Now is the time for Hefty-Halter Chop on defense. Honed and Reinforced until we disarm him, then we capitalize by going full offense with Kindle-Spinners and Firebomb-Strikes. He loses most of his combat dice if we take away his remaining weapon, and by keeping the pressure up, we can prevent him from recovering his other one like he will if we disarm him but then Sidestep. Using Kindle-Spinners and Firebomb-Strikes gives us the most bang for our buck, while neutralizing any Sidesteps he might try to counter us. It looks like one of his combat strategies is a cross-counter type move, that probably requires him to have two weapons on hand, so we should be careful with our choice of attacks.

Notably, it looks like he's got a +Strength Shapeshift going on, he hits for three damage on a basic Honed Attack, that requires at least one damage booster Shapeshift going on. This guy looks primarily attack specced by all indications--and he's actually stronger than Halla. Good on Stigmar for holding him off for two combat rounds! Still, it means we definitely don't want to trade blows, and I'm not certain Sidestep is going to be a good option against him, especially given how he seems specced to take advantage of initial openings and leveraging them into stacking momentum.

I'm reluctant to spam more Shatter-Wrist Tricks though, since he knows to be wary of it now, he might just be careful to use his already damaged arm to take the hits for him--we know that experienced fighters can do Bullshit like that. Remember that Skirsviking we fought? We used IAT and he just instantly threw someone else in the way, wasn't even applicable.
 
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Hmmm. I generally agree with the analysis, but the degree to which he's penalized by weapon loss makes me want to follow up the Hefty-Halter Chop (which I do agree it's time for) with another Shatter-Wrist Trick when he goes to retrieve the weapon.

That combined with some Kindle Spinners or Firebomb Strikes (probably not both...we do have an audience and the fewer tricks we give away the better) does sound good, though...

That work for you?
 
They may be here to pillage your livelihoods and kill anyone who resists

But they'll be terribly polite in doing so.
...and it's not going to stop them from flirting, just in case they can maybe convince you.

So... crazy thought. Would inertia-arresting throw be useful here? If he's down to just the one weapon....
 
...and it's not going to stop them from flirting, just in case they can maybe convince you.

So... crazy thought. Would inertia-arresting throw be useful here? If he's down to just the one weapon....

It'd probably work, but not better than Hefty-Halter Chop and it both leaves us a bit open and gives more information away, so I think we don't do it quite yet.
 
Hmmm. I generally agree with the analysis, but the degree to which he's penalized by weapon loss makes me want to follow up the Hefty-Halter Chop (which I do agree it's time for) with another Shatter-Wrist Trick when he goes to retrieve the weapon.

That combined with some Kindle Spinners or Firebomb Strikes (probably not both...we do have an audience and the fewer tricks we give away the better) does sound good, though...

That work for you?

I disagree, I think Shatter-Wrist Trick won't be effective anymore. I edited my reasoning earlier, but I think he's going to pull a sort of intentional sacrifice thing going on where he just takes the hit in his already damaged wrist. We already saw that someone with a lot of combat experience can sometimes render Tricks completely ineffective--like how when we fought that Skirsviking guy who just responded to IAT by throwing someone else at it, no rolls necessary just fail.

We shouldn't rely on the same Trick to work twice, is what I'm trying to say. It's one thing if the Trick is just about raw power, but it's another thing when he can just go "Make sure to take any attacks on our already damaged side so that she can't break our other wrist." It might give him a penalty, but breaking the same wrist twice isn't going to meaningfully change his current position. We're out of Tutorial Mode, so we should assume our enemies won't just ignore the abilities we've already exhibited. He's going to make sure to respond to attacks in a way that doesn't expose his good wrist to harm anymore, but we haven't displayed the ability to disarm while on the defensive, so that should take away his other weapon. From there, it's a matter of maintaining constant pressure so he doesn't get a chance to re-arm.

If possible, I want to reserve IAT for the Captain, given how it's the kind of thing we can use to create an opening for Knee-Groin Trick, which is all the more devastating when we're in a group fight where everyone else can pile on during that stun.
 
