You could get Hunger procs from normal Worthy Opponents without the inconvenience of the Apocryphal Curse!

Who needs armor when you have an Armament?
Look, I just want bitching darkness armor. Is that really too much to ask?
To be clear, Power doesn't grant you any combat power for this fight, Hunger hasn't had time to do any of the things Power requires when this battle occurs.
Of course, but it does help with after the fight increased risk stuff.
 
Is No Quarter still substantially ahead?



Yes.

Looks like it unless my case gave ludicrous amounts of argument weight or something. Tally incoming.
Adhoc vote count started by Conjured Blade on May 24, 2020 at 3:25 AM, finished with 105 posts and 32 votes.
 
It'd be easier to argue for Prudence if we knew what sweet shinies Arete can give us, if any. Right now the option is basically to content ourselves with survival, but most people want to gain stuff. Shit, I want to get stuff. Power will be crucial in the days ahead, so I might still switch back before this done.
 
What the Apocrypha expects? It's for us to fight this guy. He's practically got a Hero-specialized Brand of the Wretched stamped on his forehead, so combined with their actions against the Hero it doesn't take a genius to predict a likely outcome.

Does that mean it has no plans for if we avoid this fight? Of course not. The Apocrypha isn't here to teach us anything or take us on a profound mental journey to discover that the key was inside us all along. It's here to f*ck up our day by making things 'interesting' in the worst sense possible.

And this guy? I mean, just look at him. What is he if not a budding nemesis? Sure we could let him go, but I bet this won't be the end of it and next time he comes back (because of course he'll come back) he'll be better prepared, either by calling other pirate buddies, setting a worse trap, or just finding unlikely power-ups.

So yes, I think it's for the best if we nip this in the bud. We might be a Tyrant now, but let's take the best lessons from our former foe, not the worst. And that means just killing your enemies when you have the opportunity instead of giving them chances to grow,
 
What the Apocrypha expects? It's for us to fight this guy. He's practically got a Hero-specialized Brand of the Wretched stamped on his forehead, so combined with their actions against the Hero it doesn't take a genius to predict a likely outcome.
The question isn't what the Apocryphal Curse plans - I doubt it has any, I doubt it needs them - but whether you should take the bait. Because that's what this is, whether there's a hook underneath or not.
 
The reason why I want to kill him is pretty simply. Our dude was an Hero, it would be good for him to act like that once again at this point. The rest of the stuff is just bonus. Perhaps, it's also partially an reaction to that Heartlessness + mental contamination, I don't want him to be too wiling to make compromises when they aren't necessary.
 
The question isn't what the Apocryphal Curse plans - I doubt it has any, I doubt it needs them - but whether you should take the bait. Because that's what this is, whether there's a hook underneath or not.
I said it like that to avoid going into metaphysical discussions of how exactly the Apocrypha does things. Saying it's simple bait is not quite appropriate, because that implies simply avoiding that evades the Apocryphal Curse.
 
And this guy? I mean, just look at him. What is he if not a budding nemesis? Sure we could let him go, but I bet this won't be the end of it and next time he comes back (because of course he'll come back) he'll be better prepared, either by calling other pirate buddies, setting a worse trap, or just finding unlikely power-ups.

Is he really that significant, though!? His crew, while not scrub tier, are certainly well below you in terms of power and skill. Just because he's got some cool looking armor doesn't mean he's a destined hero! If anything, it would preclude that since he's almost more edgy than you!

he might actually be edgier given that armor and his violet-flame sword and shadow-hauberk crew...

The question isn't what the Apocryphal Curse plans - I doubt it has any, I doubt it needs them - but whether you should take the bait. Because that's what this is, whether there's a hook underneath or not.

Perhaps. Or perhaps the bait is inside the hero's mind, in more ways than one!

I said it like that to avoid going into metaphysical discussions of how exactly the Apocrypha does things. Saying it's simple bait is not quite appropriate, because that implies simply avoiding that evades the Apocryphal Curse.

You guys don't yet have much experience with how the Apocryphal Curse acts, so it's definitely hard to say for sure. But the general principles hold, more or less - mitigate what you can, acquire enough power to deal with the rest.
 
Real life cleared up quicker than expected so instead have Index 2.0, now with actual organization and updated till Times and Tides. Hit me up if you can't find something.
 
Is he really that significant, though!? His crew, while not scrub tier, are certainly well below you in terms of power and skill. Just because he's got some cool looking armor doesn't mean he's a destined hero! If anything, it would preclude that since he's almost more edgy than you!

he might actually be edgier given that armor and his violet-flame sword and shadow-hauberk crew...
What is this discrimination? Can't people be destined villains too?!
 
