Solace2117
Not too sore, are you?
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[X] Plan: A Song of Light
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It is no secret (or maybe it is just a very poorly-kept secret) that personal Sacraments are "evolutions" of your Realizations. So, your personal Sacrament would be the full understanding and incorporation of your "sixth sense" to your combat style.
Ysabet has always been most comfortable by moonlight. She has excellent night vision. She is often overlooked in daylight.
Ysabet sleeps in fits and starts. She rises at dusk to do the things an Ysabet does.
Ysabet was just here, just a moment ago. Just here. Almost certainly.
Ysabet never lies, now. She doesn't need to.
Ysabet moves so quickly, and with such subtlety, she never seems quite to be in one place. But, somehow, she's always where she should be.
[Neverending Rage]: Whenever Velvet Covers rolls a combat dice, she gains a "+1 (Hate)" bonus to her personal combat. This bonus has no stacking limit, and lasts until the end of combat. Any character who is the "main combatant" against Velvet Covers may not retreat from combat.
Will do, since I am apparently a thief of Plans.Edit 2: @Talon Tiger Dino even though your vote doesn't count for it right now, you were the first one to write in the whole block and it's still picking up the information. Can you add "Acquire a dead body" into Song of Light?
Hey Grey, your vote isn't being counted with the other song of light votes because it lacks the acquire a dead body action.
You know, if we weren't chained by the shadow of Daybreaker, I'd wonder if we could send in Mareinette to negotiate-slash-threaten the Changelings after we decipher the map. Just be like, "well you have two choices here! you can go back to your main hive - whose location I have right here - and leave Equestria alone, or the angry sun horse will keep hunting you down until you've all been stamped out. I'd really rather you choose the first option."
I agree with you but it seemed like thread mood was anti-Windy due to "risk of alerting him", and it's not an important enough action for me to stand ground over it compared to getting votes to ensure we dont take risks on Cadance as well as go into next turn ready to befriend Smiles with plenty of extra follower AP and a decent amount of Smiles Progress already made.
I'm not really super happy with the plan doing a 2nd manehattan expedition either, but I thought that having the last AP be something extremely easy to drop if one of the summons failed would reduce the chance of the QM having issues with the vote since it does 2 MITL summons and implicitly uses one of the MITLs to graverob.
And dodge city is a zero value action, so that's lower than the low value of expedition search.
To be fair, they DO have lots of pony prisoners they're probably planning to bring with them as food, so there's an argument we don't want to let them escape because of that.It seems intuitively obvious to me that if the changelings are trying to retreat and aren't planning an attack, and we very obviously can go 2-3 turns going "It's on my desk" while putting no actual effort into changeling extermination other than making mouth noises about how hard we're working on it (we delayed Tall Tale for 2 turns and nothing came of it, and we just had a big win), then therefore we should not spend our resources getting into an existential war of survival with the changelings?
That's just too risky. Right now Changelings are basically seen as not even people, but outright monsters.Honestly I'm half-tempted into having Selene try to establish a line of communication for Velvet and the changeling leadership to coordinate how they will keep their heads down and not draw any attention to themselves until the whole "Celestia wants to genocide you" thing blows over. It's better for Velvet, the changelings, Equestria's civilian population and future-Celestia herself after she's had her Snickers for the issue to not be forced right now and for the Bureau to spend its time looting crystal skulls from ancient temples instead.
Even if we could, I wouldn't want to. if Eclipse is likely to steal our weird changeling corpse from us, why wouldn't they try to get Neighnia as well?
Mostly true.The Master was one of the biggest threats to us in the setting; a Name with agency, who was operating in the Wake, and who we had betrayed.
It's not that we should literally never play defense. We're going to Soothe the Night and spend a lot of actions on Helping Cadance this turn, and that's all defense. But that's defense against Daybreaker, a lethal threat to us.
Compared to the Master and Daybreaker, Softy's wolf cult is simply not a threat to us at all. We do not need to defend ourselves against them. We should focus on winning.
