I admit I did skip the plan corrections on commute, so that's my fault, but last I saw the plan before writing that, and now checking it, it still says all tricks in in defense.
Which still seems a waste for mundane attacks, especially if it's the big guy really leans on an offensive fighting style on general.... Which that sax counter do leads good credibility.
Great idea on the disarming on probing round, btw.
I admit I did skip the plan corrections on commute, so that's my fault, but last I saw the plan before writing that, and now checking it, it still says all tricks in in defense.
That's a clerical error. I forgot to change it when I changed everything else. It's now fixed. I guess it's also a matter of definitions depending on whether you consider a Honed Reinforced Defense a Trick...but they probably technically aren't.
Which still seems a waste for mundane attacks, especially if it's the big guy really leans on an offensive fighting style on general.... Which that sax counter do leads good credibility.
To be clear, Alectai's and my defensive plans are now basically identical for the first 8 mundane attacks (his plan then has a few more mundane defenses than mine, but only a few). Where we differ significantly at this point is on offense.
Additionally, I'd like to reiterate that the 'mundane defenses' in both our plans are Honed and Reinforced and cost 2 Orthstirr...the exact same as Sidestep. Using Tricks to defend against attacks is not actually more expensive or more wasteful than that. It has other drawbacks, which is why I changed things, but it's not more expensive.
Like, Alectai's plan is probably winning at this point, which is fine, but I feel like anyone picking it should be doing so for reasons that actually apply not 'it uses cheaper defenses' which is just not accurate. That's actually the opposite of correct in some ways, as Alectai argued strongly my original plan was going too cheap on defenses by going all Tricks and that the mundane defenses were better but more expensive (which is probably correct in this instance).
Orthstirr isn't that cheap. Remember after this, we have the Captain to fight here if nobody else and he likely has significantly more Orthstirr than we do even when we're maxed.
Orthstirr isn't that cheap. Remember after this, we have the Captain to fight here if nobody else and he likely has significantly more Orthstirr than we do even when we're maxed.
That's only true to a point. If we spend 90 Orthstirr to win this round, we do in fact wind up with less Orthstirr than if we spend 30 this round and 30 next round and win then.
But more importantly, both plans have really stacked the deck on the first Hefty-Halter Chop working...additional instances just don't actually do a lot in all likelihood (we have no info on what they actually do against unarmed attacks beyond allow the defense), and if they do it's likely just damage at a mediocre exchange rate (1-2 damage for 3 Orthstirr if they work).
I admit I put them into toggled stuff, Instead of active or passive tricks .....
Like, we do need to activate them but....yeah, they are are tricks.... But more... enhanchers!
Yeah, I like that, we should get more enhancers, like our magnify sight...
But more importantly, both plans have really stacked the deck on the first Hefty-Halter Chop working...additional instances just don't actually do a lot in all likelihood (we have no info on what they actually do against unarmed attacks beyond allow the defense), and if they do it's likely just damage at a mediocre exchange rate (1-2 damage for 3 Orthstirr if they work).
I admit I put them into toggled stuff, Instead of active or passive tricks .....
Like, we do need to activate them but....yeah, they are are tricks.... But more... enhanchers!
Yeah, I like that, we should get more enhancers, like our magnify sight...
That's fair, but using them is still not more efficient or less wasteful than using Sidestep. It's potentially better, at least if we roll well, but not more efficient.
Except we can do 3 damage for 2 orthstirr in several other ways. Even Firebomb Strike at 3 damage (on average) to 4 Orthstirr is a better rate than that.
And the damage on HHC is entirely speculative...it might well be 0 damage. In which case we have spent potentially 20-30 Orthstirr for basically nothing.
Yes it did? We were winning that fight even before he ran away. Like, we weren't winning it as fast as we hoped, but we were winning it. Also, we're not actually budgeting that carefully here, just also not throwing every possible point of Orthstirr in either.
Oh man, just looking at how the plans line up makes me so hyped to write this.
