Can we make a Finale based on Standstill, possibly a defensive one?

I can imagine something like, well, stopping everything. Except for Halla, who gets to move unimpeded.
 
Can we make a Finale based on Standstill, possibly a defensive one?

I can imagine something like, well, stopping everything. Except for Halla, who gets to move unimpeded.
I mean, Golden Chain is a defensive style.... And Golden Horn felt like a defensive finisher to me.

Hm.... Perhaps, a mix of IAT and Mire ward? Have a bigger AoE, and make anything bigger than a fist slow down, anything bigger than a dog stop or something like that?
 
[X] Plan Okay, we'll be less fast and less aggressive.
-[X] 79d6 Attack (79d6 tricks)
-[X] 6d6 Defense (6d6 tricks)
-[X] 0d6 Intercept
-[X] Maintain Slipstream (-16 Orthstirr) and remain in the air with Ember-Wing Cloak and stay there (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire).
-[X] Quick Recall Sagaseeker back to our hand (-1 Orthsirr). Also Quick Recall Abjorn's sword and shield, if he hasn't picked them up (-1 Orthsirr each). Look, you might be a Magpie but you'll damn well own up to it!
-[X] Throw out up to 2 30d6 Inertia-Arresting Throws w/Puncture at Abjorn (29d6 Attack, 1d6 Skyfire). If/When he's caught up in one, Sparkbomb Abjorn with a 2d6 Sparkbomb w/Puncture (1d6 Attack, 1d6 Skyfire - Abjorn's obviously going to break out of IAT, so no need to over-invest). Follow up with a 60d6 Inertia-Arresting Throw w/Puncture (19d6 Attack, 40d6 Orthsirr, 1d6 Skyfire), then charge Abjorn with a 2d6 (1d6 Attack, 1d6 Skyfire) Lightning-Enhanced Firebomb strike (w/Puncture).
-[X] If he uses his wrestling counterattack on us, use all three of our Fight Of Our Life uses and any remaining Stoker State dice on the opposed roll (+36 dice). Counterattack with our 3-Folded IAT, stun Abjorn with a dainty kiss, then (if the spar is somehow still ongoing at that point) finish him off with a Lightning-Enhanced Skewer-Flick trick.
-[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through Atgeir Bodyguard, use a 60d6 Slice Aside (1d6 Defend, 59 Orthsirr) and counterattack with another Lightning-Enhanced Firebomb Strike.
-[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 – IAT Abjorn, then hit him with hard attacks that should break past his DR. If/When Abjorn does his Wrestling trick against us again, turn the tables back against him and repay his favor.. umm... once-fold! Stop attacking if Abjorn gets to half his endurance or otherwise seems noticeably injured.

This is kind of a joke plan, I honestly can't really take this spar seriously. Abjorn's basically won already, he's going to Glima us until Halla gives in. Orthsirr count is probably off and all, don't really want to math it out..

===

Having said that, we could IAT-Sparkbomb spam Abjorn if we want to keep the fight at range. He has enough DR that that isn't the most workable thing though.

===

Standstill Finale Workshop names:

Stillspace
Standstill < Yes just the Hugareida's name in itself.
Time Stop < Feels a bit hubristic
Lockdown < Kinda like this one.

===

So uhh

Nobody's voting?
 
Last edited:
@Imperial Fister would using Gale Spear to give Sparkbomb a tailwind work, do we know for a fact it wouldn't, or would we need to experiment with it to figure out something like that?
That would blow it up. However, firing off a Gale Spear immediately before the Sparkbomb would give the Sparkbomb a slipstream

0~0~0

I'll call voting in an hour, so vote while you've got the chance!
 
It will be best with wildfire/DoT, sustained tricks or ones that linger, yeah. If only we had ones....
Still, it's a nice booster trick.

Give it time.

I mean, again, we pretty much switched our initial tricks from battle skills to hugreida ones explicitly for higher damage.
We hardly use power chop and such in combat.
The exceptions are the general Hone and sharpen and the defensive ones.... Perhaps skewer flick, before we spend dice on a hugreida variant of it.

