Not necessarily, she could just go and fight someone the Norse consider 'strong' from another culture that didn't have a fame-based cultivation system. Granted, they probably would still be strong (but what may be strong for the general populace, Halla may consider weak - like you said), but what I'm trying to say is that even when we're leagues above a person, Halla would still be able to receive a decent amount of orthstirr for fighting someone believed to be strong.
I mean, only inasmuch as people didn't see the fight as one sided or a foregone conclusion. Like, Halla beating up someone literally everyone watching expects her to beat isn't gonna be a lot of orthstirr. So this works as long as Halla gets powerful without getting famous...which doesn't work so well in Norse cultivation.
Right now, she could do this with a lot of people because she is a brand new 16 year old who just qualified for raiding in the trials, and so despite her impressive performance people are still not gonna assume her victory in most conflicts of any sort.
Nah, I'm pretty sure we're talking about the same thing. It's just that I don't see these guys being considered very glorious, period. I believe a group of the average twenty-year-old - the age one typically becomes a raider - could still take on these guys with relative ease.
Depends on the group and the situation, I think. I said before I think this squad is probably on par, danger-wise, with around 2 Norsemen of that age. I stand by that, and it means a group of 4-5 Norsemen of that age can definitely take them, and probably won't even take casualties...but it's not nothing to have done so. We're a bigger number of stronger people than that, but it's still not nothing.
Now, it would be nothing for someone like Hallr in his prime, and likely not earn him any orthstirr at all, but we're not anywhere close to that level at the moment.
[X] Plan Cut Off The Head and Collect Nuts
-[X] Stoke Frami (+33 Orthstirr)
-[X] 20d6 Attack (15d6 tricks)
-[X] 17d6 Defense
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr)
-[X] Make a 6d6 Honed Leaping Cleave attack (-4 Orthstirr), followed by a Knee-Groin-Trick boosted by The Fight of Your Life... So Far, followed by two 6d6 Honed Power Chop attacks (-4 Orthstirr) if, and only if. the sergeant is still alive, followed by 5d6 in normal attacks on any soldiers not fleeing yet (more if we don't need the Power Chops to finish the sergeant)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If we are attacked with a non-Trick attack simply defend ourselves (1d6 each) as long as we have Reinforce Shield at 3+, after it has been reduced to 2 or below instead use Reinforced Honed Defenses using our Defense dice (-2 Orthstirr each, 3d6 each).
-[X] Tactics – Charge and leap at the sergeant keeping people together, then work to kill him. After that lay about us with Sagaseeker with normal attacks...the goal isn't so much to kill them as scatter them, make them flee, and render them useless as combatants.
I honestly forgot. Changing it now after so many votes seems inappropriate...but saving that for whoever is lying in wait also seems reasonable.
I'm actually slightly regretting not putting more orthstirr into Reinforce Shield as insurance against this sort of thing this turn the more I think about it, and will likely throw in more next turn if there are still significant mooks about.
Depends on the group and the situation, I think. I said before I think this squad is probably on par, danger-wise, with around 2 Norsemen of that age. I stand by that, and it means a group of 4-5 Norsemen of that age can definitely take them, and probably won't even take casualties...but it's not nothing to have done so. We're a bigger number of stronger people than that, but it's still not nothing.
Now, it would be nothing for someone like Hallr in his prime, and likely not earn him any orthstirr at all, but we're not anywhere close to that level at the moment.
Eh, I think we're just going to have to agree to disagree, since I don't find myself inclined to agree. Or wait for the update to decide anything. No hard feelings, hopefully.
Alright, voting is now closed and I think my toilet might be broken. Unlucky day, I guess
Scheduled vote count started by Imperial Fister on Mar 27, 2023 at 8:00 PM, finished with 69 posts and 7 votes.
[X] Plan Cut Off The Head
-[X] Stoke Frami (+33 Orthstirr)
-[X] 20d6 Attack (15d6 tricks)
-[X] 17d6 Defense
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr)
-[X] Make a 6d6 Honed Leaping Cleave attack (-4 Orthstirr), followed by two 6d6 Honed Power Chop attacks (-4 Orthstirr) if, and only if. the sergeant is still alive, followed by 5d6 in normal attacks on any soldiers not fleeing yet (more if we don't need the Power Chops to finish the sergeant)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If we are attacked with a non-Trick attack simply defend ourselves (1d6 each) as long as we have Reinforce Shield at 3+, after it has been reduced to 2 or below instead use Reinforced Honed Defenses using our Defense dice (-2 Orthstirr each, 3d6 each).
