Posting for the sake of sorting out what folks are doing next session. The following activities have been mentioned for the party's stay in London. Level of interest/whether people feel this stuff needs to happen onscreen or off?
-Group chat about Rena, and possibly with her collectively or solo afterwards (I believe Yomi had some interest in the latter). I'd suggest we pick up with this next session, unless there are objections? It is likely to be an elephant in the room if you haul her around longer without talking through the stuff you read.
-Meeting with Myriam (the arcane expert Walker referred you to). For a variety of reasons, I'd like this to happen onscreen, but if there's no group interest it could be truncated in some fashion/just a solo meeting.
-Meeting with Grace. This is Erin-centric and can probably be a solo session. Finding a time both of us are around is likely problematic during the week, Rat, so I'd suggest sometime this weekend or maybe next Friday (your Saturday morning). Unless you can think of something better?
-Erin wanted to investigate SCIENCE stuff found in the Nazi documents. Can probably be done the same time as the above.
-Yomi mentioned getting in contact with Walker for updates. I don't imagine this should be a lengthy exchange, so summarize by post sound good?
-Siphoning ze monies from Ivo's bank account. This is not excitement city, it can surely be handled with some flavor text and rolling.
-You also have a film reel to watch.
Anything else?
Sounds about right. I'd like to meet Myriam IC, personally. But since we're in a rush I'm also okay with saying Nadia and Yomi go do that whilst I play with chemicals and cultists and handling it offscreen.
I'd like to watch the film and contact Walker afterwards. Unless there's objection, can the film be summed up with appropriate flare?
Re: Rena, yep, there's interest but we really need to all chat together about her first. In fact, after the Rena chat, let's go meet Myriam. Then if Rat is sleepy, Eb and I could finish touching base with her while he makes an excuse to go play with chemicals or somesuch.
Works. I'll post something tomorrow or Friday. (Not a lot to it anyway, minute postage compared to last week's infodump.)
So, going to Japan sounds like the plan for next time. Are there any loose ends anyone wanted to try and deal with before leaving?
Japan sounds good, let's fly~
'kay. Are you spending any time resting before you go, or just jetting out right from Poland? Stuff does happen offscreen while time passes, so I like to keep track of the days.
We will recover from our injuries, contact various people to see if Masha is on the move, and then go to Japan?
Hrn. So, three things spring to mind that we can do presently.
-Go to Japan, get Shishi-o, which we really should do as our next big thing. Will bring it up this session IC, no doubt.
-Go to St. Petersburg, stage an asylum break!
-I don't... think we have anything of Elgin's. But Justine would. We can try contacting her for something.
I will send a letter to Justine requesting one of Elgin's personal artifacts, which I believe she has looted. I am too tired to actually write a letter like that now, but I could! <_<
Let's GI stuff! Who wanted swords like the Shishio, who seemed to act suspiciously/dropped those desires around the time the Shishio was taken, who had dealings with Germans (especially around that time). We could devote a day to investigate each angle. Thoughts?
Nadiako the bishoujo heroine who certainly is not a magical girl can certainly do this.
I'm gonna take a page from Dune here see if we can get that stuff done offscreen, then. Next time we're both around in chat, specify what you're looking for, roll GI, results will be posted here. Same goes for any ensuing knowledge rolls.
[13:36] <@Ayane> roll 1d20+15 Gather Info for people interested in swords like Shishio (presuming Yomi tells me what like Shishio means)
[13:36] * +Hatbot --> "Ayane rolls 1d20+15 Gather Info for people interested in swords like Shishio (presuming Yomi tells me what like Shishio means) and gets 27." [1d20=12]
[13:36] <@Ayane> roll 1d20+15 Gather Info for people who've had dealings with zee Germans
[13:36] * +Hatbot --> "Ayane rolls 1d20+15 Gather Info for people who've had dealings with zee Germans and gets 34." [1d20=19]
(There's some overlap here, so I'm kind of merging them together.)