That's only true of Tricks that only deal damage (like Power Chop) and gonna be significantly less true now that we have Sharpen online. We stopped using Leaping Cleave for Flashfire Cleave because FFC lacks the disadvantages, not because it does more damage, and we never really stopped using other mundane Tricks as appropriate, I don't think...certainly not for damage alone?

And for sparkbomb, we asked the QM for a hugreida trick that has even more damage than firebomb strike iirc.

Yeah, because we didn't have anything really high damage before then.

We need more options though, because pure damage is not everything, as we see in this spar again.

Uh...our problem in this spar is a very specifically not being able to do enough damage at range to get through Abjorn's damage reduction. And what previous fight has our problem been that we don't have enough options other than damage? I'm sincerely not thinking of any. We've certainly had issues in some previous fights, but that hasn't been one of them.

Heatshroud and Mireward combo is good that way, its a great punish effect.
There was eyespark from when we asked Sten, which is great for blinding or timing out someone for a time.
Tinder Blade and Fireside Barrage is good for AoE ones (and damn, did I search it after you pointed FB out) a d stripping defenses.

But most of our battle tricks are still damage.
(Yes, I know we have defense tricks too, but they are obligatory.)
And we have almost nothing else. (Yes, IAT is a great bind skill, but it is so very alone in as an utility trick both in and out of battle)

I hope I made my thoughts clear, because I am bad at explaining, but I would like to say it once more: we need more options, not just damage.

We also have Shatter-Wrist, Knee-Groin Trick, Stunner-Slam, and various other stuff. We could certainly grab another combat utility option or two, but we have a decent selection of these, a lot of them are just not great for sparring (Knee-Groin and Shatter Wrist to be specific).

The skill tricks are nice to get in this downtime we have, and I can't state how happy I am for those and the active non combat ones.
The seidr ones are great for utility as well.

I thought we were talking about combat, but yeah, our selection of non-combat stuff is definitely expanding.

then charge Abjorn with a 2d6 (1d6 Attack, 1d6 Skyfire) Lightning-Enhanced Firebomb strike (w/Puncture).

This is pointless or close to it. From what we've seen Abjorn has DR 6 or so and this does 6-8 damage. It would also have 6d6 as extra dice from Hugareida add in to it. In general, I'm also very against starting to sandbag like this as it seems hypocritical and disrespectful given how annoyed Halla is about not being taken seriously.

And I'll note that Abjorn only 'won' because of a character beat (ie: the QM actively ignoring the planned tactic of 'never get in melee'). Which is fine, but giving up because of it seems against the spirit of things.

That would blow it up. However, firing off a Gale Spear immediately before the Sparkbomb would give the Sparkbomb a slipstream

Interesting. How much would that improve its speed?

I'll call voting in an hour, so vote while you've got the chance!

Yeah, uh, literally nobody has voted except those who've made a plan. People should do that, I think?
 
I'm not super sure the specifics on how slipstreams affect speed (other than it significantly boosts efficiency) so I'll say that it reduces the travel time by a third. Maybe more

I was more thinking in terms of functionality...like, what range would this allow us to attack with Sparkbomb and have people actually need to roll against the Trick to dodge rather than just walk out of the way?

Like, I'm not asking to measure how fast it goes, but for how it effects the available range of efficacy.
 
[X] Plan Okay, So We Make You Not Dodge
[X] Plan Let's End This on a High

Adding a vote for Skippy's plan since it at least treats this spar seriously and avoids Halla being a massive hypocrite or giving up completely for no reason.

EDIT: Votes have changed and I do still prefer my plan slightly.
 
Last edited:
That would blow it up. However, firing off a Gale Spear immediately before the Sparkbomb would give the Sparkbomb a slipstream
So I assume windblades would also snuff out SB, on a direct hit..... But could we use wind blades to kind of.... Ping pong SB after the many WB?

