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] Strength: 9->10
[X] Agility: 12->13
[X] Luck: 4->5

Found this quest a few days ago, just caught up.
I've never seen a quest this cursed by the dice gods, like Holy Shit you guys.
 
Found this quest a few days ago, just caught up.
Glad to have you here!
I've never seen a quest this cursed by the dice gods, like Holy Shit you guys.
Oh yeah, it's... It's just BAD.

We're fairly sure we're stealing the bad luck of all of the other quests on the Discord server, hence why they're all having good luck and we're really not. Also, the Monument Of Our Sins is a thing for a reason.
Adhoc vote count started by Critian Caceorte on Oct 23, 2017 at 6:41 PM, finished with 12 posts and 9 votes.
 
Vote Closed, and the Winners are Luck, Strength, And Agility!
Sorry for closing it so late, had to do some maintenance for my truck.
Update will hopefully be tonight, but I do have a dinner I need to go to, and I still need to apply the headlight sealant once the resin dries, so it might be tomorrow morning.
 
The Nights on Broadway pt. 8
Mozume
Level: 8
Class: Villager Lv. 8
152/170 XP Until Next Level
Stats:
Hit Points: 36/36 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+4 (Levels)+0 (Training)=10
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+4 (Levels)+0 (Training)=13
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)+3 (Levels)+1 (Training)+4 (The sword)=9

Last Level Up: Luck, Strength, Agility
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: 3/120, +2
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)
Hocus Pocus 2 (Intelligence): +15 to magical attack rolls when the target is distracted or surprised. (Acquired Trait)
Ordinance Enhanced Movement (Luck): +15 to dodge rolls while holding a tome (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)
Taker of Names (Magic): +2 damage against named targets. (Achievement 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. (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
[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: 6
Class Villager Lv. 6
64/150 XP Until Next Level
Stats:
HP: 14/28 (Endurance x4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Precision: 4 (Class)+0 (Base)+3 (Levels)+1 (Training)=8
Intelligence: 2 (Class)+4 (Base+2)+3 (Levels)+1 (Training)=10
Magic: 0 (Class)+1 (Base)+0 (Levels)+0 (Training)=1
Persuasion: 2 (Class)+0 (Base)+2 (Levels)+1 (Training)=5
Endurance: 2 (Class)+1 (Base)+1 (Hoshidan)+2 (Levels)+2 (Training)=8
Luck: 3 (Class)-1 (Base-2)+1 (Levels)+0 (Training)=3

Last Level Up: Persuasion, Precision, Intelligence
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. 7 Fighter
120/160 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)+3 (Levels)+0 (Training)=8
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)+2 (Levels)+3 (Training)=9
Luck: 2 (Class)+0 (Base)+1 (Levels)+0 (Training)=3
HP: 43: 36 (Endurance x4)+7 (HP+1)

Last Level Up: Intelligence, Endurance, Luck

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
"Slay your first named Boss!" Reward: Taker of Names
"Kill a boss before he even realizes you exist!" Reward: In the Shadow of the Colossus
  • Head to Senritsu
  • Halt the Nohrian Infiltrators
  • Investigate the Fluctuating Dragon Vein
Chapter 3: The Nights on Broadway pt. 8
Getsuyobi (Monday), the 21st of Hachigatsu (August), according to the Wheel of Time
91/97, according to the Wheel of Fate
26/??, according to the Wheel in the Sky
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With the battle concluded, everyone took a few moments to calm down from the adrenaline high. Finally, it was the woman in the strange purple gown who spoke up first. She was wearing violet ballroom wear with many, perhaps even countless ruffles adorning the surface. Atop her head was a headband with a lavender knitted covering attached with fake cat ears at the top. With an obvious cheerful facade, she proclaimed, "And this is what happens when those who descend to crime and hate attack those who are innocent! By the power of the cat's eye-"

"None of the villagers are here," interrupted Saizou. The instant he said that, the facade was gone to be replaced with an annoyed, and tired, expression.

"Oh thank the dragon I don't have to keep doing that. I like the job but my face gets cramps just from the sheer amount of smiling I have to do. If I do end up actually that cheerful, someone please end my misery." Turning to Mozu...

Tsuneko Opinion Roll: 70+6 (???)=76

...her disgruntled visage nonetheless gained the beginnings of a smile. "Hey, you that one mage everyone's talking about? Nice to meet you, name's Tsuneko, though all of the Villagers know me as..." With a pained expression on her face and a groan, she continued, "...Mahou Shoujo Sniper Kit- Oh screw it I can't even work up the effort to say the whole thing."

Tsuneko recruited!
Tsuneko (a.k.a. Mahou Shoujo Sniper Kitty) (28 years old)
Lv. 12 (Archer Lv. 10, Sniper Lv. 1)
29/210 XP Until Next Level
Strength: 21 (Class)+1 (Base)+6 (Levels)+0 (Training)=28
Agility: 27 (Class)-1 (Base-Flaw)+1 (Levels)+0 (Training)=27
Precision: 30 (Class)+1 (Base)+2 (Levels)+0 (Training)=33
Intelligence: 15 (Class)+2 (Base)+5 (Levels)+0 (Training)=22
Magic: 1 (Class)+1 (Base)+4 (Levels)+5 (Training)=11
Persuasion: 18 (Class)+1 (Base)+4 (Levels)+0 (Training)=23
Endurance: 12 (Class)+1 (Base)+1 (Hoshidan)+3 (Levels)+0 (Training)=17
Luck: 9 (Class)+4 (Base+2)+6 (Levels)+1 (Training)=20
HP: 102 (Endurance x6)