Potentially the Forge Sacraments might be an option, and they cost a lot of bits.Sure we could technically do Commission twice in a row I guess, if we do it this and next turn. But. Like. Why? Getting more bits is only useful if we're actually going to use them on something meaningful before All In. As it stands, we could summon three MitLs, do Baldomare's SH Sacrament, a Calling of Influence, the Forge's Redemption with a Level 4 Forge Reagent, and a couple of short expeditions with Smiles's free action, and still have at least 100 bits left over for All In, and that's without using a Commission either this or next turn.
this, yeah.I wasnt sure QM would let us drop Rarity's action if a summon failed, since it's an exclusive action and not generic.
Also, we dont need the bits right this moment but you know what would be really nice? Not getting accidentally painted into a corner later because we didn't take the preparation now when it was very cheap. If we have to rush Smiles next turn we can. And 2 Smiles progress just isn't worth 100+ bits outside of an emergency. Even if we dont need those bits right this moment. Rarity can do smiles progress next turn instead if she really really needs to.
There's every chance that we find out that Long expedition hurdles have completely reasonable CDs and we were being silly over-investing as much as we have and want to do a bunch of Expeditions next turn! There's every chance we get yet another opportunity to spend a boat of bits to make a problem go away! Having bits in the bank now when it's basically no cost means fewer hard choices in the future if something goes wrong!
I mean, I think there's a general agreement on MOST of the things we want to do anyway?I'm just hoping that Pittauro comes up with a good plan at this point.
So long as a plan has Mareinette and Commissioner action on Cadance I can deal with it.
yay! I don't suppose you'd also comment on the other Knock though? After all that too is beyond reach at this point.We really have crossed the point where there is no way to ever get another Edge Sacrament. So, unlike things like Cult Infrastructure that may yet be seen in other contexts, I wanted to talk about what other skills you could have acquired if you had gone another way, Edge-wise.
The Wolf option:
[Neverending Rage]: Whenever Velvet Covers rolls a combat dice, she gains a "+1 (Hate)" bonus to her personal combat. This bonus has no stacking limit, and lasts until the end of combat. Any character who is the "main combatant" against Velvet Covers may not retreat from combat.
I really like how this one turned out. The bonus could have been "+2", but I was never sure. Still, the idea of this Sacrament was that Velvet hates you. She hates you, and she will fight like a mad dog until you die. And her hate (much like the Wolf's Wound) never stops growing.
So, if you pick a fight with her, she WILL eventually accumulate enough bonuses to murder you. And it is quite literally impossible to escape her. Mechanically, her target is forbidden from attempting to retreat. And narratively, a character may try to run, but she will chase.
Of course, it would be possible to retreat if there were more than one combatant fighting Velvet. Only the "main fighter" (the character tanking the fight) is prohibited from fleeing. So, it is possible for a character to roll to "outmaneuver" Velvet (to switch from main combatant to a side combatant) and then retreat. Narratively, that is the literal equivalent of throwing a friend on her to distract her, and running to the hills.
And how do you kill her? Like you would kill a monster. Bring a lot of friends, do not fight alone, and overwhelm her before she has the chance to get too strong.
The Lionsmith option:
You already know this one, silly.
But the idea is obvious. Velvet fights like something that just won't go down, even if she has a blade sticking out of her back. Killing her is a bit more straightforward, since she doesn't really gain combat bonuses.
But this Sacrament makes her at home in a larger fight with allies, as you would see during a rebellion. She is meant to take the brunt of the damage, help other characters kill her opponents, and (mechanically) brush off her wounds as she rushes to help another front. The untiring hero (or monster) that everyone who retreats will swear (correctly) they saw pushing against their several different lines.
