Witches and Giants: A NorseQuest Riot Fangame

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Opening Post: Character Creation
Character Creation

Witches and Giants: A Written World Riot FanQuest

Witches and Giants is a fangame based off of NorseQuest and NorseQuest: Community Edition set in the Written World by I. F. Ister. NorseQuest is a retelling of real-world history which blends cultivation tropes with loving historical detail and a unique gritty mysticism. The original NorseQuest is a wild ride which I deeply recommend and I. F. Ister is currently running Outlaw, which is an excellent character-driven successor to NorseQuest. For old and new fans, Witches and Giants is an opportunity for the Questers of Sufficient Velocity to have an active role in this rich and dangerous world!

Witches and Giants is a Riot Quest set in the fishing village of Finningur on the Faroe Islands in the year 8999 CE. 40 years ago, Jarl Grimr Kamban drove the last of the Irish-Christians from the isles and set up the first permanent Norse settlement, the village where you now live. Between now and then, more and more Norse had fled the chaos and bloodshed of Steelfather Harald Fairhair's rule to settle in the Faroes, much to the disgust of Jarl Crooked.

Even decades after its settlement, the Faroes are an austere frontier, both physically and spiritually. The sparse, windswept islands are a world away from the familiar forests and fjords of Scandinavia. Even the metaphysical underpinnings of Norse society have yet to seep into the bones of the land. The high, strange places of the islands are dotted with the ruins of Christian monasteries and the churning surf is rife with strange leviathans of the deep. In the worlds beyond, even greater chaos brews, causing strange phenomenon to seep into Midgard. It is not only high, spiritual concerns which trouble the Faroese: farming is poor, wood is scarce, and the sea is cruel and fickle.

Yet, for the challenges, you have chosen to live here. Perhaps you were born in Finningur, perhaps you came to the ends of the Norse world because you needed to hide, or perhaps your reasons are entirely your own. In Witches and Giants, each Quester will design a character for themselves, an inhabitant of Finningur. The first part of Witches and Giants is Character Creation, which is outlined below. Witches and Giants has space for about twenty Questers.

Once characters have been created, the Quest will begin at the end of the last Thing and the start of Summer 1. Troubles are coming to Finningur and the Faroes as a whole. Will you rise to the occasion or sink below the waves?

The Norse Longhouse Discord is thriving and many questions may be answered more quickly if posed there, see NorseQuest Discord below.

Roster of Characters: Spaces Available: 0

Player Character Creation & Guidelines

In this Quest, each Quester makes and takes control of their own Faroese. As the QM, I will control the NPCs, the Monsters, the Weather, and basically everything else other than the player characters.

Each character made at the beginning of the game has 15 Ordstirr. For every 3 Ordstirr a character gains, they gain 1 Progression Token (PT), meaning that each character at the beginning of the game should start with 5 PT. PT are spent to improve your character. See Traits below. If a new player joins after the start of the game, they begin with an amount of Ordstirr equal to the lowest Ordstirr among currently active characters.

Current Starting Ordstirr: 46

Progression Tokens are spent to give Traits to a character, which are things that make the character stand out from the norm. Each Trait is linked to a specific Stat. Improving the traits linked to a Stat will, over time, improve that stat. For each stat, a Norseman may only have a number of Linked Traits equal to [that stat + 2].

Starting Advantages
In addition to starting Ordstirr, created Characters gain a number of Advantages, which represents the things that they begin the game with.
At the start of the game, each Player gets 4 points worth of Advantages. Each of the following options costs 1 point of Advantages. You may purchase the same option multiple times. You cannot have a starting item higher than Tier 2 or an allied NPC with more than 5 PT. The Advantages options are as follows:
  • 3 Tiers of Plots and/or Improvements, see Property below.
  • 3 Tiers worth of Equipment, see Equipment below.
  • 3 Tiers worth of Livestock, see Livestock below.
  • 1 Friendly NPC. See NPCs below.
  • 6 Tiers of Resources, such as Food, Wood, or Metal, see Resources below.
  • 8 ounces of silver (24 silver coins)
If you do not have a Tier 1 Weapon or Tier 1 Food after spending Advantages, you can get one of each for free.

New players joining the game may receive additional items.

Below is a template for making a character. Your character should be at least 18 years old.

Name (Ordstirr [current]/[total]) ([unspent PT, if any])
Description:
Hamr #:
[Hamr Traits]
Hugr #: [Hugr Traits]
Fylgja #: [Fylgja Traits]
Equipment:
Property:

[Spoilers describing Twists and Traits]



The Stats: Hamr, Hugr, and Fylgja

The three core stats of any Norseman are Hamr (Shape), Hugr (Thought), and Fylgja (Companion). Your Hamr is the power of your physical body, your Hugr is the power of your mind, and your Fylgja is the power of your soul, as represented by a totemic spirit animal.

The value of each stat determines the baseline capabilities of a Norseman. Your Hamr, Hugr, and Fylgja all start at 0. Every trait you possess is linked to one of the three stats, see below. Hamr traits are ones that primarily use your body, Hugr traits use your mind, and Fylgja traits use your soul. Track the total PT that you've spent in each category of Traits. When your total PT expenditure in traits linked to a stat reaches certain thresholds, you increase that stat by one.

The thresholds are as follows:

Total PT in a Traits Linked to a Stat
That Stat's Value
1 PT​
1​
3 PT​
2​
6 PT​
3​
10 PT​
4​
15 PT​
5​
21 PT​
6​
28 PT​
7​
And so on…
And so forth...


Hamr

Hamr is your body, its speed and strength. Hamr has four components, called substats. Each one of these substats has a base value of .5 x Hamr.
  • Attack Speed: How quickly and accurately you can attack.
  • Durability: How resistant you are to damage and debuffs.
  • Movement: Your fleetness of foot and ability to dodge attacks.
  • Reflexes: The speed of your reactions.
  • Strength: How hard you can hit people with things.
In addition, Hamr also affects your Health, and Shapeshifting.

Health

You have health equal to 2 + 2 x Hamr Stat. Whenever you reach 0 Health, you fall unconscious. Whenever you reach negative health, you have been killed. However, Norsemen do not always die when they are killed. See Death and Dying below.

Shapeshifting
Almost all adult Norsemen know how to shapeshift to some degree. Shapeshifting does not inherently mean that the Norse can take on animal forms but rather that, with some time and effort, they can improve certain aspects of themselves.

For each rank of Hamr you possess, you gain a Shapeshifting Slot. At the beginning of an encounter, you may allocate your Shapeshifting Slots between your Hamr Substats, each Shapeshifting Slot allocated increases the value by 1. You may also spend Shapeshifting Slots on Beauty, Fasts, and Senses. Shapeshifts last until they are changed and may be changed between encounters.

Beauty: "Beauty" refers to minor shapeshifts to change your appearance, which are usually used to make a Norseman more attractive. The "Beauty" Shapeshift can also be used to minorly change or disguise your appearance in other ways, however. Each Shapeshifting Slot spent on Beauty adds .5 to your Social Skills. Some creatures or characters may be unaffected by Beauty shapeshifts.

Fasts: Each fast allows you to store or retrieve an object from an extradimensional space inside your body as an action. Each Shapeshift Slot spent on Fasts grants 2 Fasts. Each Fast increases your Carrying Capacity by 1, see Adventures below.

