Hey, @Imperial Fister , some questions that got burried:
Say, which is quicker, Gale spear or wind blade?

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?
just saw this so, i am including it:
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.
Logistic tricks sounds whacky, like, how do they work? (just a general answer is enough)
Would be funny though, if we can automate our explosion bomb production or the like with that, haha...

---Edit: Where would spying/scouting stuff out fall? Wildcraft?) Edit end---

Also.... on a more general note for the thread:
Should we try for something more overt with gale? Like, whisper wind might still be a thing but i imagine carrying our voice far would be easier with upping the volume of it as well... but some kind of battle com would be great, instead of just a loudspeaker trick... hm.. perhaps, a runed item, for our friends at least?
 
Last edited:
---Edit: Where would spying/scouting stuff out fall? Wildcraft?) Edit end---

Sneaky stuff is Wildcraft, perception-y stuff is either Scouting or Hamr depending on whether we're talking basic sensory enhancement (which is Hamr) or more 'trained in noticing stuff' (which is Scouting).

Also.... on a more general note for the thread:
Should we try for something more overt with gale? Like, whisper wind might still be a thing but i imagine carrying our voice far would be easier with upping the volume of it as well... but some kind of battle com would be great, instead of just a loudspeaker trick... hm.. perhaps, a runed item, for our friends at least?

I think perfect battle communication probably falls under Tactics. Or at least it could, and non-Hugareida Tricks don't take up Capacity. Other than that, I'm not sure we need a more overt Gale usage...maybe something with 'guiding wind' we could use for sailing and also juice up Sparkbomb with?

@Imperial Fister would a 'Forceful/Guiding Wind' effect for those purposes be valid? And if so how much would it extend Sparkbomb's viable range?
 
Last edited:
Hey, @Imperial Fister , some questions that got burried:
1. Cutting Wind is faster
2. If you got really good at it using it, yes.
Logistic tricks sounds whacky, like, how do they work? (just a general answer is enough)
Staring at a map and seeing the various routes friendly or hostile supply trains might have to take. Judging marching speed by a glance as well as determining the various top speeds you can draw out of the warriors under your command.
@Imperial Fister would a 'Forceful/Guiding Wind' effect for those purposes be valid? And if so how much would it extend Sparkbomb's viable range?
If Sparkbomb normally is melee–close, it would extend its range to medium.

0~0~0

Nearly done with the update, just need to do the aar and we're good to go
 
Last edited:
Abjorn Spar 1.3
[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.
0~0~0

So he can walk, big deal! Lets see him walk when inertia is against him!

Lips spread wide in a grin, you throw yourself into a spin as you kick off the air. Wind howls as you surge with speed and grace. You dart to and fro as you spin and dodge and duck and dive and weave. Abjorn's eyes flick around and struggle to follow your movements. Poor guy, if he's struggling now, he'll be spitting fire when you kick Slipstream into action!

Streamers of motion fall from your limbs as you do just that. Abjorn's eyes widen as you get even faster!

In the span of three beats of your energized, drum-like heart, you cross the distance between you and Abjorn. A single blink of the eye and you're in his face, giving him hardly any time to react at all.

But, despite struggling to track your movements, he refuses to give in to something as minor as having 'little time to react'. His limbs move by their own volition as they snake up to intercept your charge. He's probably not consciously aware of his actions, but they happen all the same. If you were to spread out your spectral senses, you imagine that you'd find a certain bear-shaped spirit guiding his limbs.

He moves to block, but that's exactly what you were hoping for. Flinging out your arm, you let loose the trio of Inertia-Arresting-Throws stowed away in your Fast.
(3Fold Ranged Trick Attack: 219+5=224 vs Trick Defense: 204, Attacker Wins!)
Rust red orthstirr streaks off his limbs as, instead of blocking, he kicks off the ground into a flying leap. His arms spread outstretched as he aims to pull you into a massive bear-hug. But, unfortunately for him, he was just a fraction of a second too late on his jump as Standstill wraps around his left lower leg and freezes him in midair.

He twists on his hip as his momentum carries him forward and manages to avoiding his leg breaking. Abjorn is surprisingly flexible—as you know all too well—so he immediately bends backwards and reaches down to firmly grab at the ground.

