[X] Plan It's a Marathon, Not a Sprint

I think given its a long fight, one focus should be on trying to 'charge' our stoker pool, so we can begin next fight with it at near full
 
I think given its a long fight, one focus should be on trying to 'charge' our stoker pool, so we can begin next fight with it at near full

We've been told that Flashfire Cleave separates us from the group and lets us get surrounded. This was clarified after the plan was written and Skippy might fix it before the vote is completed, but voting for it now strikes me as really risky and a good way to get surrounded and ganged up on with very weak defenses (as the plan doesn't invest in very many of those).
 
We've been told that Flashfire Cleave separates us from the group and lets us get surrounded. This was clarified after the plan was written and Skippy might fix it before the vote is completed, but voting for it now strikes me as really risky and a good way to get surrounded and ganged up on with very weak defenses (as the plan doesn't invest in very many of those).

Yeah, I'll amend this to a Firebomb Strike. Since it's Perfected, not a lot needs to change about the overall accounting of Orthstirr, and we can still use Sharpen.

EDIT:

@Imperial Fister, since we can both do a Reversed Firebomb-Strike (where the explosion propels the blade), and a Delayed Firebomb-Strike (where the blade enters or cuts the target, then it explodes), I was wondering if we could find some cool way to distinguish them? Since right now, they both just let us use Sharpen.

One thing I was thinking is maybe a Reversed Firebomb-Strike is faster, since the explosion propels the blade, whilst our Delayed Firebomb Strike hits harder, since it's directing the force internally? What do you think?
 
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if we do want to be exceptional in strength we should try and adventure more.
we are exceptional in strength. assuming that the benchmark post is still accurate.
our hamr is 8 and the normal stat range for a warrior of our age is 5-6 with 7 being above average though not impossibly so.
[X] Plan It's a Marathon, Not a Sprint
 
Yeah it seems like the line about "equal in strength" was just comparing our respective Hamr. Halla has probably a slightly lower-than-average Hamr for her power level, and is probably massively ahead in terms of Tricks, so that makes sense, I think? The main thing we use Hamr directly for is Contested Movement and Shapeshifting Slots, and whilst the latter are very useful, the former we've been able to cheese with Stoked Dice and Fight of Your Life. But we are now catching up and will hit Hamr 10 soon.

I've made some more edits to my plan, the main one of which is emphasising that if we can ignore attacks, then we should do. We have fantastic armour and defences, and a large part of the point of armour is that it lets you ignore attacks you'd otherwise have to defend so you can focus on killing your opponent. The other thing is that since the Hefty Halter-Chop is only a conditional, I've put in a note to use the combat dice on another Firebomb-Strike if we don't end up using it.

Ideally, I'd like us to put this guy down this round. That along with not expending too much orthstirr and wanting to field-test Stoking Engage before use it against an enemy champion is sort of the primary motivation of my plan. If we think about how Steinarr would fight this battle, workmanlike, not expending too much energy, simply cutting down men like a farmer chopping wood, then that's the approach I'd like us to take. We aren't there yet of course, but I think it's something to aspire to.
 
I've made some more edits to my plan, the main one of which is emphasising that if we can ignore attacks, then we should do. We have fantastic armour and defences, and a large part of the point of armour is that it lets you ignore attacks you'd otherwise have to defend so you can focus on killing your opponent.

Taking actual armor damage is not repairable before this whole battle is over, it's one of the biggest sources of attrition we can suffer. We should not be taking it this early if we can avoid it for any reasonable expense (note that I said reasonable...it's not worth huge Orthstirr expenses to avoid or other serious expenditures).

The other thing is that since the Hefty Halter-Chop is only a conditional, I've put in a note to use the combat dice on another Firebomb-Strike if we don't end up using it.

We aren't allowed to do this. It's been asked before and IF said no. I don't blame him, it makes plans way more complicated.

