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So, one of the reasons I replaced TTS with Iron Embrace is that, while functionally identical, it simply is easier for me to justify why someone would be able to resist it. I never really liked having TTS be a thing in the first place, so I'm not going to revert the change—I was planning on writing it out of the story in the rewrite anyways, or, as I went with her, turning it into Iron Embrace. We can workshop the specifics of how it works, though.

I hear your criticisms regarding the ending of the fight, so I will be redoing it and playing the fight out in full. You get to keep the reward-choices.

I'll call voting in an hour. Your comments and feedback are, as always, highly appreciated.

0~0~0
Hey, Blackhand, do you have any idea what the fuck just happened, and did you recognize that old guy with the, uh, weird smokable bowl or whatever that was?
'I... Have never seen that man before in my life. This, I am certain of. As for what just happened, I can only imagine that, perhaps, we saw one of the Nornir. Maybe their father? They had to come from somewhere, after all.'
 
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I never really liked having TTS be a thing in the first place, so I'm not going to revert the change—I was planning on writing it out of the story in the rewrite anyways, or, as I went with her, turning it into Iron Embrace. We can workshop the specifics of how it works, though.

In terms of workshopping, would a spatial lock, with space itself making it impossible for anyone or anything but Halla to move work for everyone? Basically a 'no movement zone'? That's indisputably on-theme for Standstill, works for imprisonment and is a bit more high concept than weight alone, maybe?
 
Voting is now closed and I've de-threadmarked the previous post
Scheduled vote count started by Imperial Fister on Feb 16, 2024 at 4:37 PM, finished with 87 posts and 17 votes.
 
Ambushing Jogrim 2
[X] Plan Time Stop Disabling
-[X] Goal: Stoke Saemd to use Time Stands Still and, while time is stopped, use 4Fold Eyeshine Blind on Kjallakr and Griss's men, then a 3Fold Tendon Slice to disable Griss's people somewhat more (making it easier for our people to keep them alive), use a 2Fold Inertia-Arresting Throw (spending **1 Odr** on each) to trap Kjallakr and the man lost in the throes of berserkergang momentarily, giving Abjorn an opening and Sten time to get there, and use a Threadcutter (with follow-up Stoking Strike) on Kare's current opponent to take that guy out and allow him to join the fight more quickly. Once that is done, engage Jogrim with an emphasis on stripping his armor with Flashfire Cleave, lots of Atgeir Counter-Stabs, disabling him with Stunner Slam (especially to render him voiceless by hitting his diaphragm), Tendon Cut (to disarm him), and/or Eyeshine Blind, and otherwise creating openings for Kare to finish him off. We would also use our shield and/or Semi-Halting Vortex to protect Kare at need and use TSS _again_ if _absolutely_ necessary to avoid capture. Like last turn, if he counters any attack with Mirror Waltz, that's when we respond with Contested Movement. Once one of the earlier IATs is broken, we might well use one of those on Jogrim as well to make an opening for Kare.
-[X] Shapeshifts: Adrenaline Rush x4, Dense Muscles x4, Strengthened Bone Structure x1, Supported Grip x1,
-[X] Utility Tricks: Ember-Winged Cloak, Dead Air,
-[X] Defensive Tricks: Slowing Slog, Stutter-Step, Contested Movement (16d6+16 including minimal Stoked Pool), Semi-Halting Vortex (to deal with multiple simultaneous attacks), Atgeir Counter-Stab, Time Stands Still,
-[X] Offensive Tricks: Flashfire Cleave, Eyeshine Blind, Tendon Cut, Stunner Slam, Inertia-Arresting Throw, Threadcutter, Stoking Strike,
-[X] Orthstirr: Stoke Frami and spend 50 Levels
-[X] Stoked Pool: Burn at least 8 on each Contested Movement, and make sure to keep the total below 63 by using it either there or on Stoker State Tricks.
-[X] Other: Activating Sharpen, Stoker State Level 4, Lightning-Charged on Sagaseeker, and Puncture on Tricks, and use our Shield or a quick-drawn backup as needed for defense (we will only use Stutter Step if this is not an option). Using Sundersight. Use Banish The Night and Fight of Our Lives to give our allies a bonus.
0~0~0

Using a Finale this 'early' into a fight—there's barely any spilled blood, for crying out loud!—rankles you something fierce. However, there's little reason not to unleash the depths of your power. You have your foes outnumbered quite heavily, both in men and in fighting strength, so you don't need to conserve your strength much if any. Your foes are wounded and quickly tiring, largely lacking in the breadth of orthstirr to keep up with your tempo.