The Colonel option:
[The Long Game]: Whenever Velvet Covers wounds a character, she gains a "+5 (Understanding)" bonus against that character (and that character only). This bonus has no stacking limit, and never fades. Wounds caused by Velvet Covers may not be healed for a full month/turn, and after that month they are "twice" as hard/expensive to heal. Once per month/turn, Velvet Covers may choose to auto-succeed in safely retreating from any combat.
Inspired by the Colonel, this Sacrament focuses on the long game. Quite literally on planning an assassination over a period of time that is much longer than "a single combat".
Granted, if Velvet gains an advantage then she will be able to press that advantage on that same combat.
But this Sacrament really shines against stronger enemies with large health pools and larger combat status (like Celestia, or Mareinette, or other monstrous creatures). And the idea is that Velvet plans an attack, assaults her target, wounds it once and then safely retreats through a pre-planned route.
Rinse and repeat, and soon enough you have stacked "+20" against that target. While that target suffers the hard-to-heal wounds Velvet gave them.
And how do you kill this Velvet? Well, the same way you would kill the Colonel. You are forced to play her game. You will need to (1) not make mistakes (don't get wounded) or fight via proxies (characters she can wound without accruing bonus against you), and (2) you have to outplan her, because you must assault Velvet twice on the same turn, or she will just use her guaranteed retreat to escape.
The "self" option:
[Stance of the White Cat]: Velvet Covers is immune to "outnumbered" maluses, when facing up to five enemies. Whenever Velvet Covers fights an enemy, she gains a "+2 (Skilled)" bonus for each enemy she faces, up to a total of "+10".
This one is unapologetically inspired by several personal stories I wrote growing up, and by this:
It is no secret (or maybe it is just a very poorly-kept secret) that personal Sacraments are "evolutions" of your Realizations. So, your personal Sacrament would be the full understanding and incorporation of your "sixth sense" to your combat style.
And when you know where everyone is, what they are doing, and where they intend to strike you, facing several enemies at the same time turns to an advantage rather than a problem.
Narratively, this Velvet Covers would be at home facing several adversaries at once. Dancing around them, parrying them with each other's blows, and using every small movement from her to strike at them where they least expect it, especially when you think you have the advantage because she has her back turned to you.
And mechanically, it is easy to see that when fighting five opponents at the same time, rather than having a "-20 (Outnumbered)" she would be capping her bonus with a "+10 (Skilled)." On top of that, it never happened in the quest (and this is not a hard rule) but I am very amenable to the D&D rules that one character model can only be "surrounded" by up to eight models (in dungeons & dragons, a character is a "square", and can only be surrounded by eight other squares of the same size). Now, I firmly believe that if you get in a fight where you are totally surrounded you did something wrong. But here, mechanically, Velvet's "Skilled" bonus only gets nullified if she is surrounded by seven enemy characters, and she only receives a disadvantage if she is surrounded by the max of eight.
And the theme of this Sacrament would be precisely that. It's only a fair fight (and you only have a chance to kill her) if you are absolutely dogpiling her.
nah, indeed please, comment on Knock/Moth/Grail too"But won't this create salt over people wishing we had gone for another Sacrament?"
We are getting very close to an Ending, and there is every chance that some of the behind-the-scenes rolls this turn will create an emergency that will demand an "All in" at the end of this turn.
Me in that case: "Selene you had ONE JOB!!"Again, this is because there is a chance we start the turn, I start processing the actions and writing, and in the middle of the turn Selene comes crying to you again with another "mom, I fucked up."
Winter might be make zombies mid-combat from the corpses of your enemies. Or maybe some kind of EiB roll, but mid-combat. bring the "cold within"... without/outside?Personal Forge, Lantern, and Winter are all much more straightforward, in that we pretty much know what the general idea of them would be if not the exact text. Buff potions to turn bits into buffs, mind reading to apply our lantern to social stuff and learn secrets from people, and something something zombies. Same with Personal Grail having been a minion making social trait. Could have literally been "leash an unlimited number of targets simultaneously". Personal SH is something involving being omnilore but I have no clue exactly what.
