In the lore of this quest the top 2 Warbands are the Varangian and the Jomsviking. The Joms refuse to acknoledge the Varangian's because they work for a southerner and not for their own glory as other vikingr warbands do.
Recently though a Joms Steelfather got ganked and are in slowly but surely in a steady decline. (because now the other Warbands have enough Steelfathers combined to take on the remaining Joms Steelfathers)

I know this? I was talking in the context of the quest. I wasn't making it up when I said that there are warbands on the same level on the Jomsvikingar.

Next are the Warbands that are on the level but just don't have the concentration of power that the Jomsvikingar do. These count the Steggsmenn, the Gamla Uppsalabor, the Vagavaerings, and the Heidabysvikingar among their numbers — to name a few. The Skirsvikingar used to be here before the Jomsvikingar came down on them.

They just lack the same concentration of power as they do... which I took to mean that they're not as big when compared to the Jomsvikings.
 
We should consider a thrown IAT to be a combo offensive-defensive action IMO. Any hits will slow him down.

Sure. But I'm not inclined to drop our current defenses for it, I don't think?

They just lack the same concentration of power as they do... which I took to mean that they're not as big when compared to the Jomsvikings.

That was my impression as well, but I'd think that likely means individual members of the Varangian Guard are more badass, if anything.
 
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Sure. But I'm not inclined to drop our current defenses for it, I don't think?
We can get the needed Orthsirr by stoking aspects.

The specific modification I suggest would be:

Use the Fast-Folded IAT for the Attack with Puncture, plus juicing it up to 60d6 or better
Replace the FF-IAT in the CM action with either Odr-boosted IAT w/Puncture (-4 Odr, -10 Orthsirr) or Fast-Folded Sparkbomb w/Puncture(-7 Orthsirr)

If we're Orthsirr-Starved, remember that we've already paid for the Orthsirr cost for tricks in our Fasts, so use them first.
They just lack the same concentration of power as they do... which I took to mean that they're not as big when compared to the Jomsvikings.
Concentration of power in this case I believe means Steelfathers.

Which the Jomsvikings have been, uh, bleeding out of.
 
As an aside, as a good sniffer is the Wolf gonna spam Water attacks on us? That's gonna be annoying.
 
Alright, I'll call voting here as nobody seems to be up in arms over it. Also, with the encouragement of Skippy, I've made a discord server, it's very barebones right now, but it is what it is as I don't really know what I'm doing lmao
Scheduled vote count started by Imperial Fister on Jul 29, 2023 at 3:59 PM, finished with 80 posts and 7 votes.

  • [X] Plan Delaying Tactics
    -[X] 28d6 Attack (28d6 tricks)
    -[X] 128d6 Defense (128d6 tricks)
    -[X] 0d6 Intercept
    -[X] Activate Slipstream (-8 Orthstirr) and Ember-Wing Cloak (-6 Orthstirr, all attacks and defenses have the Skyfire bonus) and stay as far out of its reach as we can arrange.
    -[X] Make an 90d6+5 Orthstirr-Enhancedx67 Chuck Attack Attack w/Puncture using a glue pot to try and trap the Fenriskin in place (-80 Orthstirr, including all Sagaseeker's current Orthstirr pool of 49), and pepper it with up to five 3d6+5 (w/Hugareida) Inertia-Arresting Throws (-6 Orthstirr each) just to hopefully keep it needing to dodge and show we're still in the fight (we will hold off on these for a moment if there are already 3 of them out and active)
    -[X] After the Chuck Attack, stoke all of Sagaseeker's Aspects (+49 Osrthstirr), use the Orthstirr as necessary defensively.
    -[X] By default use Sword Guard #1 to defend against everything, not using Sword Guard #2 on any attack that Sword Guard #1 is used on (it only kicks in on the next attack after Sword Guard #1 is broken). Against the first attack against us that pierces Sword Guard where the counterattck would be viable, use Contested Movement, adding our remaining Stoker Dice and all three uses of Fight of Our Life (-3 Orthstirr, total of 35d6+5) and using the 3Fold Inertia-Arresting Throw from our Fast w/Puncturex3 as our counterattack (-38 Orthstirr). If that doesn't work, use Sidestep (-2 Orthstirr) or Focus Guard (-14 Orthstirr) as appropriate and available, and rely on our Reinforce Shield to cancel it if that doesn't work. Also use this against attacks where the counterattack would not be valid if it is still unused and we are out of other rolled options.
    -[X] Continue to rely on Sword Guards as above, but after the Contested Movement is used (or against attacks where we couldn't counterattack), in response to anything that gets through Sword Guard use Halting Vortex (-4 Orthstirr), Sidestep (-2 Orthstirr), Backstep (-6 Orthstirr), or Focus Guard (-14 Orthstirr) as appropriate, and if something gets through that use up to one 240d6+9 Reinforcedx113 Sway defense (-115 Orthstirr, including all our Armor's 13 Orthstirr) and one 240d6+9 Reinforcedx238 Hefty-Halter Chop defense (-241 Orthstirr).
    -[X] Burn a Calm Charge and stoke Frami again if we go below 100 Orthstirr (+202 Orthstirr), and do so again to stoke Virthing if it happens again (+201 Orthstirr).
    -[X] Tactics – Okay, so, this is the full defense/delay as much as possible plan. The idea being to try and trap it in place for our allies and then do our level best to keep from dying while we wait for help to arrive.
 
