Also, since it's going to become a factor, how long does it take for Halla to 'swap out' things in her Hugr Capacity for other things?
(X) Semi-Halting Vortex (Cost 2 Orthstirr/1 Odr): 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. Automatically succeeds against tricks of a lower level of refinement. (Mastered: 0/36)
@Imperial Fister

If I understand this, Semi-Halting Vortex works against:

1) Normal Attacks.
2) Tricks, if they have a lower 'Mastery' than Semi-Halting Vortex OR the Orthsirr going into the Trick is less than Semi-Halting Vortex (2+However much extra we add).

Questions:

1) Is the above correct?
2) How does Semi-Halting Vortex interact with Puncture?
a) Does Puncture end Semi-Halting Vortex, or simply allows attack(s) through without destroying Semi-Halting Vortex?
b) Does Puncture allow tricks with a lower refinement than Semi-Halting Vortex to go through?
3) Also, in general, if we have some similar tricks, particularly if one is derived from the other, is it possible for them to be 'levelled' together? Like, does improving Halting-Vortex improve Semi-Halting-Vortex and vice versa? For example, might Mastering Halting Vortex halve the cost needed to Master Semi-Halting Vortex, which seems reasonable?
 
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It's size increases naturally with level. We can hit multiple people (probably four or so) with something like IAT at this point if they were right next to each other. Doesn't help accuracy per se.
I mean that was my question of increasing its size so the shroud could instead be the size of a tent so we have an easier time of hitting multiple targets without them being right next to each other.
 
Might be worth it to push for the next Hamr Infusion and have that shapeshift slot exclusively to carry a super move in it.

We can carry three 'super moves' in one shapeshifting slot, one per Fast (if we didn't put in any Frenzy). But yeah, I was already planning on pushing for Hamr Infusion 6 and Fasts are looking like the way to go with that slot. Well, until we get Fylgja 6, anyway, then we can use that slot for Fasts and reassign our Hamr-based slot to something else...probably more speed or more melee damage.

Also, since it's going to become a factor, how long does it take for Halla to 'swap out' things in her Hugr Capacity for other things?

We've been told it's like shapeshifting slots. So pretty quickly, but not in combat time scales.

If I understand this, Semi-Halting Vortex works against:

These are good questions. @Imperial Fister what are the answers?

I mean that was my question of increasing its size so the shroud could instead be the size of a tent so we have an easier time of hitting multiple targets without them being right next to each other.

Size appears to have an upper limit based on our Hugareida rating. At least when it comes to stopping things entirely, though even Mire Ward has some strict size limitations.
 
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Lesse, what do we have for research topics:

1. Our unresearched items (the fish, the teeth, the magic pencil, and the dwarven hammer and chisel).
2. Trying to use Recall like a bow to toss Tricks
3. Using different materials to channel Recall and Seidr
4. What the hell is going on with Flame Tending Blade?

Anyone have anything else that leaps to mind?
A runestone with a poem dedicated to the "First Kiss Under A Falling Tree" muna. (Both Hallas Love for Abjorn and the Standstill Hugareida)
An altar in our soulscape.
Trying to use our meditation spot as an altar and see if that makes it feel less dead.
(The latter two may benefit from getting a lesson or two on spirit dealing from the Seeress (like contacting a nisse)
Feeding Frenzy into a trick to boost the trick.(analogue to Odr)
Pocketupgrade to make it more fast like.
A pocketupgrade made to be a guardhouse to guard the inner side of the gate and hopefully force Odr into Order (making cultivation easier)
 
This seems ridiculously expensive, as we have no known way to get more Frenzy aside from increasing our Hugr Infusion

Our Frenzy replenishes itself regularly. Remember it acts as prosthetic Endurance and can thus get taken out by one good hit...it comes back as soon as we catch our breath. There's a temporary rating as well as a permanent one...we'd be spending the temporary sort.
 
I think we should figure out what they do first. They might be completely opposed to what we want Sagaseeker for, in theory anyway.

Lesse, what do we have for research topics:

1. Our unresearched items (the fish, the teeth, the magic pencil, and the dwarven hammer and chisel).
2. Trying to use Recall like a bow to toss Tricks
3. Using different materials to channel Recall and Seidr
4. What the hell is going on with Flame Tending Blade?

Anyone have anything else that leaps to mind?
When we were fighting Hooknails and stoked out aspects, the extra Orthsirr seemed to naturally heal our body. That might be worth investigating.

Some ideas:

1. Imagine Kindle-Spinner as an explosion that is held back by a thread that we hold, pluck it when we want it to explode prematurely. This doesn't actually let you cast at range, though.
2. Try to instruct our Orthsirr the steps to *become* a Kindle-Spinner, instead of outright shaping it into a Kindle-Spinner. Send the Orthsirr to a point in space whereupon it will form into a Kindle-Spinner?

---

It kind of seems like we might have unlocked the Hamr equivalent of Hugareida?

