Cool beans, a reward dice to you!
Class: Rider
True Name: Halla Skyfire
I dig it, though Halla's Kenning is Sunshine now. Not sure if the usage of Skyfire is intentional or not. A Reward Dice to you.
Actually.. IF, does this guy feel like he's a peer (!), stronger (!!!) or weaker?

Since like fighting someone weaker would actually be a surprisingly novel experience (I think?), especially after our rampant powerlevelling.
Peerish, given that I'd rather not have the first encounter with another cultivation method be a complete stomp in either direction.
Hey Blackhand,

1) Do you know if anything special (with regards to the runes) would happen if I carved runes into something alive, like, say, a tree, or my own bones?
2) Since runes have to be seen to work, would covering up runes with, idk, some cloth, make them not work?
3) Is it possible to make a trick with like, 'inherent' Puncture?
4) Do you know if I can apply the principle of shapeshifting by body via my Hamr, to 'Shapeshfiting' a Hugareida or a Muna?
'In order, no, perhaps, maybe, maybe'
 
Added an Inertia-Arresting Throw instead of one of the existing rolled defenses, to be used if we're shieldless at any point and hopefully disarm our foe.
 
I forget, when we've allowed Standstill to Sword and Atgeir, have we gotten a "it doesn't work" result or a "it doesn't seem like it does anything" result?
 
Interesting.

We might want to try carving some runes into like an Ash Tree and see what happens.
We can probably test the cloth-rune effects on explosive shrapnel.
I think we're not really a fan of the idea of making a trick with inherent Puncture, unfortuantely.
Shapeshifting a Hugareida for nonstandard effects would be interesting. Perhaps that was what was going on with trying to alloy a Hugareida to itself.
 
@Imperial Fister , @DeadmanwalkingXI , I was looking through the journal and there are several quests that should have been completed - the book one, since we already wrote Hallamal; "Kyrsvikingar outpost", since we know why they are there; "Gabriel's Demons", which again we know the truth of; and finally "Yellow-Eyed Drysalt", since we know why everyone went into a panic on hearing that name.
 
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@Imperial Fister , @DeadmanwalkingXI , I was looking through the journal and there are several quests that should have been completed - the book one, since we already wrote Hallamal; "Kyrsvikingar outpost", since we know why they are there; "Gabriel's Demons", which again we know the truth of; and finally "Yellow-Eyed Drysalt", since we know why everyone went into a panic on hearing that name.

I've been avoiding the Journal and the Reputation and Relations section for the most part as they need QM level knowledge to update properly, IMO. Like, I can add new characters or categories to the latter, but not change numbers, and the Journal...I don't even know how I'd change that.
 
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I dig it, though Halla's Kenning is Sunshine now. Not sure if the usage of Skyfire is intentional or not. A Reward Dice to you
It's very much intentional, as basically each servant class container draws on her different kennings, like how I used Halla Lifegiver for her caster class sheet as that one pulls most of her Seidr.
 
Added an additional contingency in case our opponent her can force opposed rolls based on a specific stat.

could using a rewrite change that?

Possibly. We'd need a specific thing we were aiming for and I think we have higher priorities but it could be tried at some point.

can Halla choose the kenning she uses? like, can she go and present herself as Halla Skyfire, or even Halla Longstrider?

From what we've heard we could probably switch which one was primary by insisting on one, but it would take time and effort...one becomes primary by being what most people call you, after all.
 
Chances are we're not getting rid of Sunshine primacy, especially after that mass illusion break.

Yeah. We could probably do it with severe effort but unlike Freedfire or Doomfire it seemingly doesn't have huge issues that would ever make us do so. It's extremely powerful and all it seemingly does is make Halla a bit happier...why would we ever work to be free of it?
 
Sielun Sidonta (Finnish) (fearsome hill)
A spell for Sten's soul rope knot thingy:

Sielun Sidonta

tuli sielu taivahasta
meden miehest kauhiasta
sammalsaarest syntyneestä
korven kannast kauneimmasta

menee henki heiveröinen
kuolleen väki vähäinen
sinne taivaaseen takaisin
tähtikannen kankahille

eipä saavu sinun sielu
sinne taivaaseen takaisin
uneen aina ikuiseen
sopuun siitä suurempaan

joutuu silmuun sieluhusi
vipuun vääntyy väkehisi
karhun kitaan kehosi
mahtis manalan maille

näin sanon suuret sanat
sanat vanhan Väinämöisen
tietäjän iän ikuisen
ilman hengen omaisen

[X] Plan Speed And Counters
 
a bit late but why do we put so much into dense muscles in a duel to first blood? Its probably better on adrenaline rush since we use lots of contested movement. And speed if not that
 
Nice! A Reward Dice to you!

