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.
[X] Precision: 6->7
[X] Intelligence: 6->7
[X] Magic: 3->4

We need to get ready to get almost shanked again. Dan at this rare were going to get pushed to join Nohr despite them dooming our hometown.
 
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Okay, I'm going to have to extend the Vote to 5:00 PM PST, 8:00 PM EST. Three votes is not enough to get a good idea of what people want, so I'm giving you guys this extra time to vote.
 
Closing the vote now, and the winners are Magic, Precision and Persuasion! Hopefully I can get the chapter done tonight, but I am "on-call" so to say to help my family with something, so you'll just have to be patient with me if it's not up tonight.
 
So I just caught up and I really like this story so far. I know nothing about Fire Emblem and a tiny bit about the Swords, but I should be able to help on the Mage content. There's one part I'm concerned about. Maybe it's been discussed on the Discord already, but what the heck happened in The Nights on Broadway pt. 5 fight with the second outlaw?!

So Fujiko gets 1 attack in the first round, the outlaw gets 3 against her, Ullr gets 1 throw against the Outlaw, and the outlaw gets 2 shots on him. The second shot failed, but why would he get two attacks before Ullr got to throw both of his axes? What the heck happened to any sort of reasonable rules of combat?! I understand that this isn't just one attack per person in a round, but that Outlaw could probably kill anyone in the army if he's allowed 5 attacks per response.

One theory I have is that he's using a short bow instead of a longbow like Nojiko and Mozu. As for the most recent chapter the officials on Mozu's side can confirm that she did not have Apocalypse on her person when she first collapsed. Maybe Mozu can say she picked it up from an enemy mage?
 
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First off: Welcome! It'll be good to have people who actully know how Mage: the Awakening works.
I understand that this isn't just one attack per person in a round, but that Outlaw could probably kill anyone in the army if he's allowed 5 attacks per response.
Ullr I could justify as getting a double attack from the Outlaw having more speed than Ullr. That's a Fire Emblem thing.
For the Fujiko thing: he might have double attacked Fujiko on counterattack and then doubled attacked on his own attack, but he took her down in the first shot so the second didn't happen.

Fujiko attack->outlaw counter1->outlaw counter2->outlaw attack1->fujiko counter->outlaw attack2
The last two didn't happen because Fujiko went down.
As for the most recent chapter the officials on Mozu's side can confirm that she did not have Apocalypse on her person when she first collapsed
The Wheel of Fate made it so that we ALWAYS had Apocalypse on us and were ALWAYS a "dirty black mage". It changed the past.
 
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The Nights on Broadway pt. 7
Mozume
Level: 7
Class: Villager Lv. 7
35/160 XP Until Next Level
Stats:
Hit Points: 36/36 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+3 (Levels)+0 (Training)=9
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+3 (Levels)+0 (Training)=12
Precision: 4 (Class)+1 (Base)+2 (Levels)+0 (Training)=7
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+2 (Levels)+1 (Training)+5 (Apocalypse)=9
Persuasion: 2 (Class)+1 (Base)+1 (Levels)+0 (Training)=4
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+3 (Levels)+2 (Training)=9
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
Training:
Strength: 0/100, +0
Agility: 0/100, +0
Precision: 0/100, +0
Intelligence: 0/110, +1
Magic: 0/110, +1
Persuasion: 0/100, +0
Endurance: 63/110, +1
Luck: 0/110, +1
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)
Fresh Potential 1 (Intelligence): +10 to rolls to familiarize unit with weapons (Villager Lv. 7)
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)
You'll Get Sympathy From Me 1 (Persuasion): +5 to all spellcasting roll which use sympathetic range!
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
[Apocalypse]: 18 Might, -10 Accuracy, +5 Crit Confirmation, +5 to Magic while being wielded, Deals Effective Damage Against Dragons and Wyvern Riders
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-9% (Magic Stat)-9% (Critical Success on Remembrance Rolls x2)-3% (Major Success on Spellcasting Roll)-15% (Critical Success on Spellcasting Roll)-2 Days (Elapsed Time)=6.96 Days
Fujiko
Level: 5
Class Villager Lv. 5
71/140 XP Until Next Level
Stats:
HP: 14/28 (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)+2 (Levels)+1 (Training)=7
Intelligence: 2 (Class)+4 (Base+2)+2 (Levels)+1 (Training)=9
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)+2 (Training)=7
Luck: 3 (Class)-1 (Base-2)+1 (Levels)+0 (Training)=3
Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+40 (Base)+10 (Aptitude)=60
Precision: 10 (Class)+35 (Base)+10 (Aptitude)=55
Intelligence: 5 (Class)+55 (Base)+10 (Aptitude)=70
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+35 (Base)+10 (Aptitude)=50
Endurance: 5 (Class)+40 (Base)+10 (Aptitude)=55
Luck: 20 (Class)+15 (Base)+10 (Aptitude)=45
Training:
Strength: 0/100, +0
Agility: 0/100, +0
Precision: 0/110, +1
Intelligence: 0/110, +1
Magic: 0/100, +0
Persuasion: 0/110, +1
Endurance: 35/121, +2
Luck: 0/100, +0
Possessions:
Brass Naginata
Iron Bow (8 Might, -10 Weapon Accuracy)