Last Level Up: Magic, Strength, Luck

Traits: Cat-Tastrophe (Magic): Reduces the DC for rolling for a critical hit by 13 or 18 if the last numeral of the rolled number for the to-hit roll is either a 3 or an 8 respectively. (Character Trait)
Legit Magical Girl (Persuasion): Can use Scrolls and Tomes. (Background Trait)
An Eye for Aiming (Endurance): Can skip a turn in order to add a +15 bonus to the next attack roll against the specified target (Archer Lv. 1)
Duck and Cover (Agility): +10 to Cover Bonuses (Archer Lv. 4)
Battlefield Archery (Precision): +10 to Bow to-Hit Rolls while behind cover (Archer Lv. 7)
Quick Draw (Agility): +4 to Damage when initiating combat (Archer Lv. 10)
Perfect Aim 1 (Intelligence): +10 to all ranged attack rolls (Sniper Lv. 2)

When Tsuneko had finished her spiel, Saizou turned to Mozu...

Saizou: Opinion Altered: 81+6 (???)=87

...and surprisingly, had a subtle look of concern on his face. "Are you alright? You're bleeding in a number of places." Taking out a vulnerary, he moved to try and help her but stumbled as his body remembered his own blood loss. Sakura hurried to keep him still as she worked to heal him.

Sakura: Roll to heal injuries, DC 45: 78+10 (Magic)+4 (1/2 of Intelligence)+10 (From the Brink)=102, Critical Success!
Sakura: Critical Success Rolled, roll to acquire trait: 62, trait acquired!
Desperate Measures 1 (Precision): +10% of target's health healed when healing a target below 50% health!
Sakura: Damage Healed: (d6:3)+7 (Staff)+5 (1/2 of Magic) x 2 (Critical Success)+5 (Desperate Measures)=35 Healed!
Saizou HP: 15->50, Fully Healed!

While Sakura healed him, Mozu and Coinspinner stared in confusion at the normally very... protective ninja. "It's like his personality has completely flipped... or perhaps we're just one of the few people he acts like this to now?" thought Coinspinner. He could not finish whatever else he was thinking, however, before something tackled Mozu...

...into a hug.

Hana: Opinion Altered: 91+6 (???)=97

"Don't. Ever. Make me worried like that," said Kazahana, "I hate it when my best friends get injured. You know how I am with you and Sakura!" Mozu could only look in shock at seeing such an emotionally vulnerable expression on the normally serious samurai. Who was now... her best friend? Blushing at how close Hana was with her hug, Mozu could just faintly hear Coinspinner say in her head, with a stereotypical "ghost voice":

"Iiiiiiiii ship iiiiiiitttt..."

Turning to look at the other retainer, who was being healed by Sakura at the moment...

Tsubaki: Opinion Altered: 19+6 (???)=25

Sakura: Roll to heal, DC 45: 36+10 (Magic)+4 (1/2 of Intelligence)+10 (From the Brink)-15 (Severely Injured)=45, Bare Success!
Damage Healed: (d6: 2)+7 (Staff)+5 (1/2 of Magic)+5 (Desperate Measures)=19 HP Healed!
Tsubaki HP: 3->22
Staff Lost 1 Charge due to Bare Success: 9->8

He turned away from her, his visage like it was carved out of granite. Coinspinner commented, "Wow, tough crowd." Looking now at Orochi...

Orochi: Opinion Altered: 49+6 (???)=55

She seemed to be the same as always. She gave a wink in Mozu's direction (which was actually pretty typical of her) and then turned away to survey the damage the bandits had caused. Ullr, of course, refused to even gaze in her general direction, though he seemed to have calmed down slightly.

Ullr: Opinion: 8+6 (???)=14

Fujiko was still sleeping from her near-death experience. Finally, Sakura reached Mozu, who was still being hugged by Hana, to heal her, and while doing so laid a hand on her shoulder with a small smile on her face.

Sakura: Opinion Altered: 73+6 (???)=79

Sakura: Roll to heal, DC 45: 24+10 (Magic)+4 (1/2 of Intelligence)-10 (Injured)=28, Failure!
Staff Charges Lost due to Failure: 8->7

Finally Hana released her grip on her. Now turning around to look at the final new member to their little group...

Sadaharu: Opinion: 112-12 (Gave up 12 to increase general opinion by 6)=100

He was blind, that much was obvious. With a plain, albeit blue blindfold covering his eyes, which were surrounded by scars with as much as she could make out, he would have been a typical beggar if not for his well trimmed beard and immaculate purple yukata. He smiled at her widely, seemingly able to tell where she was despite his lack of sight. He called to her.

"Ah, so you would be Mozume?" Taking her hand in a gentle grip, he bowed down and kissed her on the knuckles, a man of chivalry only known to storybooks. "A pleasure to make your acquaintance. You may call me Sadaharu, a bard hailing from Cyrkensia of Nestra."

Tsubaki scoffed. "Sadaharu? That isn't a name from Nestra."

The blind man retorted gently. "Of course not. Sadaharu is but a stage name, one I use while travelling these lands. I prefer that my real name is not used while out in public. I'm afraid that I do have a history, just not the kind you think of." Turning away from the disbelieving retainer, he asked Mozu, "Is there anything you need? I know the Princess is doing her best to mend your wounds, but if you need a song to revive your spirit, or even a lullaby to help you slumber, you need only ask."

Mozu slowly shook her head, confused at how earnest and charitable this man seemingly was. "No thank you, I just... need a few minutes to think on what just happened." The Bard nodded at this.

"That is perfectly alright. But I reiterate, if you need something of me, ask away. I am a man of glad service." With that, he turned away and began to hum a tune quietly.

