded: 66+7 (Persuasion)+15 (Angered)+3 (Slightly Intimidated Oppoenent)-6 (1/2 of Intelligence)-15 (Knows everything about the situation)=69
Results: 82-67=12, Success!
Quantum Flux Rolls: 1->0

"NO! OF COURSE I WOULD NOT! THE GIRL CAN BARELY JOG A MILE LET ALONE MAKE THAT TREK!" The ninja shouted, his anger consuming his self-discipline.

"Then why," questioned Mozu, her voice now low, "would you try to force her to do something she could not do?"

Silence reigned around the group. Hana looked like she was fighting to keep her tongue chained at hearing her liege being put down. Tsubaki was turned away, already forced to admit his Princess' lack of ability. Fujiko was concerned with how her friend was acting. The Diviner, wisely, stayed out of it. Sakura looked towards the ninja, waiting for an answer. Finally after a long period of contemplation and controlling himself, he looked the princess in the eyes and simply said: "No." At that, Sakura's spirits fell as the denouncing of her own endurance by her own retainer and her brother's hammered home. Then, Saizou turned to Mozu, still obviously angry at what she had said. "Fine. We stop in Senritsu."

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Man oh man did this chapter get heated. After Sakura rolled that Natural 98, I had to come up with a way that Mozu could indirectly force her to stop in Senritsu, and exploiting the most intelligent and authoritative people in the group was one of them. But yes, Sakura is not going to like this, and in fact will remember this for some time.

For those of you wondering why I used the desperate reroll, it was because getting a critical failure against Saizou could have escalated the situation so much that it might have lead to a fight. One thing leads to another, after all. Just in case any of you were wondering.

Also, Mozu has finally embraced her Munchkin side (I rerolled the first roll because we still had that first reroll which automatically applies when something is less than satisfactory, and I think Coinspinner would rather she learn her magic on the fly). Which means, of course, that there will be a lot more spell usage in the coming updates. Quantum Flux is insanely useful, after all.

To add to that, Mozu has gotten even closer to reaching the Apprentice Rank in Fate, thanks to those rolls. Only 10.6 Days to go! I also decided to not make the other two spells in her repetoire Praxis considering that the DC was so low that it wouldn't have meant anything for her to get a crit on them beyond simply memorizing. That's why only Quantum Flux is now a Praxis.

...I keep forgetting the last part of what I was going to say, so I'll simply have to talk about it when I can remember. I must memory issues or something. Oh well, next update we finally head off! :)
 