Edit: sorry for the double post
I do, don't worry... Just more non direct damage ones would be nice.
That's only true of Tricks that only deal damage (like Power Chop) and gonna be significantly less true now that we have Sharpen online. We stopped using Leaping Cleave for Flashfire Cleave because FFC lacks the disadvantages, not because it does more damage, and we never really stopped using other mundane Tricks as appropriate, I don't think...certainly not for damage alone?
The mundane tricks have become more of an afterthought due to the hugreida ones getting passive bonus from the hugteida.
Fair on FFC though.
Yeah, because we didn't have anything really high damage before then.
And we used it in... Only against Hookfingers.
Before this spar, at least.
We also have Shatter-Wrist, Knee-Groin Trick, Stunner-Slam, and various other stuff. We could certainly grab another combat utility option or two, but we have a decent selection of these, a lot of them are just not great for sparring (Knee-Groin and Shatter Wrist to be specific).
Hm... Fair, still, we could use SS in spars.
And, as I said above, more options would be nice, so we do not have so many of this kind of head scratching situations.
I thought we were talking about combat, but yeah, our selection of non-combat stuff is definitely expanding.
That was more of an after thought, but yes, it's wonderful.
best would be that has use both in and out of combat though....
On that note, I still find it hilarious that we could use a Clearwater trick to clean out color from someone's runes.
 
Last edited:
The mundane tricks have become more of an afterthought due to the hugreida ones getting passive bonus from the hugteida.
Fair on FFC though.

Sharpen changes the calculus here significantly in a way that hasn't had the opportunity to show itself as of yet. Specifically, it both jacks up damage somewhat and, more importantly, makes buying dice vastly cheaper. Flashfire-Cleave can benefit from both the Hugareida damage bonus and Sharpen, but it's the only Trick that does both, and its low starting damage and relatively high cost makes it still not a great choice once armor's been dealt with (it's great as a first attack to break armor, of course).

And we used it in... Only against Hookfingers.
Before this spar, at least.

It's got a specific range of efficacy, as we discovered to be even more true than we thought here.

Hm... Fair, still, we could use SS in spars.
And, as I said above, more options would be nice, so we do not have so many of this kind of head scratching situations.

I feel like this situation is sincerely a result of this being a spar, to be honest. Like, several of our standard options for things like this are just not spar friendly (KGT, our Fast-held damage Tricks, spending Odr on more damage, FTB, and so on). We have tools for 'too much DR', good tools even, they just aren't the most spar-friendly for the most part. We're also likely going with damage over dice for Ignition going forward, which should also help with this specific problem.

That was more of an after thought, but yes, it's wonderful.
best would be that has use both in and out of combat though....
On that note, I still find it hilarious that we could use a Clearwater trick to clean out color from someone's runes.

An insta-clean Trick is definitely one of the first on the agenda with Clearwater (along with just straight water conjuration). We should be able to start on that next turn, since we finish up Clearwater itself then.
 
Alright. Voting is now closed. I let it go a little long to give people time to vote, but now it is time to rock
Scheduled vote count started by Imperial Fister on Jul 17, 2023 at 10:30 PM, finished with 153 posts and 8 votes.

  • [X] Plan Okay, So We Make You Not Dodge
    -[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 (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire). Still casting fire-based Hugareida through Ashen Kiss.
    -[X] Swoop towards him and make a 60d6+5 (w/Hugareida) attack using our 3Fold Inertia-Arresting Throw from our Fast and adding Puncture (-9 Orthstirr), and follow it up with a total of up to three 43d6+5 (w/Hugareida) Orthstirr-Enhancedx34 Sparkbomb attacks w/Puncture (-50 Orthstirr each) done at basically melee range (though still in the air)...when he breaks free of the IAT (or immediately before if possible) abort immediately and fly back out of reach as quickly as possible using Ember-Wing Cloak (-6 Orthstirr), Backstep (-6 Orthstirr) or both as necessary.
    -[X] If he uses his wrestling counterattack on us, use all three of our Fight Of Our Life uses and any remaining Stoker State dice on the opposed roll (+36 dice)
    -[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through, if and only if we still have stoker state dice, 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 – The idea here is to trap him with a big use of IAT and use however long he's trapped to do some actual point-blank Sparkbombs. He seemed concerned enough to dodge, so hopefully that'll put a dent in him. We abort if he breaks free, and obviously stop hitting when he's down below half Endurance if we manage that.