You, of course, are not standing idly by while he does his contortionist act. Springing forward on crimson flames, you slam the raging ball of violently sparking flames into his frozen leg.
(Autohit. 12+1(Shapeshift)+2(Hugareida)=15-8=7 Damage!)
Blood sprays as the explosion throws up a burst of smoke. From the cloud sails his scorched, blood-splattered boot—evidence enough of the extent of your damage.

Wait. His boot was flying? But Standstill should've...

Shadowy shapes dance across his body as Abjorn's stoked frami frees him from the Standstill hold. His once-trapped leg swings down—with enough damage done to it that you can see the bone—and his toes dig into the dirt as his rust-red orthstirr wraps around his form.

Moving impossibly fast for his demonstrated speed, he wrenches himself forward and springboards off the ground. Your eyes snap wide as he closes the already-miniscule gap in a fraction of a breath—an odd sense of deja vu passes over you as you struggle to react.

But where you fail to react in time, your ever-present ghostly bodyguard doesn't.
(Trick Attack: 131 vs Atgeir Bodyguard: 169+9=178, Atgeir Wins!)
Spinning into motion, the atgeir swings down to intercept Abjorn's hand moments before he made impact with your body. Not wasting any time, you skip backwards on a Backstep before kicking into the sky on fiery wings.

Your ghostly companion disengages and rushes to your side in the sky as Abjorn and you lock eyes. Where before you were just playing around, now this is getting serious.

You flash a grin. You wouldn't have it any other way!

(Round End)
(Unspent Orthstirr Refunded)
0~0~0
(Hugr (Tactics): 6x3, 5x2, 3x3, 2x4, 1x1)8+5+3=16 Successes

Abjorn is capable of interrupting your high-speed combos, it would seem. Man, he's got a lot of tricks up his sleeve!

Well, if he had any sleeves, that is.

Regardless, it's obvious that he's aware of his weaknesses and has taken measures to counteract them. He's fully aware that you're much faster than him and if he tries to beat you at your own game, he'll lose. With that in mind, he's stacked as much damage resistance as he can, enough to simply shrug off all but the strongest of your ranged attacks, forcing you to engage him in melee where he's at his strongest—or at least close enough for him to be able to do things about it.

You've hurt him pretty bad. Not as much as you might expect, but still a significant amount of damage. If, instead of aiming for his leg, you drove the Sparkbomb into his face, the fight may very well be over. You know that and so too does he.

He's going to be aiming to ground you but, if that's not possible, he's got a couple ranged moves he can use. If you do end up on the ground, he'll be aiming to keep you there.

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls)
Orthstirr: (348/604) | 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: And boom. I hope this was a better update than the previous.

No moratorium. I'm shooting for a second update today.
 
IF, iirc the way we put stuff in fasts is we cast it and push it inwards instead of out. Can we do that in a combat relevant timeframe, i.e. its roughly the same timeframe as actually using the attack. Basically, can we refill our fasts for another bombing run like we just did.
 
IF, iirc the way we put stuff in fasts is we cast it and push it inwards instead of out. Can we do that in a combat relevant timeframe, i.e. its roughly the same timeframe as actually using the attack. Basically, can we refill our fasts for another bombing run like we just did.
It takes a bit longer—as blowing yourself up is a potential if you did it too quickly—but you could do it. Enough time for someone to react to it.
 
AN: And boom. I hope this was a better update than the previous.

Last update was a great character beat, as others note and I've said before. No worries. That said, this one is also very neat.

Speaking of which: That went about as well as could be expected all things considered. I'm, uh, slightly at a loss as to what we do now, I must admit. Like, barring Odr expenditure which we're unwilling to do here, as near as I can tell we don't have any attacks other than Sparkbomb that'll get through that DR (all are 8 damage or less...technically, with all our Ignition stuff in damage we'd have a couple more, but we didn't do that for this fight, and it's be like, 1 damage per attack at most even if we had), so we're sort of left with trying to get another Sparkbomb in and I've used up all my good ideas (and some bad ones) in that regard. Maybe try the Gale Spear with a Sparkbomb in its wake idea?

We could try and gamble with some of that DR being fire resistance, but that's a dicey idea even using ranged attacks (which may not be high enough damage even if some of it is), and probably just a loss if we go melee.

It takes a bit longer—as blowing yourself up is a potential if you did it too quickly—but you could do it. Enough time for someone to react to it.

Hmmm. And we'd be trying to put in something folded or there's no point, which would mean that we'd be open to attack during that time.
 
