- Pronouns
- He/Him
Okay, so, we desperately need to get Halting Vortex up if fighting something with more Hamr than us, which the boss is probably gonna be. We won that one on the strength of Contested Movement and we can't rely on that...we need our emergency defense to not cost 8 orthstirr. I'm sincerely pretty sure there is no higher priority than that and that not focusing on getting that is decently likely to get Halla killed. So, keeping that in mind, I strongly urge people to switch their votes over to this plan:
[X] Plan Halting Vortex
-[X] (Personal) Spend time with...(Write in)
--[X] Gabriel and Jerasmus
--[X] Try and learn more about Christians
-[X] (Poetry) Try to realize an Inspiration (The Draugr)
-[X] (Personal) Spend time with... (Hallr)
--[X] See if he has any ideas on where you can take Ignition, and if he can help you train in its use. Now that you can do fire too, you want to do it well!
Training:
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Halting-Vortex 8d6
--[X] Train Imaging Skill-Trick – 1 Reward Die courtesy of @jy3
--[X] Ask Hallr about how combining hugareida and muna works
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Leaping-Cleave Trick 1d6
--[X] Ask more about Gabriel and Jerasmus's circumstances: Why haven't they been ransomed? It sounds like Gabriel is a member of some sort of order or brotherhood, don't they want to pay? Is there something else going on?
--[X] Ask both Steinarr and Hallr about how orthstirr transferring from the dying to their killer works, we've seen it a few times now and are curious how that functions
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Bas - 1 Reward Die courtesy of @Alectai
--[X] Train Glima 1d6
--[X] Train Throw 2d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Armorcraft 1d6
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6
--[X] Train Scouting 2d6
--[X] Train Wordplay – 1 Reward Die courtesy of @Pempelune
Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
--[X] 6 Hugr
--[X] 4 Fylgja
--[X] 3 Chop
--[X] 3 Defend
--[X] 3 Dodge
--[X] 2 Glima
--[X] 2/3 Composure (depending on whether we increase it with training)
--[X] 1/2 Scouting (depending on whether we increase it with training)
--[X] 3 Silver-Tongue
--[X] 1 First Impression
--[X] 3 Tactics
--[X] 2 Wildcraft
--[X] 3 Wordplay
--[X] 5/3 free for tricks (depending on whether we increase Composure and Scouting with training)
Fylgja:
-[X] (Fylgja Capacity)
--[X] Shield
--[X] Good Work Knife
--[X] Set of Decent Tools
--[X] Travel pack of food, water, a blanket, and other survival stuff
---[X] Food and water replaced regularly if necessary (I dunno if storing stuff in the fylgja's capacity preserves it)
So, since we can't actually do more on the meteor this turn, we're left with other stuff. Poetic Inspiration does seem correct, and so does talking with Hallr. Additionally, the Christians are weird and exotic, let's find out more about them, both from them and from Dad. There's a temptation to write poetry about our own exploits but we're a mediocre poet at best...I think that can wait until we improve Wordplay a tad.
As for training, as I mention above, our first priority is a desperate need to get Halting Vortex Refined and thus down to 4 orthstirr if we can manage it...I'm hoping this will either do it, or get close enough that we can finish it off relatively cheap, but if not, I'm willing to throw as many dice at it as necessary next turn. I think we need what it does to win against a serious opponent with Hamr higher than our own.
We also need some semblance of Scouting before going on a raid pretty desperately, and could definitely use more Armorcraft, Glima, and Composure (it would also be a shame thematically to not throw at least a die into Glima after last turn). We're also picking up Throwing because our backup weapon seems throwable (being an axe), we throw out Inerita-Arresting Throw, we're about to have grenades, and Ignition seems very throwable...it seems relevant to our interests and should, I think, provide two more combat pool dice if we get level 1 (three more if we hit level 2, which is possible). We eventually need Management, Weaponcraft, Strategy, and Labor as well before the raid, I think (and Farmwork, Sailing, and Design during and after), but they're lower priorities comparatively.
We also continue steady progress on Leaping-Cleave, and start learning about the explosive charm...especially since we might need to use it in the boss fight. I'd really like to have it at Rough Trick level at a minimum so we have it learned enough to complete if we need to do that.
In terms of orthstirr, I think we need to start walking around a bit more prepared now that we have the orthstirr for it. I can't imagine us ever investing less than the 11 orthstirr (plus Hamr) noted here into combat, so it's a minor paranoia salve that costs us nothing real. The other skills all potentially come in useful, and we should get used to investing in things like Tactics, Wildcraft, and Scouting for the future when we're going raiding.
For the fylgja capacity stuff, I know the fylgja can't use a shield, but I feel like having a spare shield for Abjorn, or even for ourselves if we get disarmed, is free and see no reason not to put it in there. It's a convenient place to store basic supplies as well...like, right now I'm treating it as an emergency survival kit, with everything we need to handle an emergency where we lost our normal gear. That would include another spare weapon if we had one (probably in place of the shield), but we don't, so we'll go without for now. We'll remove one or all of these things if we need the capacity for something a bit more likely to come up, but we might as well make some use of the capacity while it's just sitting there empty.