-[X] Tactics – Charge and leap at the sergeant keeping people together, then work to kill him. After that lay about us with Sagaseeker with normal attacks...the goal isn't so much to kill them as scatter them, make them flee, and render them useless as combatants.
[X] Plan Cut Off The Head and Collect Nuts
-[X] Stoke Frami (+33 Orthstirr)
-[X] 20d6 Attack (15d6 tricks)
-[X] 17d6 Defense
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr)
-[X] Make a 6d6 Honed Leaping Cleave attack (-4 Orthstirr), followed by a Knee-Groin-Trick boosted by The Fight of Your Life... So Far, followed by two 6d6 Honed Power Chop attacks (-4 Orthstirr) if, and only if. the sergeant is still alive, followed by 5d6 in normal attacks on any soldiers not fleeing yet (more if we don't need the Power Chops to finish the sergeant)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If we are attacked with a non-Trick attack simply defend ourselves (1d6 each) as long as we have Reinforce Shield at 3+, after it has been reduced to 2 or below instead use Reinforced Honed Defenses using our Defense dice (-2 Orthstirr each, 3d6 each).
-[X] Tactics – Charge and leap at the sergeant keeping people together, then work to kill him. After that lay about us with Sagaseeker with normal attacks...the goal isn't so much to kill them as scatter them, make them flee, and render them useless as combatants.
Eh, I think we're just going to have to agree to disagree, since I don'tfind nyself inclined to agree. Or wait for the update to decide anything. No hard feelings, hopefully.
Oh, absolutely none. This is a discussion based largely on speculation in many ways, you could easily be closer to right than I am. To say nothing of the fact that it's a hypothetical discussion about imaginary characters that won't even effect how the game goes. Definitely no hard feelings.
I'm not sure we need a Trick for that, honestly (or not a new one anyway). We can do a 30 foot standing high jump or thereabouts on raw Hamr, among other things...I imagine Abjorn can toss us significantly further than that. Plus we can kinda fly. Combine the two and I don't think walls are really an issue for us.
[X] Plan Cut Off The Head
-[X] Stoke Frami (+33 Orthstirr)
-[X] 20d6 Attack (15d6 tricks)
-[X] 17d6 Defense
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr)
-[X] Make a 6d6 Honed Leaping Cleave attack (-4 Orthstirr), followed by two 6d6 Honed Power Chop attacks (-4 Orthstirr) if, and only if. the sergeant is still alive, followed by 5d6 in normal attacks on any soldiers not fleeing yet (more if we don't need the Power Chops to finish the sergeant)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If we are attacked with a non-Trick attack simply defend ourselves (1d6 each) as long as we have Reinforce Shield at 3+, after it has been reduced to 2 or below instead use Reinforced Honed Defenses using our Defense dice (-2 Orthstirr each, 3d6 each).
-[X] Tactics – Charge and leap at the sergeant keeping people together, then work to kill him. After that lay about us with Sagaseeker with normal attacks...the goal isn't so much to kill them as scatter them, make them flee, and render them useless as combatants.
0~0~0
Abjorn leads the charge as the wave of screaming Norsemen crashes into a wall of shaking spears. (Spearman 1's Attack: 3 vs Abjorn's Defense: 7, Abjorn Wins) (Spearman 2's Attack: 3 vs Abjorn's Defense: 7, Abjorn Wins) (Spearman 3's Attack: 1 vs Abjorn's Defense: 4, Abjorn Wins)
Three spearheads lunge for your husband's throat and three spears are batted aside as the near seven-foot-tall vikingr smashes into their ranks. Steel shines with rust-red orthstirr as he swings his marriage-gift at a man shaking in his boots. (Abjorn's Honed Attack: 10 vs Defense: 5, Abjorn Wins. 4 Damage Dealt)
The blade separates the fibers of the man's low-quality gambeson with an ease unlike anything you've seen before. It carries on through shoulder and bone — meat and muscle completely unable to stop its cutting force.
A blood spray paints your husband red as he pulls his sword free — shock clear on his face just as it is on yours. Neither of you were expecting it to be that easy. It can't be, it has to be a fluke! (Spearman's Attack: 2 vs Abjorn's Defense: 3, Abjorn Wins!)
A quivering spear darts forward, aiming to take Abjorn in the eye. Your husband barely even blinks as his shield smacks it aside, boss shining as it clangs against iron. (Abjorn's Attack: 5 vs Defense: 1, Abjorn Wins! 3 Damage Dealt!)
