Mire Ward and Heated Shroud I think, we know he's got FR but it's not high enough to completely ignore Heated Shroud, lock him into an oven and slice him up.
 
I actually have no idea what a Fleinn even is. Google searches were uninformative beyond something spear-like.
In NorseQuest, fleinns are a 'javelin-like spear'. Technically, I should be using the term 'Gaflak' to describe them, but I prefer using 'fleinn' as it feels more 'throwy', if you get my drift.
@Imperial Fister
if we somehow managed to restore the sight to aki's left eye. would that do something more than merely giving him the ability to see out of that eye.
Aki is blind in both eyes.
@Imperial Fister what is causing the guard break? Is it just the weapon being a fleinn or some Trick, and if it;s the weapon what benefits do other weapons get that are remotely as good? Because that's miles better than anything we've seen any particular weapon type allow...by, like, several orders of magnitude.
Fleinns are just kind of like that. They pierce magical defenses as, in NorseQuest, the weapon fashioned from mistletoe to kill Baldr will be a fleinn. They don't render physical defenses broken or disabled, so a hamr trick can defend against them perfectly fine. It's just hugr-based trick defenses that fail and only if the fleinn is thrown, at that. They are very unsuited for melee combat as they cannot stand up to the force of a casual blow, even a half-hearted strike will snap one in two.
 
With our Forgefire tuned to damage, does Heated Shroud do 5 damage per turn?

Only 4, since its base damage is one. But that'll still get through his DR.

Fleinns are just kind of like that. They pierce magical defenses as, in NorseQuest, the weapon fashioned from mistletoe to kill Baldr will be a fleinn. They don't render physical defenses broken or disabled, so a hamr trick can defend against them perfectly fine. It's just hugr-based trick defenses that fail and only if the fleinn is thrown, at that. They are very unsuited for melee combat as they cannot stand up to the force of a casual blow, even a half-hearted strike will snap one in two.

Fair enough. We still probably want one as a ranged option. That definitely means we should go melee, though.
 
To clarify on my thonks.

Slipstream and something to close in, then once we're in melee, instead of breaking off, we pop Mire Ward and Heated Shroud and trade hits with him, we should have a massive speed advantage so we can defend with conventional defense Tricks that are overloaded with dice, and we can grind down his defenses with probing attacks before setting up for a boosted Skewer-Flick. I think his Fylgja has eaten as much Endurance Damage as it can take at this point, so it probably won't be able to eat another big hit again.
 
I think there are two real options, entering melee and going to town with Mire Ward active, and falling back to ranged attacks again and peppering him with Kindle Spinners. I dunno which is actually better here. Hmmm.
yeah, that was my first suggestion too.
shatter wrist and stunning strike is to disable his hands and the armory trickery he is doing.

Question is, does he has better forgefire than us? If not, we might win, if yes, no biggie, but it might give an opening for the disabling.

Also.... i think we need at least 1 armory pocket... probably for explosive pots.
and... yeah, should get the flash trick in ignition that Forkbeard used against us. that and Eyespark, heat metal and other CC tricks.
 
By the way, how fast is he compared to us right now?

Specified as equal, though that's with our buffs going.

yeah, that was my first suggestion too.
shatter wrist and stunning strike is to disable his hands and the armory trickery he is doing.

I think Shatter-Wrist is kinda risky, but it's not crazy talk...hmmm.

Question is, does he has better forgefire than us? If not, we might win, if yes, no biggie, but it might give an opening for the disabling.

Doesn't matter. Heated Shroud isn't an action...worst case scenario we waste 5 Orthstirr.

Also.... i think we need at least 1 armory pocket... probably for explosive pots.
and... yeah, should get the flash trick in ignition that Forkbeard used against us. that and Eyespark, heat metal and other CC tricks.

We have an Armory Pocket, and can repurpose it over time. I'm very not convinced that we need multiple ways to blind people, though one would be fine.
 
Fleinns are just kind of like that. They pierce magical defenses as, in NorseQuest, the weapon fashioned from mistletoe to kill Baldr will be a fleinn. They don't render physical defenses broken or disabled, so a hamr trick can defend against them perfectly fine. It's just hugr-based trick defenses that fail and only if the fleinn is thrown, at that. They are very unsuited for melee combat as they cannot stand up to the force of a casual blow, even a half-hearted strike will snap one in two.
ah, knew there was something!
So... conceptual stuff like that work as well, huh? Don't even need to make them from mistletoe?

hm.... sometimes, i should really read up on the myths....
 
