And hey, you're the one who told us not to hold anything back intentionally :p, this is very much the moment where we start clawing for every plausible advantage--even imagined ones.
True.

One thing to note (only tangentially related to the current topic) is that you can't stockpile the produce of your soul plants. If it was used, it gets replenished, if it doesn't, it just sits there on the plant.
Actually, would Halla be okay if she were hit by one of her own Explosive Charms @Imperial Fister ? I know Born of Fire is some Real Shit, but I don't know if it's enough to laugh off 3 damage in one go.
Born of Fire reduces fire damage by 2, so she wouldn't be fine, but it's not the end of the world or anything.
 
I think we should put Odr into Twist:punching Upward if we can. Now is also a good time to test if we can Odr amplify Twists. And if it gives more combat dice, all the better.
 
True.

One thing to note (only tangentially related to the current topic) is that you can't stockpile the produce of your soul plants. If it was used, it gets replenished, if it doesn't, it just sits there on the plant.

Born of Fire reduces fire damage by 2, so she wouldn't be fine, but it's not the end of the world or anything.

Hmm, something to keep in mind, if we used the Oil on ourselves, we could absolutely use explosive charms as brass knuckles.

Funny enough, but it's something to keep in mind.
 
EDIT: Whoops, looks like you got it. Nevermind. Would you be willing to invest more into our defenses by the way? Like, another 3 Reinforce stacks each? I don't want to be taking damage early on and we don't yet know how strong his basic attacks are.

Just spotted this: His basic attacks can't be too high in terms of dice pool per attack...not without him spending Orthstirr like water anyway, but I guess that's possible. I can up the defenses to Reinforce x3 pretty easily, and with defenses 6d6 he'd need to be doing, like Hone x4 or more to all his attacks and defenses to get them through even at a disadvantage, which seems like a lot even for someone with Orthstirr in the hundreds.

EDIT: And done, upped to 6d6 each.
 
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So we have one that gives all attack dice +1s, which is to say, on average, another 2 dice for every 7 invested. That's not bad by any means, but even assuming we hit, like, 56 dice, that'd be the equivalent of 16 bonus dice or thereabouts every round if we used all those dice on offense...but honestly, that can be duplicated with Orthstirr a lot more easily than Damage Reduction can. I still think Thickened Skin is the best second choice (with Dense Muscles our #1 pick, obviously).

Like, Offense Tuned Reflexes is certainly good but I feel like 'not enough dice to achieve the results we want' is rarely our actual problem.
...and I'd say that in my experience, we throw attack dice a lot more than we take hits... and that's only goign to get more and more the case as we grind halting-vortex up towards mastery. In the meantime, having an extra attack die attached to everything both means that we're more likely to punch through trick defenses when going trick vs trick and significantly buffs our "attack spam attrition" game. Among other things, having both dense muscles and offensive-tuned reflexes means that we can pretty much expect that our piddling little one-die (now two-die) attacks can punch through mail.
 
Shouldn't we try to Inertia-Arresting Throw this dude? If he's pinned all attacks against him are auto-successes.
 
...and I'd say that in my experience, we throw attack dice a lot more than we take hits... and that's only goign to get more and more the case as we grind halting-vortex up towards mastery. In the meantime, having an extra attack die attached to everything both means that we're more likely to punch through trick defenses when going trick vs trick and significantly buffs our "attack spam attrition" game. Among other things, having both dense muscles and offensive-tuned reflexes means that we can pretty much expect that our piddling little one-die (now two-die) attacks can punch through mail.

It's not an extra die, it's a +1 per die, so a 10d6 attack is now 10d6+10 and a 1d6 attack is 1d6+1. So not nearly as good as you're thinking for attack die spam (though better on high die attacks). But we just don't need that actually hit our foes, I don't think, and when we do we can just burn orthstirr for extra attack dice.

And sure, we use a lot of attack dice...but we do also take hits. We've gotten hit something like 7-8 times this fight, so I think it happens pretty regularly (all with mundane attacks, mind you, but still).

Shouldn't we try to Inertia-Arresting Throw this dude? If he's pinned all attacks against him are auto-successes.