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We shouldn't rely on the same Trick to work twice, is what I'm trying to say. It's one thing if the Trick is just about raw power, but it's another thing when he can just go "Make sure to take any attacks on our already damaged side so that she can't break our other wrist." It might give him a penalty, but breaking the same wrist twice isn't going to meaningfully change his current position. We're out of Tutorial Mode, so we should assume our enemies won't just ignore the abilities we've already exhibited. He's going to make sure to respond to attacks in a way that doesn't expose his good wrist to harm anymore, but we haven't displayed the ability to disarm while on the defensive, so that should take away his other weapon. From there, it's a matter of maintaining constant pressure so he doesn't get a chance to re-arm.

I mean, my plan is for Shatter-Wrist Trick to be conditional on him trying to retrieve his weapon (after we disarm him). He...can't really do any of this if that's the condition because he can't retrieve it with his broken hand. He needs to put the unbroken one in danger to attempt the retrieval at all.

He could just not try and retrieve his weapon, of course, but that seems unlikely to me under the circumstances.
 
I mean, my plan is for Shatter-Wrist Trick to be conditional on him trying to retrieve his weapon. He...can't really do any of this if that's the condition because he can't retrieve it with his broken hand. He needs to put the unbroken one in danger to attempt the retrieval at all.

Ah, I understand. Then yes, having that as a conditional would be fine. But the overall thrust should be "Honed, Reinforced Hefty-Halter Chop to take his other weapon away then go all in on firebug mode to capitalize while he's disarmed and with a sharply reduced dice pool", maybe do two or three of those? If he attacks us without a weapon, or with a Hugareida, we're counterattacking against his body, which should be extra damage--unless @Imperial Fister says that it's an inapplicable defense against either of those kinds of attacks?

Either way, what we should not do is Sidestep, he strikes me as a momentum fighter, and we don't want to give him a chance to breathe now that we've seized the flow. He might be able to Recall, but I think that falls into the category of "Stuff you need a moment's peace to activate".

We also don't want to risk damage trading with him either, if he decides to do attack spam, we're in deep trouble, since his build will turn him into a fucking blender thanks to that Damage Shapeshift. His basic honed attack hits like a Firebomb Strike.
 
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Ah, I understand. Then yes, having that as a conditional would be fine. But the overall thrust should be "Honed, Reinforced Hefty-Halter Chop to take his other weapon away then go all in on firebug mode to capitalize while he's disarmed and with a sharply reduced dice pool", maybe do two or three of those? If he attacks us without a weapon, or with a Hugareida, we're counterattacking against his body, which should be extra damage--unless @Imperial Fister says that it's an inapplicable defense against either of those kinds of attacks?

From previous commentary, it works on unarmed attacks (and potentially deals damage), but not on something like Hugareida, I don't think...you can't parry wind or fire very well.

Based on that I think I'm going with only one Hefty-Halter Chop but giving it a lot of dice to get the job done. I suspect he'll be using Hugareida on subsequent attacks if disarmed, which would make the others wasted and with a conditional wrist-breaking already in there, I'm having to fiddle with our dice to get enough for two or three fiery attacks (I think I'm going with Firebomb-Strike as he's less likely to be able to use a Wind Hugareida to counter it).
 
From previous commentary, it works on unarmed attacks (and potentially deals damage), but not on something like Hugareida, I don't think...you can't parry wind or fire very well.

Based on that I think I'm going with only one Hefty-Halter Chop but giving it a lot of dice to get the job done. I suspect he'll be using Hugareida on subsequent attacks if disarmed, which would make the others wasted and with a conditional wrist-breaking already in there, I'm having to fiddle with our dice to get enough for two or three fiery attacks (I think I'm going with Firebomb-Strike as he's less likely to be able to use a Wind Hugareida to counter it).

Hrm.

Wait, I think he is going to go with Attack Spam this turn.

"He's going to favor the offense, mixing in a Trick or two to spice things up."

Remember, this guy hits with the force of a Firebomb Strike with just a basic Honed Attack, if he decides to split that into, say, five 3 die attacks (Costing him 10 dice and 5 Orthstirr), that's potentially up to 12 damage on the table for us if we only use one Defense Trick (15 if our one Trick then rolls like ass while he rolls like a god) . That would immediately table us--and explains how Stigmar almost fucking died going only one full round with him.

