Alright, it is currently 6 in the afternoon where I live. If we're gonna have another round today, I'll have to call the voting soon, probably in around an hour. What is everyone's opinions on that?
 
I'm cool either way. Keeping up the pace is good, but a lot of people have not yet had the opportunity to vote on this one, and it is a pretty important thing to decide.
 
So... it's big, strong, and clumsy. It has a venomous bite.

It is enormously tall, with a huge reach. It is three times as tall as we are, and its fingers drag along the ground.

It's going to be rather aggressve, and rely on raw strength

On a second read-through, it has the standard numebr of limbs, but they're made of a patchwork of otehr limbs. It is covered in cancerous growths.

/*********/

So I want to toss a bit more analysis into the pool. Specifically, trying to kill this thing by hitting its core is likely to take a while. On the flip side, its arms (while both strong and very long) are sort of stitched together, and poorly formed. Chopping said arms off at the elbow or whatever seems like it might be a lot easier than trying to chew through the body health, and it would definitely be easier to do while not letting ourself get within grappling range.

It is plausible (though not certain) that it might be slower on the turn than most things.

I guess all I'd say would be to suggest that we try aiming attacks at its arms at first?
 
[X] Plan Whittle It Down

...i will take it.

I don't like math and it's midnight.

I still dont like it we are in in a place with possible ammunition for it, but i just can't math out the dam dice for the fight as i would like.
 
I thought hurting its mobility was more important and went for the legs, but the arms are also definitely a secondary target.
Okay. Fair. My only concern there is that in order to hit the legs, we need to get within the reach of the arms, even with our atgeir.

Still... close enough.

[X] Plan Whittle It Down

Alright, it is currently 6 in the afternoon where I live. If we're gonna have another round today, I'll have to call the voting soon, probably in around an hour. What is everyone's opinions on that?
I dont' think we're goign to get any better than what we got. An hour should be plenty of time for any last minute refinements to come up.
 
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[X] Plan Whittle It Down

Very much in favor of another round today!

It's tough to say whether tactics like "rip open the stitching on the limbs" is something worth writing in or is just abstracted into the dice side of combat.
 
Alright, voting is now closed
Real necromorph moment (literally).
Funnily enough, I call it a 'Niscromorph' in my notes.
Scheduled vote count started by Imperial Fister on Mar 18, 2023 at 5:39 PM, finished with 45 posts and 10 votes.

  • [X] Plan Whittle It Down
    -[X] Tap Frami and Virthing (+39 Orthstirr)
    -[X] Max out our combat dice pool (-29 Orthstirr)
    -[X] Max out our Hugr and Tactics (-9 Orthstirr)
    -[X] 26d6 Attack (all tricks)
    -[X] 10d6 Defense
    -[X] 0d6 Intercept
    -[X] Spend 4 Orthstirr using Reinforce Shield on her armor (-4 Orthstirr)
    -[X] Attack with a 7d6 (8d6 w/Hugareida) Kindle Spinner right in its face (-5 Orthstirr) to draw its attention, and then once it closes with us aim three 4d6 Honed Power-Chop attacks (-3 Orthstirr) at its legs to whittle away its defenses and hopefully limit its mobility (moving to attacking its arms and torso if it seems immobilized), then hit it with an 8d6 Honed Leaping-Cleave (-4 Orthstirr) right in the face again once its guard is down.
    -[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If it bites at us with a non-Trick attack use Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each), and if the Honed Defense fails we use Halting Vortex (-4 Orthstirr) if Reinforce Shield is down. Always respond to non-Trick, non-Bite attacks with Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each).
    -[X] Tactics – The basic idea here is to attack it at range and then lure it into following us away from the house and into areas where its size disadvantages it (having to move past fences and the like), then start really going to town on it in close combat. It's tall enough I think we need to leap to hit its face, which Leaping-Cleave seems to cover. We do all this while using Halting Vortex as necessary for cover and hopefully to avoid that bite.
 
