Trek of the Vikings

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Trek of the Vikings


PCs (Acts)


Former PCs

NPCs

Oceans: the next frontier. These are the voyages of the long-ship Valkyrie. Its five-year mission: to explore strange new lands, to seek out new riches and new civilizations, to boldly go where no viking has gone before.

Background

Ten years ago a war party landed on Valhalla and attempted to claim this land of ours. Our clans rose up, under the leadership of now High King Thorkell Rognarson, and beat the invaders back after several years. We have now regained our strength and are preparing to embark upon a voyage to seek out the greater riches that this world has to offer. While our fleet is being constructed a single ship shall set sail on a five year voyage to locate the best lands upon which to raid for the glory of the gods. This mission shall have representatives from all of our great clans. My son Varin Thorkellson shall lead this great expedition as representative of the royal house.

Character Creation

  • Think like a Viking when making your character dammit and I don't mean from the How to Train Your Dragon bullshit! You will not be taming and riding dragons! Seriously, no riding dragons! Really! Get the idea out of your head right now! Dammit that stupid cartoon show that spawned from it too, Dragon Riders of Berk or whatever its called, you will NOT be taming and riding dragons! Seriously though, no dragon riding.
  • Name Generator if Needed.
  • PC Age: 16-35, bearing in mind 16 in a viking culture would by no means be weak.
  • Minimum Stats: You are vikings and expected to be able to row the boat and keep up with everybody else on the boat when doing so!
  • Starting Points: 50 - Template DOES count towards this.
  • Template: Viking, see below.
  • Disadvantage Limit: 20 Points - Template Disadvantage does NOT count towards this.
  • Quirks Limit: 5 Points (do not count towards the 20 for Disadvantages).
    • No physical disadvantages or you would be rejected from the mission.
    • When in doubt, ask the GM.
    • As usual the GM reserves the right to reject disadvantages (and advantages).
  • Equipment:
    • 1+ Melee of Axe, Sword, and anything else you can justify a Viking using. It will be made of Iron if it has metal.
      • If One-handed, a shield is expected as well. Typically wooden shields.
    • Secondary Weapon of choice, typically dagger, hand/throwing axe, sling, box (NOT longbow that didn't come until later by the English)
    • Armor: typically fur and leather type armors.

Viking Template

  • ST 11 [10]
  • HT 11 [10]
  • HP 12(+1) [2]
  • Skill: Choice of Melee Weapon [1]
  • Skill: Seamanship [1]
  • Skill: Shield (Shield) [1] - Right of passage, mandatory in duel situations. Bucklers do not suffice.
  • Advantage: Fearlessness 1 [2] - From a young age all are raised not to fear their own deaths for the gods await them, the more glorious the death the better!
  • Advantage: Hard to Kill 1 [2] - Your lack of fear in death is not without reason.
  • Perk: No Hangovers [1]
  • Disadvantage: Code of Honor (Viking) [-5] See below.
  • Total Cost: 25

Viking Code of Honor

The code of honor applies to how vikings are to live their lives and treat other vikings. Bear in mind that vikings would take slaves, plunder, pillage, rape, and murder those outside of their culture. Many of these are closely related also also borderline meeting the definition of other disadvantages. If you wish, take this as a code of honor and take the full-fledged version of any of the line items so long as you have disadvantage points left to spend.

  1. Always be courageous.
  2. Always be truthful. This is not quite like the Truthful disadvantage, but close.
  3. Always be honorable. Kinda confusing to describe...
  4. Always be faithful. Basically defend your friends and family no matter the cost.
  5. Always remain disciplined. This refers to self-discipline and living to your personal code of ethics. Does NOT refer to the laws.
  6. Always be hospitable. Treat others with respect and courtesy for the gods are known to take human form from time to time. This pretty much applies to those visiting your lands/home.
  7. Always be industrious. If you are going to do something, give it your all. Laziness is severely frowned upon due to the harsh living conditions on Valhalla.
  8. Always be able to rely upon oneself. You should be able to survive on your own without requiring the assistance of others.
  9. Always persevere. If you fail at once, try again, never give up.

Those not deserving of respect (aka not following the code) are not given the benefit that the code may bestow upon them.

Source: http://thewisdomwarrior.com/2010/09/17/the-nine-noble-virtues-viking-values-for-the-warrior-lifestyle/

Respected Personal Attributes

This list goes beyond those in the Viking Code of Honor above.

  • Cunning, if you must deceive your enemies to gain an advantage that can save your life or the lives of those around you, it is highly respected so long as it only becomes a gray area with the Code of Honor.
  • Luck, you can be born in poverty and always remain satisfied, but some are born rich and end up starving to death.

Source: http://themagictreerpg.blogspot.com/2010/02/viking-code-of-conduct.html

Slavery

While Vikings had slaves, they were typically well treated and the master would be responsible for any slaves' well being. Once owning a slave, the viking is expected to treat the slave with the code of honor and expect them to do the same. This usually meant a rough start to the master-slave relationship depending upon the culture from which the slave was taken until the slave learned the abide by the code.