With that in mind, you spread your feet shoulder's width apart as you face down Jogrim. A mantle of dust in the shape of a horse's head wraps around his face and skull as he stokes his saemd just as you stoke yours. Power washes across the battlefield, painting it in a crimson hue as you add your frami to the mix.

His eyes widen as you grasp the half-realized technique lurking in the back of your mind. The tell-tale surge of strength heralding a Finale is the only warning Jogrim receives as you grit your teeth and let the world meet your power.

A field of inverse colors snaps out from your body as time trickles to a stop. Like the beating of a dying heart, the pace of time taps till silent as the wave washes across the landscape. In the blink of an eye, it envelops all those before you. Kjallakr, Kare, Stigmar, and all the other warriors fighting in the battle-churned ground—all are taken into time's frozen embrace.

However, when the wave hits Jogrim, blue orthstirr explodes from his body on its own like dust in the sun as his frami fuels a Finale of his own. It's obvious what it is. You're no fool, you did your research and learned your enemy's capabilities.

This is the Finale of Mirror Waltz, Total Reflection. A Finale used to counter hostile Finales, Total Reflection is able to turn incoming Finales against their user at the cost of not being able to initiate it by will.

You knew he'd use Total Reflection if you unleashed any of your other Finales, but what you weren't counting on was it being used against Time Stands Still. Unlike the Flame-Tending Blade or Thermic Reckoning, Time Stands Still isn't an attack. Time Stands Still applies an effect upon all those in your sphere of influence, freezing them in time while allowing you to act. That's all it does, no more, no less. By all rights, Total Reflection shouldn't have trigged from Time Stands Still. And, for the most part, it didn't.

And yet, though imperfect, it did.

Still encased in frozen time, the reflected wave of Time Stands Still washes back across the field of inverted colors. The colors it touched should've turned back to normal—that's what you'd have expected to happen, at least—but they don't. Where the wave of time-stopping power touches frozen colors, it changes from inverted to something else entirely—colors your feeble human mind simply lacks the potential to comprehend.

Leaving a wake of doubly-frozen time behind it, the wave of invisible force finally reaches you.

|-{X}-|-{X}-|-{X}-|

As perception breaks down and reality folds under the weight of fraying ends, an old man hunches over what resembles a tree in miniature as he gently allows water droplets to spill from the tiny bottle in his hand.

Tall and spindly, with a big floppy hat on his wispy-haired head, the man grimaces as he stands up straight, a hand pressed to his lower back. Arms stretching overhead, the man does nothing to stifle a yawn as works his neck and sighs. Reaching into his shabby jacket pocket, the man stows the bottle before retrieving an odd length of well-worn and lovingly-polished wood ending in a hollowed-out cup. Digging his thumb into the basin of the wood cup, sweet-smelling smoke starts trailing from around his thumb as he takes a long, drawn-out drag.

Casting his gaze across the garden of miniature trees both horrifyingly strange and appallingly familiar, he stiffens as his eyes fall on you. A red eye lazily bounces around the socket as a blue twin narrows in confusion.

"You... You're not supposed to be here."

Blue and red turn to purple as you're suddenly not.

|-{X}-|-{X}-|-{X}-|

Like it was trapped beneath a mountain of iron, the world rattles to a stop in the grip of unrelenting pressure. Iron Embrace—the Finale that both has and has not always existed in your memories—wraps around all in sight as teeth snap shut hard enough to crack and simply breathing becomes a tiresome chore in the face of all-encompassing weight.

Breath burns in your lungs as you take a step both sure and unsteady. Dual sets of memories war in your mind as you struggle to make sense of reality around you. What once froze time now resembles weight upon bones, and yet, it always has been that way. Iron Embrace imprisons all before it under a mountain of metal. That's what it does, arresting movement both active and not, forcing all to stand as still as the fully-bodily-chained prisoner.