Whether No Quarter wins or not, I definitely want Power now. Attacking with preparation is literally what this build is best at, we want as much power as possible when we arrive at the city, and it continues on the plot thread of Ver's affinity with us. No mitigation is harsh, however. So I kind of want to change...

[X] No Quarter
[X] Power


Man, I'm being a useless flip-flopper today, aren't I?

Yeah, taking the risky option here might be Apocryphal bait; but leaving things psychologically unresolved when it comes to the Tyrant can be dangerous too; so really, pick your poison. No Quarter gives us some Curse mitigation that we don't get from Power; and would let us scale faster by letting us face stronger opponents when we seek them out. Meanwhile, Power can make us even more safe when we arrive in town and follows up on the mech pilot plot thread.

This is the riskiest vote combination, but the rewards are commensurate. If the Hero can't stop us from making stupid decisions, at least he can execute them in a smart way.
 
[X] No Quarter
[X] Power


We voted for the training method that requires us to get in difficult fights to improve, and we eschewed the Praxis in exchange for the short-term power offered by Scepter, so lets get into a difficult fight that'll allow us to leverage our short term power into long term growth.
 
[X] No Quarter
[X] Power


We voted for the training method that requires us to get in difficult fights to improve, and we eschewed the Praxis in exchange for the short-term power offered by Scepter, so lets get into a difficult fight that'll allow us to leverage our short term power into long term growth.

We also got a sleep-progression system for those circumstances where Hunger isn't worthwhile but didn't bother sleeping more than 9 hours a day to get the minimum level of benefit. We can't exactly sleep more than 9 hours at this point but we are already precommitted to options that get us some long term returns.

*Sleeping at least 9 hours a day yields the following benefits: You become only stronger, wiser, and more glorious with age, never becoming infirm, as if the travails of aging themselves have an inverse effect on you. You gain a substantial bonus to physical attributes and a minor bonus to mental attributes for the day. You are immune to hostile effects that would tire or exhaust you or induce artificial sleep.
*You may sleep up to 90% of the time. When sleeping, you grow stronger with age at twice the normal rate.
 
Poor Balance... not this time, bros...

Unburdening, Knowledge, and Power are all reasonably close together, though! Of those, Unburdening and Power have the higher omake power, but it's very much anyone's game at this stage.
 
It'd be easier to argue for Prudence if we knew what sweet shinies Arete can give us, if any. Right now the option is basically to content ourselves with survival, but most people want to gain stuff. Shit, I want to get stuff. Power will be crucial in the days ahead, so I might still switch back before this done.

If either No Quarter (w/ sufficient tactics - remember, tactics for this fight must receive support to have a chance at inclusion, aside from those tactics generated by the hero himself) or Commune With Verschlengorge win, you'll get an opportunity to see what Arete can buy, and will probably deeply regret not having more!
 
So yeah, No Quarter. There is a lot to this choice; we make sure that pirates are stopped for good, we get Hunger proc, we get Curse mitigation(which saves billions in long term) and we may even get some loot(remember that we need to get artifact tier armor for our panoply?) which could include some healing or stuff we can sell or trade.

Still, danger is there. Not only for us too, as Gisena is fighting her own battle, so we need to finish our fight as soon as possible to reinforce her, adding another dimension to our trouble. There is a real chance we will take a wound of process, with decent chance that Hunger proc won't conveniently grant us regeneration.

That's why we take Power with No Quarter. Even if we take a wound, we can pilot the macha with some efficiency. Likewise, Mecha itself will serve to protect us from risks created by taking No Quarter.

As for tactics, so far the most popular one seems using the deck to our advantage, by having our opponent drop his foot through the floor and lose his balance. One thing we could try is tying the rope around him, throwing the other side to Verse and then having mecha yeet us to it.
 
[X] No Quarter
[X] Knowledge


Could go for power, but it's not gonna help with the fight and we'll get something out of winning anyway. I'd rather see what's up than jump in the mech blind, Ritz'll be able to give us some info about how it works. Plus, Knowledge cuts both ways, we tell Gisena about the Curses and she can start thinking about the problem.
 
So, tactics to avoid looking like too much of an idiot when Letty scolds us later. Gisena would surely support us fully, this is why she's second-best girl.

What do we know about him?

