This is exactly the plan. We got confirmation, and the first counterattack has 51 dice going to a Stoked Strike. I was sincerely worried about putting more into it than that...he's already taken damage and that's a 21 damage attack.

I could make it a separate entry, but that involves a lot of repetition.
Why Stoked Strike?

Just dump the Stoker Dice on Contested Movement, then Firebomb Strike. Even with Born in Fire's DR, that's plenty.
 
This is exactly the plan. We got confirmation, and the first counterattack has 51 dice going to a Stoked Strike. I was sincerely worried about putting more into it than that...he's already taken damage and that's a 21 damage attack.

I could make it a separate entry, but that involves a lot of repetition.

...Apparently today was not my day for reading comprehension.

Apologies for the lecturey tone there, in that case. I will say that the big text-blocks can be a little hard to get all the salient details out of (or at least that's what I'd claim in court lol), so reformatting for clarity might help, but fair enough.

[X] Plan And Now For Standstill
 
Why Stoked Strike?

Just dump the Stoker Dice on Contested Movement, then Firebomb Strike. Even with Born in Fire's DR, that's plenty.
On top of what Alectai said, we are currently at 91 Stoker dice and are therefore having a heart attack. Stoked Strike lets us burn it on something that isn't just making the CM that we are comboing it with go from "Autowin" to "Very Autowin" as it, in the current plan, the normal CM stuff +40 dice already so there is no way for him to win
 
Hamr 15 doesn't seem that absurd when we consider that if we wanted to, with the math we did for xp on this trip we could push our Hugr to 14 or 15 if we focused it and only it, with how xp cost caps.

It does make anything that causes a hamr vs hamr roll to be much less valuable though.

We're cheating, is the thing. We can hit Hugr 12 for the same price someone else can hit Hugr 10, and then get 2 levels for every 1 they do. So us getting Hugr 14 would be the same price as someone else getting to Hamr 11 unless they had Giant's Blood. And all that is only if they have a Training Item.

So someone having Hamr 15 without that benefit (and the Hamr version is Giant's Blood, so it's physically obvious) would need to spend as much as we would to hit Hugr 22.

Which is to say we should be careful of people with Giant's Blood in this regard, but don't usually need to worry about everyone to quite the same degree. It's more likely this guy's Muscle Hugareida is helping out or something like that.

Why Stoked Strike?

Just dump the Stoker Dice on Contested Movement, then Firebomb Strike. Even with Born in Fire's DR, that's plenty.

I'm not sure it is, actually. He definitely has Hamr 10 which lets him reassign shapeshifts, and if he actually has a 15, he could easily have enough DR and Armor to survive that. Heck, even at Hamr 10, with a bit of shapecrafting he could take it.

...Apparently today was not my day for reading comprehension.

Apologies for the lecturey tone there, in that case. I will say that the big text-blocks can be a little hard to get all the salient details out of (or at least that's what I'd claim in court lol), so reformatting for clarity might help, but fair enough.

No worries, you're probably right that it should be a separate entry...it's part of the general defense one because of the order I thought of things in more than anything, lemme fix that. EDIT: And separated out.
 
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@Imperial Fister how many Calm Charges do we have at the moment?
Back at full, I believe, as it's a new year. It's why I felt alright about choosing to use your Calm Charges for you.
Would we be able to conceal our intent in this context with the use of a Calm Charge @Imperial Fister ? So that it catches them both by surprise? Or is that just something our Composure Trick will handle?
You can use a Calm Charge, sure
Hey Sten, does the Curse of Steel get noticeably stronger when there are a lot of Steel objects in an area?
Yes

0~0~0

Alright, so, for those curious, I'm using a new, more formalized method of handling fights that is—more or less—the exact same way as before, just more formulaic. Essentially, I have a bunch of digital note cards on a digital corkboard that I move around according to order of combat. The note cards are marked with attack numbers and, after plotting is done, attack names.

