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Esquestria: The House of the Sun - A pony cultist experience

If we fail on this assault, if Copper lives to strike against us -or against our family!- or leak information of our earlier transgressions?

Well, I wouldn't say that the bureau is more loyal to us than to Celestia, would you?

You know usually it's other people saying I'm the doomsayer. To be honest I think you're doing about the same thing you accuse the rest of us of doing, namely deciding on a narrative and then basing your predictions around it.

Which is not a bad thing by any means, this quest has thrived in a state of collaborative narrative crafting. After all, one of the best ways to get things to happen is to tempt the author with a savorus plot-hook, ideas entertaining enough to divert a little so he can write them.

This is supposed to be fun you know, for the questers and the QM. Nothing like a big comeback play to turn a bad turn into a great one.
 
This is supposed to be fun you know, for the questers and the QM. Nothing like a big comeback play to turn a bad turn into a great one.

On the other hoof giant undead armies are cool to write and read about.

There were a lot of corpses after the Catastrophe and given who Neighnia is...

Well our shattered Risen trick in the form of a mass ritual with hundreds of corpses right there is a fitting possibility.

Then again Neighnia might just be sandbagging like our Names are.
 
1 2 3 4 J R 5

In Which (S) Collide - Part 5


Velvet: Struggle

Lantern. Forge. Edge. Winter. Heart. Grail. Moth. Knock. And Secret Histories.

Long ago, two lands lived in harmony.

Then, everything changed when the -

...

After Glory-knows how many eons have passed, an estate now serves as a... bridge of sorts, between the two lands.

It is very exclusive and secretive. Very few know of it. Invitation only.

Even fewer know that the estate also has a restaurant.

Or perhaps, it might be said that only one views 'it' as a restaurant.


One night, a starving guest of this estate who had been left out in the cold could no longer stave off her hunger.

Her hostess had been marinating a meal for a while now, and the smell drifting out of the window was making her ravenous.


An Outsider who transformed into a part of this New World, who poured itself into mending the cracks like iridiscent rainbow gold, changing both itself and part of the core of the world.

Who had underwent and survived the Rot of the Worms.

Who had transformed again, and then while in this transformed state mixed and stewed in a broth of Lores, until another state of transformation was reached.

Something never seen before – something never tasted before. Born and reborn and reborn again.


An exotic ingredient thrice alchemized. Lead to gold to crystal mithril.


The smell tunneling into her nostrils ensnares her heart.

And oh, how that causes her to THIRST.


Hence she politely knocked on the door of the owner and, when it opened, asked if she could share the a meal.

She got kicked out.

Like the fillies say nowadays, 'okay'.


She gathered herself together and knocked on the door again. Politely.

This time, the hostess, her meal, and the bellhop all came out to confront her.

So she apologized, gave some compliments to the hostess, and said that she did not mean any offense. She merely -


[Multi-combatant fight. Mareinette will only "compete" to wound Luna, but may be wounded by all other combatants]

Ally Buffs:
ILLUMINATION: +30
(Velvet only) ULTIMATE FATE WORKS
Reading the Record
: 39 + 26 = 65, 3rd​ Breakpoint Reached

Ally Debuffs:
FOR THE OLD BLOOD x 2 - 20

[Current Mareinette overflow (damage occurs on 50): 0]

[Current Allies overflow (damage occurs on 100): 84]

Mareinette's Turn. Multiattack.
First Roll: 92 + 40 (Old and Terrible) + 20 ('Wire Mother') + 5 ('Blood Meridian') +40 ('An Incandescence')- 5 ('Outnumbered: 1') = 192
Second Roll: 19 + 100 = 119
Third Roll: 14 + 100 = 114
Fourth Roll: 14 + 100 = 114
Fifth Roll: 8 + 100 = 108

Allies Turn:
Frontend:
Comet Feet: 92 + 39 (Personal Combat) + 30 – 20 ('Wire Mother') - 20 = 121
Velvet Covers: 48 + 29 + 30 + 30 (Reading the Record) – 20 - 20 = 67
Luna: 37 + 33 (Velvet Support) + 90 (Alicorn Combat: Luna) + 30 + 10 ('A Sister's Promise) – 20 - 20 = 160

Overflow: Mareinette – 32, Allies - 84

Backend:
Jade Whistle: Dispel FOR THE OLD BLOOD x 1: 64 + 21 + 30 - 20 = 95! 1st​ breakpoint reached!
Baldomare: Dispels FOR THE OLD BLOOD x 1.