Ideally, I'd like us to put this guy down this round. That along with not expending too much orthstirr and wanting to field-test Stoking Engage before use it against an enemy champion is sort of the primary motivation of my plan. If we think about how Steinarr would fight this battle, workmanlike, not expending too much energy, simply cutting down men like a farmer chopping wood, then that's the approach I'd like us to take. We aren't there yet of course, but I think it's something to aspire to.

I agree with the latter goal. I don't really think your plan is much more focused on it than either mine or Alectai's. FBS is very workmanlike for us now that it's Perfected.

Also, knowing that the guy is shield-happy and using 25d per defense you should also definitely split that first attack into two 33d attacks, or at least reduce it down to 30-35 and reassign the dice in some fashion...the first one will get Shield Canceled no matter what, so putting more than that into it is just wasteful. That's 30 dice basically wasted since a shield will auto counter however many there are...you just need enough to bait it out. The HHC is probably heavily over-diced for similar reasons (his attacks will likewise be 25d...any more than 30d is probably wasted on a defense, 35d if you want to be paranoid, I went with a 40d Guard in my plan as future-proofing hoping it'd still be useful next turn, not because we need that much now).

EDIT: Numerous tweaks and revisions, thanks go out to @DeadmanwalkingXI as always for his wealth of system knowledge and immense generosity in sharing it with anyone else who is coming up with a plan.

No trouble, happy to help. I firmly believe that avoiding weird mechanics issues is better for everyone involved no matter what plan wins.
 
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we are exceptional in strength. assuming that the benchmark post is still accurate.
our hamr is 8 and the normal stat range for a warrior of our age is 5-6 with 7 being above average though not impossibly so.
[X] Plan It's a Marathon, Not a Sprint
thats good, but we can be far more. I don't mean to say we are only average- we are not. I mean that if we wanna reach the highest we can, we should travel more
 
Taking actual armor damage is not repairable before this whole battle is over, it's one of the biggest sources of attrition we can suffer. We should not be taking it this early if we can avoid it for any reasonable expense (note that I said reasonable...it's not worth huge Orthstirr expenses to avoid or other serious expenditures).



We aren't allowed to do this. It's been asked before and IF said no. I don't blame him, it makes plans way more complicated.



I agree with the latter goal. I don't really think your plan is much more focused on it than either mine or Alectai's. FBS is very workmanlike for us now that it's Perfected.

Also, knowing that the guy is shield-happy and using 25d per defense you should also definitely split that first attack into two 33d attacks, or at least reduce it down to 30-35 and reassign the dice in some fashion...the first one will get Shield Canceled no matter what, so putting more than that into it is just wasteful. That's 30 dice basically wasted since a shield will auto counter however many there are...you just need enough to bait it out. The HHC is probably heavily over-diced for similar reasons (his attacks will likewise be 25d...any more than 30d is probably wasted on a defense, 35d if you want to be paranoid, I went with a 40d Guard in my plan as future-proofing hoping it'd still be useful next turn, not because we need that much now).



No trouble, happy to help. I firmly believe that avoiding weird mechanics issues is better for everyone involved no matter what plan wins.

So firstly, spaghetti posting. 😜

Second, hmmm, those are some good points. What I think I may do in that case is reassign the HHC dice into something like a 50-60d6 Atgeir Guard, and split the Firebomb-Strikes into two 36d6 ones in that case. We're going overboard a bit in the Guard, but it's an (hopefully) an investment for another combat round, and going slightly overboard on defence is less wasteful than on attack since tail risks are more problematic.
 
Second, hmmm, those are some good points. What I think I may do in that case is reassign the HHC dice into something like a 50-60d6 Atgeir Guard, and split the Firebomb-Strikes into two 36d6 ones in that case. We're going overboard a bit in the Guard, but it's an (hopefully) an investment for another combat round, and going slightly overboard on defence is less wasteful than on attack since tail risks are more problematic.