Might be wise to buy several cheap defenses as well just to guard against that possibility. He's apparently significantly stronger (But not twice as strong) as Halla, and he's going to favor Offense. He might be able to throw at many as 10 relatively weak attacks at us in one go and just shred us to pieces because all he needs to do is touch us and we'll take ruinous damage. And he'd do this without sacrificing his Defense by much either.
 
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Hrm.

Wait, I think he is going to go with Attack Spam this turn.

"He's going to favor the offense, mixing in a Trick or two to spice things up."

Remember, this guy hits with the force of a Firebomb Strike with just a basic Honed Attack, if he decides to split that into, say, five 3 die attacks, that's potentially up to 12 damage on the table for us if we only use one Defense Trick.

Sure...except the first defense is a 15d6 (or higher) disarm, which is probably gonna succeed vs. any low dice pool attack and kind of shoots that strategy in the foot (since he then no longer has a weapon to use the strategy with). Like, I guess he can try punching or grappling us afterward, but that'd definitely also trigger the conditional wrist-breaking (we're doing that any time he actually advances his good hand on us after the disarm).
 
Most people fight like the Brute does; mundane attacks + a couple tricks here and there to mix things up. I think that I've shown that decently well, but I know that I've fallen into the trap of 'everything must be a trick' before.
 
Sure...except the first defense is a 15d6 (or higher) disarm, which is probably gonna succeed vs. any low dice pool attack and kind of shoots that strategy in the foot (since he then no longer has a weapon to use the strategy with). Like, I guess he can try punching or grappling us afterward, but that'd definitely also trigger the conditional wrist-breaking (we're doing that any time he actually advances his good hand on us after the disarm).

Hmm.

What does happen in that event @Imperial Fister ? If we disarm someone's weapon mid-turn and they can't draw a replacement? Do they still get their full dice pool or does it get truncated, reducing the number of moves they can make?

Because I'm looking at the Implications of a guy who can hit for 3 damage on a Honed Basic Attack while having a large dice pool and starting to panic a little bit because he can turn that big dice pool into a shit-ton of weak attacks and just bulldoze us. Is there any counterplay to that kind of thing? Especially if that's--as you just said--the Norse Meta right now?
 
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I feel like we are being way too conservative with our Orthsirr. And to a lesser extent, Odr.
 
What does happen in that event @Imperial Fister ? If we disarm someone's weapon mid-turn and they can't draw a replacement? Do they still get their full dice pool or does it get truncated, reducing the number of moves they can make?
Any move that would've used it would be skipped and refunded. Dice pool would be slashed by a bit. It also restricts moves.
Because I'm looking at the Implications of a guy who can hit for 3 damage on a Honed Basic Attack while having a large dice pool and starting to panic a little bit because he can turn that big dice pool into a shit-ton of weak attacks and just bulldoze us. Is there any counterplay to that kind of thing? Especially if that's--as you just said--the Norse Meta right now?
The counterplay to having a lot of little dice thrown at you?

...Put dice into mundane defense, then Reinforce + Hone them.

That's one of the things that you can do right now.

As for longer term solutions, shapeshifting and shapecrafting can give you damage-reducers.
 
Oh yeah, we can Hone our defenses too..

@DeadmanwalkingXI , you want to drop us a bunch of those just in case he decides to attackspam us? Spending 7 to 10 dice to close that possibility (And then a bunch of Orthstirr to Hone and Reinforce those up to 3 per defense) would do wonders for my peace of mind, and if we don't need them, I think we get refunded?

So yeah, Hefty-Halter Chop, a reserve of Reinforced, Honed Basic Defenses, with Halting Vortex as our contingency against Tricks. Then we divide what's left over into a series of decently geared Attacks using our Hugareida to limit any active defenses?

Honestly, maybe go with 11 base dice instead of 15? Still a pretty good chance of hitting if he's going to pivot into attack-spam.
 
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Any move that would've used it would be skipped and refunded. Dice pool would be slashed by a bit. It also restricts moves.

The counterplay to having a lot of little dice thrown at you?

...Put dice into mundane defense, then Reinforce + Hone them.

That's one of the things that you can do right now.

We can, but the down side there is that's 2 Orthstirr per defense...we can just Sidestep them instead for the same price. Which has its own down sides, sure, but not none that make the tactic not work.