The Nights on Broadway pt. 3
Mozume
Level: 5
Class: Villager Lv. 5
95/140 XP Until Next Level
Stats:
Hit Points: 24/24 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+2 (Levels)+0 (Training)=11
Precision: 4 (Class)+1 (Base)+1 (Levels)+0 (Training)=6
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+1 (Levels)+1 (Training)=3
Persuasion: 2 (Class)+1 (Base)+0 (Levels)+0 (Training)=3
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+2 (Levels)+0 (Training)=6
Luck: 3 (Class)-2 (0 from Base, -2 from Flaw)+2 (Levels)+1 (Training)+4 (The sword)=8
Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+50 (Base)+10 (Aptitude)=70
Precision: 10 (Class)+40 (Base)+10 (Aptitude)=60
Intelligence: 5 (Class)+35 (Base)+10 (Aptitude)=50
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+40 (Base)+10 (Aptitude)=55
Endurance: 5 (Class)+35 (Base)+10 (Aptitude)=50
Luck: 20 (Class)+20 (Base)+10 (Aptitude)=50
Traits:
Forager (Intelligence): Restore 10% of HP every update while in a Forest, Mountain or near a body of water (Character Trait)
Country Girl (Persuasion): +5 to Persuasion rolls while interacting with anyone from the Country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming. (Villager Lv. 4)
One-Two A (Precision: +5 to rolls to confirm attacking again (Acquired Trait)
We've got a Mystery, Gang 1 (Intelligence): +5 to rolls for finding hidden stationery objects. (Acquired Trait)
I DON'T WANT TO USE MY HEAD! 1 (Precision): +5 to discovery and investigation rolls caused by pain. (Acquired Trait)
Just Pull a Dresden! 1 (Persuasion): +5 to all spellcasting rolls when you use a dead language to help channel the magic. (Acquired Trait)
Little Mouse in the Prairie 2 (Agility): +15 to Stealth rolls against Much Larger targets. (Acquired Trait)
I am the Law 2 (Intelligence): +15 to all roles dealing with rules, regulations and systems of government. (Acquired Trait)
Silent in the Hills 3 (Endurance): +25 to rolls to resist fear or control expression in the face of gore. (Acquired Trait)
Player of the Game 3 (Persuasion): +25 to rolls for controlling yourself when dealing with nobility and/or royalty. (Acquired Trait)
Wrath of the Beast (Strength): The anger of losing all that you have loved has coalesced into a terrifying boost to strength! Mozu can now enter into a berserker state which multiplies her strength by 1.5, adds half of her strength to her attack, dodge, damage and agility (for the purposes of extra attacks) and removes all weight penalties due to weapons and exhausted penalties! However, at the end of the encounter, she takes damage equal to her strength, and enters an exhausted state which penalizes all rolls she takes until she falls asleep. She can enter the berserk state again to get rid of the exhausted penalties due to using said state, but if she does the penalties increase to the current penalties+(the previous penalties*1.5), or, to demonstrate, using the state once reduces all rolls by 10 at the end of it, using it a second time reduces them by 25, a third use would end at penalizing by 48, and so on. (Acquired Trait)
Connecting the Invisible Dots (Magic): Intelligence*1.5% to automatically succeed at any roll which you have no information or training to normally accomplish. (Acquired Trait)
Paul Bunyan Among the Trees (Strength): Whenever a foe is slain by a Melee Critical Hit, You may immediately make an attack (with a -10 cumulative penalty) against another adjacent foe. (Achievement Trait)
Hammer of Herakles (Strength): Strength% of Instantly-Killing an enemy whenever a Melee Critical Hit is rolled. (Achievement 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. (Achievement Trait)
Possessions:
[Brass Naginata]: 4 Might, -5 Accuracy, +1 to Endurance for purposes of Damage Mitigation, +5 Critical Evade, Cannot Trigger Critical Hits
[Mother's Bow]: 4 Might, -5 Accuracy, +2 to Resistance, +5 Critical Evade
4 Arrows
[Rodéla Kérmatos]: 11 Might, -10 Accuracy, +10 Crit Confirmation, +4 to Luck while being wielded, Access to Awakened magic and the Fate Arcana
Gnosis 0
Arcana:
Death 0
Fate 1
Forces 0
Life 0
Matter 0
Mind 0
Prime 0
Space 0
Spirit 0
Time 0

Spell List: Serendipity (Fate 1) (Shows the next step you need to take), Oaths Fulfilled (Fate 1) (Lets you know when a specified fate has befallen or caused by you or your target.), Quantum Flux (Reduces Penalties for a certain number of rolls, can also "aim" a mundane action for a bonus)

Praxis: Quantum Flux

Current Projections for Reaching Apprentice Ranking in the Fate Arcana: 2 weeks-3% (Magic Stat)-9% (Critical Success on Remembrance Rolls x2)-2% (Major Success on Spellcasting Roll)-10% (Critical Success on Spellcasting Roll)=10.6 Days
Fujiko
Level: 3
Class Villager Lv. 3
51/110 XP Until Next Level
Stats:
HP: 20/20 (Endurance x4)
Strength: 5 (Class)+1 (Base)+1 (Levels)+0 (Training)=7
Agility: 5 (Class)+1 (Base)+1 (Levels)+0 (Training)=7
Precision: 4 (Class)+0 (Base)+1 (Levels)+1 (Training)=6
Intelligence: 2 (Class)+4 (Base+2)+1 (Levels)+1 (Training)=8
Magic: 0 (Class)+1 (Base)+0 (Levels)+0 (Training)=1
Persuasion: 2 (Class)+0 (Base)+1 (Levels)+1 (Training)=4
Endurance: 2 (Class)+1 (Base)+1 (Hoshidan)+1 (Levels)+0 (Training)=5
Luck: 3 (Class)-1 (Base-2)+0 (Levels)+0 (Training)=2

