Lightning-Charged, Sharpened Shatter-Wrist Trick to loosen his grip, or make him straight up drop the sword if we're lucky. (Paying the 3 Orthstirr and an additional 10 Orthstirr to overcome any Rebuke)
Scheduled vote count started by Imperial Fister on Aug 23, 2023 at 4:45 PM, finished with 17 posts and 6 votes.
[X] Plan Once More, With Deadly Calm
-[X] Burn a Calm Charge in hopes of masking our tactics
-[X] 29d6 Attack (17d6 tricks)
-[X] 82d6 Defense (82d6 tricks)
-[X] 0d6 Intercept
-[X] Turn Effects Still present from prior round
-[X] Once we've disarmed the guy, use Orthstirr Enhanced x126 Banishing Rebuke adding 3 Odr (-150 Orthstirr, -3 Odr) to help banish the Ice Spirit
-[X] Launch up to twelve 26d6+5 Sharpened x12 Lightning-Charged Basic Attacks (-13 Orthstirr each), trying not to kill him unless necessary in all cases, during the period we're setting up for our banishment. If he's still fighting after the banishment, try to KO him with a 21x Sharpened, Punctured, Lightning-Charged Flashfire Cleave (60d6 + 5, -36 Orthstirr), but be willing to follow up with Stabilizing Palm or other healing magic to prevent him from bleeding out.
-[X] Against his first attack, feint another Hefty-Halter Chop, but transition into a Contested-Movement Boosted (With Fight for your Life) boosted, Lightning-Charged, Sharpened Shatter-Wrist Trick to loosen his grip, or make him straight up drop the sword if we're lucky. (Paying the 3 Orthstirr and an additional 10 Orthstirr to overcome any Rebuke)
-[X] For the follow-up attack, then we feint like we're going to follow that up, but this time actually use a 82d6 + 9 Reinforced x17 Hefty-Halter Chop to disarm him (-20 Orthstirr)
-[X] After that, by default use our Semi-Halting Vortex to defend against everything. In response to anything without the ability to go through Perfects that gets through Semi-Halting Vortex use Halting Vortex (-4 Orthstirr) if possible and Focus Guard (-7 Orthstirr) or Sidestep (-2 Orthstirr) as appropriate if not, and if something somehow gets through that use up to three 60d6+9 Reinforcedx53 Sway defenses (-55 Orthstirr each), while if something looks like it ignore Perfects we'll just use a Quickdrawn Shield from our Fylgja (-1 Shield)
-[X] Tactics – Pop the Calm Charge to ideally conceal our plans from them, and go into melee, using the short period of perfect composure to feint a disarm when we're actually going for a wrist break, and then feint another wrist break to go for a real disarm. Then we try to Exorcise as planned.
Ah crap. Missed the vote. Ah, well, this is hopefully fine. I would've advocated for trying to exorcise him even if we failed to disarm, but this otherwise looks good.
[X] Plan Once More, With Deadly Calm
-[X] Burn a Calm Charge in hopes of masking our tactics
-[X] 29d6 Attack (17d6 tricks)
-[X] 82d6 Defense (82d6 tricks)
-[X] 0d6 Intercept
-[X] Turn Effects Still present from prior round
-[X] Once we've disarmed the guy, use Orthstirr Enhanced x126 Banishing Rebuke adding 3 Odr (-150 Orthstirr, -3 Odr) to help banish the Ice Spirit
-[X] Launch up to twelve 26d6+5 Sharpened x12 Lightning-Charged Basic Attacks (-13 Orthstirr each), trying not to kill him unless necessary in all cases, during the period we're setting up for our banishment. If he's still fighting after the banishment, try to KO him with a 21x Sharpened, Punctured, Lightning-Charged Flashfire Cleave (60d6 + 5, -36 Orthstirr), but be willing to follow up with Stabilizing Palm or other healing magic to prevent him from bleeding out.
