Day 13: Jackal is ambushed again, she'd better get used to it.
We start with Pummel, which we can see is less effective this time due to her pitiful mewling. Then Grind, of course, then Humilate, and finally
Caress. Her defensive methods have prevented us from causing enough trauma to surround her again, and we won't use the second Capture on her. We spend the round on
Threaten, hoping for Calamity to show up soon.
And she does, next round. The second Capture is for her. You can
see that, due to Jackal's FEAR levels, her surround duration shoots up to 5 as soon as Calamity is captured. We start Calamity off with some
Grinding, as she's very tough against Pummel. Then
Humiliate, so that Jackal will be that much more vulnerable when it's her turn again. I feel
Caress is worth using as well on the third Capture round.
Now, for a crucial game mechanic:
Look at the Extermination completion. It'll be done next turn. If we grab Jackal now, she won't fly away after extermination, allowing us to surround her yet again. Now is also the best time to grab her, as her FEAR levels still apply to her surround duration due to Calamity still being surrounded. So
we do. And since Calamity was captured before extermination was completed, she's still available for a surround. Needless to say,
Pummelling, Grinding and Humiliation ensues. Since it may be possible for Chosen to fly away after escaping a Surround but before another Chosen is surrounded on the same round, I take no chances and surround Calamity with 2 rounds left on Jackal's surround. As it turns out, she gets
surrounded first thing, so my worry was misplaced.
Calamity gets the old
Grinding first, which makes the degenerate break immediately (Chosen look at the total surround duration when deciding whether to start using a defensive action like violence, which breaks t1 Morality). As planned, Jackal
breaks free but does not fly off, making her available for one final surround. After
Pummeling and
Humiliating Calamity, it's time to
grab Jackal again. She gets Pummeled while Calamity's Dignity mini-tier gets broken. Also, getting her to 1000 EXPO increases the damage on Jackal.
And there goes Jackal's
t1 Morality, as well as getting to the point (10k INJU) where we can use our first Defiler action. But with Confidence being a minor vulnerability and a full 7 rounds left to Jackal's capture, I decide to aim for a different one.
Grinding commences, and right away there's enough HATE for Inseminate. Yet, I know I can do even better - with these kinds of circumstance multipliers, it won't take long to get PLEA to 10k as well, so I use
Caress next. Oh, and Calamity's
Confidence mini-tier breaks as well. Having been surrounded after the extermination was done, she now gets to fly off.
The first round of Caress breaks Jackal's t1 Innocence immediately. I use
Humiliate while I wait for her DISG to get to 10k (as you might have noticed, you cannot exceed 999, 9999 etc. in one round). The next round is just spent on
Attacking Calamity, which as you can see now deals tens of thousands of damage with all the multipliers from her HATE and PLEA and Jackal's EXPO.
And there we go, Jackal is ready for her
Forced Orgasms. This of course breaks her T2 Innocence. Being a Defiler action, it affects 2 circumstances, in this case PLEA and INJU. I wanted Forced Orgasm because it attacks her Core Vulnerability (Innocence), though as we'll see, that wasn't immediately advisable in this case. I can't do anything else during a defiler action, so I go back to Attacking Calamity. On the
penultimate turn, Jackal reaches 1M DISG, which will get her to start doing more sinful Innocence-related acts after the battle, with double the EE generation.
Now we see what happens after battle once
core vulnerabilities are broken:
first, we see a positive interaction between Prophet and Jackal due to Prophet's Innocence being pre-broken, as I noted previously. Then
another. These are for t1 and t2 Innocence, respectively. Now they are friends, which has relatively minor effects - it may make one of them appear in combat sooner, and it will lead to less damage on group actions than if they were rivals. It will also encourage them to do sinful out-of-combat actions together, which burns more Angst and Unresolved Trauma (but can lead to some sexy scenes between friends, if you're into that. Not in this case though, as Prophet's unresolved DISG isn't high enough.) You also don't get as much EE from those two post-combat scenes; the second one gave none at all. But we are making
5 EE per day (though Jackal hasn't started her 5EE actions yet), and I spend 16 out of our 22 EE on getting Mania + Nursery Hives, as well as Lust + Human Collaborators, leaving just enough EE to get our 2x4 commander back into action, and now he'll have an easier time of it, as the Chosen are generally more vulnerable, plus there is more time in evacuation and extermination.