0~0~0

Got distracted with Caves of Qud, my apologies. Voting is now closed
Scheduled vote count started by Imperial Fister on Dec 16, 2023 at 5:14 PM, finished with 68 posts and 9 votes.

  • [X] Plan Speed And Counters
    -[X] Remove our armor and pull out a shield.
    -[X] Before the fight, reassign +4 damage damage bonus on Ignition to +8 extra dice (leaving +9 dice, +2 damage), during the fight all Firebomb Strikes will be used to propel the weapon, making sure not to heat up the weapon in a way that would cauterize anything.
    -[X] Assign our 8 shapeshifting slots to Supported Grip, Increased Lung Capacity x1, Dense Muscles x2, and Adrenaline Rush x4 this turn.
    -[X] Use Sundersight to analyze our opponents weaknesses as we fight
    -[X] Invest 4 Orthstirr in Hugr, 2 in Fylgja, 2 in Composure, 4 in Tactics, 4 in Scouting (-16 Orthstirr)
    -[X] 111d6 Attack (111d6 tricks)
    -[X] 30d6 Defense (30d6 tricks)
    -[X] 0d6 Intercept
    -[X] Put 3 Orthstirr into 6 layers of Reinforce Shield (actually on our shield for once) before the combat begins (-3 Orthstirr) and add an instance of Explosive Reactive Armor (-9 Orthstirr, +4 Stoked Dice, 5 damage)
    -[X] Activate Stoker State 4 (-12 Orthstirr), Slipstream (-8 Orthstirr),and Ember-Wing Cloak (No cost, +4 Stoked Dice) as combat begins. All subsequent actions receive +2d6 from Sunshine and Skyfire.
    -[X] Put up a 120d6+7 (w/Hugareida) Atgeir Bodyguard adding 1 Odr (-126 Orthstirr, -1 Odr), and an Atgeir Counter Stab adding 1 Odr set up to do up to eleven 10d6+7 Sharpenedx4 Firebomb Strikes (-52 Orthstirr, -1 Odr, 7-9 damage each), along with two 30d6+7 Sword Guards (-34 Orthstirr each).
    -[X] If we are hit in any way past our shield use Slowing Slog (-81 Orthstirr)
    -[X] Stop whatever attack sequence we are making as soon as first blood is drawn
    -[X] Start by using Threadcutter for nine 11d6+7 Sharpenedx4 Lightning-Charged Basic Attacks (-55 Orthstirr, -9 Stoked Dice, then +18 Stoked Dice total, 7 damage each) followed by a Sharpenedx81 Lightning-Charged Stoking Strike w/Puncture for 235d6+7 adding 15 Stoked Dice including the 9 from Threadcutter itself (-94 Orthstirr, -6 Stoked Dice, 12 damage). Follow that up with ten 20d6+7 Sharpenedx4 Lightning-Charged Firebomb-Strikes (-5 Orthstirr and +4 Stoked Dice each, 10-12 damage each).
    -[X] If he puts up any Guards or visible buffs, including before the Threadcutter, use up to two 20d6+7 Devouring Blaze attacks (-8 Orthstirr, -3 Stoked Dice each, 1-2 damage each) to remove them before continuing on with the rest of our attack routine. If we seem about to go over our Dice Cap on Stoked Pool also use one then as a safety valve burning more Stoked Dice if needed to ensure that doesn't happen (though no more than, like, 21 at most, and that only if we're already over 60).
    -[X] Against the first melee Trick attack against us interpose our shield, which should break Reinforce Shield and activating Explosive-Reactive Armor against the person attacking.
    -[X] After that first attack use Atgeir Bodyguard to defend against all attacks first.
    -[X] Against basic melee attacks or melee Trick Attacks after the first (or simultaneous with it) that get through or past Atgeir Bodyguard, default to using Contested Movement with all remaining Stoked Pool (-1 Orthstirr, 20d6+7 Hamr Roll, lose all Stoked Pool then +4 Stoked Dice) and counterattack with Sharpened Lightning Charged Firebomb Strikes w/Puncture (-11 Orthstirr, +4 Stoked Dice, 10-12 damage)
    -[X] In response to ranged attacks that get through Atgeir Bodyguard or if things get by that and Contested Movement is not working or available for some reason, use as many quick-drawn Shield Sacrifices (-3 Endurance on one Shield) as needed and/or up to two 122d6+7 Fortified and Reinforcedx107 Sway defenses (-110 Orthstirr each) as seems appropriate.
    -[X] If we are without a shield at any point and would otherwise use a shield or Sway instead use a 136d6+7 Orthstirr Enhanced x119 Inertia-Arresting Throw with 1 Odr added (-125 Orthstirr, -1 Odr) to both defend against and trap our opponent's sword in place.
    -[X] If, and only if, we are targeted with more than three simultaneous attacks use our Sword Guards to defend against attacks 4 and 5.
    -[X] If he uses any Contested Movement/Momentum-Reversal style counterattacks that force a specific stat roll, we will respond to them with Contested Movement by default, if he uses one in response to Contested Movement we will use one use of Fight of Your Life on it (+7d6), and if Hamr is included Adrenaline Rush should still apply as well.
    -[X] Tactics – The idea here is to charge in with Threadcutter and hopefully hit him with something there, especially with the final Stoking Strike, and then, if that doesn't work just whittle him down (or, more likely, run his resources down) with fairly basic attacks. The key thing is that, if he attempts to attack us back, we either interpose our shield and set off an explosion at him, or counterattack with Atgeir Counter Stab and/or Contested Movement (we should get an Atgeir Counter Stab on each of his first 11 attacks, and a Contested Movement on any after the first that don't get stopped by Atgeir Bodyguard).
 