I think this technique is tied to our heart somehow?
 
We were told 3 dice, is that not sufficient?
I forgot, whoops. We'll say that it's because Halla wants to formally introduce Abjorn and Blackhand, so it'll be a free action next turn
@Imperial Fister would this be a Visit or what?
It would be a visit
@Imperial Fister three minor character sheet errors:

1. Sword Guard hitting Rough should probably be listed in Steady Rank Ups. It went up properly, but it's not listed.
2. Clearwater seems not to have been rolled or added yet?
3. Low Seidr spells were supposed to be 6 Progression to learn like skill-Tricks rather than 9, weren't they?
In order, fixing, missed it in the wall of text, forgot and fixing. I don't feel like rolling dice, so I'm just gonna say that Clearwater gained 5 Successes

I once had my IQ tested (because of ADHD things) and I was in the low nineties or high eighties when it comes to memory. I have a poor memory lmao
Anyway, how does Flame Tending Blade work anyway @Imperial Fister? Is it something where we pull the trigger and spend more Orthstirr on every turn until we fire it off? Or is it something we pull the trigger on and then just wait and steadily build its force up?

Or is it a straight up Spirit Bomb where we pull the trigger and then are stuck until we fire it off?
You decide when to start it in the round and it fires at the end, the earlier you start it, the more power it will have. You are free to move around and do movement and dodge tricks, but your hands are occupied so you can't attack or use any tricks that require your hands free.

Also, small update that I forgot to add to the character sheet (which I'm doing now) is that it doesn't have a flat orthstirr cost, it requires the power of an Aspect to fuel it. Upgrading the refinement upgrades the maximum power it can reach (by speeding up power gain).

This is no finisher.
@Imperial Fister
If we plug a feather from our owl fylgja, would that be usable?
It would, yes
She was Akis age, right?
Around that, yeah
1) Is the above correct?
2) How does Semi-Halting Vortex interact with Puncture?
a) Does Puncture end Semi-Halting Vortex, or simply allows attack(s) through without destroying Semi-Halting Vortex?
b) Does Puncture allow tricks with a lower refinement than Semi-Halting Vortex to go through?
3) Also, in general, if we have some similar tricks, particularly if one is derived from the other, is it possible for them to be 'levelled' together? Like, does improving Halting-Vortex improve Semi-Halting-Vortex and vice versa? For example, might Mastering Halting Vortex halve the cost needed to Master Semi-Halting Vortex, which seems reasonable?
1. Yes
2. Gets Punctured
a. It does not end SHV, just allows attacks through
b. It does
3. That seems reasonable to me.
 
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So, SHV. Right now it looks like it's really good for stomping over lower level enemies, like Trollmen, or lower-level cultivators (ex: Sergeant) who lack Puncture or the Orthsirr needed to force their way through SHV. In duels against peers or near-peers it's alright, because there are enough counters at our level to make it one tool among many. It's basically useless against people above our weight class.

It is unclear how it would interact with Fervor or non-Orthsirr attacks.

---

It might be worth making a 'Standstill Burst' to counter incoming ranged attacks.
 
I forgot, whoops. We'll say that it's because Halla wants to formally introduce Abjorn and Blackhand, so it'll be a free action next turn

Sweet. That works fine then.


Check. I think we still need to do it, which puts off shopping until Summer. That honestly should be fine. We might be able to duplicate metal-shopping with a Dwarf-related social anyway...

In order, fixing, missed it in the wall of text, forgot and fixing. I don't feel like rolling dice, so I'm just gonna say that Clearwater gained 5 Successes

Nice. We definitely want to continue working on that then.

You decide when to start it in the round and it fires at the end, the earlier you start it, the more power it will have. You are free to move around and do movement and dodge tricks, but your hands are occupied so you can't attack or use any tricks that require your hands free.

Also, small update that I forgot to add to the character sheet (which I'm doing now) is that it doesn't have a flat orthstirr cost, it requires the power of an Aspect to fuel it. Upgrading the refinement upgrades the maximum power it can reach (by speeding up power gain).

This is no finisher.

Interesting. Taking that long is a big down side but adding Puncture to it makes it an 'I win' button when it actually goes off vs. a lot of opponents, though, I'd imagine. Hmmm.

Have we tried being selective with it? So that we can toss it and not be caught out by a decoy?

I mean, it being caught out by a decoy is the narrative description for someone successfully rolling a defense. We're not gonna wind up with a Trick that can't be defended against, I don't think.

It might be worth making a 'Standstill Burst' to counter incoming ranged attacks.

Would it? Normal Halting Vortex does that pretty readily. Like, we have a Trick for that.
 
Are there teachable air and earth hugareida? Halla can already reincarnate and teach her descendants 2 of the 4 elements. Let's get the rest and go full Avatar :D
 
Defeating mass ranged attacks that have puncture applied to them*

I mean, we have Sword Guard for that. It defends against each individually until it's beaten. We can probably get an Atgeir Guard and thus have two such defenses on us as well. If all that gets penetrated that's what Sway and Hefty-Halter Chop are for (probably mostly Sway).