Senses: Shapeshifting Senses improves the eyesight, touch sensitivity, smell, or other sensory capability of a Norseman. Each Shapeshift Slot into Senses adds .5 to your Senses.

Hugr

Hugr is your mind, its sharpness and force of will. Like Hamr, Hugr has four components, called substats. Each one of these substats has a base value of .5 x Hugr.
  • Potency: The power of magic at your command.
  • Senses: How perceptive your senses are.
  • Social Skills: Your ability to trick, convince, intimidate, and bargain with others.
  • Tactics: How well you read situations, both socially and in combat.
  • Willpower: How resilient your mind and will are to outside forces.
In addition, your Hugr also affects your Sanity, and Twists.

Sanity
You have Sanity equal to 2 + 2 x Hugr Stat. Whenever you reach 0 Sanity, you are having a breakdown and become temporarily uncontrollable. If you reach negative Sanity, you have gone insane. Norsemen who have gone insane may recover, given time and treatment, but also simply may not.

Twists
As Norsemen grow more potent and experienced, they begin to accumulate a stockpile of Twists. Twists are echoes of narrative beats from a Norseman's past experiences that they can manifest into the present with a twist of will.

Each time a Norseman's Hugr increases they gain two Twists: one Major Twist and one Minor Twist. Instead of gaining a new Twist, if you already have one or more Twists, you may choose to improve its effects instead, generally either strengthening narrative effects or adding more uses.

Major Twists are powerful conditional effects that usually can only be used a certain number of times per encounter or per season, for truly powerful effects.

Minor Twists are less impactful but often persistent effects.

Unless otherwise stated, Twists do not take actions to use and are used to modify other actions.

Twists are unique and customizable, but a list of example Twists has been provided below for two purposes. First, to provide automatically approved Twists, and second, to provide a set of guideposts for balancing Twists that players create for themselves.

  • Dealt Likewise: 1/encounter, when you would be killed or knocked unconscious, immediately take an action against your attacker beforehand.
  • Defy the Blade: 1/season, turn a Hit into a Miss.
  • Dogged Pursuit: 1/encounter, you become swift enough to catch a fleeing enemy.
  • Flesh Wound: 1/encounter, turn a Miss into a Graze.
  • Folded Trick: 1/encounter, perform an eligible trick twice with the same action. Damage dealing tricks cannot target the same target twice.
  • Heavy Hand: 1/season, turn a Graze into a Hit.
  • Pierce: 1/encounter, an instance of damage you deal cannot be negated.
  • Reborn in Blood: 1/encounter, when you would die or fall unconscious, heal an amount of health proportionate to the blood that has been spilled around you on the battlefield.
  • Shield Sacrifice: 1/encounter, when your shield is destroyed, negate all overflow damage.
  • Sidestep: 2/encounter, turn a Graze into a Miss.
  • Stabilizing Palm: 1/encounter, heal an amount equal to your Hugr health with a touch as an action.
  • Still Standing: 1/encounter, when you would be reduced to 0 or negative health, you are reduced to 1 instead.
  • Stone-Faced: You are much harder to read; Frenzy and Tactics return less information about your intentions.
  • Sudden Interrupt: 1/encounter, perform an action faster than your opponent. Works better the faster your opponent actually is.
  • Turn Aside: 1/encounter, turn a Hit into a Graze.
  • Unravel: 1/encounter, as an action, dispel with a touch.
  • Dressed in Rags: When you are not wearing or holding equipment or items higher than Tier 0, you are harder to notice.
  • Extinguish: Douse nonmagical fires with a wave of your fingers.
  • Eye-speech: You may speak directly into the mind of anyone whose eyes yours make contact with.
  • Held Hand: Whenever you would kill another character or drive them to insanity, you may knock them unconscious or cause them to merely have a mental breakdown instead.
  • Scrysight: Your eyes can see across vast distances. Only one variety of Seersight may be active at one time.
  • Shroudsight: Your vision pierces through obfuscations such as fog, darkness, and illusions. Only one variety of Seersight may be active at one time.
  • Sundersight: Your eyes are drawn to the structural weaknesses in things that you concentrate on. Only one variety of Seersight may be active at one time.
  • Tight Grip: 1/encounter, when you would be disarmed, knocked off balance, or otherwise similarly interrupted or hampered, ignore the effect.

NorseQuest veterans may recognize various forms of Seidr and Seersight included in Twists. Although the nomenclature "Twists" is used to describe these things, they are canonically still Seidr, Seersight, or similar advantages.

Fylgja

Fylgja is your soul, as embodied in a totemic spirit animal. In broad terms, your Fylgja is somewhere between the animal that others most associate you with and your own internal perceptions of yourself. A stubborn, helpful Norseman might have an Ox Fylgja. A loyal, protective Norseman may have a Dog Fylgja.

A Fylgja does four things. First a Fylgja improves a certain aspect of a Norseman, this is called the Boon. Second, a Fylgja can be used to store items, this is called Storage. Third, a Fylgja constantly watches a Norseman's back, alerting them to danger their conscious mind might not be aware of. Fourth, a Fylgja spiritually protects a Norseman from spiritual dangers, acting as a sort of guard-dog for their soul. These four functions work in the following way:
  • Boon: Your Fylgja enhances the most iconic aspect of yourself as if it was a Descriptive Trait. Your Fylgja Stat effectively counts as a Descriptive Trait of a Tier equal to your Fylgja Stat. See Descriptive Traits below.
  • Storage: Your Fylgja can magically store a number of items equal to 2 x your Fylgja Stat. Each must be one continuous item, however, one item can store other items, such as a bag full of coins. Each item can weigh no more than you can carry. Fylgja Storage is slow and cannot be managed in combat.
  • Watching your Back: Add your Fylgja Stat to your Perception specifically for the purpose of passively detecting dangers, see Hugr.
  • Spiritual Defenses: A Fylgja reduces spiritual damage and resists spiritual control. You have Spiritual Defense equal to your Fylgja Stat.
Your Fylgja also has Integrity equal to 2 + 2 x Fylgja Stat. If your Fylgja's Integrity reaches 0, you become paralyzed until it regains health. If your Fylgja's Integrity becomes negative, you are thrown unshielded into Ginnungagap, see Injury, Death, and Dying below.

In addition to those four functions, a Fylgja may be Unveiled by a Seeress by using a Ritual called Reveal True Nature. An unveiled Fylgja has the ability to separate from a Norseman and take on a physical form, rather than maintaining its existence as a purely spiritual entity. A manifested Fylgja is very helpful, however, it is also dangerous as you have both rendered your soul vulnerable to physical attacks and removed a significant portion of your subconscious being from your conscious one.

When Manifested, a Fylgja no longer Watches your Back but still provides its Boon and Spiritual Defense. To get things out of Fylgja Storage, you must physically touch your manifested Fylgja. A manifested Fylgja has Hamr equal to your Fylgja stat and a Perception equal to its Watching your Back bonus, however it has no Health, Shapeshifting, or Sanity. Fylgjur with variant bodies may have different Hamr to substat ratios, such a bird Fylgjur having more Movement but less Strength. Physical damage to a manifested Fylgja weakens its Integrity and mental damage to a Fylgja weakens your Sanity.

