Also need to keep in mind too, we're reaching the point where we can start developing Hybrid Tricks that require prior stuff to unlock. For instance, I'm all for integrating Firebomb-Strike into things like Skewer-Flick Trick, and we might be able to cast DnD style Fireball if we develop an improved version of Kindle-Spinner as well. Would we need to have a good Thrown Trick to develop that? Or can we just create a "Cast Fireball" Trick now that we have Master level Kindle-Spinner @Imperial Fister ?
There is also experiments using the principle of return (send Orth out and then form the trick remotely), we may be able to combine it with our weapons (send Orth through a fireiron weapon and then try to form a KS at the end of the weapon).
May give us using tricks through our weapons (no need to free a hand) or even weapons boosting some tricks (why I want to try it with a fireelement weapon and a fireelement trick).
 
Return seems to be way more important than any of us thought. Not because it lets you just summon your weapon when you need it, but because it's the gateway to Seidr apparently, and Seidr is growing increasingly desirable as a Thing We Need.
 
So we get the attacks out quicker, sure, but more of them do not inherently hit and do damage (and those that do deal less damage each) and then we run out of dice...
Honed Basic Attack + Damage Up + Attack Dice Up + Attack Number Up + Frenzy = two attacks with 5–20 on the roll that deal 3 Damage each, all for a grand total of 2 dice and 2 orthstirr.

Honed Basic Attack + Damage Up + Attack Dice Up + Attack Dice Up + Frenzy = one attack with 6–26 on the roll that deals 3 Damage, all for a grand total of 1 dice and 1 orthstirr. That's a max total of 55 attacks,165 Damage if you went full bore at it.

And here's the kicker; unless specified by the opponent's plan, all of these go up against basic defenses and not trick defenses. Which means that enemy dice get wasted and you get the edge in a fight.

Your major goal in any fight (besides winning, of course) is to deprive the enemy of opportunities to use their dice. Unused dice in defense or intercept means less dice that can be used against you in attacks.

That's the real reason Perfect Defenses are good, because they free up dice for attack. It's also why things like Puncture are even better, because they slip through and force your opponent to re-devote dice to defense that may very well have won them the day if they had them on hand for attack.
Or can we just create a "Cast Fireball" Trick now that we have Master level Kindle-Spinner @Imperial Fister ?
you could do that without mastering Kindle Spinner, but yes
 
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Since we know that Cultivation is related to actually farming stuff, maybe we should infuse Farming when we have some Odr to spare. Maybe it'll give us a hint as to what our Soulscape needs.
 
And here's the kicker; unless specified by the opponent's plan, all of these go up against basic defenses and not trick defenses. Which means that enemy dice get wasted and you get the edge in a fight.

Man, high level Norse combat meta is fucked

And Halla gets to dip her toes into it way ahead of schedule because Odr lets her somewhat cheat the usual progression that normally age-gates the higher level content. After all, she's got the same number of Shapeshifts as someone with Hamr 8 right now, and she can also dip into the Berserk tree without compromising on her Shapeshift flexibility because her Fylgja can carry a Fast and she has Pockets for any excess.

...

You know, come to think of it.

Steinarr doesn't have very great Hugr, does he? He strikes me as someone who willfully kept his Hugr score comparably low so he could squeeze another rank or two of Hamr out compared to a more 'Balanced' Elder. It explains how he's kind of smooth-brained outside of being an absolute god of battle.

On further thonks, do we have any idea what Steinarr's Hamr score is at this point? The whole Bit he did where he just killed something like 70+ Troll Men in a single combat round suggests his Hamr score is "Lots", and combined with powerful Tricks that let him take full advantage of his bullshit, but yeah.
 
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So, first, if the answer is "put it all in kindle spinner", that's fine. I'm okay with that. Once we get kindle spinner trained up far enough, I'm especially okay with that. Between Kindle Spinners and her wings, Halla turns into a heck of a kiting build.

The problem with that build is that fire resistance exists. And is most likely to be used by our most dangerous foes. It's otherwise got a decent amount to recommend it, which is why I brought it up, but putting all our shapeshifting where it won't be useful vs. people customized against us and our family seems like a bad call.

Like, mathematically, this may even be optimal, but only until we run into fire resistance, and then we're suddenly fighting entirely sans advantages.

Second... the tactical difference between chops and kindle spinners really isn't that big. Like, most of the time, from what I can see, we can just pick. I mean, I've seen you do the "Well, sure. I guess we can mix them up" thing. Again, it's not just "guess wrong". It's "guess wrong, and it's a big deal". Then, saving that Odr is going to mean successfully identifying that hey, we don't need to spend the juice this time. That's going to mean actually identifying that it's a "easy or middling fight" rather than just jumping to spending odr straight off because the enemy is unknown.

