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Hm... interesting.

Guess the big guy tests the strength/Hamr of people, the lean one their skill in Glima and the stout one (dwarf?) their tactics?

Even just the work knife would be good, as we have a good and two basic ones
Curious if there would be some effect, like with the tools?

Edit: oh right, voting
[X] DeadManWalkingXi

Edit 2: Although..
Please make it clear which opponent the plan is for in the plan name. Also please feel free to ask questions as needed.
So, should the opponent be named @DeadmanwalkingXI ?
 
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How did our Orthstirr max increase to 40? I thought we had around 33 or 34 after saving Halfdan. Am I misremembering?

I recall it being 36 at that point. Either way, TheCount is entirely correct that the increase after that is from questers writing poetry in actual saga style. They can be found in the Apocrypha section and are worth about 2 Orthstirr (plus 1 Reward Die) a piece. I have exactly zero faith in my own ability to write one or I'd be tempted.

Our Orthstirr will automatically go to 42 at the end of the year as well due to the 'saved Halfdan's farm' thing. Doing well in the wrestling may also actually get us a meaningful amount of Orthstirr due to the +3 to any award from Drengskapr...even a single point would become 4 Orthstirr due to that and a point or two for doing well seems plausible.
 
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So, I went back and rechecked the fight at halfdan's.
We know about reinforce and whatever it was the enforcer used to throw Jordan at us. But here is another trick we could learn.
The larger man seems to blur as he moves, leaving afterimages in his wake
Can't decide if this is overland or dodge trick though.....
You take a step back as his orthstirr leaves his body. Awe shines on your face as you look at just how *much* there was. Great clouds of the stuff floats away, leaving his body empty. A small portion of it breaks away and mixes with your own orthstirr.
And if we are at this fight, I would like to point out that we only absorbed a small part of the enforcer's orthstirr.
Perhaps we can ask Hallr or Steinar if they know how to absorb more of it from defeated foes?
I do expect that honor bullshit is gonna kick it out of our options. Something something it's nigird to take more than your just or similar.
When you turn 16, there will be a boss fight — a boss fight that could very easily lead to Halla dying or worse. This enemy is small but has immense strength and an extremely poisonous bite.
As for the boss fight... I think we focused a bit too much on the poison/venom. It's important, yes, but even if the boss can't spit it at us (I have doubts about that) we should probably avoid any grapples by it.
Perhaps we should try to squeeze in some dodge trick learning?
Or more dodge, at least.
 
So, I went back and rechecked the fight at halfdan's.
We know about reinforce and whatever it was the enforcer used to throw Jordan at us. But here is another trick we could learn.

Can't decide if this is overland or dodge trick though.....

That's actually a description of him as he attacks, so likely neither, it's listed as 3Fold Honed in the rolls. Which means it's probably an upgrade of Honed, and we don't really have access to upgrades like that as of yet (unless he was just burning orthstirr for +3 dice to all his actions with regular Honed, which is possible, but expensive...if that's going on, we can already do the same thing, it's just so expensive we don't want to).

And if we are at this fight, I would like to point out that we only absorbed a small part of the enforcer's orthstirr.
Perhaps we can ask Hallr or Steinar if they know how to absorb more of it from defeated foes?
I do expect that honor bullshit is gonna kick it out of our options. Something something it's nigird to take more than your just or similar.

That's not really how orthstirr works, I don't think. If there were ways to increase how much you got from killing people other than the obvious (ie: publicizing it and talking yourself up), the whole culture would be very different, with a lot less emphasis on public acclaim and more on duels for their own sake.

As for the boss fight... I think we focused a bit too much on the poison/venom. It's important, yes, but even if the boss can't spit it at us (I have doubts about that) we should probably avoid any grapples by it.
Perhaps we should try to squeeze in some dodge trick learning?
Or more dodge, at least.

