Saturday, September 4, 2021

Iron-Norm, Session 7: Fight Night

 Norm inched his way forward, stopping just shy of halfway crossing across the arena. Hirsham stood at least two heads taller than him and had a much longer reach. Norm watched him move with some difficulty, almost waddling forward. Moving his mass was clearly an effort. If Norm was going to win this one, he would have to get clever, and make Hirsham work twice as hard.


ENTER THE FIGHT

Formidable opponent: 1 Progress per harm, inflicts 3 harm

Facing off against your foe

Roll 1d6+heart(1) = 4 versus 7 / 8 , Miss

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.


PAY THE PRICE

Make the most obvious outcome happen. Endure Harm seems the most obvious.


ENDURE HARM

-3 Health

Roll 1d6+iron(3) = 9 versus 3 / 9, Weak Hit, Press On


Hirsham cleared the remaining distance with a quickness that Norm was not expecting. Norm tried to evade, but Hirsham caught hold of his shirt before pulling Norm in and squeezing him tightly. Norm could feel the air leaving his lungs and was having difficulty getting more air in. Norm struggled as hard as he could against the giant of a man.


CLASH

When your foe has initiative and you fight with them in close quarters, roll +iron

Roll 1d6+iron(3) = 8 versus 4 / 6, Strong Hit

On a strong hit, inflict your harm and choose one. You have the initiative.

+1 Harm inflicted


Norm felt himself being lifted off the ground. Over Hirsham’s shoulder, he saw Philary, the announcer, who was wincing in pain. A thought flashed through Norm’s head, and he kicked, hard, right in the groin.


Hirsham dropped Norm and nearly doubled over in pain as his hands reflexively moved southward. This was a perfect opening. Norm maneuvered to Hirsham’s back side and sought to kick in the back of his knees to bring him down.


SECURE AN ADVANTAGE W/ BRAWLER

When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm. Roll 1d6+iron(3)+1= 7 versus 5 / 4, 1 harm inflicted
Take control: Make another move now (not a progress move); when you do, add +1.


As Hirsham was already leaning forward, when Norm buckled his knees out from under him, the giant fell forward and landed on his face. Norm was not going to let up. He got a running start and grabbed his right wrist with his left hand, intending to drop an elbow on Hirsham’s head.


STRIKE

Roll 1d6+iron(3)+1 = 10 versus 8 / 9, Strong Hit

+1 Harm, You maintain initiative


Norm’s elbow met the back of Hirsham’s head with a crack that Norm could hear over the crowd. Norm scrambled to his feet, and stood over the man, preparing to strike again. However, Norm was stopped when Philary rushed forward and began counting a slow ten-count.


Norm’s vision blurred, and he saw himself again in third person, in the arena over Hirsham. When he blinked, he once again found himself in Drezz’s body, as his hands had transformed into claws. Norm found himself seated at a table, the map of some unknown area spread out in front of him. To his right, Aleko was pointing at one village, and said, “So if we can convince the Darkfang Tribe to war against the Rising Tail tribe, by the time they have done fighting it will be easy enough for our force to move in and take them both out. Trimekt is moving in now, spreading tales among the Darkfang about the mobilizing Rising Tail force, while Dremol is doing the same with the Rising Tails.”


Norm blinked and found himself back in the arena once again. Hirsham lay on his stomach, groaning. Philary was counting, “Three!”


Norm backpedaled to the piece of machinery where the Baker’s Dozen were seated, stretching his arms high above his head in an effort to appear casual. As he did, he looked up at a halfling with a diagonal slash scar across his face wearing an oversized chef’s hat. Norm spoke to him, “Heads up, but I heard that Tristandrew is planning on using the Denim Road Gang to collect debt from y’all as soon as this fight is over.” 


COMPEL

Roll 1d6+shadow(2)=5 versus 2 / 3, Strong Hit, +1 Momentum


The halfling’s face twisted from delight to anger, as he turned around to say something to the rest of his gang. Norm pivoted to face the inside of the arena, where Philary had begun to count, “Fou-” but was cutoff by Hirsham lifting himself up to his feet. Norm waited for Hirsham to make eye contact with him, and once again resumed his combative stance. This time, Norm taunted Hirsham by making a “Come here” gesture with his right hand.


The crowd roared in laughter, and Hirsham looked angry. Norm smirked. Hirsham moved forward, and Norm moved in for a high kick, in order to compete with Hirsham’s long reach. 


STRIKE

Roll 1d6+iron(3) = 6 versus 7 / 8, Miss but Burning 8 Momentum to turn into a Weak Hit. +1 Harm, but Hirsham has the Initiative.