Manifesting an Unveiled Fylgja is an action. Once manifested, a Fylgja takes its own actions without needing to be commanded. Either you or your Fylgja can take an action to touch the other and rejoin.

It is possible to have an unveiled Fylgja 0, essentially a cute but useless animal, or a veiled Fylgja 1+, a powerful but solely internal guardian.

Ordstirr

At the end of each Season, see Seasons below, characters gain Ordstirr (Ord) based on their accomplishments that season. The most prestigious accomplishments are glorious battles but impressive crafting, giving gifts, serving the community, having cool stuff, and more all grant Ordstirr. Once Ordstirr has been gained, it can be lost through Nid. Nid is the opposite of Ordstirr and is gained when a Norsemen commits actions the community deems inglorious, usually lying, cheating, or being struck by non-weapon objects. Nid deducts from Ordstirr but Ordstirr lost from Nid may be regained by paying back the sleight against oneself, often with blood.

Nid defies easy classification. It is at once the community's disproval of an individual's methods and that individual's subconscious guilt rejecting glory given. Nid can be taken voluntarily when a Player feels their character has done something shameful, although there is no benefit to doing so. Nid can be given directly by me, the QM, if I feel it is appropriate. However, most often, when something potentially Nid worthy occurs, it is up to the community of players to decide whether that action incurs Nid or not. Be careful with this mechanic, by implementing it, I am placing a lot of trust in SV.

Regardless of gaining or losing, Ordstirr has two functions. First, increasing Ordstirr grants Progression Tokens (PT). For every three Ord, that a Norseman gains, they gain 1 PT. PT can be spent to upgrade a Norseman by purchasing Traits, see below. The second function of Ordstirr is to be temporarily expended to fuel Tricks. Norsemen have an Ordstirr Pool equal to their total Ordstirr. Ordstirr from a Norseman's Ordstirr Pool can be spent to fuel Tricks, which are gained from certain types of Traits. Ordstirr expended from an Ordstirr Pool is regained at the end of the season. Expending Ordstirr from your Pool does not permanently decrease the amount of Ordstirr you have.

Omakes
I want to encourage players to think about and write about their characters. The best way to do that is to reward it. At the same time, I don't want to punish people who don't have that inspiration, time, or confidence. To strike a balance, the following rules regarding Omakes are in place. Whenever you write an Omake (or do any other piece of in-universe creativity: art, poems, etc.) and post it in this thread, you will earn 1 Omake reward. There is no requirement for length, expertise, or any other metric. If you do the thing, you get the point. There is no limit on the number of Omake rewards you can have and they do not expire.

At the end of each Season, when Ordstirr is awarded and spent, see Seasons below, you may spend 1 or more Omake rewards to get 3 additional Ordstirr per Reward spent. There is a catch. The maximum total Omake rewards that a character can have spent on them is equal to the number of Seasons that have passed in game. In effect, you can always "catch up" on Rewards if you fall behind or are starting behind.

Solo Bonus: Doing things on your own is always slightly more impressive than doing them assisted by your family. PCs who do not have friendly NPCs or have only a single friendly NPC receive slightly more Ordstirr at the end of each Season, see NPCs below.

Note: Characters made after Season 1 start with have a fair number of available Omake rewards.


Traits

There are many types of Traits, representing the many things that might make a Norseman unique. Despite their variety, each trait relies on the Hamr, Hugr, or Fylgja of a Norseman and each Trait has a linked stat.

Traits are organized into categories:

Descriptive Trait are unique elements of a Norseman's body, mind, or soul that provide them with some benefit, such as a powerful bloodline or abnormal intelligence.

Fylgja Traits are traits that describe or empower a Norseman's Fylgja.

Runes are a unique trait that grants a Norseman mastery of magical literacy.

Seidr is a unique trait that grants a Norseman the ability to take time to create various permanent magical effects.

Spellcasting Traits represent knowledge of the secrets of Norse spellcasting which involves the channeling of dangerous energy for powerful effects.

Trade Traits which are a bundle of related mundane disciplines within an overarching group, such as smithing or farming. Trade Traits are very useful when performing Seasonal Action but less useful in combat.

Trick Traits are Traits that allow a Norseman to use special combat maneuvers which cost Ordstirr.

A Trait is linked to the Stat that is most important for using it. Some types of Traits are always linked to one Stat, but others might be linked to one or more Stats. When a Norseman takes one of these variable traits, they must choose which Stat it is linked to for themselves.

Traits are purchased with PT. Increasing a Trait costs a number of PT equal to the Tier that the Trait is being increased to. Therefore, it costs 1 PT to purchase a Trait, effectively increasing it from 0 to 1, 2 PT to increase a Trait from 1 to 2, 3 PT to increase a trait from 2 to 3 and so on. When a Trait increases in Tier, the effects of the Trait increase. What effect this increase has depends on the type of the Trait. The Types of Traits, and what effect they have upon leveling up, appear below.

Note: Generally, when a Trait's description mentions something like "+1 per Tier" it is referring to the Tier of that Trait.

The overall number of traits that a Norseman may have is limited. A Norseman may only have a number of linked Traits for each Stat equal to the value of that stat +2. For example, a Norseman with Hugr 1 may only have 3 Hugr-linked traits.

Thresholds and Kennings

Thresholds: As the cost of traits increases, so does their effectiveness. The First Threshold is Tier 4, and the Second Threshold is Tier 7. Past each Threshold, each Tier in a Trait has increased effect. The specifics of how each trait improves depends upon the type of trait that it is. For example, Descriptive Traits will provide double the bonus per tier that they did per Tier at Tiers 1-3 past the First Threshold. For example, A Descriptive Trait which added +1.5 Durability per Tier at Tiers 1-3 would add +3 Durability per Tier at Tiers 4-6. The benefit for crossing Thresholds is never set in stone, however. If you want a different, equivalent effect that improves a Trait other than the listed Threshold improvement, consideration can be made.

Kenning Traits: A Kenning is poetic device used to refer to a Norseman. Your Kenning reflects great deeds you have accomplished or exceptional aspects of yourself. Often, a Kenning will replace the patronym or matronym that comes at the end of a typical norse name. For example, Halla Steinarrsdottir defeated a terrifying foe through exceptional mastery of her Stoker-State Martial Style and earned the Kenning "Sunshine" for parting the clouds with a massive blade of fire. Thereafter, she was referred to as Halla Sunshine.

Although a Norseman of any degree of skill may possess a Kenning for any deed, Kennings may, in this quest, acquire a mechanical benefit by designating a Trait as a Kenning Trait.

For a Trait to become a Kenning Trait, several conditions must be met. First, that Trait must have reached a certain level of proficiency and, second, a Norseman must go on a Kenning Quest. A Trait must be at least part the First Threshold to become a Kenning Trait, i.e. it must be at least Tier 4. For a Trait of the requisite Tier to become a Kenning Trait, a Norseman must go on a Kenning Quest, a unique type of adventure. If the Adventure is successful, at the QM's discretion, the Trait becomes a Kenning Trait. When a Trait becomes a Kenning Trait, a Norseman will actually often take on a new Kenning or change their existing Kenning, if any. A Norseman may only ever have a single Kenning Trait at a time, however, if they wish to change their Kenning Trait, they may go on another Kenning Quest to do so.