Bah, I feel like we just screwed up so hard that we're getting forced into the ending while barely getting to even touch playing with Sacraments, let alone Masteries. We hardly are getting to even benefit from no longer needing Name rebinding costs. There's been no time for us to play in the high-power sandbox of being a high level character facing endgame challenges (Velvet being all 4 was not being an endgame character. She didn't even have a Sacrament till recently! And we're only just about to do our first endgame Long expedition)
I think it's more that there's multiple combat clashes in a single turn. a turn would be the... 2 or 3 clashes you get before you decide if you want to try to escape or not.Hmm. Your choice of wording saying "Whenever Velvet Covers rolls a combat dice" isn't what I would have expected if it was just a per-turn thing. Does that mean that if she gets fought by 3 enemies at once her Hate grows three times as fast? This is basically Lung's power from Worm after all, so it wouldn't be out of the question.
Honestly, if we're going to save Mayor Mare we should do it because we want Velvet to be the kind of mare that would do it. Basically risk something and spend her time to save an innocent person/ a friend.
Well, as the QM have decided to remind us, does it matter when all the important setting wide rolls job?
I honestly agree that this is the best reason to save her. You are what you do, and by choosing what Velvet does we do influence who Velvet-the-Hour is.Honestly, if we're going to save Mayor Mare we should do it because we want Velvet to be the kind of mare that would do it. Basically risk something and spend her time to save an innocent person/ a friend.
I mean, I think there's a general agreement on MOST of the things we want to do anyway?
We want to go for Forge 6 and Lantern 7, we're planning 4 or 5 Cadance Actions (Velvet and/or Mareinette), we need to do Moth Sacrament of course...
4 Cadance AP is absolutely unacceptable barring the most dire of emergencies forcing our hand.
While we are allowed to do that, she has 0 Moth Lore Levels?she probably does a better job then Velvet anyways and is thus worth more
[OUR LADY OF WIRES]: Mareinette is immune to the effects of "Monstrous Appearance".
[NEVER ASK A LADY HER AGE]: Mareinette may elect to hide some of her characteristics from you. (She certainly is hiding her health, and she may be hiding other negative traits or skills)
I honestly agree that this is the best reason to save her. You are what you do, and by choosing what Velvet does we do influence who Velvet-the-Hour is.
... But I still don't think it makes sense in this particular case. I don't think Velvet CAN be someone who will sacrifice a lot to save every innocent she knows someone else will kill. That's not a person who could make a lot of the decisions we've made, and it's probably, at some level, not a person who could reach Glory. And we know that, in this very turn, we will personally kill someone we had kidnapped in order to befriend an ancient monstrosity.
I think the most virtuous obtainable Velvet is someone who will only kill and sacrifice others at great need. Someone who won't do something like the Winter Sacrament, where we kill three people (cleanly, simply, and sooooo easily) for a minor power boost. Someone who will agonize over killing someone, even for the favor of a monstrous Name... but will still do so for the greater good.
And... remember that Velvet KNOWS what the QM just said: the game is about over. Daybreaker may come for us as soon as as next month, and Velvet diving head-first into All-In and Malleary will be Equestria's last hope against the Worms. Someone willing to reluctantly sacrifice someone for great power to beat back the doom of Nowhere is not likely to spend a significant amount of resources in this situation, just to save one pony from murder. One extra MITL for if Daybreaker comes knocking and we have to bet all Equestria on one last pitch and toss is worth more than saving an innocent pony.
[] Nothing happened. You are just ill.
-Your family will be worried about your health. But you will tell the, and they will believe you, that you are only sick.
-The events of tonight will be completely accepted as… a series of disconnected events. A group of pegasi colts got hold of some storm clouds, for a prank. The side-gate was left unlocked by a servant. The Lady suddenly got ill. Several small things, with no ties to each other whatsoever.
[] There has been an attempt against the Commissioner's life.
-Your family will be extremely worried about your (and their) safety.