Sadaharu recruited!
Sadaharu
Lv. 8 Bard
53/170 XP
Strength: 6 (Class)+0 (Base)+2 (Levels)+1 (Training)=9
Agility: 10 (Class)+1 (Base)+2 (Levels)+3 (Training)=16
Precision: 12 (Class)+1 (Base)+4 (Levels)+3 (Training)=20
Intelligence: 6 (Class)+1 (Base)+3 (Levels)+1 (Training)=11
Magic: 0 (Class)+2 (Base)+3 (Levels)+1 (Training)=6
Persuasion: 10 (Class)+1 (Base)+1 (Nestran)+4 (Levels)+3 (Training)=19
Endurance: 6 (Class)+0 (Base)+2 (Levels)+1 (Training)=9
Luck: 6 (Class)+4 (Base)+3 (Levels)+3 (Training)=16
HP: 45 (Endurance x5)

Last Level Up: Precision, Endurance, Intelligence

Traits: Finale Chaser (Agility): Increases Damage Dealt by 4 against opponents below the bloodied threshold. (Character Trait)
Blinded By Fire (Precision): Cannot See, but +20 to all other Sensory Checks (Background Trait)
Sing (Magic): Allows an ally to take another turn, or make another roll. (Bard Lv. 1)
Nestran? Knowledge 1 (Intelligence): +10 to all knowledge checks about Nestra? (Bard Lv. 4)
Magnificent Performance 1 (Endurance): +10 to all singing rolls. (Bard Lv. 7)

"And so," remarked Coinspinner, "Our little band grows... Well, at least now we know why we were told to come to this little village."

Objective: "Head to Senritsu" Complete! Mozu gained 50 XP! Everyone else gained 25 XP!
Mozu Gained a Level!

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: 10->11
[] Agility: 13->14

[] Precision: 7->8
[] Intelligence: 6->7
[] Magic: 4->5
[] Persuasion: 4->5
[] Endurance: 9->10
[] Luck: 5->6

Voting Ends at 8:00 PM PST, 11:00 PM EST Tomorrow, October the 24th.

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Chapter End

Interlude: Cheve

Cheve Providence Roll: 99

Ryoma stared out of the "borrowed" General armor he wore at the blond woman before him, ostensibly the leader of this "resistance". Surprised that one such as he (or at least, who he appeared to be) was able to actually meet with the resistance leader in person, he nonetheless counted his good fortune that he was able to do so. She smirked at him when he entered the room, a hidden alcove protected from the outside world by a conviently placed bookshelf. Candidly speaking to him, despite the supposedly "secretive" nature of her work, she asked:

"So you're the mysterious 'Ryoma' who everyone is talking about?"

He really should have picked a better name than his actual one, a terrible lack of planning on his part. Then again, joining the Cheve resistance was a rather spur of the moment decision, albeit one with easily imagined benefits. A Border city of Nohr, perhaps allying with Hoshido? That would give them an "in" which the Hoshidan Army sorely needed. Realizing he hadn't yet replied, he did so.

"I am indeed. You would be 'Scarlet', then?"

A better codename than his, certainly. Why didn't he think to give himself a name after a color or plant like everyone else? She just chuckled at his response.

"Yep. Been the leader of this whole shebang for quite a while now. I have to admit, it's not every day that a Nohrian General shows up to pledge themselves to the cause."

He did his best to shake his head, the movement restricted by the quite ridiculous helmet. "Indeed, I would think not. Nor is it typical for the leader of a resistance movement to simply meet in person with said General."

That got a full laugh from her. "Touche. Well, Gentlemen," she directed her statement to the guards who had accompanied him here, "I believe it's your turn to skedaddle. Mr. Ryoma and I have some business to talk."

"But sir-" began one of the guards. She clicked her tongue in an interjection.

"Sorry, but these are some extremely important secrets he and I are going to be talking about. Ones which I can't have people listening into, so you guys are going to need to go outside for a few minutes. Got it?" Slowly nodding, one of the guards tapped on the bookshelf, which opened up to let the two of them go. A full minute after they had left, Scarlet finally asked a question.

"So, Mr. General, how good are you at the naginata?"

"Fairly skilled, I'd say." At his response, she just smirked. It took him an embarrassing amount of time to realize his error.

"Nohrian Generals don't use naginatas, they use lances... Oh I am such an idiot," he cursed himself. Seemingly aware of his mental put-down, Scarlet laughed some more.

"Ah, don't worry about it. Some of the people who report to me said that you fought like a Hoshidan with your lance instead of like an actual general. That's how I knew discrepancy #1, as well as #2..." With that, she grabbed the helmet on his head and easily pulled it off, revealing his face. "When you're disguising yourself as someone else, at the very least get a haircut. Got it, Prince?"

At her reveal of his royal nature, he scowled. "Then, I am afraid I am at your mercy." At this, Scarlet scoffed.

"What, you think I'm going to sell you off to the Nohrians? Did you forget who this movement is fighting against? I'm not going to waste such a valuable asset as the Crown Prince of Hoshido when I can use him for various things. Like resources, soldiers, equipment... To be frank," at this, she poked his chest armor, "You're a walking, talking army. You can do so much good for us, even if you weren't the fighter you supposedly are, I'd still drop practically anything just to get you on our side. Even with that letter I just got."

His face expressed his confusion. "Letter?"

"The other reason I called you here. How well do you know nobles?"

He tilted his head in thought. "I know Hoshidan nobles. When it comes to other nations I'm afraid I am at a disadvantage knowledge-wise." She waved him off while taking a letter out of a locked drawer in her wood desk.

"Oh trust me, you'll at least have heard of this guy. I got this letter a week or so ago from a messenger apparently connected to Portobello Road."

At the mention of that name, his eyes widened as his thoughts raced. "The underground smuggling ring? Who would hire them to deliver a simple message?" Her next statement seemed to align with his thoughts.