That seems fair, though Guards need to be powered entirely by Orthstirr, not dice. Limitation of the Trick type, since they can persist over multiple rounds and dice refresh.
 
That seems fair, though Guards need to be powered entirely by Orthstirr, not dice. Limitation of the Trick type, since they can persist over multiple rounds and dice refresh.

...Damn, that's an added chunk of Orthstirr. It's not terrible, we could plausibly fight for ten rounds at that expenditure level, and it's also a savings for the next combat round, but I don't love it. Anyway, I've thrown it in for now, but cut it down to 40 Orthstirr as in your plan to hedge against fighting someone with guard-deleting abilities/the combat ending earlier than expected.

The spare sixty combat dice have gone into a couple of Sway defences with an instruction to use them if they'll let us keep up our Stoking Engage going for longer. Thinking along the lines of Ali weaving out of the way of punches while launching jabs. Anyway, I've got a piercing migraine so I'll probably be away when the vote is called, but wishing the best of luck to whichever plan wins, let's bury this guy.
 
Do keep in mind, in a pinch, we can always use Calm Charges to give us a third wind, but we shouldn't rely on that.

Trading a tenth of our base pool for taking down a hostile front liner isn't a bad trade.
 
Sure! I'm excited to see what Stoking Engage's inaugural activation will look like.

I will laugh if he dies in the first two hits and we don't get to. This is very possible if he doesn't have any hidden trump cards (our Sharpened Lightning-Charged FBS does 12-14 damage, so if he shield sacrifices against the first, the second could kill him)...he probably does have something to survive the second FBS, but only probably.
 
I will laugh if he dies in the first two hits and we don't get to. This is very possible if he doesn't have any hidden trump cards (our Sharpened Lightning-Charged FBS does 12-14 damage, so if he shield sacrifices against the first, the second could kill him)...he probably does have something to survive the second FBS, but only probably.

I mean, if he just dies, I imagine Halla steps forward and starts laying into the line before they can recover, and the Round Breaks when she gets interrupted.
 
hey Halla, can you see a spotlight effect of an Odr cultivator among the enemy?
There seems to be something, but it's difficult to tell. If there is an odr cultivator here, they're new to it

0~0~0

Voting is now closed
Scheduled vote count started by Imperial Fister on Oct 9, 2023 at 5:40 PM, finished with 78 posts and 12 votes.

