Remember: Capacity doesn't determine the maximum amount of tricks you can have total, it determines how many you can have 'readied' at a time — how many that are available for use at any given moment.

There isn't a cap on the total trick limit.

True, but having Tricks you never slot in to use is still a waste (specifically, the waste of having trained them in the first place...admittedly only a fairly small investment to hit Refined in a Fire Hugareida Trick if you never try to go further...4d6 over four turns, on average).

Circumstantial tricks where we know whether we need them in advance fairly well, like social or crafting stuff or even a Trick we only wanted vs. specific enemies, we can thus get without worrying about capacity too much...but for standard combat options (or emergency solution options we need to keep available) we need to keep our Capacity limits firmly in mind.
 
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True, but having Tricks you never slot in to use is still a waste (specifically, the waste of having trained them in the first place...admittedly only a fairly small investment to hit Refined in a Fire Hugareida Trick if you never try to go further...4d6 over four turns, on average).

Circumstantial tricks where we know whether we need them in advance fairly well, like social or crafting stuff or even a Trick we only wanted vs. specific enemies, we can thus get without worrying about capacity too much...but for standard combat options we need to keep our Capacity limits firmly in mind.
...
You do realize we can just select what we put on the quick bar that is our capacity once we go over its current avaliability in know tricks, just like we can put stuff in our Fyjgla, right?
Perhaps even more flexible, allowing us to chose them before a particular encounter and sticking with it until its over, instead of at turn start.

A standard load out is good, no objection against that, but bringing up "wasted dice" on niche tricks.... right before you say loading them if we know they will be useful in the coming encounter is a bit... dishonest.

We can store trick in the Fylgja still, so capacity won't be too bad for a bit.
That's another thing, yeah, but more for the nice to have, but not a important types... like healing or such, if we feel we will need it the turn for quicker access than off screen use.
 
Yeah barely ony of our tricks right now are "useless" maybe hefty halter but we got 90% of the dice from that via story telling event not training

the only wasted dice on tricks will be future tricks, i am of the opinion all the dice spent on trick we learned so far have been used wisely, we have used the tricks enough in the previous fights that the dice are worth it

we need to start training raw Hamr and Hugr though we have spent a bit to many dice on tricks (not like the ones for bloody basics but the most recent training and before that mega grind)
 
We can store trick in the Fylgja still, so capacity won't be too bad for a bit.

Not combat tricks we want to use ourselves rather than having the fylgja use. This also necessitates a defensive trick for the Fylgja itself if assigning any combat tricks. But yes it helps...there are just a few caveats.

...
You do realize we can just select what we put on the quick bar that is our capacity once we go over its current avaliability in know tricks, just like we can put stuff in our Fyjgla, right?
Perhaps even more flexible, allowing us to chose them before a particular encounter and sticking with it until its over, instead of at turn start.

It definitely sounds like turn start to me, which is just as limiting.

A standard load out is good, no objection against that, but bringing up "wasted dice" on niche tricks.... right before you say loading them if we know they will be useful in the coming encounter is a bit... dishonest.

It's not disingenuous because I'm talking about completely different kinds of Trick (and indeed I explicitly said we could get most niche tricks without worrying about capacity). Truly niche tricks we can know when we're gonna use, assuming they're worth getting in the first place, are not wasted, it's tricks that come too close to duplicating stuff we already do that are wasted, or Tricks that we want to have every combat but can't fit in on top of our standard combat loadout, or Tricks that are useful in very specific unpredictable situations but not good enough to keep available as 'Just In Case' Tricks.

Like, we shouldn't invest in a Standstill mobility trick because it has duplication of effort and effect with EWC and we'd thus never put both in our capacity at once. Another 'ranged fire attack' trick may also fall into that category. A trick for, like, super-swimming (not that we can get this, but it's an example) would likewise fall under the 'too niche never get picked' category.

That's another thing, yeah, but more for the nice to have, but not a important types... like healing or such, if we feel we will need it the turn for quicker access than off screen use.

I think assuming we can swap Capacity more quickly then Fylgja Capacity is a weird assumption to make. The odds of them working the same way (ie: assigned at the beginning of the turn) seem nearly certain. But yes, with the caveats I mention above, it certainly helps. And we'll get more Capacity soon-ish as well...but it's getting to the point where we need to actually think about it rather than having 'vastly more than enough to hold everything', which is where we were for a while.

@Imperial Fister just to be clear, we'd select what slots into our Capacity at the beginning of the turn like with Fylgja Capacity, right?
 