"I thought it was odd that someone would hire a member of one of the biggest underground groups there is just to deliver a letter. Until I saw what was inside, and oh man will it surprise you."

He took a brief look at the top of the message. "It's a magical contract, I've seen enough of these to know it's the Road's standard make."

"Keep going," she replied. He did so, continuing to study the contents of the contract, raising his eyebrow as he looked over some of the latter sections, until he reached the space at the bottom where the person would sign their name. There, he stopped in shock as all activity in his mind halted. As he stood paralyzed, Scarlet smirked once more.

"Surprising, isn't it?" Ryoma looked up at her, a new sharpness to his gaze. He shook the contract at her.

"It's not possible. No way someone like him would sign such a contract." She nodded.

"That's what I thought when I first saw that. But you and I both know that this is a valid contract, it's got the right stamps and everything. The contract's magic wouldn't have accepted the signature if the person signing it was someone other than the person they were signing as. That's why," her smirk stretched to almost terrifying proportions, "I'm having him come over in about a week to see how serious he is about this. And I'm having you there to make sure he's not getting up to anything funny."

At that, he retorted angrily, "Why should I have to even be in the same room as him?!"

Scarlet raised an eyebrow. "Well, that's odd. I could have sworn that you were a member of the Cheve Resistance, the organization of which I'm the leader. And don't those who belong to an organization listen to the person leading them?" He scowled as his mind refused to come up with a counterargument to that simple logic, lacking as it was against various problems. "Now, I trust this guy even less than you do, but considering he was willing to go so far as to give a written oath to his intent to support us, I at least have to give him a chance. One chance, that is."

Shaking his head at just what was being asked of him, Ryoma looked down to slowly reread the contract he held in his hands, analyzing it for any loophole, any flaw...

"I, the undersigned, do agree not to reveal, directly or indirectly to anyone outside of the organization known as Portobello Road, any information which would harm either an individual of or the entirety of the organization known as Portobello Road.

I, the undersigned, do agree not to intentionally interfere in any operation run or owned by the organization known as Portobello Road. Portobello Road realizes that unintentional interference may occur, and thus does not hold I, the undersigned, accountable for such.

I, the undersigned, do agree to protect members of the organization known as the Cheve Resistance from any who would seek to do the organization or it's members harm.

I, the undersigned, do agree to assist the organization known as the Cheve Resistance by providing to said organization supplies and equipment.

I, the undersigned, having agreed to the above articles, do agree to have recognized the penalty of breaking any of the above points, namely: Blacklisting by the organization known as Portobello Road for any future endeavours, a standard 10% reduction in fees regarding any services directed towards my person provided by the organization known as Portobello Road, as well as subjecting myself to whatever whims of fate my actions cause.

I, having read and agreed to the above articles, do so sign:

Prince Leo of Nohr

%\%\%\%\%\%
Yeah, we're really beating canon with a stick now.

I'm hoping to have these "Interludes" at the end of every chapter to give a sense of what's going on in the world. For the next few, it'll focus mainly on the Cheve Resistance with Ryoma, but eventually we'll have one starring Corrin's army. Eventually.

Also, to any lawyers in the thread who read the above contract, I'm sorry, my legalese really isn't the best.
 
[X] Precision: 7->8
[X] Magic: 4->5
[X] Persuasion: 4->5


What level do we have to reach before picking a class? We're still a villager and these circumstances make me want to annoy the Wheel of Fate as little as possible.
 
What level do we have to reach before picking a class? We're still a villager and these circumstances make me want to annoy the Wheel of Fate as little as possible.
Well, Villager actually is a class, but if you're talking about switching to another class, you have three options:
1. Train under someone who likes you and who is that class (Saizou for Ninja, Hana for Samurai, etc.)
2. Try and focus your training on one particular aspect related to the class (This is technically possible for any class, but right now it's only really possible with the Dark Mage class)
3. Use a Seal of some sort (Buddy Seal, etc.) to change your class.
There's also Promotion, but I wouldn't reccomend that at this point in the game. Once you promote, you can no longer change into non-promoted classes, and you can't enter promoted classes which you haven't gotten at least a level in it's base class.
 
[X] Intelligence: 6->7
[X] Magic: 4->5
[X] Persuasion: 4->5

Did... did I just make the rolls better by showing up and pointing out the terrible luck...?
This keeps happening to me, but I thought this was limited to outside of the internet or something...
It all started with my best friend breaking a days long losing streak against a superboss after I showed up wondering how hard it really was
 
[X] Precision: 7->8
[X] Magic: 4->5
[X] Persuasion: 4->5
 
Much drinking was had upon this realization that we steal am the bad luck of other quests well at least on my end
 
Painting With All the Colors of the Wind pt. 1
Mozume
Level: 9
Class: Villager Lv. 9
32/180 XP Until Next Level
Stats:
Hit Points: 36/36 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+4 (Levels)+0 (Training)=10
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+4 (Levels)+0 (Training)=13
Precision: 4 (Class)+1 (Base)+3 (Levels)+0 (Training)=8
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+3 (Levels)+1 (Training)+5 (Apocalypse)=10
Persuasion: 2 (Class)+1 (Base)+2 (Levels)+0 (Training)=5
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)+3 (Levels)+1 (Training)+4 (The sword)=9

