And voting is now closed. Lets rock
Scheduled vote count started by Imperial Fister on Jul 18, 2023 at 10:34 PM, finished with 175 posts and 8 votes.

  • [X] Plan Continue The Basics
    -[X] Vows of Love: Lock in Godly Luck
    -[X] Hamingja: Lock in Seeing Eyes
    -[X] Lock in Snake's Tongue - 2 Reward Dice courtesy of @DeadmanwalkingXI (includes replenishing die if possible, which the sheet is showing as used, but should've replenished with the new year, I think?)
    -[X] Lock in Giant's Blood - 2 Reward Dice courtesy of @Shard
    -[X] Lock in Friendly - 2 Reward Dice courtesy of @Silverking
    -[X] Lock in Born With A Hammer In Hand - 2 Reward Dice courtesy of @fearsome hill
    -[X] Lock in Stoic Silence - 2 Reward Dice courtesy of @Alectai
    -[X] Lock Out Hemophobia, Low Self-Control, Dirty, Beardless, Undersized, Unlucky, and Unintelligent - 7 Reward Dice courtesy of @Shard
    -[X] Lock out Advanced Bloodlust and Lock In Bloodlust - 3 Reward Dice. 1 courtesy of @Toboe 1 courtesy of @Simon_Jester and 1 courtesy of @DeadmanwalkingXI
    -[X] Note: With 6 Traits from Halla and Abjorn locked in, all other non-recessives are locked out by default.
 
Now for SAGASEEKEER FORMA BLANCO.

Plus the Aki Stuff! I hope he and Kolla hit it off, they'd be a cute couple and they're in the same age range too.
 
Hey now, they can still be introduced!

And we might be going down to recruit Aki permanently down in the Vestfold Arc, so we'll see what happens.
 
One of the best uses of Reward Dice is to rig for the next generation. The other best use is for preventing people from getting killed.
 
Norse Quest Players whenever we are about to create a magical item or have a kid:

Absolutely. That and saving people's lives are their best uses for the most part. People and items last a lot longer than most things you can spend Reward Dice on.

Hey now, they can still be introduced!

And we might be going down to recruit Aki permanently down in the Vestfold Arc, so we'll see what happens.

I think recruiting Aki is very likely, yeah. Us failing to do so is certainly possible, but we have a lot going for us in terms of succeeding.
 
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which you folks are free to make suggestions for).
Potential personality traits:
Loves Animals
(could be as much a pain as a blessing given farm life)
Romantic
(Halla and Abjorns' relationship is one of my favorite parts of this quest)
Vengeful
(Seems setting appropriate, Might overlap too much with Wrathful/Irritation)
Pious/Faithful
(Might be kind of weird given the general Norse relationship to divinity)
Curious/Nosy
(Honestly I might have voted for the Learning Owl if I'd been around for that)
 
Vengeful
(Seems setting appropriate, Might overlap too much with Wrathful/Irritation)

I think Vengeful is valid. You can have it be more discriminating than Wrathful...I'm generally chill, but very vindictive when someone actually manages to piss me off, for instance, and that seems like something Vengeful without Wrathful could reflect.

Some other suggestions:

Cheerful
(Always has a positive attitude unless they have a specific reason not to)
Serious
(Takes things very seriously)
Focused
(Tend to have specific interests and focus on them to a large degree)
Story-Focused
(Kind of a sub-category of Focused, but a particularly relevant one. Not necessarily the best at creating stories, though they might be, this just indicates a high level of interest in stories specifically and narrative structure)
 
Alright, here are the traits for your newest offspring. I decided to forgo Recessives rolling for this one as there were already so many traits locked in/locked out that there wouldn't be much in the way of variation.

Child 5, as of yet unnamed
Traits
-Born of Fire
-Shadowy Shroud
-The Bloody Basics
-Godly Luck
-Giant's Blood
-Seeing Eyes
-Snake's Tongue
-Friendly
-Born With Hammer in Hand
-Stoic Silence
-Bloodlust
-Snarky
-Irreverent
-Disconcerting


(And, because I didn't do this for the previous children, I'm adding some personality traits to each. 2 traits per child)
Asgeirr
-Cheerful
-Religious
Sigurdr
-Heroic
-Passionate
Eyvor
-Reserved
-Serious
Hallbjorn
-Animal Lover
-Considerate
 
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which you folks are free to make suggestions for
Energetic (no idea, for effect though)
Lazy (because symmetry)
Flexible (Abjorn doing Tai chi or Yoga moves)
Gourmet
Sharp Eye (for fashion/value of stuff)
Observant
Shy
Sticky Fingers
Oh Shiny!

-Snarky
-Irreverent
-Disconcerting
...alright, i am considering switching to him now
Asgeirr
-High-spirited
-Religious
oh, a rage palading... or crusader, i guess?
...Shit, Jerasmus didn't convert him already, right?
Sigurdr
-Heroic
-Passionate
.... his being truly screams "MAIN CHARACTER HERE" lol
Eyvor
-Reserved
-Steely
Matron.
Anger at your own peril
Hallbjorn
-Animal Lover
-Considerate
Yep, truly a born farmer.
 