  • [X] Plan It's a Marathon, Not a Sprint
    -[X] Preparation
    --[X] Slowing-Slog (-9 Orthstirr) (+3 Stoked Dice) (+1 DR)
    --[X] Slipstream (-8 Orthstirr) (+3 Stoked Dice)
    --[X] Explosive-Reactive Armour (-9 Orthstirr) (+3 Stoked Dice)
    --[X] Activate Stoker State (-9 Orthstirr)
    --[X] Reinforce Shield (10 Layers) (-5 Orthstirr)
    --[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
    -[X] Strategy
    -[X] We probe his defences with a couple of Firebomb-Strikes and unleash our Devouring Blaze to clear any magical constructs before getting the party started with a Stoking Engage, intending to pummel his defences and build our Stoked Pool. When he inevitably tries to break our Stoking Engage, we counter with our Contested Movement to hit him hard.
    --[X] If he reveals any surprising bullshit or One Weird Tricks, then break the combat round while we figure out what to do.
    -[X] Attack (69d6)
    --[X] Leap in with two 35d6+6 Sharpened Lightning-Charged Reversed Firebomb-Strikes with Puncture (-22 Orthstirr) (+6 Stoked Dice) to probe his defences, unleashing our 1d6 Devouring Blaze (-3 Stoked Dice) as close the distance to get rid of any surprises.
    --[X] Continue with a Stoking Engage (-13 Orthstirr) (18 Stoked Dice), throwing eighteen 3d6+5 Sharpened Basic Attacks (-18 Orthstirr), with +6 Speed.
    -[X] Defence (69d6)
    --[X] Summon a 40d6+10 Atgeir Guard. (-46 Orthstirr)
    --[X] If it looks like we can simply ignore incoming attacks, then do so. Don't let it break our rhythm with Stoked Engage.
    --[X] Use up to two 30d6+10 Sway defences to try and keep our rhythm going a bit longer with Stoking Engage, weaving out of the way of attacks that would interrupt us.
    --[X] When we get towards the end of our Stoking Engage, get interrupted, or he throws a particularly scary-looking attack, we go to...
    -[X] Counter-Attack
    -[X] (-3 Orthstirr) Contested Movement + X Stoked Dice
    --[X] If we have at least thirty Stoked Dice in our pool, then throw all of our pool except six Stoked Dice into a Sharpened Lightning-Charged Stoking Strike with Puncture (-11 Orthstirr) which we combine with a Delayed Firebomb Strike (+3 Stoked Dice) (- ?? Orthstirr for layering another Trick on top). The six remaining Stoked Dice go into the Hamr check.
    --[X] The three Stoked Dice generated from our FBS are saved for next turn.
    --[X] If something went wrong and we didn't land that many Basics, then throw our whole Stoked Pool into Contested Movement, and hit him with a Spark-Bomb with Puncture (-24 Orthstirr).
    -[X] Total Orthstirr expenditure: -173 Orthstirr (-186 Orthstirr if we use Sparkbomb) (-12 extra Orthstirr if we use a final Firebomb-Strike to finish him off)
    -[X] Total Stoked Dice Accounting: 18 + 15 - 3 - 18 + Stoking Engage = 12 + Stoking Engage
    [X] Plan Orthficiency And Keeping Tricks In Reserve
    -[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
    -[X] 109d6 Attack (109d6 tricks)
    -[X] 20d6 Defense (20d6 tricks)
    -[X] 0d6 Intercept
    -[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins(-4 Orthstirr) and add an instance of Explosive Reactive Armor (-9 Orthstirr)
    -[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream (-8 Orthstirr), and Fanned Flames (-7 Orthstirr).
    -[X] Put up a 40d6+15 (w/Hugareida) Atgeir Bodyguard (-46 Orthstirr), and an 8d6+15 Semi-Halting Vortex (-5 Orthstirr), use the Semi-Halting Vortex only against Basic Attacks, the Sword Guard only against Trick attacks, and neither against Fleinns
    -[X] Open up with two 33d6+6 Sharpened x3 Lightning-Charged Firebomb Strikes w/ Puncture (-13 Orthstirr each, gain 3 Stoked Dice each), then follow up via a total of nine 6d6+6 Sharpenedx2 Firebomb Strike attacks (-2 Orthstirr each, gain 3 Stoked Dice each), if at any point a Guard defense is presented to us or we have a good opportunity, use a 28d6+6 Devouring Blaze using 6 Stoked Dice (-8 Orthstirr) to burn out guards (and do slight damage) over the entire enemy formation (favoring not hitting our own people over hitting more of theirs if we need to make a choice) and immediately follow it up with another 33d6+6 Sharpened x3 Lightning-Charged Firebomb Strikes w/ Puncture (-13 Orthstirr, gain 3 Stoked Dice),.