Last Level Up: Precision, Magic, Persuasion
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: 3/120, +2
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)
Hocus Pocus 2 (Intelligence): +15 to magical attack rolls when the target is distracted or surprised. (Acquired Trait)
Ordinance Enhanced Movement 2 (Luck): +15 to dodge rolls while holding a tome (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)
Taker of Names (Magic): +2 damage against named targets. (Achievement 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. (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
[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: 6
Class Villager Lv. 6
89/150 XP Until Next Level
Stats:
HP: 28/28 (Endurance x4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Precision: 4 (Class)+0 (Base)+3 (Levels)+1 (Training)=8
Intelligence: 2 (Class)+4 (Base+2)+3 (Levels)+1 (Training)=10
Magic: 0 (Class)+1 (Base)+0 (Levels)+0 (Training)=1
Persuasion: 2 (Class)+0 (Base)+2 (Levels)+1 (Training)=5
Endurance: 2 (Class)+1 (Base)+1 (Hoshidan)+2 (Levels)+2 (Training)=8
Luck: 3 (Class)-1 (Base-2)+1 (Levels)+0 (Training)=3

Last Level Up: Persuasion, Precision, Intelligence
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. 7 Fighter
145/160 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)+3 (Levels)+0 (Training)=8
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)+2 (Levels)+3 (Training)=9
Luck: 2 (Class)+0 (Base)+1 (Levels)+0 (Training)=3
HP: 43: 36 (Endurance x4)+7 (HP+1)

Last Level Up: Intelligence, Endurance, Luck

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)
Swift as the Grave-Wind 1 (Endurance): +10 to dodge rolls while an ally is down. (Acquired Trait)
Charge'n'Targe 2 (Agility): Reduces Charging Penalties to 0, and Increases Charging Bonuses by 5 (Acquired Trait)
Tsuneko (a.k.a. Mahou Shoujo Sniper Kitty) (28 years old)
Lv. 12 (Archer Lv. 10, Sniper Lv. 2)
29/210 XP Until Next Level
Strength: 21 (Class)+1 (Base)+6 (Levels)+0 (Training)=28
Agility: 27 (Class)-1 (Base-Flaw)+1 (Levels)+0 (Training)=27
Precision: 30 (Class)+1 (Base)+2 (Levels)+0 (Training)=33
Intelligence: 15 (Class)+2 (Base)+5 (Levels)+0 (Training)=22
Magic: 1 (Class)+1 (Base)+4 (Levels)+5 (Training)=11
Persuasion: 18 (Class)+1 (Base)+4 (Levels)+0 (Training)=23
Endurance: 12 (Class)+1 (Base)+1 (Hoshidan)+3 (Levels)+0 (Training)=17
Luck: 9 (Class)+4 (Base+2)+6 (Levels)+1 (Training)=20
HP: 102 (Endurance x6)

Last Level Up: Magic, Strength, Luck

Traits: Cat-Tastrophe (Magic): Reduces the DC for rolling for a critical hit by 13 or 18 if the last numeral of the rolled number for the to-hit roll is either a 3 or an 8 respectively. (Character Trait)
Legit Magical Girl (Persuasion): Can use Scrolls and Tomes. (Background Trait)
An Eye for Aiming (Endurance): Can skip a turn in order to add a +15 bonus to the next attack roll against the specified target (Archer Lv. 1)
Duck and Cover (Agility): +10 to Cover Bonuses (Archer Lv. 4)
Battlefield Archery (Precision): +10 to Bow to-Hit Rolls while behind cover (Archer Lv. 7)
Quick Draw (Agility): +4 to Damage when initiating combat (Archer Lv. 10)
Perfect Aim 1 (Intelligence): +10 to all ranged attack rolls (Sniper Lv. 2)
Sadaharu
Lv. 8 Bard
53/170 XP
Strength: 6 (Class)+0 (Base)+2 (Levels)+1 (Training)=9
Agility: 10 (Class)+1 (Base)+2 (Levels)+3 (Training)=16
Precision: 12 (Class)+1 (Base)+4 (Levels)+3 (Training)+3 (Wooden Staff)=23
Intelligence: 6 (Class)+1 (Base)+3 (Levels)+1 (Training)=11
Magic: 0 (Class)+2 (Base)+3 (Levels)+1 (Training)=6
Persuasion: 10 (Class)+1 (Base)+1 (Nestran)+4 (Levels)+3 (Training)=19
Endurance: 6 (Class)+0 (Base)+2 (Levels)+1 (Training)=9
Luck: 6 (Class)+4 (Base)+3 (Levels)+3 (Training)=16
HP: 45 (Endurance x5)

Last Level Up: Precision, Endurance, Intelligence

Traits: Finale Chaser (Agility): Increases Damage Dealt by 4 against opponents below the bloodied threshold. (Character Trait)
Blinded By Fire (Precision): Cannot See, but +20 to all other Sensory Checks (Background Trait)
Sing (Magic): Allows an ally to take another turn, or make another roll. (Bard Lv. 1)
Nestran? Knowledge 1 (Intelligence): +10 to all knowledge checks about Nestra? (Bard Lv. 4)
Magnificent Performance 1 (Endurance): +10 to all singing rolls. (Bard Lv. 7)
Possessions:
Wooden Staff: 5 Might, -8 Weapon Accuracy, +3 to Precision
"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
"Slay your first named Boss!" Reward: Taker of Names
"Kill a boss before he even realizes you exist!" Reward: In the Shadow of the Colossus
  • Halt the Nohrian Infiltrators
  • Investigate the Fluctuating Dragon Vein
  • Head to the Wind Tribe's Location
Chapter 4: Painting With All the Colors of the Wind pt.1
Kayobi (Monday), the 22st of Hachigatsu (August), according to the Wheel of Time
96/97, according to the Wheel of Fate
26/??, according to the Wheel in the Sky
%\%\%\%\%\%\%

Mozu: Rerolling Tome Connection, DC 60: 60+5 (Magic)+3 (1/2 of Luck)-5 (Bare Success Last Time)=63, Once Again a Bare Success
Mozu: Roll to get acquainted with Dark Magic, DC 60: 75+6 (Intelligence)+5 (1/2 of Magic)+10 (Fresh Potential)-5 (Bare Success)=91, Major Success, Penalty for Dark Magic removed!