Comet Feet shuts down one head.

The others smash into yours and Selene's hasty shield and you pour your magic and grief and regret into maintaining it -


-- and the shield breaks.


Mareinette's head chomps down and you must have blacked out for a moment, because when your consciousness returns you're with Selene on another part of the battlefield, checking her over with your hooves.

"I'm okay! I'm okay!" Selene is yelling. "She didn't get me, she didn't get me."

Her coat has been shorn in several places but there's no blood. There's no blood. Your heart seizes in fear and anger regardless.

"Velvet! Focus!"

Comet Feet is circling in the air again, trying to find a weak spot to target, but it's difficult, it's really difficult.


Mareinette doesn't move like a pony made out of flesh and blood. Sometimes she just outright ignores gashes and some of her wounds aren't bleeding anything. Her turns are so sharp that they would break an ordinary pony's spine in half, and when she reaches for something – it's difficult to gauge a 'safe' engagement distance, for she moves without heed to gravity or inertia – sometimes its like the world slopes directly into her jaws and the terrible void behind it, no matter which road you take to avoid it.

As if it's like gravity, or as if she's at the bottom of a cup and everypony is just circling and being attracted to and draining towards the center. For all of you and your allies' skill or experience, there's just not enough time to react to a monster of that size abruptly blinking next to you and lashing out.

Not to mention all of Mareinette's newly grown... add-ons. Tendrils, you mean tendrils. What has been saving Selene has been knowing where your enemy is at all times, your desperate positioning, and your shoring up her gaps – but clearly that's not enough.


Each sweep of Mareinette's hooves sends wild gusts across the battlefield. You blink your sweat and mane out of your eyes -

- the humble guest makes a thoughtful offer about paying for it with her own personal services. Wasn't the hostess satisfied before? With the service provided by her mouth?

The hostess pinks.

The other residents of the currently cramped residence look askance at her.


[Multi-combatant fight. Mareinette will only "compete" to wound Luna, but may be wounded by all other combatants]

Ally Buffs:
ILLUMINATION: +30
(Velvet only) ULTIMATE FATE WORKS
Reading the Record
: 87 + 26 = 113, 5th​ Breakpoint Reached

Ally Debuffs:
Currently none.

[Current Mareinette overflow (damage occurs on 50): 32]

[Current Allies overflow (damage occurs on 100): 84]

Mareinette's Turn. Multiattack.
First Roll: 94 + 40 (Old and Terrible) + 20 ('Wire Mother') + 5 ('Blood Meridian') +40 ('An Incandescence')- 5 ('Outnumbered: 1') = 194
Second Roll: 79 + 100 = 179
Third Roll: 70 + 100 = 170
Fourth Roll: 41 + 100 = 141
Fifth Roll: 32 + 100 = 132

Allies Turn:
Frontend:
Comet Feet: 46 + 39 (Personal Combat) + 30 – 20 ('Wire Mother') = 95
Velvet Covers: 19 + 29 + 30 + 50 (Reading the Record) – 20 ('Wire Mother') = 118
Luna: 8 + 59 (Velvet Support) + 90 (Alicorn Combat: Luna) + 30 + 10 ('A Sister's Promise) – 20 ('Wire Mother') = 177


Overflow: - INTERRUPT!

Despite that, she still refuses. As if she had never sought guidance and help from her! Why, this guest had given enough help to entitle her to at least a bite, surely!

No matter.

Words are her weapon, after all. And with all of them distracted, the guest is now close enough to - !!!



A life given freely – not through an act of death, but through a sacrifice of time – e'er the more powerful.

Now.

Swiftly traversing a thread of the tapestry, a storm unfolding like a bright rose, chasing to place a hoof on that different history -

Maybe in a world that hasn't already been warped – maybe in a history where Mareinette's presence had not already warped the world – this could not happen.


But there are no such things as coincidences.

Alt!Stormchaser: 65 + 10 (Martial) – 20 (Wire) + 30 (lantern) = 85
Luna's Final Combat Roll: 177 + 42 (Supporting Storm) = 219

Overflow: Mareinette – 32, Allies - 109
Mareinette suffers one damage! -100 to Allies' overflow.
FOR THE OLD BLOOD activates x 1!

Backend:
Jade Whistle: Dispel FOR THE OLD BLOOD x 1: 67 + 21 + 30 = 118! Success!
Baldomare: Dispels An Incandescence!

Standing in front of you, as Mareinette charges full-tilt into a hole in the world and is violently expelled into the background somewhere, is Stormchaser. A Stormchaser that is branded.