So Nadiako mingles with Osaka's public, looking for gossip. Although a number of locals are taken aback by her apparent interest in the arts of war (swords? Such an unseemly topic for a respectable young woman!), a number of young military men prove quite willing to enthuse at length about weapons--government propaganda has made it fashionable to emulate bushido, after all, and who would turn down a chance to demonstrate their knowledge and skill to someone with a such a pretty and, above all, impressionable face? Amidst many boring army stories through which Nadia can only struggle to feign interest, you do glean a few useful facts. Ultimately, your inquiries turn up three collectors who have an abiding interest in seeking out and acquiring unique, ancient, and obscure weaponry:
-Isamu Oshiro: A general in the renowned Kwangtung Army, his enthusiasm for the traditional samurai implements of war reportedly extends to considerable skill in their use. General Oshiro is presently stationed in Manchukuo, on the mainland, assisting the puppet government there and stamping out Chinese resistance.
-Ichirou Fukui: An industry leader who owns and operates Fukui Armaments, currently an enormously lucrative enterprise since it's become a primary supplier of firearms for the Imperial Japanese Army. Given that, it should be no surprise that he has extensive high-level government contacts and is a man of considerable influence. His base of operations is in Tokyo. Although his company chiefly produces rifles, Fukui himself avidly collects all manner of weapons.
General Oshiro and Fukui are both staunch nationalists with an enthusiasm for aggressive foreign expansion in the name of Japanese interests. Naturally, both of the above openly voice approval of similar German policies and maintain cordial relations with political and business leaders in the Reich.
-Kurou Wakahisa: A reclusive mystic, many strange rumors circle about him without much in the way of verifiable facts. Some nebulous government connection is rumored, but he holds no official position nor responsibilities. He is known to occasionally emerge from hiding to meet with foreign occultists studying traditional Japanese magic.
Knowledge: Arcana can be rolled for more information on Kurou Wakahisa. Yomi gets a +5 bonus if she chooses to do so. (Unless noted otherwise, this will generally be the case with knowledge checks while in Japan.
[22:14] <Yomi> roll 1d20+8 Arcana
[22:14] * Hatbot --> "Yomi rolls 1d20+8 Arcana and gets 20." [1d20=12]
Kurou Wakahisa...Yomi thinks...yes, you've heard that name before. He is sometimes in the same line of work, after all. Wakahisa is an onmyoji, a practitioner of traditional Japanese divination. In medieval times they worked for the imperial court and were sometimes called upon to banish evil spirits. When the Meiji era began, the government declared the practice an outdated superstition and officially banned it, which makes it curious that Wakahisa still operates.
He does not often leave home, you think. Last you heard, he dwelled in a small village in Gifu prefecture, about halfway between your current location and Tokyo. His retreat is somewhere in the mountains near the city of Gero.
It's a risk, but let's go see this guy. Cid says, "By train or car it'd probably take a few hours to get in the vicinity. Call it ~6 or so. You'd have to get further directions once you were in the general area."
I say we go for it. It beats sitting for a week, and the ninja clan really might find out about our deception in that time. Better that we try something.
Professional interest dictates that I also wish to see this guy.
I'm not one to go against convention. Lets go meet the crazy mystic.
So, I'm hoping to get in a solo session with each of you before next Saturday. For the purpose of scheduling this, I'm thinking the following:
Cor: Friday? I have no conflicts that day and I believe this is one of the days you can be up late. I could grab you after Balmuria?
Eb: Post-Balmuria sometime during the week? Monday or Wednesday would be best. Monday would be better since I'm usually very frazzled when I get home on Wednesday (up late for planar the night before).
Rat: As for your suggestion of before or after planar, afterwards is pretty much unworkable since that would mean I don't sleep at all that night. Before, possibly, I can crash out as soon as I get home and catch you when you're getting up. What's the earliest you'd be around? Alternately, I could get up really early tomorrow morning, and catch you on your Sunday night? Dunno if you do stuff then or not.
Monday is fine, sure.
I do need to sleep Sunday night, so it depends how early you get up. We're talking, like, 6-7am here for you, I think.
I can get up several hours before planar, 4, say?
Let's go to Tokyo and fight evil!
Before we go, I do want to quickly relate to Wakihisa the basic outline of how exorcising both a holy and unholy item in close proximity results in a catastrophic explosion. Perhaps as an exorcist he can offer some insight into this, or come up with some kind of countermeasure we could use.
After that, to Tokyo! Are we going to follow up on the ninja thing, or go straight for.. Fukui armaments, I think it was?
I will try to arrange for Grace to contact Myriam and arrange for a Scroll of Tongues to make it's way here as rapidly as possible (if that's still 'really slow' then just have one waiting for me when I get back, since clearly I need it!)
