Is it possible? Yes. Is it likely? I think not...the evidence that Horra is the one behind that keeps mounting and it doesn't seem like he and the Witch are at all related (she didn't recognize Halla's name or know anything about her).
We are debatably doing both in the current plan. We're approaching it with only on hand on our weapon and waiting for it to attack, then using standstill to catch its weapons when it does so, then going all in on attacks from there, using Tricks and armor alone to defend ourselves.
Seems like a solid plan.... and even if the wood and runes somehow aren't the key to its magic, it still means that we're repeatedly hitting it in the face, and that's bound to be worth something in and of itself.
Seems like a solid plan.... and even if the wood and runes somehow aren't the key to its magic, it still means that we're repeatedly hitting it in the face, and that's bound to be worth something in and of itself.
Can we cast Standstill on its armour/clothes and then just stab it in the mouth/head until it dies?
In fact, since its not alive I would ask if we can cast Standstill on its body, but I'm pretty sure that would also make it invulnerable until the effect ended.
On that note, CAN standstill work on living things? Being able to cast invulnerability on friendlies or ourselves might be very helpful for surviving massive single shot attacks, imagine if we tanked a cannon to the face or something lol. That would get us a lot of orthsthirr.
In fact, since its not alive I would ask if we can cast Standstill on its body, but I'm pretty sure that would also make it invulnerable until the effect ended.
On that note, CAN standstill work on living things? Being able to cast invulnerability on friendlies or ourselves might be very helpful for surviving massive single shot attacks, imagine if we tanked a cannon to the face or something lol. That would get us a lot of orthsthirr.
So, we've frozen people in midair before with Inertia-Arresting Throw (specifically, Halfdan's son got thrown into one and just hung there). However, it doesn't render them invulnerable and isn't unbreakable either (we actually freed Gabriel's sword for him after trapping it by hitting it hard enough...we just hit him hard enough to win as part of the same attack).
All Inertia-Arresting Throw does is make something stationary, not actually freeze it in time, and it seems to do so with an invisible force which can be broken. So it can trap people, but it's like throwing a net over them, in that they can break out and it isn't infallible. It also doesn't protect them super well. Halla thinks of it as an invisible blanket of force, and that seems largely correct, except for it also bleeding off all inertia in the moment of it first touching a target.
Standstill in general can probably do things more in line with either force fields (though we actually already have that a bit with Halting Vortex, which can in fact no-sell almost any single attack) or maybe trapping people better, but they'd be new and separate tricks we'd need to learn from scratch.
Oh I hope we don't regret this. The plan seems solid even if it doesn't make best use of the environment, but neither option looks very appealing to me.
Voting is now closed, may the Dice Gods favor you today
Scheduled vote count started by Imperial Fister on Mar 14, 2023 at 7:14 PM, finished with 37 posts and 10 votes.
[X] Plan Right In The Face
-[X] Tap Frami, Virthing, and Saemd (+46 Orthstirr)
-[X] Max out our combat dice pool (-18 Orthstirr)
-[X] 23d6 Attack (all tricks)
-[X] 9d6 Defense (all tricks)
-[X] 0d6 Intercept
-[X] Spend 2 Orthstirr using Reinforce Shield on her armor (-2 Orthstirr)
-[X] In response to its first real attack, use Inertia-Arresting Throw 9d6 (11d6 with Hugareida) to defensively trap both of its weapons (-6 Orthstirr), then, while it is trapped, make an 9d6 Honed Power Chop (-2 Orthstirr) directly into the talisman in its mouth (and through into its mouth if possible), then three more 5d6 Power Chops directly into its face aiming for the rune (-3 Orthstirr)
-[X] In response to attacks after the first, try to use Contested Movement (-3 Orthstirr) which should work vs. two attacks and, if the attack seems dangerous, our Reinforce Shield has been broken, and that doesn't work, use Halting Vortex (-8 Orthstirr).
-[X] Tactics - Basically, just close the distance while keeping one hand free but don't attack first, waiting for the draugr to attempt an attack, and then use a powerful Inertia-Arresting Throw to stop the attack in its tracks and trap the draugr and then hit it repeatedly in the face really hard. It's a simple plan, but it seems like a decent one.
[X] Plan Right In The Face
-[X] Tap Frami, Virthing, or Saemd (+46 Orthstirr)
-[X] Max out our combat dice pool (-14 Orthstirr)
-[X] 23d6 Attack (all tricks)
-[X] 9d6 Defense (all tricks)
-[X] 0d6 Intercept
-[X] Spend 2 Orthstirr using Reinforce Shield on her armor (-2 Orthstirr)
-[X] In response to its first real attack, use Inertia-Arresting Throw 9d6 (11d6 with Hugareida) to defensively trap both of its weapons (-6 Orthstirr), then, while it is trapped, make an 9d6 Honed Power Chop (-2 Orthstirr) directly into the talisman in its mouth (and through into its mouth if possible), then three more 5d6 Power Chops directly into its face aiming for the rune (-3 Orthstirr)
-[X] In response to attacks after the first, try to use Contested Movement (-3) and, if the attack seems dangerous, our Reinforce Shield has been broken, and that doesn't work, use Halting Vortex (-8 Orthstirr).