The scent of toasting bread wafts past your nose as you shake your head and resolve to set those memories aside. When you're not in the middle of a bloody battle—the limbs and bodies strewn across the battlefield are evidence enough of that—you can address them in full, but, for now, you'll have to turn your focus on more pressing matters.

Hostile muscles strain against the a mountain as your crimson power washes out from your body. Crimson sparks like falling stars streak across the battlefield, stretching from your eyes to your chosen foes, as the blasts impact against wide-eyed men. Vision seared to a crimson hue, there's little Kjallakr or Griss' men can do the cutting edge of Sagaseeker cuts through the tendons at the back of their ankles.

Spreading your arms wide, your fingers find the invisible folds of ever-present Standstill as you collect the cloth for your third and final action in this period of weight-forced motionlessness. As if propelled by the straining arms of the readied bow, the twin Inertia-Arresting Throws spin out at their targets. Like a well-placed arrow, the twirling cloaks of unseen stopping force wrap around the bodies of Kjallakr and the raging Berserk, trapping them further once your Finale ends.

As if summoned by the thought passing across your mind, Iron Embrace finally drops away from the limbs of friend and foe alike as it recedes back to the depths of your soul.

Men drop like discarded toys as tendons snap. Muscles bounce up calves as hands claw at seared retinas. Muscles struggle against the invisible bounds of Standstill as battle picks back up after the momentary pause.

Swords clash. Men scream. Blood spills. All is once more as it should be as you face off against Jogrim.

His eyes, though narrowed and outwardly calm, betray the worries raging in his mind as his men and allies scream in pain and agony. He can't help but flick his gaze to his wounded men as your warrior's weapons do their work. His jaw works itself as he readjusts his holds on his weapons again and again, never finding a comfortable grip as he watches for the right moment to strike.

Never one to refuse an opportunity, you inwardly thank Jogrim for sending the initiative your way as crimson wings propel you into the air. Fire streaks from the lightning-sheathed Sagaseeker as you lift him high overhead. Flames fuel your flight, adding great speed to your decent as Jogrim makes his move.

His good arm draws the spear back as far as it'll go as lightning of his own erupts across the Storm-Iron blade. His teeth grit while his boots dig deep into the motion-muddied earth as he leans forward, putting his entire body behind the spear-throw soon to be heading your way. Brilliantly blue orthstirr explodes from his body as he contests your strength with his own.

The spear leaves his hand just as Sagaseeker closes the gap and the test of speed begins in earnest.
(Flashfire Cleave: 36+39+50=125 vs Stormshock Spear: 32+35+41=108, Halla Wins!)
Twisting your body aside at the very last moment, the shock-covered spear flies unopposed as Sagaseeker completes his journey. The impact knocks Jogrim helmet from his head as blood pours freely from the chin-to-chest crevice cleaved from his body.

Jogrim staggers, stumbling three steps to the side as you dig a trench as you skid to a stop. His hands press uselessly against the gaping chest wound upon his person as you leap to capitalize. What stops you, though, is the sound of a body hitting the ground and a loud voice rumbling across the killing grounds.

"Jogrim!" Kare's fury rattles bones as his deafening roar silences the screams and cries of wounded, dying men. His foe lies bisected from head to bottom at his feet, the work of a certain scything trick Kare's found useful. Sword slick with cloying blood and charnel gore, he points his blade at his hated foe as his body explodes with golden flames. "You're mine!"

As he advances on a similarly golden flame-engulfed Jogrim—who grimly hefts his sword and draws his sax—an odd song drifts across the battlefield, further quieting the sounds of bloodshed. A voice like golden honey fills your ears as all eyes fall to the Skald upon the boulder.

Alvis spreads his arms wide as your mind fails to find meaning in his words. Golden flames pour from his mouth as the source of the power makes itself known. War horns like thunder blare in the distance as he takes all the collective weight of the moment and throws it upon the duel soon taking place before your eyes.

(Round Break: Skaldic Interference)
0~0~0
(Tactics: 10+12+2(Rounds)) 24 Successes

The battle has largely swung in your favor, with Griss' men largely being taken out of the fight and the feats of your men playing a large part in the direction of the current tide. Notable events in the fight are as follows:

Abjorn, having caught up with Kjallakr thanks to your help, has promptly broken off his other arm and is now starting in on the remaining foes around him. Kjallakr, now missing both his arms and his weapons along with them, is forced to surrender as he now lacks any means to continue the fight.

