I have in fact just changed my template to do that in the future. Still relevant to keep track of how much it costs, but yeah, we've passed the point where saving by not investing in some skill is relevant.
Also when we make armor for ourselves we should totally rune it up as well. Probably go for some sort of buff. Speed boost maybe. Or anti Seidr. Or damage reduction. Or Orthsirr regen. Many options.
Also when we make armor for ourselves we should totally rune it up as well. Probably go for some sort of buff. Speed boost maybe. Or anti Seidr. Or damage reduction. Or Orthsirr regen. Many options.
We did our due diligence, there's no realistic reason for us to need to scream externally or internally.
Even for me!
It's just this is a turn with a lot of breakthroughs, so it's natural that we have a lot of content.
Gosh though, Halla's really climbing up the ranks. Still waiting for us to get that Skyfire Kenning, but we probably need to have EWC reliably usable before that's on the table.
It's funny, looking at the standard Norse baseline post, our labor and farming type skills are way behind our combat skills, even if we do have a relatively broad set of life skills. We're *very* combat specialized compared to most norsefolk. While they were farming, Halla was training lol.
It's funny, looking at the standard Norse baseline post, our labor and farming type skills are way behind our combat skills, even if we do have a relatively broad set of life skills. We're *very* combat specialized compared to most norsefolk. While they were farming, Halla was training lol.
To be fair, we seem to not be alone in that. Based on Management stuff Stigmar is actually even worse than us at 4 dice total between the three skills (probably the same on Labor and Farmwork but no Management), and our farmhand and his wife are not much better (he has 7 dice to our 6, she ties us at 6 each). My bet is that the twins will be okay, but likewise not much above us taken individually.
7 in their high skill (for a likely total of between 13 and 18 dice in the Management pool) there seems to be the default for 'farmer who can fight', not 'fighter who farms'.
Abjorn's Talent is apparently something else though given how he's still a bit stronger than Halla and apparently has dummy huge non-combat farm skills too.
Abjorn's Talent is apparently something else though given how he's still a bit stronger than Halla and apparently has dummy huge non-combat farm skills too.
I think the Hamr 8 is basically why he inches out above her in the 'who's most badass?' thing. Like, if they had equal Hamr, she'd equal him or just barely beat him out but then he has the benefits of Hamr 8 and doubled Endurance.
For skills, I think it's less that he has better skills than us and more that they're a lot more focused. I'm very interested in his sheet, but I'd be willing to bet that, in non-combat skills, he has Design (he built the house, remember), Labor, Farmwork, and Overland better than Halla and every other skill equal or worse (including several at 0, I think). Plus a lot fewer Skill-Tricks (as of this turn we will have 10 of those...Abjorn might easily have, like, 2 of them...Climbing and House-Building under Design). Probably fewer actual Tricks, too, though that's harder to judge.
[X] You do and the twins join your household as huskarls.
[X] Plan Making Our First Weapon
-[X] (Personal) Spend time with...
--[X] Everyone who went on the attack, plus our two new employees. Plus Steinarr if he wants to come.
--[X] General after-action report stuff, discussing what happened, asking the twins if they know what locals were helping or supplying them, as well as why two groups had joined up, and so on.
--[X] Getting the twins situated and integrated and inviting them to join the regular sparring is also on the list. Everyone else is also invited to general sparring (though Sten and Steinarr may decline due to not getting much out of it...Joarr might join, though).
--[X] We will also feast and have drinks, obviously. Though no _heavy_ drinking until we're done talking.
-[X] (Crafting) Try to make something
--[X] Molten Iron Sax (+7 Successes from Tools/Workshop)
--[X] Start using instead of Thievesbane if it's at least Decent.
--[X] Add runes saying "No matter where the raven-father wanders clad in grey, I will know him by his hoist-scar" - Wherever the sax strikes, the wound appears on the throat.
--[X] Add 1 renewable Reward Die courtesy of [@DeadmanwalkingXI](https://forums.sufficientvelocity.com/members/89786/)
-[X] (Exploration) Go on a walk through...
--[X] Our Farm (I think that's the fields, but just to be clear)
--[X] With Abjorn.
--[X] Taking Drifa and Sterki with us, assuming their parents approve, the kids deserve to explore a bit and it's safer with us.