One way or another, no matter if your HHC works or not, this is gonna be cool as hell.
Scheduled vote count started by Imperial Fister on Apr 25, 2023 at 7:41 PM, finished with 72 posts and 11 votes.
[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.
[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.
**[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.
0~0~0
The beat of your heart pounds a merry rhythm in your ears as you brace yourself for the next round of furious clashing weapons. You had thought that the battle with the draugr was the finest battle of your life, but now... you're only now beginning to realize just how deep this well goes.
Honestly? You wouldn't have it any other way.
To reach the peak before you were even a woman grown? A tragedy!
You match the Brute's bloodthirsty grin with one of your own. Kindred spirits, you and him.
Shame that one of you has to die.
But such is life.
The Brute roars and battle is met once more.
He darts forward, his remaining sax raised high and ready to strike. Orthstirr coats his weapon with cutting force as you raise Sagaseeker in turn, ready to receive the first clash of this bout. (Honed Attack: 6 vs Honed+Reinforced Defense: 15, Defender Wins!)
Orthstirr sparks as the sax swings for your head only to be met by a singing atgeir. Twisting around, you send the strike into the ground as you swap dominant hand and shift into an attack of your own.
Crimson orthstirr shines bright as the Power Chop thunders through the air. A bloody song echoes through the cave as Sagaseeker purrs its joy. (Honed Trick Attack: 10 vs Honed+Reinforced Defense: 12, Defender Wins!)
That purred joy turns to snarled fury as the Brute jerks back just in time to avoid a split-open neck. Orange beard hairs float through the air — a sign of just how close that dodge was to failing.
He finds his footing in the sandy-loam soil and launches into a counter-attack just as you find your balance. Sagaseeker screams through the air as it rises to meet the incoming attack. (Honed Attack: 7 vs Honed+Reinforced Defense: 5, Attacker Wins! 3 Armor Damage Dealt!)
But even as fast as you are, you're not able to keep him from slipping past your defenses to carve a trail of destruction through your armor. Your armor's taking some heavy hits in this fight, but it's not enough to get through it, not just yet.
Your teeth grind together as you stumble back, the Brute quickly pursuing with a grin on his face. He shifts his stance, angling his sax in just the right way for the light streaming in from the outside to catch on its shiny blade.
Orthstirr surges and, if you were anyone else, you would be as blind as a bat as the searing light explodes out in a blinding blast.
Fortunately, you aren't anyone else. You are Halla Longstride, and such petty things as being 'blinded by flashes of light' are not things that harry your progress.
Obviously, the Brute wasn't expecting you to shrug off his trick, so he presses on with a rather dangerous-looking attack. You have an opportunity here — the opportunity that you've been waiting this whole time for.
As his sax blurs forward with lethal intent, you shift and his eyes snap wide as Sagaseeker races to meet his attack with one of your own. (Halla's Attack: 57 vs the Brute's Attack: 39, Halla Wins! The Brute is disarmed!)
The sax twirls through the air as if in slow-motion. The Brute's eyes open wider and wider as they follow the weapon's arc.
A smirk slips across your face as you drive a foot into the ground. Sagaseeker scrapes against the ground and carves a shallow furrow in the sandy-loam as your powerful swing takes it skyward. (Honed Trick Attack: 50 vs Stunned Defense: 17, Attacker Wins! 2-1=1 Armor Damage Dealt! The Brute's Wrist is Broken!)
And up into the underside of the Brute's wrist.
It snaps with a crisp, wicked crack as his teeth grind together to stifle the cry of pain. But before you can capitalize, he drives his foot into the ground and throws himself back to the cavern wall with a surge of orthstirr.
Your eyes narrow as your bloodthirsty grin widens to expose a mouth filled with teeth. You're not letting him get away that easily!
Hair whipping in the air and Sagaseeker trailing behind, you race after the Brute as he recovers against the wall. Breathing heavily, he forces himself upright as his orthstirr swirls about him in a chilly gust of wind.