Norm has an inkling that what was going to happen would happen, but he did it anyway. When he found him foot firmly in Hirshams grasp, he hopped on his other foot for a moment before jumping in the air and flinging himself forward, freeing himself from Hirsham’s grasp but knocking the wind out of himself as he struck the ground. 


Norm knew he needed to break free, and fast. 


How much time is left in this fuckin’ round, anyway?”


Norm did his best to put a leg up between himself and Hirsham, doing his best to shrimp away from him and looking for a chance to get back to his feet.


SECURE AN ADVANTAGE W/ BRAWLER

Roll 1d6+iron(3)+1 = 9 versus 1 / 7, Strong Hit. +1 Harm

Prepare to act +2 momentum


As Hirsham prepared to grab Norm’s foot that was stuck up in the air, Norm kicked hard into Hirsham’s shin, using the force to propel himself away from Hirsham and standing up on his feet as the large man winced and hopped away.


To Norm’s relief, the textile mill’s bell rang out loud and continuously, and Philary announced, “TIME! That’s the end of the first round, take two minutes!”


Norm retreated back to the corner that he had entered in from, but there was nobody there waiting for him. He turned his attention to the Baker’s Dozen, many of whom were staring with visible scorn at the catwalk where the Denim Road Gang sat. In turn, the Denim Road Gang was staring directly at Norm. Once he noticed this, he looked away, and yelled, “What’s it take to get a damn drink over here?”


Norm looked about angrily, pacing in his corner and debating about what to do. Hirsham barely looked as if he was phased, but even after that first hit Norm found himself struggling to breathe. He took a moment to try to steady his breathing.


HEAL

When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.

Roll 1d6+wits(2) = 6 versus 4 / 3, Strong Hit. On a strong hit, your care is helpful. If you have the wounded condition, you may clear it. Then, take or give up to +2 health.


Norm closed his eyes and focused on his breath, doing his best to drown out the crowd. After a moment, however, he felt a tug on the back of his shirt. He looked down and saw the little lad Bertrude standing with a frosted mug of ale poured with no froth. 


“That’s a good lad, “ Norm said, tussing his hair and taking the mug. He turned it up and looked over the edge of it at the crowd. A stir was building, and he realized that they were still watching him. As he tilted the cup higher and higher the noise grew louder, and when he finished, he lifted his arms up to the sky as if in victory. The crowd roared with delight, just as Philary moved back to the center of the arena. 

“It’s time! For round 2! Fighters, are you ready?!”


Norm handed the mug back to the boy and said, “Thanks,” moving forward and resuming his fighter stance once again. Someone in Hirsham’s crew dabbed sweat from his brow and he moved forward, once again offering a bow. 


“Fight!” Philary yelled, quickly retreating out of the way as Hirsham charged at Norm.


I underestimated his quickness,” was all Norm had time to think before he attempted to redirect Hirsham’s movement.


CLASH

Roll 1d6+iron(3) = 5 versus 10 / 8, Miss. On a miss, you are outmatched and must Pay the Price. Your foe has initiative.


PAY THE PRICE

Most obvious outcome = Endure Harm


ENDURE HARM

-3 health

Roll 1d6+iron(3) = 6 versus 3 / 5, Strong Hit

I choose: Embrace the pain: Take +1 momentum.


Hirsham charged directly at Norm, and Norm froze. When Hirsham struck Norm, he lifted him off of his feet and slamming him into the vertical column of one of the catwalks. Norm’s head made contact with the steel beam, causing his vision to black out momentarily. When it resumed, Norm had been dropped to his feet as Hirsham backed away. Norm saw an opening and threw a desperate punch as dropped to his back, once again hoping that his defensive turtling would save him. 


SECURE AN ADVANTAGE W/ BRAWLER

Roll 1d6+iron(3)+1 = 6 versus 4 / 2, Strong Hit. +1 harm.

I choose: make another move now and add +1


CLASH

Roll 1d6+iron(3)+1 = 9 versus 9 / 2, Weak Hit.

Inflict +1 harm, but Pay the Price. Hirsham still has the initiative.


PAY THE PRICE

It’s time for some trash talk. Let’s roll and see what happens

Roll 1d100= 98, A friend, companion, or ally is put in harm’s way (or you are, if alone).


Norm’s punch softly connected as he fell down, but it was enough to draw some blood from his nose. Hirsham stood over him, looking as if he were trying to solve the body mechanics puzzle that Norm had placed in front of him. Hirsham spoke for the first time, just loud enough for Norm and nobody else to hear, as he playfully batted at Norm’s wavering foot in the air, “You thought you were going to throw the fight?”