Traits: From the Ashes (Endurance): Her father's village burned around her, but she rose anew from it. -50% Damage taken from Fire-type attacks. (Character Trait)
Country Girl (Persuasion): +5 to all rolls interacting with someone from the country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
"Kill someone above the bloodied threshold with a melee attack dealing at least 3 times as much damage as HP!" Reward: Paul Bunyan Among the Trees
"With a Melee weapon, deal damage to an enemy equal to at least 3 times their maximum health." Reward: Hammer of Herakles
"In less than a day, a room was lost, never to be opened again by imperial decree. For surviving this tragedy, a gift was given by the Goddess of Salvation: Marked By Arcadia's Whims." Reward: Marked By Arcadia's Whims
  • Head to Senritsu
Chapter 3: The Nights on Broadway pt. 3
Doyobi (Saturday), the 19th of Hachigatsu (August), according to the Wheel of Time
65/99, according to the Wheel of Fate
15/??, according to the Wheel in the Sky
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Then, Saizou turned to Mozu, still obviously angry at what she had said. "Fine. We stop in Senritsu."

Providence Roll: 32+5 (Study the Stars)=37

Of course, things don't always go the way they should. Various delays in acquiring resources and repairing weapons forced the group from being able to leave immediately. In the meantime, Mozu joined Kazahana and Tsubaki in their training. This morning, they were working on stamina training.

Mozu: Training Roll for Endurance: 63+50 (Stat Growth)+50 (Taught by Hana and Tsubaki)=213
213/100, 1 Point of Endurance Gained!
113/110, 1 Point of Endurance Gained!
3/121, 118 Until Next Point Gained.
Endurance: 6->8!
HP: 24->32!

Mozu: Roll to prevent exhaustion from Training, DC 45: 10+8 (Endurance)+5 (Adrenaline)=23, Failure!

The workout, while helpful, left her exhausted and sore for quite a while.

After an entire day passed, Coinspinner had had enough.

"Hey Girl. We need to speed things up a bit, time's a ticking."

Similarly frustrated, Mozu still asked, "But how can we speed things up? We can't just keep casting spells on everyone we see."

"You can cast a spell which encompasses a group of people. However, to make sure that it effects the most amount of people, you're going to have to do it as a ritual."

Mozu: Connecting the Invisible Dots, DC 91: 50+3 (Magic)=53, Failure!

"A ritual? What is that?"

"I'm not sure you've realized it, since you've been doing it instinctively, but usually spells take a while to cast. They can be done instantly, however, by 'reaching' within the arcana. If, instead, you take your time with the spell, and we're talking a considerable amount of time, you can instead 'reach' in other directions. For example, normally you can at most affect about like 5 people at a time with a spell. By 'reaching', however, you can affect hundreds. That's how important learning to realize your 'reach' is. Of course, instead of just doing a ritual, you can risk it by doing both at once, however if you try that, you risk this nasty thing called Paradox. What do you say?"

Will Mozu risk it?: 24, Nope.

"Okay. How do you perform a ritual?"

Coinspinner sent her an image of him shrugging his shoulders. "Thing is, ritual magic is best done outside of prying eyes, to minimize distractions while you're concentrating on the spell. Another problem is unless you convince people to just gather together in an area for no reason, we're going to have to take a risk trying to reach and achieve magic which can be aimed with the senses and sympathetic connections. But, if you're willing to try, find a quiet room and we can begin from there."

