Well, if it doesn't work we can try a proper fold next round. He'll be warned, but will be interesting to see him deal with it/reveal some new trick to not get absolutely bodied.
[X] Plan Well, If You Aren't Gonna Dodge...
 
Oh, was Abjorn using Perfect Defences there? Firesode and Kindle Spinner didn't have Puncture applied.
 
Apologies for no warning, but I am going to make a poor decision here and call the vote now, when it is getting a little late
Scheduled vote count started by Imperial Fister on Jul 17, 2023 at 6:30 PM, finished with 39 posts and 5 votes.

  • [X] Plan Well, If You Aren't Gonna Dodge...
    -[X] Stoke Frami (+202 Orthstirr)
    -[X] 80d6 Attack (80d6 tricks)
    -[X] 5d6 Defense (5d6 tricks)
    -[X] 0d6 Intercept
    -[X] Activate Slipstream (-16 Orthstirr) and take to the air with Ember-Wing Cloak and stay there, well out of his melee reach (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire). Draw Ashen Kiss and use our Fire-Hugareida Tricks through it, halving their base cost (possibly make references to 'if you want a kiss...').
    -[X] Make a total of four 46d6+5 (w/Hugareida) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr each)
    -[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through, use Contested Movement and all our Stoked Dice to defend (-3 Orthstirr, 24d6+5 defense) and counterattack with a Sparkbomb attack w/Puncture (-16 Orthstirr) and abort to Sidestep (-2 Orthstirr) if that does not work as a defense.
    -[X] In response to anything that gets through Atgeir Bodyguard other than that first melee attack use Halting Vortex (-4 Orthstirr) and/or Sidestep (-2 Orthstirr) as appropriate, and if something gets through those use up to five 60d6+9 Reinforcedx58 Sway defenses (-60 Orthstirr each).
    -[X] Tactics – Basically, we're going for simplicity here. We fly out of his reach and hit him as hard as we can..Sparkbombs are slow but if he's not gonna dodge, that's hardly a problem, is it? We obviously stop if he actually goes below half health.
 
A stoker based contested movement seems pretty great to create. I hope Abjorn got the idea from us using contested movement so much. Hmm, a skill based contested movement is also pretty decent but it depends on the opponent's skill set. Makes you wonder how rare contested movement style tricks are.
 
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just putting this out there but we never going to beat a hamr fighter in their own thing, this is why the mc should go ham in her hugr, mainly it it half price to upgrade at all it ranks, hugr 8 would have the same price as hamr 7

Well, first, the only people actually ahead of Halla in terms of ability to raise Hamr are those with Giant's Blood, which is not all Hamr based opponents by any means.

Second, yes she absolute can if she wants. Vs. someone with 1-2 more Hamr and everything else identical, but who doesn't have Odr and True Cultivation she's rapidly going to wind up behind 1d6-2d6 in combat pool, but ahead in shapeshifting slots and well ahead in Endurance. Infused stats are very good. If someone's been shapecrafted, that advantage in shapeshifting slots goes away or reverses but that's no longer a 'Hamr fighter' it's someone with a lot of shapecrafting done on them, which is a whole different thing. An Odr-using Hamr specialist is a whole different thing, but again, no longer just a 'Hamr fighter'.

We do want more Hugr, no doubt, for a whole host of reasons, but acting like we inherently can't keep up with Hamr-based opponents is just not correct.

Out of curiosity what are our big damage attacks? I know Sparkbomb is one, but it's kind of slow compared to our other attacks and we can't exactly speed it up in anyway. At least we haven't tried to speed up the travel time of sparkbomb yet.

Well, with our Ignition maxed out in damage and one shapeshift each in melee and ranged damage, it looks like this:

Sparkbomb does 10-12. Sharpened Flashfire Cleave is arguably bigger if the enemy has armor, as it does 13 damage, at least 4 of which only applies to armor. Aside from those, Firebomb Strike is 8-10, Kindle Spinner is 8 as is Sharpened Skewer-Flick, and Leaping Cleave is 9.

Oh, was Abjorn using Perfect Defences there? Firesode and Kindle Spinner didn't have Puncture applied.

It's one theory. I think his DR was just jacked up, but either is plausible. This turn's plan is designed to account for either possibility.

Glima-Based Contested Movement!

Does Leverage apply here I wonder?

Probably not. Or, I guess, only if it's a Leverage Trick, which is possible.
 
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He seems to be favoring a reactionary style of fighting, preferring to do gently redirects than any serious damage. He had you in his grasp, he could've done any number of things, but he didn't. Why is it that almost all the powerful fighters in your life refuse to take you seriously in spars?! It's not fair, dammit!
That's just what happens when you spar with guys who are your father, brother(s), husband and unrequited lover, Halla.