--[X] Ask Drifa about her Hugareida while we travel (among other things we talk about with both kids, including helping train them to fight when they're older)
-[X] (Rolled)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Campfire 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train a Dodge-based Trick that enables the use of multiple actual dice to dodge 5d6
-[X] (Research)
--[X] Cultivation Note: Do so on our own property inside our fence this time
--[X] Odr Note: Will have Abjorn, Sten, and likely Steinarr and probably several others (we'll do it after the meeting where we discuss things) standing by when we invest our Odr into our stats, and will invest it one point at a time, starting with Hugr. Will do this unarmed after handing our weapons over to Abjorn.
--[X] See if we can bring our fylgja into our soul space and thus bring in physical objects, if we can bring in the sealwood twig and try and plant it 1d6
--[X] Very carefully try investing 1 Odr into our newly created weapon 1d6
--[X] Do more bible reading with Jerasmus 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6 x
--[X] Train a Standstill Trick for an area-of-effect that slows enemies and thus makes them less effective 1d6
-[X] (Training) Tricks
--[X] Note: While Sten is teaching us, ask him about the best way to make mail armor, and on an unrelated note, if a weapon can be reforged in a way that leaves its spirit intact and how that would work.
--[X] Train Goal-Tell 1d6 x
--[X] Train Cool-Off 1d6 x
--[X] Train Skewer-Flick 1d6 x
--[X] Train 'Mail' Armorcraft Skill-Trick 1d6 (+1 Success from Sten, since we asked) X
--[X] Train a counterattack Trick that works with the atgeir 1d6
--[X] Train a Throwing Trick for grenades, boulders, and so on (something cheap to allow us to put more than one die into throwing something) 1d6
-[X] (Training) Hamr (60 successes to rank up)
--[X] Train Hamr itself 1d6 x
--[X] Train Chop 1d6 x
-[X] (Training) Hugr (26 successes to rank up)
--[X] Train Hugr itself 1d6 x
--[X] Train Composure 1d6 X
--[X] Train Housecraft 1d6 (+1 Success from Sten) x
--[X] Train Weaponcraft 1d6 (+1 Success from Sten) x
--[X] Train Wordplay 1d6 X
-[X] (Training) Fylgja (9 success to rank up)
--[X] Train Fylgja Itself 1d6 x
-[X] (Orthstirr Usage)
--[X] **2 Odr** and 4 Orthstirr to Hamr
---[X] **1 Odr** and 3 Orthstirr into Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (33 total)
--[X] **3 Odr** and 4 Orthstirr to Hugr
---[X] 3 Barb-Tongue, 4 Composure, 5 Housecraft, 3 Management, 4 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, **1 Odr** and 4 Orthstirr into Wordplay, 5 Wildcraft (42 total)
--[X] **3 Odr** and 2 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 235 free for tricks
0~0~0
Mail Skill-Trick
Composure
Wordplay
0~0~0
(Rolled) (Firebomb: 4, 6) 4 successes. (EWC: 4, 6) 4 Successes. (Campfire: 3, 3) 3 Successes. (Sickness-Sear: 6, 5) 5 Successes
...
(Firebomb Strike is now Mastered!)
(+4 to EWC)
(+3 to Campfire)
(Sickness Sear is now Refined!)
0~0~0
(New Tricks) (Sway Trick: 6, 4, 4, 6, 6) 8 Successes. (Slice-Aside Trick: 6) 2 Successes. (Mire Ward: 1) 1 Failure. (Chuck Trick: 3) 1 Success
...
(Sway Trick is now Rough!)
(Slice-Aside Trick added to Defense!)
(Mire Ward added to Standstill!)
(Chuck Trick added to Throw!)
Cultivating Inside
As you find a secluded spot on your farm — inside the fence's perimeter, of course — you feel a sense of anticipation bubble up from within.
What will happen when you cultivate on the inside, rather than the outside?
Sitting down, you set to finding out.
Aspects whirling into existence both in and out, the Gate unlocks and a flood of red odr flows through your soul. But... it's different. It's almost like it's being stifled by something.
Or rather, it's being slowed.
And more than it should.
On the other hand, though, it certainly is easier to ride the waves with such little odr fueling it.
(Instead of gaining 12 Odr, you gain 1)
0~0~0 Fylgja
Closing your eyes, you focus on your fylgja. But, rather then calling it to reality, you instead call it *inward* — towards your soul.