Hirsham let loose a laugh, clutching his belly as he backed away from Norm in the corner. Soon the crowd began to boo, and Norm heard cries of, “Get up! Fight on your feet! Be a man!”


Norm began to get angry, thinking to himself, “So this whole thing has been rigged more than one way? That settles it. I can’t throw the fight, or else they all might kill me.”


With swift fierceness, Norm kipped up to his feet, taking the fight to Hirsham as he let loose a primal roar as he held his fists aloft in the air, preparing to throw hammer blows at the giant. As he crossed the arena, a curious sensation flew across his body, and he looked around, feeling as if something were dangling behind him and dragging across the ground. Norm’s hand felt funny, and he looked at it, blinking, and realized that his fingernails had somehow transformed into claws. Norm held his newfound weapons in a claw-like grip, changing his fighting style up as he prepared to slash Hirsham. 


TURN THE TIDE

Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.

Norm has the initiative!


STRIKE W/ RECALL

You may Strike with +recall to channel the force of past lives. Then suffer -1 recall and take +1 Momentum on a hit.

Roll 1d6+recall(4) +1 = 10 versus 10 / 1, Weak Hit. +1 Harm, Hirsham has the initiative once again


Norm got a few good licks in, his claw grabs inflicting tiny cuts across Hirsham’s face and shoulders. Hirsham managed to grab both of Norm’s hands by the wrists and held them tightly. The two struggled, engaging in a battle of pure strength that Norm knew that he was destined to lose. 


He looked about, trying to find a clock that would show him how long he needed to hold out until the space between rounds, but found no such clock. Norm did his best, but soon Hirsham had lifted him off of his feet, and Norm attempted to find footholds on Hirsham’s chest to climb but was having no luck.


Being face to face, Hirsham once again spoke, “This is pathetic. Once I am done with you, I think I’ll make my way to that tavern, The Smiling Orc. I’ll give Lucy a reason to smile.”


Just as Norm was preparing to lash out desperately, the textile mill’s shift change bell rang out once again.


Saved by the bell,” Norm thought, as Hirsham released his grip on his wrists and Norm fell, landing on his feet. He backpedaled to his corner once again, where the lad Bertrude stood once again with a cold mug of ale.


“Mr. Riggs, I know that you can do it,” said the boy, as he handed him the ale, “And when all this is done, do you think that you could teach me to be like you?”

Norm started to open his mouth, started to begin a tirade about, “Why the hell would anyone want to be like me, a miserable bastard with a drinking problem and friends that he can count on one hand?” but he stopped himself, turning up the drink without fanfare.


In between gasping breaths, Norm spoke, “Sure thing, Bertrude. I’ll start right now. Here’s your first lesson: find friends and people that will always be there for you, and do everything that you can to be there for them.”


The boy looked up at Norm and nodded. It was clear that the lad was taking things to heart. Norm spoke again, “I’m not going to lie, kid. I could use some help right about now. I don’t have anyone else that I can count on, and you’ve come through for me. How about a little more help?”


SOJOURN

Roll 1d6+heart(1) = 5 versus 9 / 4, Weak Hit. 

I choose Recuperate: +2 health


“Sure thing, Mr. Riggs,” Bertrude looked across the arena and saw that Hirsham’s crew was daubing him with a towel.


“I’ll be right back!” the boy said, going around the corner and returning with an almost impossible quickness with a pail of water. 

The boy dumped the pail of water on the ground and flipped it over, pointing at it for Norm to sit down on. He then began pawing at Norm’s shirt, lifting it off of him and using a dry spot on it to soak the sweat off of Norman’s face.


The boy spoke, “He’s a big man. He likes to grab people and do what he wants with them. What can you do?”


Norm replied, “I’ve fought bigger men. I’ve just gotta be quicker than him, that’s all. If he falls to the ground, he can’t get back up. It’s like knocking a cow over, you ever done that?”


Bertrude shook his head no.


“We’ll go do it some time, as part of your training. Hey, listen kid. Things are going to get really ugly. When this fight ends, you gotta get out of here, there’s going to be a war. You know where Aetheridge Park is?”


The boy nodded, wringing out Norman’s wet shirt and trying to hand it back to him. Norm motioned, “No,” with his hand, and spoke again, “There’s a tavern near there called The Smiling Orc. There’s a lady that runs it. Get to her and tell her that I’ve been set up, and if she can’t find me, look for me at Stanley’s. You got all that?”


The boy nodded, just as Philary entered the arena once again. With a flair of showmanship, Philary spoke, “AND NOW, THE FINAL ROUND! After a strong opening, Stormin’ Norman has fallen into the meaty clutches of The Gate. There’s no more time for bets, let’s get this fight on! Fighters, are you ready?”