I'd like to try and see my old colleagues if possible, and head to Kyoto afterwards. It's possible that the ninja could be convinced to leave us alone and kill the guy who's plotting to blackmail them further down the line, if presented right.
We can selectively edit or omit certain documents to make it look like a definite plan of his, rather than 'insurance'.
Can I make a request for Nadia to GI the mysterious man of mystery and his harem, so we have their desc? It might just be someone we know using a fake name!
Sure. (I was surprised you didn't ask about that at the meeting.)
[13:29] <@Ebiris> roll 1d20+15 GI on the general's generous guest and his lady escorts per Yomi's request
[13:29] * Hatbot --> "Ebiris rolls 1d20+15 GI on the general's generous guest and his lady escorts per Yomi's request and gets 18." [1d20=3]
Your mystery man didn't stick around in town much longer than his meeting, it sounds like. You do track down a couple women who passed him by while he was on his business in the government sector, though, and both practically blush at being asked to recount his personal appearance. Apparently he's extraordinarily handsome.
As for the women, no one seems to have interacted with them personally, although the general consensus is that they seemed like fairly attractive specimens of femininity from afar. Two of them looked Japanese; the third, probably Western.
There was really no good way to just ask the nice general a description of the man who seduced him, sorry. Anyway, Wakahisa? I thought it was strongly implied he was staying home and checking up on a few things, and if this is he and his harem, he's off to Beijing for some reason. Which might imply he wasn't truthful about some other stuff as well, unless I'm misremembering our conversations with him.
Still, do we care?
And a followup post. Do we know where Fukui left? When, and for how long? Can we reasonably find out, say via our ninja who may well have been told by her elders? They did know this, at least, I presume from their reactions when we talked. Do we know if he has a custom of wearing a sword upon his person, or is wearing one while traveling? If we can't know, how can we find out something so generic and basic while away from Japan-proper?
Does Beijing have one of those 'elsewhere' nodes? Or was that just generically in China? Would our mystery man heading down the path suggested by the general be on the way there, not really, entirely off?
Just how many 'Masamune' would there realistically be in existence at this time? Who would be likely to have them? Were they all enchanted upon creation, or is it unique to find one of them magical? If despite mine and Sayuri's knowledge (and Erin, who mechanically may well know better than us both) we don't have a clue, what options are there before us to find out? Telegraphing Japan and/or the Lodge?
The list of three names in the sword business + meeting with Germans business had been collated from both GI results. How does it break down? A case of A and B, A or B, top three results from our google search?
I have no clue how to proceed, nothing makes sense, asking things is the best way to figure it out. Anyone else?
Eastern China was what was described, could be anywhere there. But a big city seems a decent bet, and Beijing is certainly one of them.
If Wakahisa is screwing us it's over something we can't really know about. I've considered he might have some supernatural reason to want the sword- he's got a good rank and seems to hold sway over many demons, and perhaps keeping the Shishi-o out of the hands of others is something he wants. I don't see how that ties into his Beijing trip, though.
I think, at the moment, our bet is going to be finding Fukui himself. Almost no chance of Oshino having it, Wakahisa's going to Beijing anyway (if that is him, zz), and I have no idea what we'd do even if we did try to tail our mystery handsome guy.
Quote from: Corwin on June 28, 2010, 10:03:57 AMDoes Beijing have one of those 'elsewhere' nodes?
Yes. I realize I was rather vague with some of the locations on the map Myriam gave you. Her coordinates were
supposed to be fairly specific, though, so it's my bad if I didn't go into intricate detail in advance (I assumed there would just be questions later about where specifically they were any time you guys found yourself in the same country as one, basically; you'd just got the map, you were kind of glancing at it, you'd examine it more closely later once it became relevant, etc).
Quote from: Corwin on June 28, 2010, 10:03:57 AMAnd a followup post. Do we know where Fukui left? When, and for how long? Can we reasonably find out, say via our ninja who may well have been told by her elders? They did know this, at least, I presume from their reactions when we talked. Do we know if he has a custom of wearing a sword upon his person, or is wearing one while traveling? If we can't know, how can we find out something so generic and basic while away from Japan-proper?
You don't know. Asking people you know is a decent start!
Quote from: Corwin on June 28, 2010, 10:03:57 AMJust how many 'Masamune' would there realistically be in existence at this time? Who would be likely to have them? Were they all enchanted upon creation, or is it unique to find one of them magical? If despite mine and Sayuri's knowledge (and Erin, who mechanically may well know better than us both) we don't have a clue, what options are there before us to find out? Telegraphing Japan and/or the Lodge?