A formless mass of shifting shadows and bright lights forms out of the soil of your soul. IIt seems to almost resemble a vague outline of yourself. Instinctually, you know that this is the true form of your fylgja — the shape it bears when not reduced to an owl's body.
From the ever-shifting folds of shadows and twinkling lights comes a single sapling — the twig of the sealwood tree. Taking it in hand, you carefully plant it into the soil of your soul as the fylgja returns to its watch.
(The Sealwood Sapling has been planted in your soul)
0~0~0 Odr Weapon Investment
No matter how you try, you struggle to get your odr to infuse with the metal of the superior-grade sax. All that's happening is the odr tries to sink in, but is rebuked by the rigidity of cold metal.
Frowning, you wonder why that might be the case.
0~0~0 Bible Study
"So, this Jesus guy is all about... what, peace? Is he a coward or something?"
A lesser man might have bristled at the insult to their God, but Jerasmus was no lesser man.
He merely smiled as he flipped through the pages in the Bible. "Not quite."
He begins to tell the tale of how Jesus faced his death undaunted, which, you have to admit, was impressive.
(+1 to Understanding the Bible)
0~0~0 Crafting Sax and talking to Stigr (Hugr (Weaponcraft): 6x3, 5x2, 4x1, 3x1, 2x1, 1x4)7+7+2(Reward Dice)=16 Successes. (Hugr (Artcraft): 6x4, 5x3, 4x2, 3x1, 2x1)16+7+2(Reward Dice)=25 Successes
Sagaseeker hums in your hand as it always does, it's spirit ever-eager for potential violence. Unfortunately for it, no violence will be had on this day so it had better settle for disappointment!
Regardless, there is something that has been weighing on your mind.
Sagaseeker is a fine weapon, there's no doubt about that, but... well, it's starting to lack a little bit. Not because it's a bad weapon, not at all! It's just that with how ferocious combat has been for you as of late, it's not going as far as it once did.
However, you've gotten rather attached to Sagaseeker's cat-like personality and, to the best of your knowledge, re-forging it would do away with that particular aspect.
But is there any way of re-forging it while keeping its spirit intact?
With that in mind, you visit your eldest brother for his advice.
Sten squints at you with a face full of soot, his arms crossed before him. "Re-forge Sagaseeker while keeping it intact?" You nod, once again confirming the reason for your visit. He strokes his chin and jaw with thumb and forefinger as he considers the topic. "I can think of two ways, though I can only tell your one of them."
You arch a brow as you fold your arms in turn. "Can't? Or won't?"
"Won't." Sten scratches at his beard, offering no explanation. The wind slowly bats at his hair like a cat with a length of string. "But, the other way is much easier as all it requires is extremely careful forging from a master smith." He thinks for a moment before amending his statement. "And access to Forgefire."
The other brow joins its sister. If that's the easier method, then what's the way he won't tell you? "Which I have both of, in the form of you."
"Correct."
After that, you get to work with the day's work.
And manage to produce a fine work of art.
What do you wish to name the sax, if anything?
[ ] Write in Sax Name
[ ] Forgo naming the sax
(+1 Fine Molten Iron Sax equipped, but the runes added to it upgrades it to Superior)
(+2 to Born With Hammer in Hand, Born With Hammer in Hand is now Unlocked!)
0~0~0 Exploring with Abjorn, Drifa, and Sterki (Hamingja: 6x1, 5x2, 4x2, 3x6, 2x1, 1x1) 12 Successes
You wander through the fields of your farm, Abjorn, Drifa, and little Sterki at your side.
"So, Drifa." You begin, only to be instantly interrupted by your niece springing to her feet.
"Yes?!" Drifa leaps into the air as her head swivels towards you, the rest of her body following suit a moment later. She had been kneeling in the dirt, trying to find the medicinal herbs her mother had told her about. She wasn't going to have much luck in a place like this, not that you were intending say anything that might stop the cuteness unfolding before you.
You smile as she lands before you, curiosity and excitement clear in her steel-gray eyes. When you stopped by your house to drop off a few things, she'd begged to carry a wood axe while exploring — an attempt to further emulate her idol. You caved, of course, and so she now has an axe in her hands. "I was wondering something. What sort of hugareida do you have?"