Once a Trait has become your Kenning Trait, it drastically improves. A Kenning Trait acts as if it was 1 Threshold higher. This change is proactive and retroactive, meaning that the effect of all future Tiers of the Kenning Trait and all past Tiers of the trait count as if they were acquired at the next Threshold.

NorseQuest Discord

The NorseQuest Discord is where the bulk of discussion and planning for this game has ended up taking place. Posts in the Discord are consider semi-OOC. Semi-OOC means that they are not considered to have directly happened in the game. This means that any agreements made in the Discord have to be reposted in the thread to become completely canon and binding on the parties. However, Discord postings are not completely OOC. This is especially the case for sharing information. If you share IC-knowledge in the Discord with characters that do not also have that IC knowledge, then your character has shared that knowledge with others and the rumor has gotten out and may have even reached the ears of NPCs.
 
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Character Creation: Traits, continued

Traits

There are many types of Traits, representing the many things that might make a Norseman unique. Despite their variety, each trait relies on the Hamr, Hugr, or Fylgja of a Norseman and each Trait has a linked stat.

Traits are organized into categories:

Descriptive Trait are unique elements of a Norseman's body, mind, or soul that provide them with some benefit, such as a powerful bloodline or abnormal intelligence.

Fylgja Traits are traits that describe or empower a Norseman's Fylgja.

Runes are a unique trait that grants a Norseman mastery of magical literacy.

Seidr is a unique trait that grants a Norseman the ability to take time to create various permanent magical effects.

Spellcasting Traits represent knowledge of the secrets of Norse spellcasting which involves the channeling of dangerous energy for powerful effects.
  • Seeress: Use Rituals to peer into the past, present, and future.
  • Shapecrafter: Twist flesh with shapecrafts.
  • Skald: Change reality with the power of your Verses.

Trade Traits which are a bundle of related mundane disciplines within an overarching group, such as smithing or farming. Trade Traits are very useful when performing Seasonal Action but less useful in combat.

Trick Traits are Traits that allow a Norseman to use special combat maneuvers which cost Ordstirr.
  • Combat Skills: Gain mastery of weapons.
  • Kunna: Use your understanding of the world to produce magical effects.
  • Martial Styles: Train a unique style of fighting.

A Trait is linked to the Stat that is most important for using it. Some types of Traits are always linked to one Stat, but others might be linked to one or more Stats. When a Norseman takes one of these variable traits, they must choose which Stat it is linked to for themselves.

Traits are purchased with PT. Increasing a Trait costs a number of PT equal to the Tier that the Trait is being increased to. Therefore, it costs 1 PT to purchase a Trait, effectively increasing it from 0 to 1, 2 PT to increase a Trait from 1 to 2, 3 PT to increase a trait from 2 to 3 and so on. When a Trait increases in Tier, the effects of the Trait increase. What effect this increase has depends on the type of the Trait. The Types of Traits, and what effect they have upon leveling up, appear below.

Note: Generally, when a Trait's description mentions something like "+1 per Tier" it is referring to the Tier of that Trait.

The overall number of traits that a Norseman may have is limited. A Norseman may only have a number of linked Traits for each Stat equal to the value of that stat +2. For example, a Norseman with Hugr 1 may only have 3 Hugr-linked traits.

Example Traits: Each type of Trait comes with a list of Example Traits. The example Traits are not a definitive list of the traits that are available. These Traits are included to illustrate what kinds of things are possible within a trait category. Don't be afraid to

General Traits

Descriptive Traits

Descriptive traits are attributes of a Norseman, ranging from simply physical descriptions to mystical bloodlines. Descriptive Traits are variable, each individual Descriptive Trait is linked to the Stat that it most improves or relates to.

Descriptive traits generally have the effect of increasing some aspects of a Norseman passively while also having an active component. The passive component is usually the equivalent of +1 to one substat or +.5 to two substats per tier. The active component generally has a similar but slightly lesser effect to a Twist. Some Descriptive Traits, like Giant-Blooded, may function differently.

As Variable Traits, Descriptive Traits are linked to a Stat chosen when they are taken, rather than a specific pre-set stat. Descriptive Traits should be linked to the Stat that they most closely reflect or modify.

Descriptive Traits Threshold Bonuses

Crossing a Threshold on a Descriptive Trait is generally relatively simple. At Threshold 1, per-Tier numeric bonuses provided by the descriptive trait double and the per-season effect increases in strength. At Threshold 2, per-Tier numeric bonuses provided by the descriptive trait are triple of Threshold 0 and the per-season effect increases in strength, again. Threshold bonuses are not not retroactive, so the doubled bonuses only affect Tiers gained past a particular threshold.

Descriptive Traits with less conventional effects may not be able to follow that formula exactly but they should progress in a roughly equivalent fashion.

Example Descriptive Traits

Frenzy: +1 Tactics per Tier. Add your 50% of your Tactics to Movement for dodging and Attack Speed for accuracy (Maximum bonus equal to Frenzy Tier).

Frenzy: Tactician Variant: +.5 Tactics per Tier. Add your 50% of your Tactics to Movement for dodging and Attack Speed for accuracy (Maximum bonus equal to 200% of Frenzy Tier).

Giant-Blooded: The blood of an ancient, shapeshifting race flows through your veins. Every Tier of Giant-Blooded gives you an additional Shapeshifting Slot.

Great Strength: You are powerful and musclebound, increasing your strength. +1 Strength per Tier; 1/season per Tier, perform an act of herculean might.

Green Thumb: You have an exceptional knack for getting things to grow. +2 Health per Tier; Whenever you Harvest from a Field, increase the Tier-Units harvest and the Maximum Tier of resources harvested by this Trait's Tier, up to double the underlying maximum.

Intuitive: You have a keen intuition and make startlingly accurate logical leaps, especially when pressed into dangerous situations. +1 Tactics per Tier; 1/season per Tier, ask the QM a question about your immediate surroundings, if you could reasonably deduce the answer, the QM answers truthfully.

Radiant Aura: You are surrounded by glowing light, which at times ranges from cold imperious radiance to a soft comforting glow. You make powerful impressions on people easily. +.5 Potency and +.5 Social Skills per Tier; 1/ season per Tier, increase the power of a Light Kunna Trick.

Tall: You tower over your peers, your great height making you naturally stronger and hardier than shorter folks. +2 Health and +.5 Strength per Tier. 1/encounter per Tier, use your height to your advantage.

