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Clue Point Spending

Posted: Fri May 27, 2022 7:37 pm
by Jewel
So people have time to debate and discuss.

The final event will be combat against the individual creating the variant ghuls taking over the sewers and driving out the others (leading to the swarming of the city above).

This combat, in its base form, is stacked against the characters - but clue points can be used to balance it out.

This combat begins restricted to those who participated in The Hungry City 2 (Night). Characters who did not participate can be invited to join the combat as listed below.

Having eyes and ears throughout the sewers the target initially is aware the characters are coming and will have three rounds of prep-time before combat starts unless impacted otherwise.

1 Clue Point per character impacted - Smuggle weapons and armor (start with armor and/or weapons other than knives)
2 Clue Points per round removed - Remove a round of prep-time (minimum 0)
3 Clue Points per invite - Invite a character to join the combat
3 Clue Points per removal - Remove Fire spells, Remove Air spells, Remove Water spells, or Remove Void spells
7 Clue Points per removal, may only be purchased twice - Remove Crocoghul, Remove Ghulrilla, or Remove Jackghul

(For transparency I will say all three forms of variant ghul work from similar stats but have different special abilities)

Re: Clue Point Spending

Posted: Fri May 27, 2022 7:51 pm
by Al-Haddar
Do characters have to be in the Sewers, and thus exposed to the fight even without fighting abilities whatsoever? Is this more of a common pool of points to be assigned with a collective decision? Something in between?

Re: Clue Point Spending

Posted: Fri May 27, 2022 7:55 pm
by Qara al-Hazaad
Qara did not take part i nHungry City 2, but is open to combat wombat. Can heal, can throw rocks at people, have a jinn to help.

Re: Clue Point Spending

Posted: Fri May 27, 2022 7:56 pm
by Raya
With the ghuls having prior knowledge of us coming, zero clue points to contribute (kinda zero in general to contribute) and not being great in a straight fight I'm happy to tag out and let someone else take my spot

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:10 pm
by Jewel
All clue points generated are a communal pool for this. Guess I should have clarified that. Hence wanting to let people hash out and decide how best things should be spent.
Raya wrote:
Fri May 27, 2022 7:56 pm
With the ghuls having prior knowledge of us coming, zero clue points to contribute (kinda zero in general to contribute) and not being great in a straight fight I'm happy to tag out and let someone else take my spot
The know a party is coming through the sewers towards them (well unless reduced to 0) but not necessarily all details. Stealth may still be an option for individuals but it's not going to be a complete ambush (for either side)

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:13 pm
by Qara al-Hazaad
Jewel wrote:
Fri May 27, 2022 8:10 pm
Question for Le GM
Would the Jinn need a separate invite and therefore clue spending?

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:14 pm
by Jewel
Qara al-Hazaad wrote:
Fri May 27, 2022 8:13 pm
Jewel wrote:
Fri May 27, 2022 8:10 pm
Question for Le GM
Would the Jinn need a separate invite and therefore clue spending?
No, its job is to protect Qara so it will go with Qara

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:17 pm
by Asher
If I can math we are at 22 clue points and 7 pcs so far

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:18 pm
by Qara al-Hazaad
A part of me wants to see Ghulrilla meet SuperJadzia in gorilla-to-gorilla(ish-ish) combat.

Also, if we want to remove spells, IF they are sahir spells (which we do not know for certain), Fire and Void have combat buffs, while Water has transformation or mind-whammy. Air...has some possibly annoying things.

Re: Clue Point Spending

Posted: Fri May 27, 2022 8:27 pm
by Al-Haddar
Clue points at the moment (unless I missed a raise or two):
2 (al-Haddar)
3 (Claudia Gabinus + Raya)
1 (Asher)
8 (Bazir)
3 (Zara)
4 (Faruq Al-Farhan)

Total: 21
Having eyes and ears throughout the sewers the target initially is aware the characters are coming and will have three rounds of prep-time before combat starts unless impacted otherwise. [...]2 Clue Points per round removed - Remove a round of prep-time (minimum 0)
Free rounds seem quite bad, so maybe spend 6 to remove them all?

We also probably want to remove one of the super ghul, which would cost 7 points on its own. With these assumptions, there are only 8 points left to spread, so not that many possibilities.

Out of the blue, removing another super ghul seems like the safer option. The number advantage is very strong in L5R.

If we go for any other option for these 8 points:

For the first option, post-Rufus death, I'm not sure we have any actual physical fighter in dire need of equipment left?

I indeed suppose the boss won't cheat and will mostly use spells listed here as to not make the sealing option purely luck based. Note that we cannot seal Earth spells. Dunno if on purpose.