She smiles and holds her hands up as twin beds of flame spark into life in her palms. "Forgefire!"
You blink, not having expected that. "And how did you manage that?"
"I climbed into the furnace!"
"Oh."
"It wasn't that bad." She scoffs as she rolls her eyes. "If Dad hadn't overreacted and pulled me out, I would be made of iron right now!"
She scowls, muttering something about overprotective fathers. You just stare at her as Blackhand laughs uproariously.
'Gods, it's like I'm looking in a mirror!'
Unfortunately, your wanderings don't produce much of anything. Your fields are well-explored, after all, so it would require some crazy luck to find anything!
0~0~0 After-action report. (How hard do you drink? 91) Well, then.
Tryggr Broadteeth grins as big and as broad as his name he sits next to his brother, Trausti Pinchfinger. Trausti looks vaguely uncomfortable sitting in the same room as his killer, Abjorn, but he's more concerned with the bawdy stories Tryggr's telling than past history.
"And you should have seen the size of her-"
"Tryggr!" Trausti lives up to his name as he drives an elbow deep into his younger brother's side — his other hand pinching the bridge of his nose. "Not in front of our boss."
"What?" Tryggr turns his sly grin on his brother. "I was just talking about how much land she owned."
"And how fertile her crescent!" Stigr adds as the pair laugh and high-five before each downs a hornful of alcohol.
Suffice to say, Stigr and Tryggr became fast friends.
"Alright!" You say as you rise to your feet and clap your hands together — drawing the attention of all the feast-goers to you. "Thank you all for coming, but before we can get into the meat of the night, we've got to talk about the reason we all got together in the first place."
"When you kicked ours and ol' Sparkbutt's asses!" Tryggr shouts from the back.
"Yes, that," you say as the laughter of all those present draws a smile to your face. Once it dies down, you get to the meat and potatoes of the meeting.
After giving your own breakdown of the events, you offer the floor to the rest of the crew before taking a seat.
Trausti stands up, not hesitating to give his own version of events. "Tryggr had just drunk half-a-barrel of alcohol and I was wrestling the rest away from him when arrows started falling on our heads. I grabbed my axe and threw Tryggr his saxes as Bjorn Thraggisson took an arrow to the eye and two to the knee. This one," he points towards Abjorn, "cut him down and we started fighting. I managed to knock his sword out of his hands before he wounded me with it, but he tackled me and we started to wrestle. I had the upper hand until he grabbed me by the teeth and jammed his knife into my eye. After that, I was dead."
He sits back down as Tryggr climbs to his feet, the flush of inebriation growing on his face as he starts to speak. "Yeah, I was gonna break your man's back for that one, but the little guy," he jerks a thumb at Stigmar, "and later you," he nods towards you, "stopped me from doing that. Caved my chest in and that was that."
Tryggr sits down — nearly falling in the process, much to his brother's exasperation — and you offer a question to the pair. "What sort of supplies or support did you get from the locals?"
Trausti frowns, not quite understanding your question. "The locals? The people we were raiding? Why would they help us?"
Well, you guess that answers your question... as much as you wish it didn't.
You don't remember much of what happened after that point. It's just a blur of laughter, alcohol, and then a naked Abjorn and...
You have 13 Hamingja to spend. How do you wish to spend it?
Boons:
-Snake's Tongue - +1 to starting hugr and makes it easier to raise.
-Bold - Unlocks certain events and makes it easier to gain orthstirr.
-Beautiful - Unlocks certain events and makes it easier to charm others.
-Friendly - Unlocks certain events and makes it easier to make friends.
-Bloodlust - Unlocks certain events and makes it easier to do acts of violence.
-Charred Soul - A trait guaranteed to be passed down to your successor. This trait gives the recipient access to the counsel of their predecessors as well as parts of their knowledge.
-Born of Fire - A trait guaranteed to be passed down to your children. You are resistant to fire and find it far easier to develop fire-based hugareida (+1 Success to Training Fire-Based Hugareida), but take additional damage from water-based hugareida.