This time, Abjorn leaves the Hone off his sword. This time, he only cleaves down to the hips and not through them.
You blink as the rest of the felag charges past you and the Christians' semi-orderly lines descend into chaos as a third of their number in vikingar hits them like a ship making landfall.
All across the line the same scene plays out over and over. Norsemen new to raiding meet unready spears and the Christians holding them are cut down like dogs — leaving the Norsemen shocked at the ease of killing. Sure, a few get a couple hits in here and there, but they are minor wounds indeed compared to the deaths that the Christians swiftly find.
You scowl as Sagaseeker whimpers in your hand. It wonders why you still haven't joined the fighting yet, when there is blood to be spilled and glory to be won. But that's what it fails to understand!
There is no glory to be won here! The only blood to be spilled belongs to the weak. Boys playing at war, children-at-arms.
Fine, if there is no glory to be won with the killing of these soft weaklings, then you'll have to find someone worthy of your atgeir!
Your eyes land on the Sergeant as he throws a fleeing spearman back into the fray, the gray in his beard shining like a beacon in a storm. He's a graybeard, surely he can fight!
Feet pounding against the ground, you plant the butt of Sagaseeker into the ground as you throw yourself into the air. Fiery orthstirr streams off you as you sail over the panicking heads of the Christians.
A frantic spear shoots up. Its gleaming iron aims to punch deep. (Attack: 2 vs Defense: 4, Defender Wins!)
You kick it aside with miniscule effort. The force of your blow snaps it from the spearman's hand, leaving him vulnerable as Stigmar carves his head from his shoulders with a lazy, lackadaisical swing.
The Sergeant's head snaps up, some instinct warning him of incoming death. His eyes go wide as he sees your approach and raises his shield as quick as he can.
Will he do it? Will he manage to give you a satisfying fight? (Honed Trick Attack: 24 vs Defense: 8, Attacker Wins! Shield Broken! 5 Armor Damage Dealt! Armor Punctured!)
He's thrown to the ground as his shield turns into kindling, but manages to scramble to his feet as you free Sagaseeker from the ground.
The shattered remains of his shield lay scattered around you as he grips his sword with both hands. There's a look of resolve in his eyes and a wordless whisper on his lips — a prayer, like as not.
He's not a cultivator, much to your dismay, but he's still a cut above the chaff. Honestly, how do they expect to work a field if they're so weak? Killing them is a favor!
The Sergeant says something in Frisian, but you don't speak it nor do you really care. Raising his sword, he throws himself into an attack. (Attack: 7 vs Defense: 6, Attacker Wins! 1 Layer Stripped!)
And he actually manages to hit you! A glancing blow, yes, but a blow nonetheless!
All it does is strip a layer of Reinforce-Shield, but the fact that he did it at all is impressive. Perhaps you misjudged the Christians?
Well, only one way to find out! (Honed Trick Attack: 18 vs Defense: 8, Attacker Wins! 3 Damage Dealt!
No, no you didn't.
After all, that was only a Honed Power-Chop and you slipped past his defense like a snake through water. Sure, it was a skillful block, but he just didn't have the strength to back it up so you just crashed through and cleaved his head from his shoulders.
You sigh as his corpse falls, blood spilling from the stump of a neck.
Christians are weak. It's about time you internalized that.
"If death is what you seek, Heathen," an unfamiliar voice says in Norse as a tapping approaches down the street, "then look no further than I, Father Gerrit."
A middle-aged man in fine white vestments strides down the path leading to the town-square. He walks with a staff tipped with a golden cross and red cloth hangs from his neck. He carries an odd wood-bound shape in his off hand. A cross has been carved onto the wooden surface.
But what excites you most of all is the smell of power pouring off of him like water off a duck.
"Mine!" You immediately call dibs on the cultivator walking down the street, much to the grumbling dismay of the rest of the felag as they finish off those who didn't flee.
"Your death, yes." Father Gerrit calls back as he comes to a halt in the middle of the street. Following behind him is a mass of soldiers, about fifty in number. They look grim, but determined. There are a few Men-at-Arms amongst their number as well — fifteen in total — while two more Sergeants wait on the wings.
Your friends on the walls leap down, joining the rest of the felag as they muster up a shield wall and ready themselves to meet the incoming onslaught.
You, of course, get ready for your duel with the cultivator.
The enemy approaches you with 30 spears and 20 bows. 15 Men-At-Arms march alongside them as 2 more Sergeants keep order amongst the ranks. This is probably the last defenders this town has.