    [X] Plan Let's End This on a High

    -[X] Setup
    --[X] Use Slipstream (- 16 Orthstirr) and Ember-Winged Cloak -(6 Orthstirr).
    --[X] Fly high above him, maintain distance, exploit his staying still and the gap in mobility.
    --[X] Stoke our Virthing to fuel the Flame-Tending Blade.
    -[X] The Flame Tending Blade
    --[X] If he tries to close the distance, in order, slow him down with:
    --[X] A Threefold 60d6 IAT (35d6, 41 Orthstirr)
    --[X] 60d6 Backstep Trick (50dy, 16 Orthstirr)
    --[X] Contested Movement + 15 Stoked Dice
    --[X] When we've powered up the Flame-Tending Blade sufficiently that Abjorn should know he's toast if we hit him with it, strike the ground at a safeish distance away instead in a big showy-offy display of how cool our technique is, aren't we the coolest wife ever.
    -[X] Seizing the Advantage
    --[X] Use the distraction provided by the air suddenly being 90% pulverised and burning rock to dash in and grab him in a spider-monkey like hug, SEIZING THE TACTICAL ADVANTAGE.
    --[X] Kiss our big lug of a husband.
    --[X] Gain an extremely embarrassing story that we can torment our children with about how the large scorched crater of volcanic glass a few miles away from our farm is where one of their siblings was conceived.
    [X] Plan Okay, we'll be less fast and less aggressive.
    -[X] 79d6 Attack (79d6 tricks)
    -[X] 6d6 Defense (6d6 tricks)
    -[X] 0d6 Intercept
    -[X] Maintain Slipstream (-16 Orthstirr) and remain in the air with Ember-Wing Cloak and stay there (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire).
    -[X] Quick Recall Sagaseeker back to our hand (-1 Orthsirr). Also Quick Recall Abjorn's sword and shield, if he hasn't picked them up (-1 Orthsirr each). Look, you might be a Magpie but you'll damn well own up to it!
    -[X] Throw out up to 2 30d6 Inertia-Arresting Throws w/Puncture at Abjorn (29d6 Attack, 1d6 Skyfire). If/When he's caught up in one, Sparkbomb Abjorn with a 2d6 Sparkbomb w/Puncture (1d6 Attack, 1d6 Skyfire - Abjorn's obviously going to break out of IAT, so no need to over-invest). Follow up with a 60d6 Inertia-Arresting Throw w/Puncture (19d6 Attack, 40d6 Orthsirr, 1d6 Skyfire), then charge Abjorn with a 2d6 (1d6 Attack, 1d6 Skyfire) Lightning-Enhanced Firebomb strike (w/Puncture).
    -[X] If he uses his wrestling counterattack on us, use all three of our Fight Of Our Life uses and any remaining Stoker State dice on the opposed roll (+36 dice). Counterattack with our 3-Folded IAT, stun Abjorn with a dainty kiss, then (if the spar is somehow still ongoing at that point) finish him off with a Lightning-Enhanced Skewer-Flick trick.
    -[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through Atgeir Bodyguard, use a 60d6 Slice Aside (1d6 Defend, 59 Orthsirr) and counterattack with another Lightning-Enhanced Firebomb Strike.
    -[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 – IAT Abjorn, then hit him with hard attacks that should break past his DR. If/When Abjorn does his Wrestling trick against us again, turn the tables back against him and repay his favor.. umm... once-fold! Stop attacking if Abjorn gets to half his endurance or otherwise seems noticeably injured.
 
Uh...our problem in this spar is a very specifically not being able to do enough damage at range to get through Abjorn's damage reduction. And what previous fight has our problem been that we don't have enough options other than damage? I'm sincerely not thinking of any. We've certainly had issues in some previous fights, but that hasn't been one of them.
Is the problem us not being able to do the damage, or is it us not being willing to do what is necessary to do the damage because it it would have unreasonable risks for Abjorn?
+Formalizing the projectile control trick and adding a good option to speed the projectile up could help a bit with the blindspot we have.

