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EDIT: Oh yeah @Imperial Fister , Bird Gacha comes before or after the turn is locked in? And on that note, do we have an action to start reverse engineering the Explosive Rune thing or is that also gated behind Imaging?
After. You, technically, are still on Turn 1 of Winter 4

And yeah, gated behind Imaging.

@Imperial Fister
Did we take the Draugrs sword?
I think we burned everything, Draugr gear is probably cursed.
Correct. It was also kinda shit-tier.

Voting is now open
 
Honestly, I think in regards to Fire Hugareida use for forging, we should talk to Sten, he's almost certainly inherited one for use for that. He's part of our family after all.
 
Alright, so, we've got a Bonus Die on Defend, Imaging is coming in for sure thanks to another bonus die committed, anyone want to crunch the numbers for everything else?

A Basics are God turn, if you will.
 
We only need 2 more successes to raise our glima. That would add a dice to our combat pool and also help in future wrestling competitions.

I'd argue that we should raise Bash and Pierce instead of Defend, since they're easier to level up (both are at level 2, requiring only 4 successes - whereas Defend is at level 3, requiring 8 successes). It doesn't really matter whether we level up our Defend or something else, since in the end they both increase our dice pool.
 
[X] Plan: Basics are God
-[X] (Poetry) Try to realize an Inspiration (The Draugr)
-[X] (Personal) Gabriel
-[X] (Personal) Spend time with... (Hallr)
--[X] See if he has any ideas on where you can take Ignition, and if he can help you train in its use. Now that you can do fire too, you want to do it well!
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Halting-Vortex 3d6
--[X] Train Imaging Skill-Trick (BONUS DIE)
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Leaping-Cleave Trick 2d6
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Pierce (3d6)
--[X] Train Bash (2d6 + BONUS DIE)
--[X] Train Glima (2d6)
--[X] Train Overland (1d6)
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Composure 1d6
--[X] Train Wordplay (BONUS DIE)
--[X] Train Management 1d6
--[X] Train Scouting 1d6
--[X] Train Housecraft 1d6
-[X] Orthstirr Usage
--[X] Hamr 5
---[X] Glima 2, Chop 4, Bash 3/4, Pierce 3/4, Defend 2, Dodge 2, Overland 2 (19/21)
--[X] Hugr 6
---[X] Barb-Tongue 2, Silver-Tongue 2, Composure 1, Wordplay 3 (9)
--[X] Fylgja 4
--[X] Trick Reserve: 4/2 depending on increases

First time making one of these and I got impatient, it's mostly focused on our basic skills for the most part with a heavy focus on Defend, as we just learned how much of a bullet we dodged going without it for all this time. While trying to get our remaining Rough Tricks up to Refined with a portion of the training dice. I am absolutely willing to make adjustments as we go along of course, like for our Personal Actions, but mostly I want to catch up with Aki who's been out of focus for a bit, and see about poking Gabriel for anything interesting now that we've established that relationship.

Incidentally @Imperial Fister , did that Draugr's Ice stuff count as "Water Based" for the purpose of exploiting our Flaw?
 
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with a heavy focus on Defend, as we just learned how much of a bullet we dodged going without it for all this time

What do you mean? Mechanically, raising Defend is no different from raising Chop. Pierce and Bash would be better to raise, as they'd require less successes, and would accomplish the same thing as raising Defend.
 
What do you mean? Mechanically, raising Defend is no different from raising Chop. Pierce and Bash would be better to raise, as they'd require less successes, and would accomplish the same thing as raising Defend.

We were just told that having no Defend meant that the Draugr would have gotten a bunch of auto-hits if we weren't forced back or if it managed to shove its way into close quarters where Dodge wasn't applicable anymore.

That's not something I want to repeat. So give it a big infusion to catch it up to our other skills and then see from there.
 
Dice in the defense combat action, to clarify

Oh.

OH

Okay, knowing that, yeah, let me make some adjustments, I thought you were talking about lacking the Defend skill! Because you followed that up with "Basics are important".

