Pirate Attack, Cylus 723: Egilrun
This was bad.
Faith, at this point, didn't know much about exactly what was happening, but she knew enough to know that this was bad. There were three cover-of-darkness ships, large ones, making their way towards Egilrun. As much as Faith was an optimist by nature, large dark stealth-ships seemed to her to be something that she didn't want to ignore. Putting her hand on her kaldvind's neck, she considered that there were three places she needed to be, immediately and simultaneously.
Raising one pale hand to touch the plain necklace on her chest, Faith didn't hesitate. She activated the necklace and glanced around to ensure that everyone except her was frozen, still, in time. It bought her an hour. A full hour which no one else had. What she had to do now, she knew, was to use it. Tactically, she knew, she had two major advantages now and she used them both to her fullest advantage. She couldn't forget anything she saw, assuming that she didn't lose the memory from the necklace because she messed up. But, technically speaking, having an eidetic memory meant that she was less likely to make a change and not recall it. She noted where she was standing, exactly, and then she started to move.
She considered going to the Order of the Adunih outpost, but Faith knew that she could make no difference there, do nothing which would help. Any change while time was frozen would result in the change not happening, so she knew that the best thing she could do here was to gather information . Her mind moved quickly and she considered that, if she was attacking Egilrun with bloody big ships, she'd have people on the ground here, watching and signalling and reporting.
So, she went to find them. Reaching into her Domain Bag, she first put on a beautiful, if rather incongruous for the moment, crown and then pulled out her Stone Horse and she rode. It was at times like this, Faith thought, that she needed to move as quickly as she could . Faith knew that she had limited time and she pushed the stone horse as fast as she could. In terms of where she went, on this hunt for the lookouts, Faith followed her instincts, making her way to gather as much information as she could. If her hunch led her to a place or to people, Faith would spend all the time she could finding out about them. She would search their pockets - making sure to put them back exactly as they were - and she would use her ability to truly pick out fine details and notice things as well as her ability to spot clues in order to gather military and tactical intelligence on these people.
In this time, Faith was gathering as much information as she could. She did that for two reasons and with two purposes. Firstly, she wanted to work out their tactics and plans, and secondly she wanted to find their weaknesses
Faith made sure that everything was in exactly the place and everyone was in exactly the state they should be once that hour was up, she was back standing where she had been - her crown was no longer on her head and it was with the stone horse in her Domain bag and, once the hour was done, she once again moved quickly.
This time, she flew on her kaldvind and she made her way first to the Order of the Adunih outpost. There, she quickly checked that they were well-stocked and she got them prepared. She also used her heart-ring to dedicate this place as a "safe hearth". It would protect the people and it would mean that they could come here and be sure of safety. She also grabbed supplies and, in this too, she followed her instincts. She had her Domain Bag with her, but she had learned to understand that sometimes her subconscious gave her ideas - and when it did she went with them.
It didn't take long, but it needed doing. At that point, Faith once again flew, but this time she made her way to Woe. He was here, she knew him and she knew that he was both a recipient of a dragon effigy like her and also a member of the Order. He had an unfortunate tendency to share his life story with her, but right now she was sure that he'd be all business.
So, Faith made her way as quickly as she could to Woe. As luck had it, she got there just about five minutes before midnight.
ooc I'm thinking that we might do this, then a second thread for the actual fighting bit? Whatcha think?
Actions in order, with links
1. Faith activates her necklace
When activated, this necklace freezes time for all except the wearer. Time is frozen for exactly one break when time resumes, everything must be in the exact same position they were in at the moment time froze. Should this not happen, the item is used but has no effect and the user will have no memory of what they saw / did during the break. If the wearer interferes with an object or person, they must return them to the state they were before in order for time to resume. This ability can be used twice in any given season.
2. Then, she uses her capstone, "Hunch" -
Any investigator develops an instinct but Faith has honed this to the point of super human. As in the All-Taverns Tournament, Faith is able to spot when something is not right no matter how busy or crowded the place may be. Where there is a plot to be investigated, or a crime to be solved, where there is a dodgy person or an unusual thing - Faith will have a hunch and go to it. This is not a passive ability, but it is one where she has to look around / investigate / consider and then, to her, her hunch kicks in. When looking at a crowd of 200 people, considering the city of Rharne or wondering about the whole of Idalos, Faith just knows where to start, and who (in priority order) she needs to speak to first.
3. She puts on her crown (from Ruin's Dawn) and gets on her stone horse and goes in the direction that her instinct takes her in order to gather as much information about these attacks as she can.