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)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming (Villager Lv. 4)
Swimming Upstream 1 (Strength): +5 to all attack rolls while you have weapon disadvantage. (Acquired Trait)
Once Upon A Time In The West 1 (Luck): +5 to all dodge rolls when you're the first in the turn order. (Acquired Trait)
Shot from the Dark 1 (Precision): +5 to attack rolls against distracted targets.
Ullr
Lv. 6 Fighter
78/150 XP Until Next Level
Strength: 7 (Class)+2 (Base)+3 (Levels)+0 (Training)=12
Agility: 6 (Class)+1 (Base)+3 (Levels)+0 (Training)=10
Precision: 6 (Class)+4 (Base)+3 (Levels)+0 (Training)=13
Intelligence: 3 (Class)+1 (Base)+1 (Ice Tribe)+2 (Levels)+0 (Training)=7
Magic: 0 (Class)+0 (Base)+1 (Levels)+0 (Training)=1
Persuasion: 4 (Class)+1 (Base)+2 (Levels)+0 (Training)=7
Endurance: 3 (Class)+1 (Base)+1 (Levels)+3 (Training)=8
Luck: 2 (Class)+0 (Base)+0 (Levels)+0 (Training)=2
HP: 38: 32 (Endurance x4)+6 (HP+1)

Last Level Up: Precision, Strength, Agility

Traits: Strength of the North (Strength): Can throw axes no matter which ones they are with a -10 penalty. (Character Trait)
Raised in the Mountains (Agility): +10 to all rolls to resist the cold. (Background Trait)
Absolutely Smashing (Luck): Increases the Damage Multiplication of Natural Crits by one (i.e. x3->x4, x4->5, etc.) (Fighter Lv. 1)
HP +1 (Endurance): +1 HP per total level. (Fighter Lv. 4)
BOOT TO DA HEAD 1 (Agility): +5 to all thrown weapon attack rolls when the target is distracted. (Acquired Trait)
Charge'n'Targe 2 (Agility): Reduces Charging Penalties to 0, and Increases Charging Bonuses by 5 (Acquired Trait)
"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. 7
Getsuyobi (Monday), the 21st of Hachigatsu (August), according to the Wheel of Time
81/97, according to the Wheel of Fate
26/??, according to the Wheel in the Sky
%\%\%\%\%\%\%

[X] Precision: 6->7
[X] Magic: 3->4
[X] Persuasion: 3->4

Providence Roll: 25
Coinspinner: Free Reroll: 10+5 (Study the Stars)=15 (No enemies slain, d8: Saizou critically injured, 3 Fighters Remain, 1 Outlaw Remains, 1 Mage Remains, ??? Remains)

Encounter Roll: 35

As the mage fell down in a pool of his own blood, a disturbing smile on his face, Mozu turned towards Ullr.