Right, but that's me learning the system (like, a legitimate weakness of mine is getting monofocused on something and missing other options) and us feeling out opponents. Generally speaking, one attack type winds up significantly more effective than the other, and if not mixing them up is also good as it makes them harder to defend against, but all that is a lot harder to do effectively if one attack type is much better than the other.

If we're fighting an opponent we could beat without shapeshifting, that won't matter...but if we're fighting something tough? Then it starts to matter.

...and, of course, you have to first guess wrong and then have a solid reason to change your mind. If there's no tactical difference between chops and kindle spinners, then the +2 is better (whichever side it's on) and if there is a difference, but you can't usefully discern it, then the +2 still wins.

We can generally discern it, and will be even more able to going forward. The Frenzy bonus to Tactics is no joke.

As far as the 5-7 per attack? Well, sure - that's what we've been doing lately, with stacking huge numbers of dice and honing repeatedly, but it doesn't have to be.

Actually, no. With one level of bonus damage we do 5 damage for 3 Orthstirr (1 Power Chop, 1 Hone, 1 Lightning)...additional Hone beyond the first does nothing to damage (we just needed the dice). 6-7 is, again, just Honed Skewer-Flick or Leaping Cleave with the Lightning added.

Basically, IMO, 1 Orthstirr for +1 damage is basically always worth it and we have three sources of that we can use.

The real kick of shapeshifting+frenzy is how utterly brutal it can make your "just 1 die" and "1 die and 1 orthstirr" attacks - both in having static bonuses that buff every single one of them and in increasing the speed at which you can pump them out. Like, seriously, advantages like shapeshifting+frenzy are a major change to the combat math, of the sort that calls for a re-evaluation of overall strategy... and for that strategy, the big impact of the damage bonus is on which attacks they can simply afford to absorb. Do we have enough punch to make them pay attention to each attack?

I honestly don't think spending 1 orthstirr for 3-4 damage is ever gonna be better than spending 3 orthstirr on 5-6 damage. We aren't that hard up for Orthstirr. It's maybe worth going down to 2 Orthstirr for only 4-5 damage to avoid it counting as a Trick, but that's a a sightly separate matter.

Well, let's talk about medium threats. We've already seen what a "medium threat" is going to look like for us pretty soon. We killed one and left him buried under a hillside. That guy had two points of damage absorb (plus additional armor-related shenanigans.) I suspect that sort of thing is going to be getting more common.

And the Ironbrother was enough for 5 Orthstirr a year in perpetuity even with Sten there to back us up. He was not a 'medium threat'. He was a serious high end threat, as high as we could possibly take on and survive.

But let's say you're right and -2 damage becomes more common...at that point, unenhanced, Kindle Spinner is not viable (1 damage per hit is just...not good), and the above combo for 3 orthstirr is only barely so at 2 damage...so if we pick Kindle Spinner as our +2 and the guy has fire resistance, or we pick melee and he can avoid getting into melee with us, we're screwed unless we start spending Odr like water. If we've split our focus, the Kindle Spinners still do 2 damage after the damage reduction and the base melee attacks do 3, so we're at least somewhat viable either way

It's definitely more necessary for our ranged attacks, generally speaking (when we hit Hamr 8 or Hamr Infusion 6, my suggested default will be +1 speed, +1 melee, +2 ranged), but again I'm very reluctant to put too many of our eggs in that basket given that it is our toughest fights where people will come equipped with fire resistance.

Any time the task is "pour on the raw damage" (either because they've got some sort of damage reduction or because they're a troll or something with an enormous health pool and regeneration or because they have absurdly good armor or whatever) then concentrating damage is going to be highly useful. Any time that's not the big important thing... well, at that point, by nature, where we put our damage bonus is less important, because "pouring on the damage" isn't the big important thing.

With the ability to pour on 5 per hit relatively cheaply (or 4 per hit at range, or up to 7 per hit expensively), I don't think 'pouring on damage' is gonna be the problem. Like, we want and need both good single target melee damage and good ranged and area attacks, and having both requires splitting focus. Which is fine because those damage numbers wind up pretty solid.
 
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Honed Basic Attack + Damage Up + Attack Dice Up + Attack Number Up + Frenzy = two attacks with 5–20 on the roll that deal 3 Damage each, all for a grand total of 2 dice and 2 orthstirr.