Providence Roll: 36 (Well, that's not good)
Encounter Roll?: 39+14=53 (Small Ambush, Same Level)

The group had left the village the next day as soon as they were sure the villagers were safe. Traveling down the road, however, they discovered a group of Faceless blocking their path.

The Encounter Begins! Roll for Turn Order!
Mozu: 85+13 (Agility)+3 (1/2 of Intelligence)=101
Fujiko: 46+8 (Agility)+5 (1/2 of Intelligence)=59
Sakura: 6+7 (Agility)+4 (1/2 of Intelligence)=17
Hana: 71+14 (Agility)+3 (1/2 of Intelligence)=88
Tsubaki: 13+14 (Agility)+5 (1/2 of Intelligence)=32
Orochi: 6+7 (Agility)+5 (1/2 of Intelligence)=18
Saizou: 87+16 (Agility)+6 (1/2 of Intelligence)=109
Ullr: 61+10 (Agility)+4 (1/2 of Intelligence)=75
Sadaharu: 100+15 (Agility)+6 (1/2 of Intelligence)=121
...
Sadaharu: Natural 100 rolled, roll to acquire trait: 96, heavily upgraded trait acquired!
Trait: Press Forward Saints Lv. 3 (Persuasion): +15 to all allies initiative rolls while conscious!
Does Sadaharu get a second turn each round?: 47, No
Tsuneko: 76+27 (Agility)+11 (1/2 of Intelligence)=114
Faceless: 63+9 (Agility)+1 (1/2 of Intelligence)=(69,70,71,72,73,74,75,76,77)
Turn Order Decided! Sadaharu, Tsuneko, Saizou, Mozu, Hana, Ullr, F9, F8, F7, F6=Fujiko, F5, F4, F3, F2, F1, Tsubaki, Orochi, Sakura

Dashing forward with a truly impressive speed, Sadaharu raised his wooden staff and and swung it down...

Which one did he attack?: 6
Sadaharu: Contested Roll to hit: 76+23 (Precision)+8 (1/2 of Luck)+10 (Surprised Target)-8 (Weapon Accuracy)-5 (Heavy Weight)=104
Faceless: Contested Roll to not be hit: 12+9 (Agility)+1 (1/2 of Luck)-10 (Surprised)=12
Results: 104-12=92, Critical Success!
Sadaharu: Roll to acquire trait: 64, trait acquired!
Knock'em Out Good Lv. 1 (Agility): +5 to all attack rolls against surprised targets with blunt weapons!
Damage Dealt: (d6:3)+9 (Strength)+5 (Weapon)-15 (Defense) x 3 (Critical Hit)=6 Damage Dealt!
Faceless HP: 40->34

...smacking it right on the skull. It's forehead caved in slightly, but it didn't seem to notice.

Sadaharu: Attack Again?, DC 30: 62+16=78, Success!
Sadaharu: Contested Roll to hit: 71+23 (Precision)+8 (1/2 of Luck)+10 (Surprised Target)-8 (Weapon Accuracy)-5 (Heavy Weight)=99
Faceless: Contested Roll to not be hit: 90+9 (Agility)+1 (1/2 of Luck)-10 (Surprised)=90
Results: 99-90, Bare Success
Cannot Crit Due to Bare Success
Damage Dealt: (d6:6)+9 (Strength)+5 (Weapon)-15 (Defense)=5 Damage Dealt!
Faceless HP: 34->29

He swung again, this time into it's arm. It still caved in slightly, but again, the Faceless didn't care in the slightest. Sadly, it could work up the speed to attack him back before Tsuneko made her move.

Which one does she attack: 5
Tsuneko: Contested Roll to hit: 55+33 (Precision)+10 (1/2 of Luck)+10 (Perfect Aim)-15 (Weapon Accuracy)=93
Faceless: Contested Roll to not be hit: 7+9 (Agility)+1 (1/2 of Luck)=17
Results: 93-17=76, Critical Success!
Cannot Acquire Traits due to attacking an unpromoted unit
Damage Dealt: (d6:3)+9 (Weapon)+4 (Quick Draw)+27 (Strength)-15 (Defense) x 3 (Critical Hit)=84 Damage Dealt!
Faceless HP: 40->-44, Faceless #5 Slain!

She drew an arrow and in that same instant the Faceless was dead. Saizou jumped in right after her attack.

Which one does he attack: 7
Saizou: Contested Roll to hit: 48+20 (Precision)+3 (1/2 of Luck)-10 (Weapon Accuracy)=61
Faceless: Contested Roll to not be hit: 39+9 (Agility)+1 (1/2 of Luck)=49
Results: 61-49=12, Success!
Critical Hit?, DC 88: 36+5 (Luck)+10 (1/2 of Precision)=51, Failure!
Damage Dealt: (d6:6)+13 (Strength)+7 (Weapon)-15 (Defense)=11 Damage Dealt!
Faceless HP: 40->29
Shuriken Debuff: (Strength -3, Defense/Resistance -4; Faceless Strength: 9->6, Faceless Defense/Resistance: 13/12->9/8)
Saizou: Attack Again?, DC 60: 28+16 (Agility)=44, Failure!

Throwing out a shuriken, which sunk into the creature's armor, Saizou jumped back to avoid any counterattacks. Finally, it was Mozu's turn.