Pirates rushed at him, men in hauberks of dark plate wreathed in shadow,
when he was intercepted by a foreboding figure armored in black. This was no hauberk but full plate, heavy enough to leave impressions in the wood where it tread. Darkness billowed in vast, eerie plumes from that armor, spilling upwards in streamers: the night sky's incursion against sun and blue.

In its left hand was a shield, in its right a great curving blade, alive with dark-violet flame.

As the Tyrant's had been, the day he became a widower.
You're read is that he's slower than you, but much better protected, and likely equally strong or stronger, though without the destructive force of Ruin. However, he does have a flaming sword and whatever that armor of his does.
Hm... would a pirate wear armor that makes him ineffective if sent overboard?

So to sum it up:
1. Very heavy armor and a shield.
2. Some sort of darkness powers (blinding? corrosive defense? supernatural evasion?)
3. Big honking flaming sword. Violet flames, because this chuuni train has no breaks.
4. Being a pirate with a pirate ship, he presumably has some way to deal with water.
- Maybe he can just walk on it, though likely not for long if he isn't the trick on the ship
- or the armor helps with swimming and gives him water breathing;
- combined with the darkness, a water fight could turn out quite long and unfavorable
5. Bears some superficial similarities to the Tyrant, though it's unclear how much we can rely on that. Probably not at all.
6. From the looks of his crew, some of his power affects them, though not enough to seriously inconvenience us.

What options do we have?

then turned and sent an arc of blade-wind through the grappling ropes, severing them at once
he turned to the ballista and began to saw away at the string of its bow. It was curiously resilient, thread the color of gold that bounced sprightily away from the edge of his sword, but he pinned it in place with a foot and it yielded swiftly enough.
He grabbed a group of ballista bolts and hurled them, catching two in the stomach
A few dozen blows and he could split the ship in twain; such was the power of ruin embedded within the Forebear's Blade.
snatching a grappling hook from the corpse of a crewman
1. The Hero has greater speed and mobility. We've got the initiative in this fight, both because we're faster and because he doesn't want us to destroy his ship, which we've shown ourselves perfectly capable of and willing to do.
2. Ruin affects the ship, so we have authority over what is and isn't reliable footing.
3. We have some ranged options, be it the two discharged ballista bolts, broken debris from the ship, or the crewmen themselves. The last may be going a bit overboard though.
4. We can grab those grappling ropes, the curiously resilient bowstring, and had already grabbed that grappling hook. We can likely briefly restrict his motion or even turn this into a 3D fight if we break the floor, which would be even more in our favor.
5. Our most dangerous weapon - our tongue! Shut up, Gisena. We should try to find psychological weaknesses and strike at them. Not much to go on right now, but he's already engaged in banter, so we can take advantage of that to draw out more information.

Also, I thought I'd calm down in the morning, but the call of Red has become even stronger.

[X] No Quarter
[X] Power
 
As for tactics, so far the most popular one seems using the deck to our advantage, by having our opponent drop his foot through the floor and lose his balance. One thing we could try is tying the rope around him, throwing the other side to Verse and then having mecha yeet us to it.

The most legible way to indicate support would probably be to:

1) quote the tactic(s) you are supporting
2) mention in bold that you are supporting them and
3) include any commentary on said tactics.

Remember, I have to review the thread for these things and usually don't have time to go in depth, so visibility and ease of communication are key!

Still, danger is there. Not only for us too, as Gisena is fighting her own battle, so we need to finish our fight as soon as possible to reinforce her, adding another dimension to our trouble. There is a real chance we will take a wound of process, with decent chance that Hunger proc won't conveniently grant us regeneration.

You did pass it up the last time... the price of greed!
 
Considering the fact that the Armament is long lost Foremost tech; not sure about how much Letrizia can tell us, or how accurate any information she tells us would be. The best way to learn would be form the mouth of the mech itself, so to speak.
The most legible way to indicate support would probably be to:

1) quote the tactic(s) you are supporting
2) mention in bold that you are supporting them and
3) include any commentary on said tactics.

Remember, I have to review the thread for these things and usually don't have time to go in depth, so visibility and ease of communication are key!
The following were all the explicit tactics posts I found. Can we trust the Hero to distinguish between what is feasible or not or will he try to perform any tactic as long as we support it, not matter how impractical?

Alright, I believe we might want to sink the ship if we want to fight this guy, water might help against his heavy armor and flaming blade. Also, we might want to combine the fights so we can force him to fight Void Spawn, maybe even freeing Gisena to help us with a couple of bolts.

He has sword and board versus our broken blade, which is kinda bad all around. Still, we do have ability to call our blade so we could try and tackle him down and then summon blade to us once we wrestle his out of his hands? Alternately, we could try and make use of weapons on board.