With two fingers pointing, he swings a trio of hugareida-powered tricks your way.
Three crescent-arcs of pressurized wind hurtle down on you with powerful force. Three crescent arcs of pressurized wind are dashed against your raised shield of stopping force. Each drains your orthstirr, but not a one gets through your guard.
"Incredible." The Brute happily whispers as you bear down on him with Sagaseeker raised and crimson sparks springing from its cutting edge. (Trick Attack: 17 vs Reinforced Defense: 15, Attacker Wins! 3 Armor Damage!)
The first Firebomb Strike eats at his gambeson as the explosion throws him from his feet — you're not even two steps behind with another trick forming on Sagaseeker's blade. (Trick Attack: 14 vs Reinforced Defense: 12, Attacker Wins! 3 Armor Damage! Armor Pierced!)
The second Firebomb Strike devours his gambeson enough to expose a meaty pectoral. A perfect target for the next trick up your sleeve.
You grin as Power Chop shines on your atgeir's edge. It doesn't matter how much damage he can take! As long as he can't halt your momentum, you'll just keep on hitting him until he dies! (Honed Trick Attack: 14 vs Reinforced Defense: 19, Defender Wins!)
Sagaseeker scrapes along a hardened, Reinforced arm and you know you spoke too soon. He whips around, a ball of spinning wind in his hand as he aims to nail you to the wall.
Somehow, instinctively, you realize that you can't stop that with Halting Vortex, so you drive your foot into the ground and fling yourself away with a Sidestep instead.
The explosion of pressurized wind blows a shin-deep hole in the ground as you skid to a halt a few feet away.
Breathing with a light sheen of sweat on your brow, you eye the Brute as he eyes you in turn.
The battle isn't over yet, but he's firmly on the backfoot.
(Premature Round End: The Brute was able to escape stun-lock)
(Unused Orthstirr Refunded)
0~0~0
(Hugr (Tactics): 6x1, 5x1, 4x2, 3x5, 1x1)10+4(Rounds)=14 Successes
Abjorn has finished off his opponent as has Sten. They've joined together and are moving to try and engage the Captain. Gabriel is also likely about to be joining them soon.
Your opponent is relatively undamaged, though bare scraps of armor hang off his form. He's got a lot of gas left in the tank, but that is only to be expected in a fight like this.
He's going to be trying his best to keep his distance and pepper you with his hugareida. If he can, he's going to try to retrieve his saxes, though he'll be suffering maluses to using them.
Endurance: (7/7) | Armor Health: (4/8) | Shield Health: (NA)
Orthstirr: (134/279) | Odr: (25)
( ) Frami: 93 | ( ) Virthing: 93 | ( ) Saemd: 93
Sagaseeker has 8 orthstirr in its reservoir.
Your combat pool is 45d6.
What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in
0~0~0
AN: I really enjoyed how vague the tactics were as it gave me a lot of wiggle room to play with, which is always appreciated.
I'm not 100% sure that I counted the orthstirr correctly.
No moratorium. I reckon we can get another update out today if the stars are right.
God, I love it when a gamble comes together. Looks like we were right too in that we needed to keep up the pressure on him as well, but we have to end the fight this round, now that Abjorn and Sten are engaging the Captain.
Roughly how many dice do we figure he has now that we've taken his weapons away?
Well, that's at least -6 dice then, plus removing his ability to use relevant Tricks.
Right, time for a rushdown then I think. We can use EWC as a gap closer, right? There's less risk of a Captain Intervention now that he's being engaged, though it means we have to clean up our fight now to relieve them.
Since trying for "nice fight, wanna die now or live to fight again?" doesn't seem like a Halla thing to say in this situation...
Spam KS at him to keep up the pressure?
Nah, he seems like a decent guy. Someone Halla enjoys fighting where to both it is a good fight where they just happened to be on different sides.
Lets not use shaming strikes.