"Hey, my little horseshoe," he says. "Sorry it took so long."

You give out a strangled wheeze and then immediately hone in on the scent on his breath, "are you drunk?!"

Alt!Stormchaser coughs. "Maybe don't focus on that."


The fucking husband??????????

Then the light turns on behind her.



In the distance, Mareinette is rising again, like a titan in the darkness.

But before she can do anything else, she freezes.

She freezes, because her shadow has been abruptly thrown in front of her by the glare at her rear. By what you had been waiting for, all this time. Like dawn after the night.


"Are you the one who's been hurting my sister out there?" Celestia's voice is a terrible, terrible calm that belies the immense burning fury threatening to explode out of her grasp.

"[MOTH]..."

Mareinette: 31+60 = 91

Reroll used! 28 + 60 = 88!

Reroll used! 61 + 60 = 121!

Velvet: 33 + 12 + 20 + 60 ('Beyond All Suspicion') = 125!

"I'm going to fucking kill you now."


The Horse of the Sun has arrived.

Health: 25/50 (highballed)

Temporary Health: 0/5

[ONE WHO IS VERY GREAT]: Mareinette is willing to offer you Sacraments in the Lores of Grail and Heart, should you fulfill her requirements.

[OUR LADY OF WIRES]: Mareinette is immune to the effects of "Monstrous Appearance".

[HONORED GUEST]: Mareinette can "step in" on Velvet's horseshoes, and perform social actions in her stead even if only Velvet should have been able to perform them. (HOWEVER, see "Old Intelligence")

[WEIGHT OF PRESENCE]: Mareinette grants a full level up to the Secret Library for her preferred Lores.

[OLD INTELLIGENCE]: If Mareinette is alone while performing a social action, and a vote is offered, she will instead pick the vote based on what she thinks is best. (This will be based on her personal knowledge of you, as well as her loyalty. This trait can be either positive or negative, depending on interpretation.)

[MONSTROUS APPEARANCE]: Cannot be used for Social Actions. (Immune)

[PROUD]: Will refuse to cast any rituals that do not involve Grail or Heart.

[THE SECOND BIRTH]: Mareinette may choose to sacrifice a tremendous amount of health to immediately break her summoner's bindings. (Used.)

[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.)

[THE SUBTLE KISS]: Mareinette may hide attacks as completely harmless kisses, pats, smiles, or intimate glances, though they still require combat rolls. Targets may make an intrigue check to realize that damage was done after each successful attack. This compounds with OUR LADY OF WIRES.

[BLOOD MERIDIAN]: Mareinette may spend a combat action to consume the last traces of life and experience from a victim who has been brought to zero hit points to recover 5 hitpoints. This also gives her a temporary bonus of +5 to rolls per life consumed this way until the Turn ends. This action can be interrupted, upon which She loses the action. This action cannot be used while She already has more than Her maximum hit points.

[GRAIL OVERFLOW]: Mareinette may gain temporary hit points above Her hit point total, up to 5.

[SAPPING FLESH]: Combat rolls targeting Mareinette must reach an overflow of 100 or higher to harm Her.

[PUPPET OF THE RED SANDS]: Mareinette does not suffer from any status of being 'Wounded'.

[WIRE MOTHER]: Mareinette gains +20 in combat against any entity that can be considered to have a mother and they have a -20 malus when targeting her.

[UNQUENCHABLE THIRST]: For every turn in the Wake, Mareinette will seek out a Grail sacrifice and consume it.

[FOR THE OLD BLOOD]: Whenever Mareinette loses hit points, all targets in the vicinity suffer a cumulative -10 to rolls as the blood spilled intoxicates and causes hallucinations.

[ALL-CONSUMING NAME]: When Mareinette consumes a living being, their existence disappears from memories. Characters may figure out something is wrong (strange clothes that they would never wear, an empty room with paraphernalia) but it is more likely that they would simply fill in any discpreancies by themselves.

[Other traits negative, unknown]

Made a small edit to the Reproach interlude. Will be editing links in later. I hope this update and all of its cheeky little references help.

You are not alone.

1 2 3 4 J R 5
 
Last edited:
Unlike in a raw stats problem, the odds of the Detectives finding info, and finding things out about the attack aren't pure coinflips. However, as I don't have the odds for them to, or to not find things, I have to assume both options are equally likely.
These are Equestria's finest detectives. They'll find out useful information on Copper for the attack.
Remembering that every member of the squad has at least a general +30 bonus to contribute and a much higher bonus to their specialty such as Baldomare's +50 to search actions or Mareinette's +60 to social actions.
Not how it works. You only get one general/specific bonus (the person "leading" the action), the rest just contribute lore levels (5*lore level bonus).

