I just really want to push for Fylgja 7, okay? I don't think pushing more Glima and introducing a whole new branch of it will make a bigger difference than that.

As I just edited in, you can add 6d6 by removing it from Hugr without touching Fylgja.

Also, for the record, my own plan is not to put very many dice in the wrestling stuff long term, just this turn while we've go some extra. In future turns we're talking 2-3 dice or so at most with the rest going to Fylgja (at around 40d6 per turn) until it hits 7.
 
[X] Plan Armored Bear
I think I like this better
[ ] Plan: Hungry like the wolf for some Soulscape action!
Welp back to the OG
 
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Ugh

I just... What's even Fang's deal? How does that help us? And if you just say "It's free numbers" I'm going to frown at you

Fang is actual combat grappling. Glima is for a friendly wrestling match and while you can break a guy's spine with it, that's not what it's for. Fang is for killing a dude. We certainly want more Glima, but in terms of which we want in a serious fight...

As for how it helps us, with a Trick or two we can grapple people and then use a fairly inescapable Sparkbomb right in their neck, which is pretty good, and Blackhand's recommended delivery method for that particular finisher. We can probably also get something like Abjorn's defensive grapple, which, once we're good enough, provides an alternative to Contested Movement defensively vs. foes who are not as good as us at grappling.
 
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I mean, we've got really good options for killing people, chasing it because "It's free dice" feels cheesy to me.
 
I mean, we've got really good options for killing people, chasing it because "It's free dice" feels cheesy to me.

It's an area of combat that Halla isn't great at, just lost a fight because she's not great at, could easily lose a more serious one for the same reason, could make great use of in specific kinds of fight, and could be a lot better at pretty rapidly with her husband's help. Not advancing it feels like leaving money on the table both mechanically and thematically.
 
Yeah, but we don't need to push it right this second when we've got more pressing, transformative steps we could be taking.
 
edit: plan removed, when trying to include options form multiple other plans one should take care to not break the Odr available.
 
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Does Sharpen still work on Sagaseeker given that the edge can't be damaged?
[X] Spending 9 Odr on the crafting, and burning Frami (for +1 Success) and Virthing and Saemd (for +3 successes each, +7 total) to enhance the crafting process
This seems risky right before a monster hunt, would rather not go into that with a reduced pool
For both plans: I'm not a brewer but don't most beverages contain more than one ingredient? Maybe add some yeast and water?
Edit:
The most import reason to train Fang is so Halla has another excuse to ask Abjorn to manhandled and pin her
 
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Sparkbomb Rasengan, dattebayo.

Also on a more serious note, having grappling anything is something good for non-Norse opponents.

Also I love barehanded skill trees in general so if Halla is going to be a jack of all trades type, I'd prefer her learning now rather than later.
 
Does Sharpen still work on Sagaseeker given that the edge can't be damaged?

This seems risky right before a monster hunt, would rather not go into that with a reduced pool
For both plans: I'm not a brewer but don't most beverages contain more than one ingredient? Maybe add some yeast and water?

It works by regeneration.

And I looked it up, ultimately, all you need to brew something is something that can ferment and time.
 
Yeah, but we don't need to push it right this second when we've got more pressing, transformative steps we could be taking.

More transformative in what sense? It's probably not as big a deal as Fylgja 7, but we're not gonna hit that this turn no matter what unless we roll really high, and the dice are swingy enough that whether we do next turn or the turn after has more to do with how we roll than the extra dice in it your plan has. Everything past that? I think grabbing Fang and wrestling stuff actually is better and more transformative.

Does Sharpen still work on Sagaseeker given that the edge can't be damaged?

This seems risky right before a monster hunt, would rather not go into that with a reduced pool

Ah crap, you're right. I'll swap the order. Guess Abjorn doesn't debut his armor here.
 
More transformative in what sense? It's probably not as big a deal as Fylgja 7, but we're not gonna hit that this turn no matter what unless we roll really high, and the dice are swingy enough that whether we do next turn or the turn after has more to do with how we roll than the extra dice in it your plan has. Everything past that? I think grabbing Fang and wrestling stuff actually is better and more transformative.



Ah crap, you're right. I'll swap the order. Guess Abjorn doesn't debut his armor here.

It works by fucking regeneration

We checked.