    -[X] By default use Atgeir Bodyguard to defend against Trick Attacks and Semi-Halting Vortex to defend against Basic Attacks (except Fleinns, as noted above). In response to anything not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through those use Halting Vortex (-2 Orthstirr), and if facing a fleinn-based basic attack or other basic attack that gets through our guard use up to four 15d6+15 Reinforcedx10 Sway defenses (-12 Orthstirr each) and/or rely on our Reinforce Shield, and if faced with any Trick that got through Sword Guard and has Puncture or some other ability to ignore Perfects, instead use a quick-drawn Shield Sacrifice (-1 Shield) or, in melee, a Contested Movement (see below).
    -[X] Against the first melee attack that gets through our Guard use a Contested Movement (-3 Orthstirr, +3 Stoked Dice) adding one use of Fight of Our Life (16d6+6 total on the roll) and counterattacking with a Sharpenedx1 Lightning-Charged Firebomb Strike (-2 Orthstirr).
    -[X] Tactics – Open up with a big Firebomb Strike and use the fact that we have Perfected Firebomb Strike to treat it like a basic and make a bunch of attacks with it and Sharpen (using one of the methods we discovered that allow that), using a Devouring Blaze to eliminate any Guard effects when and if that becomes relevant. Defensively, use our Guards as needed, Perfects as it's an option, and keep shields in mind for emergencies and uses of Puncture.
    [X] Plan: Grind him Down
    -[X] Sagaseeker gets the Orthstirr from this fight, he's going to need it
    -[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
    -[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins(-4 Orthstirr) and add an instance of Explosive Reactive Armor (-9 Orthstirr)
    -[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream (-8 Orthstirr), and Fanned Flames (-7 Orthstirr).
    -[X] 79 Dice Offense
    -[X] 50 Dice Defense
    -[X] Maintain a 30d6+16 SHV (-27 Orthstirr) as safety measure, against anything loaded with Puncture or a Guard Break, use up to 5 Fortified, 6x Reinforced Stoking Guards (22d6 + 16 (10 Base, 3 Fortify, 6 Reinforce, 3 Stoked Dice) each, for -10 Orthstirr each)
    -[X] Grind him down using a combination of up to 8, 3x Sharpened, Elementally Enhanced Firebomb Strikes (13d6 + 6) for a total of 4 Orthstirr each. Sagaseeker should be animated using 2x Sharpened, Power-Chopped Atgeir Counter-Stabs using his own Orthstirr up to 4 times (6d6 + 6, 12 Orthstirr each, paid from Sagaseeker's Pool) to further grind him down. If he prepares a Guard, wipe it out using a Devouring Blaze (20 + 10 Stoked Dice, aimed to burn his Guards out and splash into the backline, avoiding our allies while maximizing the killrange. 8 Orthstirr). When his defenses are exhausted or a suitable opening arrives, finish him off with a Punctured Spark-Bomb (-24 Orthstirr, 12d6 + 6), and if that isn't enough to drop him, follow it up with a Sharpened Firebomb Strike (11d6+6) for 1 Orthstirr. Against any attack that looks like it might bypass our defenses and actually hurt us, use a Shield Sacrifice (-1 Shield)
    -[X] Tactics – Overrun his defenses with a flurry of cheap attacks--all of which require him to put his back into defending him, but quickly wearing down his focus through chaining attacks from Halla using Burning Caress and Sagaseeker stabbing him whenever he tries to swing back through using it as our focus for the Atgeir Tricks. Maintain our SHV as a guard, and punish him if he brings one up himself with a magic flamethrower, and use our overwhelming speed to set up Fortified defenses if he tries to use Puncture to get past it (Or otherwise uses a Guard Break). Keep our off-hand free to use Hugareida or withdraw Shields with if we need them.
 