Mozu: Did that patch things up with Ullr?: 12+4 (Persuasion)+10 (You helped protect these people)+10 (Turned against your own "kind")=36, no change

Turning away at his glare, Mozu instead looked back at the villagers. "Do you think they'll be safe here?"

He sneered. "Not while your kind are around. You're going to leave, and you'd better not come back here except in chains. I don't want to risk the children getting exposed to your tainted practices."

She stared at him. "And what about Princess Sakura? She's still with the others, they could still be fighting!"

Mozu: Contested Roll to persuade: 30+4 (Persuasion)+4 (1/2 of Intelligence)+10 (Chance to save allies)-15 (He DESPISES you)=33
Ullr: Contested Roll to not be persuaded: 48+7 (Persuasion)+4 (1/2 of Intelligence)+30 (DESPISES You)-10 (Chance to save people)=79
Results: 33-79=-46, Critical Fa-
Life-Threatening Situation (Alone, you will die getting back to the rest of the group): Desperate Reroll: 93+4 (Persuasion)+4 (1/2 of Intelligence)+10 (Chance to save allies)-15 (He DESPISES You)=96
Results: 96-79=17, Success!
Quantum Flux Rolls 2->1
Desperate Rerolls: d6: 4, 85/97 for the Wheel of Fate

Breathing in slowly, he finally relented. "Fine. We'll go find them. Don't expect me to help you if your dying, like I helped your friend." With that, he picked up Fujiko while keeping his eyes on Mozu the entire time before walking behind her as she jogged towards where she left the group.

Providence Roll: 43+5 (Study the Stars)=48 (0 Enemies slain, no wounds taken, 3 Fighters Remain, 1 Outlaw remains, 1 Mage remains, ??? remains)

Encounter Roll: 38 (No enemy encountered)

They eventually got to where the rest of the group were fighting...

Situation Roll: 79+5 (Study the Stars)=84

...And thankfully things seemed to be turning around. Princess Sakura was nearly exhausted healing her allies, but she was still healing them. Saizou was ready to get back into the fight now, and the others who injured had finally been healed. The remainder of the bandits not seeing the two of them, caught up as they were in the fight, Mozu noticed a Wyvern Rider commanding the group, and began to channel the power Apocalypse provided her.

Mozu: Contested Roll to hit: 19+7 (Precision)+4 (1/2 of Luck)+10 (Distracted Target)+15 (Weapon Triangle Advantage)-1 (Bare Success)-1 (Heavy, Unusual Weight)-8 (Weapon Accuracy)-10 (First Time Using Dark Magic)=35
???: Contested Roll to not be hit: 18+13 (Agility)+3 (1/2 of Luck)-10 (Distracted)-15 (Flanked)-15 (Weapon Triangle Disadvantage)=-6, Automatic Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 96, crit rolled, upgraded trait acquired!
Trait: Hocus Pocus (Intelligence): +15 to magical attack rolls when the target is distracted or surprised!
Damage Dealt: (d8:5)+18 (Weapon)+9 (Magic)-20 (Resistance) x 3 (Effective Against Wyverns) x 3 (Critical Hit)=108 DAMAGE DEALT!
??? HP: 47 (Out of 68)->-61, Nichol, Bandit Leader Slain!
Quantum Flux Rolls 1->0
Has Mozu gotten used to the weight? 52+10 (Fresh Potential)=62, Yes
Achievement Reached! "Slay your first named Boss! Reward: Taker of Names"
Achievement Reached! "Kill a boss before he even realizes you exist! Reward: In the Shadow of the Colossus."
Trait: Taker of Names (Magic): "+2 to damage against named targets."
Trait: In the Shadow of the Colossus (Luck): "Reduces the Defense and Resistance of Boss units this unit attacks by 5. This reduction only applies to that attack."

