Fixed, as well as added our 5 die Muna into the Hefty-Halter Chop, which is the one that decides whether we can actually pull this off or not. If we take away his other Sax, he loses all of his combat dice except Dodge, Defend, and Glima--and I refuse to believe that he's still going to have the dice pool to survive that many attacks afterwards when he lost Cut, Pierce, and Chop in one fell swoop. Even if he survives, he will not be in good shape.

Still, your point is taken, I'll remove the Firebomb Strikes and use them to beef up the remaining attacks.

EDIT: Firebomb Strikes removed, added 1 more die to each Power Chop and 2 more to Shatter-Wrist Trick. Combined with how hard we stacked Hefty-Halter Chop and how he shouldn't be expecting it, the odds are good we'll be able to do some devastating damage here.

That's definitely less worrisome (though personally, despite the higher cost, I prefer going for Firebomb Strikes over Kindle Spinners...it keeps our ranged attack secret and a Wind Hugareida might actually be able to defend against Kindle Spinner), but I still prefer my plan in general.

I've added 7 Reinforced Honed Attacks for some minor additional Orthstirr costs, however (and, like you, adding the Fight Of Our Life Muna), as you may be right that going without entirely is perhaps too risky.
 
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Mm, also a good point that we should keep our ranged potential up our sleeve if we can, and Firebomb Strike doesn't impact our ability to use Halting Vortex either, fair, I've swapped it around. This gives us anywhere from 22-26 potential damage if we can land the combob, and even if he has a Damage Resistance Shapeshift as well, it should still be enough to really fuck him up. Hefty-Halter Chop is also explicitly put down to be something we use when we think we have an advantage, rather than our opening, so hopefully Halla won't go using it on one of his own high die attacks.

Disarming him, then putting massive pressure down to keep him from recovering cleanly (With a punish if he tries to ignore our presence to get his weapon back), and then shredding him.
 
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Mm, also a good point that we should keep our ranged potential up our sleeve if we can, and Firebomb Strike doesn't impact our ability to use Halting Vortex either, fair, I've swapped it around. This gives us anywhere from 22-26 potential damage if we can land the combob, and even if he has a Damage Resistance Shapeshift as well, it should still be enough to really fuck him up. Hefty-Halter Chop is also explicitly put down to be something we use when we think we have an advantage, rather than our opening, so hopefully Halla won't go using it on one of his own high die attacks.

Disarming him, then putting massive pressure down to keep him from recovering cleanly (With a punish if he tries to ignore our presence to get his weapon back), and then shredding him.

I'm skeptical of the whole laundry list of low die attacks actually hitting (some might, but this guy is gonna have some defenses himself), and low die attacks can be risky as well...we've seen counterattacks before, and I think we'd just have to eat that if it happened (Audrikr did 7 damage on a successful defense roll at one point vs. the squire's horse). I also think disarming him right off the bat remains correct.

Like, my plan's max damage is a less impressive 8-14, but I'm pretty sure it will actually do close to all of that and won't leave us open to anything too unpleasant in exchange. I also have us reactivating Reinforce Shield if given the opportunity which seems really useful.

But fundamentally, I think we've both hit peak compromise on this specific set of plans and we'll just have to see what the voters decide.
 
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-[X] 1 Honed, Reinforced, Hefty-Halter Chop (10d6 + 1d6 Hone + 1d6 Reinforce + 5d6 Fight for your Life) (6 Orthstirr), Up to 10x Honed, Reinforced, Defenses (3d6 Each) (Up to 20 Orthstirr). Use Halting Vortex against any powerful Trick Attacks (4 Orthstirr Each). Use the Hefty-Halter Chop at the right moment to disarm his remaining Sax and keep up the pressure.

Actually wait, there's definitely one actual problem here (rather than just a disagreement): You need to say what defense is used on the 11th or later mundane attacks. Like, he could easily have 20 mundane attacks and this has us tanking the last 10 with our face. You need to either say we're using Halting Vortex on those as well, or use Sidestep once we're out of Reinforced Honed Defenses.
 
