We can ignore locking out Wanderlust then, and if he rolls it up anyway, we can go Trade League. Otherwise, he can be our Town Settlement Simulator character.
Wanderlust is one, the smith trait is another.
A Town Settlement Simulator character could get lots of use out of it. (What to do if there aren't pressing issues? Smithing! Payoff being pay, good weapons for the fighting kittens, maybe renown for good weapons?)
For a trade league character it is questionable if a reward die is worth it and wouldn't be better invested somewhere else.

Thank you! I've got a few more funky ideas for fun twists on the usual system for future projects.

Noted.
I'd like to recant on the reward die and NOT use it until thread agrees what we want to rig for.
 
You have until tomorrow.

However, I am willing to extend the overall vote time for as long as the thread agrees on.

I know Drieder is sitting on enough Reward Dice personally to pay the entire cost, though he doesn't seem to be on right now, and might not want to spend them either.

Still, lots of people have reward dice on the table, I'm sure we can get it together.

For the record, the core things we need are 2 dice on Friendly to lock it in, and 1 die on Wrathful to lock it out. Leader + Friendly + no Bloodthirst and Wrathful = Whatever else, we can work with it.
 
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He's probably asleep. It's about 2:30 in Denmark right now.

Also noted

Yeah, that would be an issue.

That being said, an exciting pile of breakthroughs this turn! And it looks like enough of the mists of early Cultivation have been charted that we can start initiating others without Courting As Much Death.

Now all we need to do is have a way to counterbalance their Response to telling other people.

Anyway, that aside, is the Fields location now explored-out barring some stupid Hamingja rolls? Or is it just the ones close to our Farm and we can still do Field Exploration?
 
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For the record, the core things we need are 2 dice on Friendly to lock it in, and 1 die on Wrathful to lock it out. Leader + Friendly + no Bloodthirst and Wrathful = Whatever else, we can work with it.

We also still need one on Snake's Tongue, unless I missed someone adding one there. But yes.

Now all we need to do is have a way to counterbalance their Response to telling other people.

It's been suggested that we could try doing it on a boat since our enemy seems to come from beneath the Earth. I don't know if that's a good call or not, but it's worth thinking about.
 
We also still need one on Snake's Tongue, unless I missed someone adding one there. But yes.



It's been suggested that we could try doing it on a boat since our enemy seems to come from beneath the Earth. I don't know if that's a good call or not, but it's worth thinking about.

Oh yeah, we always need Snake's Tongue, no matter what, that would be something good for any plan @Toboe
 
The other brow joins its sister. If that's the easier method, then what's the way he won't tell you?
No we do not want to turn out pet atgeir into steel.

"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.
I can see why Sten might not prefer that.

On the kids... personally, I figure we have nine of them coming. This is the fourth. We don't need to specialize yet. Just lock in the basics, and then see what comes. If we get a kid who's great at X, then wonderful. If we don't, we can try again next time... and as time goes by, we'll generally be getting better kids, as Halla picks up more boons for herself.

Eventually we're going to hit a point where we're down to the last two or three where we might want to start thinking about anything we don't have filled that we really want to have filled, but that's also the point where we can afford to be a bit freer with Hamingja, because Halla's story is going to be moving towards its close, and at bare minimum won't get as much benefit out of training dice.
 
Fields don't tend to have a lot of stuff in it.

Aaaand noted.

Hrm, so any further exploration should be in either the Hills or the Hading to get anything useful, right?

On the kids... personally, I figure we have nine of them coming. This is the fourth. We don't need to specialize yet. Just lock in the basics, and then see what comes. If we get a kid who's great at X, then wonderful. If we don't, we can try again next time... and as time goes by, we'll generally be getting better kids, as Halla picks up more boons for herself.

The important thing is that even if there's nine kids, the younger ones are going to be at a disadvantage down the line, and we can't necessarily train them all the way up. Our keystone characters should be our oldest ones, because we have the most time and ability to teach them everything we know on top of their higher base stats.
 