Order of combat works like this.
>Highest Initiative goes first
>Highest Speed goes second
>Next Highest Initiative goes third
>Highest Initiative after that goes fourth
>Rinse and repeat for all combatants (with speed used to break ties and a coin flip in the case of tied Ini and Spd)
>Order of combat repeats until all attacks have been made (Speed = number of total attacks) or round is broken

Having high initiative means you go first, having high speed means you go second + get more attacks after everyone else has already finished. If you are both highest initiative and highest speed, you go twice in a row at the beginning of a round.


This is also the method I'm intending to use for combat in NQ2, just without the more freeform planning
 
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@DeadmanwalkingXI, @Imperial Fister , this thing with powering perfected ignition tricks with forgefire, what does it mean and how does it work both narratively and mechanically?

So, once a Trick is Perfected you can power it with any Hugareida you like that is narratively appropriate. Narratively, it'd work a bit differently (FBS would likely be powered by a jet of forgefire rather than a explosion, for example), and mechanically it mostly just means you use the other Hugareida's dice and damage bonuses...and can't get shut down by someone with a higher rating in the original.

So an FBS powered by Forgefire would do 2 less damage (+4 from Forgefire rather than +6 from Ignition), but could not be shut down by someone with better Ignition than us, which was the concern.
 
A potentially good way to work around that pollen would be using Scouring Cleanse and Spring Source. Even if we (most likely) can't wet down all of it with those tricks it might be able to split the cloud if it's coming towards us. We could also use it to get rid of any pollen that does land.
 
A potentially good way to work around that pollen would be using Scouring Cleanse and Spring Source. Even if we (most likely) can't wet down all of it with those tricks it might be able to split the cloud if it's coming towards us. We could also use it to get rid of any pollen that does land.

Spring Source is not slotted in our Capacity and Scouring Cleanse is, I think, too short range to be an ideal tactic. We'll use it if we actually get pollen on us, but Sailwind is better to avoid that in the first place.
 
Ah. Bummer. Hopefully Sailwind does the trick then.

It would be fun if Halla ever got a combat ready Water Hungreida. Feels like something Blackhand wouldn't have been capable of. That and having access to Steam and Boiling through alloys.
 
It would be fun if Halla ever got a combat ready Water Hungreida. Feels like something Blackhand wouldn't have been capable of. That and having access to Steam and Boiling through alloys.

I honestly feel like we have enough Hugareida. If we want Boil, we can get it as an Alloy, though (Clearwater + Fire stuff does make Boil)...the issue is kinda 'what do we do with it?'...we could probably boil someone alive, sure, but how is that better than just using fire directly?
 
I honestly feel like we have enough Hugareida. If we want Boil, we can get it as an Alloy, though (Clearwater + Fire stuff does make Boil)...the issue is kinda 'what do we do with it?'...we could probably boil someone alive, sure, but how is that better than just using fire directly?

I was thinking more as a weapon against sea monsters actually, in the event we can't dry them out enough to make them burn or they have good enough water abilities to block all the flames. Although I guess we have Sunfire for that now.
 
Norse War Number.. only the Nornar know at this point (Shard)
"King Harthacnut and King Sigtrygg are fighting once more!" One of the skalds—an older man with big bushy brows—calls out for the gathered crowd. "Harthacnut means to put an end to Sigtrygg and begs the aid of all able-bodied men willing to take up arms in his name! Gold and glory await you, Danes, for the Svear shall rule us no longer!"
What IF wanted to write:

Norse War Number.. only the Nornar know at this point

Fresh-fueled feud fury,
Fighting for right to rule

Svear's rule 'ear shall now end,
Says his would-be slayer.

Kings gift riches of rings,
Killing-men they calling.

War comes, warriors all!
Word-glory now awaits!

AN: Very rusty already but hey.
 
And voting is now closed
Scheduled vote count started by Imperial Fister on Nov 13, 2023 at 7:17 PM, finished with 43 posts and 6 votes.