Example Post-Threshold Descriptive Traits

Great Strength 4: You are powerful and musclebound, increasing your strength.
1-3: +1 Strength per Tier; 1/season per Tier, perform an act of herculean might. [+3 Strength; 3/season, act of herculean might]
4-6: +2 Strength per Tier; 1/season per Tier, perform an act of deific might. [+2 Strength; 1/season, act of deific might]

Great Strength 7: You are powerful and musclebound, increasing your strength.
1-3: +1 Strength per Tier; 1/season per Tier, perform an act of herculean might. [+3 Strength; 3/season, act of herculean might]
4-6: +2 Strength per Tier; 1/season per Tier, perform an act of deific might. [+6 Strength; 3/season, act of deific might]
7-9: +3 Strength per Tier; 1/season per Tier, perform an act of impossible might. [+3 Strength; 1/season, act of impossible might]

Tall 4: You tower over your peers, your great height making you naturally stronger and hardier than shorter folks.
1-3: +2 Health and +.5 Strength per Tier. 1/encounter per Tier, use your height to your advantage. [+6 Health; +1.5 Strength; 3/encounter, height advantage]
4-6: +4 Health and +1 Strength per Tier. 1/season per Tier, become taller for the duration of an encounter. [+4 health, +1 Strength; 1/season, increase size]

An example of a non-standard Descriptive Trait that is also a Kenning Trait:

Giant-Blooded 7 [Kenning]: The blood of an ancient, shapeshifting race flows through your veins.
1-3: Every Tier of Giant-Blooded gives you two additional Shapeshifting Slots. [+6 Shapeshifting slots]
4-6: Every Tier of Giant-Blooded gives you three additional Shapeshifting Slots. [+9 Shapeshifting slots]
7-9: Every Tier of Giant-Blooded gives you four additional Shapeshifting Slots. [+4 Shapeshifting slots]

Fylgja Traits

Fylgja Traits improve your Fylgja. They are always Fylgja-linked.

Fylgja Traits generally take the form of Descriptive Traits which affect your Fylgja, although there is greater variation to what is possible. Many, although not all, Fylgja Traits require your Fylgja to be manifested to use. All Fylgja Traits are Fylgja-linked.

Fylgja can also gain Trade Traits, although they function slightly differently. If a Fylgja has at least one Trade Trait, it can perform that Trade as a major action once per season, although doing so might mean it is unavailable for your use during an Adventure. You and your Fylgja share Disciplines if you both have the same Trade Traits, including only one of you getting two free Disciplines at the first Tier.

Fylgja cannot gain Spellcasting or Trick Traits, however they can get Fylgja Powers which grant no bonus other than a suite of per-encounter abilities. Generally, each Tier in a Fylgja Power Trait grants 1/encounter use of a powerful ability, 2/encounter uses of a moderate ability, or 3/encounter uses of a minor ability. If your Fylgja is not manifested, you may use your Fylgja's Fylgja Powers.

Fylgja Trait Threshold Bonuses

Because Fylgja traits mimic other types of Traits on your Fylgja, the Threshold bonuses of Fylgja Traits essentially mimic the Threshold bonuses for the trait which the Fylgja Trait replicates.

Example Fylgja Traits

Alternate Form: Your Fylgja can transform into other shapes such as weapons, clothes, or tools. These generally have a Tier equal to your Fylgja Stat but may transform into larger or more complex objects of lower tier. For each Tier of this Trait, choose an additional form your Fylgja can assume.

Flight: Your Fylgja gains +.5 Movement per Tier and can fly clumsily for short periods. Note: Flight time and maneuverability increase with Tier. Note 2: Some Fylgja may come with Traits like this built-in, in exchange for other penalties. This represents flight beyond the base capacity of the Fylgja.

Guardian Spirit: Your Fylgja, and thus your soul, is robust and well-defended. +2 Integrity and +1 Spiritual Defenses per Tier.

Improved Storage: You are better at manipulating the storage space in your soul than others. Increase your Fylgja's Storage by 2 per Tier and manage your Storage while your Fylgja is in eyesight nearby. 1/encounter, instantly manage your Storage, including storing or removing items.

Natural Weapon: Your Fylgja is strong and possesses some sort of deadly weapon, such as claws or fangs. Each Tier increases your Fylgja's Strength by 1 and grants them a built-in weapon of a Tier equal to this Trait or add a weapon quality to an existing natural weapon.

Quick: Your Fylgja is preternaturally fast. +1 Movement per Tier; 1/season per Tier, it can perform a stunning act of speed.

Seeing Eyes: Your Fylgja peers out from behind your eyes with preternatural clarity. +.5 Watching your Back bonus per Tier; add your Watching your Back bonus to active perception attempts; you can actively perceive magical auras.

Stunning Roar: 1/encounter per Tier, this Fylgja lets out a powerful roar that stuns one target or a moderate roar that stuns many targets.

Example Post-Threshold Fylgja Traits

Flight 4: Your Fylgja can fly.
1-3: +.5 Movement per Tier. [+1.5 Movement]
4-6: +1 Movement per Tier. Your Fylgja can fly for extended periods of time.

Guardian Spirit 7: Your Fylgja, and thus your soul, is robust and well-defended.
1-3: +2 Integrity and +1 Spiritual Defenses per Tier. [+6 Integrity; +3 Spiritual Defense]
4-6: +4 Integrity and +2 Spiritual Defenses per Tier. [+12 Integrity; +6 Spiritual Defense]
7-9: +6 Integrity and +3 Spiritual Defenses per Tier. [+6 Integrity; +3 Spiritual Defense]

Stunning Roar 5 [Kenning]: Your Fylgja can let out a powerful roar which stuns opponents. Can be focused on a single target to increase effectiveness.
1-3: 1/encounter per Tier, let out an overwhelming roar. [3/encounter, overwhelming roar]
4-6: 1/encounter per Tier, let out a soul-shaking roar. [2/encounter, soul-shaking roar]

Runes

The Runes Trait is Hugr-linked.

To take the first Tier of Runes after Character Creation, an existing Runesmith must spend a Minor Action teaching you the basics and you must simultaneously spend a Minor Action to learn them.

All Norsemen have a baseline literacy with their written language, however those with the Runes trait are fully literate and have bargained with the spirit of the Runes for the ability to make the Runic Phrases that they write have magical effect. Runes must be carved into objects and colored, however it does not need to be the person who is carving the rune who colors them. A set of Runes carved into an object is referred to as a Runic Phrase.

Each season, a Norseman can color a number of Tiers of Runes equal to their Maximum Ordstirr/10 + their Runes tier. Each Runic Phrase has a Tier, see below. For example, a Norseman with 69 Ordstirr and Runes 2 could color 8 Tiers of runic phrases simultaneously. That Norseman could color 8 Tier 1 Runic Phrases, 1 Tier 8 Runic Phrase, or any combination between those extremes.

When you first gain the Runes Trait, select three Lexicons. Lexicons are types of runic effects that you have mastered. For example, the Weapon Lexicon means that you have sufficiently experimented with and mastered placing runes on Weapons that they will infrequently result in unexpected or adverse effects. Attempting to create an effect with runes for which you do not have an appropriate lexicon will often result in the runes not functioning as expected creating. Non-functioning runic phrases can have a wide range of effects from mere quirkiness to spontaneous explosion to simple non-functionality.

Whenever you increase your Runes tier, you may gain a new Lexicon.

Generally, the effect of Runes is to effectively increase an aspect of the object that they are placed on. Runes may have almost any effect, in theory, however directly increasing the Tier of an object is solely the province of mundane craftsmanship. When Runing an object, work with the QM to determine the effect that it will have. The power of Runes is determined by the skill of the Runesmith. When you add Runes to an object, those runes are of a Tier equal to your Rune Tier. The higher Tier runes are, the stronger their effect.

If you have the Runes Trait, you may add runes to an object you create as part of the same action as it takes to create or upgrade it. You may change the runes on an object as part of the same action to repair it, even if it was not broken. Alternately, you may add Runes to existing items in the same amount of time it would take to upgrade that item or at the same time as actually upgrading it, see Crafting below. This means, with a Minor Action, a Norseman can add Runes to three small objects, like weapons or sets of armor, or a single large object, like a house or a field.