I would say try sparring with Stigmar and Stigr but they're your brother-in-laws sooo
 
I would say try sparring with Stigmar and Stigr but they're your brother-in-laws sooo

Also, we'd wreck them. Like, sincerely, at the moment Stigr is a bit behind the rest of us (though he's catching up), and Stigmar has never been quite in our league. They're both solid, but they'd need to get lucky or she'd need to get careless for Halla not to win.
 
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I wonder how other fighters feel when fighting Halla. She seems to have a lot of tricks to pull out of her sleeves once her main battle plan is overturned.
 
Abjorn Spar 1.2
[X] Plan Well, If You Aren't Gonna Dodge...
-[X] Stoke Frami (+202 Orthstirr)
-[X] 80d6 Attack (80d6 tricks)
-[X] 5d6 Defense (5d6 tricks)
-[X] 0d6 Intercept
-[X] Activate Slipstream (-16 Orthstirr) and take to the air with Ember-Wing Cloak and stay there, well out of his melee reach (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire). Draw Ashen Kiss and use our Fire-Hugareida Tricks through it, halving their base cost (possibly make references to 'if you want a kiss...').
-[X] Make a total of four 46d6+5 (w/Hugareida) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr each)
-[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through, use Contested Movement and all our Stoked Dice to defend (-3 Orthstirr, 24d6+5 defense) and counterattack with a Sparkbomb attack w/Puncture (-16 Orthstirr) and abort to Sidestep (-2 Orthstirr) if that does not work as a defense.
-[X] In response to anything that gets through Atgeir Bodyguard other than that first melee attack use Halting Vortex (-4 Orthstirr) and/or Sidestep (-2 Orthstirr) as appropriate, and if something gets through those use up to five 60d6+9 Reinforcedx58 Sway defenses (-60 Orthstirr each).
-[X] Tactics – Basically, we're going for simplicity here. We fly out of his reach and hit him as hard as we can..Sparkbombs are slow but if he's not gonna dodge, that's hardly a problem, is it? We obviously stop if he actually goes below half health.
0~0~0

Clenching your fists, you replace your dazed expression with one of renewed focus. Crimson flames ignite in an aura of frenzied fire around you as you bring your fury to bear on your bear. Ashen Kiss slides from its sheath as its drowsy spirit rouses itself. After a beat, the spirit vigorously blinks the sleep from its eyes as it realizes that its purpose shall finally be fulfilled—to pick up the slack a missing Sagaseeker leaves.

Shooting higher into the sky take position in front of the sun. Abjorn squints and lifts a warding arm as your shadow crosses his face.

"Well, Abjorn," you shout to your husband as you hold Ashen Kiss aloft—crimson orthstirr painting its blade with fire, "if you want to kiss, don't be surprised when I kiss back!"

Four swings cast out four Sparkbombs at the apex of each strike. The quartet of densely-packed fireballs slowly meanders down through the air, buffeted by the wind of the high-flying sky.

Abjorn pivots on his heel, walks about twenty-five feet to the right, and watches as the Sparkbombs harmlessly impact one after another.

"Halla," he says as he turns back towards you, "I love you, but you're a bad kisser."

"Am not!"

"Too aggressive, too fast."

You open your mouth to respond, but find that... Well, whenever he initiates it's always gentle, dainty little kisses but whenever you initiate... It's a lot like throwing four Sparkbombs at someone, huh?

(Round End)
(Unspent Orthstirr Refunded)
0~0~0
(Hugr (Tactics): 6x3, 5x1, 4x3, 3x1, 2x3, 1x2)7+5+2=14 Successes

So, that didn't work. Not much has changed analysis-wise.

Abjorn is still favoring his reactionary style, but he's obviously going to be planning some kind of offensive if you continue this course of action.

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls)
Orthstirr: (572/604) | Odr: (29)
(X) Frami: 202 | ( ) Virthing: 201 | ( ) Saemd: 201
Shapeshifting is granting you (+1 Ranged Damage and +3 Attack-Speed)
Your combat pool is 85d6 and you have 15d6 Stoked Dice

Atgeir Bodyguard is still active.

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: lmao, and here I was thinking I was gonna be up late on this one.

I don't really know why you folks thought that Abjorn wouldn't at least attempt to dodge a Finisher-level attack, let alone four of them.

No moratorium.