-Information that you were attacked will, eventually, reach the public (although without any reliable details to it).
-Selene will insist on "Guarding" you this turn (although you are not forced to have her do it).
-Your Investigators will gain the option to "Investigate the Commissioner's attackers", which is a specially tailored investigation aimed at Copper Secateur.
-Your Constable's "Guard" action will be permanently upgraded.
-Your Constables will request to "Guard" you this turn (and the Bureau's morale/trust will decrease if you refuse this request)
--Velvet Covers is skilled enough to act without raising additional suspicion. Actions YOU perform, such as rituals, will not cause any more suspicion than they normally would (although if you commit a big blunder, your security guards might hear from the household gossip).
I honestly agree that this is the best reason to save her. You are what you do, and by choosing what Velvet does we do influence who Velvet-the-Hour is.
... But I still don't think it makes sense in this particular case. I don't think Velvet CAN be someone who will sacrifice a lot to save every innocent she knows someone else will kill. That's not a person who could make a lot of the decisions we've made, and it's probably, at some level, not a person who could reach Glory. And we know that, in this very turn, we will personally kill someone we had kidnapped in order to befriend an ancient monstrosity.
I think the most virtuous obtainable Velvet is someone who will only kill and sacrifice others at great need. Someone who won't do something like the Winter Sacrament, where we kill three people (cleanly, simply, and sooooo easily) for a minor power boost. Someone who will agonize over killing someone, even for the favor of a monstrous Name... but will still do so for the greater good.
And... remember that Velvet KNOWS what the QM just said: the game is about over. Daybreaker may come for us as soon as as next month, and Velvet diving head-first into All-In and Malleary will be Equestria's last hope against the Worms. Someone willing to reluctantly sacrifice someone for great power to beat back the doom of Nowhere is not likely to spend a significant amount of resources in this situation, just to save one pony from murder. One extra MITL for if Daybreaker comes knocking and we have to bet all Equestria on one last pitch and toss is worth more than saving an innocent pony.
And if you put 4 Velvet AP into Cadance in her Phase, you are left with 2 free AP. If you use Velvet's free Social that turn, you can get 5 Velvet AP for Cadance while still having your 2 floating AP.
We are getting very close to an Ending, and there is every chance that some of the behind-the-scenes rolls this turn will create an emergency that will demand an "All in" at the end of this turn.
And of course there's the chance we cock up the crisis we picked because the thread got greedy or just unlucky.
However it needs to be considered that the main theme of the Colonel is that HE WILL NOT RELEASE THOSE IN HIS SERVICE, with the hints that the Colonel is still around via Biedde's trait and is likely to be hiding in the worm museum. So complications may follow.
Biedde's Sacrament: The direction and flavor seems to be the Colonel. This presumably would grant something like Biedde's trait of gaining personal combat bonus's against a single foe upon being wounded by them.
The Sacrament costs fighting Biedde in a single combat match (no ambushing allowed) and dealing to him a wound. Velvet with a level 4 edge influence has a personal combat of 69 with an Aotl she has 90, Biedde has 80. It is likely that even if Velvet succeeds she will be wounded in the process which would make Silky cry.
For sacraments;
PersonalRemembrance of Issus Sacrament: The direction and flavor seems to be around general edge. This presumably would grant something like a basic personal combat bonus.
The Sacrament costs killing a "worthy opponent" in battle such as Princess Celestia, Princess Cadance, Mareinette, Comet Feet. For obvious reasons this is not something Velvet is going to do.
Wolf's Sacrament: The direction and flavor seems to be about unmaking one's foe. This has been hinted by the QM to involve things such as an "extra +1 damage on hit" or a "multi-combatant perk" or both given it's also a Winter Sacrament.
good point about the edge sacraments."risk something"
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4 Cadance AP is absolutely unacceptable barring the most dire of emergencies forcing our hand.