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What we need is Tracking and Stealth on our Fylgja, which lets it be a pretty damn solid scout.
 
True, but it does a bit of a 'slow time' effect in practice with Contested Movement so I hesitate to say the social option discussed is impossible...it might make others hesitate more than actually give you more time, but that could have a similar effect. Personally, I'm skeptical, but it's not unthinkable.

Again, even if something like this exists we shouldn't take it, but it's possible something like it does exist.
I'd ask why we shouldn't get a trick like that considering all our well hugairanda(hard to spell it) tricks are like all combat focused. Having one that could be used for social situations isn't a bad idea. Like we are probably not going into combat for a while while raising the triplets so why not make a trick that's unique in a different way than almost all our other ones?
 
Nice, that helps a lot, just Tracking then I think?

I mean, even without Tracking it can do a lot of scout stuff...Tracking is handy for a scout but hardly mandatory. We probably need better Scouting and Wildcraft (and Hugr, though that's a ways out) as much or more than Tracking, given it uses our dice pools. Which is not to say we don't need Tracking, just noting it as maybe not Priority #1 on the 'improve our scouting' checklist.

I'd ask why we shouldn't get a trick like that considering all our well hugairanda(hard to spell it) tricks are like all combat focused. Having one that could be used for social situations isn't a bad idea. Like we are probably not going into combat for a while while raising the triplets so why not make a trick that's unique in a different way than almost all our other ones?

We should absolutely get a social trick or two if we can. We should do them with Campfire though, if possible, as it's likely better at them than Standstill, and takes less than half the effort to level them that a Standstill Trick does.
 
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We also need to figure out how to access the Meteor stuff. I think I had a suggestion of using Standstill to form an Orthstirr funnel so we can drip it in that was said to be viable? We might be able to bang that off to Rough on the way back and dive right into it.
 
We also need to figure out how to access the Meteor stuff. I think I had a suggestion of using Standstill to form an Orthstirr funnel so we can drip it in that was said to be viable? We might be able to bang that off to Rough on the way back and dive right into it.

Or we can ask Gabriel. Which is probably a lot quicker, especially if we're freeing him since that seems likely to get our Rep with him to 6/10 (the needed level) with only one more action (I can't help but think that'll help for more than a +1).
 
Voting is now closed
Scheduled vote count started by Imperial Fister on Apr 4, 2023 at 7:32 PM, finished with 125 posts and 8 votes.

  • [X] Plan Trapping Knights And Slaying Falcons
    -[X] 20d6 Attack (all tricks)
    -[X] 0d6 Defense
    -[X] 17d6 Intercept (all tricks)
    -[X] As soon as the falcon comes within atgeir-reach make two 11d6 Honed x6 Power Chop attacks at it (-7 orthstirr), if it never comes within reach, use them on the squire.
    -[X] Prepare an 17d6 (19d6 w/Hugareida) Inertia-Arresting-Throw (-6 orthstirr) to trap the squire when he tries to use his trick and escape. Prepare a 16d6 Honed x6 Hefty-Halter-Chop primed to defend Abjorn if he's attacked while IAT is out (-9 orthstirr).
    -[X] In response to any Trick Attack directly targeting us or Abjorn while IAT is not in use, if it's from the falcon use Contested Movement (-3 orthstirr) and then us use Halting Vortx if that fails (-4 Orthstirr). If it's from the squire while IAT is not out, just use Halting Vortex (-4 orthstirr). If IAT is out, use Sidestep (-4 orthstirr) on attacks targeting us personally.
    -[X] Tactics – Again, direct Stigmar to target the falcon and protect Abjorn from it (we need help and he's low on orthstirr...which is needed to get through the squire's armor). Tell Abjorn to focus on killing the squire while we watch his back. Then carefully prepare to trap the squire when he tries to escape and defend our husband from the falcon (ideally by killing it).
 
I am quietly freaking out right now I don't want us to kwab our first Big Raid.

How are we supposed to become a Jarl if we kwab our first raid?
 
I am quietly freaking out right now I don't want us to kwab our first Big Raid.

How are we supposed to become a Jarl if we kwab our first raid?

I don't think this raid's success or failure will get blamed on us. We were very much not in charge here, that was Folkmarr...being involved in a hugely successful raid definitely looks better on our Jarlsoul Acquisition Resume, but if we get out fairly intact and return with the loot we've already gotten, we'll be fine reputation-wise.