Eric, in a show of frankly shocking skill, manages to disarm—both literally and figuratively—three separate men. They'll heal in time with Aspects, but the loss of primary weapons will hurt their fighting strength significantly.

Sten, having made it to the Berserk, now fights side by side with Kurt as they bring the raging Berserk to his knees. Jamming a three-foot spike of iron through his knees, Sten slams a palm against the Berserk's face as he recites the origin of teeth and causes the Berserk's teeth to explode in his skull, shredding it from the inside-out.

Steve—one of the warriors Halfdan brought along—makes a split-second decision to swing his axe just as a spear throw was about to take Jordan through the neck. Deflected by an errant axe-swing, the spear only bounces off Jordan's armor as Jordan exchanges a heart-felt nod with Steve.

Trausti, as ill-luck would have it, was returning to the fight just as the spear bounced off Jordan's armor and found a new home in Trausti's knee. It wasn't a deep wound, barely more than a scratch on a man as big as him, but events as bad as that happening twice in a row are signs that one shouldn't be fighting on this day. Taking heed of the warning signs, Trausti slides his axe across his back as he takes a glum seat on a stump of a tree snapped in half in the fighting.

-~-~-

As Jogrim is now dueling Kare, you're freed from your fight to turn your attention to the rest of the battle. Your men could use your aid—though they don't need it—and your enemies require killing. There's only about seven or so foes still in the fight, the rest having either surrendered, been pacified, or killed.

With the battle so in your favor, you can take a moment to rest if you like and turn your attention to matters of support.

Endurance: (19/19) | Frenzy: (8/8) (+8 to all Combat Rolls) | Armor: (21/21) (+9 to Defense Rolls)
Orthstirr: (17/65) | Odr: (43)
(X) Frami: 22 | ( ) Virthing: 22 | (X) Saemd: 21
Your Combat Dice Pool for Basic Moves is 8d6

What do you do?
[ ] Plan Name
-[ ] Goal: Write in
-[ ] Tricks: Write in up to Capacity (14)
-[ ] Orthstirr: Write in

0~0~0

AN: Sorry about last update, folks—for new readers catching up, I'm referring to a now-de-threadmarked post that just wasn't very good. I hope that this one is better!

No moratorium.
 
Yeah! That seems super neat. Go Kare, you can do it!

(Tactics: 10+12+2(Rounds)) 24 Successes

We should have +14 there rather than +12 and thus 26, I'm pretty sure...dunno if that makes any difference, though.

In terms of our actions...I dunno? We probably don't need to burn huge amounts of Orthstirr this turn (all our defensive stuff is active with a total of 9 spent, and that's likely enough, IMO), but what specific support stuff are we aiming for here, do people think? Flying around and disabling foes using IAT, Eyeshine Blind, Tendon Slice, and Shatter-Wrist al seems pretty solid, but also a bit samey...anyone have anything clever in mind?
 
So, one of the reasons I replaced TTS with Iron Embrace is that, while functionally identical, it simply is easier for me to justify why someone would be able to resist it. I never really liked having TTS be a thing in the first place, so I'm not going to revert the change—I was planning on writing it out of the story in the rewrite anyways, or, as I went with her, turning it into Iron Embrace. We can workshop the specifics of how it works, though
Maybe something like 'the world stands still' just making all physical motions slow down to a crawl letting Halla do her stuff? It is functionally the same, it works with imprisonment and it is easy to justify resisting. And thematically still very close to TSS
 
I say we go full defensive personally. Put all our effort into intercepting and using defensive tricks to keep our people from being hurt and further. Generally play as if we are defense specced for a bit. We are already winning. We don't need to kill more people to win more; we just need our people to survive.

i dont wanna prevent more casualties on the enemy side explicitly though. I feel like it helps our people to be able to fight and kill as this goes on, especially if we can help out. If they get kills that's good for their orthstirr probably, because killing Berserks is not a small deal.
 