a bit late but why do we put so much into dense muscles in a duel to first blood? Its probably better on adrenaline rush since we use lots of contested movement. And speed if not that

Remember he has a Frenzy-equivalent and maybe DR. We very probably need to get through any DR, any protective Tricks, and then 7-9 more damage to break his Frenzy-equivalent, and then 1 more damage beyond that, in order to get him to take any damage at all, which is likely when he starts bleeding.

So I think upping damage a bit is warranted. Not too much, but a bit.
 
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Remember he has a Frenzy-equivalent and maybe DR. We very probably need to get through any DR, any protective Tricks, and then 7-9 more damage in order to get him to take any damage at all, which is likely when he starts bleeding.

So I think upping damage a bit is warranted. Not too much, but a bit.
I think adrenaline rush might still be better, as it greatly increases the reliability with which we inflict damage and our main defense here. which might be better.

its too late anyway though
 
I think adrenaline rush might still be better, as it greatly increases the reliability with which we inflict damage and our main defense here. which might be better.

its too late anyway though

I mean...Adrenaline Rush has diminishing returns. We already have 4 instances of it, getting us to 20d6+7 on Hamr checks. And are burning Stoked Pool on it, meaning that, in practice, Contested Movement will basically always be 28d6+7 or more (the first one would likely be 40-60 dice). That's enough that only people with dice added on their Hamr-equivalent rolls have a real chance, and at that point, adding 2 more dice is only relevant in very niche circumstances where their dice are almost exactly equal to ours.
 
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I mean...Adrenaline Rush has diminishing returns. We already have 4 instances of it, getting us to 20d6+7 on Hamr checks. And are burning Stoked Pool on it, meaning that, in practice, Contested Movement will basically always be 28d6+7 or more (the first one would likely be 40-60 dice). That's enough that only people with dice added on their Hamr-equivalent rolls have a real chance, and at that point, adding 2 more dice is only relevant in very niche circumstances where their dice are almost exactly equal to ours.
thing is we don't know what he might have up his sleeve against it. having a few more insurance seems more useful then 2 more damage since we can't afford to get hit much
 
thing is we don't know what he might have up his sleeve against it. having a few more insurance seems more useful then 2 more damage since we can't afford to get hit much

Getting hit is a risk, it's certainly true. It's not a risk I think a few more dice on Contested Movement have a huge impact on, though...if he hits us, I'm pretty sure it's because he has a way around that somehow or can throw a boatload of dice onto it, not because he beats us on the roll by a very small amount.

2 more damage, meanwhile, might easily mean we need to hit him one less time in order to draw blood, which would mean we win while getting attacked less. That seems better.
 
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I just hope he won't die right away when we chop off his arm or something with excess damage :V

He should be fine from the amounts of damage we're dealing, given he's a peer level combatant. We've dialed it down quite a bit from where it could be (to be specific, we've dialed down the FBSs a bit, and not dialed up everything else as hard as we could).
 
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