-[X] Against his first attack, feint another Hefty-Halter Chop, but transition into a Contested-Movement Boosted (With Fight for your Life) boosted, Lightning-Charged, Sharpened Shatter-Wrist Trick to loosen his grip, or make him straight up drop the sword if we're lucky. (Paying the 3 Orthstirr and an additional 10 Orthstirr to overcome any Rebuke)
-[X] For the follow-up attack, _then_ we feint like we're going to follow that up, but this time actually use a 82d6 + 9 Reinforced x17 Hefty-Halter Chop to disarm him (-20 Orthstirr)
-[X] After that, by default use our Semi-Halting Vortex to defend against everything. In response to anything without the ability to go through Perfects that gets through Semi-Halting Vortex use Halting Vortex (-4 Orthstirr) if possible and Focus Guard (-7 Orthstirr) or Sidestep (-2 Orthstirr) as appropriate if not, and if something somehow gets through that use up to three 60d6+9 Reinforcedx53 Sway defenses (-55 Orthstirr each), while if something looks like it ignore Perfects we'll just use a Quickdrawn Shield from our Fylgja (-1 Shield)
-[X] Tactics – Pop the Calm Charge to ideally conceal our plans from them, and go into melee, using the short period of perfect composure to feint a disarm when we're actually going for a wrist break, and then feint another wrist break to go for a real disarm. Then we try to Exorcise as planned.
0~0~0
You have the edge in speed, so as the dust settles and smoke clears, you dart into action on wings of frenzied flame. (Sharpened Attack1: 92+5=97, 2:86+5=91 vs Defense1: 36+10=46, 2:47+10=57, Attacker Winsx2! 9 Armor Damage! Armor Pierced! 1 Focus Damage!)
As Sagaseeker's shock-wrapped edge carves into the Knightly Armor for a second time, you can't help but feel like you may have gotten something ever so slightly wrong. If it was reading your movements or mind, then it would've known to strengthen its defenses accordingly.
Which it didn't do.
The question is why?
Why, if it can read your mind or movements, would it let you not only hit it twice, but pierce its armor on the second? It clearly wasn't expecting you to, if the way its face contorted in surprise as you cleaved away its face-plate was anything to go by. So why wasn't it ready? What changed from times previous…?
Wait. Something about the end of that thought, 'times previous', tickles your instincts in a certain, remarkably familiar way. The same feeling you get when you're about to solve a riddle washes across your body as you can't stop the grin from spreading across your face.
The past, that's the key here—the thing you were so close to grasping. The spirit isn't reading your mind or your movements, but your past! It's reading your past and extrapolating what you'll do next from it!
That would work wonders against most Norsemen. Heck, it'd work wonders against you too. The only reason it didn't is that you opened with something you almost never use—a basic, non-trick attack.
Thomas Laurent's eyes widen as you put it all together. He knows that you know how he knows what he knows, so why don't you go show him what else you know?
Your grin turns bloodthirsty. Thomas pales.
A half-minute later, the tower shudders as Thomas Laurent hits it—after you tore him from his armor, of course. He falls to the ground in a crumpled heap—unconscious, but alive. Steam rises from his unconscious form, the residual energies of the spirit accompanying him.
0~0~0 (Friendly Forces: 68+47(Numbers)+5(Champions)=120 vs Enemy Forces: 88+25(Numbers)=113, Victory Achieved!)
The Squire's defeat caused a shockwave effect of morale breaks to happen across the enemy forces. To see the champion who just slew another champion go down so quickly? Well, it's nothing short of spirit-breaking. (Allied General Casualties: 1)=1 of Farbjorn's. (Enemy General Casualties: 3. Friendly Champions: 1)=2 Norsemen, 2 Thanes
Not many men were able to die in the time it took for you to defeat the Squire. (Allied Death Saves: 1) 1 Dead. (Enemy Death Saves: 4, 4, 2, 4) 1 Dead, 3 Wounded
In fact, only two men died. One from Farbjorn's felag—a typically well-meaning lad by the name of Hrolfr Riggsson—and a Thane who had died killing Hrolfr. The rest of the enemy casualties were merely wounded.