So that's only +50 base (DoA) and then also +30 on Knock/Grail/Heart/SH/Lantern, +15 moth. (Edge is eh, it'll be combat not an obstacle).

Rolling +80 is great, but its not insurmountable.
First of all, outweighs? I am suggesting that we take on a risk of future problems in exchange for a higher chance of this immediate thing working out.

And as for bonuses and maluses, not a single clue.

WE HAVE BASICALLY NO IDEA OF WHAT IS AHEAD OF US.

There is a cult, one bigger than our old one.
There is Copper, a name and objects of power.
Mayhaps a few windigos in jars.

We know not where to find any of that, the only "location" that we have is the general idea that they might use out of the way places like with Twilight.

Sure, trust in Baldomare to find everything.
She is capable, it'll probably work.

But what if it doesn't?

We nearly died, we were this close to a game over / Wolf playthrough.

If we fail on this assault, if Copper lives to strike against us -or against our family!- or leak information of our earlier transgressions?

Well, I wouldn't say that the bureau is more loyal to us than to Celestia, would you?


Not yet, so weigh the risks.
Yeah this is totally reasonable. It's a little cocky thinking we can and should afford a slightly weaker attack for the sake of saving us potential problems down the road.

Information is what we lack, and this gets us that.
This is supposed to be fun you know, for the questers and the QM. Nothing like a big comeback play to turn a bad turn into a great one
What's fun is that we make decisions and experience the consequences, for better and for worse.

There's nothing assured about a comeback. Our Foes have agency and we're passing up an opportunity to get information on that.

If it does go wrong, whether that's a poor roll by Jade or a trap (Windigos? Edge Name?) springing shut, we'll have ourselves to blame.

And even if it doesn't, having more info will make us more effective.

I can accept the trade. But we should be aware we're making it.
 
Vote Tally : Esquestria: The House of the Sun - A pony cultist experience [Posts: 5868-5975]
##### NetTally 5.1.0

Task: 【NONE】
— Voters: 15

[X] Plan: Leave No Trace
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Baldomare
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] SH3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Eliminate Copper. (Attempt to do so in a way that minimizes the window of alarm to give more time to complete other goals without the cult being alerted of an ongoing assault. The team may interrogate Copper at their discretion, but only if they can minimize the risk.)
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the Lores before their official rediscovery.)
---[X] Neutralize Neighnia somehow. (Get her bindings, desummon her, negotiate with her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[X] Loot Copper's other resources. (As long as it doesn't jeopardize any other objectives. Looting exceptions: destroy and desummon any Windigo Jars; leave enough non-Velvet-compromising manuscripts for the Bureau to find later.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, Grailing witnesses actively or passively into believing they saw nothing notable, etc.)
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Cherilee
No. of Votes: 6

[X] Plan: They Have A Winter Name
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Edge 3 artifact
---[X] SH 3 artifact
---[X] Heart 3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Neutralize Copper.
---[X] Neutralize Neighnia.
---[X] Remove any evidence tying us to the cult.
---[X] Loot their library, artifacts, bits, and so forth, should time allow.
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Minimize innocent casualties.
---[X] Leave as little trace or tracks as possible.
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence.
No. of Votes: 5

[X] Plan: Down but Not Out, Thrice Fouled
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (Baldomare, Mareinnete, Daughter of Axes, Biedde, Selene)
--[X] What are they Taking? (Two Wrong Keys, Winter 1 Artifact)
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Kill Copper. (Attack the Figurehead)
---[X] Steal what Bits, and Lore they have. Anything that would Implicate us. If it can't be stolen, destroy it (Raid Resources)
---[X] Find Neighina and talk/work/steal/negotiate with her. (Aquire or Neutralize Neighina)
--[X] Anything else? (Try to keep it quiet)
-[X] The Grave on the Hill
--[X] Who is going? (Comet, Baldomare)
--[X] What are they taking? (One Wrong Key, Secret History 3 Artifact, Heart 3 Artifact)
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence.
No. of Votes: 3

