what does it mean by 'reusability and mobility'? Can't we already move with Halting Vortex active? Not to mention Halting Vortex is really cheap, so by reusability, what exactly do you mean?
our normal HV stops attacks dead on. the modified one? it can roll with the blows, so to speak. basically, it dampens the attacks just enough to give us a boost to move away. using the power of a sparkbomb and the enemy attacks.
 
Well that went well.

[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.

I feel a tad weird posting a plan without knowing how many Training Dice we'll have, though I do think the +12 dice option will win out.
 
@Imperial Fister, what does it mean by 'reusability and mobility'? Can't we already move with Halting Vortex active? Not to mention Halting Vortex is really cheap, so by reusability, what exactly do you mean?
Well, Halting Vortex can't be moved around when it's activated while Semi-HV can. As a result of it being half-formed, you can feed more power into it while its active, which is why you wouldn't have to re-activate HV.

0~0~0

Ope, voting is now open
 
Well, Halting Vortex can't be moved around when it's activated while Semi-HV can. As a result of it being half-formed, you can feed more power into it while its active, which is why you wouldn't have to re-activate HV.

Oh, so it's sort of like... a buckler? Not sure that comparison actually works, but it's the best I can think of. Would it be a rolled defense, rather than a perfect one?
 
... Come to think of it, would this mean that it would serve as the Inertia Cancel Trick that we've been mulling over for a while?

God though, even dumping as much in it as we did, we still barely, barely clinched it. And only by turning the battlespace into something he couldn't expect to run over.

At least the rewards were worth the risk. Being acknowledged as a Friend to a Dwarf Clan rather than just an individual is pretty significant.
 
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[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
 
It would still be a perfect defense, except instead of just flat-out stopping it needs to match or beat the orthstirr cost of the opposing attack.

Oh, huh. So it'd be alright for perfected/mastered tricks, but bad against big finishers? Would it have perfect defense against attacks of a lower tier, regardless of orthstirr cost? Feels weird that a perfected/mastered trick would be easier to defend against than a rough or refined one.
 
Also, giant credit to the Galaxy Brained idea to sober up the Dwarves with campfire. We would have been fucked if we tried to take this guy head on.
 
That othstir gain, were now getting 20 odr a turn.

How dos that change our calculations to getting more infusions?
 
Oh so it's like a perfect version of Weapon Guard, that sounds nice.

Going with this because it looked oks good, but we definitely need to do some raiding if we want to catch up to this guy fast, otherwise we will die.

[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
 
[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
 
[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.

Alright, here's a plan with a conditional for 12 extra dice. The extra 12d6 are very preliminary (though I was planning on us boosting Fylgja soonish) and I'm very willing to listen to alternatives for distribution there.

[X] Plan Recovering From That Whole Thing
-[X] (Crafting) Try to make something
--[X] Tools for ourselves (+11 successes from Tools/Workshop)
--[X] Use bone ash from salamanders if we can arrange it (hoping to draw on their symbolic connection to fire and maybe regrowth for smithing)
--[X] Switch Forgefire Slots to Dice before starting and back to damage afterwards
--[X] Spending 9 Odr and burning Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process.
-[X] (Playdates) Set up a playdate between one/multiple of your kids and one/multiple of other kids.
--[X] Inviting the Henrik-Helga (Coast Family) and Klaus-Kjaran-Kadrina (Coast Family) families
--[X] Suggesting our kids spend particular time with Helga, Klaus, and Kadrina
--[X] Adding 3 Reward Dice to how well our kids get along with them courtesy of @Shard
-[X] (Wavedancer) Check out your new ship!
-[X] (Exploration) Go on a walk through...
--[X] The hills!
---[X] (Optional) Send your fylgja in your place (Does not cost an action)