Last edited:
Yeah, I caught that...though with an inability to engage in melee its utility is somewhat limited, which is why I didn't add it to last turn's plan. We should probably grab it anyway, but there is a reason we didn't.
I was just making sure you folks knew it was an option.


Anyways, Abjorn is proving difficult to fight. Imagine if you hadn't picked friendly at the start. You could've had Abjorn as an enemy!
 
So DR 8, with 7 Damage already done.

Speaking of which: That went about as well as could be expected all things considered. I'm, uh, slightly at a loss as to what we do now, I must admit. Like, barring Odr expenditure which we're unwilling to do here, as near as I can tell we don't have any attacks other than Sparkbomb that'll get through that DR (all are 8 damage or less...technically, with all our Ignition stuff in damage we'd have a couple more, but we didn't do that for this fight, and it's be like, 1 damage per attack at most even if we had), so we're sort of left with trying to get a Sparkbomb in and I've used up all my good ideas (and some bad ones) in that regard.

We could try and gamble with some of that DR being fire resistance, but that's a dicey idea even using ranged attacks (which may not be high enough damage even if some of it is), and probably just a loss if we go melee.
Yoink stuff (like Sagaseeker) with Quick Recall?
Risky, but want to put it up for discussion:
  1. With speed buffs active, put SB into fast (as many folded as we dare hitting Abjorn with) with all the boosts we can afford (So for example stoker, but not Odr).
  2. Get to ground, IMMEDIATELY put up Mireward
  3. If Abjorn comes for melee: put everything into greeting him with the stored SB
 
So DR 8, with 7 Damage already done.


Yoink stuff (like Sagaseeker) with Quick Recall?
Risky, but want to put it up for discussion:
  1. With speed buffs active, put SB into fast (as many folded as we dare hitting Abjorn with) with all the boosts we can afford (So for example stoker, but not Odr).
  2. Get to ground, IMMEDIATELY put up Mireward
  3. If Abjorn comes for melee: put everything into greeting him with the stored SB

No point in the Fast for Sparkbomb, he's like, 2 Endurance damage away from losing the spar, if we hit him with a single other Sparkbomb, we win, and hitting him with 2 would likely knock him out. Going to ground with Mire Ward and trying to lure him in, maybe to counterattack using Contested Movement is possible, though he'd have to suspect a trap.
 
No point in the Fast, he's like, 2 Endurance away from losing the spar, if we hit him with a single other Sparkbomb, we win. Going to ground with Mire Ward and trying to lure him in, maybe to counterattack using Contested Movement is possible, though he'd have to suspect a trap.
...
I forgot how big a part Infusion played in Hallas Endurance and then mentally went ("and Abjorn has his Endurance doubling Fylgja!").
Then yeah, no need to to fold the stored SB unless we want to bomb multiple places so that evading one SB means walking into a different one, which shouldn't be necessary in melee range use.
Was unstoring faster than casting anew? If so, we'd want to store it to minimize the time needed in the critical moment.
 
Good gravy, he's as tough as the Threaded Elephant! Just ate a Sparkbomb and he's only injured!

I think Mire Ward's the way to go here. Fast Recall to get Sagaseeker back, let him think he can get us on the ground, then pop Mire Ward and go for a Sharpened, Lightning-Boosted Slice-Aside with Firebomb Strike empowered in it. Or alternately we Focus Guard his first attack and then do something else as a reversal.
 
Last edited:
...
I forgot how big a part Infusion played in Hallas Endurance and then mentally went ("and Abjorn has his Endurance doubling Fylgja!").
Then yeah, no need to to fold the stored SB unless we want to bomb multiple places so that evading one SB means walking into a different one, which shouldn't be necessary in melee range use.

Yeah. Abjorn has a lot of Endurance, but in this case 'a lot' is, like, 18-ish.

Was unstoring faster than casting anew? If so, we'd want to store it to minimize the time needed in the critical moment.

Technically yes, but not by a lot. Sparkbomb is actually very fast to cast, it just moves slowly thereafter.

Good gravy, he's as tough as the Threaded Elephant!

I imagine his Endurance is lower, but yeah, that's more than a bit ridiculous.

I think Mire Ward's the way to go here. Fast Recall to get Sagaseeker back, let him think he can get us on the ground, then pop Mire Ward and go for a Sharpened, Lightning-Boosted Slice-Aside with Firebomb Strike empowered in it. Or alternately we Focus Guard his first attack and then do something else as a reversal.