Also unrelated but I'm surprised you thought Dance of the White Cat would be strongest mechanically. It seems obvious to me that Heal Without Scars was probably our best pick, since Velvet will frequently go into combat with a +40 edge influence equipped making her biggest danger getting her long term plans effed up by random bad luck. See our Dance With Death which would have been really nice to just insta-heal that wound the moment the thug died. Heal Without Scars is practically a better mass combat trait than Dance of the White Cat is, if Velvet is wearing an Influence, as she no longer needs to worry about nat100s. Not to mention we have Wrong Keys for windigos and the security detail giving us two constables guarding our home (probably with an edge level or so on average), which means that Velvet can tank a lot of punishment while her Names or Constables provide aid without needing to worry too much about losing the fight outright through Dance With Death before she can trigger the heal.
Agreed on the "can't sacrifice that much" point, I disagree on Winter being a minor power boost though.I honestly agree that this is the best reason to save her. You are what you do, and by choosing what Velvet does we do influence who Velvet-the-Hour is.
... But I still don't think it makes sense in this particular case. I don't think Velvet CAN be someone who will sacrifice a lot to save every innocent she knows someone else will kill. That's not a person who could make a lot of the decisions we've made, and it's probably, at some level, not a person who could reach Glory. And we know that, in this very turn, we will personally kill someone we had kidnapped in order to befriend an ancient monstrosity.
I think the most virtuous obtainable Velvet is someone who will only kill and sacrifice others at great need. Someone who won't do something like the Winter Sacrament, where we kill three people (cleanly, simply, and sooooo easily) for a minor power boost. Someone who will agonize over killing someone, even for the favor of a monstrous Name... but will still do so for the greater good.
And... remember that Velvet KNOWS what the QM just said: the game is about over. Daybreaker may come for us as soon as as next month, and Velvet diving head-first into All-In and Malleary will be Equestria's last hope against the Worms. Someone willing to reluctantly sacrifice someone for great power to beat back the doom of Nowhere is not likely to spend a significant amount of resources in this situation, just to save one pony from murder. One extra MITL for if Daybreaker comes knocking and we have to bet all Equestria on one last pitch and toss is worth more than saving an innocent pony.
and even then I'd rather scry for Neighnia, really.Investigation of Windy with the Bureau is a bad idea. (Just scry and die if we have the time)
Thing is Mareinette does also a better job expeditioning. So it's debatable where she fits best.Then it's probably best that we stick Mareinette on Cadance (she probably does a better job then Velvet anyways and is thus worth more) and have the Commissioner action on Cadance.
Yeah, this.And if you put 4 Velvet AP into Cadance in her Phase, you are left with 2 free AP. If you use Velvet's free Social that turn, you can get 5 Velvet AP for Cadance while still having your 2 floating AP.
Well, Velvet isn't actually Equestria's last hope against the Worms. Selene regained her memory of them, can still vaporize them, and can still grow in power.
Or Softy can come in with the Wolf Chair if shit got really bad, but that's the truly nuclear option.
Hell, toss the Memory of Light Action at Jade to give her a guidepost in case we kark it during All-In and we'll still have people working on another Victory path in the event of Velvet dying, or to have someone figuring out how to open diplomatic channels between Hour Velvet and Harmony in the event that Velvet succeeds.
Point is, Velvet isn't actually the sole hope of the world.
where was the renewable source of scraps hinted?Stalking the Ashen Wastes because that has been hinted to be a source a renewable moth scraps. If it's something like 120 dc for a moth scrap per visit we could easily just get Moth Mastery Turn 24.
probably, yeah.I suspect that QM is saying that we are currently at -3 "Celestia Progress", having rolled "No progress" on turn 21 and "-3 progress and vote for a negative occurrence" on turn 22.
This means that there's a decent chance that Selene rolling "-2 progress" puts Celestia to -5... that sounds like a threshold for Daybreaker from negative progress. That only puts Soothe at a 4% chance of disaster though (actually 4.8383...% chance if I'm doing my math for 'no rerolls on nat1' correctly). I dont think there's any chance whatsoever we dont take that risk though, it's just too net positive to have a 52% chance of +1 turn and a 10% chance of fixing the problem entirely.
