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I mean, this seems like an immense expenditure of Odr for little gain. We know what it does...it makes the Tricks in question better. We can use it whenever we're trying to use the Trick, except better, and have a pretty decent chance of it working, while using it on the Trick as research would only tell us specific stuff we knew to look for already...and if we knew to look, we'd just try it when that stuff came up anyway, so what have we really gained?

Like, what does using Odr-boosted Sickness Sear on a chicken actually tell us? That it cures things faster, better, or both? We pretty much knew that already.
We would learn more about the properties of Odr, which is actually becoming remarkably important. Like, there are questions to be asked, such as: Does Odr Sickness Sear work at all instead of burning up the patient? Does it work on magical diseases and poisons?

Feeding real life plants or animals Odr is helpful for the same reason : We get to learn about what Odr does to regular plants outside tbe soulscape, which is helpful for extrapolating what other things it can do. Extending this idea to opening the Gate of animals and plants and random household objects and seeing what happens is also valuable for the same reason. More data means we can predict what other things Odr can do, which is in of itself very valuable.

Basically knowledge is power and we need it.
 
We would learn more about the properties of Odr, which is actually becoming remarkably important. Like, there are questions to be asked, such as: Does Odr Sickness Sear work at all instead of burning up the patient? Does it work on magical diseases and poisons?

None of that except maybe the first is actually learning anything about Odr, though, it's only learning about how it interacts with that specific Trick.

Feeding real life plants or animals Odr is helpful for the same reason : We get to learn about what Odr does to regular plants outside tbe soulscape, which is helpful for extrapolating what other things it can do. Extending this idea to opening the Gate of animals and plants and random household objects and seeing what happens is also valuable for the same reason. More data means we can predict what other things Odr can do, which is in of itself very valuable.

This, unlike specific Trick interactions, I agree is more generally applicable and thus more useful, but I think most of this is probably already known to seidr practitioners (who do, after all, use Odr and deal with animals, plants, and objects...particularly their spirits), which means we can get it from talking to the seeress rather than performing a bunch of expensive experiments. I wouldn't put that as a super high priority to ask her, but it's definitely on the list of 'how things work' questions.

Basically knowledge is power and we need it.

We certainly do. But there are a lot of other options that give us more knowledge than trying Odr out on specific Tricks and seeing what it does there.
 
None of that except maybe the first is actually learning anything about Odr, though, it's only learning about how it interacts with that specific Trick.
Not exactly, it provides a commonality with other nondamaging tricks to compare with. If Odr Sickness Sear kills instead of working and, say, Odr Tenderizing Roast charcoals our food instead of cooking properly, then that would indicate that Odr works on a somewhat more.. mechanistic level.

If, on the other hand, both different nondamaging tricks actually have their results improved, then that indicates Odr has a sort of ability to understand the intended result of a trick and improve upon it. Which would be useful information to have.

Speaking of Campfire it might be worth examining if their tricks work differently when everything is on dice as opposed to everything on instances, are they improved?
We certainly do. But there are a lot of other options that give us more knowledge than trying Odr out on specific Tricks and seeing what it does there.

Well for Odr related stuff, those other options can be dangerous and thus much less desirable.

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Also, Odr and Halting Vortex (or another Perfect Defence) would provide substantial information for us to examine. And be very combat relevant as well.
 
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Not exactly, it provides a commonality with other nondamaging tricks to compare with. If Odr Sickness Sear kills instead of working and, say, Odr Tenderizing Roast charcoals our food instead of cooking properly, then that would indicate that Odr works on a somewhat more.. mechanistic level.

If, on the other hand, both different nondamaging tricks actually have their results improved, then that indicates Odr has a sort of ability to understand the intended result of a trick and improve upon it. Which would be useful information to have.

We already know it can understand and improve on Tricks (or, perhaps more accurately, works based on our own understanding). It strengthens the hold IAT has and ups damage on offensive Tricks...those are actually wildly different things when examined. It also enhances literally any mundane skill it is used on no matter the context...it clearly increases whatever the intended effect is of whatever it is enhancing. So we know this answer already.