Right, I'm checking out, I'm about an inch from losing my temper.
 
I think Deadman was talking about burning all our aspects before going on a monster hunt rather than the other thing, which we did check.

It's the Fucking efficiency fairy chasing that's pissing me off.

"Oh, we can't hyper-optimize for this therefore let's not do it at all"

Like We have to Realize it right now or it's a waste of time.

That's why I'm angry right now. Because we're fucking Abjorn over because how dare we settle for anything less than perfection and sure things.

But in the end, Perfect Mechanical Optimization wins every, single, time.

So please don't ping me, I'll come back when I'm calmer. I don't want to say anything I'll regret.
 
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The question becomes do we think Abjorn desperately needs the armor for the wolf hunt. If not, delaying it until afterwards is fine.

I was thinking we didn't, but actually, upon reflection and given that bonus for a Wolf Fylgja is doubled damage, I think we probably do, so I'm swapping the order, ditching the Aspect burning, and just putting in more Odr. Debuting his armor at the hunt is back on the menu.
 
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--[X] Ask about opening the gates of others, when that's useful, how it works and so on

Could we make that "opening and closing the gates of others"?

Closing would be useful to save someone who passes out from first time cultivating.

--[X] Learn Identify Concept

--[X] Try planting one of the seeds from the Meteor in the real world, somewhere away from the rest of our crops 1d6

---[X] Consult with Steinarr on what it might be and what should be done with it

If we are gonna spend a Solrun slot for "Learn Identify Concept", maybe should use it on the Meteor seeds (together with asking Steinarr) and plant next turn?

--[X] Put up to 9 Odr into the Sealwood Tree in our soulscape and see what happens
If we want to preserve Odr (for the fight), maybe we should delay this a turn? Could use the 1d for researching the string effect (suggestion below)
--[X] Continue trying to figure out how to use Recall's string-effects to guide and possibly speed the progress of other Tricks 1d6

Maybe these write ins for Recall's string-effect (to give specific ideas we try)?

Projectile guiding trick research: try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer
maybe we can make independendly target seeking projectiles.
Projectile guiding trick research: Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target
maybe we can figure out how to steal enemy projectiles.


--[X] Train Fang 9d6

--[X] Train Clearwater Trick for conjuring pure water, usable for drinking, bathing, putting out fires, and so on 1d6

--[X] Train Clearwater Trick for cleaning things 1d6

Maybe a start doing a clearwater trick to hydrate someone else? We could teach that to Abjorn and then use that for our crafting infusion preparation, instead of a whole AP for crafting an item that keeps us hydrated.
 
Could we make that "opening and closing the gates of others"?

Closing would be useful to save someone who passes out from first time cultivating.

Yeah, fair. I'll add a clarification.

If we are gonna spend a Solrun slot for "Learn Identify Concept", maybe should use it on the Meteor seeds (together with asking Steinarr) and plant next turn?

That's probably fair, yeah. I'll edit in checking a Hugareida combo. EDIT: Upon reflection, no need to wait a turn, just noting we do the Identify concept beforehand.

Maybe these write ins for Recall's string-effect (to give specific ideas we try)?

Sure.

Maybe a start doing a clearwater trick to hydrate someone else? We could teach that to Abjorn and then use that for our crafting infusion preparation, instead of a whole AP for crafting an item that keeps us hydrated.

I'm not against it, but we haven't run into the issue yet and I don't think we will soon, so I think we put it on the list after these are done. We'd need to teach him (or someone) Clearwater itself first anyway.
 
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@Imperial Fister is that correct?
Yeah, you can social him during the pre-battle. I was gonna have it happen like that anyways if your plan won
As for how it helps us, with a Trick or two we can grapple people and then use a fairly inescapable Sparkbomb right in their neck, which is pretty good, and Blackhand's recommended delivery method for that particular finisher. We can probably also get something like Abjorn's defensive grapple, which, once we're good enough, provides an alternative to Contested Movement defensively vs. foes who are not as good as us at grappling.
Actually, Abjorn didn't use any Fang tricks during the spar, that was all Glima.

0~0~0

If you want to have a good delivery method for Sparkbomb, why don't you come up with some kind of tag-team move with Abjorn? One where he throws you at the enemy while you've got a Sparkbomb in your palm, for example?
 
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