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1 dice to attack is 1 attack made. 2 dice to attack are 2 attacks made. 1 dice to defense is 1 defend. 2 dice to defense are 2 defends.

Now, there are ways to get around this. Like with Hone and Reinforce (as well as a smattering of other things).

Wait, really? The maximum number of dice you can use to defend against a single attack (without using Tricks) is 1 dice? So like, if you put 2d6 in defense, when you roll the defense roll, you'll only end up rolling 1d6?

Also, I forgot to vote again...

I wonder if this thing will have regeneration? That's a trope that's pretty common with patchwork abominations (admittedly, I'm assuming that is something like a super-zombie/necromancer project equivalent) like this. If so, Ignition might come in handy.
 
That's why I wanted to go for relatively small number of extremely high damage attacks rather than trying to whittle it down, but nobody wants to start going for the Orth hungry moves until we know a bit more about how it works. Which is a vibe I can accept I suppose, the important thing was making sure we had enough Defense Dice to survive if it tried to go swarmer style on us.
 
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Wait, really? The maximum number of dice you can use to defend against a single attack (without using Tricks) is 1 dice? So like, if you put 2d6 in defense, when you roll the defense roll, you'll only end up rolling 1d6?

Yep, but you'd be able to do it twice. So you'd get 1d vs. each of two attacks.

Basically, those are mundane attacks/defenses, while Tricks are supernatural (what with costing orthstirr) and thus what allows you to transcend normal limits.

I wonder if this thing will have regeneration? That's a trope that's pretty common with patchwork abominations (admittedly, I'm assuming that is something like a super-zombie/necromancer project equivalent) like this. If so, Ignition might come in handy.

Regeneration is possible, yeah. I'm a little skeptical about fire being its weakness given that this thing was clearly specifically made to go after Steinarr's family, though. Sending a monster vulnerable to fire to do that is not the brightest move. Like, I'm not saying it's gonna be immune to fire (they did expect him to be away, after all), but I doubt that fire is its big Achilles Heel either.

That's why I wanted to go for relatively small number of extremely high damage attacks rather than trying to whittle it down, but nobody wants to start going for the Orth hungry moves until we know a bit more about how it works. Which is a vibe I can accept I suppose, the important thing was making sure we had enough Defense Dice to survive if it tried to go swarmer style on us.

I mean, we actually are making two extremely high damage attacks this turn (as well as three more middle of the road ones). Kindle Spinner and Leaping Cleave are two of our highest damage attacks...Firebomb-Strike might be higher damage, but it also might not and is really overpriced due to being Rough rather than Refined. Which doesn't mean we won't use it, but sizing up the details of the situation before doing so seems reasonable.
 
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Yep, but you'd be able to do it twice. So you'd get 1d vs. each of two attacks.

Basically, those are mundane attacks/defenses, while Tricks are supernatural (what with costing orthstirr) and thus what allows you to transcend normal limits.



Regeneration is possible, yeah. I'm a little skeptical about fire being its weakness given that this thing was clearly specifically made to go after Steinarr's family, though. Sending a monster vulnerable to fire to do that is not the brightest move. Like, I'm not saying it's gonna be immune to fire (they did expect him to be away, after all), but I doubt that fire is its big Achilles Heel either.



I mean, we actually are making two extremely high damage attacks this turn (as well as three more middle of the road ones). Kindle Spinner and Leaping Cleave are two of our highest damage attacks...Firebomb-Strike might be higher damage, but it also might not and is really overpriced due to being Rough rather than Refined. Which doesn't mean we won't use it, but sizing up the details of the situation before doing so seems reasonable.

The impression I got is that Firebomb-Strike stacks with whatever the base attack is. Is that correct @Imperial Fister ? I could be wrong on that point though, but that's mostly not quite understanding how Hugareida can interact with baseline tricks when they're not in competition.

So it was potentially doing 10+ damage in a single move.
 
The impression I got is that Firebomb-Strike stacks with whatever the base attack is. Is that correct @Imperial Fister ?