Speaking of Campfire it might be worth examining if their tricks work differently when everything is on dice as opposed to everything on instances, are they improved?

This does seem worth playing with now that we have Tenderize Roast to actually use it with, the other options were too situational and specific to do that particular experiment properly, but Tenderize Roast should be easy.

Well for Odr related stuff, those other options can be dangerous and thus much less desirable.

I mean...not all of them, by any means. Putting 1 Odr in every skill is maybe a little dangerous, but we've got to do it eventually and I don't think any of the remaining skills are super risky to put a point in, personally. Advancing our plants is also pretty safe, and at least a bit experimental as we don't know what they do at the next level.

Also, Odr and Halting Vortex (or another Perfect Defence) would provide substantial information for us to examine. And be very combat relevant as well.

This specific experiment is maybe worth trying against Puncture specifically, as that would be something we can't afford to try in combat but need to know the answer to.
 
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I'm definitely down for adding specific stuff we say to him and how we say it, though I think we'd need something specific rather than just 'quote the bible'...speaking to him in English is maybe a good call? I dunno.
 
Hmm, I think we should try to get Gabriel to focus on Psalms Chapter 37 of the Vulgate bible. It applies to his situation right now a bit.
 
By the way Fister, can Halla estimate Gabriel's remaining Fervor Reserve? Possibly as a percentage?
 
Did Gabriel regain his focus from last round? Or is it still 0?
Edit: Hmm, I've been listening to some songs of Wind Rose for some updates.
 
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Incidentally Fister, if we ever Master (Orthsirr 0) or Perfect Power-Chop (dunno what that would do lol), would it's +Damage just be added to our basic attacks or even other tricks?
 
Incidentally Fister, if we ever Master (Orthsirr 0) or Perfect Power-Chop (dunno what that would do lol), would it's +Damage just be added to our basic attacks or even other tricks?

By the rules, not at Mastery. Maybe something like that could be what Perfecting things does for those that are already Cost 0 at Mastery. Making them count as Basic Attacks would probably still not make that worth it, but it'd be something.
 
Also, do we know how much 'faster' is a Perfect Trick compared to a Mastered compared to a Refined compared to a Rough?

Is there a 'Hugareida' mastery level, adjacent to it's rank, that would govern the ability to just make up new tricks on the go?
 
Also, do we know how much 'faster' is a Perfect Trick compared to a Mastered compared to a Refined compared to a Rough?

Not really, the speed of specific attacks is fairly nebulous so far. Their level is taken into account in determining attack speed, I'm sure, but probably less than how fast the attack is naturally.

Is there a 'Hugareida' mastery level, adjacent to it's rank, that would govern the ability to just make up new tricks on the go?

I think this is included in rank, inasmuch as it's a thing that exists. I also think maybe general experience with Hugareida matters more than specific level in the Hugareida in question.
 
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Yeah, this spar is becoming one of the best fights so far!
And furthermore, what do you mean by 'taking the first steps in composing your own saga'?"
...well, I expected a ping on the Enemy's radar, not Gabriel latching on that but it will have the same effect, probably.
Gabriel is silent for a long time. Finally, he offers a shallow nod as he readies Sparrowflight. "I'll be holding you to that talk."

You and Blackhand wince together but heft Sagaseeker all the same. That will be an interesting conversation...
Yeah, hindsight is 20/20.
....very nice we have that battlefield prep already paid and waiting though.
Gabriel is pulling out all the stops. He's going for the kill and staining his soul in the process. He's devoting the minimum to his defense, while his offense is ballooning to greater heights. He's got a number of attacks he could use as finishers, but he seems to have settled on two: some kind of sword move and some kind of large-scale attack
@Imperial Fister Does he still have anti-status effect coating?A

Good, deadman already mentioned shatterwrist.

If we do try to fight him, go for the limbs/joints, we can heal him later.
If we can afford, spamming KS to dig a hole and herd/throw him into it is an option.

Guess this is a good reminder for us not to focus on damage all the time?