So, the issue with that is that it does zero damage to him. Our Firebomb Strike can literally not get through his DR right now. I'm also pretty sure the counterattack with Slice Aside has to be Basic, but that wouldn't work even if that wasn't a requirement. I think our only valid counterattack is Contested Movement + Stoked Dice + Sparkbomb.
 
Fucking hell, imagine how chonky Abjorn is going to be once we perform Disclosure?

He's got another 5-6 Hamr on the table, which'll double to another 10-11 Endurance!

So, the issue with that is that it does zero damage to him. Our Firebomb Strike can literally not get through his DR right now. I'm also pretty sure the counterattack with Slice Aside has to be Basic, but that wouldn't work even if that wasn't a requirement. I think our only valid counterattack is Contested Movement + Stoked Dice + Sparkbomb.

How about we just Focus Guard after the Mire Ward, and then exploit that opening to use a Stoking Strike? That one explicitly damage scales based on the amount of Stoked Dice we pour into it.
 
Last edited:
How about we just Focus Guard after the Mire Ward, and then exploit that opening to use a Stoking Strike? That one explicitly damage scales based on the amount of Stoked Dice we pour into it.

If we attack in melee at all he can use his wrestling counter, which works like Contested Movement in that it not only stops the attack, but puts us in a contest of another stat that we cannot win. A Perfect Defense might get us out of that, but I wouldn't bet on it, and that still wouldn't actually get the attack through. We could try Stoking Strike as our Contested Movement Counter, potentially, but I'm not sure if that's better than Sparkbomb under the circumstances?
 
Last edited:
Fucking hell, imagine how chonky Abjorn is going to be once we perform Disclosure?

He's got another 5-6 Hamr on the table, which'll double to another 10-11 Endurance!
To make it worse:
It also puts more shapeshifting slots on the table. Meaning more DR.

Btw, we may want to look into a DR defeating trick. Just in case we meet an enemy even better at it than Abjorn.
 
Well, that went better than i expected.
And yes, echoing that this is a spar as a whole is a great character beat.
3Fold Ranged Trick Attack: 219+5=224 vs Trick Defense: 204, Attacker Wins
Hooo.... Did abjorn focus the majority on defence for the first attack this turn?
Autohit. 12+1(Shapeshift)+2(Hugareida)=15-8=7 Damage
....
We knew he is though, but damn.... even with Fyjgla bonus this is insane... and he will only get better.
He twists on his hip as his momentum carries him forward and manages to avoiding his leg breaking. Abjorn is surprisingly flexible—as you know all too well—so he immediately bends backwards and reaches down to firmly grab at the ground.
.... he is quiet, flexible and we just gave him shadow powers...
Did we made Abjorn into a Norse ninja?
Moving impossibly fast for his demonstrated speed, he wrenches himself forward and springboards off the ground. Your eyes snap wide as he closes the already-miniscule gap in a fraction of a breath—an odd sense of deja vu passes over you as you struggle to react.
Ah, leverage in action, with movement trick, huh? Is it a passive or an active boost though?
Trick Attack: 131 vs Atgeir Bodyguard: 169+9=178, Atgeir Wins
100+ score after he spent 200+ on the first defense.
oh gods, he is packed all right.
Your ghostly companion disengages and rushes to your side in the sky as Abjorn and you lock eyes. Where before you were just playing around, now this is getting serious.

You flash a grin. You wouldn't have it any other way!
Well, Halla, you got what you wanted. hope you wont regret it...
He's going to be aiming to ground you but, if that's not possible, he's got a couple ranged moves he can use. If you do end up on the ground, he'll be aiming to keep you there.
Good, he picked up some. lets hope he misses though...
Anyways, Abjorn is proving difficult to fight. Imagine if you hadn't picked friendly at the start. You could've had Abjorn as an enemy!
...
pleasse, don't even mention that, haha....

So, how about we get Sageseeker and go for stunning strikes?
We could use either Gale Spears or Kindle Spinners to bombard the ground and throw up a dust cloud to make his job a bit harder... hm....
hey, @Imperial Fister would it count as a shaming strike if we whacked him on the back of the head with his boot that flew off, using a quick recall? because if not, lets use that for distraction.

Could we use Firebomb strike to unbalance him? or should we just try for something new?

Also, keep in mind, he already lost 7 endurance.
 
Well, that went better than i expected.
And yes, echoing that this is a spar as a whole is a great character beat.