A: Not many of them. Several dozen maybe. B: So, only someone very rich or with connections. C: There aren't really any good records on swords made over six hundred years ago, so it's hard to say how he made them. Most people wouldn't automatically recognize something as being magical in the first place (they don't have Detect Magic!) They might be able to tell that it's a really good sword. Enchanted? Less likely they'd be able to tell. Masamune's swords are pretty legendary in Japan, though; if one of them's magical, it could be others are. D: Asking contacts is always an option; can't guarantee results before you try, but you're welcome to do so.
Quote from: Corwin on June 28, 2010, 10:03:57 AMThe list of three names in the sword business + meeting with Germans business had been collated from both GI results. How does it break down? A case of A and B, A or B, top three results from our google search?
Top 3 results from Google, clearly. All of them fell into both categories, really, if for differing reasons in regards to category B (military, business, occult). Oshiro and Fukui are known to openly compliment and collaborate with their German counterparts; Wakahisa less so, but nothing he does is really that open in the first place. It's just known that he sometimes meets with occultists from friendly nations.
Let's say we ask Sayuri about this? It may very well affect what we do next session, so.
So, I have Monday off and no real-life plans (do I ever?) What are the odds of folks being around for more gaming that day? If it's not possible to get everyone around at once (I figure that's unlikely given that Eb/Cor's work hours overlap with the only time of the day Rat's awake) then I can always split stuff up, take care of Nadia/Yomi then (if they want to wait for the whole group to be here to go see Selene, there is other stuff that can happen for them specifically) and get Erin later (ditto, I have some odds and ends here).
Also suggesting you post here to outline plans for dealing with Masha in detail, if you haven't already agreed on everything.
Nadia's Masha Mauling Plan!
1: Go to Moscow
2: Scope around for any info on obvious Germans
3: Sneak into St Basil's Cathedral and any other religious sites looking for Germans
4: Ask Myriam to Scry on Germans
5: Violently break into German hideout
6: <censored for extreme violence>
7: Go home!
We could drop off Suzume midway to use your relay orb plan if you'd like? With the crazy gunslinger there to provide protection, just in case.
Timing-wise, should be okay
Yeah, I'm around as always. We can try a relay with Suzume in Denmark or something if we have to, but we might as well see if the orb has the distance to go all the way before we worry about that.
Alright, so it sounds like we're on for tomorrow. Rat will not be around (I'll catch him for something Erin-related Wednesday or Thursday), so it's just Nadia/Yomi. May as well start whenever both of you are around (I prodded Dune to make sure he doesn't mind me nabbing you guys, so).
Remind me what time you guys usually get home from work?
Sometime between 5.30 and 6 GMT (So 12.30 to 1 in your time zone, I believe)
Earlier for me, so Eb's time works.
My work is determined to make me regret ever taking a holiday, so I'll be quite late today. Maybe 6.30 if I'm lucky, 7.30 seems more likely.
The church Erin designates is truly abandoned, used by none of what residents live in this former-industrial suburb. When the local factory shut down, many residents were put out of jobs, and perhaps lost what faith they had. Now it is a lonely, forsaken place, overgrown with plants and a dismal reminder of an uncaring God.
A row of pine trees divides it from the road, and an unkempt lawn holds the path to the heavy wooden doors at the front. A small tower rises above the front entrance, where a bell still remains, and one could easily head up to the top and peer down to see oncoming invaders- or towards the back, to see if anyone is loitering in the graveyard at the rear. High windows prevent easy access from the sides.
The interior is dusty and dry. There are still pews, but they were shoved to one side to make enough room for a ritual space- the remnants of various magic circles and pentagrams is still etched into the ground. One could feel a faint tingling at the back of their neck should they take a step in, but any real magic that was done here has long since faded.
Near the alter is a trap-door that leads into a basement beneath the premises, where mysterious crates containing spell components are still hidden. Ritual knives and idols are also present here, as well as a collection of occult textbooks that the Lodge never got around to reclaiming.
Church floor plan is here: http://img405.imageshack.us/f/churchlayout.jpg/
Black = walls and columns.
Brown tetris blocks = the pews, pushed against the walls in haphazard order. The benches are individually fifteen feet long. The central brown block is the podium, the lower one the door.