More Dodge skill wouldn't meaningfully help. This system abstracts the combat skills too much for that. Dice gained from increasing any skill can be used to dodge, after all. It'd basically be 8 successes for a single die when raising Glima is exactly the same benefit for 2 successes instead (raising Glima actually is on the agenda, for the record). The narrative effects of high skill seem relevant...but they don't turn a loss into a win, or vice versa and we need stuff that does.

A cheap Dodge trick, however, is absolutely the next trick we need, our biggest current weakness is that all our defense tricks are 3 orthstirr or more a 'boring but cheap and functional' 1 orthstirr defense like Power-Chop is for attack is an absolute must-have that I wish we had already.

However, at 9 successes needed to grab it? It's not gonna happen before we hit 16 and have the fight, not reliably anyway, not with everything else we need (completing Halting Vortex, which can probably no-sell grapples, most notably). We might be able to get it at 3 successes, but dropping our defensive costs from 3 orthstirr to 2 orthstirr isn't nearly as good, and may not be worth it given the advantages of our current defenses. That doesn't mean we shouldn't try if we have some spare dice, but spare dice are in short supply if we want to complete all the stuff we need to.
 
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That's actually a description of him as he attacks, so likely neither, it's listed as 3Fold Honed in the rolls. Which means it's probably an upgrade of Honed, and we don't really have access to upgrades like that as of yet.
Sure, he is attacking... With the axe.
3 fold honing imo is just extra layers on the weapon.
Nothing indicates it should cause him to make after images as far as we know.
And it's about his approach to Abjorn. The attack happens in the next sentence.
He swings as you dart to the side.

(3Fold Honed Attack #1: 7 vs Defense: 3, Reinforced-Shield Eats it) (3Fold Honed Attack #2: 8 vs Defense 3, -2 Shield HP) (3Fold Honed Attack #3: 4 vs Defense: 5, Defender Wins)
I will keep my doubts about the 3fild hone being the cause of the after images.
Not to mention he was on the trial to rank up.
A movement trick is pretty easy to see an accomplished warrior/raider having.
That's not really how orthstirr works, I don't think. If there were ways to increase how much you got from killing people other than the obvious (ie: publicizing it and talking yourself up), the whole culture would be very different, with a lot less emphasis on public acclaim and more on duels for their own sake.
We know next to nothing about the limits of the Norse cultivation system or it's secrets though.
That's why I want to ask either Hallr or Steinar.
As for it not being widespread... As I said, I fully expect it to be considered something that cause nidir.
Perhaps we should ask Steinar for a does and does nots? He should be more up to date than Blackhand....
More Dodge skill wouldn't meaningfully help. This system abstracts the combat skills too much for that. Dice gained from increasing any skill can be used to dodge, after all. It'd basically be 8 successes for a single die when raising Glima is exactly the same benefit for 2 successes instead (raising Glima actually is on the agenda, for the record).
It's more dice though, and those are always good to have.
A cheap Dodge trick, however, is absolutely the next trick we need, our biggest current weakness is that all our defense tricks are 3 orthstirr or more a 'boring but cheap and functional' 1 orthstirr defense like Power-Chop is for attack is an absolute must-have that I wish we had already.
I propose we learn how to sidestep.
Perhaps we could even trip the enemy! :V
I'm only joking with the tripping though.
However, at 9 successes needed to grab it? It's not gonna happen before we hit 16 and have the fight, not reliably anyway, not with everything else we need (completing Halting Vortex, which can probably no-sell grapples, most notably). We might be able to get it at 3 successes, but dropping our defensive costs from 3 orthstirr to 2 orthstirr isn't nearly as good, and may not be worth it given the advantages of our current defenses. That doesn't mean we shouldn't try if we have some spare dice, but spare dice are in short supply if we want to complete all the stuff we need to.
We do not need to focus now on neither Harm nor Hugr though, as they both require a large amount of successes, 30 and 31 respectively.

There is dice we can spend, but it is true it's not many.
 
Sure, he is attacking... With the axe.
3 fold honing imo is just extra layers on the weapon.
Nothing indicates it should cause him to make after images as far as we know.
And it's about his approach to Abjorn. The attack happens in the next sentence.