(Edit: Refunded you the last three Sparkbombs)
 
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I don't really know why you folks thought that Abjorn wouldn't at least attempt to dodge a Finisher-level attack.

Well, they were each individual attacks, and I wasn't sure we'd used Sparkbomb in front of him enough for him to realize quite how hard it hits. Apparently we had. *shrugs*

They also weren't folded and I wasn't at all clear they were quite that easy to dodge at range. Easier than normal yes, that easy, not so much (which means we learned something! Yay!). But now we know they're definitely gonna work at least somewhat if they hit him...guess we need to pin him down for them somehow. We do have a 3Fold IAT in a Fast...

You've done a lot of one-on-one sparring, but perhaps it would be a good idea to do some 2-on-1s or even 3-on-1s?

It's probably a reasonable idea, yeah. Or, like 3-4 on 2 or other things like that.

I wonder how other fighters feel when fighting Halla. She seems to have a lot of tricks to pull out of her sleeves once her main battle plan is overturned.

Generally? It depends on how the fight goes. If Halla is winning and sticking with the plan, people will probably be like "Okay, Hugareida specialist with, like, 4 different Hugareida and a lot of Tricks. Got it." Her standard load of Tricks is the sort of thing people might expect to see on such a foe (3 each Ignition and Standstill, one each Sword and Atgeir, a Twist or two...)

If she starts pulling out contingencies, however, I suspect they're rapidly legitimately baffled and possibly frustrated by the sheer number of Hugareida and Hugareida Tricks she possesses...like, experienced enough people will immediately know she has an Owl Fylgja, because there's no other plausible explanation for the sheer amount of Capacity she has.

I knew sparkbombs are a bit too slow for our purposes. How did Hallr ever land these if they are this slow to use?

Opponents unable to move or point blank range, I guess.
 
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Second, yes she absolute can if she wants. Vs. someone with 1-2 more Hamr and everything else identical, but who doesn't have Odr and True Cultivation she's rapidly going to wind up behind 1d6-2d6 in combat pool, but ahead in shapeshifting slots and well ahead in Endurance. Infused stats are very good. If someone's been shapecrafted, that advantage in shapeshifting slots goes away or reverses but that's no longer a 'Hamr fighter' it's someone with a lot of shapecrafting done on them, which is a whole different thing. An Odr-using Hamr specialist is a whole different thing, but again, no longer just a 'Hamr fighter'.
Big advantage Halla has over non-shapecrafted enemies:
Frenzy.
1d6={-1,-1,1,1,2,2}
Bestcase for a d6=2 so 2 Frenzy.
Expected value(1d6)=sum(-1,-1,1,1,2,2)/6=sum(2,2)/6=4/6=2/3 so 1d6 is less than 1 on average.
1/(2/3)=1.5, so on average 1 Frenzy is worth 1.5d6. Meaning our 5 Frenzy equal 2.5d6 when the dice roll optimally (without the doubling effect) or 7.5d6 when dice roll average.



AN: lmao, and here I was thinking I was gonna be up late on this one.

I don't really know why you folks thought that Abjorn wouldn't at least attempt to dodge a Finisher-level attack.
Expecting Halla to use the Orthstirr thread thing to aim.
Buuut that wasn't part of the plan.

I knew sparkbombs are a bit too slow for our purposes. How did Hallr ever land these if they are this slow to use?
They can be used in melee, by IF hints there is probably a way to throw them faster (by using an Orth thread like a bowstring).
 
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Big advantage Halla has over non-shapecrafted enemies:
Frenzy.
1d6={-1,-1,1,1,2,2}
Bestcase for a d6=2 so 2 Frenzy.
Expected value(1d6)=sum(-1,-1,1,1,2,2)/6=sum(2,2)/6=4/6=2/3 so 1d6 is less than 1 on average.
1/(2/3)=1.5, so on average 1 Frenzy is worth 1.5d6. Meaning our 5 Frenzy equal 2.5d6 when the dice roll optimally (without the doubling effect) or 7.5d6 when dice roll average.

This is not correct. In combat d6s are just d6s, getting a result of between 1 and 6 and averaging 3.5. Frenzy 5 is thus worth about 1.5 dice on every roll. Still good, not quite this good.

Expecting Halla to use the Orthstirr thread thing to aim.
Buuut that wasn't part of the plan.

Honestly, I dunno if that would even have helped much. I don't think it boosts their speed right now (there may be a version that does, but I don't think we have that yet) and he was walking out of the way, apparently.
 
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Hmm, if we ever get the fire spawn trick up. Think we can fast recall the sparkbomb to our position behind the enemy? And hit them into it? That said it's risky to pull off.
 
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