Red = stairways. The top one is the trapdoor to the basement. The bottom one leads upwards to the tower.
Yellow = stained glass windows. Basically opaque from the outside and nearly so from the inside. The actual glass starts fifteen feet off the ground.
One square = five feet.
Treeline and road at the bottom of the map, graveyard at the top.
The basement is forty feet square and half-filled with crates arranged in no particular order. You can move them around if you want. The ceiling in the basement is about eight feet high.
The tower ascends ninety feet to the belfry, which is fifteen feet square (the bell remains in place and occupies the center square here) and perches above the entrance to the church. Wooden shutters can be opened to allow a panoramic view of the surroundings.
~
With everyone gathered at the church in the afternoon, Sayuri takes a moment to address you all:
"I estimate that we will face approximately a dozen combatants in addition to the elders--to my knowledge, Tsukino has never numbered more than twenty at a time. If at all possible, of course, they will prefer to strike at isolated individuals, from the shadows. I trust we will be sufficiently organized to deny them such opportunities. If denied the advantage of surprise and forced into a straight fight...most within Tsukino are primarily trained in the use of the wakizashi--not as frightening a weapon as the katana, but smaller and easier to conceal, which often makes the difference for an assassin's purposes. I expect a modest amount of fire support as well, once battle is joined. Guns do have their uses once the shock of surprise has worn off, and Tsukino is not without former soldiers in its number.
"There will also be scouts, their purpose being to discern our state of readiness and the disposition of our forces. I advise against engaging them in direct combat when spotted unless it's absolutely necessary to keep them from reporting their findings to their masters. If threatened, they are likely to employ hit-and-run tactics in conjunction with poisoned blades in order to leave a weakened enemy behind them. My advice is to let them see what they want to see, disguise our true numbers until the attack itself commences. Anything they do not know is our advantage. And the elders must be made to feel confident in their chances of success if they are to join the battle personally. If they suspect a rout, they may disappear.
"It is paramount that all three of the elders fall here if you're to be free of further Tsukino harassment. None of them are to be underestimated--Tsukino is a martial organization and no one leads without excelling in some function essential to Tsukino's business. Yomi and Erin met them before, briefly. It's likely they'll again be masked here, but it should be a simple matter to identify them despite that.
"Junko is the best among us at infiltration and may accompany the forward scouts. I don't expect you'll notice her at all until the time comes to strike, but watch for a woman wielding long knives, paired, or thrown objects. Even more than the others, she will be hesitant to engage us directly. If you have any opportunity to prevent her escape, take it.
"Ayumu is Tsukino's weaponsmaster. He will fight with a katana, in contrast to the rank-and-file who favor shorter blades. He may carry more than one weapon, but he will be vastly more manageable once deprived of his favored sword. Disarm him as quickly as possible to minimize the threat he poses.
"Daichi is the tallest Japanese man I have met and even masked will stand out amongst his brethren. You will not see him fighting with weapons because he does not need them. He is one. Disable him fast, through whatever means necessary, or I guarantee that you will regret it.
"I am not well-versed in the capabilities of your various recruits. Those who have any at all, that is." Sayuri casts a skeptical gaze at Nadia and Rena here. "I can only hope you will make the best possible use of the material available. As a final note, it has certainly not escaped Tsukino's notice that I disappeared prior to the formal call to arms. They may expect to see me assisting you. They may also be very upset to see me assisting you. While I hesitate to volunteer for a position of foremost danger, I must admit that there may be some use in exploiting their eagerness for personal vengeance as some manner of distraction."
~
Paula takes a moment to remind you that while she is not at her best after sundown, she does have some lingering abilities from the bad old days that she hasn't previously utilized in your presence. Once per hour, Paula can generate a burst of heat and light that will temporarily stun anyone sufficiently close to her. The effect is indiscriminate and should be used with discretion.
She can also assume the form of a mobile dust storm for a limited amount of time. Although her offensive capabilities are negligible during this period, anyone caught within the whirlwind is likely to be equally impaired. Paula also significantly reduces bludgeoning, slashing, and piercing damage until she reverts to her normal form. (For all mechanical purposes, she functions as a medium swarm during this time.) This transformation is 1/day.