Magic

OPEN TO DISCUSSION HERE FOR SURE.

System in Use: Viking Runic Magic

One does not simply learn Viking Runic Magic from a town elder. One must journey to the Temple of the Gods near the peak of Moonspire Mountain. This is part of an annual pilgramage that occurs that each Viking must do at least once in his or her lifetime. There one must be accepted by the Rune Masters as an apprentice and they are known for being exceedingly choosy about whom they choose to teach the craft to. They do not look for the strongest of body, but rather a strong body with a mind intelligent enough to learn the craft and wise enough to not abuse the art in such a way that might displease the gods. Applicants must be no younger than 14 years of age and no older than 16 years of age.

Once accepted an apprentice spends a year pretty much as a slave to the Rune Masters learning virtually nothing about the art. The apprentice spends much of his or her time chopping firewood, repairing buildings, cleaning, butchering animals, assisting in religious ceremonies, and other mundane tasks. All of the aforementioned tasks serve to ensure that the apprentice is worthy in both mind and body. In the second year the apprentice begins to observe the craft to get an understanding of what each rune is capable of. In the third year the apprentice begins to practice the art. Before the next pilgrimage, the Rune Masters meet in seclusion and come to a decision on whether or not to keep an apprentice on to become a monk at the temple, which is a life-time commitment. Very few are given the offer, even fewer accept the offer due to a burning desire for nearly all Vikings to seek out glory through combat rather than "hiding" in seclusion atop the mountain. Never-the-less those that return often continue to practice their skills and will even assist other former apprentices in mastering the craft.

Rune Magic (An idea by Mikee and Bogy)

Sort of a mush-up of a bunch of different systems. The basic idea is that magicians must learn magic Runes to cast a spell. At least two Runes must be known. One being a Noun and one being a Verb. It could have a near Realm Magic flexibility to it if you allow a combination of one Noun and Verb to do more than one thing. For example, Strengthen (Verb) Self (Noun) could make one physically stronger (more ST) or provide one with armor (DR).

Buying Magic To purchase magic for your character, you would need both Advantages and Skills. The Nouns would be purchased as Advantages (kind of like Realms in Realm Magic) and Verbs would be your Skills. Cost would most likely be lower for these Advantages as compared to Realm Magic, possibly 2-4 points. The cost would vary depending on how lenient the GM wanted to be in determining the possible effects of a given Rune. Skills would most likely be Average difficulty. However, I would recommend basing the Skill on something other than IQ, depending on the flavor the GM wished to achieve. 10 + Charisma if we wanted to properly mimic entreating spirits. Perception to show that it requires seeing spirits or perceiving magical energies. Will if it's an act of extreme force of will to cast something. Or HT if it should be physically taxing.

Casting Casting would consist of "energy gathering" to cast a spell. It would be a more time consuming and risky proposition. Anything other than a very simple spell would be a multi-turn ritual. The caster would choose a "target number" before making any rolls to cast a spell. This is basically stating the power level of the spell he wants to cast. He would then roll, once every turn, until he achieves this number. Then the spell would be cast. Possibly a cap could be put on the target number based on the caster's skill, level of the Noun used (if indeed we want a particular Noun to have more than one level) or some combination thereof.

Duration/Number of Targets/etc I would suggest making one or two successes equal one more target/increment of duration rather than doubling the targets/duration as we have been doing. That would limit the rather easily castable epic spells we've had in the past.

Rune (Alistair's Take that got fucked when Bogy added his)

Possible Needs

  • Climbing - Fuck those towns and their walls!
  • Skills an NPC will have back on the boat, they are too valuable to send into combat!
    • Armoury (Body Armor, Melee Weapons, Missile Weapons)
    • Cartography - So the women back home don't have to yell at you to ask for directions next time.
    • Prospector - Hey if you want to conquer lands why not pick ones that are worth while?
    • Knowledge of Languages - While you start only with access to your native tongue you may also know the language of the invaders. It may be useful to have somebody capable of learning other languages on the trip as you guys will be going to strange lands and no common language is known to exist.
  • KILL SHIT!
  • CARRY TEH PHAT LOOTS!

Valhalla

Valhalla is the northern continent upon which the viking clans originate. To give its relative size would be to compare it to Modern Earth's Norway, Sweden, and Finland. The terrain is generally about the same as well.

The Clans

Clan Valhalla (Clan Snow Eagle)

So named due to its present status as royal house, the clan was previously known as Clan Snow Eagle. The clan is native to the mountains in the center of the isle of Valhalla. The clan has historically been wealthy due to its control over the mineral rich mines of the Snow Eagle Mountains. It was their silver and steel that led the way in beating back the invaders.

Known Outlands