And of course there's the chance we cock up the crisis we picked because the thread got greedy or just unlucky.
true, but there's plenty of ways to dismiss that as gossip.If a couple journalists say visit Ponyville to investigate the story of its shift to Velvet invested agricultural endeavors on the hoofs of the Greenhooves arrest and find a bunch of evidence of sus rituals hanging around it could easily be on the papers.
I think Hours would just be beyond conventional combat.Something extremely interesting is that if Velvet got into a combat situation with a enemy that refused to attack back she would eventually build up enough hatred to destroy them no matter how tough they are. Would have been really interested in pulling that on the Wolf-Divided.
I agree that +1 was a bit too little. +2 sounds fine.I feel like Wolf sacrament would have worked as +2. I mean, Long Game was specifically the "assassinate Celestia" trait, but Wolf sacrament should at least have a chance greater than 1% at 1v1'ing Daybreaker with raw VIOLENCE when wearing a Resolution and a bunch of Edge Attentions, which +1 per turn doesn't even come close to a 1% chance as far as I can tell. Not even at Edge 6 or having picked more fighty chargen options like Comet Feet did. It's honestly hard for the Wolf sacrament to ever be in a situation where it's better than Long Game or even matters beyond flavor text seeing how short and swingy combat usually is. It at least accomplishes the goal of being able to 1v1 Mareinette, which Wolf-Velvet should absolutely be able to do, though mostly due to "no retreat" rather than the scaling making much difference.
Can't even have Windigos or an Edge Name tank for her the first few rounds since Celestia has a mass combat trait.
but Wolf sacrament should at least have a chance greater than 1% at 1v1'ing Daybreaker with raw VIOLENCE when wearing a Resolution and a bunch of Edge Attentions, which +1 per turn doesn't even come close to a 1% chance as far as I can tell.
It's honestly hard for the Wolf sacrament to ever be in a situation where it's better than Long Game or even matters beyond flavor text seeing how short and swingy combat usually is.
It takes something SPECIAL for a mortal to kill an Hour. basically the ONLY time it happened it was with the Colonel against the Seven Coils, wasn't it? And he had this whole elaborate ritual of scarring for it.
Of course it's probably a moot point. Winter 5 is not really an option unless we get another turn thanks to Selene AND get the winter scrap we miss someway.
Keep in mind, we just... don't really know how much it helps, but historically speaking most good things we did have taken 3 or 4 APs at most.
I was under the impression that those plans were under the impression that The Quarry of Yuxtabai would contain Velvet.
Which presumably is done under the impression that only require the Commissioner action is required for that.
More realistically I suspect that joining that expedition with the Bureau would require at least another two Velvet AP leaving only three Velvet AP available for Cadence.
keep in mind that a pause in the combat would likely remove the bonus.It depends how much Velvet can ramp up.
If she faces an army beforehand Hatred gets really really scary.
Like, say Velvet fights 50 Royal Guards in a row before reaching Celestia. That's probably something like a +100. So Velvet just auto wins every round so long as she has Aolts against Celestia.
Of course without Smiles Sacrament that would be really hard given the risk of getting wilted down.
Sure, but even ignoring that any Hour would have 7 in their lores by definition (AT LEAST), meaning potentially powers that just make combat non-viable... I imagine there's something MORE to their powers than just raw numbers.The Watchman kind of sort of maybe, depending on one's point of view. The Elegiast certainly thinks so. And humans were very much involved in the killing of the Flint, Tide, and Wheel even if The Forge, Grail, and Moth got kill credit for those.
I know. But we'd need specifically a tier 4 influence, which isn't guaranteed, and THEN we'd need the 3 actions (and 90 bits).We're a max-level Winter Influence away from being sacrament gated on Winter.