Mozu: Casting Quantum Flux across the whole group via sympathetic range instantly, DC 75: 72+10 (Magic)+3 (1/2 of Intelligence)+5 (You'll get sympathy from me)+5 (Adrenaline)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-20 (Reaching beyond what is allowed)=105, Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 17, no trait acquired
Paradox Roll: 61, No Paradox accrued!
-10 in Penalties for 2 rolls to the entire group!
Time required to reach Apprentice Ranking reduced by 1%
97/97 for the Wheel of Fate!
THE WHEEL OF FATE HAS HAD ENOUGH!
Reality Alteration Roll: 10!
10: "10: A error has occured in the Divine Design. Mozume was clearly supposed to have another level at this point in time!" Gained a Level!
The Wheel of Fate has been set back to 0, Maximum reduced to 96.

With a flick of her tome she utilized a long since familiarized set of imagos which bent reality slightly in her allies favor. She did, however, feel something try to touch her, and when it did she felt slightly... better. Hana then moved in...

Which one does she attack?: 5 (Faceless already slain), 2
Hana: Contested Roll to hit: 60+14 (Precision)+4 (1/2 of Luck)-1 (Weapon Accuracy)=77
Faceless: Contested Roll to not be hit: 5+9 (Agility)+1 (1/2 of Luck)=15, Natural Failure!
Results: 77-15=62, Critical Success!
Hana: Critical Success Rolled, roll to acquire trait: 87, trait acquired!
Trait: Swift as a Knife Lv. 1 (Agility): +5 to all bladed attack rolls while you outspeed the target!
Damage Dealt: (d6:1)+6 (Weapon)+13 (Strength)-15 (Defense) x 3 (Critical Hit)=15 Damage Dealt!
Faceless HP: 40->25
Quantum Flux Rolls: 2->1

With a quick slash, she slashed at the Faceless' exposed stomach, causing ichor to spill out. In rage, it swung it's fist back towards her.

Faceless: Contested Roll to counterattack: 88+8 (Precision)+1 (1/2 of Luck)+15 (Blood For Blood)-10 (Shackled with Chains)=102
Hana: Contested Roll to dodge: 25+14 (Agility)+4 (1/2 of Luck)+15 (Duelist's Blow)+10 (Critical Success)=68
Coinspinner: Free Reroll: 12+14 (Agility)+4 (1/2 of Luck)+15 (Duelist's Blow)+10 (Critical Success)=55
Results: 102-55=47, Major Success!
Critical Hit?, DC 53: 30+1 (Luck)+4 (1/2 of Precision)=35, Failure!
Damage Dealt: (d6:2)+8 (Weapon)+9 (Strength)-17 (Defense)=2 Damage Dealt!
Hana HP: 40->38

With a smack of it's fist, it her in the shoulder, knocking her back slightly.

Hana, Attack Again, DC 50: 68+14 (Agility)=82, Success!
Hana: Contested Roll to hit: 12+14 (Precision)+4 (1/2 of Luck)+5 (Swift as a Knife)-1 (Weapon Accuracy)=34
Faceless: Contested Roll to not be hit: 83+9 (Agility)+1 (1/2 of Luck)+15 (Blood For Blood)=108
Results: 34-108=-74, Critical Fai-
Coinspinner: Desperate Reroll: 88+14 (Precision)+4 (1/2 of Luck)+5 (Swift as a Knife)-1 (Weapon Accuracy)=110
Results: 110-108=2, Bare Success
Cannot Crit due to Bare Success
Damage Dealt: (d6: 5)+6 (Weapon)+13 (Strength)-15 (Defense)=9 Damage Dealt!
Faceless HP: 25-9=16
Faceless: Bloodied Threshold reached!
Sorcerous Construct (Endurance) Activates! No bloodied penalty applies!
Quantum Flux Rolls: 1->0
Desperate Reroll Cost: d6: 6, 6/96 For the Wheel of Fate!

She sliced at it again, drawing yet more black ichor. Ullr then charged in at one of the monsters.

Who does he attack?: 1
Ullr: Contested Roll to hit: 91+13 (Precision)+2 (1/2 of Luck)-0 (Charging)-1 (Heavy Weight)-9 (Weapon Accuracy)=96
Faceless: Contested Roll to not be hit: 76+9 (Agility)+1 (1/2 of Luck)=86
Results: 96-86=10, Bare Success!
Cannot Crit due to Bare Success
Damage Dealt: (d6:4)+12 (Strength)+8 (Strength)-15 (Defense)=9 Damage Dealt!
Faceless HP: 40->31
Quantum Flux Rolls: 2->1

Just barely scratching it's arm with his ax, he nonetheless got a decent cut. However, it was the Faceless' turn to fight back.

Faceless: Contested Roll to counterattack: 78+8 (Precision)+1 (1/2 of Luck)+9 (Blood For Blood)-10 (Weapon Accuracy)=86
Ullr: Contested Roll to not be hit: 2+10 (Agility)+2 (1/2 of Luck)-1 (Heavy Weight)=Natural Critical F-
Coinspinner: Desperate Reroll: 1+8 (Precision)+1 (1/2 of Luck)+9 (Blood For Blood)-10 (Weapon Accuracy)=Natural Critical Failure!
Coinspinner: Desperate Reroll: 6+10 (Agility)+2 (1/2 of Luck)-1 (Heavy Weight)=Natural Failure!
Results: Natural Crit supercedes Natural Fail, Ullr dodges!
Ullr: Natural Critical Success Rolled, roll to acquire upgraded trait: 15, trait acquired!
Trait: Complete 180 Lv. A (Luck): +5 to all rerolled rolls!
Quantum Flux Rolls: 1->0
Desperate Reroll Cost: 5d6: 21, 27/96 for the Wheel of Fate!

With a slight shift in the fabric of space-time, the Faceless stumbled and tripped, leaving Ullr plenty of time to attack it once again.

