Still not worth using once the fight's been properly joined, but it's a good opener in this case, saves us a point of Orthstirr, which might actually matter given how the real problem with Troll Men is killing enough of them before you run out of gas.
Wait, so we can do a 20fold Kindle Spinner for only 22 Orthstirr? Or a 20Fold Sparkbomb for 35 once we have it at Refined? That seems...really abusable. Even with the defensive limitation. I mean, most obviously you get two people one of whom does, like, a 20fold 60d6 attack real cheap and the other who defends them.
Doing it is indeed correct with those costs, but those weren't the costs cited previously, I don't think?
EDIT: Checked it and the previous wording is consistent with this interpretation, it's just not how I was reading it. I'm still a bit concerned how abusable that it, though.
Wait, so we can do a 20fold Kindle Spinner for only 22 Orthstirr? Or a 20Fold Sparkbomb for 35 once we have it at Refined? That seems...really abusable. Even with the defensive limitation. I mean, most obviously you get two people one of whom does, like, a 20fold 60d6 attack real cheap and the other who defends them.
Doing it is indeed correct with those costs, but those weren't the costs cited previously, I don't think?
Keep in mind, once you start a Fold, you're committed for the duration. It's not too bad if the attacks resolve quickly like Kindle-Spinner or the Palm Crush Trick, but Sparkbomb is extremely slow. Starting to Fold that seems like a really good way to self-stunlock yourself.
EDIT: Ah, the stacking costs were correct, right, adjusting back!
But then we'd be locked in to doing 20 Kindle Spinner in a row.
Yes powerful, but also situational.
If any enemy gets into a position to attack us we'd be without our usual defenses.
The original wording is ambiguous and could be read either way (though we definitely interpreted them as stacking and spent as such in a couple of fights). Cost stacking is still super useful (since you still only need to invest the dice once) and much less prone to abuse, though.
But then we'd be locked in to doing 20 Kindle Spinner in a row.
Yes powerful, but also situational.
If any enemy gets into a position to attack us we'd be without our usual defenses.
That's why I was saying the easy way to abuse it is to have someone on dedicated defense defending you while you do it. Which is, like, not even hard, to be honest, and seems kind of brokenly powerful compared to other options at similar cost.
Keep in mind, once you start a Fold, you're committed for the duration. It's not too bad if the attacks resolve quickly like Kindle-Spinner or the Palm Crush Trick, but Sparkbomb is extremely slow. Starting to Fold that seems like a really good way to self-stunlock yourself.
EDIT: Ah, the stacking costs were correct, right, adjusting back!
EDIT: Checked it and the previous wording is consistent with this interpretation, it's just not how I was reading it. I'm still a bit concerned how abusable that it, though.
Eh, is it that abusable outside of specific situations?
Like this is best case situation (lots of use of many attacks, time until they reach us -> time until the drawback kicks in) and I'm not sure that we could pull of 20 fold without some big risks in a fight that we should win easily.
That's why I was saying the easy way to abuse it is to have someone on dedicated defense defending you while you do it. Which is, like, not even hard, to be honest, and seems kind of brokenly powerful compared to similar options.
Dedicated defender and ranged attacker is a viable strategy sure.
But that has counters too.
Like AOE. ("Abjorn blocks the fireball. Abjorn and anything too close to him is on fire. That includes you Halla!")
Or multiple enemy attacking from multiple angles (in a very open field).
Also, I realize I never gave the mechanics for folding attacks.
So, you can spend 2 orthstirr to add an extra fold (a copy of the selected move) to the attack without having to re-spend anything. You can spend 3 to add a third, 4 to add a fourth, 5 to add a fifth, and so on.
This can be brutally effective, but once you start a folded attack, you can't stop until they're all done. Meaning that all you've got to defend yourself is your mundane (plus hone and reinforce) defenses.
But that has counters too.
Like AOE. ("Abjorn blocks the fireball. Abjorn and anything too close to him is on fire. That includes you Halla!")
Or multiple enemy attacking from multiple angles (in a very open field).
Those are very hard to implement in melee combat. Or at least, some kinds of melee. To be clear, my first thought here is that Abjorn has 10 damage attacks, he and Halla vs. a Knight and he could launce 10Fold attacks with, like, 50d6 for 10 damage each while we defended him with Halting Vortex and Hefty-Halter-Chop alike and effectively take out enemies way above our level really easily. Theoretically the Knight could use a Perfect Defense, but he'd have to do so 10 separate times (almost certainly costing way more than the 10Fold attack) and we actually haven't seen any Perfect effects from Christians yet.
No tactic is perfect, but the issue with this one if it was a flat cost is that it's much cheaper than most similar tactics, and allows for the entire dice pool to be used on every attack...the combination is of outsized power compared to even things like Punching Up, and this isn't a Trick or anything, just something any Norseman can do. That's...not a great combination of factors and opens up some seriously abusive corner cases.
Lancer's endurance is representative of the abnormal vitality the Norse had, with examples including Lancer shrugging off stopped hearts and broken ribs. Her luck stat signifies the ability she had in life to overcome enemies greater than herself, and her notably high hamingja.
Class Skills:
Magic Resistance (C Rank): Due to the blood of gods running through Lancer's veins, magecraft of C rank and lower cannot affect her. The heavily diluted nature of her blood results in a diminished value.
Personal Skills:
Born of Fire(A Rank): Thanks to the actions of Lancer's grandfather, all of his descendants are intertwined with the concept of fire itself. Naturally, this extends to Lancer - as a result, she has greatly enhanced capabilities when it comes to anything related to fire. She is also resistant to fire and fire-adjacent attacks.