We can also pump a lot more Orthstirr into Reinforce Shield and likely will in future...that doesn't completely solve the issue, but it helps.

As for longer term solutions, shapeshifting and shapecrafting can give you damage-reducers.

In addition to this, Mail's bonus per defense roll is amazing for using mundane defenses. We just need better armor, really. With that we could defend against Honed Attacks fairly reliably with either 1 Orthstirr a pop for Reinforce alone or, with a high enough bonus, just the defense dice alone and no orthstirr cost at all.

Oh yeah, we can Hone our defenses too..

@DeadmanwalkingXI , you want to drop us a bunch of those just in case he decides to attackspam us? Spending 7 to 10 dice to close that possibility (And then a bunch of Orthstirr to Hone and Reinforce those up to 3 per defense) would do wonders for my peace of mind, and if we don't need them, I think we get refunded?

So yeah, Hefty-Halter Chop, a reserve of Reinforced, Honed Basic Defenses, with Halting Vortex as our contingency against Tricks. Then we divide what's left over into a series of decently geared Attacks?

So, as I mention above, a Honed Reinforced Defense costs 1d6 from our combat pool and 2 Orthstirr and still risks failure. A Sidestep costs 2 Orthstirr 0d6 and does not risk failure. I'm more inclined to the latter, especially when the plan is to set it up so he's not making those attacks in the first place (meaning whatever defense we have there is a contingency plan). I could throw on a bunch of Honed Reinforced Defenses instead of Sidesteps vs. mundane attacks, but it'd cost us a Firebomb Strike or several dice from each offensive action and not save us any Orthstirr at all.

So, current plan bearing that in mind:

[X] Plan No Weapons For You
-[X] 32d6 Attack (all tricks)
-[X] 13d6 Defense (6d6 tricks)
-[X] 0d6 Intercept
-[X] Make a 14d6 Honed x6 Shatter-Wrist Trick attack (-7 Orthstirr) if he attempts to recover his weapon after being disarmed, attempts to punch or grapple us, or otherwise gets his good hand near us, either way make three 10d6 (w/Hugareida) Firebomb-Strikes (-4 Orthstirr each) at him after he's disarmed to try and bring him down
-[X] If we break his remaining wrist, use the time we buy to activate Reinforce Shield on our armor for 16 Layers (-8 Orthstirr)
-[X] The first time he attacks us with a weapon, use a 18d6 Reinforced Honedx6 Hefty-Halter Chop (Fight of Our Life Muna, -10 Orthstirr) to defend and hopefully disarm him (we will then try and break his wrist when he goes for his weapon). In response to any subsequent mundane attacks we use up to 7 Reinforced Honed Defenses (3d6 and -2 Orthstirr each) or use Sidestep (-2 Orthstirr) if we run out of those, and also use Sidestep against any Trick Attacks it can defend against (-2 Orthstirr). If attacked with a Trick Attack that Sidestep won't work against use Halting Vortex (-4 Orthstirr).
-[X] If the Captain moves to attack any of our allies or tries something big we will use Ember-Wing Cloak to leap between him and them and Halting Vortex to stop the attack as best we can (-16 Orthstirr total)
-[X] Tactics – Basically assume a defensive stance and wait for him to attack, then use Hefty-Halter Chop to defend and disarm him. From there aggressively attack with Firebomb-Strikes and use Shatter-Wrist Trick to break his remaining arm if he gets it near us or goes for a weapon with it, and use Sidestep if necessary to avoid other attacks.

EDIT: Edited in 7 Reinforced Honed Defenses for use against normal attacks, fiddled around with the dice a bit.
 
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We can, but the down side there is that's 2 Orthstirr per defense...we can just Sidestep them instead for the same price. Which has its own down sides, sure, but not none that make the tactic not work.

We can also pump a lot more Orthstirr into Reinforce Shield and likely will in future...that doesn't completely solve the issue, but it helps.



In addition to this, Mail's bonus per defense roll is amazing for using mundane defenses. We just need better armor, really. With that we could defend against Honed Attacks fairly reliably with either 1 Orthstirr a pop for Reinforce alone or, with a high enough bonus, just the defense dice alone and no orthstirr cost at all.