Opening up a tear in reality right in front of the Wyvern Rider as he flew, it dragged him and his mount inside with a strong tug of gravity before their entirety was devoured, his screams suddenly silenced.

Boss Unit Slain! Mozu Gained 108 XP! 17 XP Until Next Level!
Ullr Gained 80 XP! Level Up! 152 XP Until Next Level!

Stat Gain: Endurance 8->9
Luck 2->3
Intelligence 7->8
HP 38->42
Gained a Trait: Bide your time 1 (Precision): Increases Crit confirmation checks by 1 per 10% of HP missing.

Sakura Gained 80+16 XP! Level Up! 160 XP Until Next Level!

Stat Gain: Endurance 10->11
Precision 7->8
Intelligence 7->8
HP 40->44
Gained a Trait: Spiritual Sense 1 (Magic): +10 to rolls to detect spirits.

Hana Gained 80+16 XP! Level Up! 91 XP Until Next Level!

Stat Gain: Endurance 9->10
Agility 13->14
Persuasion 7->8
HP: 36->40
Gained a Trait: Honor Be My Guide 1 (Intelligence): +10 to rolls to resist persuasion attempts from criminal and dishonorable units.

Tsubaki Gained 72+15 XP! 8 XP Until Next Level!
Orochi Gained 80+16 XP! 7 XP Until Next Level!
Fujiko Gained 49+18 XP! 2 XP Until Next Level!
Saizou Gained 66+13 XP! 67 XP Until Next Level!
Sadaharu Gained 72+15 XP! 53 XP Until Next Level!
Tsuneko gained 40+8 XP! 45 XP Until Next Level!

Enemy Courage Roll: 68, the enemy still fights on.

Roll for Initiative!
Mozu: 67+12 (Agility)+3 (1/2 of Int)=82
Ullr: 66+10 (Agility)+4 (1/2 of Int)=80
Sakura: 18+7 (Agility)+4 (1/2 of Int)=29
Tsubaki: 30+14 (Agility)+5 (1/2 of Int)=49
Hana: 58+14 (Agility)+3 (1/2 of Int)=75
Orochi: 20+7 (Agility)+5 (1/2 of Int)=32
Saizou: 1+16 (Agility)+6 (1/2 of Int)=23
Sadaharu: 10+16 (Agility)+5 (1/2 of Int)=31
Tsuneko: 60+27+11 (1/2 of Int)=98
Fighter Initiatives: (11, 48, 49)+15 (Agility)+4 (1/2 of Int)=(30,67,68)
Outlaw: 34+18 (Agility)+5 (1/2 of Int)=57
Dark Mage: 25+12 (Agility)+5 (1/2 of Int)=42
Turn Order Decided! Tsuneko, Mozu, Ullr, Hana, 3rd Fighter, 2nd Fighter, Outlaw, Tsubaki, Dark Mage, Orochi, Sadaharu, 1st Fighter, Sakura, Saizou

The bandits still fought on, despite their leader being killed in such a manner. However, not one of them could take even a step forward before an archer, dressed in some ridiculous violet gown, fired off a shot at the dark mage.

Tsuneko: Contested Roll to hit: 19+33 (Precision)+10 (1/2 of Luck)+10 (Surprised Target)-10 (Weapon Accuracy)-15 (Weapon Triangle Disadvantage)=47
Dark Mage: Contested Roll to not be hit: 40+12 (Agility)+3 (1/2 of Luck)+15 (Weapon Triangle Advantage)-10 (Surprised)-15 (Flanked)-10 (Lacking in Leadership)=35
Results: 47-35=12, Success!
Tsuneko: Critical Hit?, DC 88: 65+19 (Luck)+17 (1/2 of Precision)=101, Success!
Damage Dealt: (d6:2)+8 (Weapon)+4 (Quick Draw)+27 (Strength)-19 (Defense) x 3 (Critical Hit)=66 Damage Dealt!
Dark Mage HP: 56->-10, Dark Mage Slain!