~
The events of last session only took up the morning of the current day in-game; you have enough time before nightfall to rest up and have the spellcasters memorize whatever spells you think you'll need. Suzume is quite willing to take instruction on what spells she should have prepared for the event. Her spell charges are as follows:
Level 0: 6
Level 1: 6
Level 2: 5
Level 3: 3
Level 4: 2
She typically runs with purely a mix of healing (Cure and Restoration spells) and buffs (Bless, Shield spells, Enhance Ability, Prayer). If there's a specific selection of divine spells you'd like to have on hand, or just a few additions to the above you want to suggest, she is only too willing to help out. Her caster level is 7 (yes, she's a level above you. Recruitment of boss flunky, not entirely anticipated).
~
This is very much a siege situation from the looks of it. I may use a couple rooms for it depending on how various situations turn out; if people gather in squads or something, or tend to clump together when engaging enemies, for example. If combatants congregate in discrete groups, splitting them into their own rooms and running them simultaneously seems the best way to avoid lag. If allied NPCs are off fighting on their own, I'll roll for them offscreen (and describe the effects onscreen, as you guys are lining, any time there's a free moment and opportunity for you to see it). Your allies will basically take your orders here as long as they are sane. Giant clusterfuck of roll init is to be assiduously avoided and doesn't really fit how Sayuri expects the enemies to approach you anyway.
If there are any questions, let me know. Otherwise, make your preparations.
Sayuri, do you know of any magic on their side, either innate or imbued within weapons? Are the rank and file or the leaders trained in any special techniques, to the best of your knowledge (trip/disarm/sunder/whichever)?
There should also be a question about poisons, and whether the cures we got are adequate, she thinks. Does modern have a spell that inhibits them for a short while, or just the cures for after you've been struck?
"I have no knowledge of Tsukino flirting with the supernatural. All their weapons are superbly made but mundane compared to yours. It's the hands wielding them that you need to fear. Ayumu in particular will knock your weapon from your grasp if given an opening. He is supremely deft with a sword and quick to press any slip with a counterattack. He is practised in fighting multiple opponents; I do not expect surrounding him to provide any special advantage. Junko is similarly opportunistic, though much less fearsome when she doesn't have the shadows on her side. Daichi is merely incredibly potent with his strikes, in speed and strength. He will decimate an opponent if given a chance to unleash his full fury upon them. Don't let him.
"I know little of these magical cures you've acquired and could not speculate on how effective they may be." Sayuri shrugs. "I imagine it comes down to how reliable your supplier is in providing quality material."
~
Delay Poison does just what it sounds like: if inflicted with poison while under the spell's influence, the deleterious effects of the poison will not kick in until after the spell has worn off. The batch of potions Myriam gave you will keep someone safe for three hours.
Neutralize Poison, in addition to cleansing someone's system of any toxins present, will fully immunize you against poison for the durations of the spell (70 minutes for these potions). It does not reverse any damage or effects caused by poison prior to consumption, however.
Given our hideout, how does Sayuri think our opposition will attempt to gain entry to the premises?
Sayuri-chan, do you want a magical sword? I happen to have a +1 katana~
"There are three ways of entering this building: the door, the windows, and the tower. I would be very surprised if they did not attempt to infiltrate through the tower. It's the least obvious way in and they may not expect it to be watched. It is quite a climb, but scaling such surfaces is standard Tsukino training. They will also try the windows eventually, possibly early to get a look inside and assess our forces. They would have to break them to enter, of course, but I hardly think this will give them a moment's pause. I don't expect a mass assault to come through the door until they've had an opportunity to gauge our numbers. It won't hold them long when they do come in force--this building was not designed to be a fortress and I can tell the lock was only meant to keep out vagrants and common thieves. Tsukino obviously possesses greater talents in bypassing security."
Sayuri pauses to consider Yomi's offer. "I have a hard time imagining it would be superior to my father's work...if I could have a moment to test it for myself?" Sayuri busies herself for a moment swinging each blade in turn, then hacking bits off one of the hapless pews. "I...may have a use for it," she admits, grudgingly.
"Well, the fact that the Tsukino elders know nothing about Rena and I could be due to a lack of skill on somebody's part, I'll let you have that," Nadia responds to Sayuri's veiled taunt with a smirk of her own. "As for the tower, wouldn't it be splendid lookout for Lucia and Hazel with their guns and those glasses that let them see in the dark? Erin might be able to use her magic on attackers as they approach from there as well. That big brute of a man Sayuri's so worried about us facing in a straight fight sounds like a good target for shooting or putting into a sorcerous slumber."