Honed Basic Attack + Damage Up + Attack Dice Up + Attack Dice Up + Frenzy = one attack with 5–26 on the roll that deals 3 Damage, all for a grand total of 1 dice and 1 orthstirr. That's a max total of 55 attacks,165 Damage if you went full bore at it.

And here's the kicker; unless specified by the opponent's plan, all of these go up against basic defenses and not trick defenses. Which means that enemy dice get wasted and you get the edge in a fight.

Your major goal in any fight (besides winning, of course) is to deprive the enemy of opportunities to use their dice. Unused dice in defense or intercept means less dice that can be used against you in attacks.

Oh definitely, attack spam is a valid tactic against many opponents. The problem comes when they have a robust plan for that. Because then you tend to wind up hitting that plan and bouncing and getting wrecked.

It also tends to run into problems in group fights because it takes a while to kill people. Like, if it takes us 15 attacks to get someone down even at triple speed (not implausible if they have decent defenses and good armor), we need to eat at least 4 attacks from them and all our allies have gotten hit with at least 4 as well (whereas if we can get them down quicker than that our allies suffer a lot less in the interim). And prior to our speed boost, it taking even 10 attacks meant our allies got to eat 9 attacks before we could assist them.

It's much better in duels...I'd be advocating it vs. Sten (and heck, we're even doing it a little bit) except he's so durable and his attacks are so big that I'm worried even a couple of them will risk doing us in. A bit more spam may still be correct here, though...maybe I'll adjust that plan a bit.

EDIT: Nah, thinking about it, if we're getting hit by more than three or four of Sten's attacks we're in serious trouble. We can afford to attack spam someone whose attacks we can tank better...Sten hits too hard in a way we can't defend well against.

That's the real reason Perfect Defenses are good, because they free up dice for attack. It's also why things like Puncture are even better, because they slip through and force your opponent to re-devote dice to defense that may very well have won them the day if they had them on hand for attack.

That seems correct, yes.
 
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Man, I wonder if Frenzy being broken causes an early round end like Focus does. hitting someone with your three big alpha strike attacks and then letting them break your Frenzy just so you can run away and try it again the next round seems like a risky but strong tactic.
 
Man, I wonder if Frenzy being broken causes an early round end like Focus does. hitting someone with your three big alpha strike attacks and then letting them break your Frenzy just so you can run away and try it again the next round seems like a risky but strong tactic.

Right! I forgot to mention round breaks: That's the other big downside of attack spam. If something causes a round break 5 attacks into your twenty-five attack spam, you have wasted 20 dice and 4/5 of your invested dice.

It's still quite good in theory, and maybe we should use it more than we do, but we actually very seldom reach the end of our non-spam attacks before a round break gets called and that makes me at least very wary of doing it. Like, we've had a lot of rounds end before we got off more than three or four attacks...risking going with attack spam when that's a very likely outcome always makes me hesitate.

Some of that is us ending the round early mind you, but a lot of it isn't. The first round against the Foemen we got off I think, four attacks before a round break occurred due to our Reinforce Shield breaking. We had 11 attacks planned that turn, including attack spam, but, well, round break happened.
 
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By the way, on the number of attacks per attack,

How much 'attack speed' does Sagaseeker give?
 
Like, we've had a lot of rounds end before we got off more than three or four attacks...risking going with attack spam when that's a very likely outcome always makes me hesitate.
Yeah, but most of the round ends we got was because we heavily damaged our opponent and forced them to activate a trump card of Some sort (which is its own benefit), if we're attack spamming that becomes more difficult as they need to step out of the combo, we have them in.

(Premature Round End: The Brute was able to escape stun-lock)

This actually happened to us, we got a premature round end because someone managed to get out of stun lock, if we were attacking spamming in this situation by this point, he wouldn't even have dice to attempt getting out and so would either need to reveal a trump, have someone else intervene or die.
 
Yeah, but most of the round ends we got was because we heavily damaged our opponent and forced them to activate a trump card of Some sort (which is its own benefit), if we're attack spamming that becomes more difficult as they need to step out of the combo, we have them in.

I added a note about that above. Some of them are certainly us, but a lot aren't. I mentioned the first turn against the Foemen, for example, where we had 11 attacks planned and got a whole 4 before a premature turn end due to the enemy's actions. That's not any more of an unusual situation than us causing one, I don't think.

And even some of those we cause we still can't predict, which makes getting better attacks in before they happen pretty tempting.
 
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Twisting your words, twisting the myth.

Changing the story.
Ah.... Like say, filtering what's said or making the warnings about a coming attach not reach the defenders properly?
Nifty!

'Nifty? Really? And don't think I missed what you did with your chest.'