[X] Plan: Leave No Trace - Random Contact
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Baldomare
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] SH3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Eliminate Copper. (Attempt to do so in a way that minimizes the window of alarm to give more time to complete other goals without the cult being alerted of an ongoing assault. The team may interrogate Copper at their discretion, but only if they can minimize the risk.)
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the Lores before their official rediscovery.)
---[X] Neutralize Neighnia somehow. (Get her bindings, desummon her, negotiate with her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[X] Loot Copper's other resources. (As long as it doesn't jeopardize any other objectives. Looting exceptions: destroy and desummon any Windigo Jars; leave enough non-Velvet-compromising manuscripts for the Bureau to find later.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, Grailing witnesses actively or passively into believing they saw nothing notable, etc.)
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Try to meet somepony interesting; there are at least two more very interesting ones who exorcised a demigoddess.
No. of Votes: 3

[X] Plan: One-two Punch
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Baldomare
---[X] Biedde
---[X] Daughter of Axes
---[X] Mareinette
---[X] Comet (planner)
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] SH3 artifact
---[X] Winter 1 artifact
---[X] Heart 3 artefact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Eliminate Copper. (Attempt to do so in a way that minimizes the window of alarm to give more time to complete other goals without the cult being alerted of an ongoing assault.)
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the Lores before their official rediscovery.)
---[X] Neutralize Neighnia somehow. (Get her bindings, desummon her, negotiate with her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[X] Loot Copper's other resources. (As long as it doesn't jeopardize any other objectives. Looting exceptions: destroy and desummon any Windigo Jars; leave enough non-Velvet-compromising manuscripts for the Bureau to find later.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, Grailing witnesses actively or passively into believing they saw nothing notable, etc.)
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] Heart 3 artefact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Cherilee
No. of Votes: 2

[X] Plan: One-two Punch (Neighnia Priority)
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Baldomare
---[X] Biedde
---[X] Daughter of Axes
---[X] Mareinette
---[X] Comet (planner)
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] SH3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Eliminate Copper. (Attempt to do so in a way that minimizes the window of alarm to give more time to complete other goals without the cult being alerted of an ongoing assault.)
---[X] Neutralize Neighnia somehow. (Get her bindings, desummon her, negotiate with her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the Lores before their official rediscovery.)
---[X] Loot Copper's other resources. (As long as it doesn't jeopardize any other objectives. Looting exceptions: destroy and desummon any Windigo Jars; leave enough non-Velvet-compromising manuscripts for the Bureau to find later.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, Grailing witnesses actively or passively into believing they saw nothing notable, etc.)
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] Heart 3 artefact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Cherilee
No. of Votes: 2

[X] Plan: Ruthlessly Kicking Ass and Taking Names
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Selene)
---[X] SH 3 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[X] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[X] For loot focus on Artifacts level 3 or higher over bits
---[X] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[X] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Comet (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] One wrong key
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] You have a favour to ask him... in person
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
-[X] Something else?
--[X] Visit your daughters grief session and morn Starry Dancer.
-[X] Talk to somepony? (WRITE IN who)
--[X] Talk to your sons
No. of Votes: 2

[X] Neutralize Copper.
---[X] Neutralize Neighnia.
---[X] Remove any evidence tying us to the cult.
---[X] Loot their library, artifacts, bits, and so forth, should time allow.
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Minimize innocent casualties.
---[X] Leave as little trace or tracks as possible."
No. of Votes: 1

[X] Pittauro
No. of Votes: 1
[X] Zxzx24

[X] Plan: Ruthlessly Kicking Ass and Taking Names with Mayor time
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Selene)
---[X] SH 3 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[X] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[X] For loot focus on Artifacts level 3 or higher over bits
---[X] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[X] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Comet (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] One wrong key
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] You have a favour to ask him... in person
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
No. of Votes: 1

[X] Plan Ruthlessly Kicking Ass and Taking Names with Mayor time
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Selene)
---[X] SH 3 artifact
---[X] Heart 3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[X] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[X] For loot focus on Artifacts level 3 or higher over bits
---[X] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[X] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Comet (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] One wrong key
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] You have a favour to ask him... in person
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
No. of Votes: 1

[X] Plan: The most fashionable revenge v2
-[X][BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Rarity(as planner)
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Rarity)
---[X] SH 3 artifact
---[X] Heart 3 artifact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Acquire Neighnia's bindings, reach agreement with Neighina, or at least get a promise of neutrality.
---[X] Neutralize Copper as a threat to you and yours by any means necessary.
---[X] Remove any evidence tying us to the cult.
---[X] Loot their library, artifacts, bits, and so forth, should time allow.
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Try to minimize civilian casualities
---[X] Leave as little trace as possible or at least cover your tracks
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] Ask if there is any places with unusual activity in Manehatten recently and information about any abandoned, hard to find locations around it. Recommend him to keep away from such places for the time being.
No. of Votes: 1