Piercing him right in the skull, he dropped dead from the sudden rupture of his primary thinking organ. The rest of the group, meanwhile, finally regained their wits, but not before Mozu tried to get a magic shot at the Outlaw.

Mozu: Contested Roll to hit: 29+7 (Precision)+4 (1/2 of Luck)+15 (Weapon Triangle Advantage)-5 (Bare Success)-5 (Heavy Weight)-10 (Weapon Accuracy)-10 (First Time using Dark Magic)=25
Outlaw: Contested Roll to not be hit: 5+18 (Agility)+3 (1/2 of Luck)-5 (Heavy Weight)-10 (Lacking in Leadership)-15 (Weapon Triangle Disadvantage)-15 (Flanked)=-19, Automatic Critical Failure!
Results: Critical Success!
Damage Dealt: (d8:7)+9 (Magic)+18 (Weapon)-12 (Resistance) x 3 (Critical Hit)=66 Damage Dealt!
Outlaw HP: 36->-30, Outlaw Slain!

With an open void, another enemy fell to the might of Apocalypse. Ullr, deciding to instead attack one of the fighters instead of Mozu, charged forward with an axe raised to the sky.

Ullr: Contested Roll to hit: 38+13 (Precision)+2 (1/2 of Luck)+0 (Charging, Charge'n'Targe)-5 (Heavy Weight)-15 (Weapon Accuracy)=33
Fighter: Contested Roll to not be hit: 52+15 (Agility)+5 (1/2 of Luck)+10 (Charging Attacker)-10 (Lacking in Leadership)-15 (Flanked)=57
Results: 33-57=24, Failure!

Of course, the fighter just leapt out of the way, leading Ullr to crash into a nearby house wall. Hana, then, already in the thick of things, sliced towards one of the remaining bandits.

Hana: Contested Roll to hit: 81+13 (Precision)+3 (1/2 of Luck)+15 (Weapon Triangle Advantage)+10 (On my Honor)-5 (Heavy Weight)-5 (Weapon Accuracy)=112
Fighter: Contested Roll to not be hit: 30+15 (Agility)+5 (1/2 of Luck)-10 (Lacking in Leadership)-15 (Flanked)-15 (Weapon Triangle Disadvantage)=10
Results: 112-10=102, Over 100 difference reached: Critical Success Upgraded Natural Critical Success!
Hana: Critical Success Rolled, roll to acquire upgraded trait: 14, normal trait acquired.
Trait: Press the Advantage Lv. 1 (Strength): +2 to all damage rolls when you have weapon advantage!
Damage Dealt: (d6:1)+6 (Weapon)+12 (Strength)+2 (Press the Advantage)-22 (Defense) x 3 (Critical Hit)=1 Damage Dealt, at minimum!
Fighter HP: 52->51
Who did Hana hit?: 68, the third fighter

It just barely grazed his exposed arm, however, as he swung his ax in a counterattack.

Fighter: Contested Roll to counterattack: 29+15 (Precision)+5 (1/2 of Luck)-10 (Gamble)-15 (Weapon Triangle Disadvantage)-15 (Weapon Accuracy)=9
Hana: Contested Roll to not be hit: 22+14 (Agility)+3 (1/2 of Luck)+10 (On my Honor)+15 (Weapon Triangle Advantage)+15 (Darting Blow)-5 (Heavy Weight)=74
Results: 9-74=-65, Critical Failure!
Hana: Critical Success Rolled: Roll to acquire trait: 22, no trait acquired.

...Which missed entirely, and even got the fighter's ax stuck in the dirt. As the 2nd fighter readied himself...

Morale Roll: 84 (Keeps fighting, loses the lack of leadership circumstance!)

He charged at Mozu, the one who had so easily slain his leader.