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Actually wait, there's definitely one actual problem here: You need to say what defense is used on the 11th or later attacks. Like, he could easily have 20 mundane attacks and this has us tanking the last 10 with our face. You need to either say we're using Halting Vortex on those as well, or use sidestep once we're out of Reinforced Honed Defenses.

Fair enough, updating. The way I see it, by the time we're looking at the 12th exchange (Hefty Halter + 10 basic defenses), the battle should either be won or otherwise decided, so being willing to Sidestep by that point seems fair.
 
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Fair enough, updating. The way I see it, by the time we're looking at the 12th exchange (Hefty Halter + 10 basic defenses), the battle should either be won or otherwise decided, so being willing to Sidestep by that point seems fair.

Generally agreed. Honestly even 11 attacks seems like overkill to me, but everyone reading knew that already, so...

That was a trick that was built specifically to counter charging horses/mounts/large creatures. The mount's momentum did most of the work there.

Fair. I wasn't saying we would take that much, just that counterattacks existed where we took damage when the enemy successfully defended.
 
Man, we really need more Tricks. Steinarr though is a gorilla who doesn't really know any that don't fit into his favored strategy of "Get in and hit the other guy until they die"

He's a badass, but the more we learn about the setting the more I wonder how the fuck he lasted this long.
 
Man, we really need more Tricks. Steinarr though is a gorilla who doesn't really know any that don't fit into his favored strategy of "Get in and hit the other guy until they die"

……I admit that I don't know the combat system very well

but

…is there something wrong with that school of thought?

It's clearly working, after all.
 
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Man, we really need more Tricks. Steinarr though is a gorilla who doesn't really know any that don't fit into his favored strategy of "Get in and hit the other guy until they die"

Honestly, he probably has a Trick for everything...he's just not a great teacher. Like, if we asked him for a counterattack, I suspect he'd know one...we just never asked and, as a bad teacher, he never thought to volunteer. We might not even want one to be honest, since we already have two very closely adjacent options to that (Contested Movement and Hefty-Halter Chop) as well as having a wonderful auto-defense option that it would be incompatible with in Halting Vortex.

We actually have 25 total tricks, nearly 20 of which are for Combat, and two of which are Mastered. There's no such thing as too many Tricks, but our selection is pretty good, I think (the average 20 year old has 8-15 with 1 Mastered).

He's a badass, but the more we learn about the setting the more I wonder how the fuck he lasted this long.

Steinarr has every Trick we do other than Hugareida ones, and a good many more besides. His tactics are pretty sophisticated when he needs them to be by all we've seen, it's just that he's bad at teaching them. Or, at least, bad at deciding what to teach.
 
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Shame that he's so bad at teaching and we're so green despite our talent we don't even know what we don't know.

I think we honestly have the basics at this point, at least for the most part. We have a few more Tricks that would be helpful for us, don't get me wrong, but we're basically fine...like, counterattacks exist, but that doesn't mean everyone but us has one or that we need another one to be viable, just that we need to keep them in mind.
 
[X] Plan: Sicko Mode Engaged

Yeah, only using trick defense is just stupid and wasteful to my taste, sorry.

I think that we really should exploit the Orthsirr advantage we have.

He can't have many after fighting Stigmar for 2 rounds.
Do remember, he didn't stroke any of his aspects either.
But yeah, putting hone constantly might not be a bad idea.
Man, we really need more Tricks. Steinarr though is a gorilla who doesn't really know any that don't fit into his favored strategy of "Get in and hit the other guy until they die"

He's a badass, but the more we learn about the setting the more I wonder how the fuck he lasted this long.
Agreed.
And we still have no blunt tricks either.
I did got an idea though....

@Imperial Fister iirc, Folded attacks are bunching strikes together, hence the after images, right? Build up for big bang pay off.
There is a trick that does the opposite, as in, spreads the damage between multiple quick strikes, right? A hack&slash type frenzy.....
...kinda like what this guy specialise in, if he is a momentum fighter?