Edit: I still have the other 4-5 pages to go through but I will help how I can afterwards.
 
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Anyways, how was the update? I know I took something of a bold step here, so I'd like to hear your thoughts

Loved it. Felt like the climactic scene of a great shounen anime where the protagonist and her rival have an epic showdown, and emotional tensions which have been simmering in the background for a while suddenly boil over.

I will also say that I think Skippy's plan should also at least stoke Saemd, and maybe use a Calm Charge like this plan does. We need all the Orthstirr we can reasonably get this round, I think.

Will do, and will also at fight of our Life to the Silver-Tongue Rolls.
 
Whatever plan that comes out should aim for ~All~ Orthsirr use.

We could possibly tank *a* Finisher, but not a Finale.

We probably want 3x Fight of Our Life on the Silver-Tongue check if we're going that route* (33d6 = ~22 Successes, which seems about what would be needed, it's an epically hard DC check.)

We could dodge attacks with 200d6 Defence equivalents.

*Could be an autofail given, well, Wrath Heartdemon and all.
 
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I would go for soemthing like this:

[] Shard's Skeletal Gabriel Plan
-[] Stoke Virthing and Saemd (+374 Orthstirr)
-[] Burn a Calm Charge and stoke Frami again (+187 Orthstirr)
-[] Use Sagaseeker and our Armor's Orthsirr (+48 Orthsirr; ~730 Orthsirr budget)
-[] Invest 4 Orthstirr in Silver Tongue (-4 Orthstirr)
-[] All attack attempts are intended to be nonlethal, and we are going to try and talk him down even as we fight.
-[] 60d6 Attack (60d6 tricks)
-[] 26d6 Defense (26d6 tricks)
-[] 0d6 Intercept
-[] Activate Slipstream (-16 Orthstirr)
-[] Use Goal-Tell to try and make our arguments to talk him down more persuasive (-3 Orthstirr) additionally to Probe Trick to avoid tripping up on Gabriel's faultlines (-1 Orthsirr), and add Fight of Our Life x3 to the Silver-Tongue roll (12d6+21d6 = 33d6) to talk him down
-[] Make one 45d6+5 (w/Hugareida) Honed x12 Lightning-Charged Flashfire Cleave w/ Puncture (-28 Orthstirr), and up to two 30d6+5 (w/Hugareida) Orthstirr Enhanced x15 Lightning-Charged Stunner Slam w/Puncture (-36 Orthstirr each) intended to render him unconscious without killing him
-[] Against his first attack release our Fast-held 3Fold Inertia-Arresting Throw enhanced with Orthstirr for +56 dice for a 80d6+9 defense w/Puncture (-74 Orthstirr) that should also trap him temporarily, hopefully giving us more time to talk him down.
-[] Against his high powered sword finisher, use Slice-Aside enhanced with Orthsirr for 200d6, using another Lightning-Charged Stunner Slam (Honed x12??) as a counterattack, aiming to take Gabriel out nonlethally.
-[] Against his actual Finale get out of the way using a combination of Ember-Wing Cloak (with 5 Odr) and Backstep (with 4 Odr) enhanced with Odr (-15 Orthstirr, -4 Odr) and if that doesn't work use one of the Sway defenses mentioned below (we have a 6th that we are saving for this).
-[] By default use Sword Guard and Atgeir Bodyguard to defend against everything else. In response to anything that gets through them try and use Halting Vortex (-4 Orthstirr), and if something gets through that use up to five 60d6+9 Reinforcedx59 Sway defenses (-61 Orthstirr each).
-[] Tactics – So, the plan here is to continue using our very high Sword Guard and Atgeir Bodyguard to defend as much as possible, but with a lot of alternate defensive options layered on, and try and talk Gabriel down while beating him unconscious if he doesn't listen.

Like, uh, Firebomb-Lightning-Enhanced Stunner Slams actually sounds like super damn lethal to me?

Also, a thought, but could we deal with Gabriel's Finisher by just using the Chuck Trick to throw Gabriel really, really, really far away?
 
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