I say we go full defensive personally. Put all our effort into intercepting and using defensive tricks to keep our people from being hurt and further. Generally play as if we are defense specced for a bit. We are already winning. We don't need to kill more people to win more; we just need our people to survive.

i dont wanna prevent more casualties on the enemy side explicitly though. I feel like it helps our people to be able to fight and kill as this goes on, especially if we can help out. If they get kills that's good for their orthstirr probably, because killing Berserks is not a small deal.

I mean, I agree with the goal here, but if we focus on disabling attacks like blinding, that is a form of protecting our people. Entirely neglecting that seems bad. On the other hand, a slightly heftier defensive focus does seem reasonable...

As for killing people...we don't want any more weregild or feuds than we can avoid, but aside from Griss's people (who we know, and are already out but alive), I'm not too fussed if some of the others get killed...if it's not their Fated Day we'll just fix them, which will make it hard for them to argue we owe them much in the way of reparations (beyond the weregild for Jogrim...that we'll owe).
 
So, one of the reasons I replaced TTS with Iron Embrace is that, while functionally identical, it simply is easier for me to justify why someone would be able to resist it. I never really liked having TTS be a thing in the first place, so I'm not going to revert the change—I was planning on writing it out of the story in the rewrite anyways, or, as I went with her, turning it into Iron Embrace. We can workshop the specifics of how it works, though.

I hear your criticisms regarding the ending of the fight, so I will be redoing it and playing the fight out in full. You get to keep the reward-choices.

I'll call voting in an hour. Your comments and feedback are, as always, highly appreciated.

I think this would come across differently for me if there wasn't an in-universe retcon. It's hard to put my finger on why, but tying it to a finale-interaction causing reality to brownout makes it feel much more like something is being taken away from us because we've done something wrong, when we as the players didn't really do anything wrong. However if that's how you feel about TSS - and I recall there have been issues with it in the past - then it's probably for the best. I do understand that someone you try out ideas which seem cool, and they don't work out, and as an artist it's important to be ruthless in that situation and cull them.

Personally I just don't vibe with Iron Embrace that much. I think something closer to the original research concept for Time Stands Still - where it works more along the lines of how Stutter-Step does now, or like an inverse version of Slowing Slog which speeds us up relative to the universe but does not actually stop time - would make emphasise Halla being powerful and kinetic, rather than I Cast Magic Handcuffs. Or perhaps both Iron Embrace and some kind of Standstill-derived enhancement technique would both have been outgrowths of Halla's Standstill research, IDK.

But I think I'm in the minority here, including that the previous version of the end of the fight was fine by me lol, so I'm not sure how useful my feedback is.
 
Here's the defensive/disabling idea as a plan:

[X] Plan Playing Defense, Mostly

-[X] Goal: Start with sounding our Boar-Headed Horn. Then basically focus on defending our people who aren't in duels (throwing out Atgeir Bodyguards on them as needed and using Semi-Halting Vortex for defending groups, and Dead Air if any others try Shattering Scream), while taking the opportunity to throw out disabling attacks to prevent the enemy from achieving anything. If any of them use Mirror Waltz, that's when we pull out Contested Movement in response.

-[X] Shapeshifts: Adrenaline Rush x4, Dense Muscles x3, Strengthened Bone Structure x2, Supported Grip x1,
-[X] Utility Tricks: Ember-Winged Cloak, Slipstream, Dead Air,
-[X] Defensive Tricks: Slowing Slog, Stutter-Step, Contested Movement (16d6+16 including minimal Stoked Pool), Semi-Halting Vortex, Atgeir Bodyguard, Hefty-Halter Chop, Iron Embrace (only to avoid an opposing Finale or something similar),
-[X] Offensive Tricks: Flashfire Cleave, Eyeshine Blind, Tendon Cut, Shatter-Wrist Trick, Inertia-Arresting Throw,
-[X] Orthstirr: 9 Levels
-[X] Stoked Pool: Burn at least 8 on each Contested Movement, and make sure to keep the total below 63 by using it either there or on Stoker State Tricks.
-[X] Other: Activating Sharpen, Stoker State Level 4, Lightning-Charged on Sagaseeker, and Puncture on Tricks, and use our Shield or a quick-drawn backup as needed for defense (we will only use Stutter Step if this is not an option). Using Sundersight. Use Banish The Night and Fight of Our Lives to give our allies a bonus again.