Hooo.... Did abjorn focus the majority on defence for the first attack this turn?

....
We knew he is though, but damn.... even with Fyjgla bonus this is insane... and he will only get better.

.... he is quiet, flexible and we just gave him shadow powers...
Did we made Abjorn into a Norse ninja?

Ah, leverage in action, with movement trick, huh? Is it a passive or an active boost though?

100+ score after he spent 200+ on the first defense.
oh gods, he is packed all right.

Well, Halla, you got what you wanted. hope you wont regret it...

Good, he picked up some. lets hope he misses though...

...
pleasse, don't even mention that, haha....

So, how about we get Sageseeker and go for stunning strikes?
We could use either Gale Spears or Kindle Spinners to bombard the ground and throw up a dust cloud to make his job a bit harder... hm....
hey, @Imperial Fister would it count as a shaming strike if we whacked him on the back of the head with his boot that flew off, using a quick recall? because if not, lets use that for distraction.

Could we use Firebomb strike to unbalance him? or should we just try for something new?

Also, keep in mind, he already lost 7 endurance.
Any melee attack is going to get wrecked by his wrestling counterattack that we have no chance of beating, and firebomb strike doesn't deal enough damage.
 
So, here's my basic plan:

[X] Plan Let's Try Some Things
-[X] 59d6 Attack (40d6 tricks)
-[X] 26d6 Defense (25d6 tricks)
-[X] 0d6 Intercept
-[X] Activate Slipstream (-16 Orthstirr) and stay in the air with Ember-Wing Cloak to start with (-6 Orthstirr). After our ranged attacks, retrieve Sagaseeker with Fast Recall (-1 Orthstirr) and land, popping up Mire Ward (-6 Orthstirr) and waiting for Abjorn to come to us.
-[X] If Abjorn goes down at any point, start healing him and try kissing him gently. We're working on it.
-[X] Swoop towards him and make a 16d6+5 (w/Hugareida and Skyfire) Gale Spear attack against him (-4 Orthstirr) from just outside his melee range (but still definitely outside it), and follow it up with a 48d6+5 (w/Hugareida and Skyfire) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr) using Gale Spear's wake to hopefully allow it to connect. If we manage to catch him in an Inertia-Arresting Throw use another 48d6+5 (w/Hugareida) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr) on him while he is trapped, this one at point-blank range.
-[X] If he uses his wrestling counterattack on us and we still have them, use all three of our Fight Of Our Life uses and any remaining Stoker State dice on the opposed roll (+36 dice)
-[X] For the first melee attack he targets us with, if we haven't needed to contend with his wrestling counterattack yet, use Contested Movement and all three of our uses of Fight Of Our Life to defend (-3 Orthstirr, 28d6+5 defense) and counterattack with a Sparkbomb attack w/Puncture (-16 Orthstirr). For the second melee attack we receive (again, if we haven't needed to contend with his wrestling counterattack) 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). For either, if they fail to defend abort to Focused Guard if stationary (-14 Orthstirr) or Sidestep if he somehow manages to attack us in the air (-2 Orthstirr). For the third melee attack he uses against us (or the first if we've previously needed to deal with his wrestling counterattack), defend with a 50d6 Orthstirr-Enhanced x30 Inertia-Arresting Throw (-35 Orthstirr) to trap him in place momentarily, and default to the same Perfect Defenses if that fails and it's an option.
-[X] After that, or in regards to ranged attacks, by default use Atgeir Bodyguard to defend against everything. In response to anything that gets through Atgeir Bodyguard use Halting Vortex (-4 Orthstirr) and/or Focused Guard (-14 Orthstirr) as appropriate, and if something gets through those use up to five 58d6+9 Reinforcedx58 Hefty-Halter Chop defenses (-60 Orthstirr each).
-[X] Tactics – So, this is basically trying every remaining idea we have to land a Sparkbomb and seeing what works. We obviously stop after landing another. We start by swooping at him again, this time launching a Gale Spear (which will do nothing) but following it up with a Sparkbomb using the slipstream. If that doesn't work, we fly away, grab Sagaseeker, and assume a melee stance to hopefully get him to come to us, using Mire Ward and Contested Movement to hopefully hit him with a counterattack when he attacks, and using IAT as a final try if those don't work and we're still up and not grappled.

This is basically throwing stuff at the wall to see what sticks, but it's what I've got at this point.
 
Back
Top