We have an Armory Pocket, and can repurpose it over time. I'm very not convinced that we need multiple ways to blind people, though one would be fine.
Nah, see, Flash needs a hand, but can be used from far and has a short duration.
Your teeth grind together as you stumble back, the Brute quickly pursuing with a grin on his face. He shifts his stance, angling his sax in just the right way for the light streaming in from the outside to catch on its shiny blade.

Orthstirr surges and, if you were anyone else, you would be as blind as a bat as the searing light explodes out in a blinding blast.


Fortunately, you aren't anyone else. You are Halla Longstride, and such petty things as being 'blinded by flashes of light' are not things that harry your progress.
And, it was Tryggr.... damn. not even ignition (although, i am sure we can make an ignition based flashbang)

Eyespark though, Sten said it will blind people for long enough they are almost guaranteed to be out of the fight.
"You? Noncombat?" He snorts a laugh as you roll your eyes, "Never thought I'd see the day! But, to answer your question, I've got two more combat tricks and a couple noncombat that I think might be useful. The two combat tricks are Ember Eyeshot and Sparkling Beam. Ember Eyeshot is a tiny trick that deals very little damage, but it's a real bitch if it gets in your eye. Not much better for distracting someone, I've found. Sparkling Beam is a good heavy attack and also works as a finisher if you really pump it. Requires both hands, but it works at all ranges, decently fast, and does heavy damage for relatively low cost."
And, i misremembered orz.
Its called Ember Eyeshot, not eyespark....

Anyways, this is another good example we need more than just damage.
 
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You know, I wonder.

I don't think he's using Pockets.

I think that whatever he's done to merge with his Fylgja, he's gotten access to its Capacity, but he doesn't need to take an action to pull it out.
 
So, Mire Ward plan it is:

[X] Plan Let's Try The Other Thing
-[X] Stoke all our Aspects (+623 Orthstirr)
-[X] 50d6 Attack (42d6 tricks)
-[X] 54d6 Defense (54d6 tricks)
-[X] 0d6 Intercept
-[X] Take the opportunity the pause provides to put 2 Orthstirr into 4 layers of Reinforce Shield (-2 Orthstirr) if possible
-[X] Activate Stoker State Stage 3 (-9 Orthstirr), Slipstream (-8 Orthstirr), and Heated Shroud (-5 Orthstirr). Once we're in melee activate Mire Ward as well immediately (-6 Orthstirr).
-[X] Close with him with a 60d6+5 (w/Hugareida) Sharpenedx24 Lightning-Enhanced Flashfire Cleave w/Puncture (-40 Orthstirr using Sagaseeker's pool), followed by another identical 60d6+5 attack (-40 Orthstirr again), and then use two 50d6+5 Sharpened x24 Lightning-Enhanced Shatter-Wrist Tricks w/Puncture (-35 Orthstirr each), followed by a total of four 46d6+5 Sharpenedx21 Lightning-Charged Skewer-Flick attacks w/Puncture (-35 Orthstirr each) being careful to flick him back and forth within the Mire Ward, and then up to eight 9d6+5 Sharpened x4 Lightning-Charged Basic Attacks (-5 Orthstirr each)
-[X] If he gets away from us, drop Mire Ward, use Ember-Wing Cloak (-6 Orthstirr) to close with him again, and pop a new Mire Ward (-6 Orthstirr) if it took him a meaningful amount of time to get away from it.
-[X] Against the first melee attack he makes against us using Puncture or otherwise avoiding our Perfects make a Contested Movement using both our remaining uses of Fight Of Our Life (-3 Orthstirr, 22d6+5) and counterattack with a Sharpened Lightning-Enhanced Flashfire Cleave w/Puncture (-17 Orthstirr).
-[X] Against any attack not using Puncture or a Fleinn use Halting Vortex (-4 Orthstirr) if possible, against non-Puncture attacks with a Fleinn or that we otherwise can't use Halting Vortex on use Focus Guard (-7 Orthstirr). In response to anything with Puncture or that gets past our Perfects in some other way after the first melee attack use up to three 60d6+9 Reinforcedx42 Slice Aside defenses (-50 Orthstirr each) using
9d6+5 Sharpened x4 Lightning-Charged Basic Attacks (-5 Orthstirr each) as the counterattacks.
-[X] Tactics – Activate our buffs, leap into melee with him, activate Mire Ward, and go to town trying to batter him down, we break his armor, then break his wrists (we will fix them afterwards, free of charge) and then go to town with high damage attacks.