So, as I mention above, a Honed Reinforced Defense costs 1d6 and 2 Orthstirr and still risks failure. A Sidestep costs 2 Orthstirr 0d6 and does not risk failure. I'm more inclined to the latter, especially when the plan is to set it up so he's not making those attacks in the first place. I could throw on a bunch of Honed Reinforced Defenses instead of Sidesteps vs. mundane attacks, but it'd cost us a Firebomb Strike or several dice from each offensive action and not save us any Orthstirr at all.

So, current plan bearing that in mind:

[X] Plan No Weapons For You
-[X] 35d6 Attack (all tricks)
-[X] 10d6 Defense (all tricks)
-[X] 0d6 Intercept
-[X] Make a 14d6 Honed x3 Shatter-Wrist Trick attack (-4 Orthstirr) if he attempts to recover his weapon after being disarmed, attempts to punch or grapple us, or otherwise gets his good hand near us, either way make three 10d6 (w/Hugareida) Firebomb-Strikes (-4 Orthstirr each) at him after he's disarmed to try and bring him down
-[X] If we break his remaining wrist, use the time we buy to activate Reinforce Shield on our armor for 16 Layers (-8 Orthstirr)
-[X] The first time he attacks us with a weapon, use a 15d6 Reinforcedx2 Honedx3 Hefty-Halter Chop (-8 Orthstirr) to defend and hopefully disarm him (we will then try and break his wrist when he goes for his weapon). In response to any subsequent attacks we can defend against with a dodge use Sidestep (-2 Orthstirr) unless we have Reinforce Shield back up, in which case we only use Sidestep on Trick Attacks, either way if attacked with a Trick Attack that Sidestep won't work against use Halting Vortex (-4 Orthstirr)
-[X] If the Captain moves to attack any of our allies or tries something big we will use Ember-Wing Cloak to leap between him and them and Halting Vortex to stop the attack as best we can (-16 Orthstirr total)
-[X] Tactics – Basically assume a defensive stance and wait for him to attack, then use Hefty-Halter Chop to defend and disarm him. From there aggressively attack with Firebomb-Strikes and use Shatter-Wrist Trick to break his remaining arm if he gets it near us or goes for a weapon with it, and use Sidestep if necessary to avoid other attacks.

The problem is that every time we Sidestep, we're conceding the Initiative apparently, and against a momentum based fighter like this that could be a very bad thing.

Look, I see what you're getting at here, but I think you're getting too hopped up on "Mathematically Optimal Circumstances within a white room environment" when the Tutorial's already off. I'm putting up a competing plan, because I genuinely think you're wrong this time. Is this cave even big enough to let us just arbitrarily Sidestep forever?
 
, I think we get refunded?
This is correct.

Is this cave even big enough to let us just arbitrarily Sidestep forever?
Technically, yes. Practically, not really. You can back-track, but that would mean going towards the enemy rather than stepping away.

0~0~0

One thing I am excited about for the break quest (in between this quest and NorseQuest II: Norse Harder) is getting an opportunity to test out a new combat system I came up with, one that should be more conducive towards how I like my fights to play out. Essentially, it would consist of mundane attacks automatically being made, without you having to commit dice towards it, and the same happening for mundane defenses. You, the players, would decide on tactics and special moves/techniques to use without having to think about mundane combat details.
 
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The problem is that every time we Sidestep, we're conceding the Initiative apparently, and against a momentum based fighter like this that could be a very bad thing.

That's why I added the note I just did: I'd be a lot more willing to put the dice into rolled defenses if defending at all (past the disarm) wasn't a contingency. The actual plan is to halt his momentum before it can even get started by disarming him and then aggressively attacking him and breaking his wrist. If we're defending against mundane attacks something has gone wrong. I'm fine with Sidestep as our contingency for things going wrong.

Look, I see what you're getting at here, but I think you're getting too hopped up on "Mathematically Optimal Circumstances within a white room environment" when the Tutorial's already off. I'm putting up a competing plan, because I genuinely think you're wrong this time. Is this cave even big enough to let us just arbitrarily Sidestep forever?

Backstep is a different trick...Sidestep steps to the side so we can switch which side. Or circle him.

But if this doesn't convince you, I am willing to ditch some stuff for rolled defenses if you want. We'd just need to decide what to dump.
 