A Norseman may generally harvest the materials for a simple, valueless item, make it, and add Runes to it with same action. The Tier of such an object is generally half of the Tier of the used materials, minimum 1. For instance, a Norseman with Runes 2 and the Detonation Lexicon could, as a minor action, scour a T1 Beach for a unit of T1 Pebbles, make that into a T1 Bag of Rocks, and add T2 Detonation Runes to the pebbles, all as a minor action. The resulting product would be a T1 Bag of Rocks (Explosive II).

Runes Threshold Bonuses

Runes traits have several Threshold Bonus options. When advancing into a new Threshold, a Norseman may choose one of the following or work with the QM to come up with their own:
Additional Lexicons: For each Tier of Runes you have past Threshold 1, add three new Lexicons knowns instead of one. At Threshold 2, add five new Lexicons instead.
Extra Colored Phrases: At Threshold 1, double the number of Tiers of Runes you may have colored simultaneously. At Threshold 2, triple the number of Tiers of Runes you may have colored simultaneously.
Fast Carver: At Threshold 1, each season, you gain an additional Minor Action which can only be used to add runes to existing an item/items or create simple, valueless runic items, as described above. At Threshold 2, each season, you instead gain an additional Major Action which can only be used to add runes to existing an item/items or create simple, valueless runic items, as described above.
Masterpiece: At each Threshold, gain the ability create a Runic Masterpiece, a unique runic item that does not count against your normal limit on colored tiers of Runes and scales with your Runes Tier.

Example Rune Lexicons and Runic Items

Bounty Lexicon: Create runes that enhance the fertility and quality of natural spaces.
Example Runic Phrases: Bountiful: Must be added to a Harvestable Plot or Improvement, usually by runestone. When Harvested, increase the Tier-Units of resources produced by this plot by 1 (or 1.5 for an Improvement) per Tier of this Runic Phrase.
Example: Tier 3 Runic Field (Bountiful 2): produces 3 additional Tier-Units when harvested.

Detonation Lexicon: Create runes that cause runed items to explode.
Example Runic Phrases: Explosive: When the runed item is thrown, it explodes, dealing based on the size of the object and the Tier of the Runic Phrase in an area based on the object's size.
Example: Tier 1 Bag of Runic Rocks (Explosive II): As a strike, an explosive rock can be drawn and thrown at a nearby target. On a Hit, deals 3 x Rune Tier to everything close to the point of impact. Contains enough rocks for 1 Adventure or one exceptional use.

Fortune Lexicon: Create runes that increase luck or affect destiny.
Example Runic Phrase: Fortunate: Adds a bonus to seasonal luck rolls equal to the Rune's Tier
Example: Tier 3 Runic Statue (Fortunate III): Adds +3 to Seasonal Luck rolls for the statue's owner.

Weapon Lexicon: Create runes that enhance or empower weapons.
Example Runic Phrase: Powerful: When placed on a weapon, the weapon deals extra damage equal to the Runic Phrase's Tier.
Example Runic Phrase: Fast: Must be placed on a weapon. The wielder's Attack Speed is increased 1 per Tier when wielding this weapon.
Example Runic Phrase: Hastened: Must be placed on a weapon. The wielder's Attack Speed is increased 1.5 per Tier for the purpose of making additional strikes with this weapon.

Seidr

Seidr can be Hugr-linked or Fylgja-linked, chosen when a particular type of Seidr is taken.

Often considered the feminine counterpart to Kunna, Seidr is the enduring magic of craftspeople, dealmakers, and witches. Seidr eschews explosive, combat-oriented effects for the calculated weavings of power. Seidrcraft takes a long time to work but produces magical effects that last forever, if maintained.

There are three broad types of Seidr: Extract, Filter, and Spirit. Extract Seidr is the creation of potent consumables. Extract Seidr functions by channeling Ordstirr into ingredients and precisely mixing them into tonics, oils, and explosives. Filter Seidr functions by creating complex weaves of Ordstirr within objects which guide the ambient energy of creation's fundamental forces into useful effects. Spirit Seidr involves dealing with spirits. A master of Spirit Seidr understands the desires and fears of Spirits and plays on them to make favorable deals which can net them powerful guardians or allies.

Seidr is usually named in reference to the place where it is used. For example, Field Seidr references an understanding of the ingredients found in fields for Extract Seidr, an understanding of the spirits of the fields, and how to weave filters which interact with the interplay of fundamental forces found therein. A Norseman may know one or many different kinds of Seidr, each named after a different place where the ingredients, spirits, and forces used in that kind of Seidr are found.

Seidr is akin to a Trick Trait and a Spellcasting Trait but with some fundamental differences. Trick Traits are powered by Ordstirr, Spellcasting Traits are limited by safe Strain Thresholds, but Seidr is gated only by time. Minor Seidr may take days to perform while truly great workings can require the investment of weeks, seasons, or even years. The more skilled a practitioner of Seidr is, the less time it takes them to complete Seidrcraft.

When you first gain a type of Seidr, you gain Extract, Filter, and Spirit Seidrcrafts for that Seidr at Rough. Whenever you increase your Tier in a Seidr Trait, increase the Mastery level of one of the Seidrcraft varieties of that Trait by one step. Instead of reducing Ordstirr Cost, progressive mastery of Seidrcrafts reduces the time required to complete Seidrcraft of that kind. Each kind of Seidrcraft is broad, encompassing the possibility for many varieties of effects within its remits. Instead of being limited to specific effects like Tricks, the desired effects for each Seidrcraft is assigned a difficulty corresponding to the strength of the desired result. The three difficulties are Lesser, Intermediate, and Greater. Each difficulty has a different cost in time, reduced as mastery of a Seidrcraft improves.

Some Seidrcraft, especially Seidrcraft which deals with Spirits, will also require the Norseman to perform services or pay the Spirits. The actions required to pay these prices or performing these services, if requested, count towards the total amount of time required to perform a piece of Seidrcraft. Some Seidrcraft, especially Extract Seidr, requires strange ingredients and Filter Seidr may require high-grade items to be imbued into.

Mastery Level
Lesser
Intermediate
Greater
Rough​
2 Minor Actions​
1 Major Action​
3 Major Actions​
Refined​
1 Minor Action​
2 Minor Actions​
2 Major Actions​
Mastered​
.5 Minor Actions​
1 Minor Action​
1 Major Actions​
Perfected​
.25 Minor Actions​
.5 Minor Actions​
.5 Major Actions​


Fractional action costs mean that the Norseman may perform multiple acts of Seidrcraft within a single action of the appropriate type, even different types of Seidrcraft, as long as the sum of action costs of those Seidrcrafts equals 1 or less. For example, a Norseman could perform two Perfected Lesser Seidrfcrafts and one Perfected Intermediate Seidrcraft with the same Minor Action. Each one of these Seidrcrafts may be different or different variations on the same Seidrcraft.

The power of your Seidrcrafts is based on your Seidr tier and your linked Stat at the time of completing the Seidrcraft. Existing Seidrcraft can be improved to your current level if your linked stat increases by spending half of the time you would require to create that piece of Seidrcraft.

