Actually, it might work better to jump to the river. Normally I'd call it a bad move, but given how these guys have shit endurance, giving them something else to worry about might pay off.

Mobility is apparently very important when fighting Foemen, if you let them surround you, they will tear you to shreds, but if you keep them running, they're liable to crap out before you do.

Like, if we fight them on the opposite side of a creek or a river, they're slowing down further, which doubly impacts their mobility, which is one of their biggest strengths.

Fair, I'll switch it up. That's an easy change. EDIT: And done.

And there are non-mobility options, I'm sure...a cheap spammable perfect defense and a huge Orthstirr pool leaps to mind. That'd work great as long as you're alone. We just don't actually have those options readily available to us right now, especially if we want to keep Abjorn alive.
 
Last edited:
Fair, I'll switch it up. That's an easy change. EDIT: And done.

Should also focus on a smaller number of powerful attacks, given that while they last, they're extremely tough.

Also, we can take advantage of the lull from the next Rocket Jump to re-establish our Reinforced Shield layers.

Hmm, @Imperial Fister , does our extra autosuccess from Frenzy give us more information? It's going from Decent to Good if that matters.
 
Should also focus on a smaller number of powerful attacks, given that while they last, they're extremely tough.

Also, we can take advantage of the lull from the next Rocket Jump to re-establish our Reinforced Shield layers.

Uh...these are already the plan? Like, single jacked-up Kindle Spinner aside the whole plan is 8d6 Skewer-Flick attacks for 6 damage (5 after damage reduction...this is what really messed one of them up last turn). And Reinforce Shield is likewise in there.
 
Your shoe-clad foot drives deep into the Foeman's chest as he's thrown back by the force of the blow. Pivoting on the spot, you wrap an arm around Abjorn's waist and, with a surge of Frami, you throw yourself into the air on ember-cloaked wings. Abjorn grunts in surprise as he's lifted off his feet, but quickly relaxes when he realizes it's you.
For some reason reading this made me want to use EWC to try to Primary Lotus someone.



Alternately, just like... pick them up and drop them.
 
That's right, it does!

You notice something about their movement. They're not just moving, they're moving in formation. But, what could that formation be for?

Huh. That doesn't change the plan, but it makes me even more inclined to move away from where we currently are.

EDIT: Okay, I adjusted the defensive plan a little as this implies more enemies may be coming. If we don't wind up with Reinforce Shield the difference is nonexistent but we'll let it tank hits for us if we get it up, since that's much cheaper and Orthstirr is an issue.
 
Last edited:
I'm thinking the Formation is some kind of horrible punish if they can get around you, or the formation is why their dice pools are so stupidly high.

They're hitting harder than that Ironbrother did, and they're not using any special Tricks to do it with, that's not right.
 
I'm thinking the Formation is some kind of horrible punish if they can get around you, or the formation is why their dice pools are so stupidly high.

They're hitting harder than that Ironbrother did, and they're not using any special Tricks to do it with, that's not right.
Maybe it's totemic? Emulating some animal or something to call on its power? I'm not really aware of any animal that fights in threes specifically though.

It seems like each group of three has one that carries darts, but can't make much of that.
 
Huh. We talking about xianxia formations, with their kooky effects? Or just like they're acting in concert for a goal, like a hunting party? 🤔

Definitely the latter because Halla wouldn't know about the former. That doesn't mean they aren't doing the former, but she wouldn't know the terminology, so she's talking about the latter.

I'm thinking the Formation is some kind of horrible punish if they can get around you, or the formation is why their dice pools are so stupidly high.

They're hitting harder than that Ironbrother did, and they're not using any special Tricks to do it with, that's not right.

They're actually not hitting nearly as hard, as they only do 2 damage per attack after all...they're maybe hitting with more dice per attack, when they choose to. Different thing based on a different variety of cultivation (or whatever they have). Like, they seem to only have Basic (around 5d6...probably not using d6s, but it's around that total...could be, like, 3d10 or 4d8 or something) and Double Point (around 12d6...again, probably not in d6s) as options, plus doubled speed, +1 Damage, and -1 Damage Reduction. Nothing fancy, only those options and advantages. So high dice pool (and other high static numbers) is all they have in some ways, and that might be normal for them.
 
Last edited:
They're pack hunters, and Halla is a particularly mobile mammoth

That works, yeah, you don't hunt a mammoth by fighting it head on, you draw their attention with some of your dudes and then the actual hunters do the killing.

That being said, our strategy so far foils that too, they're apparently not Persistent Predators like humans are, and they're paying for that.
 
The formation... they keep being described as fighting in threes. It's possible that if we can kill off or otherwise fully disable one out of the trio, the formation falls and the other two get a lot weaker.

If so, it's unclear whether taking out one of each would let them cross-load.
 
Could be, we should hopefully get another chance to cause them some Trouble.
 
Last edited:
The formation... they keep being described as fighting in threes. It's possible that if we can kill off or otherwise fully disable one out of the trio, the formation falls and the other two get a lot weaker.

If so, it's unclear whether taking out one of each would let them cross-load.

I think we're gonna kill some of them this turn. All of them probably not, depending, but some of them seem almost certain to go down.
 
One of Abjorn's targets is badly fucked up, and we did a decent opening on the other one. We might be able to repeat it if they stay in Formation on the way in, but they're very keen on doing so apparently.
 
One of Abjorn's targets is badly fucked up, and we did a decent opening on the other one. We might be able to repeat it if they stay in Formation on the way in, but they're very keen on doing so apparently.

Current damage numbers on them are as follows:

3 Damage - The one we were fighting at the end of last turn
6 Damage - The one we Skewer-Flicked who looks really messed up (which, I think, pegs their Health at 10 or less, it would look less hurt if it weren't at least below half health)
? Damage - the one Abjorn was fighting.
4 Damage - All three in the other group (the one we used Kindle Spinner on)

Personally, I think 7-8 Health is most likely, but 9-10 isn't impossible. They may also be taking damage every turn from having to run so hard, which would up those damage numbers, but might mean they have more HP to start with, too.

I think it's almost certain that at least one, and likely two, die if we hit the ones we were just fighting with our Odr-powered Kindle Spinner, and have high hopes that the other group are within 5 damage of death and thus die to a Skewer-Flick. With luck we could kill almost all of them this turn. We'll see if we have that kind of luck.
 
Last edited:
Huh. We talking about xianxia formations, with their kooky effects? Or just like they're acting in concert for a goal, like a hunting party? 🤔
These are Neanderthals, aka nomadic hunter gatherers, we're talking about. I suspect that any xianxia-style formations are built on the idea of people acting in concert like hunting parties. Any benefits are likely simple, yet powerful.
 
Back
Top