-The Bloody Basics - The basics of combat are so ingrained in you that they're passed on to your children. Guaranteed to be passed down. (Your children start with Hone and Reinforce already unlocked)
-Born With Hammer in Hand: Unlocks certain events and makes it easier to forge. (Upgrades forged products by 1 tier, to a maximum of Superior if lacking Forgefire)
Flaws:
-A Woman in a Man's World - Makes it difficult to gain recognition for your actions. (Auto-Passes to Girls)(Not Available for Boys)
-Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated. (Auto-Passes with Boon: Bloodlust)
-Nearsighted - You vision is blurry at distance, making it harder to fight at range.
Boons:
-Giant's Blood - +1 to starting hamr and makes it easier to raise.
-Seeing Eyes - +1 to starting fylgja and makes it easier to raise.
-Godly Luck - +1 to starting hamingja and makes it both easier to gain and harder to lose.
-Poet - Unlocks certain events and makes it easier to both write and understand poetry.
-Leader - Unlocks certain events and makes it easier to lead others.
-Prosperous - Unlocks certain events and makes it easier to gain money.
-Wanderlust - Unlocks certain events and makes it easier to go on adventures.
Flaws:
-Beardless - Makes it very hard to earn orthstirr if you are a man. Has no effect if you are a woman.
-Hemophobia - Makes it very hard to battle to the fullest extent as well as perform medical activities.
-Low Self-Control - Makes it harder to stop yourself from doing things.
-Undersized - Makes it harder to improve hamr and to battle. (Cancels out Giant's Blood)
-Unlucky - Bad things are more likely to happen to you and people try to distance themselves from you, for fear of your bad luck spreading to them. (Cancels out Godly Luck)
-Unintelligent - Makes it harder to improve hugr and to use magic (Cancels out Snake's Tongue)
-Dirty - Hygiene is no longer automatic. Low levels of hygiene will make it harder to be around you.
-Wanderlust - You will struggle to stay focused on tasks if your Wanderlust has not been sated. (Auto-Passes with Boon: Wanderlust)
Boons:
-Giant's Blood - +1 starting Hamr and makes it easier to raise.
-Wolf's Nose - Increases smell sensitivity and unlocks certain events.
-Bearheaded - Allows the holder to keep on going even under extreme duress.
-The Terror-Bear's Loyalty - Once earned, your loyalty is for life. Makes it easier to raise relations with your superiors.
-Stoic Silence - You have a calmness to you that steadies not only yourself, but also others. Grants immunity to panic and fear, while allowing nearby allies to re-roll failed Composure checks.
-Bloodlust - Unlocks certain events and makes it easier to do violence. Comes with Flaw: Bloodlust.
-Wrathful - Unlocks certain events and makes it easier to do violence. Comes with Flaw: Irritation
-Fecund - Allows for +1 more children even if under the threshold for multiple births.
Flaws:
-Follower - For all your martial prowess… you are not a leader.
-Content - You are happy with what you have, not really seeing the need to obtain more unless necessary.
-Reactive - Though you may be a great warrior… you simply aren't very proactive.
-Stubborn - You struggle to change your ways.
-The Terror-Bear's Loyalty - If someone who has earned your loyalty is attacked, you are obligated to take the hit for them — even if it would mean your death. (Auto-Passes with Boon: The Terror-Bear's Loyalty)
-Irritation - You can't let things go and the longer you go without releasing your anger, the worse the eventual explosion will be. (Auto-Passes with Boon: Wrathful)
-Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated. (Auto-Passes with Boon: Bloodlust)
Your Child
(Gender Coin Flip: Heads) That's a Boy
[ ] (Fourth Born) Write in Traits
0~0~0 Odr Infusion into Hugr
You lay on your back with the sky transfixing your gaze. Your breathing is heavy as you try to recall anything about what just happened.
You settled down to cultivate — your arms and armor in Abjorn's possession — and pushed odr into your hugr.
And then you woke to not only a pulped hand, but a crumpled ball of scrap that you once called a work knife — the handle still clutched in your grip.
In your madness, you almost did something unforgivable.
It was only thanks to the presence of Steinarr that nothing happened, that no acts of nid were done.
"The Frenzy of a Berserk is a dangerous thing to toy with, Halla." Your father's solemn words filter through the air as you lay with your face turned to the sun. "I don't know how you did that without a Shapecrafter, but I don't think you should do it again without one."
Even now, you can feel it — Frenzy — thrumming just beneath your skin like violent jolts of electricity.