Should get some "fuck those grid coordinates in particular" stuff and maybe some "screw that group in particular", though.
Maybe a bit more support...
A distracting fire trick? (a fire that draws enemy attention like moth to light)
Flashbang variant of KS?
With hot and cold emotions, and us being obviously in the hot camp, maybe something to make our enemy rage against their allies. Or something to cause feverish illusions.( 3 vs Halla is much nicer when it is turned into (2vs1)vs Halla)
Or something to boost our allies.
 
Is the problem us not being able to do the damage, or is it us not being willing to do what is necessary to do the damage because it it would have unreasonable risks for Abjorn?

Some of both. We'd have a lot more options if it wasn't a spar and we were willing to hurt him, but being able to effectively use Sparkbomb at range, or having another equally damaging Trick for that scenario would also be very helpful.

+Formalizing the projectile control trick and adding a good option to speed the projectile up could help a bit with the blindspot we have.

This is probably the best current avenue to allow better range and control on Sparkbomb, yeah. It's also obviously useful for a lot of other things.

Should get some "fuck those grid coordinates in particular" stuff and maybe some "screw that group in particular", though.
Maybe a bit more support...
A distracting fire trick? (a fire that draws enemy attention like moth to light)
Flashbang variant of KS?
With hot and cold emotions, and us being obviously in the hot camp, maybe something to make our enemy rage against their allies. Or something to cause feverish illusions.( 3 vs Halla is much nicer when it is turned into (2vs1)vs Halla)
Or something to boost our allies.

Blackhand is very anti-mind control, so I don't think we're getting anything for turning allies on each other (and might feel bad about it even if we did). Something to blind people is possible, as is an ally-boosting Trick or two, though both are gonna be a while out while we focus on our stats for a bit, I think.
 
as is an ally-boosting Trick or two

Silver-Tongue Trick - Epic Speech? give Silver-tongue ranks in d6 for the fight?
Ignition (or whatever the boost fire one is) Trick - Fan the flames of battle? boost damage for a round?
Stoker Style Trick - Engines working together are stronger - all stoker style people gain more dice/damage this round?

(X) Stoking Strike (Cost 6 Orthstirr/2 Odr): A basic offensive melee trick that allows the user to control how much power is put into it. Damage scales with power put into it. (Refined: 2/6)

We do have this in stoker style, so if we risked melee we have an attack that has fully variable damage so we could specify just enough to not kill him.
 
Last edited:
Silver-Tongue Trick - Epic Speech? give Silver-tongue ranks in d6 for the fight?
Ignition (or whatever the boost fire one is) Trick - Fan the flames of battle? boost damage for a round?
Stoker Style Trick - Engines working together are stronger - all stoker style people gain more dice/damage this round?

Epic speeches would be Wordplay. But actually, the obvious place for ally-boosting stuff is Strategy, which we do have and could easily grab some Tricks for if we come up with them.

We do have this in stoker style, so if we risked melee we have an attack that has fully variable damage so we could specify just enough to not kill him.

The issue with that is the 'going into melee' part. We have discovered that he has a wrestling Trick that makes attacking him in melee basically a lose condition, at least for us at the moment. So we can't really afford to do that very readily.
 
Last edited:
But actually, the obvious place for ally-boosting stuff is Strategy, which we do have and could easily grab some Tricks for if we come up with them.

Ok. I'm not quite sure where the line is between Tactics and Strategy, as for me they are local scale and large scale respectively, but some ideas.
Positioning Call-Out - they move to a different spot and get a boost for "flanking".
Back-to-Back - Move next to a buddy, share stuff like Atgeir Guard and boost base defence rolls
Simultaneous Strike - both do an attack that's melee, or both ranged, the target can (probably) only block one, if both hit, do extra damage
Knock-Aside - Attack specifically the enemy's shield, lets ally get in a undefended attack
 
Ok. I'm not quite sure where the line is between Tactics and Strategy, as for me they are local scale and large scale respectively, but some ideas.
You are right. Tactics governs the fight at hand while Strategy governs the war at large, so you are right. Tactics deals with formations while Strategy deals with logistics, to give examples.
 
Back
Top