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So, the limitation is not mechanical (i.e if we try it we'll just fall over), but rather a matter of stamina and striking force. It's really heavy with one arm, and it might not hit as hard, but it works.

And our sword hits as hard as a cannonball on impact, so 'a decent hit, but not as good as it could be' still becomes 'a lightsaber without the heat'.

If we got the Maximum Robes to go with our Super Sword, that'd just leave skill as the biggest limitation, and we currently have an entire other plan in the works to make use of Branalhune's special properties.

Contingent on us hatching our Energizer-Chicken, maybe we could expand the scope of the style to include 'when the wielder has infinite stamina and can do ridiculous but theoretically feasible things all day'. (At this point I'm not really seeing us passing the original envisioning of it on; whatever we come up with for other people to use to follow in our tracks will have to be different in some aspects, if we don't want to hamper our own cultivation of technique.)

Yeah, if we get always-on-tirelessness, being able to switch to one-handed use whenever we need our staff becomes far more plausible.

That said, while the loss of striking power is easily ameliorated with Kragg's master rune, the lack of control is not - you're simply using a far worse means of leverage to steer the sword, and while you could hypothetically improve your control enough to make it passable one-handed, it would still be worse than your two-handed control at that point.
 
I always thought the sword style would sort of look like Gins style from Bleach.

though only the close-range stuff instead of skyscraper swords.

but the basic idea is that the style is more about lining things up for one explosively fast stab or cut rather than swinging a disappearing and reappearing sword.

hell, the default stance should not even have the sword at the ready. Instead having mathys hands empty so that the sword could appear in them at any time and so the difference of a downward swing or a stab or swipe at their legs would only be the difference of small movements and how she has her wrists placed.

Like, the most dangerous part of the style would be how fast the blade can be retracted from an attack to defence to another attack. (I think 3:10 - 3:15 and 4:24 - 4:27 in the video kind of show what i mean, that the usual openings between attacks aren't there)
 
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How do we know they haven't already? The difference between a mass of water vapor being Ulgu or Azyr is altitude. Fog Path needs to stick to the ground which makes it useful for smoothing out rough terrain but that limitation implies that "Cloud Path" would have a converse limitation of needing to be high in the air. This would limit it to bridging small distances, essentially an instant deployable bridge but only for chasms, not necessarily rivers, or bridging long distances like between mountains which is risky since you could lose your entire company to a dispel or just the Celestial wizard screwing up and losing concentration. This might be why we haven't seen it but there's another possibility, Opsec. Cloud Path would be a Battle Magic spell and those are a valuable trump card if your enemy doesn't know you have it. Cloud Path could be used for unexpected strategic and tactical movement and if the enemy doesn't know it exists they won't develop counters to it until you start using it. Intelligence and counterintelligence are the Grey College's specialty but the other College have experience keeping secrets too.
Your right cloud path would be much less useful/more dangerous spell. Because there is alot more wind the higher you go and much farther to fall. Unless celestial has spells to keep clouds from moving it is a dead end.
 
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Your right cloud path would be much less useful/more dangerous spell. Because there is alot more wind the higher you go and much farther to fall. Unless celestial has spells to keep clouds from moving it is a dead end.
We know fro the Blue Tower they have spells to make clouds go away, it isn't far-fetched to think they may have spells to make clouds stick around or move to where they want. Honestly I'd be surprised if they didn't have spells for that, it feels either Moderately Complicated or Fiendishly Complex at worst.
 
I bet dwarves could manufacture a room with a lot of movable training equipment that could simulate live experiences. Not being able to spar with people doesn't necessarily mean that we can't get experience without fighting our foes.

They'd have to use removable dowels in order to accommodate what we're trying to train (a sword style that will require us to destroy those dowels in order to learn it properly), but I don't think that they'd object to expendable parts whose value is in being expendable any more than they'd object to using combustibles to power their engines.

Plus, when you take out the training modules for maintenance, the underlying mechanisms should give us that room full of giant, pointlessly spinning gears that we were talking about getting.
 
They'd have to use removable dowels in order to accommodate what we're trying to train (a sword style that will require us to destroy those dowels in order to learn it properly), but I don't think that they'd object to expendable parts whose value is in being expendable any more than they'd object to using combustibles to power their engines.
As long as we don't object to waiting for each individually turned, exquisitely hand-crafted replacement dowel, sanded and sealed and polished to a perfect finish, then yeah. :V
 
As long as we don't object to waiting for each individually turned, exquisitely hand-crafted replacement dowel, sanded and sealed and polished to a perfect finish, then yeah. :V
Funnily enough, 'barely-slottable tree branches with pegs in them' would probably be better equipment than a perfect dowel. Perfect ones would look prettier, but tree branches would be scratchier, more distracting, and realistic. We might fight a lot in forests, but Beastmen aren't going to come after us with a dowel manufactory.