The felag is more or less fully formed at this point, save for Folkmarr, Audrikr, and Barki — who is still nowhere to be seen. They've lined up in an impromptu shield wall, wary of the archers amongst the enemy ranks.
Their side is ready for battle and unbloodied while your side is ready for battle but sports minor cuts and bruises.
You haven't heard anything from inside the gatehouse. Well, besides screaming.
More immediately important to you, however, is the cultivator standing across from you. He reminds you somewhat of Jerasmus, though... he lacks a certain something that Jerasmus has. You can't put your finger on what it is, exactly, but it's something fundamental.
He's fresh and confident, but so are you.
You don't know what he's capable of, but something tells you that he's going to be doing a lot of weird stuff, likely at range. He doesn't look physically strong, so his power is probably in his hugr — or whatever it is that Christians use.
You have 5/5 Endurance | 8/8 Armor | N/A Shield | 9/10 Temporary Health
You have 56/98 orthstirr in reserve. Your Frami (33) is tapped while Virthing (33) and Saemd (32) are untapped.
Sagaseeker has 8 orthstirr in its reservoir
You can put 0 more points of orthstirr into your Combat Pool.
You have 37d6 in your Combat Pool
What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in
0~0~0
AN: I'll give you a small glance behind the curtain here; Christians roll d4s instead of d6s.
25-minute moratorium. I don't think that there's going to be a second update today as wow have I got some things that need doing.
Interesting! But they do seem to have some bonus or be able to roll multiple dice somehow despite not being cultivators since one rolled a 5 to defend against Abjorn (not that it helped) and the sergeant actually get 7-8 on all his rolls (one of those 7s even let him hit us...for all the good it did).
My suspicion is that, while true, this isn't why this guy feels different, or not directly anyway. I think Jerasmus has the Christian 'magic-stat' (their fylgja equivalent) unlocked while this guy doesn't being a pure Hugr-equivalent-user.
Yeah, this guy's an actual threat and since he's not a Knight his cultivation is probably somewhat different...which is to say unknown. Though likely also less combat-focused for whatever that is worth.
I think we try and get up in his face? Like, staying at range vs. someone who specializes in it is not a great idea. Also, that will let us actually use Knee-Groin-Trick this time.
Interesting! But they do seem to have some bonus or be able to roll multiple dice somehow despite not being cultivators since one rolled a 5 to defend against Abjorn (not that it helped) and the sergeant actually get 7-8 on all his rolls (one of those 7s even let him hit us...for all the good it did).
My suspicion is that, while true, this isn't why this guy feels different, or not directly anyway. I think Jerasmus has the Christian 'magic-stat' (their fylgja equivalent) unlocked while this guy doesn't being a pure Hugr-equivalent-user.
Yeah, this guy's an actual threat and since he's not a Knight his cultivation is probably somewhat different...which is to say unknown. Though likely also less combat-focused for whatever that is worth.
I think we try and get up in his face? Like, staying at range vs. someone who specializes in it is not a great idea. Also, that will let us actually use Knee-Groin-Trick this time.
Just realized there have been hidden dice rolls this whole time, damn never realized this. Id say since he is pure Hugr a nut check would work wonders as those kind of people tend to dislike close range combat. ALso go for the kill as fast as we can, the more time he has to think the worse for us.
Honestly my first instinct is to ignore the priest and use our mobility to murder-blend the archers. Those guys are likely going to be annoying. But Halla wants to duel the priest, so that's probably what we should do.
As far as we know, Christians are vulnerable to breaking their faith, and Knights have Focus that can be broken by a strong enough attack - unclear if a priest plays by the same rules. I wish we were better at the insult-poetry thing but I suspect this guy is out of our league as far as verbal sparring.
It's likely the Bible is an important Faith casting implement, as may be the staff. Destroying or defiling either would probably be good ideas.
...we still haven't put anything in our Fylgja, huh? We really need to fix that at some point.
Damn, not even a single point of orthstirr from those chumps. Ah, it is what it is I suppose. We'll have to make do with this Christian Cultivator.
If he's gonna sit at range use his Hugr-Equivalent to harass us, should we just close the distance with EWC? I considered KS, but even then, I doubt it'd kill him as he probably has an equivalent of Reinforce-Shield. Not to mention that he might dodge it, and even if it hit he'd still be able to stay back and snipe us.
Perhaps a LC? Although there's a good chance he'll dodge it, since LC is pretty easy to dodge if you're prepared.