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Halla has no problems picking a fight with someone she feels is in reach. But she's consistently been pretty good about shutting up and multiplying and trying to either de-escalate or tilt the scales if she's massively outmatched.

As things stand, just breaking its field advantage is probably going to be worth a share of the loot. I'm just glad that we managed to control Halla's hubris and avoid getting fucked in an unwinnable battle.
Oh I agree. We aren't gonna be winning a duel. Perhaps not even a group fight. But the thread plans here as if we are Fenrir itself or something. We can afford to throw a few attacks. We can try hurt him.
 
I feel like throwing out a Contested Movement + IAT combo would make sense if we were maximally delaying so that we could use the Flame-Tending Blade, but if we aren't, then it does not really make sense not to throw a strong attack in there instead. One thing is I'm not clear on how long we have to hold out here.

Actually, given that we know he is going to be focussing on us, honestly, it feels like maybe we should have gone for FTB. The normal downside is that it would make him focus on us to try and stop it, but he's focussing his attacks on us anyway, so the only loss is not being able to use Sagaseeker to defend ourselves. But the entire thread has been pretty unanimous on not wanting to get into melee range if we can possibly avoid it anyway, and we have Backstep and Halting Vortex, so that's not a huge loss either.

Anyway, we'll see how it goes I guess!
 
FTB was definitely defensible, but this is still basically the first round of combat so I was worried about the Norns displeasure. If we don't get backup by next turn, then FTB likely becomes our only viable tactic.
 
The time to use FTB is when Reinforcements Arrive and that Abjorn is present to tank for Halla, especially now that he's got his absolutely stupid armor now.
 
I don't think we anticipated the shit to hit the fan to this degree, and as things stand, Halla's still performing well.
 
We're not even really going out of our way! Like, I guess we could've turned down the wolf hunt altogether, but aside from that...
I fully intended that to be more in a Doofenshmirtz voice. Along the lines of the "If I had a nickel for each time" quote rather than anything sarcastic. I am genuinely surprised how many times we've just gone about our lives and been like oh hey look a boss battle.
 
Hunting the Hunters 5
[X] Plan Delaying Tactics
-[X] 28d6 Attack (28d6 tricks)
-[X] 128d6 Defense (128d6 tricks)
-[X] 0d6 Intercept
-[X] Activate Slipstream (-8 Orthstirr) and Ember-Wing Cloak (-6 Orthstirr, all attacks and defenses have the Skyfire bonus) and stay as far out of its reach as we can arrange.

-[X] Make an 90d6+5 Orthstirr-Enhancedx67 Chuck Attack Attack w/Puncture using a glue pot to try and trap the Fenriskin in place (-80 Orthstirr, including all Sagaseeker's current Orthstirr pool of 49), and pepper it with up to five 3d6+5 (w/Hugareida) Inertia-Arresting Throws (-6 Orthstirr each) just to hopefully keep it needing to dodge and show we're still in the fight (we will hold off on these for a moment if there are already 3 of them out and active)
-[X] After the Chuck Attack, stoke all of Sagaseeker's Aspects (+49 Osrthstirr), use the Orthstirr as necessary defensively.

-[X] By default use Sword Guard #1 to defend against everything, not using Sword Guard #2 on any attack that Sword Guard #1 is used on (it only kicks in on the next attack after Sword Guard #1 is broken). Against the first attack against us that pierces Sword Guard where the counterattck would be viable, use Contested Movement, adding our remaining Stoker Dice and all three uses of Fight of Our Life (-3 Orthstirr, total of 35d6+5) and using the 3Fold Inertia-Arresting Throw from our Fast w/Puncturex3 as our counterattack (-38 Orthstirr). If that doesn't work, use Sidestep (-2 Orthstirr) or Focus Guard (-14 Orthstirr) as appropriate and available, and rely on our Reinforce Shield to cancel it if that doesn't work. Also use this against attacks where the counterattack would not be valid if it is still unused and we are out of other rolled options.

-[X] Continue to rely on Sword Guards as above, but after the Contested Movement is used (or against attacks where we couldn't counterattack), in response to anything that gets through Sword Guard use Halting Vortex (-4 Orthstirr), Sidestep (-2 Orthstirr), Backstep (-6 Orthstirr), or Focus Guard (-14 Orthstirr) as appropriate, and if something gets through that use up to one 240d6+9 Reinforcedx113 Sway defense (-115 Orthstirr, including all our Armor's 13 Orthstirr) and one 240d6+9 Reinforcedx238 Hefty-Halter Chop defense (-241 Orthstirr).
-[X] Burn a Calm Charge and stoke Frami again if we go below 100 Orthstirr (+202 Orthstirr), and do so again to stoke Virthing if it happens again (+201 Orthstirr).