"How about having Erin disguise herself as me to confuse the initial wave? Assuming Erin can defend herself from that initial attack, that is, and with Myriam's gifts her chances are fairly decent." Yomi shrugs. "I was going to suggest the same thing when it comes to the tower; I'll try to face Ayumu if I can. Rather than disarming him, I will cut through any and all of his weapons. Erin and Suzume's magic may well be able to stop either of the other two, and should it not, Paula may well be best suited for Junko, while Myriam's pets can surely deny many of Daichi's special skills and training. Rena and Sayuri, for their part, can defend our two mages, while your own presence, Nadia," Yomi continues, nodding at the thief, "may well serve to keep casualties down. How does this sound?"
"I was thinking I might be better served as a spoiler to disrupt their attacks - you know how I disdain an open fight. While they stream towards the church I could conceal myself easily outside and pick off isolated ninjas to disrupt their communication and better stagger reinforcements so you can more easily deal with them piecemeal. Likewise once our victory becomes clear, I could delay any escaping elders long enough for you to come and finish them. Sayuri..." she gives the traitor ninja a dubious look, "Might have sufficient skills to perform a similar role, if you can stand to have her running around without a babysitter."
"The only factor there is that you are likely considered to be a prime target, Sayuri," Yomi says, looking towards the ninja in question. "I don't have issues with trust. I do think it would be very dangerous for you if you were discovered, more so than even for Nadia or the rest of us. Where do you feel you can contribute the most?"
"As you demonstrated no particular talents in my presence, Nadia, I could hardly report such to the elders. If you're going to prowl around outside, however, I suggest two things: ensure you can get back inside safely, and have backup available in case you find yourself outnumbered. I don't know who would be best suited for this. Well, apart from myself. But surely you'd prefer a heroic last stand to tolerating my company out there."
Lucia expresses some confidence in her own sneaking abilities here...but it's hard to remain stealthy once you're firing pistols.
Sayuri continues: "As for myself...I expect better discipline from the elders than to be overcome with rage upon seeing me with you. The ranks may be baited into a trap in their lust for personal vengeance, however. Otherwise? I am assuredly more skilled at killing than most of you. I believe I should aid in downing whichever priority target you deem most dangerous as quickly as possible."
"Bait the ranks to be massed together, somewhere within. I will hold them fast," states Erin, pressing her hands into little fists. "When the leaders make themselves known, I will try to immobilize them. If someone has to die, let it be them. At least then this whole business will be done with.
"As for their scouting, I will enmesh myself in some ritual to disguise our purpose here. Some of our number could hide themselves within the basement, and await the right moment to make their presence known. It doesn't matter how good your eyes are, you cannot spot someone beneath the floor."
So, day and a half before NINJA ASSAULT here. If you have come to decisions about who's going to be positioned where/allocations of potions and items/other stuff, say so here so I know the setup come Saturday? And sort out spell lists where relevant, etcetera.
Remember that we're starting an hour late this session, too.
Collating everyone's desires...
Lucia and Hazel will man the tower, kitted out with darkvision glasses and able to snipe ninjas as they approach from the front and sides, and any attempts to climb up. Rena can also be in the tower to defend against any ninjas who do get up there, or else serve as a flanker to come down and cut off retreat once the ninjas are fully engaged inside the church.
Yomi and Sayuri and Erin and dogs in the main church hall, appearing to perform some sort of ritual and acting as bait for when any ninjas break in through the windows to try and lure them into attacking en masse to suffer Erin's spells and the assumedly painful sonic howling of the dogs.
Suzume and Paula in the basement to act as a reserve once the church is assaulted in force.
Nadia on the church grounds hiding and acting to intercept any runners once the battle is joined, or gank any vulnerable looking loners overseeing the battle.
While Nadia wouldn't mind having someone she could call on for support if things get dicey, the fact that the church just has the one door which is presumably where the greatest concentration of ninjas will be makes that a bit problematic. If the dogs are any good at stealth she wouldn't object to having one with her, if it can be spared.
As far as potions go, Nadia and her shitty fort save would appreciate a Delay Poison for her to drink at the first sign of ninjas.
I'm thinking we could move some of the pews to hide the dogs behind them, so that the scouts would not see them (and thus not prepare for them).
Also, maybe Rena and yourself should be with us for when we get scouted? Then, once the scouts leave back to report, we can break up into the groups you posted. Thoughts?