Providence Check: 32+5 (Study the Stars)=37
Coinspinner: Free Reroll: 46+5 (Study the Stars)=51

They managed to find a quiet little room, though it was close to where other people were resting. Crossing her legs on the floor, Mozu sat down, and to start things off began to cast a spell she knew intimately.

Mozu: Roll to cast Quantum Flux Instantly, DC 75: 41+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-10 (Exhausted)=67, Bare Failure

She failed, but, willing up the resolve to try again, she did so.

Mozu: Roll to cast Quantum Flux Instantly, DC 75: 54+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-10 (Exhausted)=80, Bare Success
Reduces Penalties by -5 for 1 roll.

It worked, but not nearly as well as she hoped. Shrugging her shoulders, she mentally waved to Coinspinner to begin giving instructions.

Providence Roll: 49+5 (Quantum Flux)=54: Detected, but nobody believes you're doing anything unusual.

Mozu: Roll to cast Quantum Flux over a larger group of people and with a sympathetic range, DC 75: 91+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-5 (Exhausted)-10 (Reaching beyond what is allowed)=112, Critical Success!
Paradox for chapter negated by previous critical roll!
Mozu: Critical Success Rolled, roll to acquire trait: 65, trait acquired!
You'll get Sympathy From Me Lv. 1 (Persuasion): +5 to all spellcasting rolls which use sympathetic range!
Quantum Flux Roll: 1->0
Time required to reach Apprentice Ranking in the Fate Arcana reduced by 5%!
-15 to penalties for the next five rolls for 10 people! (Potency reduced to provide for Scale)


This time worked much more successfully. Mozu could feel the spell take hold over the members of their group, albeit slightly weaker than usual. Standing up, she saw that the sun was much lower in the sky compared to when she started the ritual. Shaking her head at how she lost track of time, Mozu walked out of the room to go get dinner.

Providence Roll: 79+5 (Study the Stars)+15 (Quantum Flux equivalency)=99!

Where the previous day had been nothing but slowdowns, this day things moved at an extremely good pace as the group finally managed to have everything ready to go. Leaving sometime before noon, they journeyed onward and, to their fortune, acquired no major obstacles whatsoever along the way. With a pace they weren't expecting to achieve, they reached Senritsu by nightfall.

It was a good thing they did, then, due to all of the bandits attacking the local bar.

What will you do?

[] Jump in and stop the bandits as soon as possible, possibly killing people and letting some stragglers escape.
[] Take your time to go through them, not letting any bandit go, but risking damage to the nearby town.
[] Evacuate the Townspeople so that they are not in the crossfire, and then go try and stop the bandits, risking them getting away.

Voting ends 7:00 PM PST, 10:00 PM EST Tomorrow Night. I will be asking people to keep track of the vote, since I will be getting home through traffic at this time.
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Just a little chapter, right before we get into the action at Senritsu. I figured we might as well have a little breather and a vote before hand. Also, we have finally begun our training rolls! Now, normally, you can only do a training roll once per week, but thanks to Hana and Tsubaki beating the crap out of training you, you can instead do a training roll every other day. Doing so, however, risks exhausting or even injuring yourself, due to how harsh the training is. But, at least you're Endurance 8 now, so that's something.

We've also performed our first ritual, and thanks to that crit "fail" on the paradox roll, we don't have to deal with paradox for the rest of the chapter, so that means we technically can reach for quite a lot right now, as you saw. Spend it wisely.

With two days past and another crit success, we once again have reduced the time until the Apprentice Ranking has been achieved to 7.9 Days! Let's hope our luck keeps improving!

Finally, I suggest you give some thought as to the voting options. Different ones can lead to drastically different outcomes.

P.S. You might want to think of a way to apologize to Sakura, she wasn't too happy about you turning her friends (and Saizou) against her.
 
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