Well, one hopes.
 
The concept for Branulhune Style included formalizing our Shadow Dagger master and teaching them alongside the sword style itself. The original idea was that those ignore armor and are always razor-sharp, allowing them to reasonably well emulate Branulhune's terminal performance, but I'd also expect them to be weightless (or nearly so). The Indefatigable Mastery Robes might be outright necessary to develop a Branulhune Style that transfers properly to Shadow Dagger - if we don't have the mastery robes we might end up developing a style that's overly conservative.

I related news, I think that that's, what, four-ish chickens?
 
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Wait, wasn't Branulhune Style just us maximising the utility of a teleporting canon-ball sword?
Yes. However, someone noticed that most of Branulhune's distinctive capabilities can be reasonably well approximated by someone using a Shadow Dagger. I guess it'd be better to describe it as a stretch goal for Branulhune Style rather than a core part of the proposal, but it is a cool follow-up or possible extra coolness to the plan.
 
Yes. However, someone noticed that most of Branulhune's distinctive capabilities can be reasonably well approximated by someone using a Shadow Dagger. I guess it'd be better to describe it as a stretch goal for Branulhune Style rather than a core part of the proposal, but it is a cool follow-up or possible extra coolness to the plan.
Eh. That's debatable. Branulhune is a gromril greatsword with return-to-hand, anti-magic and super strength. Shadow Dagger is a weightless dagger with conjure-to-hand and selective intangibility.
 
So, if we manage to roll a one while training and hit ourselves with the sword, does the spell defense stripping effect happen before or after we get hit with two additional cannonballs?
 
Question, anyone got the quote what the Rule of Three is for the Skaven?
you mean this?



With your side project being promoted to your main responsibility, you spend a fair bit of time deciding whether or not to alter your approach, but in the end decide against messing with something that's working. Qrech seems to be a patriot in his own way, but to Clan Moulder first and foremost, with other Clans barely ranking above Traitor Clans. According to one theory in the Grey College, the best approach to lying is to do so as little as possible, so that the truth in the small details can reinforce a single, central lie. So in your regular meetings with Qrech, you mention that Clan Skryre seems to be holding back against Clan Mors, and Clan Eshin isn't attacking at all, all of which is true and supported by the documents from Clan Mors he has been translating.

"Three is peace," Qrech said, as if that explained everything, turning over the wooden figure in his claws. It was quite a good depiction of an Ogre of some sort, one of many of the carvings that have been accumulating as Qrech entertains himself gnawing his wooden blocks into shapes, and you'd introduced more and more shelves into the room to keep them safe from the puppy Skufit, who apparently sought to emulate his master in gnawing on wood.

"What do you mean?" You ask patiently, and wait for him to finish delicately nipping at a noticed imperfection.

"Rune of Skaven. Three sides, yes? Three means stability. Even if one is weak, neither of the other two can move against it without exposing themself to attack from each other. Skryre attacks and wins, Eshin attacks weakened Skryre, takes everything. Eshin attacks and wins, Skryre attacks weakened Eshin, takes everything. Only way for anyone to gain is all three against the surface."

"So, when Clan Moulder was taken out..."

"Four is feed. Strongest eats the weakest, other two can't get involved because if one moves the other will jump on them. Moulder was strongest, Mors was weakest. Grot-brained leader should have kept attacking Mors. Instead, attacked up. Thought it was four, Moulder-Mors-Dwarf-Orc. But Moulder in the middle. Orcs can't see Mors, Mors can't see Orcs. So instead, two threes - Moulder-Mors-Dwarf, Moulder-Orcs-Dwarf. Moulder attacks Dwarf, Mors attacks Moulder, Orcs attacks Moulder. No more Moulder." He peers down at the Ogre, and places it gently atop the table. "One is freedom. Two is war. Five is plot, two and two but neither can move on the one without the other two attacking them. If the one joined either side, they only get one third of the spoils. But if they stay neutral, bribes forever from both sides. Six is chance. Two and two and two is peace, but three and three is war, who knows which happens first? Beyond that..." He shrugs. "More complicated. Many theories. Many arguments. We know thirteen is best, but nobody agrees on why."

"So if one of the other Clans was removed..." you muse aloud.

"Two is war," he says, with a confident nod.
 
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