So, odds that it's Hooknails who reverse engineered Odr Cultivation or initiated into it or something?
 
So, odds that it's Hooknails who reverse engineered Odr Cultivation or initiated into it or something?

Middling to low, I'd say. My bet would be that Hooknails is not with this group...he'd most likely be back guarding the ships, I think, as a member of Heljarskinn's Hird.

Plus, dramatically speaking, if he's here at all, he should probably be our final opponent of this raid, and this is likely the first of two or three battles, so him being here would be a bit off in that sense as well.
 
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Summer 10/Revenge Raid 4
[X] **Plan It's a Marathon, Not a Sprint**
-[X] Preparation
--[X] Slowing-Slog (-9 Orthstirr) (+3 Stoked Dice) (+1 DR)
--[X] Slipstream (-8 Orthstirr) (+3 Stoked Dice)
--[X] Explosive-Reactive Armour (-9 Orthstirr) (+3 Stoked Dice)
--[X] Activate Stoker State (-9 Orthstirr)
--[X] Reinforce Shield (10 Layers) (-5 Orthstirr)
--[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
-[X] Strategy
-[X] We probe his defences with a couple of Firebomb-Strikes and unleash our Devouring Blaze to clear any magical constructs before getting the party started with a Stoking Engage, intending to pummel his defences and build our Stoked Pool. When he inevitably tries to break our Stoking Engage, we counter with our Contested Movement to hit him hard.
--[X] If he reveals any surprising bullshit or One Weird Tricks, then break the combat round while we figure out what to do.

-[X] Attack (69d6)
--[X] Leap in with two 35d6+6 Sharpened Lightning-Charged Reversed Firebomb-Strikes with Puncture (-22 Orthstirr) (+6 Stoked Dice) to probe his defences, unleashing our 1d6 Devouring Blaze (-3 Stoked Dice) as close the distance to get rid of any surprises.
--[X] Continue with a Stoking Engage (-13 Orthstirr) (18 Stoked Dice), throwing eighteen 3d6+5 Sharpened Basic Attacks (-18 Orthstirr), with +6 Speed.

-[X] Defence (69d6)
--[X] Summon a 40d6+10 Atgeir Guard. (-46 Orthstirr)
--[X] If it looks like we can simply ignore incoming attacks, then do so. Don't let it break our rhythm with Stoked Engage.
--[X] Use up to two 30d6+10 Sway defences to try and keep our rhythm going a bit longer with Stoking Engage, weaving out of the way of attacks that would interrupt us.
--[X] When we get towards the end of our Stoking Engage, get interrupted, or he throws a particularly scary-looking attack, we go to...

-[X] Counter-Attack
-[X] (-3 Orthstirr) Contested Movement + X Stoked Dice
--[X] If we have at least thirty Stoked Dice in our pool, then throw all of our pool except six Stoked Dice into a Sharpened Lightning-Charged Stoking Strike with Puncture (-11 Orthstirr) which we combine with a Delayed Firebomb Strike (+3 Stoked Dice) (- ?? Orthstirr for layering another Trick on top). The six remaining Stoked Dice go into the Hamr check.
--[X] The three Stoked Dice generated from our FBS are saved for next turn.
--[X] If something went wrong and we didn't land that many Basics, then throw our whole Stoked Pool into Contested Movement, and hit him with a Spark-Bomb with Puncture (-24 Orthstirr).

-[X] Total Orthstirr expenditure: -173 Orthstirr (-186 Orthstirr if we use Sparkbomb) (-12 extra Orthstirr if we use a final Firebomb-Strike to finish him off)
-[X] Total Stoked Dice Accounting: 18 + 15 - 3 - 18 + Stoking Engage = 12 + Stoking Engage
0~0~0

Blonde-beard's eyes narrow beneath his helmet as you close the distance in a single short step. Your limbs are a blur as your speed takes you far further, far faster then expected. You're quick, too quick. He's not going to be able to effectively retaliate against your blows, not at the tempo you're setting for this fight.
(Shield Sacrifice)
The first blow—a probing strike meant to suss out his defenses—rides a fiery explosion as you bring it down with full intent to kill. Though the fight ending in a single move is more then doubtful, Steinarr's words of wisdom yet ring through your head. 'Every blow should be to kill,' that's what he said so many years ago. It was good advice then and it's good advice now.

Blonde-beard lifts his shield just as Sagaseeker's falling blade crackles with crimson lightning. It's a beautiful swing, perfectly timed and perfectly executed. Just looking at it would tell an onlooker all they needed to know about your skill.

However, when Sagaseeker's iron edge meets the shield's iron boss and the ringing clank of metal-on-metal fills your ears, the shield doesn't shatter. Instead, it stands tall and proud as it deflects your weapon away—leaving your rhythm disrupted and you wide open.