So it was potentially doing 10+ damage in a single move.

I'd assume it stacks with the base damage, yeah, but that's a whole 1-2 points and I wasn't thinking we could stack multiple Tricks like that. The implication with the Flaming Knee-Groin discussion seemed to be that you couldn't.
 
I'd assume it stacks with the base damage, yeah, but that's a whole 1 point and I wasn't thinking we could stack multiple tricks like that. The implication with the Flaming Knee-Groin discussion seemed to be that you couldn't.

I mean, an exploding Leaping Cleave doesn't seem too crazy, but yeah, that might require specialized training, I was of the impression that Firebomb was just a "Gunblade Trigger" effect that can stack onto other moves--which would explain why its so expensive despite being a fairly simple thing conceptually.
 
I mean, an exploding Leaping Cleave doesn't seem too crazy, but yeah, that might require specialized training, I was of the impression that Firebomb was just a "Gunblade Trigger" effect that can stack onto other moves--which would explain why its so expensive despite being a fairly simple thing conceptually.

I mean, we literally asked if we could use a melee enhancing Ignition trick that boosted melee attacks in combination with Knee-Groin Trick and were told that would be a new Trick (or modification of Knee-Groin Trick). So I think it doesn't combo like that.

I think the high cost is just because it does a lot of damage in its own right...of course, I'm pretty sure Kindle Spinner costs a lot for basically the same reason (though I'm sure it costs a little more due to being ranged), and Leaping-Cleave's price point is definitely partially based on its high damage as well. Which is to say, I think Firebomb-Strike is good and does high damage, but it's not unique in that and I don't think it gets to stack with other Tricks onto the same attack.
 
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Adult Responsibilities 2
[X] Plan Whittle It Down
-[X] Tap Frami and Virthing (+39 Orthstirr)
-[X] Max out our combat dice pool (-29 Orthstirr)
-[X] Max out our Hugr and Tactics (-9 Orthstirr)
-[X] 26d6 Attack (all tricks)
-[X] 10d6 Defense
-[X] 0d6 Intercept
-[X] Spend 4 Orthstirr using Reinforce Shield on her armor (-4 Orthstirr)
-[X] Attack with a 7d6 (8d6 w/Hugareida) Kindle Spinner right in its face (-5 Orthstirr) to draw its attention, and then once it closes with us aim three 4d6 Honed Power-Chop attacks (-3 Orthstirr) at its legs to whittle away its defenses and hopefully limit its mobility (moving to attacking its arms and torso if it seems immobilized), then hit it with an 8d6 Honed Leaping-Cleave (-4 Orthstirr) right in the face again once its guard is down.
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If it bites at us with a non-Trick attack use Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each) if we still have Reinforce Shield available, and if the Honed Defense fails we use Halting Vortex (-4 Orthstirr) if Reinforce Shield is down. Always respond to non-Trick, non-Bite attacks with Honed Defenses using our Defense dice (-1 Orthstirr each, 2d6 each).
-[X] Tactics – The basic idea here is to attack it at range and then lure it into following us away from the house and into areas where its size disadvantages it (having to move past fences and the like), then start really going to town on it in close combat. It's tall enough I think we need to leap to hit its face, which Leaping-Cleave seems to cover. We do all this while using Halting Vortex as necessary for cover and hopefully to avoid that bite.
0~0~0
You are all that stands between this nisse-turned-monster and your family. Gabriel, though certainly possessing power, has his shackles handicapping him.

Falling here means death and worse for your family.

That cannot be allowed.

The mantle of your virthing dispels the cool bite in the air as your blazing aura melts the nearby snow. Sagaseeker in hand, you drag its point across the ground and carve a light groove in the damp doorstep wood.

No matter what it takes, you'll stop this monster.

...Even if it means giving your life.

Stepping across the proverbial line-in-the-sand, you call up a Kindle Spinner and stare the monster dead in the eye. Your hair whips in the angry, roaring wind generated by the ball of densely-packed spinning fire.