The approach was unrolled, so it's not a relevant combat trick, I don't think, just a description of what someone using serious orthstirr attacks looks like when they're charging you.

I will keep my doubts about the 3fild hone being the cause of the after images.
Not to mention he was on the trial to rank up.
A movement trick is pretty easy to see an accomplished warrior/raider having.

Sure, but I don't think it's necessary to explain what happened. Movement tricks absolutely exist, I just don't think that was necessarily an example of one.

We know next to nothing about the limits of the Norse cultivation system or it's secrets though.
That's why I want to ask either Hallr or Steinar.
As for it not being widespread... As I said, I fully expect it to be considered something that cause nidir.
Perhaps we should ask Steinar for a does and does nots? He should be more up to date than Blackhand....

I'm not sure that's actually a phrasing that would make sense for Halla to use, but we can ask how orthstirr going from people to their killers works, I suppose.

It's more dice though, and those are always good to have.

Sure, but there's a cost/benefit analysis there. A single die is probably not worth 8 successes at this point (Hamr was because it was a die on many different things, not just combat, and a point of Endurance as well...a die alone? not as valuable as that).

I propose we learn how to sidestep.
Perhaps we could even trip the enemy! :V
I'm only joking with the tripping though.

Sidestepping better would certainly be good.

We do not need to focus now on neither Harm nor Hugr though, as they both require a large amount of successes, 30 and 31 respectively.

There is dice we can spend, but it is true it's not many.

True, though we do still need a whole lot of skills before we head out raiding. We'll probably invest some dice in it, but not many next turn...I'm thinking we invest a bunch the turn after next assuming we don't need them for Halting Vortex (or something else urgent).
 
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This system abstracts the combat skills too much for that.
Yeah, I'm thinking of making a change with that for the next character. Maybe a trick maximum? Maybe a cost maximum? As in, you can only use tricks with costs equal to or under your current skill rank (multiplied by, like, 2 or something).

Or maybe you can only 'channel' so much orthstirr into those tricks at a time, depending on the rank of the skill? Like, a rank 2 would net you 6 orthstirr capacity to play with or something. Obviously this isn't set in stone and I'm not even sure that it would be a good idea.
 
Yeah, I'm thinking of making a change with that for the next character. Maybe a trick maximum? Maybe a cost maximum? As in, you can only use tricks with costs equal to or under your current skill rank (multiplied by, like, 2 or something).

Or maybe you can only 'channel' so much orthstirr into those tricks at a time, depending on the rank of the skill? Like, a rank 2 would net you 6 orthstirr capacity to play with or something. Obviously this isn't set in stone and I'm not even sure that it would be a good idea.

I think it is not unreasonable to say that being better at dodging should make you specifically better at dodging, but it's true that these sorts of midstream changes should be done with at least a bit of care.
 
Yeah, I'm thinking of making a change with that for the next character. Maybe a trick maximum? Maybe a cost maximum? As in, you can only use tricks with costs equal to or under your current skill rank (multiplied by, like, 2 or something).

Or maybe you can only 'channel' so much orthstirr into those tricks at a time, depending on the rank of the skill? Like, a rank 2 would net you 6 orthstirr capacity to play with or something. Obviously this isn't set in stone and I'm not even sure that it would be a good idea.

It's an interesting idea. Both capping base cost at the skill itself and capping total number of tricks based on skill level seem totally reasonable, though. I'd honestly probably do both.

And if you did do both, even right now, and the cost cap is based on the Refined version, you could do that on Halla right now and we're one trick over in Chop (and honestly, Heavy-Halter-Chop should arguably be a Defend trick anyway...it doesn't do damage and is basically a parry variant, which falls under Defend, I probably would've brought this up already except it didn't matter until now), which would presumably be grandfathered in if not moved to Defend, and that's it.

This makes high cost Hugareida even cooler since they violate the cost cap maximums of other tricks, which seems an interesting and appropriate thing for them to do.