Generally, a particular Norseman can only benefit from a simultaneous number of permanent bonuses from Seidrcraft (generally granted through Greater Extract Seidrcraft) equal to the highest among their Hamr, Hugr, and Fylgja. Permanent effects over this limit replace one of the existing permanent bonuses.

Seidr Threshold Bonuses

Seidr traits have several Threshold Bonus options. When advancing into a new Threshold, a Norseman may choose one of the following or work with the QM to come up with their own:
Far Traveler: You may use one Seidr Trait to perform Seidr of another type at a reduced efficiency. When using your Seidr in this way, reduce your effective Mastery by two steps. At Threshold 2, reduce it by 1 instead. For Example, a seidrkonna with this Threshold Bonus could use Mastered Field Filter Seidr to perform Rough Filter Seidr of any other type.
Seidr Savant: At Threshold 1, each season, you gain an additional Minor Action which can only be used to perform Seidrcraft. At Threshold 2, each season, you gain an additional Major Action for this purpose instead.
Great Working: At each Threshold, gain the ability create a Great Working, a unique, powerful piece of Seidrcraft which scales with your Seidr Tier.

Example Seidr and Seidrcrafts

Hearth Seidr: Bargain with spirits found in the home (Spirit), create potions from domestic ingredients (Extract), and weave primordial energies of protection and family (Filter). Example Hearth Seidrcrafts: Awaken the spirit of your home and shape it into that of a protective mother hen. When your farm or family is threatened, your longhouse stands up abruptly upon giant chicken legs and attempts to crush the interlopers or flee to safety, as required. (2x Greater Spirit Seidrcrafts); bargain with a nisse to care for your home in exchange for appropriate offerings (Lesser Spirit Seidrcraft); Carve a staff which houses a vast quantity of guest-right. Striking it against the ground releases this energy to stay hands raised in violence and calm tempers. Must be recharged between uses. (Intermediate Filter Seidrcraft).

Cavern Seidr: enter pacts with underground spirits (Spirit), brew strange potions from mushrooms, molds, and other things found in the dark (Extract), and filter oppressive darkness and earthen solidity through your meshes (Filter). Example Cavern Seidrcrafts: Create potion that allows the drinker to see perfectly in the darkness for a day (Lesser Extract Seidrcraft); create a potion that allows the drinker to see perfectly in the darkness for a season (Intermediate Extract Seidrcraft); create a potion that allows the drinker to see perfectly in the darkness (Greater Extract Seidrcraft); Weave fundamental forces into a handful of bedrock gravel which expands into a cave-in when thrown. Can be used once. (Intermediate Filter Seidrcraft).

Trade Traits

Trade Traits are variable. A Trade Trait that utilizes more physicality, such as Farming, should be Hamr-linked. A Trade Trait that utilizes more intellect, such as Weaving, should be Hugr-linked.

Trade traits are practical skills that a Norseman knows how to do. Usually, they are related to Seasonal actions and provide a benefit when performing certain types of things. Trade Traits are Variable, which means they may be linked to either Hamr or Hugr. A Trade Trait is link to Hamr when it mostly requires prowess of the body and is linked to Hugr when it mostly requires prowess of the mind. For example, Farming is generally Hamr-based, Weaving is generally Hugr-based, and Sailing may be either Hamr- or Hugr-based, chosen when the trait is first taken.

When first taking a Trade Trait, choose three disciplines or aspects of that trade to be skilled in. For example, when first getting the Smithing Trade Trait, a Norseman might select the ability to craft Swords, Farm Tools, and Chain Armor. These are the disciplines within the trade that the Norseman knows and the ones for which, when using that Trade in a Seasonal Action, they apply either full Trait Tier. For different but similar disciplines, they may apply a lesser bonus, and for completely different disciplines, they may apply no bonus at all.

Whenever a Norseman increases the Tier of one of their Trade Traits, they may choose a new discipline for that Trade Trait to apply to. You do not need to choose new Disciplines immediately, however. You may leave a Discipline undecided and fill it in at a later date, usually when you encounter a situation in which you may need it.

Trade Threshold Bonuses

Trade traits have several Threshold Bonus options. When advancing into a new Threshold, a Norseman may choose one of the following or work with the QM to come up with their own:
Fast Worker: At Threshold 1, each season, you gain an additional Minor Action which can only be used to perform your Trade. At Threshold 2, each season, you gain an additional Major Action for this purpose instead.
Supernal Craftsmanship: Select an appropriate type of Seidrcraft. to combine with your Trade Trait Whenever you perform your Trade, also perform that type of Seidrcraft. At the First Threshold, you perform Lesser Seidrcraft when using performing your Trade as a Minor Action and Intermediate Seidrcraft when performing it as a Major Action. At the Second Threshold, you perform Intermediate Seidrcraft when using performing your Trade as a Minor Action and Greater Seidrcraft when performing it as a Major Action. For Example, a Smith might select Battlefield Filter Seidrcraft and, when creating weapons, simultaneously imbue those weapons with war-like Filters.
Generalist: Lose all Disciplines for your Trade Trait. At the First Threshold, you are considered to have all reasonable Disciplines for your Trade Trait. At the Second Threshold, you may use your Trade Trait in unreasonable ways, treating your Tier as if it was 50% lower.

Example Trait Traits

Seamanship: You are practiced at various crafts required by the high seas.
-Fishing
-Sailmaking
-Netmaking

Farming 4: You are skilled at running a farm and producing food.
-Supernal Craftsmanship: Spirits of the Field. Whenever you take a Major or Minor Action to Farm, perform a Minor or Intermediate act of Field Spirit Seidrcraft, respectively.
-Barley
-Oats
-Flax
-???
-???
-???



Spellcasting Traits

Spellcasting Traits in General

There are three types of Spellcasters, and each has an associated Spellcasting Trait. Each type of Spellcaster is linked to a different stat.

Seeress is Fylgja-linked.

Shapecrafter is Hamr-linked.

Skald is Hugr-linked.

To take the first Tier of a Spellcasting Trait after Character Creation, an existing Spellcaster must spend a Minor Action teaching you the basics and you must simultaneously spend a Minor Action to learn them.

Norse Spellcasting is an esoteric art that is split into three branches. Seeresses divine the past, future, and present. Skalds create stories and poetry that reshape the Written World. Shapecrafters manipulate flesh, creating permanent benefits or detriments with their touch. Norse Spellcasters are powerful, well-respected members of their communities but delving into their secrets comes at a price. Each Spellcaster is heir to a specific madness. Seers become obsessed with matters of spirit, Skalds with matters of story, and Shapecrafters with matters of flesh. When you take a Spellcasting Trait and, at specific points as you progress down that path, work with me, the QM, to decide how this progressive madness manifests in your character.

Norse Spellcasting is not fueled by Ordstirr but rather by dangerous energies channeled by the spellcaster. There is a certain amount of these energies that a Spellcaster can safely handle each Season. This safe amount is called a Spellcaster's Limit. Seeresses have a Limit equal to their Seeress Tier + their Fylgja. Skalds have a Limit equal to the Skald Tier + their Hugr. Shapecrafters have a Limit equal to their Shapecrafter Tier + their Hamr.