Your face turns bright red as you swiftly correct your, ahem, experimentation.
Ah, vanity, nice to see you here as well :V
Jokes aside though....
'There's no shame in it, it's perfectly natural. I was, more or less, the same way when I learned to shapeshift — just with things below the belt rather than above it.'
Yeah, this. No way people wouldn't try to improve themselves.
I think there would be few people who wouldn't play around or keep some minor changes.
I would definitely keep some things changed on myself.
Blackhand sighs. 'Halla, are these thoughts for yourself or for others? I know, for a fact, that Abjorn is delighted with you as you are. You've got the kids to prove it!'
Hm, good on you, Hallr, that's a very important question.
"W-what?" You find yourself stammering as your brows furrow. Yourself? Others?

'If changing those things about yourself will make you happier, then go for it — do what makes you happy. But if you're wanting to change to better fit with society's image of a perfect woman, then society can go fuck itself. Take it from me, a guy who spent a long time trying to be the man society wanted, it's not worth it.'
Great advice there.
After a long moment spent thinking it over, spent listening to your heart, you come to a conclusion.

"I... I am a daughter of ash, not elm." You are a Warrior-Wife, through and through.

'Attagirl.'
Go, halla! You Slay!

If, after that, your hips got a little bit wider, then it was merely a trick of the light.

Besides, even if it was a product of shapeshifting, who can blame you? You've got five more kids to get through, dammit!
Lol, lmao, even.
But yeah, I just love the sheer mundane utility this gives and the improvements to quality of life stuff.
Gabriel (Silver-Tongue: 6x1, 5x1, 4x2, 3x1, 2x1, 1x5) 1 Successes
Oooch.
After a long moment spent looking respectfully, you come to the conclusion that yes, toned muscles do indeed look good.
Amen.
Though, the wicked scarring across his shoulders and upper back — from a Troll-man cracking his armor, or so you've heard — does add a certain something to his overall appearance.
The body speaks, the scars are just high notes of the story it tells.
"I could've done more, but..." He dry swallows as his body tenses up, like he's expecting some kind of punishment. Now that you mention it, some of those scars on his back look older than others... "But I failed and... and I'm sorry."
Ouch, guilt? Why wou-
Oh.
....Zeal that was used for the meteor depleted his stores so much?
Hm...
"I know, but..." He can't meet your eyes. "I swore to protect the innocent, to use every drop of myself towards that goal... but I didn't." His shoulders shake as he shivers head-to-toe, voice breaking as he tries to continue, "there were... there were just so many of them..."

He's... is this a Christian's version of nidheart?
Perhaps a talk with Jerasmus is in order again?
'I don't know, but I don't think he's in the mood for further conversation. Give him some time to process, it might just be trauma talking.'
Ah.... Yeah, trauma.... Let's hope it's just that and not a spirit from the Halding forest.
"Drifa's been begging me to let her train with you." Okay, that explains why he wants to talk, but what's with the hostility? "I've seen you fight, but you don't know how good someone is until you face them yourself."
Oooh! Does this count as sparing?
We really should lean on sparring after the Gotta situation is dealt with, that's how people usually get free stuff iirc what IF said.
Also, char sheets!
But, before you go off to the sanctum, are there any other preparations you'd like to make?
Hm... Perhaps we could set our Fyjgla to monitor Horra's compound, see if anyone comes toward the sanctum because we triggered a warning?
The Enemy probably wipes that entire center of Norse power off the map.

We know that Gotland is currently a smoking crater in the world after all.
Oh....Ooooh!
That's how Horra came into the story!
Hallr killed his father, but he couldn't kill Hallr or his descendants for fear of utter death in reprisal.
Hallr died by someone else and with the biggest obstacle gone, he still wants revenge for what Hallr had done, so he goes for the descendants.
Steinar kills the family Gotta married in Gotland, making a smoking ruin of what remained after the steel father brawl....
Effectively getting ride of most clues what was going on there with Hallr in the process.
even though we don't have the Stealth Wildcraft Trick ourselves,
We don't? Wow.... I thought we had it unlocked ages ago...

Now to look at the other pages.....
 
1) Can our Fylgja use our non-Hugareida tricks like Reinforce-Shield, Leaping Cleave Strike, etc? Do they need to be slotted into our Fylgja for it to do use those tricks?
2) Do people aside from Abjorn know about our seeming Orthsirr issue?

Hey Blackhand,

What do you know about Shapecrafters?
Do you know of any trick that just lets you attack faster?
 