On the subject of our children being bullshit, I've been doing some analysis of what happens if we actually go decently hard on training them:

Assuming we can manage to provide such instruction that they're getting 13 Training dice per turn (very doable, I think...Halla's been noted as, like +5d or so due to our Teaching Trick, and given Godly Luck they should all have Hamingja 4 or so by the time we begin teaching, which means we only need Abjorn providing +3d and we're there) and they invest 1d into each stat every turn, which doubles due to using our Training Items (very doable) and we train them for exactly 10 years (6 to 16), we could easily have the following:

7s in all attributes (about 105 successes in each, getting to 7 is 62...they're about 19 successes away from level 8 on all three...for simplicity, if creating them, they'd likely have two 8s and one 7 at this point). Plus, effectively 10 Training Dice per turn on top of that, or 600 over 10 years.

They'd have 3 in every skill (7 successes each for 27 skills and thus 189...except that it costs a little less for Tactics, so 186 total). Then 4 in, say, 5 skills (40 successes) and 5 in another one (24 successes). So 250 Training Dice in Skills.

They'd have Stoker State 6 (63 successes, but only 32 Training Dice due to Born of Fire), Glima 5 (31 successes), and Fang 3 (7 successes, lower since we would not teach them Fang until they were at least 14 or 15 and could be trusted not to kill people by accident). 70 Training Dice there.

They'd have level 1 each in Campfire and Clearwater (18 Training Dice as the cost of Campfire is halved due to Born of Fire). They'd have Sickness Sear at Refined (for 5 Training Dice), Tenderize Roast at Rough (2 Training Dice) and Clearwater Tricks for cleaning and conjuring water at Rough (3 Training Dice each, 6 total). 31 Training Dice here total.

So then we get to Tricks. We'd teach them, in terms of Skill Tricks: Poetry, Imaging, Stealth, Clothing, Residence, Utility, Fortifications, and Tools (the Design stuff and Clothes for reasons of cultivation). Call it another 4 Skill-Tricks of their choice and we call that 72 Training Dice.

For Stoker State Tricks we'd teach them Stoking Strike, Stoking Guard, Fire Poker, Flame-Tending Blade, and two other Tricks of their choice, all at Refined, plus three at Rough (36 Training Dice due to Born of Fire), and 3 Glima Tricks at Refined and 3 Fang/Glima Tricks at Rough (36 Training Dice total).

We would then teach them all First Impression, Cool Off, Reinforce Shield, Sidestep, Focus Guard, Sway, and either Power Chop or Long Lunge at Refined, plus three other Tricks at Refined. And Goal Tell, Facial Schooling, and Talent Tell at Rough, plus two other Tricks at Rough. for 105 Training Dice total.

So, by 16, that'd be 8/8/7 stats, a Combat Pool of 85-90 or so, 3s in every skill (except five 4s and one 5), a 6 a 5 and a 3 in Martial Styles, 12 Skill Tricks, 2 utility Hugareida, and 34 Tricks (20 Refined, 14 Rough). And that's sort of a lowball estimate. It does leave out seidr which we'd want to teach them, but I figure a bit of that can be included as part of this being a 'lowball' if we can initiate them.
 
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I suspect we won't have complete control of our kids' training, both for IC reasons of the kids not being constantly supervised, and because OOC it would be a huge amount of additional work in both plan making and on the QM end
 
I suspect we won't have complete control of our kids' training, both for IC reasons of the kids not being constantly supervised, and because OOC it would be a huge amount of additional work in both plan making and on the QM end

That's actually sort of the point of me coming up with benchmarks like that. If we eyeball things and pick something 'close enough' based on the above, we don't have to micromanage.
 
So, by 16, that'd be 8/8/7 stats, a Combat Pool of 85-90 or so, 3s in every skill (except five 4s and one 5), a 6 a 5 and a 3 in Martial Styles, 12 Skill Tricks, 2 utility Hugareida, and 34 Tricks (20 Refined, 14 Rough). And that's sort of a lowball estimate. It does leave out seidr which we'd want to teach them, but I figure a bit of that can be included as part of this being a 'lowball' if we can initiate them.

That is terrifying. So basically they hit adulthood around Adept/Expert Class (based off of Alectai's tier list) in combat viability, with a bit less in Hugareida than peer combatants. According to the Benchmarks for Average Norsemen, they could probably have a 50/50 chance of killing someone in their mid 20s. Oh God.
 
That is terrifying. So basically they hit adulthood around Adept/Expert Class (based off of Alectai's tier list) in combat viability, with a bit less in Hugareida than peer combatants. According to the Benchmarks for Average Norsemen, they could probably have a 50/50 chance of killing someone in their low-mid 20s. Oh God.

Well, I'd say their odds of getting Hugareida are actually pretty decent, it's just outside our control and thus not listed. But yes, they're likely to be terrifying if we survive to train them.
 
One of the best uses of Reward Dice is to rig for the next generation. The other best use is for preventing people from getting killed.
Absolutely. That and saving people's lives are their best uses for the most part. People and items last a lot longer than most things you can spend Reward Dice on.

Sure, I'm not critiquing the choice to be clear, just making a funny.

That is terrifying. So basically they hit adulthood around Adept/Expert Class (based off of Alectai's tier list) in combat viability, with a bit less in Hugareida than peer combatants. According to the Benchmarks for Average Norsemen, they could probably have a 50/50 chance of killing someone in their low-mid 20s. Oh God.

If this quest were given the option then players would 100% be trying to design and build the Hyperbolic Toddler Chamber
 
I mean, the upside of generational games is that you can make sure every generation treats the last generation like the beta version.
 
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