Taking a single step forward, you roll the Kindle Spinner with as much force as you can muster.
(Trick Attack: 33 vs Defense: 4, Attacker Wins. 3-2(Monstrous Vigor)=1 Damage Dealt)
The ball of fire bounces across the ground, leaving hissing puddles of snowmelt in its wake as bounces high and impacts against the monster's face. It explodes in a great plume of smoke and crackling fire, drawing a low groan from the monster but doing little more than piss it off.

The monstrosity roars in anger and whips its arm to the side. Hands unclasp and work together to wrench a fencepost from the frozen ground. It eyes you with a calculating gleam as it begins to aim.

You're already moving, of course. Can't have any attack you dodge hit the house!
(Thrown Attack: 1 vs Honed Defense: 8, Defender Wins!)
With a leap, you spin and kick the sharpened length of wood away. It zips past your body and into the woods, where it impales a tree through the trunk.

The gust of trailing wind moves your hair as you stare at the vibrating fencepost growing from the tree bark. That... was a powerful throw, but what stood out the most was the fact that no orthstirr was used. At all.

You don't, however, have any time to think on what that might mean as the monster is already preparing its next throw.
(Thrown Attack: 4 vs Honed Defense: 4, Defender Wins Ties!)
The fencepost with such speed and power that you barely have enough time to dart out of the way. It nearly took your head clean off!

With another piece of fence in its hands, it's clear that it's more than content with you staying at distance. Which means, much to your grim dismay, you're going to have to close in.

Great.

You scowl and drive your foot into the ground, throwing up a spray of dirt and snow as you bring yourself to a sudden stop. Pivoting on the spot, you stomp yourself into movement just as it throws yet another fencepost.
(Thrown Attack: 4 vs Honed Defense: 2, Attacker Wins. 3 Damage to Reinforce-Shield)
The fencepost shatters against your armor, but manages to take three layers of Reinforce-Shield along with it. You stammer a terrified chuckle as that leaves you with one.

It does, however, mean that you are now in melee-range. With the giant, overwhelmingly strong monster.

Great. Again.

At least it's not using those fenceposts anymore, so it will hopefully deal less damage!

Sliding across the ground, you swing a Honed Power-Chop at its legs.
(Honed Trick Attack: 19 vs Defense: 5, Attacker Wins. 4-2(Monstrous Vigor)=2 Damage Dealt)
And manage to scour a hefty level of rotting flesh and bone from its thigh, taking several arms with it. Doing so, you catch a glimpse of what lies beneath those arms...

Which is more arms, apparently.

It swings an arm down as you trail to the side. Your eyes snap wide as fingers-of-grasping-hands reach out towards you!
(Grab Attack: 6 vs Honed Defense: 8, Defender Wins!)
Swinging Sagaseeker, you lop off a dozen hands and dart into another attack. It won't do much to damage the monster, removing the smaller, component hands, but it'll still stop grapples!
(Honed Trick Attack: 16 vs Defense: 6, Attacker Wins! 3-2(Monstrous Vigor)=1 Damage Dealt)
Slamming Sagaseeker into the back of its knee, you carve a deep groove into the arms. But, yet again, it seems to be dealing little damage. Just how tough is this thing!?

And there comes the other arm, swinging down like club-tipped pendulum.
(Attack: 6 vs Honed Defense: 4, Attacker Wins! 1 Damage Absorbed by Reinforce Shield! 2 dealt to Armor!
It smashes through the last layer of Reinforce-Shield and tears deep tatters in your gambeson as it bats you aside.

You crash against the ground and roll to a stop in a crumpled heap. Breathing heavily, you shake off the daze and climb to your feet.

Just in time for another Godsdamned fencepost to come hurtling your way.
(Thrown Attack: 6 vs Honed Defense: 5, Attacker Wins. 3 Armor Damage Dealt!)
Somebody screams while the wooden post rips a massive hole in your armor as you throw yourself to the side. A light chill bites at the newly exposed skin of your shoulder, the post having torn through your dress, too.