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[X] Plan: Sicko Mode Engaged
-[X] 25d6 Attack
-[X] 20d6 Defense
-[X] 0d6 Intercept
-[X] 4 Honed Power Chops (2d6 + 1d6 Hone) (8 Orthstirr), 3 Firebomb Strikes (2d6 + 2d6 Hugareida) (12 Orthstirr), 1 Contingency Honed Shatter-Wrist Trick (11d6 + 1d6 Hone) (2 Orthstirr). Mix them up as required to keep a good rhythm and minimize our openings
-[X] The Shatter-Wrist Trick is to be used if he leaves an opening to disable his other wrist.
-[X] 1 Honed, Reinforced, Hefty-Halter Chop (10d6 + 1d6 Hone + 1d6 Reinforce + 5d6 Fight for your Life) (6 Orthstirr), Up to 10x Honed, Reinforced, Defenses (3d6 Each) (Up to 20 Orthstirr). Use Halting Vortex against any powerful Trick Attacks (4 Orthstirr Each). Use the Hefty-Halter Chop at the right moment to disarm his remaining Sax and keep up the pressure. If by some unholy miracle he still has attacks left by this point, use Sidestep or Halting Vortex as appropriate (2 vs 4 Orthstirr)
-[X] If the Captain moves to attack any of our allies or tries something big we will use Ember-Wing Cloak to leap between him and them and Halting Vortex to stop the attack as best we can (-16 Orthstirr total)
-[X] Tactics – We've got the advantage, press it. Counter one of his attacks with Hefty-Halter Chop to disarm his remaining weapon and go to town, doing our best to keep up too much pressure for him to Recall it (And having Shatter-Wrist Trick if he tries to do so anyway), use Halting Vortex to counter any powerful Trick Attacks.

We've got a solid defense line that should hold out even if he decides to keep attacking while disarmed, and we can press a hell of an advantage here to boot. At the end of the day, we don't need to beat him with every roll, we just need to beat him with the ones that count and otherwise try to gas him out with his reduced dice pool. We've also got a cushion of up to 10 hits before we run out of Defenses as well, if he decides to go with full attack spam.
 
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3 Honed? Firebomb Strikes (2d6 + 1d6 Hone? + 2d6 Hugareida) (12-15 Orthstirr)

We can't Hone Firebomb Strike. We've tried previously.

More generally, this guy has plenty of defensive advantages, I don't think spamming him with lots of little attacks is the way to go against him (and 10-12d6 is not close to enough to ensure an attack works, which we really need on both Hefty-Halter Chop and Shatter-Wrist Trick...he got a 38 on defense last turn). Additionally, revealing both our offensive fire tricks feels really unnecessary. I am, as noted in my last post, perfectly willing to drop some dice from offense for Reinforced Honed Defenses, but I can't approval vote this plan at all.
 
We can't Hone Firebomb Strike. We've tried previously.

More generally, this guy has plenty of defensive advantages, I don't think spamming him with lots of little attacks is the way to go against him (and 10-12d6 is not close to enough to ensure an attack works...he got a 38 on defense last turn). Additionally, revealing both our offensive fire tricks feels really unnecessary. I am, as noted in my last post, perfectly willing to drop some dice from offense for Reinforced Honed Defenses, but I can't approval vote this plan at all.

Fixed, as well as added our 5 die Muna into the Hefty-Halter Chop, which is the one that decides whether we can actually pull this off or not. If we take away his other Sax, he loses all of his combat dice except Dodge, Defend, and Glima--and I refuse to believe that he's still going to have the dice pool to survive that many attacks afterwards when he lost Cut, Pierce, and Chop in one fell swoop. Even if he survives, he will not be in good shape.

Still, your point is taken, I'll remove the Firebomb Strikes and use them to beef up the remaining attacks.

EDIT: Firebomb Strikes removed, added 1 more die to each Power Chop and 2 more to Shatter-Wrist Trick. Combined with how hard we stacked Hefty-Halter Chop and how he shouldn't be expecting it, the odds are good we'll be able to do some devastating damage here.
 
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I think that we really should exploit the Orthsirr advantage we have.

He can't have many after fighting Stigmar for 2 rounds.
 
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