However, the question of whether or not they surrender comes down to the result of the duels between your Kinsman and one of Farbjorn's Champions and Louis versus the other Champion. Champion Duels (Louis: 75+50=125 vs Unknown 1: 85+34=119) 2;0 - Louis Wins (Death Save: 1). (Kinsman: 92+50=142 vs Unknown 2: 20+47=67) 2;0 - Kinsman Wins (Death Save: 6).
Both of Farbjorn's men fall to the ground, clearly defeated. Louis' opponent has a crater in place of a head and your Kinsman's is currently wheezing with his lungs on the outside of his body—though notably still alive.
You and Stigulf exchange glances as silence falls across the battlefield. Both of he and Farbjorn's champions losing at the same time? Near inconceivable, but reality has a funny way of proving people wrong.
The battle itself is clearly over—but that doesn't mean that the champions are done.
What would you like to do?
[ ] Demand surrender (Silver-Tongue Check)
-[ ] (Optional) Guarantee freedom for your Kinsman's men (some of your men may not like that)
-[ ] (Optional) Guarantee ownership of valuables (some of your men may not like that)
[ ] Battle your Kinsman while Stigulf battles Louis
[ ] Battle Louis while Stigulf battles your Kinsman
0~0~0
AN: Well, I'm actually a little surprised I got this one out. Apologies if anything is weird, I had to write most of this on my phone.
Lol, so, there's counterplay to someone getting into a single groove, and my plan to just spread out with basic attacks and feints--being completely against Halla's usual alpha strike meta, completely caught them with their pants down and we crushed him for cheap.
A half-minute later, the tower shudders as Thomas Laurent hits it—after you tore him from his armor, of course. He falls to the ground in a crumpled heap—unconscious, but alive. Steam rises from his unconscious form, the residual energies of the spirit accompanying him.
Lol, so, there's counterplay to someone getting into a single groove, and my plan to just spread out with basic attacks and feints--being completely against Halla's usual alpha strike meta, completely caught them with their pants down and we crushed him for cheap.
Somewhat hilariously, this is the inverse of the usual Norse combat strategy (besides Halla, of course). Your normal Norse tactics are "Basic xNumber, hit them with a trick to mix things up, take advantage of an opening, or whatever". Halla did "Trick attacks xNumber, hit them with a basic to mix things up"
Somewhat hilariously, this is the inverse of the usual Norse combat strategy (besides Halla, of course). Your normal Norse tactics are "Basic xNumber, hit them with a trick to mix things up, take advantage of an opening, or whatever". Halla did "Trick attacks xNumber, hit them with a basic to mix things up"
Just means you need a broad toolkit and a willingness to mix it up from time to time, to keep them guessing. Glad to see I was completely right for all the wrong reasons.
I'd go with battle the knight as he will be relatively full on stabby fuel, and so are we. Our Kinsman is probably around a couple points of HP left before he drops, so one or 2 good hits from our mate should do it. Also Knightslayer XP
[X] Battle Louis while Stigulf battles your Kinsman
[X] Demand surrender (Silver-Tongue Check)
-[X] "You fought well, but not everyone needs to die today. We'll need to discuss ransoms and whatnot if you want to go home rather than taking a time out of course, but as a sign of good faith, I'll handle the resuscitation of any of those fallen from your Felag who haven't met their Fated Day once I've gotten my own side up on their feet again. As for you and your fellow Knight and Squire, you're not on the List we got of people who weren't paying your king their taxes, I know, we checked before we came here. The looting's just interest, you know? We're not here to kill everyone!"
--[X] Spend 4 Odr
-[X] If that doesn't work though, fight Louis, it's not quite so fraught even if he'll be a tougher foe.
As always, IF is free to adjust the wording to make more sense, but I thought this was a bit of fun, especially as the Battle is definitely won at this point.
As for you and your fellow Knight and Squire, you're not on the List we got of people who weren't paying your king their taxes, I know, we checked before we came here.