This is a ship so we could try grabbing a net or some ropes to slow him down, although between his combat level and our disability that somewhat of a long shot. We could always try baiting him into stepping on a weakened wood and strike him while he is unbalanced.

He may feel responsible for his comrades or he might have friends/family on the ship, so we could go ham and put them in danger of collateral to make him hesitate or lose composure.

Timely mecha punch would be very useful.
I think we should start by making some outrageous demands to put him off balance. Then try to get him into the water. Maybe we can use the plank he's standing on as a lever? Hopefully the water impedes his flames then we move in for the standard armored counter and start grappling him, our swords length is actually quite suited for this but unfortunately lacking an arm does hurt us.

Another tack would be to demand he helps with the rift and get him in range of Gisena so we can put him down easier. This seems much more difficult though.

I don't know if we want to risk him getting into the water to escape, but since his armor is already leaving impressions in the floorboards creative destruction of the ship to unstabilize him might be good. We can also start the fight by retreating behind the gap and throwing ballista bolts at him; it seems he would have difficulty crossing thanks to his armor; even if he blocks, the lightning effects should get him. Though, maybe the fullplate acts as faraday cage? The lightning seems clearly magical however, so I don't know if it'd come up.

The stress he puts on the boat likely means poor maneuverability; we can drop down and blade-wind from below by seeing where the wood has stress on it.

Given that we have meaningful allies and he doesn't, time would seem to be on our side; but we don't know if Gisena and Letrizia would be fine dealing with the beasts alone.

Maybe we can use a rope to yank on his shield? Having only one arm is a problem, he can likely get a free hit if he doesn't resist the pull. If he gets his sword stuck on the scenery, that's likely a free opening. Maybe unbalance him by throwing his own dudes at him? Or make the mast fall on top of him? I don't know if his maneuverability is that poor, however. By being behind the mast and a bit to the side we can at least block one of his sides either from defending or attacking, while that doesn't matter for us due to having only one arm.

Maybe we can ask Gisena to let some beasts towards him; again he seems to have poor maneuverability; so he has less defense at being swarmed, so it's advantageous for us.

Namely, anything to avoid a pure melee fight where he has a sword plus shield and we don't.
Tactics: He's heavy enough to leave indentations in the wood and does not appear to have any ranged options available to him. Mobility is our advantage, his is his blade's greater reach and the shield. Fight as we kite, sink the ship with more cuts, try to get him into the water. He won't drown, that would be convenient, but it should slow him and might douse the weapon. We should watch out for the ballista bolts we tossed overboard in case he tries to imitate us, however.

Use the grappling hook to retreat back to Verschlengorge if necessary. Given that his sword's on fucking fire and he's bleeding darkness, I think we can safely assume Nullity'll be effective on him, so if we can briefly trade with Gisena to relieve her while she debuffs him that'd be cool too. Also, we can recall the Forebear's Blade to our hand if disarmed, so if we're stuck in melee maybe 'let' him disarm us to create a fake opening.

Hmm, if he's slower than us maybe we want to keep the distance for now. Stay out of his engagement range and pick off the rest of his crew in front of him. They're probably too weak for Hunger to give and gains from killing them but it'll remove a distraction for us and might put him on tilt and have him show an opening we could take advantage of. While also giving us more clues about what his artifacts do and some time to see if we can appropriate any more useful battle items the crew might go for that might be on the ship before committing.
As for tactics, so far the most popular one seems using the deck to our advantage, by having our opponent drop his foot through the floor and lose his balance. One thing we could try is tying the rope around him, throwing the other side to Verse and then having mecha yeet us to it.

1. The Hero has greater speed and mobility. We've got the initiative in this fight, both because we're faster and because he doesn't want us to destroy his ship, which we've shown ourselves perfectly capable of and willing to do.
2. Ruin affects the ship, so we have authority over what is and isn't reliable footing.
3. We have some ranged options, be it the two discharged ballista bolts, broken debris from the ship, or the crewmen themselves. The last may be going a bit overboard though.
4. We can grab those grappling ropes, the curiously resilient bowstring, and had already grabbed that grappling hook. We can likely briefly restrict his motion or even turn this into a 3D fight if we break the floor, which would be even more in our favor.
5. Our most dangerous weapon - our tongue! Shut up, Gisena. We should try to find psychological weaknesses and strike at them. Not much to go on right now, but he's already engaged in banter, so we can take advantage of that to draw out more information.
 
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