Speaking of which, in terms of Atgeir Tricks, I'm thinking three things:

1. Atgeir Guard - Basically like Sword Guard but we can have it guard other people instead of ourself. Hopefully still with the option for guarding us as well...maybe slightly more expensive to make up for that versatility. Once we had multiple Instances we could hopefully do both (have one each guarding us and Abjorn, for example).
2. There was mention of a 'hook' option with forced movement...that sounds good.
3. Maybe some sort of counterattack option? Especially in response to our allies being targeted? Best if it could be combined with the Guard option above.

Does that seem like a good selection to everyone? Or is three Tricks too much or what?
 
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Just noticed this
Jarl Erikaer Corpsemaker, Jarl of Jurgdby and the Hading: (-100/10). There aren't enough words to describe how much you hate this man. He insulted your father in a massive way, by steal the high seat from him at your wedding. Unfortunately, as he is the Steelfather of the Kyrsvikingar, he's more or less untouchable.
I don't think Halla will manage it herself so I can't wait to see her taking over the player character to get the killing blow in
 
When comparing the dwarves' grotto to your own, you can't shake the feeling that if their grove is a locked door, yours is a door with a broken lock. Well, perhaps that's not entirely accurate.

It's more like your grove's keyhole has been blocked, if that makes any sense.

The more I think about this the more I feel like there's an answer just out of reach. I don't know what it is, but it feels tantalizingly close...
 
I wonder if there is a spell can protect a dwarf from sunlight?

None that the dwarves have discovered or they'd all know it because they all want that desperately. Per Imperial Fister, they are actually cursed to yearn for the sun but have it denied them.

There might be ways to, like, cloak yourself in shadows and go out during the day, but that involves using magic to not get touched by sunlight, not magic to actually endure it's touch, and it can't be cheap or easy even then.
 
I mean, we have Sword Guard for that. It defends against each individually until it's beaten. We can probably get an Atgeir Guard and thus have two such defenses on us as well. If all that gets penetrated that's what Sway and Hefty-Halter Chop are for (probably mostly Sway).

Speaking of which, in terms of Atgeir Tricks, I'm thinking three things:

1. Atgeir Guard - Basically like Sword Guard but we can have it guard other people instead of ourself. Hopefully still with the option for guarding us as well...maybe slightly more expensive to make up for that versatility. Once we had multiple Instances we could hopefully do both (have one each guarding us and Abjorn, for example).
2. There was mention of a 'hook' option with forced movement...that sounds good.
3. Maybe some sort of counterattack option? Especially in response to our allies being targeted? Best if it could be combined with the Guard option above.

Does that seem like a good selection to everyone? Or is three Tricks too much or what?
We should really get the standard 'extend reach of your weapon' trick for pierce/atgeir.
The more I think about this the more I feel like there's an answer just out of reach. I don't know what it is, but it feels tantalizingly close...
The Gate into our Soul is a Door.

We can try comparing the Farm in our Fence to the cultivation sites.
 
We should really get the standard 'extend reach of your weapon' trick for pierce/atgeir.

That's on the list for mundane Tricks (indeed, I already have it penciled in for next turn). The advantage of the Atgeir Hugareida is doing stuff without needing a physical weapon present (ie: the Atgeir Guard advantage is that it parries for you while you do something else with your physical weapon, the advantage of a counterattack would be likewise). Though thinking about that, I'm less sure we need a Hugareida Option for the forced movement...maybe that would be better as a 'mundane' Trick?

@Imperial Fister what would be the advantage of Atgeir Hugareida-based Forced Movement over just the mundane version?

The Gate into our Soul is a Door.

We can try comparing the Farm in our Fence to the cultivation sites.

It's late where I am and I'm not following. Could you expand on that?
 
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Sometimes, I take a look at the 'who replied' and laugh at how many posts Deadman's left in comparison to the rest of us. That's not a criticism, for the record, I just think it's kind of funny
@Imperial Fister what would be the advantage of Atgeir Hugareida-based Forced Movement over just the mundane version?
Way more force, potential to smack multiple people at once, more control over the movement. All sorts of things.

It's late where I am and I'm not following. Could you expand on that?
I believe that Shard means that since the dwarves' door is a door, and gates are doors, you should see if there are any similarities between your fence and cultivation site
 
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Sometimes, I take a look at the 'who replied' and laugh at how many posts Deadman's left in comparison to the rest of us. That's not a criticism, for the record, I just think it's kind of funny

I mean, that's fair. I, uh, may have a tendency to get a trifle obsessive about things sometimes.

Way more force, potential to smack multiple people at once, more control over the movement. All sorts of things.

Okay, yeah, that's probably worth the Capacity.
 
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