This plan is pretty expensive, but I focused on Tricks we can use with Sharpen to help keep costs down, and the differences should hopefully throw him for a bit of a loop.

EDIT: Swapped out Hefty Halter Chops for Slice Aside, defensively.
 
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A Basic Overveiw of Kabbalistic Cultivation: Malkuth (JustGazzer)
Been Thinking about Kabbalist Cultivation again.

11 Stages, each with an increasing number of steps between maybe?

Based on the Tree of Life like:

Malkuth (Foundation/Reflection)
Yesod (Connection/Transmutation)
Hod (Majesty/Form)
Netzach (Perpetuity/Endurance)
Tiferet (Balance/Integration)
Gevurah (Judgement/Limitation)
Chesed (Love/Mercy)
Binah (Intuition/Understanding)
Chokhmah (Wisdom/Creation)
Keter (The Hidden Crown)


Gonna do a write up on The Foundation Stage now that I'm thinking about it (and my ADHD meds kicked into full force while I was)

Malkuth:

Malkuth
- the first Stage, represents no actual aspect of the divine, but rather of the Mundane and how the Infinite Light reflects on Creation itself, In Kabbalah- Malkuth is the only stage that can emanate upward, Reflecting The Light, with the rest going "Down River" so to speak. The Light reaches into Malkuth and is reflected back up though Yesod all the way to Keter in a Unending Cycle. So, I imagine as the easiest stage to Cultivate for a given Kabbalahist in universe. With the rest being like swimming/or climbing up through the stages with increasing resistance.

Though that ease of cultivation is contrasted by the powers that Malkuth grant are correspondingly minor and seemingly unimpressive compared to other forms of Cultivation.

Step One. Attunement Step/Ruach- Initiates embark on their journey by cultivating a profound connection with the physical world around them. Likely though forms of guided mediation, with the help of Cultivators in at least the Yesod stage.

Cultivators at this step get little but access to their Orthstirr-equivalent (Will use Ruach, breath/spirit/wind as a stand in unless/until I can think of a better idea) as they learn to sense the power of Ruach in all things of earth, water, fire and air, and start to pull it into themselves, once they learn to Cycle Ruach through Proper Breathing (what this means depends varies from person to person, from Rabbi to Rabbi), this naturally leads to the next step.

Step Two: Shimshon's Step/Nazar-

The refinement of their physical form. Through rigorous training and discipline, they enhance their strength, agility, and endurance. This is them reinforcing their bodies with Ruach in combination with Martial Arts, but this comes with self-imposed rules, that they must follow in order to maintain the physical power they gain. Not following them weakens a Cultivator at the Nazar Step, like Nid would to a Norse Cultivator.

These can be small things they already do, like "Keep Sabbath" or "Pray Daily" but it is known among the Kabbalist that the more restrictive the rule, the more you get out of it. So most often they are modeled after the Nazar of Shimshon (That's Samson to the Goys), for which this stage is named. Ex: one cannot cut their hair or beard, or must avoid strong drink, abstain from Meat, or from touching a dead body with bare skin.

I imagine Part of fighting a Kabbalist Cultivator at Shimshon's Step if figuring out those rules and tricking or convincing them to break those rules.

Perhaps Later Stages slowly mitigate and then remove these limitations? Starting in Hod, when they begin the slow process of Reforming Their Bodies with pure Ruach, rather than base physical matter, to better contain the Truth of The Divine and ending with their total removal in Tiferet the Stage where one fully integrates body and soul into one harmonious being.

Step Three: Awakening/Sam-Lev

Allows the Cultivation of Shofet (The Kabbalah version of Odr and/or Frenzy, name is still up in the air for tbh, will welcome ideas.) as their bodies have become reinforced enough to take the mental and physical strain. They can now attune their senses to subtle cues in their environment, allowing them to detect changes in energy, emotions, and even foresee potential outcomes. With Shofet comes a level of detachment, as one could sense that you and other cultivators are "more real" that is, they have more metaphysical weight.