EDIT: Adjustments made to focus on Bash and Pierce instead in hopes of getting them up to 3 (Bit of a long shot, but not unthinkable with 3 dice in each), in light of that, would you change my Bonus Die allocation to Bash @Imperial Fister ? I misunderstood your warning.
 
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Yeah, weirdly, the way the Defend skill helps us with defense is by letting us learn more defend tricks here, rather than impacting how many dice we can put into defense.
 
Noticed the plan was overspent by 1, removed the Armorcraft training.

Plan's current state has a good chance of comprehensively raising Halla's basic dice pool, Pierce, Bash, and Glima all have moderate chances of improving a rank, bringing us to mostly 3 across the board for our combat skills, very close to the standard of a 20 year old who's able to succeed in the Raid Trials. Better on average but with a slightly lower peak, but that's something we can knuckle down on later. We should have our core foundation close to polished, and only fall behind in--ironically--non Combat Skills.

Which we probably should give a push if time allows. Farming not even being on our list is disgraceful.

Chances are good that by the time Halla is Of Age, she'll have a viable Trick or two from Ignition to combine with everything else in her toolkit. Certainly, I think we can probably put together a "Do more damage on successful hits at a surcharge" Trick together by making our weapon ignite on contact with a target.
 
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the atgeir being a versatile weapon is great, we can raise a few different skills to 5 and use their tricks, so we end up ahead on dice and tricks compared to a more specialized viking of similar experience.
 
the atgeir being a versatile weapon is great, we can raise a few different skills to 5 and use their tricks, so we end up ahead on dice and tricks compared to a more specialized viking of similar experience.

It's the King of Weapons for a reason. It's a pain in the ass to use and denies you a Shield, which is the Norse combat style meta but in terms of giving you a hell of a combat toolbox, it's hard to beat.

We just get to cheat the downside because Standstill has fantastic utility options--though probably not unbeatable, I wouldn't try to block a thunderbolt with Standstill for instance, I'm not sure it'd work.

Still, without any real exaggeration, I've little doubt that a Perfected Halting-Vortex Trick would be meta-defining if we could reach that point. Halla would be virtually invincible to any conventional attack she was aware of.

(I've no doubt that stronger Hugareida-enhanced attacks could brute force through it, but that's the case for any shield.)
 
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So, since I don't see much in the way of Movement Tech, I think that we (the voters) might take some inspiration from this D&D spell:

Ashardalon's Stride

3rd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: Concentration, up to 1 minute
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Since it seems like it could line up with the poetry for this event where from the defeat of our foes we burst forth in a fiery wreath with which we grow stronger and faster.
 
That said as far as dice quest go this one is far better than most at not making every paragraph a 1d2 about which side wins each slap.
I decided to do it this way to emulate the importance of luck to the Norse. Also because I relish the suspense that dice rolling can generate.
Also, big thank you for using the invisitext feature!
Thank you for reading!

I'm a storyteller first and foremost. If it's obstructive to the story I'm trying to tell, I don't want it in my story.

0~0~0
I suppose. It's not like we need more stuff to add to Training Hell anyway.
If you think it's bad now, just wait until you get your own property
 
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If you think it's bad now, just wait until you get your own property

Your words fill me with a great fear.

Training Hell never ends.

That being said, how the hell do people manage to reach those insane heights you said they do by 30? Does your growth rate just accelerate over time or do you just get better at training yourself or something? Even pushing one step further than we currently are is a daunting prospect, and that assumes we're doing nothing but training that one attribute.

Is it just that your Hamingja steadily increases the longer you're alive? Or is it more "The people who survive are the ones who keep raising their Hamingja?"
 
That being said, how the hell do people manage to reach those insane heights you said they do by 30? Does your growth rate just accelerate over time or do you just get better at training yourself or something?
More dice equals more training. The older you are, the more dice you have access to through muna, people, and training tools
 
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