I've put in lots of conditionals, and leave that information to you!
Crown:
Queen's Crown - A silver circlet belonging to the late Queen, on loan until the Princess, named Hope Arkenstone, comes of age in 739th arc. It grants an ability to sense mages on sight. She will know what domain they practice, but not the level of the mage in question.
4. When she gets back, she first heads to the Order of the Adunih (once time has restarted) and dedicates it as a "Safe Hearth"
This is a simple gold ring which fits around and matches her wedding ring. Faith may designate up to three areas as "Safe Hearths". The area is roughly the size of a large estate (eg: it would cover her home, which is set in 5 acres) and it has two properties. First, if anyone enters that area with violent intention / intention to harm then Faith will know about this - and will have an idea of how many people and in which general direction. The main power, however, is that anyone who actively seeks to enact violence, be it against Faith or anyone else, will become the centre of a dreadful storm, with ice shards and violent winds buffering them. The temperature around them drops to way below zero, freezing them in their tracks and encasing them. This is targeted at those who are attempting to act violently - including using damaging or controlling marks or magics. It is enough that, should the person be unprepared and they continue to fight, it would kill within a few moments. If the Storm power is "tripped" then it needs to be re-activated. Only three areas may be active at any time.
5. She grabs supplies
Logistics Tier 2:
Faith has developed her skill to the point where she can plan for the worst-case-scenario in the most efficient way possible and make logistical decisions which may seem to be unusual or extreme but which are, in fact, exactly what's needed. This leads to her having something on hand which could help against even the most obscure and difficult turn of events. So, to give an example, the gut instinct to bring a beautiful bird along for company on the voyage is directly helpful when a priest of Delroth seeks to impede their progress.
When activated, this necklace freezes time for all except the wearer. Time is frozen for exactly one break when time resumes, everything must be in the exact same position they were in at the moment time froze. Should this not happen, the item is used but has no effect and the user will have no memory of what they saw / did during the break. If the wearer interferes with an object or person, they must return them to the state they were before in order for time to resume. This ability can be used twice in any given season.
2. Then, she uses her capstone, "Hunch" -
Any investigator develops an instinct but Faith has honed this to the point of super human. As in the All-Taverns Tournament, Faith is able to spot when something is not right no matter how busy or crowded the place may be. Where there is a plot to be investigated, or a crime to be solved, where there is a dodgy person or an unusual thing - Faith will have a hunch and go to it. This is not a passive ability, but it is one where she has to look around / investigate / consider and then, to her, her hunch kicks in. When looking at a crowd of 200 people, considering the city of Rharne or wondering about the whole of Idalos, Faith just knows where to start, and who (in priority order) she needs to speak to first.
3. She puts on her crown (from Ruin's Dawn) and gets on her stone horse and goes in the direction that her instinct takes her in order to gather as much information about these attacks as she can.
I've put in lots of conditionals, and leave that information to you!
Crown:
Queen's Crown - A silver circlet belonging to the late Queen, on loan until the Princess, named Hope Arkenstone, comes of age in 739th arc. It grants an ability to sense mages on sight. She will know what domain they practice, but not the level of the mage in question.
4. When she gets back, she first heads to the Order of the Adunih (once time has restarted) and dedicates it as a "Safe Hearth"
This is a simple gold ring which fits around and matches her wedding ring. Faith may designate up to three areas as "Safe Hearths". The area is roughly the size of a large estate (eg: it would cover her home, which is set in 5 acres) and it has two properties. First, if anyone enters that area with violent intention / intention to harm then Faith will know about this - and will have an idea of how many people and in which general direction. The main power, however, is that anyone who actively seeks to enact violence, be it against Faith or anyone else, will become the centre of a dreadful storm, with ice shards and violent winds buffering them. The temperature around them drops to way below zero, freezing them in their tracks and encasing them. This is targeted at those who are attempting to act violently - including using damaging or controlling marks or magics. It is enough that, should the person be unprepared and they continue to fight, it would kill within a few moments. If the Storm power is "tripped" then it needs to be re-activated. Only three areas may be active at any time.
5. She grabs supplies
Logistics Tier 2:
Faith has developed her skill to the point where she can plan for the worst-case-scenario in the most efficient way possible and make logistical decisions which may seem to be unusual or extreme but which are, in fact, exactly what's needed. This leads to her having something on hand which could help against even the most obscure and difficult turn of events. So, to give an example, the gut instinct to bring a beautiful bird along for company on the voyage is directly helpful when a priest of Delroth seeks to impede their progress.