-[X] Tactics - Basically, just close the distance but don't attack first, waiting for the draugr to attempt an attack, and then use a powerful Inertia-Arresting Throw to stop the attack in its tracks and trap the draugr and then hit it repeatedly in the face really hard. It's a simple plan, but it seems like a decent one.
[X] Plan Right In The Face
-[X] Tap Frami, Virthing, and Saemd (+46 Orthstirr)
-[X] Max out our combat dice pool (-18 Orthstirr)
-[X] 23d6 Attack (all tricks)
-[X] 9d6 Defense (all tricks)
-[X] 0d6 Intercept
-[X] Spend 2 Orthstirr using Reinforce Shield on her armor (-2 Orthstirr)
-[X] In response to its first real attack, use Inertia-Arresting Throw 9d6 (11d6 with Hugareida) to defensively trap both of its weapons (-6 Orthstirr), then, while it is trapped, make an 9d6 Honed Power Chop (-2 Orthstirr) directly into the talisman in its mouth (and through into its mouth if possible), then three more 5d6 Power Chops directly into its face aiming for the rune (-3 Orthstirr)
-[X] In response to attacks after the first, try to use Contested Movement (-3 Orthstirr) which should work vs. two attacks and, if the attack seems dangerous, our Reinforce Shield has been broken, _and_ that doesn't work, use Halting Vortex (-8 Orthstirr).
-[X] Tactics - Basically, just close the distance while keeping one hand free but don't attack first, waiting for the draugr to attempt an attack, and then use a powerful Inertia-Arresting Throw to stop the attack in its tracks and trap the draugr and then _hit it repeatedly in the face really hard_. It's a simple plan, but it seems like a decent one.
0~0~0
The walking corpse from a time-long past fills the path with its rotting stench as it shambles ever closer. You meet its cold, icy gaze with one of determined fire.
You take a step forward, bring it to a sudden pause as it eyes you with a reconsidering glare. You scowl as you realize exactly why it's doing that; it thought you under its spell and moving dashed that assumptions aside.
Dammit! If only you'd realized it sooner!
You curse under your breath as you quickly coat your armor in layers of crimson orthstirr and stoke your power to a brilliant blaze.
Just in time, too, as the draugr launches into motion the moment you do.
It draws back its spear, ice crawling up its weapon, and takes one, two powerful steps forward. With ancient might backing its throw, it hurls the weapon with all its frozen power.
The spear hurtles through the air at breakneck speed, the ice gleaming with deadly potential. (Hugareida Attack: 29 vs Hugareida Defense: 55, Defender Wins)
But you weren't idle as it prepared its attack, not at all!
With a handful of Standstill, you step into the throw and capture the ice-driven spear in inertia-dampening cloth. It hangs midair like some demented ornament just waiting to be used. You swallow a gulp as you eye the sharp point of the icicle-like spear a few feet from your face.
But even as dead as it is, the draugr still remembers its days as a deadly warrior. As soon as it threw its spear, it was already moving with jagged, black ice coating its sword and lethal intent in its gaze. Only a mere half-dozen steps away, it's already starting to swing.
With no time to defend, you recall Standstill and let the spear go free. Ice shatters against the ground as you pour orthstirr into defense and attack. Time slows to a crawl as the draugr attacks and you respond with a Honed Sagaseeker Hamr Contest (Draugr: 19 vs Halla: 24) Halla Wins! 4 Damage Dealt
Twisting on your heel, the black-ice blade carves hairs from your head as you dodge. Sagaseeker swings up and orthstirr-coated iron meets ancient skin and bone.
But even as you cleave your way up through its ribcage, some deeply set instinct tells it to dodge. It jerks its head back just as Sagaseeker would've taken its jaw clean off — the carved wood along with it.
Bone fragments shower you and the draugr in turn as it raises its hand and your eyes snap wide. Deadened orthstirr flows and the fallen spear whistles through the air behind you. You spin, dodging the recalled spear only to feed the momentum into another face-aimed strike. (Trick Attack: 18 vs Trick Defense: 29, Defender Wins)
The draugr meets your attack with crossed weapons. Wood and iron clash against Sagaseeker and manage to ward it away.
Some instinct in the back of your head draws your gaze down, just in time to see a skeletal knee rise up with orthstirr riding its movement. Hamr Contest (Draugr: 24 vs Halla: 17) Draugr Wins!
An arrow of ice flies from the knee and you know that you're not going to make it. Freeing a hand from Sagaseeker, you twist Standstill into a whirling vortex just in time to meet the attack. The arrow smashes against your shield, forcing you back and away from the draugr but draining you of orthstirr in the process.