  • [X] Plan And Now For Standstill
    -[X] 105d6 Attack (105d6 tricks)
    -[X] 32d6 Defense (32d6 tricks)
    -[X] 0d6 Intercept
    -[X] Important Note: All bonuses do not include our bonus specifically against Rikard from Frenzybane.
    -[X] Important Note 2: Every successful defense with Standstill grants an additional 4 Stoked Pool dice. These are not listed because it's only on successful defenses.
    -[X] Important Note 3: All attack sequences obviously stop when our opponents surrender or go down, we are trying to avoid casualties.
    -[X] Use Sundersight to gauge our opponents as we fight.
    -[X] Using a Calm Charge to make ourselves unreadable
    -[X] Activate Slowing Slog for 9 levels (-81 Orthstirr, +4 Stoked Pool), Stoker State 4 (-12 Orthstirr), Slipstream (-8 Orthstirr), and Heated Shroud (-5 Orthstirr). All dice pools below include +1d6 from Sunshine.
    -[X] If needed for movement while not using Mire Ward activate Ember-Wing Cloak to take to the air (No cost, +4 Stoked Pool) and use Veto Motion (-3 Orthstirr, +4 Stoked Pool) to maneuver precisely as necessary.
    -[X] All Guards (two 120d6+16 Sword Guards w/2 Odr each, and a 15d6+16 Semi-Halting Vortex) are still up, continue using the Semi-Halting Vortex only against Basic Attacks, the Sword Guard only against Trick attacks, and neither against Fleinns. The Sword Guards will never engage with Rikard at all in melee. An Atgeir Counter-Stab with a pool of 20 Orthstirr is also up, counterattacking with up to ten 6d6+16 Sharpened Lightning-Charged Firebomb Strikes (-2 Orthstirr from the pool each).
    -[X] Open up with a conjured 80d6+16 Sharpenedx9 Orthstirr Enhancedx51 Forceful Lever w/Puncture (-74 Orthstirr) used at range to yank Forseti into the air and out of his pollen cloud and a simultaneous 80d6+16 Inertia-Arresting Throw from our Fast to trap him there, adding 3 Odr for durability (-6 Orthstirr, -3 Odr) which will hopefully cause him some issues.
    -[X] Then activate Mire Ward (-6 Orthstirr, +4 Stoked Pool) and make a total of seven Sharpenedx40 Lightning Charged Firebomb Strikes / Puncture 83d6+16 (-50 Orthstirr each) at Rikard (or other targets if Rikard is down).
    -[X] If Rikard is down and Forseti is still trapped, fly up and direct attacks at him (getting rid of the pollen cloud first if he has moved it to surround him). If he is also down, move on to Audvin.
    -[X] If at any point anyone we are attacking has a Guard up, or plant/ice constructs or pollen clouds seem to be an issue, use up to two 8d6+16 Orthstirr-Enhancedx3 Devouring Blazes adding 3 Stoked Dice to remove them (-10 Orthstirr and -3 Stoked Pool Dice each).
    -[X] If it seems useful at any point (to remove, say, a cloud of pollen or seeds, especially ones that look flammable and would hit us with the explosion) use an 30d6+16 Orthstirr-enhancedx23 Sailwind (-30 Orthstirr) to blow things susceptible to that kind of thing away from us.
    -[X] Against the first melee attack by Rikard use Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should be at least 44 dice here), counterattacking with a Stoking Strike adding Sharpen, Lightning-Charged, and 51 Stoked dice (-5 Orthstirr, -51 Stoked Dice). If attacked simultaneously by other attacks, defend against them starting with Guards with the same priorities as ranged attacks (listed below)
    -[X] If attacked in melee default to using Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should always be at least 4 dice, usually much higher), counterattacking with with Sharpened Lightning Charged Firebomb Strikes (-2 Orthstirr, +4 Stoked Pool) thereafter unless attacked by multiple things simultaneously, in which case if the attacks look especially large counterattack with a use of Forceful Lever (-5 Orthstirr) to move one attacker into the way of the other attack. For smaller or subsequent simultaneous attacks use Contested Movement against one of them and defend against the other with the same priorities as ranged attacks (listed below). Because the Sword Guards will never engage with Rikard this means we will always use Contested Movement on him and the Sword Guards against others if he's making a Trick Attack (his basic attacks might still hit Semi-Halting Vortex). If he attacks them in melee, we respond to it as an attack on ourselves and use Contested Movement as above.
    -[X] While Mire Ward is up, casually bat away ranged attacks (barring using Forceful Lever to yank someone into one) (+4 Stoked Dice per attack defended against). While it is not, by default use the Sword Guards to defend against ranged Trick Attacks and Semi-Halting Vortex to defend against ranged Basic Attacks (except Fleinns, as noted above). In response to any ranged attack not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through those use Halting Vortex (-2 Orthstirr, +4 Stoked Pool), and if facing a fleinn or something with Puncture that gets through instead use up to three quick-drawn Shield Sacrifices (-3 Endurance on one Shield) and if that's not viable up to two 120d6+25 Reinforcedx103 Sway defenses(-105 Orthstirr each) as seems appropriate. If we have drawn a shield and defended against a Trick, always defend against the next Trick Attack with that Shield as well (-3 Endurance on the same Shield).
    -[X] As a contingency, if a truly unavoidable attack looks to be coming at us, use Time Stands Still (-1 Aspect), avoid it (dropping Mire Ward if needed), and then use one of our three actions to Forceful Lever one of the enemies into the way of it (-5 Orthstirr), and the other two to use Sparkbombs at melee range on other enemies (-15 Orthstirr each), all trying to take out our remaining opponents.
    -[X] If we go below 200 Orthstirr or are trapped by something we could break out of by doing so, stoke an Aspect.
    -[X] Tactics – The basic idea here is to toss Forseti into the sky, stick him there, and then go to town on Rikard, using our Stoked Pool to actually win the Hamr contests on Contested Movement this time, while using Mire Ward to render Audvin's archery attacks irrelevant. If we get Rikard down, we fly up, finish off Forseti, then move to Audvin. In a real emergency, we'll activate Time Stands Still, but we're trying to avoid that.
 