Norm stood up from the pail, grabbing it as he did so. Norm let loose a yell and flung the bucket to the outside of the arena, not bothering to assume a fighting stance this time. Across the arena, Hirsham did his best to stifle a laugh, which only further compounded Norm’s rage.


Fuck this fight. Fuck Tristandrew, and fuck Denim Road. Fuck everything. If I don’t win this, I’m going to die.


“Fight!” cried Philary.


Norm took a few steps forward into the arena and began circling about, Hirsham’s belly jiggling as he stood in place. Norm found himself on the side of the arena where the Baker’s Dozen was seated atop a piece of machinery. Norm waited for Hirsham, but he kept laughing.


Norm yelled and reached down, pawing at some of the dirt on the factory floor and throwing it up in the air, before looking up at the gang seated nearby. He once again addressed the halfling, “I’m with you, if you want to kick the shit out of Denim Road.” 


He didn’t wait for a reply, instead opting to run headlong at Hirsham before spinning off of him at the last second, hoping to reposition himself behind the big man once again before trying to lumberjack the tree.


SECURE AN ADVANTAGE W/ BRAWLER

Roll 1d6+iron(3)+1 = 5 versus 6 / 6, Miss with matching challenge dice

Burning 7 Momentum! For a Weak Hit, Inflict 1 harm, gain +1 Momentum

Your advantage is short lived, take +1 Momentum


CLASH

Roll 1d6+iron(3) = 2 versus 9 / 10, Miss

You are outmatched and must pay the price. Hirsham retains initiative


PAY THE PRICE

Rolling on the table because I don’t know how this is going to go

Roll 1d100 = 98 (seriously)


A friend, companion, or ally is put in harm’s way (or you are, if alone).


Hirsham stepped out of the way just as Norm came in for a low kick, and with a swiftness that once again surprised Norm for his size, forced Norm into a corner of the octagon formed by the pieces of machinery.


“I’m going to savor this,” Hirsham said, as the colossal shape of his being cut off any avenue of retreat for Norm, “You’re like a little piss ant. You bite and it annoys me. I’m going to break off your antennas, little piss ant.”


Hirsham reached forward and took hold of Norman’s ears, wrenching them hard. The pain was nearly unbearable, and Norm could see nothing except darkness and Hirsham blocking his every move.


ENDURE HARM

-3 health, now at 0

Roll 1d6+iron(3) = 8 versus 6 / 10, Weak Hit. Press on.


Norm did the only thing that he could. He lashed out, kicking, punching, and even headbutting, just trying to make Hirsham hurt in any way that he could.


CLASH

Roll 1d6+iron(3) = 4 versus 9 / 4, Miss. Pay the Price.


ENDURE HARM

-3 health at 0 = -3 momentum

Roll 1d6+iron(3)= 7 versus 2 / 1, Strong Hit

Take +1 Momentum 


There was nothing Norm could do besides defend himself. None of his punches were connecting, but at least Hirsham was taking his time in torturing him. Time meant that the clock was going to run out, and the fight would end, and maybe, just maybe, Norm could escape. 


"No way in hell I'm throwing this. I've got to be on my feet to get out of this pickle jar."


Norm paused his swiping for a single moment, feeling the warmth from Hirsham's breath as he laughed. Norm threw a punch straight for Hirsham's throat, hoping to get a bigger gap to act in.


SECURE AN ADVANTAGE W/ BRAWLER

Roll 1d6+iron(3)+1= 9 versus 10 / 10 Miss with doubles, Pay the Price.

I'm going to skip the Endure Harm and go straight to getting a condition: Wounded. I'll still suffer -3 momentum, too. 


Norm did his best to stifle a scream, but he couldn't contain it. He cried out in pain as Hirsham twisted harder. 


Then, suddenly, there was no noise. Norm only felt the vibration of the crowd against the piece of machinery that he was backed up to. He opened and maneuvered his jaw about, experiencing the uneasy sensation of being deaf. Norm yelled out, as loud as he could although he couldn’t hear it, “I’m not throwing this fight! You’re going to have to beat me forreal, you big stupid motherfucker!”


And Norm gnashed his teeth in an effort to bite Hirsham with a feral drive.


CLASH

Roll 1d6+iron(3) = 9 versus 6 / 9, Weak Hit. +1 harm inflicted, Pay the Price.