I would not make there a maximum total orthstirr you can spend on tricks per turn based on skill rating, though, as that makes expensive Tricks much worse compared to cheap ones (which is no fun), and would have actual gameplay implications of an unpleasant sort, I think. The other two restrictions effect only how characters are built, not how they play, and restrictions like that are usually less disruptive, especially if the character is already built within those restrictions.

EDIT: It occurs to me that, in particular, the cap on number of tricks based on skill rating parallels Capacity very directly in a way that makes the system feel more cohesive, and prevents some real weirdness like 8 tricks associated with a skill at 1 or 2. I'd definitely do that one no matter what.
 
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Yeah, I'm thinking of making a change with that for the next character. Maybe a trick maximum? Maybe a cost maximum? As in, you can only use tricks with costs equal to or under your current skill rank (multiplied by, like, 2 or something).
So... Would this work as a trick/lvl of the given skill?
Or perhaps more like an overall cap, like, X trick/Hamr, Hugr or Fyjgla level?
 
So... Would this work as a trick/lvl of the given skill?
Given Skill, to give you a reason to level up your Skills.

EDIT: It occurs to me that, in particular, the cap on number of tricks based on skill rating parallels Capacity very directly in a way that makes the system feel more cohesive, and prevents some real weirdness like 8 tricks associated with a skill at 1 or 2. I'd definitely do that one no matter what.
Another idea I had is to make it trick level based as well. Essentially, the Rank of the Skill corresponds to how many Rough Tricks you can have. Refined is half that, Mastered is half of that, and Perfected is half of that.

Chop Skill of 1;
1 Rough Trick

Chop Skill of 2;
1 Refined Trick
2 Rough Tricks

If you had a Chop Skill of 3, then you'd have;
2 Refined Tricks
3 Rough Tricks

If you had a Chop Skill of 4, then you could have;
1 Mastered Tricks
2 Refined Tricks
4 Rough Tricks

A Chop Skill of 5 would give you;
1 Perfected Trick
2 Mastered Tricks
3 Refined Tricks
5 Rough Tricks

I feel like this system specifically, if it's received well, could only be implemented at the start of the next character. Or I could just grandfather in all your current stuff.

edit: You'd have functionally infinite vague tricks (because, if they're not trained at least once in a year, then they'd be forgotten) and also have a system to 'downgrade' unwanted tricks.
 
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Another idea I had is to make it trick level based as well. Essentially, the Rank of the Skill corresponds to how many Rough Tricks you can have. Refined is half that, Mastered is half of that, and Perfected is half of that.

This seems really complicated for no particular reason. Like, capping it at one trick per level has the great virtue of simplicity and not needing to consult a chart, and already incentivizes upping skills well enough, I think. Maybe add a skill minimum for Perfected tricks if you really want to.

A complicated system like this doesn't really add anything good to the play experience, IMO, it's just another headache when trying to make advancement choices.

I feel like this system specifically, if it's received well, could only be implemented at the start of the next character. Or I could just grandfather in all your current stuff.

I think something simple could be added now (like the aforementioned 'tricks equal to skill level') anything more complicated would need to wait for the next character...but I really don't see a need for anything more complicated in the first place.
 
I think something simple could be added now (like the aforementioned 'tricks equal to skill level') anything more complicated would need to wait for the next character...but I really don't see a need for anything more complicated in the first place.
Alright, I'll go with that. I'll also move HHC to Defend as well


Oooo! That can also be a thing that muna can do. As in, a muna could upgrade the trick capacity of a skill!
 
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Alright, I've updated the character sheet to reflect the addition of the trick capacity. I'll be going through the mechanics post here in a bit and cleaning that up a little bit.
 
[X] Surprise Trick (First Match)
[X] Technical Wrestling (Second Match)
[X] Sudden Advance (Third Match)

Would it be possible to reserve some orsthirr for an emergency Standstill if we are about to be thrown?
 
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