Ullr: Contested Roll to hit: 87+13 (Precision)+2 (1/2 of Luck)+10 (Distracted Target)-5 (Heavy Weight)-15 (Weapon Accuracy)=92
Faceless: Contested Roll to not be hit: 99+9 (Agility)+1 (1/2 of Luck)+9 (Blood For Blood)-10 (Distracted)=108, Natural Critical Succe-
Coinspinner: Desperate Reroll: 63+9 (Agility)+1 (1/2 of Luck)+9 (Blood For Blood)-10 (Distracted)=72
Results: 92-72=20, Success!
Critical Hit?, DC 80: 57+3 (Luck)+7 (1/2 of Precision)=67, Failure!
Damage Dealt: (d6:1)+12 (Strength)+8 (Weapon)-15 (Defense)=6 Damage Dealt!
Faceless HP: 31->25
Desperate Reroll Cost: 4d6: 13, 40/96 for the Wheel of Fate!
The Wheel of Fate is feeling strained, DC 80: 72+9 (Luck)=81, TOO MUCH STRAIN HAS BEEN PLACED!
Reality Alteration, d100+/-9 (Luck)=3-9=1, Minimum.

:( (Muh game balance...):cry:

1: "Before, when her mother died, Mozu felt a terrible anger, the anger of a beast take hold of her... But know, she truly has become a beast..." Mozu has become a Kitsune!

Meanwhile, a sudden shift in reality left Mozu clutching at her head. As it throbbed...

Mozu: Roll to control yourself, DC 60: 96+5 (Persuasion)+3 (1/2 of Intelligence)=104, Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 65, trait acquired!
Trait: Cease Searching For Squirrels (Intelligence): +5 to all rolls to control instinct!

She nonetheless calmed herself down...

Mozu: Connecting the Invisible Dots, DC 91: 39+10 (Magic)=49, Failure!

...But didn't know why exactly she had felt so strongly. Not felt about something, just "felt".

The Faceless, meanwhile, finally charged forward to attack. First, for some reason, the girl who had just grabbed her head and dropped her weapon...

Faceless: Contested Roll to attack: 45+8 (Precision)+1 (1/2 of Luck)-10 (Chained in Shackles)=44
Mozu: Contested Roll to dodge: 34+16 (Agility+???)+5 (1/2 of Luck)+5 (Fully in Control)-1 (Heavy Weight)=59
Results: 44-59=15, Failure!
Quantum Flux Rolls: 2->1

With a brief flash of light which ended as soon as it began, Mozu jumped out of the way of the attack. However, the strange light had done something to her, she felt that. She just didn't know what it meant... Oh well, it didn't matter. Picking up her tome, she then focused her will towards her counterattack...

Mozu: Contested Roll to counterattack: 69+8 (Precision)+5 (1/2 of Luck)-1 (Heavy Weight)-1 (Bare Success)-8 (Weapon Accuracy)=72
Faceless: Contested Roll to dodge: 97+9 (Agility)+1 (1/2 of Luck)=107, Natural Major Success!
Results: 72-107=-35, Major Failure!

However, whether it was due to the light or her not having her weapon ready, Mozu just could not work up the energy properly to use the tome. This, of course, led to the eight Faceless trying to counter-rush Ullr.

Faceless: Contested Roll for clashing: 82+9 (Strength)+4 (1/2 of Precision)+10 (Size Bonus)=105
Ullr: Contested Roll for clashing: 12+12 (Strength)+7 (1/2 of Precision)-10 (Unstoppable force meets movable object)=21
Results: 105-21=84, Critical Suc-
Coinspinner: Desperate Reroll: 7+9 (Strength)+4 (1/2 of Precision)+10 (Size Bonus)=30
Results: 30-21=Bare Success
Desperate Reroll Cost: 5d6: 18, 58/96 for the Wheel of Fate!

The Faceless managed to knock Ullr down onto the ground, however, it wasn't able to smash him further into the dirt in time. The Seventh? It charged at Saizou, who had thrown that shuriken at it.

Faceless: Contested Roll to attack: 65+8 (Precision)+1 (1/2 of Luck)+11 (Blood For Blood)-10 (Charging)-10 (Shackled in Chains)=65
Saizou: Contested Roll to dodge: 35+16 (Agility)+3 (1/2 of Luck)+10 (Charging Attacker)=64
Results: 65-64=1, Bare Success
Cannot Crit Due to Bare Success
Damage Dealt: (d6:2)+8 (Weapon)+6 (Strength-Shuriken)-20 (Defense)=0 Damage Dealt!

...And yet, still did nothing.

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Mozu is now Level 10!
Mozu Gained a Trait!
Trait: Underdog (Strength): +15 to Hit and Avoid when the enemy's level is higher than yours!

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: 10->11
[] Agility: 13->14
[] Precision: 8->9
[] Intelligence: 6->7
[] Magic: 5->6
[] Persuasion: 5->6

[] Endurance: 9->10
[] Luck: 5->6

Voting Ends at 4:00 PM PST, 7:00 PM EST Tomorrow, the 25th of October.

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*Cries into Ice Cream Carton:cry:*

Once again... I am speechless. I'm... starting to regret making the straining rolls a thing now.

*GROANS OF INCREASING DISCOMFORT*
 
[X] Agility: 13->14

[X] Intelligence: 6->7

[X] Endurance: 9->10

So our family is dead and we have even lost their blood.
And we're a beast person now.
 
[X] Agility: 13->14
[X] Intelligence: 6->7
[X] Endurance: 9->10

Hey, kitsune are pretty cool. Why wouldn't you want fox-girl Mozu?

On another note, apparently my computer autocorrects kitsune as iTunes.
 
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