Rune Magecraft (C Rank): Although never formally taught in the art of runes, Lancer's inherited memories from her grandfather grant her the ability to use them regardless, and her quick wit makes her all the more greater at runic magecraft.
Battle Continuation (A Rank): Due to her high hamr on top of the supernatural robustness of the Norse, Lancer can keep on fighting even when she should be dead by all accounts. Missing limbs and caved-in chests will do nothing to stop her once she gets going.
Punching Up (B Rank): In life, Lancer fought in several battles one would consider 'impossible to win'. Despite that, she eked out a victory every single time. When fighting those that would severely outclass her, Lancer can receive a temporary boost that increases her fighting potential immensely, allowing her to hit outside her weight class for a while.
Divinity (D Rank): Despite being descended from the Allfather himself, Odin, Lancer does not enjoy the benefits of the divine, as a consequence of the blood being diluted over time.
Noble Phantasm:
Daughter of Ash (Anti-Unit, B Rank): The crystallisation of Lancer's insights into fire, Daughter of Ash encompasses her mastery of flame. Using it, Lancer can emit and manipulate fire of all kinds - although she favours explosive, high-intensity bursts of flame. Neither is she limited to attacks, either; Lancer's control of fire allows her to fashion incandescent wings that grant her the ability to fly, or can create a balefire capable of drawing in malicious spirits.
Time Stands Still (Anti-Unit, B- Rank): In spite of her bloodthirsty nature, Lancer was also capable of appreciating the quiet, intimate moments with her loved ones. Oftentimes, she found the moment stuck in her memory, as if frozen in time. From that, she gained the ability to replicate a mere fraction of that feeling. Time Stand Still allows Lancer to manipulate inertia; which allows her to pull off feats such as stopping attacks in their tracks, arresting the inertia of opponents to freeze them in place, or slowing down her own sense of time to react to attacks.
Sagaseeker (Anti-Unit, C+ Rank): Lancer wields the atgeir Sagaseeker, which is what grants her the eponymous name of Lancer. Lancer was no master of the atgeir, but in spite of that she made up for her lack of mastery via her various tricks. Such tricks include empowered chops, brutal leaps that would carve flesh from bone, or deadly strikes that would skewer any who fell victim to them. When releasing its true name, Sagaseeker glows with the might of its wielder, and becomes adorned with crimson owl feathers - a visual representation of the odr poured into the weapon when stoked to its full power.
Decided to try and make a Servant sheet for Halla... not sure if I did a good job of it, but I don't think I could've done better. Enjoyed writing it at the very least.
Had we learned Seidr, I would've made it one of her Noble Phantasms and made it so she could be summoned as a Caster, but as of right now she doesn't know any Seidr aside from Stabilising Palm, and I don't think her hugareida are enough to qualify her for Caster.
Admittedly, I just made 'Askrsaga' up on the spot. I didn't want to name it 'Hallasaga', as this story feels more of like a cumulative effort of our family rather than just one member. Like, yeah, right now it's just Halla... but even then, there's still Blackhand. From what I can tell, 'Askrsaga' should translate to 'Saga of Ash'. 'Saga of Char' might've made more sense - since Charred Soul - but it didn't sound as good to me, so I went with ash instead.
Making her parameters was honestly pretty hard... it's difficult to measure Halla's strength using the parameters in Fate, while also keeping in mind other Servants. Like, I don't think Halla is as strong as Siegfried - who has also has a B in Strength - but with her strength she definitely doesn't belong in C tier, either, in my opinion. I just ended up treating Siegfried in Fate as different to Siegfried/Sigurd in NorseQuest, as I imagine he'd have an A in Strength.
Does anyone actually know how to do the thing where they write in small subscript above a word? Not like TM or R, but actually above the word. It bugs me a lot that I couldn't add what I wanted to add using it.
I'm not super sure what to title this, to be honest, but cool nonetheless.
I'm not sure where it would go, but perhaps there should be mention of her semi-emotion manipulation immunity?
Also, if having your head chopped off and continuing to fight+all the other parts of the ridiculously tough Norse existence doesn't qualify for 'Rank A Battle Continuation', then what does?
Also, if having your head chopped off and continuing to fight+all the other parts of the ridiculously tough Norse existence doesn't qualify for 'Rank A Battle Continuation', then what does?
Blackhand provides an absolute defense against externally imposed 'cold' emotions like fear and despair. We are immune to magical versions of those. He provides no defenses against 'hot' emotions like lust or anger, which is why we got a Composure Trick specifically for those (though it's definitely way less all-encompassing). Calm Charges also help regulate our emotions pretty well...Halla is very resistant to emotional manipulation at this point.
I wonder how Horra made that magical charge of his, and what mechanism it operates by. Because it's remarkably adaptable. It could turn even the Seeress' storage spirit into a Draugr! That was a use case Horra absolutely did not foresee, and couldn't reasonably have designed the magical charge to specifically handle. And he could mass produce a huge chonk of these curses.
It's probably a broad effect like 'Turn my container into a Draugr' or something. But then to be able to consume, or 'consume' both Norsemen souls and a random storage spirit's soul..?
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Should we hand out our Fire-Resistance Oil for everyone in our party to us? They're not that useful and also regenerate at the end of the year. This would give all our allies FR: 1, which could end up being helpful.
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Does The Wavedancer give us Prestige, just for being a Cool Ship?
'The deeper you go, the more... It's difficult to describe. Not quite outright more dangerous, though it is, it's just... The deeper you travel beneath the surface of the earth, the worse the situation gets. It is unlucky for humans to go without the sun for extended periods of time, so don't spend more time than is necessary down there.'