Sure, but also we can't use Halting Vortex during that period which is...potentially risky. We want to set up a scenario where we're sure that works before we do it, I think.
 
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The real saving grace will be our big Reinforce Shield stack. If it turns out to be able to ignore Halting Vortex, we can still probably tank a hit.
 
[X] Heal the brother (-12 Orthstirr) (???)

Don't see anything that might bite us in the butt.

Halla got her bloody fight, but she can be also gracious and merciful in victory
 
What happened to the archer that the Captain was covering, who was having an archery contest against Aki/Joarr/Stigr?

e: How do Norsemen get their 'initial' Orthsirr anyway? At the start of the story Halla had 1 Orthsirr, then another 1 later. Not everyone gets Outlaws to knee their groin to death you know.
 
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The impression I have is that the battle's devolved into two fronts, the Rookie Front with Aki/Joarr/Stigr and the Lunatic Front with Halla, Abjorn, and Sten. Gabriel and Stigmar are likely going to split up to reinforce each front as ringers. Stigmar's a bit sore and a bit drained but he's still more than enough to keep the rookies out of trouble as a Raid Survivor, while Gabriel has the BIG NUMBERS of a Christian Cultivator and the sustained pressure to help keep pace with everyone else.

Should we unveil our Fylgja and get out one of our spare shields in it?

Not the time when we're facing down someone who might kill any one of us in an instant if we leave an opening.

Still, it's great that we made it to the boss fight without taking any Endurance Damage or tapping any Aspects until we started the Boss Fight, and we've still got a hole card that we managed to keep hidden.
 
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I think the Archer might be related to the Captain. He seems pretty protective of him. Like maybe he's a younger brother who's here on a raid for Orthsirr?
 
Huh. Did Abjorn get a Fire Hugareida?

Probably not. Aspects just tend to be dramatic looking.

Interesting. I think Sten doesn't have a Fylgja.

Not necessarily, I think only one of our three Aspects reflects our owl at all, and it's easy to miss (it's a cloak of feathers). The others are an aura of flames and a crown, neither of which even hint at a fylgja.

Should we unveil our Fylgja and get out one of our spare shields in it?

Definitely not. Defending it would be very difficult and risky and we're using Halting Vortex to defend people anyway so it would be a big risk to save 4 Orthstirr.
 
I think the Archer might be related to the Captain. He seems pretty protective of him. Like maybe he's a younger brother who's here on a raid for Orthsirr?

Probably wouldn't be letting him join the rookie scrum if that were the case, especially when his victory isn't assured.

(Though he might think it is, we did manage to roll up most of his top fighters and he's still fresh as a daisy.)
 
It's not an extra die, it's a +1 per die, so a 10d6 attack is now 10d6+10 and a 1d6 attack is 1d6+1. So not nearly as good as you're thinking for attack die spam (though better on high die attacks). But we just don't need that actually hit our foes, I don't think, and when we do we can just burn orthstirr for extra attack dice.
I dunno. "Increase your attack pool by a bit better than a fourth again. Stacks with everything." That sounds pretty good to me. Like, Punching Up is only double that, at significant expense, and they stack multiplicatively. Anyway, we do still miss sometimes. Let's look at our most recent fight as an example.

- we had a 10d6 honed power-chop in the first update that missed 35 to 38. That would have hit.
- We had a 3d6 honed power-chop in the second update that missed, 10-12. That would have hit.
- we had a 7d6 kindle spinner in the third update that missed 23 vs 28. That would have hit.

By comparison, the payoff for armored skin? He hit us for damage four times, three of which were in the first update because we didn't want to burn the full 4 on Halting-vortex. (We were willing to sidestep, but it was an attack that ignored sidesteps.)

Just from these numbers (...and I didn't know how it would turn out when I went to check this) it's looking to me like the +1 would have had the bigger impact in this fight... and it also looks like it gets more and more that way as we skill up and our diceless trick defenses get cheaper.

...and by this point? "Offense Tuned Reflexes" sounds like something that Halla should have.

Edit: Also, we can use Punching Up on this guy, right? Shouldn't we? Should we be putting Odr into it? I feel like if you're going to be putting Odr into anything, Punching Up is the thing to put it into.
 
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