With a few degrees of distance between you and it, you're treated with a good look at damage dealt. The left side of its ribcage dangles by a thread and you took out a good chunk of its spine, though that doesn't seem to have hurt it all that much.
The draugr cracks its neck and you grimace as orthstirr flows. Ice cracks up from the ground and coats its body in freezing, jagged armor.
'Glacial Armor,' Blackhand mutters, taking a moment away from battling the creeping dread, 'of the same quality as your armor.'
"Got it," you shoot back as you prepare for another round of combat.
You stand on a pathway made from dozens of feet walking to and fro Asvir. To your front is the draugr, behind which is a light smattering of the Hading. To your left and right is the path, which extends all across the battlefield. Behind you is a slowly sloping hill, not the kind of thing that makes good fighting. However, at the bottom of the hill is a large scattering of good-sized rocks — perfect for throwing.
Your back is to the hill and two more steps back will have you rolling down it. The draugr seems to have noticed this and looks to be thinking of how to capitalize. With its Glacial Armor providing ample protection, it's likely going to use a highly aggressive offense.
The draugr seems to be weak to chopping attacks, though immune to piercing and resistant to slashing. It's taken heavy damage, though is making up for it with its Glacial Armor. It appears to have used up most of its orthstirr with the creation of its armor, though it does have some left in the tank. The draugr seems to be barely stronger than you, which makes it on the weaker end of draugr.
You have 5/5 Endurance | 8/8 Armor | N/A Shield
You have 30 orthstirr in reserve and you have tapped Frami, Virthing, or Saemd
Sagaseeker has 8 orthstirr held in its reservoir
You can put 0 more points of orthstirr into your Combat Pool.
You have 32 dice 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: One of the ways a round can end early is if a new variable (like armor being equipped) is added to the fight.
I believe all the math is correct, but please let me know if it isn't.
25-minute moratorium and probably a shorter voting period today. I think that you all want this to be over with quickly. If I'm wrong, please let me know so that the voting period can remain its usual length.
You've done pretty well so far, good job. One thing to note is that, if you hadn't been forced back and the draugr didn't use its Glacial Armor, you would've eventually taken a few auto-hits thanks to not having any dice in basic defense. I don't recommend dedicating 100% of your dice to tricks, as then you're lacking the cornerstone of combat: your basics.
Well, shit. We're not losing, but we're not winning either. The only good news is that it's probably almost tapped out on Orthstirr, but if it closes to close quarters with us, we're going to be in bad shape.
Still, I don't think it's been able to retrieve the spear just yet, and it's definitely trying to nudge us towards the hill. I'm trying to figure out how we can reverse that without standing our ground--and thus opening ourselves up for some nasty auto-hits. I don't suppose we can use Standstill on the ground to create an area with good traction for us, can we?
Alternately, how's a feint work in this? Do we need a specific Trick to feint?
EDIT: What I'm trying to say is "I want to do a Cheeky Movement Stunt to put his back to the hill, what would we need to do to feint a big chop but leverage that into using Sagaseeker as a pole vault to bypass him, then swivel around to drive them to the hill?
I, uh, think we have way more orthstirr than that.
Like, we started with 65, then spent 31 total, I think (-18 dice pool, -6 Inertia-Arresting Throw, -2 Reinforce Shield, -2 Honed Power Chop, -3 Contested Movement)...so we should have 34 left, I think. Definitely more than 23. I guess 26 if we needed to use a Halting Vortex but we shouldn't actually have had to do that? That was the first attack to hit us, so our Reinforce Shield should've handled it. In fact, I specifically said we wouldn't use Halting Vortex unless our Reinforce Shield was already used up.
The Norse didn't really feint, so it's not something Halla thinks about. On the upside, your Norsemen enemies won't feint their attacks either. If a Norseman is attacking you, they're gonna try and hit you as best they can.
Like, we started with 65, then spent 31 total, I think (-18 dice pool, -6 Inertia-Arresting Throw, -2 Reinforce Shield, -2 Honed Power Chop, -3 Contested Movement)...so we should have 34 left, I think. Definitely more than 23.
Missed a use of Halting Vortex and an unHoned Power Chop, plus another usage of Contested Movement, which I believe actually leaves you with 22, not 23
That was the first attack to hit us, so our Reinforce Shield should've handled it. In fact, I specifically said we wouldn't use Halting Vortex unless our Reinforce Shield was already used up.
Shit. So we spent a lot of Orthstirr for only a single non-debilitating hit.
The only good news is that it's blown a lot itself, but our positioning is much worse than it was last turn.
Grr.
Okay, good enough...
Come to think of it, Leaping Chop doesinclude a Superman Jump, right? As long as the end-point is with a downward chop, can we reposition as needed while airborne?