Dying would obviously be a loss, and Abjorn dying would be awful, but that aside I think we can come out of this fine on a personal level.
 
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Voting is now closed
Scheduled vote count started by Imperial Fister on Apr 4, 2023 at 7:32 PM, finished with 125 posts and 8 votes.

  • [X] Plan Trapping Knights And Slaying Falcons
    -[X] 20d6 Attack (all tricks)
    -[X] 0d6 Defense
    -[X] 17d6 Intercept (all tricks)
    -[X] As soon as the falcon comes within atgeir-reach make two 11d6 Honed x6 Power Chop attacks at it (-7 orthstirr), if it never comes within reach, use them on the squire.
    -[X] Prepare an 17d6 (19d6 w/Hugareida) Inertia-Arresting-Throw (-6 orthstirr) to trap the squire when he tries to use his trick and escape. Prepare a 16d6 Honed x6 Hefty-Halter-Chop primed to defend Abjorn if he's attacked while IAT is out (-9 orthstirr).
    -[X] In response to any Trick Attack directly targeting us or Abjorn while IAT is not in use, if it's from the falcon use Contested Movement (-3 orthstirr) and then us use Halting Vortx if that fails (-4 Orthstirr). If it's from the squire while IAT is not out, just use Halting Vortex (-4 orthstirr). If IAT is out, use Sidestep (-4 orthstirr) on attacks targeting us personally.
    -[X] Tactics – Again, direct Stigmar to target the falcon and protect Abjorn from it (we need help and he's low on orthstirr...which is needed to get through the squire's armor). Tell Abjorn to focus on killing the squire while we watch his back. Then carefully prepare to trap the squire when he tries to escape and defend our husband from the falcon (ideally by killing it).
Dovie'andi se tovya sagain.
 
Summer 5/Raid 1/Attacking the Manor 5
[X] Plan Trapping Knights And Slaying Falcons
-[X] 20d6 Attack (all tricks)
-[X] 0d6 Defense
-[X] 17d6 Intercept (all tricks)
-[X] As soon as the falcon comes within atgeir-reach make two 11d6 Honed x6 Power Chop attacks at it (-7 orthstirr), if it never comes within reach, use them on the squire.
-[X] Prepare an 17d6 (19d6 w/Hugareida) Inertia-Arresting-Throw (-6 orthstirr) to trap the squire when he tries to use his trick and escape. Prepare a 16d6 Honed x6 Hefty-Halter-Chop primed to defend Abjorn if he's attacked while IAT is out (-9 orthstirr).
-[X] In response to any Trick Attack directly targeting us or Abjorn while IAT is not in use, if it's from the falcon use Contested Movement (-3 orthstirr) and then us use Halting Vortx if that fails (-4 Orthstirr). If it's from the squire while IAT is not out, just use Halting Vortex (-4 orthstirr). If IAT is out, use Sidestep (-4 orthstirr) on attacks targeting us personally.
-[X] Tactics – Again, direct Stigmar to target the falcon and protect Abjorn from it (we need help and he's low on orthstirr...which is needed to get through the squire's armor). Tell Abjorn to focus on killing the squire while we watch his back. Then carefully prepare to trap the squire when he tries to escape and defend our husband from the falcon (ideally by killing it).
0~0~0

Thunder cracks across the sky as battle is once more met. Rain begins pounding against the ground, as if called by some signal or godly decree. The dirt turns to slick mud in the sudden onset of rain. Tall banks of dark clouds sweep from the North and blot out the sun — casting the battlefield in dreary shadows that dance at the edges of your vision.

You swallow the lump laden in your throat as a bird — an eagle — screeches out its call high in the sky.

Something changes in the Squire's stance as the eagle's voice reaches his ears. It's almost like... he was expecting something different.

Before you have any time to contemplate what that might mean, however, as the Squire stomps the mushy ground and shoots off at you like a too-tight bowstring snapping.

With sword held high above his head, he brings it down with the weight of a rushing river. Your palm faces the dark sky as fiery orthstirr swirls into being before you in a whirling vortex of defensive might.

Sword clashes against shield, sending sparks into the wet air as the mud swallows your ankles — pushed down by the force of the blow.