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On the kids... personally, I figure we have nine of them coming. This is the fourth. We don't need to specialize yet. Just lock in the basics, and then see what comes. If we get a kid who's great at X, then wonderful.

Sure, but we're not talking about a vast investment here. 2 Hamingja at most is not too bad, honestly. Reward Dice come and go, burning any number of them on a particular kid is fine. Burning more than one Hamingja is usually a different story, but I think two is fine if we have a specific recessive thing we're looking for. Especially Lordly, where being one of the older kids may well be relevant.

If we don't, we can try again next time... and as time goes by, we'll generally be getting better kids, as Halla picks up more boons for herself.

This, however, is only very narrowly true. Like, it's technically true because good Traits will increasingly outnumber bad ones, but new kids don't get more traits unless we invest in them.

Eventually we're going to hit a point where we're down to the last two or three where we might want to start thinking about anything we don't have filled that we really want to have filled, but that's also the point where we can afford to be a bit freer with Hamingja, because Halla's story is going to be moving towards its close, and at bare minimum won't get as much benefit out of training dice.

I actually strongly disagree. Our intent is for most of our kids to be grown up before Halla dies, so she's hopefully got at least 12-15 more years even after the birth of the final kid. Her surviving various cultivation-related shenanigans also seems likely to be Hamingja-based, and the more of those she survives the more info we have to pass on to her successor. We should be spending 1 Hamingja per kid plus Reward Dice to max their stats and select good stuff, and maybe an additional Hamingja occasionally if we want a specific additional Recessive, but that's it.

Sure.

@Imperial Fister
I'd like to dedicate my reward die to snake tongue, please.

Yay! Basic stats squared away. Everything else is gravy.
 
the Hading is nice because we can end up getting Orthstirr that wway too.

The tricky part is that now that Halla is cooking another Kitten, we need to be careful about getting into any serious fights. Definitely not until we have Mail at least, which should be next turn depending on what the exchange rate buying directly from the dwarves looks like.

Fortunately, this is happening late summer and all this stuff resolves afterwards, so we're only effectively losing it on one "Main Plot Visit". Might be worthwhile to go down to town, and see if we run into Horra's Shady Daughter there.

But yeah, for now, our biggest priority is figuring out how to stabilize our Frenzy so we can turn it into an asset instead of a liability.
 
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The tricky part is that now that Halla is cooking another Kitten, we need to be careful about getting into any serious fights. Definitely not until we have Mail at least, which should be next turn depending on what the exchange rate on the Dwarves is.

Fortunately, this is happening late summer and all this stuff resolves afterwards, so we're only effectively losing it on one "Main Plot Visit". Might be worthwhile to go down to town, and see if we run into Horra's Shady Daughter there.
Sigh, right. So that means that probably we won't be going for the third camp ourselves, right?

Can we get the team together but put ourselves in the "guard the homes" group and have Steinarr go kick arse instead?
Still want to do as much damage to Horra as possible.
 
Sigh, right. So that means that probably we won't be going for the third camp ourselves, right?

Can we get the team together but put ourselves in the "guard the homes" group and have Steinarr go kick arse instead?
Still want to do as much damage to Horra as possible.

Steinarr making a move probably triggers the endgame, we need to be very careful with that.
 
So Frenzy is pretty good in general, and is especially good for spamming basic attacks, as they now have a 58% chance of hitting against a basic defence. Of course, it seems like most serious opponents are packing at least one damage resistance, but the point still stands if we ever decide to spam 1 dice power chops.
 
So Frenzy is pretty good in general, and is especially good for spamming basic attacks, as they now have a 58% chance of hitting against a basic defence. Of course, it seems like most serious opponents are packing at least one damage resistance, but the point still stands if we ever decide to spam 1 dice power chops.

Frenzy is just good across the board, it's a regenerating Endurance tank that also gives a combat bonus. The more we learn about Cultivation the more I'm amazed that anyone can beat Knights at all, since they've already got all this shit sorted out.