Task: SOCIAL
— Voters: 4

[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to…
--[X] Cheerilee
-[X][LEARN] There is something about this… thing, and you must learn what it is
--[X] KNOCK Level 2 artifact
No. of Votes: 2

[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Mayor Mare
No. of Votes: 2

[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Mayor Mare
-[X] Something else?
--[X] Visit your daughters grief session and morn Starry Dancer.
No. of Votes: 1

[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Mayor Mare
-[X] Of course you love your family very much, but you could always spend a bit more time with them...
--[X] Selene. Talk about any legends or notable places known to her, near Ponyville or elsewhere.
-[X][LEARN] There is something about this… thing, and you must learn what it is
--[X] KNOCK Level 2 artifact
No. of Votes: 1





Total No. of Voters: 15

Well, given that the leading plan only has six votes (and people really want to bring Selene, which is fair) I'll offer another based on the above -- assaulting after and bringing the Edge 3 artefact to ensure Selene has an escape if really need be.

[X] Plan Paranoia
-[X][BUREAU] You will assault Copper AFTER the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Baldomare
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] SH3 artifact
---[X] Edge 3 Artefact
---[X] Winter 1 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Eliminate Copper.
---[X] Neutralize Neighnia somehow.
---[X] Find and neutralize anything that would compromise us.
---[X] Loot Copper's other resources.
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Leave as little trace as possible.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence.
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Cherilee
 
I don't know it just feels a bit disingenuous to have that plan name and to put Neighnia as not the highest priority.

Well in this case the name of the plan iseant to convey my reasoning for taking the Heartifact on the Assault. Because if one of your goals is throwing down with a Winter Name, you should expect Winter Hurdles.

Why are we prioritizing Copper in the current plans again?

As I understand there are three main ways Copper can attack us: revealing our involvement with the cult, EiB via Neighnia, and thugs.

The first is the most important for us to resolve, given it directly risks a game-over and is also the reason we haven't just used the Bureau on Copper.
The second is a risk to either our family or our Axe summoning, and eats up an Axe action every time it happens.
The third is admittedly also a risk, but without the above two we can just sic the Bureau on Copper and resolve the threat entirely.

So in order of priority, we need to retrieve the manuscripts, retrieve Neignia, and then Copper is the absolute last objective.

Don't have time to make a plan, or I'd add another one to the pile.

Edit: Incidentally, if Copper survives and we get the manuscripts, there's no reason for anyone to believe her. We can easily fob off those that do as due to her having Grail abilities. So Copper isn't a threat without the manuscripts, Neighnia, or the cult.

Because she keeps trying to kill us, and Ash Ghouls are stupidly easy to summon. Failing that, her blabbing can be quite persuasive because of her Grail, and you can't really counteract that without letting it slip that you know about Grail, which leads to very pointed and dangerous questions. Neighnia, in contrast, has no burning need to murder us, and so can be reasonably ensconsed as the second priority despite her greater power. The manuscripts have the least ability to kill us at this moment and so go in third.

Goodness, Mareinette would hate that wouldn't she.

She'd either hate it or see a buffet of spicy popsicles, no in-between.
 
[X] Plan: They Have A Winter Name

The two mainland differences are on whether to focus on evidence or Neighnia, and that Winter Name stacks a couple more artifacts. Risks the artifacts, but we're going in with less information so rather stack the deck.
Honestly fine with either plan. Leave No trace feels a little too micromanaged for my liking. I would rather Winter Name say eliminate Copper instead of Neutralize. To an extent they're the same, but with Mareinette going, not a fan of what else it could mean. I'd also rather focus on evidence before Neighnia, but I'm also aware how important Names are so that may be the best choice.
 
So far as far as I can tell except for my own plan there is only []Plan They Have A Winter Name that try to minimize civilian casualities . Which is why I voted it. Especially relevant with Selene with her no hold barred. If anything I'd prefer to tell her to escape at the first danger.

Also are we doing nothing with potential Windigo's Urns? I mean if we can disable them as first or second priority things likely will go easier.

Evidence I think is something that we would be able to pick up on the follow up turn or by having Velvet lead constables raid or even just by delaying raid in favor of further investigation, so not a priority.
 