Fighter: Contested Roll to attack: 52+15 (Precision)+5 (1/2 of Luck)-10 (Gamble)-10 (Charging)-15 (Weapon Triangle Disadvantage)-15 (Weapon Accuracy)=22
Mozu: Contested Roll to dodge: 99+12 (Agility)+4 (1/2 of Luck)+10 (Charging Attacker)+15 (Weapon Triangle Advantage)-5 (Heavy Weight)=135
Results: 22-135=-113, Over 100 difference reached: NATURAL CRITICAL FAILURE INCREASED TO DOUBLE CRITICAL FAILURE!
Mozu: Double Critical Success Rolled, roll to acquire heavily upgraded trait: 4, upgraded trait acquire!
Ordinance Enhanced Movement (Lv. 2) (Luck): +15 to dodge rolls while wielding a tome!
Damage Dealt to attacker: (d6:3)+17 (Strength)+8 (Weapon)+(d8:5)+18 (Weapon)+9 (Magic)=60 Damage Dealt!
Fighter HP: 52->-8, 2nd Fighter Slain!

He... swung the ax so hard it swung up and into his own shoulder. Mozu, meanwhile, had been firing off black holes to try and ward him off, and in doing so had accidentally created a black hole right where his heart was. Woops. Tsubaki, meanwhile, took that time then to leap into the fray.

Which fighter is it?: 31, the First Fighter

Tsubaki: Contested Roll to hit: 39+15 (Precision)+3 (1/2 of Luck)-5 (Heavy Weight)-10 (Weapon Accuracy)-15 (Weapon Triangle Disadvantage)=27
Fighter: Contested Roll to not be hit: 73+15 (Agility)+5 (1/2 of Luck)+15 (Weapon Triangle Advantage)-15 (Flanked)=93
Results: 27-93=66, Critical Fa-
Coinspinner: Desperate Reroll: 32+15 (Agility)+5 (1/2 of Luck)+15 (Weapon Triangle Advantage)=52
Results: 27-52=-25, Failure!
Desperate Reroll Cost: 2d6: 6, 91/97 For the Wheel of Fate!

Tsubaki, albeit trying his best, was still recovering from his injury. As such, the Fighter didn't even have to look his way in order to dodge the attack. Swinging his ax Tsubaki's way in order to counterattack...

Fighter: Contested Roll to counterattack: 74+15 (Precision)+5 (1/2 of Luck)+15 (Weapon Triangle Advantage)-10 (Gamble)-15 (Weapon Accuracy)=84
Tsubaki: Contested Roll to not be hit: 87+14 (Agility)+3 (1/2 of Luck)-5 (Heavy Weight)-15 (Weapon Triangle Disadvantage)=84
Results: Tie!
Tiebreaker: 14, Goes to Fighter! Success!
Critical Hit? DC 100: 64+9 (Luck)+8 (1/2 of Precision)+20 (Gamble)=101, Success!
Damage Dealt: (d6:4)+17 (Strength)+8 (Weapon)-18 (Defense) x 3 (Critical Hit)=33 Damage Dealt!
Tsubaki HP: 42->9

...and smacked him off of his pegasus, letting him smack into the ground. Orochi, however, was not going to let her ally come so close to death.

Orochi: Contested Roll to hit: 99+11 (Precision)+3 (1/2 of Luck)+10 (Distracted Target)+15 (Weapon Triangle Advantage)-5 (Heavy Weight)-15 (Weapon Accuracy)=118
Fighter: Contested Roll to not be hit: 33+15 (Agility)+5 (1/2 of Luck)-10 (Distracted)-15 (Flanked)-15 (Weapon Triangle Disadvantage)=13
Results: 118-13=105, Over 100 threshold achieved, NATURAL CRIT UPGRADED TO DOUBLE CRIT!
Orochi: Double Crit Rolled, Roll to acquire heavily upgraded crit: 21, upgraded trait acquired.
Trait: Eye of the Tiger Lv. 2 (Endurance): +15 to attack and dodge rolls while wielding a Tiger Spirit Scroll!
Damage Dealt: (d6:3)+8 (Tiger Spirit)+10 (Magic)-15 (Resistance) x 4 (Double Critical Success)=24 Damage Dealt!
Fighter HP: 52->28

Gasping in pain as a technicolor tiger clawed at his torso, the fighter was left utterly stunned. One of the new people, a man who was... blindfolded..? He began to hum a song near Mozu.