Ground squishing beneath his charge, Stigmar leaps to your side with sword at the ready and fury in his eyes.
(Trick Attack: 32 vs Defense: 43, Defender Wins!)
Stigmar's shield swings forth and the iron rim scrapes across the Squire's faceplate. Sparks fly as the Squire jerks away from both you and the shield. His foot drives into the ground — seemingly having no trouble finding his footing in the mud — and he twists on the spot, his pommel swinging up and into Stigmar's exposed body.
(Attack: 35 vs Defense: 4, Attacker Wins! 1 Armor Damage Dealt!)
Stigmar gasps as the sword pommel is driven deep into his gut — the gambeson doing little to stop the blow.

Kicking your huskarl aside, the Squire twists just in time to meet Abjorn's raised sword once again.
(Honed Trick Attack: 25 vs Defense: 33, Defender Wins!)
Swords clang as the Squire redirects Avow's point into the mud and pins it with his own sword. Freeing a hand from the hilt, golden light falls from his palm like streaks of molten metal as he raises it toward Abjorn's exposed chest.

A low, malevolent growl tears through your throat. Not again. Never again.

Light flashes, blasting off of your invisible vortex shield as you slam against the armored Squire. Shoulder-checking him away, he lands on his back with a grunt slipping through gritted teeth — mud marring the once-shiny armor.
(Hamingja: 4, 1, 2, 1, 3, 2, 4): 1 Failure... Alrighty, then)
Raising Sagaseeker high above your head, you stomp towards the prone Squire as the eagle calls once more and he goes limp. You pause as a sob slips from the armored boy and his sword falls from his grip.

Turning your gaze to the sky, you're treated to a sight you'd been silently praying for; the Falcon's corpse. Only, instead of impaled on Sagaseeker, it's held limp between the talons of a truly gigantic golden eagle.

Its feathers end in iron and it flies with the force of an avalanche. On its back sits a figure you can hardly make out, but for some reason it reminds you of...

"Barki?" Your words are little more than whispers as the roar of heated battle pulls away from your ears. The lull in combat lasts for a scant few heartbeats as an armored hand wraps around a wave-shaped hilt and the bloodshed is back on.

Eyes snapping down, you watch with eyes wide as the Squire seems to melt into the mud. In his place is a piece of cloth, somehow still white as driven snow in the pouring rain and sticky mud.

"What just happened?" This time, your words are louder and far clearer.

Audrikr hacks up a glob of phlegm from his throat as he limps forward — his ankle still giving him a bit of trouble so he's leaning on his spear. "Barki's fylgja lent a hand and broke the Squire's will, sister."

"I saw — heard, rather — something when he hit me," Stigmar wheezes as he pulls himself from the mud, "like he was getting... orders or something? I don't know."

"The Knight's still active," Audrikr says as rain beats a steady, tinny staccato against his helmet, "and he's killed one of our own." His gaze darts across Fabvir's still form and he purses his lips, but says nothing more.

Frankly, you're mad. Mad and disappointed. Frustrated, that's the word.

You're frustrated. Why? Because that little fucking nidingr ran like a coward! Curses on that scum of the earth, cursed be his line from now till the end of all!

Even if nothing comes of them, the swearing of empty curses serves to soothe and calm your battle lusted heart — if only by a little.

Abjorn takes your hand in his as you growl out a heavy sigh — his presence serving to ground your storm. Shoulders slumping, you come to terms with the fact that an enemy that you personally fought is going to get away from you.

It's rather bitter, the taste of failure. You're not a fan, not in the slightest.

You promise yourself that you'll meet that Squire again and when you do, you'll let the crows have his flesh and blood.

Fate whispers in your ear as its chains wrap around you, but even as the whispers promise death, they're undercut by a distinct *lack* of something to connect to.

Sighing once more, you and the rest of the felag start moving to where the sounds of furious battle ring from the other side of the hill.

What do you do on the way there? (Sticking the Meat-Preserving Stick into Fabvir happens automatically)
[ ] Spend some time quieting your raging soul (regain your Virthing+keep the current supply of orthstirr)
[ ] Try to raise morale
-[ ] Speech (Hugr (Silver-Tongue))
-[ ] Poem (Hugr (Wordplay))
[ ] Rearrange your readied tricks/your fylgja's tricks
-[ ] Write in

0~0~0

AN: That hamingja roll though. Wowee.

Anyways, it's time for you to go fight the Knight...

Let's hope you're prepared.

No moratorium and short voting period, let's get this party started.
 
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Hol' up Fister.

Since that boiled down to a "Stop him from getting away" roll, and my bonus die was committed to IAT (For that very purpose), can we throw that bonus die into trying to change that outcome? Or is it too late now and a bonus die won't change the outcome?
 
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