The way I see it, a follow-up strike to steal some books will be vastly easier than a follow-up strike to take down a Name, and there is a non-zero chance that one could seize the bindings from Copper before killing her so making it the number two priority is sensible.
 
Plot Twist: The one carrying the Wrong Key to the expedition misplaces it and two turns from now Copper's cult also gets priority to summon her.

Why are all the plans taking it again? I would expect a couple, but this is a bit...
 
Is the plan they have a Winter name meant to be incomplete in the tally?

Thrice fooled is also lacking Velvet socials.

Also, @OurLadyOfWires when does the vote end?

It is also sad the difference between the number of votes here compared to SV, the plan to PTN Copper had 23 votes of 46 and the killing the master had 77 votes from 155, although that one was an outlier.
 
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So far as far as I can tell except for my own plan there is only []Plan They Have A Winter Name that try to minimize civilian casualities . Which is why I voted it. Especially relevant with Selene with her no hold barred. If anything I'd prefer to tell her to escape at the first danger.

Also are we doing nothing with potential Windigo's Urns? I mean if we can disable them as first or second priority things likely will go easier.

Evidence I think is something that we would be able to pick up on the follow up turn or by having Velvet lead constables raid or even just by delaying raid in favor of further investigation, so not a priority.

I kind of presume defusing Dead Man's Windigo Urns as you come across them is part and parcel to minimizing collateral. And I kind of hope it is done by DoA popping the lid, chucking in part of her keychain, and closing the lid really fast. Because she owns a keychain of Wrong Keys.

Plot Twist: The one carrying the Wrong Key to the expedition misplaces it and two turns from now Copper's cult also gets priority to summon her.

Why are all the plans taking it again? I would expect a couple, but this is a bit...

Well I can tell you of one plan that does not bring a Wrong Key: Plan They Have A Winter Name. Mostly because they seem really important for defence against hostile rituals.

Is the plan they have a Winter name meant to be incomplete in the tally?

That is curious. I'll go check my post where I created that Plan, make sure there isn't a line of space somewhere making it not play nice with tallies.
 
Sorry, the real reason to bring a WK --

We have one that expires at the end of this turn, and we're not being attacked by a ritual.

We should bring it, otherwise it'll go to waste.
That's a really good reason.

I have added it to the artifacts taken in my Plan due to it being the correct play.
 
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[X] Plan: They Have A Winter Name

So, I kind of want to attack after and I don't want to send either Selene nor Rarity to murder somepony. I am also reluctant to send Rarity to the grave tbh, as she is basically a fifth of our income... oh well.

[X] Plan Attack After
-[X][BUREAU] You will assault Copper AFTER the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Comet (as planner)
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Neutralize Copper.
---[X] Remove any evidence tying us to the cult.
---[X] Neutralize Neighnia.
---[X] Loot their library, artifacts, bits, and so forth, should time allow.
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Minimize innocent casualties.
---[X] Leave as little trace or tracks as possible.
--[X] Who is going? (WRITE IN which followers will go)
---[X] Rarity (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X][SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Applejack
-[X] Talk to somepony? (WRITE IN who)
--[X] Mayor Mare
--[X] Cherilee
-[X][STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence.
 
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Sorry, the real reason to bring a WK --

We have one that expires at the end of this turn, and we're not being attacked by a ritual.

We should bring it, otherwise it'll go to waste.
finally an objectively good reason to bring them!

[X] Plan: They Have A Winter Name

I changed my mind, for two main reasons.

1) Neighnia PROBABLY > Manuscripts. I'm kinda expecting us to have to do a follow-up next turn anyway to pursue the secondary objectives, and Manuscripts in the wild are I think less dangerous than a Name in the wild. Also if we take part in the OFFICIAL Bureau assault we might be able to subtly destroy them then as well.

2) This plans is bringing more Artifacts, and at this point I want to pile as much as we can on this. SURE, there's a risk of losing artifacts if things go wrong. But the chances of things going THAT wrong are fairly low, between average rolls with > +80 AND rerolls of 5 out of 9 Principles (Heart, Grail, SH, Lantern, Knock)


@Talon Tiger Dino by the way you made a mistake in formatting this plan. there's no "-" before the "[><]" in the social actions, so they're not tallied as part of the plan. Can you fix that?

Also it's been recently pointed out that one of our Wrong Keys will expire this turn, so you might as well add it to the expedition. Maybe it will allow Baldomare to defend herself, who knows.
 
Is anyone else extremely curious to see the Wrong Keys being used or is it just me? To be more specific, them being used on Neighnia.

