- Pronouns
- He/Him
I definitely want us to social Folkmarr at some point, yeah. He'd definitely be invited to come with us trading if he wants to, maybe that would give us an opportunity?
Cool. Sounds very interesting. Just a hugareida or more generally applicable? Should talk to him after to find out. (Combined with the discussion we walked into)"Framarr's ants found that there's only nine wolves in this one, so I'll flush them out for you."
Aww, pond puppers!
Their water typing might make weak to fire in the same way we're weak to water.
Too late, vote is already closed and update posted.We have horses and paid a shit load for em, time to use them!
[X] With the hunters, working to eliminate the wolves flushed out from dens
The hunting group you wind up in is composed of five individuals, six including yourself.
The strongest member of the group is a Berserk of the Headsman's hird by the name of 'Nainn Rotting', who certainly lived up to his name. The stench of death clung to him like a fearful child does their blanket. He walks with spear in hand, sword on his belt, and no armor on his body—though it seems to be by choice rather than inability to afford it. From the rumors you've heard of him, he has a strong mastery over a 'rot' hugareida—from which he earned his kenning.
The next strongest is another Berserk by the name of 'Heima Smiles', though he's not part of the Headsman's hird like Rotting is—he's a recent arrival from the Kyrsvikingar. Heima, frankly, unnerves the blood from your body. He lacks cheeks and lips, so a constant trail of spit trickles down his chin and jaw as he walks with sword and shield in hand. He has this cold, empty stare that tells you all you need to know about his opinions on everything.
The last Berserk in the group is a broad departure from the previous two. Vagn Wheel-Drifter—a Geat and complete new arrival to Agder as a whole—is his name and he has a jovial, spear-holding gait. He doesn't hesitate to strike up a conversation when you join them, clearly hitting on you while he's at it—but backs off when you made it clear you weren't interested. In another life, perhaps you would have considered it—he's certainly handsome, after all—but he's no Abjorn. Despite his happy-go-lucky appearance, it's pretty obvious that he's itching for some adrenaline.
Fourth in line is Nokkvi Good-Oars who, as the name implies, is very good at rowing. He is also Giant-Blooded and fights with a sax in one hand and an axe in the other. There's not a whole lot to say about him other than that he seems to only care about ships and rowing in particular. To the surprise of absolutely no one, he's very good friends with your brother, Eric.
The last person besides yourself is a real ass by the name of Skoll the Hasty. He has a spear, axe, sax, and also shield. The first thing he did upon meeting you was openly ogle your chest. The next thing he did was open his mouth—likely to make a fatal error—but you put a stop to that by coating Sagaseeker in lightning. The implicit threat was enough to force him away, but something tells you that he'll be trouble later.
0~0~0
(Tactics: 6x1, 5x3, 4x3, 3x3, 2x1, 1x2)11+5=16 Successes
You will soon be fighting nine water-wolves. They posses water-based powers as well as their normal wolf attacks. Expect a variety of tactics.
These are dangerous foes.
For some reason, they seem unusually attracted towards fighting you. It's almost as if they can detect that you are weak to water...
Two are heading straight towards you while a third is trying to flank. They're not likely to be especially skilled combatants, but that doesn't mean that they're not a threat. They do have Frenzy, after all. They're also not likely to have very strong defense.
Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense)
Orthstirr: (530/604) | Odr: (29)
( ) Frami: 202 | ( ) Virthing: 201 | ( ) Saemd: 201
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1Attack-Speed)
Your combat pool is 104d6 and you have 15d6 Stoked Dice
What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in
0~0~0
AN: Sorry about this one, I should've let the vote go on till tomorrow, but, alas, I wanted to get combat started today.
What a fool I was.
No moratorium.
So, tactics ideas:
(1) We probably want to use a mixture of persistent defences and dodge defences here - if they're hitting us with a big watergun, I agree with Shard that Halting Vortex might not do it.
(2) No fire attacks, and the weak defence makes me think that basic attacks are doable.
(3) Inertia-Arresting-Throw to hold them in place also seems viable here.
I mean if we already know they are going to be aiming for us, we could kite. Halla is fast so just string them along blasting the closest one with lightning whenever we can.
do we have an estimate of the wolves' combat dice pool and Hamr scores respectively, like we got during the Gabriel fight?
Halting Vortex would stop the water just fine. We'd wind up wet when the water started moving again, but that doesn't actually hurt us. They'd need acid or something for Halting Vortex not to work...or a big AoE, I guess, though most of our defenses would have issues with that. Our dodge-related Perfects, meanwhile, leave openings for enemies to exploit, which is less than ideal...maybe add a conditional for Backstep if there's a big AoE...
I mean, it'd work but why would we bother? We do that to get through powerful defenses or stop powerful attacks and neither seem like what's happening here.
We got that from a crit on the Tactics roll, I don't think we're gonna know that
The Halting Vortex only stops a small area though. If it's a big wave of water, a lot might just continue on past HV.
I suspect that they might be "slippery" given they're water aligned, and also given the nature of this engagement they're quite likely to run away once we've hurt them, and we want them dead, so holding them in place for a coup de grace is useful.
I think it would be better to EWF out of big AOEs.Right, but for something like that, only Backstep would help, so a conditional for Backstep against big AoEs seems to cover it.
Right, but for something like that, only Backstep would help, so a conditional for Backstep against big AoEs seems to cover it.
We know their defensive pools are poor, so they can't be as slippery as all that. A conditional to use IAT if they try and run is reasonable enough, though. I'll add that in.