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cfc7cc.jpg
Yellow Coconut Pouncer
cfc7cc
rolled 2, 8, 3, 2, 8, 4, 2, 1, 5, 2, 7, 2, 4, 1, 5, 3, 3, 1, 1, 4, 5, 8, 3, 7, 6, 10, 3, 4, 8, 4, 8, 9, 10, 6, 5, 9, 5, 1, 5, 5, 7, 8, 2, 8, 9, 5, 8, 4, 7, 10, 2, 10, 2, 3, 9, 4, 1, 8, 4, 6, 10, 10, 9, 2, 6, 9, 9, 1, 3, 6, 8, 1, 7, 5, 10, 9, 8, 2, 7, 3, 7, 8, 4, 10, 5, 4, 4, 9, 7, 7 = 496
>>1095707
Irregular tent layout makes it impossible to cover the whole camp with just two wards - pair of hexagons, for example, could be much easier if you're here long enough to make reorganizing worthwhile.
So, two initiate-level Lesser Wards vs. flying pests, flanking one vs. disease spirits, all Manipulation 1 + Occult 4 + Degree 3 + teamwork 4 (Spinel Caryatid plus the rich backer's assistants) + ingredient 2 (Daiklaive of Conquest) + stunt 3 (upgraded by motivation) = 17 dice + 5 successes from a valor channel,
and three adept-level Lesser Ward Maintenance procedures, Perception 2 + Occult 4 + Degree 3 + ingredient 1 (Daiklaive of Conquest) + stunt 3 (upgraded by motivation) = 13 dice + 5 successes from a temperance channel - no teamwork bonus due to partly improvised tools, and available assistants not knowing those procedures.
Rolling for the west section first, then south, then east. Some instinct of Caitlyn's anima makes that seem like the auspicious way to go, since it's nighttime. Central section, including Cold's field kitchen and that roughly 20'x30' staging area / drill yard, will be covered by both types of ward.
Maintenance takes only five extra minutes when combined with initial ward construction, but a full day to reinforce or repair a pre-existing ward. Caitlyn also knows how to rig up a Keyed Ward that would, for example, allow Kisara-in-bat-form to pass through but exclude other seemingly identical bats, and Greater Wards that could outright incinerate insects who dare to intrude, or thwart and seriously injure some spirit trying to work mischief remotely, but those are master-level procedures. Can't afford (and haven't yet been able to scrounge or scratchbuild) the right tools and ingredients. Could try inventing an Occult analogue to Craftsman Needs No Tools? Possibly after an Occult excellency, second Manipulation dot, and/or procedural training for the support staff.
Initiate procedures cost 2m and adept procedures cost 3m, hour and five minutes per ward, so mote cost is effectively negligible, barely exceeding 4m/hour respiration during light activity.
Willpower is actually net positive: spent six to channel virtues, recovered the same amount from stunt awards, plus one from a scene of Motivation progress, and five from a good night's sleep.
As for Valor and Temperance channels, spent three each, recovered one each from good night's sleep thanks to Epic Zeal, net effect down by two. With Phoenix Renewal Tactic (or some way to channel virtues without spending willpower, or to recover willpower after channeling, but before receiving the stunt award), would have been able to restock virtue channels with those stunt awards instead.
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