Training:
-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Learn Time Heals All Wounds
--[X] Learn a seidr spell for finding a person
--[X] Talk about the Hading Witch and needing to confront her and ask for whatever defensive spell would best protect us from her magic (this might get either a specific spell or a list, either would be okay)
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[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 Clearwater 5d6
-[X] (New Tricks)
--[X] Train Forge Weld 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and train a combination of Reinforce Shield and Kindle Spinner that acts as Reinforce Shield but explodes with fire and damages the attacker when broken (should be an Ignition Trick) 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and train a fire-based Trick for multiple weak attacks in a single trick to eat through multiple ablative defenses (maybe with Emberwind? Wed prefer Ignition, if possible, but it may not be) 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and work on merging our Flashfire Cleave and Sparkbomb Tricks into a single finishing move, hitting extremely fast and hard, at the cost of needing to "stoke" as we fight 2d6 (1d6) (+1 Success from Born of Fire)
---[X] Suggested name is 'Blood-Stoked Sword Flame' (though some of us might prefer something simpler) and spending 1 Reward Die courtesy of @Skippy to help ensure the final version works as intended.
--[X] Train 'Residence' Design Skill-Trick 1d6
--[X] Train 'Utility' Design Skill-Trick 1d6
-[X] (Research)
--[X] Continue working on our soulscape's fence (hopefully with new insight from Security) 1d6 + 2 Reward Dice courtesy of @Alectai
--[X] Begin actually setting up our soulscape's land as a farm 1d6
--[X] Investigate the Dwarven grove and stone and compare it to our own cultivation site to see what's different and how we could improve our own site 1d6
--[X] Move one of our Frenzy from our Fasts to Pockets, use the empty Fast to experiment with putting Tricks in it and see how that works (in particular, does it get around the main downside of Folded Tricks by putting, like, a 4Fold Trick in it and releasing it instantly), starting with non-damaging Tricks and lower Folds before moving on to bigger and scarier stuff 1d6
--[X] Try alloying Sword and Standstill (Peacebond?) 1d6
--[X] Try alloying Sword and Ignition 1d6
--[X] See if we can apply the principles behind Recall to make another Trick operate at range (ie: make a Kindle Spinner appear 100 feet away in the first place rather than throwing it) and if channeling it through different thematically fitting materials (ie: Ashen Kiss for Kindle Spinner) makes any difference 1d6
--[X] Try practicing the body switch trick with Blackhand to throw of enemy tactical analyses, especially from berserks 1d6
-[X] (Drifa) Teach Drifa some of your tricks
--[X] Continue our basic combat curriculum 1d6
--[X] Discuss with her when it is and is not appropriate to aim for the groin
-[X] (Training) Solo Seidr Training
--[X] Train Abjorn in Eye-Speech 3d6
--[X] Quickest Stitch 1d6
--[X] Draw Poison 1d6
--[X] Sear Diseased Flesh 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Consult with Halfdan, see if he knows any good Atgeir Hugareida Tricks and what they might be.
--[X] Train Halting Vortex 1d6
--[X] Train Mire Ward 1d6
--[X] Train Slipstream 1d6
--[X] Train Gale Spear 1d6
--[X] Train Sword Guard 1d6
--[X] Train Sword Strike 1d6
-[X] (Training) Tricks
--[X] Talk to Sten about how to make Jewelry and how to Decorate weapons
--[X] Train Fast Recall 1d6
--[X] Train Sharpen 1d6
--[X] Train Focus Guard 1d6
--[X] Train Sowing Sight 1d6
--[X] Train Harvesting Sense 1d6
--[X] Train 'Security' Design Skill-Trick 1d6
--[X] Train 'Stealth' Wildcraft Skill-Trick 1d6
--[X] Train 'Jewelry' Artcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Decorate' Artcraft Skill-Trick 1d6 (+1 Success from Sten)
-[X] (Training) Hamr (120 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Farmwork 1d6
--[X] Train Labor 1d6
--[X] Train Defend 1d6
--[X] Train Dodge 1d6
--[X] Train Shoot 1d6
--[X] Train Strike 1d6
-[X] (Training) Hugr (58 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Artcraft 1d6 (+1 success from Sten)
--[X] Train Design 1d6
--[X] Train Management 1d6
--[X] Train Strategy 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Tactics 1d6
-[X] (Training) Fylgja (29 success to rank up)
--[X] Train Fylgja Itself 1d6
--[X] Train Command 1d6