I'd rather keep the tower defended by a meleer - if a scout comes in the front door and then immediately goes up the tower rather than away or forward to fight Sayuri then they'll have a chance to fight our shootygirls in awkwardly close combat, the same if a scout retreats from Yomi's just fury and tries to be tricky by running up the tower. Nadia could hang around with you guys, since she's more apt to get bored and cold hanging around outside for an indeterminate period of time, but it'll be harder for her to get back out the church unseen given that there's just the one door which is most closely watched of all and doesn't offer any cover for a sneaky legendary catburglar.
The dogs seem to have some minor affinity for sneaking around, you observe (as they stalk hapless squirrels in the churchyard), though not nearly as much skill as Nadia or the quarry she'll be hunting. They are very alert, though. One of them also quite brazenly walks through a wall when it needs to go outside.
Given the dog's brazen ethereality, I'd be cool with having a signal such as Nadia whistling as a signal that she needs help and they can come running out that way to lend aid.
The dogs seem sharp enough to get the picture after a couple minutes of Nadia whistling and others pointing at her. It seems like they'll do what you want them to do when the time comes.
Suzume!
1st: Shield of Faithx3, Sanctuary, Faerie Fire, Bless,
2nd: Hold Personx3, Lesser Restoration, Enhance Ability
3rd: Glyph of Warding x3
4th: Magic Bullets, Restoration
Magic Bullets will be cast on 50 bullets for healing purposes, and distributed between myself, Hazel, and Lucia; assuming clip sizes of 7, let's say me and hazel both have two clips of healing, and Lucia has 3. I guess I'll pocket the last lucky bullet and manually load it if need be. They heal 1d8+5 damage a shot.
One glyph of warding will be placed in the stairway tower; another will be placed in the center of the room (where we will be standing), and the other on the right-hand side. They cover a significant radius (1 5ft square per caster level) and we can set them to not trigger against us via command word ('Terrible').
Suzume will then go to hide in the basement, powering up with Enhance Ability and then sniping with Hold Person. If she's attacked, she can then cast Sancutary on herself while Paula appears to defend her, and then run around healing us without worrying too much about getting hurt herself. Shields of Faith will be doled out as opportunity dicates (almost certainly one on herself), the duration is rather short.
Erin!
0th: Read Magic, Prestidigitation, Light, Haywire
1st: Mage Armor x4, Change Self
2nd: Enhance Ability, Darkvision, Web, Protection from Bullets x2
3rd: Hold Person x4
Mage Armor shall be cast on myself, Yomi, Rena, and Sayuri. Protection from Bullets will be cast on Yomi and Lucia.
Zeppelin Pilot Wanted
(http://desmond.yfrog.com/Himg257/scaled.php?tn=0&server=257&filename=grafzeppelin2.jpg&xsize=640&ysize=640)
Seeking a bright young woman to safely guide a zeppelin on a trip around the world. Extravagant pay, chance to see exotic locations. Knowledge of Japanese, a plus.
Let's get our ducks in order!
First, we have the people coming. The PCs, Sayuri, Suzume, Rena. The crew, who may either be Schroedinger's Characters or end up awesome action girls to join the cast. Who else? I'm cool with asking IC in a case by case basis, but who should even be asked? Lucia, Hazel, Uliana? Selene?
Second, communication orbs. I propose leaving one with Myriam and one with Grace, so that we can actually stay in contact whenever we need to. And, naturally, one back on the ship for when we disembark with someone we trust who remains onboard. Is that fine? Any other ideas? Also, how about leaving one with a group of friendly demons in an Elseworld, if they're as nice as the Japanese Elseworld demons? Apparently we have like up to 20 orbs to play with so there's plenty of margin....
Third, magic and other associated weirdness. Do we care to hide/conceal it in any way? I'm asking because I don't, particularly. I won't go out of the way to prove to everyone I meet that The Demons exist but it wouldn't really bother me if they knew. How about you guys?
I don't go to any great length to conceal it, but nor do I just go around talking about it to random people. It's ultimately preferable at present for it to not attain mainstream standing. Fame isn't really my thing, anyway.
I have this urge to give Hazel something to do, even if that thing is fly around on our ship and lower the level of discourse. I object, however, to taking on-board the traumatized woman who probably has pyrotechnic skills, helium or not. I don't think Lucia would want to come. Selene I'm fine with.