Steinarr steps forward and his face blots out the sun. -Stab, Dead. Slice, Dead. Chop, Dead. Bash, Dead-
The moment he enters your line of sight, your mind instantly starts working to figure out ways to kill him. Nothing works, but that doesn't stop your instincts.
It's like this whenever you look at anyone now. Friend or foe, it matters not to your new combat instincts — all are potential threats that you must be ready for at a moment's notice.
Looking at Sten, at Abjorn like an enemy...
You can't do it, but you have no choice in the matter.
If there's one benefit to this, it's that combat will be easier with all the predictions your mind now makes.
(You are now, by definition, a Berserk)
(You have unlocked Frenzy)
0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Empty Sack) ...Maybe you should try stuffing that empty sack full of straw?
[ ] (Violent) Pick a fight or spar with... (Sparring with people reveals a summery of their character sheets)
-[ ] Spar with Abjorn, your husband
-[ ] Spar with Gabriel, without armor
--[ ] (Optional) With armor
-[ ] Spar with Stigmar
-[ ] Spar with Stigr
-[ ] Spar with Aki
-[ ] Someone else (Write in)
[ ] (Personal) Spend time with... (Write in)
[ ] (Shopping) Ask Abjorn to buy something for you (Write in) (Can only be used to buy or sell things you are already aware of and cannot haggle)
[ ] (Court) Send Abjorn to make a case at the Thing (Write in) (Unavailable)
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
-[ ] (Optional) Focus on repairing something (Write in)
[ ] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
0~0~0
Exploration/Travel (Pick 1 or none):
[ ] (Visit) Go visit...
-[ ] The Witch! (Actually, it's probably a good idea to avoid her entirely)
-[ ] Asvir!
--[ ] (Optional) Attend the Thing (Unavailable)
-[ ] Steinby, your Father's Farm
-[ ] Vidby, Vidar's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a guaranteed chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Horrby, Horra's Farm (Has a very good chance of ending in a fight)
--[ ] Rather than visiting normally, you instead stealthily approach and try to scout it out.
-[ ] Halfdanby, Halfdan's Farm
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
-[ ] The Hading!
--[ ] (Optional) Try to find those bandits you heard about
-[ ] The hills!
[ ] (Battle) Go and attack somewhere...
-[ ] Attack the bandit camp to the North
0~0~0
Training: You have 28d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
[ ] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
[ ] (Training) Hamr (59 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (25 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (8 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Orthstirr Available:
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 4/6
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0
Equipment Management
What do you want to have equipped? Leaving this blank means that no changes are made.
[ ] Write in (Optional)
0~0~0
AN: I'm pretty sure I missed something/s in the training/odr spending.
Anyways, you're pregnant again. Congratulations.
Also, you're now a Berserk. Congratulations^2.
25-minute moratorium. If this is too overwhelming, then I can remove the turn plan choices and just let you argue over the child traits for a couple hours and then give you the turn planning stuff while I roll the dice for the child.
Also, I'm sorry about not putting anything in the training sections for your new tricks. I'm not feeling 100% right now, not really sure what's happening, and that was getting in the way of the rest of the update. If this update is a bit subpar, that's also the reason for that.
Interesting though, you told us to try Cultivating inside, but doing so actually severely impacted our growth because it's being 'Stifled' somehow. Hrm. I guess that's a Research Topic?
Interesting though, you told us to try Cultivating inside, but doing so actually severely impacted our growth because it's being 'Stifled' somehow. Hrm. I guess that's a Research Topic?
Well, that's...very interesting. So way less Odr for the farm, possibly because we need to farm differently? But also clearly safer, even if we were doing it right. The nature of the distinction is definitely very relevant...we should cultivate outside the fence this coming turn, though.
@Imperial Fister so would we need to do a separate social to get Training Dice from sparring with our new employees, or what?
EDIT: Giddiness aside, is Frenzy our Focus equivalent then? @Imperial Fister ? Also, is it safe to use now? And the hard part was just activating it the first time?
But yeah, giddiness, Giddiness, we know how to initiate others, now we just need to prepare a killbox to handle the Reveal Fight and we will be in business.
Odr is generated most easily in wild places, and stifled in places that are tamed by man. But that's a benefit for people who are drawing on Odr for the first time, because it's less overwhelming.