The shield shifts aside, revealing a trio of shining blue spectral swords lying in wait for an opportunity just like this one. They launch into motion as soon as Sagaseeker bounces, leaving blue streaks in their trail as they close the gap in a fraction of a heartbeat.
(Devouring Blaze)
But close the gap they fail to do as a palmful of fire sprays forth. Crimson flames hungrily seek out all there is to feast upon. Blue orthstirr vanishes into the ever-starving maw of the Devouring Flames, lost to the all-consuming depths of your might.

Blonde-beard's eyes widen as the flames wash over him, stripping him of his orthstirr armor and leaving him wearing nothing more then a gambeson and his helm for protection. His jaw tightens as Sagaseeker leaps back into action, once more riding a plume of flames.
(Shield Sacrifice)
You swing towards the sky as lightning crackles again across your blade. Again, blonde-beard's shield darts to intercept. Again, edge meets boss. Again, the ringing clang of iron-on-iron fills the air. Again, he sacrifices his shield.

But this time, things are different.

His shield's boss dents inwards as the wood snaps straight down the middle. Splinters lodge against the mushy ground as blonde-beard sways away from your blow—robbed of its strength by his shield's sacrifice, there's little you can do to counter this. As Sagaseeker strikes at the sky and ruins your rhythm, blonde-beard makes his move.
(Honed Trick Attack: 82 vs Atgeir Guard: 144+10=154, Defender Wins!)
An axe hidden behind his shield comes up as he lashes out with his sword. Fine iron carves the air to slivers as he aims to cleave away your leg at the knee, but spectral iron stops it in its tracks before it can even truly start.

However, though your summoned atgeir rebukes blonde-beard's sword, his other arm snaps out as the blue-coated axe slips free of his hand. It spins through the air with supernatural force as it sails past the clash of atgeir and sword on its path straight towards your face.
(Honed Trick Attack: 106 vs Trick Defense: 116+15=131, Defender Wins!)
Eyes snapping wide, you sway out of the way just in time to avoid the attack. The axe keeps flying, though, and your eyes snap even wider as you lock gazes with the young man behind you.
(Luck: 2 on a d20)
Though he had his shield at the ready, Agnar Bjarnesson wasn't prepared for an axe to suddenly come flying straight for him and so he pays the price. Blood leaks from around the axe embedded in his face as the lovingly-painted shield—which he'd received as an empty canvas from Sten the day before—slips free from limp fingers. Shield and spear thump against the muddy ground as their master follows soon after.

Though you weren't at fault for him being in the wrong place at the wrong time, you can't help but feel responsible for the young man's death. You'll have to make it up to him after the battle—as long as he hasn't met his fated day, of course.

Regardless, you've a man to kill.

Turning your attention back to blonde-beard, your jaw tightens as the fires of your heart's wrath stoke ever higher. So he wants to pull out some tricks, does he? Fine! Two can play at that game, after all!
(Exchange is in spoilers at the bottom)
Fire leaks from between your gritting teeth as sparks shine in your eye. Your limbs blur into flame-edged motion as Sagaseeker lashes out with ferocious force. Blow after blow rains down upon blonde-beard as he struggles ever harder to keep up the pace. Despite how much he struggles to defend, it's clear that he's very skilled. In the sliver of space in between each blow, he lashes out a lightning-fast strike in response. It lacks any real strength—the strength it has isn't enough to stop your assault—but it's enough to shear more then a few layers off your orthstirr armor.

Eventually, though, he couldn't keep it up forever. Through no fault of his own, the ground beneath his feet turns slick with blood and he slips. The opening is all you need to deliver a trio of undefended blows. The first tears open his armor, the second splits his flesh, and the third winds up buried in his stomach.

Wrenching Sagaseeker free, you breathe a sigh of relief as blonde-beard falls dead against the grass.