Shofet also subtly intensifies ones Yetzer Ha-Tov and Yetzer Ha-Ra (the natural Inclinations to Good and Evil, most often associated to emotions) and it is believed/known that those of this Step must maintain constant mindfulness, remaining connected and concerned with their communities to avoid becoming strange, out of touch hermits or face the Blockage in the form of the bottleneck that is Yesod, as Enlightenment to The Second Stage requires Connection.


Yesod begins after one has broken though the final parts of Sam-Lev, maybe? Then Yesod has 5 steps, with the number increasing slowly each stage until their are 613 steps in total to cross which aligns with the 613 Mitzvot, just as fun bit of symmetry.

Anyway, this is what I got for now. Hope y'all enjoy!
 
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Man, what an awesome update!

Great to see you back in the saddle @Imperial Fister!

Your flames swiftly devour the woolen folds of the tent, but it gives him just enough time to emerge with shining metal in his hand. Your eyes widen as you trace the shape of the fleinn in his grasp—where in all the realms did he get that?!

His fleinn-arm draws back as his free hand takes aim, fire raining down around him all the while. He takes a powerful step forward—his full weight adding further momentum to the iron-headed throwing-spear—and lets it fly with all his might behind it.

Crimson orthstirr explodes from the fleinn as it leaves Hal's fingers—a leather strap flapping in his hand. It spins as it flies, crimson power streaking off it in great arms of might. It blurs across the sky at such speeds that you struggle to follow it—but that was never something you had to do.
(Honed Trick Attack: 67+6=73 vs Sword Guard: 605+9=614, Sword Guard Wins, but Fleinn disables it!)
A Sword Guard bursting at the seams with orthstirr dives in from where it floated next to your shoulder. Crimson power spills free with every movement as it deftly intercepts the fleinn and smacks it aside, only for something to happen.

As the spectral sword met shining iron, the ghostly material shatters! Though the sword still ruins the fleinn's flight, the throwing-spear still manages to disable your protector. Shattered pieces of your Sword Guard accompany the fleinn as it tumbles through the air.
Fleinns are just kind of like that. They pierce magical defenses as, in NorseQuest, the weapon fashioned from mistletoe to kill Baldr will be a fleinn. They don't render physical defenses broken or disabled, so a hamr trick can defend against them perfectly fine. It's just hugr-based trick defenses that fail and only if the fleinn is thrown, at that. They are very unsuited for melee combat as they cannot stand up to the force of a casual blow, even a half-hearted strike will snap one in two.


View: https://www.youtube.com/watch?v=GmjhsCbeeG8

[X] Plan Let's Try The Other Thing

So, this looks solid, but one thing stuck out to me:
-[X] Close with him with a 60d6+5 (w/Hugareida) Sharpenedx24 Lightning-Enhanced Flashfire Cleave w/Puncture (-40 Orthstirr), followed by another identical 60d6+5 attack (-40 Orthstirr again), and then use two 50d6+5 Sharpened x24 Lightning-Enhanced Shatter-Wrist Tricks w/Puncture (-35 Orthstirr each), followed by a total of four 46d6+5 Sharpenedx21 Lightning-Charged Skewer-Flick attacks w/Puncture (-35 Orthstirr each) being careful to flick him back and forth within the Mire Ward, and then up to eight 9d6+5 Sharpened x4 Lightning-Charged Basic Attacks (-5 Orthstirr each)

It feels like these Skewer-Flick attacks are in a sort of awkward position, where they've got enough dice to be expensive, but not necessarily enough to get past a strong rolled defence? I'd suggest halving the number here and investing the spare dice into the two remaining ones. Or invest the resources into a couple of Slice-Asides, given that we now know he does use weapons, that he is going offense-heavy so more defence would not hurt, and this plan already has Basic Attacks.

Actually I know you'll disagree with this, but I would also advocate turning the Halter-Chops into Slice-Asides; the main benefit of a Halter-Chop is destroying or knocking away his weapon, which I'm not sure is hugely likely or useful here? Each Slice-Aside could let us tag him with a Basic Attack, which is quite good if we're making this an extended slugging match. (We could stick Puncture on the Basic Attacks that the Slice-Asides are using.) Halter-Chop was a clever idea when we thought he was going to attack us with his bare hands or flygia, don't get me wrong, but it seems like he's going to keep attacking us with weapons.
 
I sort of feel like Jewish Cultivation would start with the study of the Torah and the Talmud. Most Jewish people would have some level of access to their external resource. Kabbalah then is the basis of their internal resource.
 
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