Vote tally - NorseQuest (A Norse Xianxia)

Scheduled vote count started by Imperial Fister on Apr 22, 2023 at 2:33 PM, finished with 85 posts and 12 votes.

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Simple majority
I.F. Ister
NorseQuest (A Norse Xianxia)
Post #9394
Post #9478

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Yes
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12
85

  • [X] Plan: Seizing Back The Means Of Planning
    -[X] (Personal) Spend time with...
    --[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
    ---[X] The Superior Forged Iron Wood-Axe We Made
    ---[X] 3 Meat-Keeping Sticks
    ---[X] A Significant Amount of Food and Mead (Equivalent of 12 Food in the old system, plus the Mead)
    -[X] (Battle) Go and attack somewhere...
    --[X] Attack one of the bandit camps to the East
    ---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
    --[X] Stigr
    --[X] Discuss runes with him (both those on his bow and using explosive charm on arrows) and start teaching him Hone if he currently lacks it.
    -[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 Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Beaconlight 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train 'Sax' Weaponcraft Skill-Trick 4d6
    -[X] (Research) Try to figure out how things work
    --[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
    --[X] Sealwood might produce a useful sap, but what could happen if you had more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
    --[X] Bible Study Continues... (1d6)
    --[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to help fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. Try spending 1 Odr to help with this Trick, and the rest with Orthstirr if necessary. (1d6--to be done after we've rolled for training this turn)
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
    --[X] Train Halting Vortex 1d6
    -[X] (Training) Tricks
    --[X] Train Goal-Tell 1d6
    --[X] Train Cool-Off 1d6
    --[X] Train Skewer-Flick 1d6
    --[X] Train 'Mail' Armorcraft Skill-Trick 1d6
    -[X] (Training) Hamr (61 successes to rank up)
    --[X] Train Hamr itself 1d6
    -[X] (Training) Hugr (27 successes to rank up)
    --[X] Train Hugr itself 1d6
    --[X] Train Armorcraft 1d6 (+1 Success from Sten)
    --[X] Train Composure (1d6)
    --[X] Train Housecraft 1d6 (+1 Success from Sten)
    --[X] Train Silver-Tongue (1d6)
    --[X] Train Weaponcraft 1d6 (+1 Success from Sten)
    --[X] Train Wordplay (1d6)
    -[X] (Training) Fylgja (10 success to rank up)
    --[X] Train Fylgja Itself (1d6)
    -[X] (Orthstirr Usage)
    --[X] 1 Odr + 5-6 Orthstirr into Hamr (however much orthstirr it will take after the Odr)
    ---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (34 total)
    --[X] 6 Hugr
    ---[X] 3 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 4 Scouting, 4 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 5 Wildcraft (36 total)
    --[X] 4 Fylgja
    ---[X] 3 Command
    --[X] 1 First Impression
    --[X] 189/188 free for tricks (depending on how much Orthstirr we can put into Hamr)
    -[X] (Fylgja Capacity)
    --[X] Remove Halting Vortex. Kindle Spinner, and Ember-Wing Cloak
    --[X] Add Fine Bog Iron Tools
    --[X] Add Boulder
    --[X] Add Shield
    [X] Plan: Seizing the means of Planning
    -[X] (Personal) Spend time with...
    --[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
    ---[X] The Superior Forged Iron Wood-Axe We Made
    ---[X] 3 Meat-Keeping Sticks
    ---[X] A Significant Amount of Food and Mead (Equivalent of 12 Food in the old system, plus the Mead)
    -[X] (Battle) Go and attack somewhere...
    --[X] Attack one of the bandit camps to the East
    ---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
    -[X] (Exploration) Go on a walk through...
    --[X] The fields! -- The more interesting resources you can acquire, the more options you'll have, down the line.
    -[X] (Research) Try to figure out how things work
    --[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
    --[X] Sealwood might produce a useful sap, but what could happen if you had more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
    --[X] Bible Study Continues... (1d6)
    --[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. (1d6--to be done after we've rolled for training this turn)
    -[X] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
    --[X] Kindle Spinner (6d6) (3d6 spent)
    --[X] Firebomb Strike (2d6) (1d6 Spent)
    --[X] Ember-Winged Cloak (2d6) (1d6 Spent)
    --[X] Campfire (2d6) (1d6 Spent)
    --[X] Sickness-Sear (2d6) (1d6 Spent)
    --[X] Beaconlight (2d6) (1d6 Spent)
    -[X] (Training) Hugr (27 successes to rank up)
    --[X] Train Hugr Itself (5d6)
    --[X] Train Barb-Tongue (1d6)
    --[X] Train Silver-Tongue (1d6)
    --[X] Train Composure (1d6)
    --[X] Train Wordplay (1d6)
    --[X] Train Armorcraft (1d6)
    --[X] Train Mail-Skill Trick (2d6)
    --[X] Train Weaponcraft (1d6)
    --[X] Train Sax-Skill Trick (2d6)
    -[X] (Training) Fylgja (10 successes to rank up)
    --[X] Train Fylgja Itself (1d6)
    -[X] (Orthstirr Usage) (Write in)
    --[X] Hamr: 40 (Full Combat Pool + Overland)
    --[X] Hugr: 49 (All except Artcraft and Management)
    --[X] Fylgja: 7 (Maxed out)
    --[X] Total Cost: 97 Orthstirr
    --[X] Remaining Reserve: 173 Orthstirr
    --[X] Default Equipment and Inventory.
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