Sadaharu, Roll to reinvigorate, DC 60: 32+19 (Persuasion)+3 (1/2 of Magic)+10 (Magnificent Performance)+15 (Is willing to give his all for you)-10 (Singing in Combat)=69, Bare Success!

For whatever reason, the song filled her with a small amount of energy, enough to allow to move faster than normal. With that said...

Mozu: Contested Roll to Hit: 95+7 (Precision)+4 (1/2 of Luck)+15 (Stunned Target)+15 (Hocus Pocus)+15 (Weapon Triangle Advantage)-5 (Bare Success)-5 (Heavy Weight)-10 (Barely Invigorated)-10 (Weapon Accuracy)-10 (First Time Using Dark Magic)=111
Fighter: Contested Roll to not be hit: 36+15 (Agility)+5 (1/2 of Luck)-15 (Stunned)-15 (Flanked)-15 (Weapon Triangle Disadvantage)=61
Results: 111-61=50, Critical Success!
Mozu: Critical Success rolled, roll to acquire trait: 59, trait acquired!
Trait: Let'em Have it, Mac! Lv. 1 (Strength): +5 to all attack rolls against stunned targets!
Damage Dealt: (d8:4)+18 (Weapon)+9 (Magic)-15 (Resistance) x 3 (Critical Hit)=48 Damage Dealt!
Fighter HP: 28->-20, Fighter Slain!

Mozu utterly annihilated the fighter like she did the Wyvern Rider. Finally, Sakura reacted to finish healing up Saizou.

Sakura: Roll to Heal Injuries, DC 45: 6+10 (Magic)+4 (1/2 of Intelligence)+10 (From the Brink)-10 (Healing in Combat)=20, Failure!

...Which Failed to take, sadly. Saizou, however, grit his teeth and tried to get to work.

Saizou: Pyrotechnics, Saizou takes 2 damage, Fighter takes 6 Damage
Saizou HP: 17->15
Fighter HP: 51->45
Saizou: Contested Roll to hit: 55+20 (Precision)+2 (1/2 of Luck)+10 (Distracted Target)-5 (Heavy Weight)-10 (Weapon Accuracy)-10 (Bloodied)-15 (Weapon Triangle Disadvantage)=47
Fighter: Contested Roll to not be hit: 2+15 (Agility)+5 (1/2 of Luck)+15 (Weapon Triangle Advantage)-10 (Distracted)-15 (Flanked)=12, Natural Critical Failure!
Results: Natural Critical Success!
Saizou: Natural Critical Success, roll to acquire upgraded trait: 91, Heavily Upgraded Trait acquired!
Trait: Living on a Prayer Lv. 3 (Endurance): +10 to all damage rolls while Bloodied!
Damage Dealt: (d6:6)+13 (Strength)+7 (Steel Shuriken)+10 (Living on a Prayer)-22 (Defense) x 3 (Critical Hit)=42 Damage Dealt!
Fighter HP: 45->3
Fighter: Bloodied Threshold reached!
Shuriken Debuff: (Strength -3 x2 Critical=-6, Defense/Resistance -4 x2 Critical=-8; Fighter Strength: 17->11; Fighter Defense/Resistance: 19/15->11/7, Ax is too heavy to wield with ease anymore!)

Despite being on death's door himself, he still managed to get a shuriken covered in small explosives into the Fighter's skull, burning his hand, but securing a major hit on the fighter, who screamed in pain. The women in the strange gown, meanwhile, fired off a shot at the last remaining fighter...