Pretty much what it says on the tin. The goal is to get our people through this fight relatively unscathed.

I think this would come across differently for me if there wasn't an in-universe retcon. It's hard to put my finger on why, but tying it to a finale-interaction causing reality to brownout makes it feel much more like something is being taken away from us because we've done something wrong, when we as the players didn't really do anything wrong.

For the record, that was not the vibe I got from the glitch. Less being punished, more 'you have broken the system...congrats I guess?' followed by a correction (it's a power down, but a pretty mild one, we can still use it for basically all the stuff we always did). Which seems fine to me, and opens up some interesting avenues for understanding the world in the long term, I'd hope.
 
Is there something stopping an enemy who breaks out of Iron Embrace from attacking our allies?

My assumption would be that doing so would generally be suicidal (since it'd involve ignoring Halla herself). We can probably also use Rewrites to free our comrades under at least some circumstances, and those would count. It may also protect the people frozen from people who aren't us? Dunno on that last one.
 
As for killing people...we don't want any more weregild or feuds than we can avoid, but aside from Griss's people (who we know, and are already out but alive), I'm not too fussed if some of the others get killed...if it's not their Fated Day we'll just fix them, which will make it hard for them to argue we owe them much in the way of reparations (beyond the weregild for Jogrim...that we'll owe).

I'm pretty sure we owe weregild for any amount of death. Even if we bring them back. Indeed, I think we can owe it even for injuries and stuff - Asgeirr beating up kids twice his age almost had us owe some, and I doubt he beat them to literal death (though if he did, that kids going places. Probably not good ones. But he's goin'.)

I don't think worrying overly much about the weregild we might owe is that valuable. We have plenty of money, and we have plenty of ways to get money, and we are generally able to handle these types of matters as they come. It's not like we are Steinnar where owing one Weregild required an entire shift in our lifestyle for a full year.
 
I'm pretty sure we owe weregild for any amount of death. Even if we bring them back. Indeed, I think we can owe it even for injuries and stuff - Asgeirr beating up kids twice his age almost had us owe some, and I doubt he beat them to literal death (though if he did, that kids going places. Probably not good ones. But he's goin'.)

It certainly at least reduces it significantly. Weregild is payment for damages...which includes the payment for medical services. There's also paying for the insult involved, which is what we did with Asgeirr, so we might owe something, but not nearly as much. Like, we probably owe some weregild for attacking them at all and beating them up, but I don't think it goes up much from bodily death if we're the one who brings them back and we do it free of charge.

So I'm not saying we won't owe weregild, I'm saying our medical abilities probably mean we owe the same amount regardless of the degree of injury they receive, assuming they are injured at all. Barring True Death, obviously.

I don't think worrying overly much about the weregild we might owe is that valuable. We have plenty of money, and we have plenty of ways to get money, and we are generally able to handle these types of matters as they come. It's not like we are Steinnar where owing one Weregild required an entire shift in our lifestyle for a full year.

I'm not worried. You'll note there's no mention of it in the plan, after all. I'm just noting it as a thing we will have to deal with.
 
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[X] Plan Playing Defense, Mostly

I am fine with Time Stand Still begin removed. It was pretty OP, and maybe would have been better as the Finale for a Time Hugareida than the Standstill Hugareida.

On the other hand, Iron Embrace dosen't feel thematicaly fitting for Standstill as a Finale.

Maybe something like 'the world stands still' just making all physical motions slow down to a crawl letting Halla do her stuff? It is functionally the same, it works with imprisonment and it is easy to justify resisting. And thematically still very close to TSS

I think this would work better than Iron Embrace thematicaly.

Instead of stopping time or creating chains, the Finale simply stops all movement. Locking people in place.
 
I am fine with Time Stand Still begin removed. It was pretty OP, and maybe would have been better as the Finale for a Time Hugareida than the Standstill Hugareida.

On the other hand, Iron Embrace dosen't feel thematicaly fitting for Standstill as a Finale.

I mean...it's not actually part of Standstill and never was. Hugareida don't have Finales. It's based on a Martial Style we're still sort of scratching at the edges of.
 
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