Speaking of which, do we want to try to nut-crack *this* guy? I'm not talking Odr-enhanced, but I'm guessing that he's a significant enough opponent to iterate that particular boon, and Boons Are Good.

I think we need to prioritize quick death here. We can use it later in the fight...I'd imagine if the sentry counts, so would anyone else in the fight and certainly any boss there may be, as Alectai suggests.
 
Eh, lets not save it for only Bosses, but use it as a melee attack that is probably bad for morale and may be able to stun to take prisoners rather than corpses.

Though here a focus on a quick kill makes sense.
It is useful for a quick kill... because at least as far as we've seen, if you can land the thing, your target suddenly has no defenses and you can mulch them pretty quickly. Still, if it is not the thing we are doing now, it is not the thing we are doing now.

Personally, I mostly want to find out what the boon is.
 
It is useful for a quick kill... because at least as far as we've seen, if you can land the thing, your target suddenly has no defenses and you can mulch them pretty quickly. Still, if it is not the thing we are doing now, it is not the thing we are doing now.

Personally, I mostly want to find out what the boon is.

It's more that it's not something that stunlocks them forever, and Norsemen are chonky, especially ones that survived their first Raid. (Hamr 5-6 plus their armor?)

It's great to set-up a finishing strike, but not really a viable opener.
 
It is useful for a quick kill... because at least as far as we've seen, if you can land the thing, your target suddenly has no defenses and you can mulch them pretty quickly. Still, if it is not the thing we are doing now, it is not the thing we are doing now.

Personally, I mostly want to find out what the boon is.

We out-dice this guy by quite a lot in all likelihood just personally and also outnumber him, with a lot of us attacking, meaning that spending an action (and all the dice inherent in that) to remove his ability to defend just isn't super necessary...we're gonna hit with almost all our attacks anyway. It's useful on somebody who has enough dice that making them unable to use those dice is relevant. That doesn't seem to be the situation here.

Like, in order to have a Knee-Groin Trick go through when a normal attack wouldn't, we'd need to give it more dice and thus reduce our total number of attacks, but this guy is getting attacked with at least four attacks (us, Aki, and both archers) before we even start in with our 'low die' attacks (at 5d, they're actually more 'mid die' by reasonable standards). Given his likely dice pool, either his defenses are gonna be at low enough dice that our existing attacks get through them, or he's gonna run out of defenses and they'll get through that way, meaning that Knee-Groin Trick's best advantage is just irrelevant here.

Knee-Groin Trick is very good if you use it early on before a lot of other attacks, and then use the opening provided to do high damage attacks, all especially true if you're fighting one-on-one or you're the one outnumbered. And that's a solid tactic we may play with later, but we don't need to make an opening on a guy who's just straight up getting overwhelmed by attack volume already, and it would honestly likely slow down how quickly we killed him.

It's great to set-up a finishing strike, but not really a viable opener.

It's a viable opener on a single opponent you don't outnumber if you throw enough dice at it, IMO. Well, a viable second attack after they lose their shield, anyway (or even a first attack if they don't have one). This just isn't that situation.
 
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So, I've been thinking on this for a little bit.

When/if people go down in combat, would you rather me decide if they are dead-dead or just dead or would you rather I roll for it at the end of combat? Rolling, of course, would allow you to use Reward Dice to influence things.
 
Sounds good, yeah.

Gosh, it's going to be super handy that we made a great first impression with the Ducklings though. That's the kind of boon that pays off in spades down the line.
 
So, I've been thinking on this for a little bit.

When/if people go down in combat, would you rather me decide if they are dead-dead or just dead or would you rather I roll for it at the end of combat? Rolling, of course, would allow you to use Reward Dice to influence things.
Personally I prefer regular dead, because I don't want our friends to die.

e: Oh, you meant decide instead of roll. Rolling in that case.
(You have gained 10 Odr through Cultivation)
Incidentally it looks like we get (Lowest (?) Aspect)/9, or maybe it's Tens Digit+1 for knowing how to cultivate properly.

Would trying to weave our Aspects properly be possible now? We do have a foundation.. maybe we need to infuse with Odr to 'harden' it..
 
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Incidentally it looks like we get (Lowest (?) Aspect)/9, or maybe it's Tens Digit+1 for knowing how to cultivate properly.

It's not the first, because we only got 9 last turn and we had identical orthstirr totals then. Could well be the second, could have increased based on some other thing.

Would trying to weave our Aspects properly be possible now? We do have a foundation.. maybe we need to infuse with Odr to 'harden' it..

No idea, we'd need to experiment.

I'd personally like to buff up our foundations as much as possible.