We know they deal one Wound to a summoned creature if used in combat but when the Master went Moth on us for the last time it could also be used to banish him. That makes me wonder if Neighnia will be Wounded or if her summoning will be cut short, but she already stays in the Wake 24/7 so that might not work.

There is also that tiny chance of her taking offense to being wounded/unsummoned and becoming a new Enemy.
 
finally an objectively good reason to bring them!

[X] Plan: They Have A Winter Name

I changed my mind, for two main reasons.

1) Neighnia PROBABLY > Manuscripts. I'm kinda expecting us to have to do a follow-up next turn anyway to pursue the secondary objectives, and Manuscripts in the wild are I think less dangerous than a Name in the wild. Also if we take part in the OFFICIAL Bureau assault we might be able to subtly destroy them then as well.

2) This plans is bringing more Artifacts, and at this point I want to pile as much as we can on this. SURE, there's a risk of losing artifacts if things go wrong. But the chances of things going THAT wrong are fairly low, between average rolls with > +80 AND rerolls of 5 out of 9 Principles (Heart, Grail, SH, Lantern, Knock)


@Talon Tiger Dino by the way you made a mistake in formatting this plan. there's no "-" before the "[><]" in the social actions, so they're not tallied as part of the plan. Can you fix that?

Also it's been recently pointed out that one of our Wrong Keys will expire this turn, so you might as well add it to the expedition. Maybe it will allow Baldomare to defend herself, who knows.

I'm glad to have won you over, I already added the Key to the Expedition, and I thank you for catching the formatting error, I'll fix that right away.

Update: the correction has been made.
 
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Have Plan Leave No Trace and Plan: Down but Not Out, Thrice Fouled been altered?

Just in case.

[x] Plan Leave No Trace

[X] Plan: Down but Not Out, Thrice Fouled

I suppose that i don't completely dislike Plan: They Have A Winter Name, but i still believe that removing anything that which connects Velvet to the lores and cult should be removed first.
 
I am not a fan of sending Selene against Copper. Has it been confirmed that her Moth realization will make sure nopony recognizes her as Luna?
Bird said it's okay, her Moth realization will take care of it.
Yeah, I'll extend her Moth 3 realization to that. Her shapeshifting isn't just from filly to alicorn, she can illusion herself into a grown unicorn to justify using magic.

Moth IS her main Lore (it was the one you picked for her), and this IS the sole purpose of her Moth realization, and she IS best pony. So I'll allow her to do this.

Selene participating in an expedition will not reveal her to the world.
 
It came to my mind that Copper may have summoned more Names than just Neighnia. If anything, it seems likely.
Look, Velvet is a lone pony if we look at the Lores side. She acted mostly alone when she was in the cult, and only had a bit of help from Names since she left. She is good at what she does, but she is still a single pony.
Copper has her cult. She may not have been as deep into Mansus as we, but she can cast a wider net.
It is also not unlikely she got at least Grail Sacrament, and we know some of the Mansus areas are closed off for people without them.
While it is not certain she met more Names, it is not unlikely. And none of the plans consider it.
Though I'd say basically the same approach as with Neighnia works with any Name: try to avoid until Copper is killed, not hesitate if it comes to blows, try to negotiate if they remain in the Wake after Copper died.
 
Though I'd say basically the same approach as with Neighnia works with any Name: try to avoid until Copper is killed, not hesitate if it comes to blows, try to negotiate if they remain in the Wake after Copper died.

Unbound Names are a lot harder to deal with then bound Names.

Remember Baldomare, the Master could coerce Velvet to hand over her bindings. An Unbound Baldomare in the Wake would be a whole lot harder for the Heir of the Moth to bring into their service.

It's like dealing with an Unbound Mareinette. Why would she concent to such servitude when she could go her own way?

Copper has her cult. She may not have been as deep into Mansus as we, but she can cast a wider net.

Names are generally found in the Mansus though.

It is also not unlikely she got at least Grail Sacrament, and we know some of the Mansus areas are closed off for people without them.

She'd have to find them first and Velvet hasn't found one that requires a Grail Sacrament yet.
 
It came to my mind that Copper may have summoned more Names than just Neighnia. If anything, it seems likely.
There aren't many other names out there!

There's the very mysterious Forge Name, and the Edge Name of the Lionsmith.

I hope Ash held her back from finding any last turn. But it does seem possible she has the Lionsmith Name. That would definitely make the assault a lot trickier.
 

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