As for the tactic....
Remember that Skirsviking we fought? We used IAT and he just instantly threw someone else in the way, wasn't even applicable.
Could we bait the big guy by throwing pure orthstirr at him? Said skirsvikingar didn't see IAT, but sensed it's energy, pure orthstirr is visible though and who knows what tricks are out there....

Unless that's a trick in itself... But orthstirr manifestation didn't needed a trick so who knows?
 
@Imperial Fister iirc, Folded attacks are bunching strikes together, hence the after images, right? Build up for big bang pay off.
There is a trick that does the opposite, as in, spreads the damage between multiple quick strikes, right? A hack&slash type frenzy.....
...kinda like what this guy specialise in, if he is a momentum fighter?
Folded attacks are attacks that happen in such quick succession that there's no way to retaliate, the only thing you can do is defend.

But that is a good idea for a trick.
Could we bait the big guy by throwing pure orthstirr at him?
That is a solid idea. Can't say if it'll work or not, but it is an idea.
 
Odr does some interesting things to the Norse Meta. With Odr as an emergency backup, you can fling Orthsirr nonstop in fights, with Odr as your 'final reserve'. But the fact that Odr regenerates slowly, means that you really don't want to do that if you can, because you're hurting your cultivation.

This could be a good way to reduce the lethality of Norse battles in an oblique way. It might make negotiated settlements more common, because you don't actually want to push the other person into pulling out their big Odr-juiced guns. We know that killing people is not necessarily pro-Orthsirr - Getting the Knight to concede earned way more Orthsirr than killing a Priest. Conceding is also better, since you don't want to yield up Odr if you can.

In short we might make lethal combat less lethal.
"Feeling pressured?" The Brute asks with a falsely innocent smile. "There's no shame in that. I am rather impressive, after all." He eyes you again, a low whistle leaving his lips. "You'd make a fine wife."

"I'm married."

He winces. "Ah, my apologies. Back to the fighting?"

"Please."
Lmao at this exchange. Just the sheer

"..uuum let's get back to killing each other and forget what just happened."

The pain of embarrassment man.
 
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Yeah, only using trick defense is just stupid and wasteful to my taste, sorry.

Uh...I changed this? You can certainly prefer Alectai's plan, but this is no longer true of either of them. The big difference at this point is whether you want to do fewer higher die attacks (my plan), or more lower die ones (Alectai's)...mine also has slightly less rolled defenses (8 instead of 11) but it's not a huge difference.

Also, 'wasteful' is a strange thing to say about the cheaper option. Like, there are certainly arguments for using actual defenses, and indeed I was persuaded and added them to the plan, but 'they're cheaper' was not among them because neither plan involves a single defense that costs less than 2 Orthstirr, with Sidestep literally the cheapest defensive option in either plan (since it costs the same orthstirr as a Honed Reinforced Defense and one less die).

Again, if you prefer Alectai's plan, great, but this is an objectively false statement on at least two levels and I am thus confused.
 
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Further comment on this before I begin my fruitful slumber. From vibes alone, it feels like you're about a fifth of the way through this life. Obviously I'm almost certainly wrong, but that's what it feels like.

That gives us 22 more years (since we're half way through Year 6) and actually sounds about right to me as well, though we might push for only being 1/5 done at the end of this year and thus having 24 more years thereafter to really get all our kids to adulthood depending on how many we have when. By the 22 year point, if we continue having kids in multiples and have them every three years (both of which are likely correct given the odds, I think), most of our kids will likely be adults (this batch will be 22, the next ones will be 19, the ones after that 16...the ones after that would be only 13 if some of those are twins or single kids rather than triplets, though), and if we finish this year and get 24 more it'd be basically all of them (with the youngest being 16-ish).

At which point, as I've said, if nothing else kills us we likely start doing Risky Cultivation Experiments (tm). Which isn't a bad way to go if we discover something neat out of it.
 
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