I'll need some folks to roll me some dice:
1 Devouring Blaze (8d6+16)
1 Forceful Lever (80d6+16)
1 IAT (80d6+16)
1 Firebomb Strike (83d6+25)
1 Contested Movement (60d6+16)


These are straight rolls, by the way. No weird success counting here.
 
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I guess I'll do the Forceful Lever.

Total: 290 rolled, so 306 with the +16 bonus.
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 49
6 6 2 2 6 6 4 4 4 4 1 1 6 6 4 4 4 4 6 6 4 4 2 2
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 40
4 4 1 1 1 1 5 5 3 3 3 3 1 1 6 6 5 5 4 4 4 4 3 3
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 45
4 4 5 5 6 6 5 5 6 6 2 2 2 2 4 4 3 3 5 5 2 2 1 1
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 50
6 6 5 5 5 5 2 2 1 1 4 4 4 4 6 6 5 5 4 4 3 3 5 5
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 44
4 4 6 6 1 1 3 3 5 5 1 1 4 4 2 2 4 4 4 4 5 5 5 5
DeadmanwalkingXI threw 12 6-faced dice. Reason: Forceful Lever Total: 46
5 5 6 6 4 4 6 6 6 6 4 4 1 1 2 2 2 2 4 4 2 2 4 4
DeadmanwalkingXI threw 8 6-faced dice. Reason: Forceful Lever Total: 16
3 3 3 3 1 1 3 3 2 2 1 1 1 1 2 2
 
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IAT for me then i suppose.

Edit: I think that's 274, counting the 16 extra.
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 36
6 6 6 6 4 4 5 5 1 1 2 2 1 1 4 4 2 2 5 5
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 39
1 1 5 5 4 4 3 3 3 3 6 6 6 6 3 3 2 2 6 6
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 42
6 6 4 4 4 4 5 5 3 3 5 5 4 4 4 4 1 1 6 6
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 29
1 1 2 2 1 1 4 4 1 1 6 6 5 5 1 1 6 6 2 2
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 29
3 3 2 2 2 2 6 6 5 5 2 2 1 1 3 3 2 2 3 3
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 24
4 4 1 1 2 2 1 1 3 3 5 5 3 3 1 1 1 1 3 3
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 37
1 1 5 5 5 5 3 3 1 1 5 5 2 2 4 4 6 6 5 5
mythfan12 threw 10 6-faced dice. Reason: IAT Total: 22
3 3 1 1 3 3 1 1 3 3 3 3 1 1 1 1 4 4 2 2
 
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