Fate of the Norns

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PostPosted: Sun Jul 20, 2014 10:18 pm 
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offering to hel requires even more sacrificies of runes that you have either in hand or in death
is just math.
you lose 1 rune to cast the beckon and 1 to run through the alkas. you need to sac 1 rune to cast the beckon. you have 6runes in essence, 1 in hand and 1 in stun. when you run to get the runes you can use the rune for moving for a major sac, at the best you find yourself with 1 rune in essence, 3 in hand, 1 in stun and 3 in death. you are taking 17 damages (considering that 1 sacrifice was made from in play) to have 1 extra rune. it is not that great of a deal. and in the moment you enter rage you can't use any longer healing abilities. you must spend all your runes for offensive actions, leaving with only constitution to heal yourself. you can heal max 5 per turn if you are at rage 4. you will not have enough runes to use beckon vanagard or to pick up the rune 2 turns in a row


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PostPosted: Sun Jul 20, 2014 10:19 pm 
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if you are one of the last combatants you are likely to get damage. lose 1 or 2 runes before your turn and you are done


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PostPosted: Sun Jul 20, 2014 10:25 pm 
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I checked also the built. that is a lvl 10 built. there are 7 actives and 7 passives, + the void. it means you have 1 less rune to sack. that is a 7 essence 1 destiny + void. 1 level for the fylgia


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PostPosted: Wed Jul 23, 2014 1:59 pm 
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Some key board changes were needed for the Druid

Change Log
=========
- New Alka meta added: Bloom
- The "Pine" Sacred Wood Binding has been reworded to factor in the new meta
- Passive inner board reshuffling of a few powers
- Animist Passive change
- Brewing skill has incorporated the brewing of magical tattoo ink

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PostPosted: Mon Jul 28, 2014 2:04 pm 
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There is one way for Druids to guarantee their Rage condition: Brew. Great skill.
They can make those mythical potions we always hear about but never see (probably because the brewers are hoarding them for their own enjoyment, or for some post-post-apocalyptic midgard).


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PostPosted: Tue Oct 07, 2014 9:16 am 
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Change Log
=========
- Alternate Metas have been activated via Sacred Wood binding
- Brew had a small tweak made to conditions bestowed
- One with the Land has been adjusted
- Added: Inner Sanctum now has some movement limitations

had to re-upload file with "v2" in file name:
edit 1: Oyenstikker had some changes as well
edit 2: Fylgia's Kindred renamed to Fylgia's Destiny
edit 3: 2 Alkas now grant the "in-water" effect when adjacent or in them


Reminder to self: Friendly vs Hostile Alkas & "spell"

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PostPosted: Wed Oct 15, 2014 12:30 pm 
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Change Log
=========
- Bloom and Creep metas have been removed as they broke the balance between Alkas and Active powers as a whole
- Sight and Stutter metas have been adjusted and kept (final diagrams added)
- Brew no longer allows Passive power infusions
- {Alka} and {Alka Spell} are important distinctions now because some Alkas break when Focus is added
- Sacred Wood binding has had 2 small adjustments
- Animal Shapeshift has been refactored to be able to work during combat (skill with Metas- w00t!)

Also a bunch of Alka related clarifications have gone into the main manuscript as a result of the last batch of Druid tests.

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PostPosted: Sun Oct 01, 2017 9:57 am 
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Do the "in-water" effects of druid powers lean more towards shallow water and a -1 hex move penalty and state of being in water for other benefits, or is it submerged in water and swim actions are needed?
Thanks.

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