Also, we've basically learned something here. Cultivation needs to start when you're young and reasonably seasoned, but not overpowered yet. There's so much shit that makes you lose control that someone who's already a beast learning it only becomes a liability. Steinarr going into Frenzy would have probably depopulated the Valley for instance, and Sten's probably not much better off.

And also, anyone who tries to be a hermit in the woods and tries this stuff will absolutely fail, holy shit.
 
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The tricky part is that now that Halla is cooking another Kitten, we need to be careful about getting into any serious fights. Definitely not until we have Mail at least, which should be next turn depending on what the exchange rate on the Dwarves is.

Fortunately, this is happening late summer and all this stuff resolves afterwards, so we're only effectively losing it on one "Main Plot Visit". Might be worthwhile to go down to town, and see if we run into Horra's Shady Daughter there.

It's Winter. This last turn was Winter Turn 1, we now have Winter Turn 2 coming up. I believe, for simplicity, we do give birth at Yule and only miss one 'risky action going after Horra' (assuming we are willing to miss that...I'm tempted to still send our fylgja, that's no riskier now than it usually is).

Sigh, right. So that means that probably we won't be going for the third camp ourselves, right?

Can we get the team together but put ourselves in the "guard the homes" group and have Steinarr go kick arse instead?
Still want to do as much damage to Horra as possible.

Sending people after the last bandits is potentially reasonable. We could also head after them in Summer, though, which is only a few turns away.

So Frenzy is pretty good in general, and is especially good for spamming basic attacks, as they now have a 58% chance of hitting against a basic defence. Of course, it seems like most serious opponents are packing at least one damage resistance, but the point still stands if we ever decide to spam 1 dice power chops.

That's a big assumption about how Frenzy works you're making there. I was assuming it was just +1 Combat Pool. Your assumption may be correct (in fact, I think it is), but it is an assumption. Unless there's a full rules text on Frenzy somewhere, which I haven't found yet...
 
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That's a big assumption about how Frenzy works you're making there. I was assuming it was just +1 Combat Pool. Your assumption may be correct, but it is an assumption.

It's +1 to All Combat Rolls, specifically. Same deal as Mail but universally applicable. Presumably it increases with every Hugr Infusion.
 
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That does seem correct, yeah. That gets a lot better at higher levels...

Yeah, it's not much to write home about now, but it gets stupid before long.

Wait, Frenzy also doubles as a damage soak, like Armour?

A combat regenerating damage soak.

You know the Focus Christians have? This is literally the Norse version of it. Though it works differently in practice apparently.

Still, yeesh, I wonder what the side effect is for Berserks to get access to Frenzy without actually getting it the proper way?
 
Steinarr making a move probably triggers the endgame, we need to be very careful with that.
Also true.
But without him sending a team without us sounds too risky... Meh.

No fights until kitten is made.

Frenzy is just good across the board, it's a regenerating Endurance tank that also gives a combat bonus. The more we learn about Cultivation the more I'm amazed that anyone can beat Knights at all, since they've already got all this shit sorted out.
Just imagine how scary Steinarr would be if he also gained cultivation.
It's Winter. This last turn was Winter Turn 1, we now have Winter Turn 2 coming up. I believe, for simplicity, we do give birth at Yule and only miss one 'risky action going after Horra' (assuming we are willing to miss that...I'm tempted to still send our fylgja, that's no riskier now than it usually is).
Oh right, the magic Yule date, forgot about that, making the pregnancy off time much worse.

With Fylgja scouting we may be able to ambush a courier send by Horra.
That would be HUGE pay off if they are willing to talk (after being caught delivering to a bandit camp not being willing to testify would probably be suicide).
 
Just imagine how scary Steinarr would be if he also gained cultivation.

Steinarr learning Cultivation means the valley turns to ash. He's too powerful to be stopped or pulled out of any of the pitfalls.

Which makes sense, the people most likely to stumble upon Cultivation from first principles are the old and seasoned veterans who have nothing to do but play around with their Aspects. The threshers we've seen require you to have people on your level to help carry you through the pitfalls, but Steinarr is just too far beyond anyone to be influenced by that.
 
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