I think the plan is probably spend 20 on getting all three stats to level 3 Odr Infusion in the coming turn, then upping one more each turn until they're all level 4. At that point we need to start considering if 16 Odr is really worth it, but level 4 in all of them is definitely something we're doing.
 
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I would probably suggest going up to 4 Odr in each stat. It's possible we might end up 'over Odr' for the stats. We don't know what the progression for Odr to Odr Infusion Ranks is, after all. Could be 1:1, could be something like, 1 Odr/Rank, so we would need 1/2/3/4 etc Odr for each of the ranks, but could also be formulaic.
 
I would probably suggest going up to 4 Odr in each stat. It's possible we might end up 'over Odr' for the stats. We don't know what the progression for Odr to Odr Infusion Ranks is, after all. Could be 1:1, could be something like, 1 Odr/Rank, so we would need 1/2/3/4 etc Odr for each of the ranks, but could also be formulaic.

We know that the first level is 1 Odr and the second level is 2 Odr. That makes it almost certain it's the same progression as skills and stats are for Training (ie: 1, 2, 4, 8, 16, 32, etc.).

Thus, if we invest 6 more in Hamr and 7 each in Hugr and Fylgja, we almost certainly hit Odr Infusion 3 in each. 2 in Hamr and 3 in each of the others would 100% for sure get us to level 2 in each, so an argument could be made for doing that, but I think the odds of it not being 4 points for level 3 are basically nonexistent all things considered.

We can also start considering if we can do Odr Infusion in skills at that point, and what that would even do if so (beyond reduce our Orthstirr costs). I'd definitely be willing to experiment with a skill or two and see what happens (probably Chop and Wordplay first, just to have one combat and one non-combat skill involved). If it's just saving orthstirr it's probably not worth it (at least not short term), but if they grant additional stuff like attributes do that might be an entirely different matter.
 
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Definitely seeing how a fully developed First Realm Norse is extraordinarily formidable though, of course, nothing we're doing is strictly beyond what an ordinary Norse is capable of--the issue is that we're achieving it much faster, an endgame of having an entire arsenal of consumables while always effectively operating at peak performance means that it's really hard to catch us off guard, and our crisis endurance is significantly beyond any of our peers, since 100% of our Orthstirr can be committed into really expensive Tricks.

None of this though actually breaks the current balance of power, which is probably why The Enemy hasn't gone to exceptional lengths to suppress this compared to what they've done for the later steps. Their worry is that people start spreading this information, which gives you more people to throw at the wall to the Next Realm.

After all, it's not like the one using two sticks to make fire isn't making fire, it's just a pain in the ass to do so. The hallmark of using proper accelerant is that you can do it fast and efficiently, rather than the fire somehow burning hotter once you get it going.

This does, however, likely get us to the peak of what an "Ordinary" Norse is capable of achieving in something along the lines of half the time however, which isn't nothing.
 
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Can we put Odr into our skills as well?

Also looks like 1 Burnt Odr = 5 Orthsirr, which is terribly inefficient, but if we're in a really bad situation it's something worth considering.

Also Kindle-Spinner looks to have an 'over Orthsirr' version where it deals quite a bit more damage. Might be worth testing out the Over-Orthsirr variants of all our tricks, dump in 100 Orthsirr and see what happens.
 
Can we put Odr into our skills as well?

Probably, but we haven't tried so we don't know for sure. We can try in a turn or two.

Also looks like 1 Burnt Odr = 5 Orthsirr, which is terribly inefficient, but if we're in a really bad situation it's something worth considering.

I'm very dubious that's ever worth it. Using Odr to supercharge the effects maybe can be, but just to pay the orthstirr? I don't think so.

Also Kindle-Spinner looks to have an 'over Orthsirr' version where it deals quite a bit more damage. Might be worth testing out the Over-Orthsirr variants of all our tricks, dump in 100 Orthsirr and see what happens.

From what our QM said, the 'overpowered' version is based on using Odr. So I don't think we experiment with that per se, though we might use it in a hard fight.
 
The implication is if we spend both Orthstirr and Odr in a single Trick, that we'll get an improved effect -- is that the vibe Halla recieved when she was testing @Imperial Fister ?

Or is it just "Paying the full cost of the Trick in Odr" that she gets the impression from.

EDIT: You know, if we can capture some of Horra's traps and tools, that would be great to prepare a site to do the big reveal on and turning it into a massive killbox. It'd be the toppest of keks to beat them with the tools of the pawn they set up.

Hopefully the fact we're getting the drop on them so hard here will mean they haven't set any of those up, and we can capture some if there are any here.
 
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