(Round Over)
0~0~0
(Tactics: 12+6) 18 Successes

You can't quite tell how the battle is going from where you stand, but the general sense is that it's going your way. The lines are starting to spread out more, too, which means that space is less of an issue.

You lock eyes with your next foe. Well, foes. Two of them. A thin-chinned man with an axe, shield, gambeson, and helmet steps forward while a helmeted, black-haired man wielding a spear in both hands follows behind.

Axe man is going to go on the attack while spear guy is covering defense. That doesn't mean that axe man won't defend or spear guy won't attack, it just means that that's what they're focusing on. You get the sense that they'll be burning a lot of orthstirr here (~20–40 dice for their moves). Axe man seems like he's, perhaps, a bit overconfident and spear guy feels like he's more then a bit nervous.

You don't sense any hugareida between them, which doesn't mean as much as you might wish. It's way more likely that they have one or two hugareidas that you just don't have rather then them not having anything.

Axe man is skilled at chopping while spear guy is shockingly good at intercepts. Both of them feel physically weaker then you, but axe man is stronger then spear guy.

Endurance: (15/15) | Frenzy: (6/6) (+6 to all Combat Rolls) | Armor Health: (42/42) (+9 to Defense) | Reinforce Layers: (4/10)
Orthstirr: (786/944) | Odr: (108)
( ) Frami: 315 | ( ) Virthing: 315 | ( ) Saemd: 314
Sagaseeker has 49 orthstirr in his reservoir.
Emberguard has 13 orthstirr in its reservoir.
Shapeshifting + Runes are granting you (+2 to Damage, and +5 Attack-Speed)
Your combat pool is 129d6 and you have 27d6 Stoked Dice

What do you want to 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 then that I need to get used to writing combat again, lmao.

25-minute moratorium.

Edit: Oh, wait! I forgot to mention that I've changed the way shields work. So, when you sacrifice your shield it disrupts your opponent's rhythm, which allows slower fighters to swing back at the quicker ones.


(Sharpened Attack: 10+6=16 vs Reinforced Defense: 12+2=14, Attacker Wins! 5 Damage! Armor Pierced!)
(Sharpened Attack: 7+6=13 vs Reinforced Defense: 11+2=13, Defender Wins Ties! 3-1=2 Damage to Attacker!)
(Sharpened Attack: 14+6=20 vs Reinforced Defense: 18+2=20, Defender Wins Ties! 3-1=2 Damage to Attacker!)
(Sharpened Attack: 12+6=18 vs Reinforced Defense: 16+2=18, Defender Wins Ties! 3-1=2 Damage to Attacker!)
(Sharpened Attack: 12+6=18 vs Reinforced Defense: 15+2=17, Attacker Wins! 5-1=4 Damage!)
(Sharpened Attack: 11+6=17 vs Reinforced Defense: 10+2=12, Attacker Wins! 5-1=4 Damage!)
 
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Ah, so he had a Shield Hugareida or something that let him use Shield Sacrifices without losing his shield, but when we stripped his Guards and Constructs, he never had the chance to properly recover, and he didn't have enough Basic Defenses reserved to keep up with Stoking Engage, though that Thorns effect he had going that let him instantly get free damage whenever he won a defense was nasty.

Also, we just saw that dodge defenses aren't a great idea when we're in a scrum like this, because the attack is still going somewhere. Lessons learned.

EDIT:

Hmm, a question @Imperial Fister .

If someone tries to Intercept, can we use Forceful Lever Trick to move them out of range? Would that technically be an Intercept of our own?
 
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Edit: Oh, wait! I forgot to mention that I've changed the way shields work. So, when you sacrifice your shield it disrupts your opponent's rhythm, which allows slower fighters to swing back at the quicker ones.

Very reasonable. And something we can use to our own advantage as well. Worth keeping in mind.

Also, we just saw that dodge defenses aren't a great idea when we're in a scrum like this, because the attack is still going somewhere.

Yeah, we'll need to focus on parries over dodges, going forward. That's doable, though.
 
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