EDIT: Explosive Charm is not available apparently, and II don't think it'll really alienate mom, but as people are worried about it, I've moved one die from Explosive Charm to Housecraft.
[X] Plan Halting Vortex
-[X] (Personal) Spend time with...(Write in)
--[X] Gabriel and Jerasmus
--[X] Try and learn more about Christians
-[X] (Poetry) Try to realize an Inspiration (The Draugr)
-[X] (Personal) Spend time with... (Hallr)
--[X] See if he has any ideas on where you can take Ignition, and if he can help you train in its use. Now that you can do fire too, you want to do it well!
Training:
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Halting-Vortex 8d6
--[X] Train Imaging Skill-Trick – 1 Reward Die courtesy of @jy3
--[X] Ask Hallr about how combining hugareida and muna works
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Leaping-Cleave Trick 1d6
--[X] Ask more about Gabriel and Jerasmus's circumstances: Why haven't they been ransomed? It sounds like Gabriel is a member of some sort of order or brotherhood, don't they want to pay? Is there something else going on?
--[X] Ask both Steinarr and Hallr about how orthstirr transferring from the dying to their killer works, we've seen it a few times now and are curious how that functions
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Bas - 1 Reward Die courtesy of @Alectai
--[X] Train Glima 1d6
--[X] Train Throw 2d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Armorcraft 1d6
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6
--[X] Train Scouting 2d6
--[X] Train Wordplay – 1 Reward Die courtesy of @Pempelune
Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
--[X] 6 Hugr
--[X] 4 Fylgja
--[X] 3 Chop
--[X] 3 Defend
--[X] 3 Dodge
--[X] 2 Glima
--[X] 2/3 Composure (depending on whether we increase it with training)
--[X] 1/2 Scouting (depending on whether we increase it with training)
--[X] 3 Silver-Tongue
--[X] 1 First Impression
--[X] 3 Tactics
--[X] 2 Wildcraft
--[X] 3 Wordplay
--[X] 5/3 free for tricks (depending on whether we increase Composure and Scouting with training)
Fylgja:
-[X] (Fylgja Capacity)
--[X] Shield
--[X] Good Work Knife
--[X] Set of Decent Tools
--[X] Travel pack of food, water, a blanket, and other survival stuff
---[X] Food and water replaced regularly if necessary (I dunno if storing stuff in the fylgja's capacity preserves it)
So, since we can't actually do more on the meteor this turn, we're left with other stuff. Poetic Inspiration does seem correct, and so does talking with Hallr. Additionally, the Christians are weird and exotic, let's find out more about them, both from them and from Dad. There's a temptation to write poetry about our own exploits but we're a mediocre poet at best...I think that can wait until we improve Wordplay a tad.
As for training, as I mention above, our first priority is a desperate need to get Halting Vortex Refined and thus down to 4 orthstirr if we can manage it...I'm hoping this will either do it, or get close enough that we can finish it off relatively cheap, but if not, I'm willing to throw as many dice at it as necessary next turn. I think we need what it does to win against a serious opponent with Hamr higher than our own.
We also need some semblance of Scouting before going on a raid pretty desperately, and could definitely use more Armorcraft, Glima, and Composure (it would also be a shame thematically to not throw at least a die into Glima after last turn). We're also picking up Throwing because our backup weapon seems throwable (being an axe), we throw out Inerita-Arresting Throw, we're about to have grenades, and Ignition seems very throwable...it seems relevant to our interests and should, I think, provide two more combat pool dice if we get level 1 (three more if we hit level 2, which is possible). We eventually need Management, Weaponcraft, Strategy, and Labor as well before the raid, I think (and Farmwork, Sailing, and Design during and after), but they're lower priorities comparatively.
We also continue steady progress on Leaping-Cleave, and start learning about the explosive charm...especially since we might need to use it in the boss fight. I'd really like to have it at Rough Trick level at a minimum so we have it learned enough to complete if we need to do that.
In terms of orthstirr, I think we need to start walking around a bit more prepared now that we have the orthstirr for it. I can't imagine us ever investing less than the 11 orthstirr (plus Hamr) noted here into combat, so it's a minor paranoia salve that costs us nothing real. The other skills all potentially come in useful, and we should get used to investing in things like Tactics, Wildcraft, and Scouting for the future when we're going raiding.
For the fylgja capacity stuff, I know the fylgja can't use a shield, but I feel like having a spare shield for Abjorn, or even for ourselves if we get disarmed, is free and see no reason not to put it in there. It's a convenient place to store basic supplies as well...like, right now I'm treating it as an emergency survival kit, with everything we need to handle an emergency where we lost our normal gear. That would include another spare weapon if we had one (probably in place of the shield), but we don't, so we'll go without for now. We'll remove one or all of these things if we need the capacity for something a bit more likely to come up, but we might as well make some use of the capacity while it's just sitting there empty.
EDIT: Explosive Charm is not available apparently, and II don't think it'll really alienate mom, but as people are worried about it, I've moved one die from Explosive Charm to Housecraft.
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