You growl, utterly furious at the damage done to not just your property, but to you pride.

Up until this point in time, barely anything has been able to lay a finger on you. Out of all the dangerous and terrifying men and monsters you've faced, it's this Godsdamned patchwork, ugly-as-sin, low-quality, awful-smelling, no-fashion-sense-having, son-of-a-thrall's-whore, piece of utter fucking shit that managed to finally do it?

You're getting your vengeance. You're getting your Godsdamned vengeance!

Punching the earth, you throw yourself to your feet, only to find that the damned thing apparently forgot about you or something? Or maybe it's stupid and thought you dead?

Whatever the case, it's stomping up the hill with its back to you.

You grin and stoke your orthstirr. You've got a pretty good idea of how to take revenge for soiling your clothes and it definitely has something to do with that hat on its head.

With a running start, you throw yourself into the air and fly well over the tops of the trees. You're silent as you sail through the air — atgeir raised high — so the monster doesn't hear you coming.
(Honed Trick Attack: 44 vs Unaware Defense: 1, Attacker Wins! 6-2(Monstrous Vigor)=4 Damage Dealt!)
You bring Sagaseeker down with the force of an angry Thunder God and cut its stupid, little hat in half.

Along with its head. And the upper part of its back.

Which isn't enough to kill it, believe it or not.

You hit the ground with a roll as the monster wobbles, but regains its balance by the time you're on your feet. And by the time you're ready to fight, it's already turning.

Not a problem, you're still faster than it.

Darting past it once more, you aim a Honed Power-Chop at its weaker leg.
(Honed Trick Attack: 12 vs Defense: 5, Attacker Wins! 3-2(Monstrous Vigor)=1 Damage Dealt)
And break its kneecap.

It falls to a knee, giving you time to move away. But not enough time to avoid one, last grasping reach.
(Grab Attack: 6 vs Honed Defense: 6, Defender Wins Ties!)
It lightly brushes against your face, smearing your skin with rotting arm juice.

You almost throw up from the vile sensation against your lips. It's a good damned thing that Abjorn exists, it's already hurt your pride enough without stealing your first kiss!

(Round Over)
0~0~0
(Hugr (Tactics): 4, 2, 6, 2, 6, 4, 1, 2, 3, 3) 4+1(Familiarity)=5 Successes

You and the monster are currently inside the perimeter of the fence and are slightly up the hill. Your family watches from the windows as you battle the monster — Asveig has a hand clamped over Asva's mouth.

The monster is hurt, yes, but not all that much. You can tell that it's, more or less, disabled right now. With the broken leg, it can't move very quickly (not that that it could to begin with), but it can still move, which is the problem. It doesn't seem very smart... at least, sort of. You're not sure what it struggles with, but there's something there that you might be able to use, should you figure it out.

It's probably going to resume attacking you, at a slower pace than before, with a bit more emphasis on defense. This time, though, you're pretty damn sure that it's not going to do something weird like throw stuff... unless it does.

You have a few moments of respite before it starts attacking you again, giving you enough time to paint a few more Reinforce-Shield layers on or something else, should you feel like it.

You have 5/5 Endurance | 3/8 Armor | N/A Shield
You have 36/58 orthstirr in reserve and your Frami (20) and Virthing (19) are tapped, though Saemd (19) is not.
Sagaseeker has 8 orthstirr in its reservoir
You can put 0 more points of orthstirr into your Combat Pool.
You have 36d6 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: Not much to say here other than that I'm pretty sure that the plan miscounted the amount of orthstirr that the 3 Honed Power-Chops would take, which is 6 rather than 3 (1 for the power-chop, 1 for the hone)

Other than that, I'm pretty sure that the math is right but feel free to double check.

Also, it was a very, very good thing that you swapped to a higher defense plan. It had 10 basic attacks ready to go and you encountered almost all of them.

I had a lot of fun writing this one, good deal.

25-minute moratorium.
 
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