The most obvious thing is that Hirsham continues to hurt Norm, Endure Harm


ENDURE HARM

-3 health (I’m already at 0, so this is -3 momentum)

Roll 1d6+iron(3) = 8 versus 2 / 3, Strong Hit, +1 Momentum


Norm ripped a chunk of Hirsham’s arm off and spat it directly into his face. Hirsham yelled something, but Norm couldn’t hear it. All Norm could see was an opening, and one that he needed to take an advantage of. Hirsham was looking in horror at his arm. Norm braced his arms against the machinery and kicked as hard as he could, hoping to once again create an opening to try and fell the foe.


SECURE AN ADVANTAGE W/ BRAWLER

(because it’s been working so well for me so far)

Roll 1d6+iron(3)+1 = 10 versus 3 / 4, Strong Hit. Inflict +1 Harm (10/10 progress on Hirsham’s track). Make another move now and add +1.


CLASH
(someone helpfully reminded me that I need a strong hit in order to End the Fight)

Roll 1d6+iron(3)+1 = 8 versus 6 / 1, Strong Hit. +1 Momentum. Norm has the initiative.


Norm pushed Hirsham with his legs so hard that he fell backwards, toppling over. Norm hopped off the corner and delivered a strong kick to Hirsham, right in the face. Still, Hirsham was moving. Norm knew that it was now or never. Norm couldn’t hear anything, but the need to end this fight was the loudest thing that he had ever heard in his own mind.


END THE FIGHT

When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.


Roll 2d6 = 4 / 4 versus 10 Progress. Strong Hit with matching challenge dice. 


Norm found himself being pulled off of Hirsham, as he pounded the big man’s face into the concrete floor of the textile mill. Hirsham was dead, so very dead, and Norm looked up to see the face of the halfling from the Baker’s Dozen tugging at Norm’s shoulder and pointing. Nearby, Norm could see some of the Denim Road Gang climbing down from the catwalks, making their way to the arena. 


Norm stood up and tried to make out the words that the halfling was saying, but instead opted to see the Baker’s Dozen crew taking a defensive stance in front of Norman, between him and the approaching Denim Road Gang. Norm knew that he had a choice. He could stand and fight and possibly die, or he could flee and hope to live another day.


“It’s all or nothing at this point. Besides, with the Denim Road Gang gone, I could lay low a little bit easier.”


The textile mill was a flurry of activity, but Norm could neither hear it nor see past the crowd that was quickly filling the flat arena floor. Norm yelled, “Don’t let any of them walk away from this!” as he moved alongside his newfound friends.


BATTLE

When you fight a battle, and it happens in a blur, envision your objective and roll. 

Norm is sort of depending on the Baker’s Dozen so…

Fight depending on your courage, allies, or companions: Roll +heart.

Roll 1d6+heart(1) = 7 versus 5 / 8, Weak Hit

On a weak hit, you achieve your objective, but not without cost. Pay the Price


PAY THE PRICE

Roll 1d100 = 47, 42-50 A new danger or foe is revealed.


Norm stayed true to his word. As the Baker’s Dozen worked together to fight the Denim Road Gang, Norm ruthlessly moved about, breaking all of their legs, one after another, with powerful kicks. He couldn’t hear the sound of their tibias shattering, nor the screams uttered as they rolled about the ground, with some clutching the exposed bone before passing out. Norm had just finished one of these moves when the halfling repeatedly tapped him on the waist.


Norm looked and saw that the had lost his oversized chef’s hat in the ruckus, and that he was pointing at the factory’s main door which was now flooded with guardsmen armed with sticks and nets, surely here to put an end to the chaos that Norm had caused. Norm yelled, “I will find you later!” to the halfling, and Norm ran, hoping to escape from the factory without being caught.


A notion occurred to Norm, as he saw himself very briefly through the familiar yet unfamiliar third person eye of another. Norm blinked, as he was becoming used to these helpful reminders of his past lives. When he opened his eyes, he found himself as Drezz, stuck in a small confined space. He realized that Drezz was hiding inside of a hollow tree trunk, with Aleko looking right back. Aleko placed a finger in front of his mouth in a, “Shh” motion, as dust fell from the top of the inside of the trunk. Norm realized something was walking directly over the top of them.


Norm blinked again and found himself in the chaotic conditions of the factory floor, with more people scrambling about and trying to escape. Norm looked for a good place to simply lay low, hide, and be quiet. 


FACE DANGER W/ RECALL

Roll 1d6+recall(3) = 5 versus 2 / 3 , Strong Hit. -1 recall, +2 Momentum.


It wasn’t a treetrunk, but Norm found a tall enough piece of machinery and simply crawled under before finding a section of machinery that could accommodate him sitting under it. 


This ain’t so bad. I could almost just...sleep…


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