-[X] Tactics – Okay, so, this is the full defense/delay as much as possible plan. The idea being to try and trap it in place for our allies and then do our level best to keep from dying while we wait for help to arrive.
0~0~0
(Perfect Fur'd)
Grass flings into the air as Vagn rides into battle with a light-green, ghostly wagon wheel between his legs. Four other wagon wheels float around him in a defensive formation as he tucks his spear against his arm. It reminds you vaguely of how the Squire rode into battle so very long ago.

Of course, when the Squire did it, it was actually effective.

Here, the layer of Vagn's light-green orthstirr coating his weapon shatters on impact with the Fenriskin's own so-dark-red-it's-black... orthstirr... Well, he has odr, so why the heck are you surprised he has orthstirr?
(Sharpened Fang Strike: 1006+15=1021 vs Reinforced Wheel Guard#1: 406+3=409, #2: 373+3=376, #3: 376+3=379, #4: 421+3=424. Attacker Wins! Shield Layers Destroyed!)
The exact moment that Vagn's orthstirr broke, Moonless Night pivoted on the spot and opened his mouth. A howl split the air in half as spectral jaws leapt into action. They zipped from his maw, only to be intercepted by Vagn's ghostly wheels.

One set of fangs versus four wheels. It should've been a cakewalk.

It was, just not in the way you expected.

Vagn slams into a tree and crumples to the ground in a pile of limbs. He's fine, if dazed. He had coated himself with a number of Shield Layers that, well, did their job. Picking himself off the ground, he stands on woozy legs as he wobbles to and fro.

A bead of sweat rolls down your brow as you watch him stagger about. ...This is gonna suck, isn't it?

Regardless, nothing good will come from just standing around. Kicking off the ground, you take to the air on wings of fire as the rest of your group rush into battle. War cries and battle-shouts fill the world with a violent, frenzied fervor as Norsemen meet Fenriskin in battle.

Moonless Night smirks as you pull back your arm, the ceramic jar fitting perfectly in your palm. All it'll take is one good throw and you've got him.
(Punctured)
The ceramic pot blurs through the air as the wolf's smirk widens yet further.

"You think something so weak could pierce my armo"—

The crack of baked clay shattering on his feet punctuates his words. He looks down in shock and astonishment, completely unable to understand what just happened. "H-how?! My defenses are perfect, unbeatable! Nothing can pierce them! First Empty Night, now this?!"

It's then that you realize something, something that you can't help but laugh at. Something that completely undercuts this entire situation's tension.

This is Moonless Night's first fight, ever.

Oh this poor bastard is about to get rolled. He's got a lot of raw power, but it's un=tempered, unrefined. He's got no idea about the intricates that can only be learned through actual combat, about the counters to things that can't be overcome simply by dumping lots of orthstirr into it.

'Did you not realize? Why did you think I was so confident you could kick his ass?'

It's then that you realize that all the more experienced members of the group are charging in with Puncture on their weapons.

...And Vagn is actually the same age as you, everyone else is a fair bit older.

Looks like you just learned a valuable lesson here, eh?

(Round Break: He doesn't know about Puncture, get his ass!)
(Unspent Orthstirr and Odr Refunded)
0~0~0
(Hugr (Tactics): 6x2, 5x5, 4x2, 3x1, 2x1, 1x2)14+5+2=21 Successes

Moonless Night has a truly ridiculous amount of power to through around, but he's also got no idea how to use it in any other way then 'use more power'. There's no nuance to his movements. Every motion is just raw power being thrown around.

...He doesn't know about Puncture, which means that he's got no idea how to hard-counter Perfect Defenses, which means that this is going to be a real big joke.

...You're kind of sad, actually. You'd been hoping for a good fight and this is what you get.

Well, at least you'll be going home soon.

Still, it's strange that this is what had Dorri and Bisi so riled up

Unless... it isn't.

But then, what could it be?

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense) | (20/20) Defensive Layers, with 1 ERA layer mixed in.
Orthstirr: (357/604) | Odr: (4)
(X) Frami: 202 | (X) Virthing: 201 | (X) Saemd: 201
Sagaseeker has 0/49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
Your combat pool is 156d6 and you have 6d6 Stoked Dice

2 Sword Guards, both with 200d6

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

0~0~0

AN: lmao

No moratorium. Get his ass, team!

Also, if you didn't see, there's a discord now
 
He's also glued to the ground right now, isn't he?

Good golly, he's only done executions so far, never actually fought against a genuine peer.

He gonna die.
 
Correct. He is, in fact, glued to the ground
How solid is the ground though? Can he just take it with him?

I wonder what eating this guys heart would give us?
Probably not good to try and slap a Darkness affinity on top of our existing Fire (and thus light) affinity.

Can we just call him a naughty boy and take him home as a pet instead? Little guy needs a good home to take care of him
The fact that dogs exist proves this happened at some point in history. Why not again?
 
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