Tsuneko: Contested Roll to attack: 87+33 (Precision)+10 (1/2 of Luck)+10 (Distracted Target)-10 (Weapon Accuracy)=130
Fighter: Contested Roll to not be hit: 94+15 (Agility)+5 (1/2 of Luck)-10 (Distracted)-10 (Bloodied)-15 (Flanked)=79
Results: 130-79=51, Critical Success!
Tsuneko: Can't acquire a trait against an unpromoted target.
Damage Dealt: (d6: 2)+8 (Weapon)+4 (Quick Draw)+27 (Strength)-11 (Defense) x 3 (Critical Hit)=90 Damage Dealt!
Fighter HP: 3-90=-87, Fighter Slain!

And with that last shot, the fight was over.
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This update was done over the course of two days, so some parts of it might not match up to others. For that, I apologize in advance.

This update was really just a slog to get through, thanks to all the characters involved. Though, I am happy that Mozu did so well, it means that while our luck is crap, we're still doing well.

Really, I need to take a nap for a few minutes to get my energy back, so sorry, I won't be able to give any intricate commentary.
 
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So I just caught up and I really like this story so far. I know nothing about Fire Emblem and a tiny bit about the Swords, but I should be able to help on the Mage content.
Glad to have you around! We're going to need some Mage experts in the thread.
There's one part I'm concerned about. Maybe it's been discussed on the Discord already, but what happened The Nights on Broadway pt. 5 fight with the second outlaw?!
@Jhin Lemon Already explained it. He took Fujiko down with the first counterattack, so going by Fire Emblem rules he couldn't use that second counter attack, since the initial target was already down. Then, on Ullr's turn, he counterattacked twice.
 
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.... it seems the dice want Mozu to drop the sword shot and learn to rip Space a new one.


Also #fuck Ullr. #BlackMageLivesMatter


And now to deal with our team that wasn't raised with us turning.
 
So I'm trying to figure out what's in Senritsu for us. We were told to go there by a spell. Our sword either knows but isn't telling us or does not know why we need to go there. We know why we're going to the Wind Tribe after this city, but Senritsu isn't even on the wiki. Note for the future: do not use deadly black magic near the Wind Tribe border since some Faceless may be disguised tribesmen.

There is no way we were directed here to obtain Apocalypse. We got that for manipulating Fate and our spell wasn't high enough level to predict future Fate-manipulated events. Plus it was pretty clearly random and we "have always had it." So I think we're here for something connected to other Swords or for Mage stuff. And those are clearly connected if our sharp stick is any indication, but there might be Awakened characters that aren't wielding a sword. Perhaps previous wielders or people with special blood.
 
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So I'm trying to figure out what's in Senritsu for us. We were told to go there by a spell.
Senritsu is where our dancer unit, Our Promoted Unit and Ullr were. That's why it directed Mozu towards there. Also, to help save people from Bandits.
Our sword either knows but isn't telling us or does not know why we need to go there.
In this case, he knew. But he might not in the future.
We know why we're going to the Wind Tribe after this city, but Senritsu isn't even on the wiki.
Senritsu is a village I made up. Senritsu is Japanese for "Melody".
Note for the future: do not use deadly black magic near the Wind Tribe border since some Faceless may be disguised tribesmen.
Noted.
There is no way we were directed here to obtain Apocalypse.
See first response.
 
Senritsu is where our dancer unit, Our Promoted Unit and Ullr were. That's why it directed Mozu towards there. Also, to help save people from Bandits.
So all we got was a lot of pain injuries, a dancer a legendary spell that might get us killed, and an Asshole that would help. Not sure if worth it. Also didn't we say to come here and then disappear for while only to suddenly have dark magic.

Traitor accustatioon has more weight.
 
Level 8 Level Up
Mozu has leveled up! She is now Level 8, and her XP is at 152/170.

You have 3 points! Distribute these points as you like, but you can only put one point at most in a stat per level-up, and you cannot put points into the same stat you put them in last level up!

[] Strength: 9->10
[] Agility: 12->13
[] Precision: 7->8
[] Intelligence: 6->7
[] Magic: 4->5
[] Persuasion: 4->5

[] Endurance: 9->10
[] Luck: 4->5

Voting Ends at 3:00 PM PST, 6:00 PM EST Tomorrow, 10/23/17.
 
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