Shard
One and Many
- Location
- Malaysia
Sorry, I meant shapeshift equivalent (or rather a perk for advancing Soma enough).Shapeshift? No, he was completely clueless when that came up, if they get a perk, that's not how it goes
Sorry, I meant shapeshift equivalent (or rather a perk for advancing Soma enough).Shapeshift? No, he was completely clueless when that came up, if they get a perk, that's not how it goes
Sorry, I meant shapeshift equivalent (or rather a perk for advancing Soma enough).
It seems like a large part of why the last plan went a bit south is because he broke our Atgeir Bodyguard almost immediately, and looking at it, that was simply because his attack beat the roll by five? But it still stopped one attack.
So I think next round we should re-summon our Atgeir Bodyguard with more dice, and also summon our Sword Guard, so we have a layered defence which is strong enough to stop all but his strongest attacks, which he will really need to chew through. Having Sword Guard up means we can't use our Sword Strikes, but those were not very effective so I don't think it's a huge loss.
I wonder how Rebuke works. All attacks with less than 6 Orthsirr/Fervor/Qi-Equivalent doesn't do anything? Gabriel doesn't seem to know if his rebuke would work on any given attack, however.
Also it's Rebuke 6(11). It seems like he can improve Rebuke from 6 to 11 given special circumstances?
Honestly, the biggest thing that messed up the plan was Contested Movement not working which was due to us retroactively not putting bonus dice into it. We probably do want more dice in our next turn's Atgeir Bodyguard, but we don't need to layer quite that hard, especially if we lean into Contested Movement (with dice added, of course), which I do think we want to.
Like, doubling up is doable, but trying to do it in one turn eats basically all our dice (40d in each of the two is, uh, a lot), and I'd rather have dice in other things as well, y'know?
I think that spending the dice to not have our plans derailed by getting punched in the face will be worth more to us overall than having them potentially available to spend on other things, but getting punched in the face again. If we spend 38d6 to put 19d6 in each, plus the bonus dice each gets from Hugareida, then it's only 63 Orthstirr to pay their base costs and add enough bonus die to each that they'll both be at 40d6.
63 Orthstirr is a fair chunk of change, but if it means we get a Turn able to land two good hits whilst remaining more or less unmolested then I think we're winning Moneyball-wise. Especially since Contested Movement itself is actually relatively cheap in terms of Orthstirr, we're only really spending on attacks otherwise.
It could be based on Soma Infusion.Rebuke is armor based, I suspect it's half the Armor's Break Threshold (which is 11 in Gabriel's case), and the notation is just indicating where it came from. I could be wrong, though.
I mean, the thing is, if he's throwing out attacks that break one, they'll also break the other. So the second one saves us from only one big attack. Something we'll already have, conservatively, 5 other things saving us from (4 Contested Movement instances, the existing Atgeir Bodyguard). It still might be worth it, but it's pricey...
I think I would like to clarify exactly how this works, because I was thinking if an attack deletes one Sword Guard/Atgeir Bodyguard, it won't automatically just delete the other as well, but you're right, looking at it, it might do. But hmm, yeah, that's kind of a fair point. We should definitely have a clause about using Contested Movement if all else fails.
I also think that the Hefy Halter-Chop you put in was demonstrably a good move; I think that's the sort of thing we want more of, contingencies, because no one technique or trick is ever foolproof - unexpected stuff always comes up.
24*2+4 =52 successes to be clear.(Hugr (Tactics): 6x7, 5x5) That's a fucking critical success, what the actual fuck.
I think one attack usually only breaks one of them, unless it does multiple instances of damage like Flashfire Cleave (which we broke two Spear Guards with during the Hooknails fight)...but I'm not positive by any means.
Yeah, definitely. The Halting Vortex we didn't get to use for logic? I figured out what works in that spot: Focus Guard works. For instances like that I'm including it instead.
See my edit above, but something else that occurs to me after mulling it over a bit is... there seems to be Bullshit that can eat a Sword Guard/Atgeir Bodyguard even if it stops the attack; we actually saw Steinarr do this twice in our fight, in two different ways no less.
Now Gabriel is definitely not Steinarr, but I think what this makes me think in general is that Atgeir Bodyguard/Sword Guard are very useful, but are inherently a bit... ablative, even if on paper they should hold up indefinitely.
Unsurprisingly, I still like Slice-Aside Trick, especially as it can chain into one of the Basic Attacks we'll be throwing anyway, and it means he can't do any kind of sword-based parry or defence against the Basic Attack.
Basically I think we continue with what demonstrably works well (the Flashfire Cleave is nasty), and shore up our defences in places they weren't quite strong enough/actually use our Contested Movement with the dice bonus this time, and he should be hurting more than us.
We should also start thinking/arguing about whether we want to use the Flame-Tending Blade for Round 3 or not.
EDIT: This plan is pretty similar to the above posted one, which I didn't see until I'd posted it, but it leans heavier on the Contested Movement uses offensively as, hopefully, our main damage dealers, and adds the Sparkbomb at the end.
So, we can't respond to a failed Contested Movement with a rolled defense, it's already replaced the roll, only an applicable Perfect. That's the circumstance I'm suggesting Focus Guard for. Slice Aside is potentially valid, but in a very different use case.
It seems like great minds think alike here, yeah haha. I'd initially put my plan in a spoiler because I wanted feedback, but then editted away the spoiler when I saw yours posted.
My only feedback/constructive advice with yours (which given voting patterns is probably the one which will win lol) is maybe try putting the Sparkbomb behind a Contested Movement rather than just doing it as a regular Trick Attack?
It's mentioned in its description called out that Sparkbomb can be kind of difficult to hit people with, I know in theory if we put enough dice behind it then that should not matter but... I wouldn't entirely rely on that.
Yeah, the way I have it set up is that Slice-Aside is like, our penultimate line of defence. (Which is maybe a bit gimmicky, I'm not sure Fister is actually going to let us do a Contested Movement if we fail a Slice-Aside. Might move our Contested Movement to be purely offensive when opportunities present themselves, as well as moving the Stoked Dice powered CM right to the start of the fight.
Similar plans, so I'm voting for the one with the cooler name.
[X] Plan Counterattacks
Skippy, my main reasoning for deadman's over ur's is the guards have a smidge more dice and there a massive explosion at the end. I'm a simple guy, the more big explosions the better.
It's only hard to hit people with beyond point blank range, this is intended to be point-blank. And it's very expensive. Honestly, the hope is that it never goes off and we finish him off with the initial attack and all the Contested Movements, with the Sparkbomb a backup plan...we could replace the Contested Movement counters with Sparkbomb, it's true, but that would ruin the surprise.
Contested Movement definitely can't be used either before or after a rolled defense by you yourself. It'd work either before or after Guards, because those aren't you, but not something like Slice Aside (or Hefty Halter Chop, or Sway...any rolled defense).