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1) Can our Fylgja use our non-Hugareida tricks like Reinforce-Shield, Leaping Cleave Strike, etc? Do they need to be slotted into our Fylgja for it to do use those tricks?

For normal Tricks like those you list, they need to be slotted in. Skill-Tricks that it can use physically like Tracking or whatever are shared, though.

2) Do people aside from Abjorn know about our seeming Orthsirr issue?

We haven't told them, so no. Sten may get an idea during this fight, depending on how closely he's paying attention.
 
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Oh right.

Fasts.

You know what we should do?

Figure out a trick that costs like 100 Orthsirr, then slot three of them into a Fast.

Every fight? Nuke the enemy with three ultimate level techniques as a starter.
 
'Hmm... that smells of Finnish wizardry to me. Maybe you should try asking him about his time amongst the Finns after this? If he's learnt the secrets of steel, then he might have picked other things up as well.'
Ooh! This is good!
And yeah, I agree with the use of Ashen Kiss
**Punching Up Is Available**
....oh.
We just jumped into the forge, all oiled up, didn't we?
It probably requires a new Trick, but in the long term yes.
Not really? We can just drop ourselves in IAT for it.
Honed Basic Attack + Damage Up + Attack Dice Up + Attack Number Up + Frenzy = two attacks with 5–20 on the roll that deal 3 Damage each, all for a grand total of 2 dice and 2 orthstirr.

Honed Basic Attack + Damage Up + Attack Dice Up + Attack Dice Up + Frenzy = one attack with 6–26 on the roll that deals 3 Damage, all for a grand total of 1 dice and 1 orthstirr. That's a max total of 55 attacks,165 Damage if you went full bore at it.

And here's the kicker; unless specified by the opponent's plan, all of these go up against basic defenses and not trick defenses. Which means that enemy dice get wasted and you get the edge in a fight.

Your major goal in any fight (besides winning, of course) is to deprive the enemy of opportunities to use their dice. Unused dice in defense or intercept means less dice that can be used against you in attacks.

That's the real reason Perfect Defenses are good, because they free up dice for attack. It's also why things like Puncture are even better, because they slip through and force your opponent to re-devote dice to defense that may very well have won them the day if they had them on hand for attack.

you could do that without mastering Kindle Spinner, but yes
Aaaahh, that's the stuff.
No, I don't need a glass, just inject it straight into my vein.

While speed truly is king, the perfect defense is interesting.... But we also have been called out as being too reliant on it.

Oh! Would infusing Odr into wordplay help with the twist creation? Or would we need to infuse it into one of the trucks?

Also, how does twitch muscle interact with overland? Because both deals with speed.

Edit:
Oh right.

Fasts.

You know what we should do?

Figure out a trick that costs like 100 Orthsirr, then slot three of them into a Fast.

Every fight? Nuke the enemy with three ultimate level techniques as a starter.
Oh! We could also keep a mending palm at the ready for emergency use!
 
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Figure out a trick that costs like 100 Orthsirr, then slot three of them into a Fast.

Every fight? Nuke the enemy with three ultimate level techniques as a starter.

Ultimate Tricks like that probably don't exist for a variety of reasons (or at least, not in the repertoire of anyone who can teach us except for maybe Blackhand himself). We could, however, try creating one...

Not really? We can just drop ourselves in IAT for it.

Technically yes, but the action efficiency of that is bad and it leaves us open to attack when we do it...we need a better Trick if we're to do it regularly.

Oh! Would infusing Odr into wordplay help with the twist creation? Or would we need to infuse it into one of the trucks?

We actually have 1 Odr infused in Wordplay. Hasn't done anything yet.

Oh! We could also keep a mending palm at the ready for emergency use!

Eh. We can already do that? Just not spending our last 12 Orthstirr does that. Storing Tricks in a Fast is potentially useful for a couple of reasons but not for something like that, I don't think.
 
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The big benefit of storing tricks in a Fast is that you can obviate casting time. So we could just drop three tricks immediately without any warning time.
 
The big benefit of storing tricks in a Fast is that you can obviate casting time. So we could just drop three tricks immediately without any warning time.

Uh...this assumes facts not in evidence. Specifically, nothing in the Fast description says it obviates casting time. You can pre-fuel it and thus ignore cost (though I doubt you can just add 50+ orthstirr to it in dice on top of the base cost or, well, that gets broken quick...having three 450 die attacks in storage is probably not an intended usage), but nothing says you ignore casting time.

Can't we also store tricks in our pockets?

No clue. We haven't tried yet. Seems plausible, but given that Pockets are only 1/3 as efficient at storing Frenzy, they may also be less efficient at that as well.
 
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