Work Dice:
-[X] (Work Dice Usage)
--[X] Construction: Workshop 4-5 (16 Total),
--[X] Buildings: 6 Quality, 1 Living Space, 0 Storage, 5 Workshop (12 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Conversion: Spend for 2 Research Dice (4 Total)
--[X] Use 5 Meat-Keeping Sticks for extra Food storage

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 16 Odr and 2 Orthstirr to Hamr
---[X] 4 Chop, 3 Defend, 4 Dodge, 4 Glima, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 3 Strike, 3 Shoot, 2 Farmwork, 3 Labor, 3 Overland (45 total)
--[X] 2 Orthstirr to Hugr
---[X] 5 Artcraft, 5 Armorcraft, 3 Barb-Tongue, 1 Composure, 3 Design, 6 Housecraft, 4 Management, 4 Scouting, 3 Silver-Tongue, 5 Sailing, 4 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (60 total)
--[X] 2 Orthstirr to Fylgja
---[X] 4 Command
--[X] 1 First Impression
--[X] 435 free for tricks

Hugareida:
-[X] (Assign Hugareida Levels)
--[X] Assign 2 Forgefire Levels to Damage
--[X] Assign 1 Emberwind Level to Damage
--[X] Assign 3 Standstill Levels to Instances
--[X] Assign 2 Ignition Levels to Dice and 1 to Damage
--[X] Assign 1 Campfire Level to Instances

EDIT: Plan adjusted assuming we get the 12 extra dice because the vote is thus far unanimous. Adjusted a few more times with extra Tricks and Research using those 12 dice. Plus training the Clearwater Hugareida.
 
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Guys? I know MHV is great... but we can learn that manually. and its +5 Orth a year, that's not bad.

And yeah, its straange even for me to vote for the Orth option. but its a choice where we can eat our cake and have it too (...after we rebake it :V)

[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
[X] Feat: Forced an Ironbrother to Retreat. +5 Orthstirr a year

[X] Plan Recovering From That Whole Thing
 
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[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
 
Going with this because it looked oks good, but we definitely need to do some raiding if we want to catch up to this guy fast, otherwise we will die.

I'm all for raiding, but I don't think we'll get a chance to do any before the war arc. We have a target in the form of Rogaland, sure, but... we still need to visit Vestfold, and then there's the fact that Imperial's getting tired of writing fight scenes, so I don't think he'd appreciate a raiding mini-arc very much. Then there's also the fact that Halla may get pregnant soon, and I don't wanna go raiding while pregnant... way too much of a risk for our children.

Hopefully the Vestfold trips gives good orthstirr. I don't expect it to be as good as a raid, but hopefully it'll be good enough.
 
It doesn't really, because Infusions over 5 are extremely expensive. And 7 is the hard-cap for Saga Establishment to boot.

This is correct, but we can still afford to get to level 6. Not higher, but we can do that.

Do we have to participate in raid trials again to go on a raid?

I mean, that's just to convince people to take us onto their felag...we have a ship, if we're going to the raid trials it's to recruit people for our felag.
 
[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
 
Are we still apart of Folkmarr's felag? Our relationship was soured due to the whole Horra thing, but I don't actually recall him kicking us out? And, well, mainly I'd like to go raiding with Audrikr since he's actually pretty strong if we ever go raiding again, and I don't see how we'd get someone like that serving us.
 
We should look into seidr for sobering people up. It's woman's magic, I'm sure there's a spell for getting your husband ready and a greater one for covering an entire mead-hall that's getting over-rowdy and/or needs to prepare for attack.
 
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