Norse spellcasting produces Strain. Each time that a Spellcaster uses their power, it inflicts on them a certain amount of Strain, depending on the power of the spell they are attempting to channel. Spellcasters can safely handle an amount of Strain equal to their Limit. Every point of Strain beyond their Limit reduces a Spellcaster's Linked Stat for their Spellcasting by 1. A spellcaster who reduces their Linked Stat to a negative value dies. At the end of every season, a Spellcaster reduces their Strain by an amount equal to their Limit.

Although each Spellcaster calls their spells something slightly different, whenever a Spellcaster gains their first Tier in that Trait, they gain three spells, each of which has a Strain value based on its power. Whenever a Spellcaster increases their Trait Tier, they may choose one of the following: 1) learn a new spell; 2) improve an existing spell; 3) reduce the Strain cost of an existing spell by 1. Spells which cost 0 Strain may be used once per Season without incurring Strain but, thereafter, cost 1 Strain to use that Season.

Unless otherwise specified, Spellcasting may be used at any time during a Season and does not take a Seasonal Action. Generally, Spellcasting cannot be used in combat, although there are some exceptions.

Spellcasting Threshold Bonus

Hitting a Threshold in a Spellcasting Trait allows you to use spellcasting of that kind much more often. For every Tier past the First Threshold, increase your Spellcasting Limit an additional 2. For every Tier past the Second Threshold, increase your Limit an additional 4 instead.

Seeress

Seeresses delve into the weft and weave of the spirit world, drawing knowledge and power from realms both strange and familiar. Seeresses are Spellcasters, see Spellcasting rules above.

Seeresses call their spells Rituals.

Seeress rituals deal with manipulations of the soul, as well as divining knowledge from the past, future, and present. Seeresses are also naturally suited to using Seidr due to their frequent dealings with spirits. Truly, more than any other powers, Seeresses are renowned for their abilities to unveil Fylgja

Example Seeress Rituals

Augury (2 Strain): The Seeress uses any one of various divinatory methods to determine events that are likely to come. The Seeress receives information about the most likely future for a given area or course of action. Receiving more detailed information or information about more distant futures may cost more Strain.

Enhance Seidr (Variable Strain Cost): Can only be used when combined with Seidr. For each 1 Strain spent, reduce the amount of Seasonal Actions required to accomplish the Seidrcraft by 1 Minor Action. For every 3 Strain, reduce by 1 Major action. All Seidrcraft enhanced in this manner takes at least 1 Minor Action.

Remembrance (2 Strain): The Seeress seeks the spiritual ripples of past actions to learn bygone secrets. Receiving more detailed information or information about more distant pasts may cost more Strain.

Retrieve Soul (2 Strain): The Seeress puts the lingering spirit of a Norseman back into their body, see Death and Dying above.

Reveal True Nature (1 Strain): The Seeress examines something and learns its true nature. Used to identify magical properties, as well as to unveil Fylgjur. Can be used in combat by increasing the Strain cost by 1.

Scrying (2 Strain): The Seeress gazes through the spirit world to view a remote location for a short period. Locations that are especially distant may cost more Strain, as may locations with which the Seeress is unfamiliar. In addition, a Seeress may use more Strain to extend the length of the Scrying.

Shapecrafter

Shapecrafters twist flesh into desired shapes. They are sought by warriors to give them an edge in battle and by landowners to enhance their crops and livestock. Shapecrafters can even repair bodies damaged beyond the point where they can house souls. Shapecrafters are Spellcasters, see Spellcasting rules above.

Shapecrafts are the most well-known ability of the Shapecrafters, indeed it is their power they are named after. Their Spells are called Shapecrafts. The most common effect of a Shapecraft is to increase one of a Norseman's Hamr Substats, however a wide range of other abilities are possible. Each Shapecraft increases the value of a Substat by about 1.5. Although powerful, there are two limitations to Shapecrafts. First, a Norseman's body can only handle so many. A Norseman can only have a number of Shapecrafts at once equal to their Hamr. Second, Shapecrafts are fundamentally foreign constructs. If a Norseman dies in such a way that their body must be rebuilt, they lose their Shapecrafts.

Example Shapecrafts

Dissolve (Variable Strain Cost): The Shapecrafter touches a target and destroys their flesh, dealing a large amount of damage which is difficult to resist or reduce. Can be used in combat. On a Hit against bare flesh, deals (Hamr + Shapecrafter Tier) x Strain Spent damage, unreduced by Durability.

Enhance Livestock (2 Strain): The Shapecrafter enhances an animal to make it more delicious or productive. Shapecrafted animals generally have interesting specific effects which enhance a specific aspect of an animal.

Implant (2 Strain): The Shapecrafter takes a piece of an existing animal or monster and implants it into a Norseman, granting them a permanent related boon. This is how most Norsemen become Berserks.

Rearrange (2 Strain): The Shapecrafter touches a target and reallocates or removes all of their Shapecrafts and Shapeshifts into a desired configuration. New Shapecrafts must be ones that the Shapecrafter could have created. Can be used in combat but, if done so, only lasts until combat ends. An unwilling target may attempt to resist this effect.

Rebuild (1 Strain): The Shapecrafter repairs damage dealt to a Norseman's body. May cost more to repair more extensive damage, including making a destroyed body livable again, see Death and Dying above.

Refine Body (2 Strain): The Shapecrafter changes a Norseman's body to emphasize one aspect of their Physicality. Place a Shapecraft in a Norseman that enhances one of their Hamr Substats, or has another body-related effect.

Refine Mind (2 Strain): The Shapecrafter changes a Norseman's body to emphasize one aspect of their mind. Place a Shapecraft in a Norseman that enhances one of their Hugr Substats. Most Norsemen are hesitant to let Shapecrafters tinker with their brains. There can be… side effects.

Skald

Skalds perceive the narrative nature of the Written World. Or, at the very least, they have powerfully convinced themselves that that is its nature. Masters of stories in their own right, Skalds gain the ability to tell tales that influence reality. The traditional skald is a poet who speaks mostly in formal, alliterative Norse poetry. However, the heart of the art of the Skald is storytelling and their power can come from powerful, moving expression in any form. Skalds are Spellcasters, see Spellcasting rules above.

The spells of a Skald are called Verses. Skalds most commonly use Verses to grant temporary Twists to their allies by weaving moving stories of those who have used those Twists in the past and linking their present companions to those great heroes. Skalds can also speak illusions into the minds of others and tweak reality to ensure that interesting things happen around them, or, at least, that they are present when interesting things are happening elsewhere.

In addition to temporary twists, Skalds can also grant permanent Twists by Tale-Twisting. The Twist granted must be one that the Skald has seen used before. A Norseman may have a number of Tale-Twisted Twists at once equal to their Hugr. Death disrupts the narrative that a Skald has built around an individual and, if that person's body must be regrown, they lose all Tale-Twisted Twists.

Example Verses

Bestow Kenning (4 Strain): The Skald bestows a Kenning on a comrade and convinces the Written World to honor it. At the conclusion of an adventure, subject to GM discretion, that adventure retroactively becomes a Kenning Quest for one ally.

Bypass the Mundane (1 Strain): The Skald circumvents or ignores trivial and average encounters and challenges on an adventure, skipping to the good bits. This Verse may cost more if its effects are applied to a larger group.

Illusions (1 Strain): The Skald tells a story so real that a target believes it is actually happening, perceiving reality to be as the Skald describes it. More complex, longer lasting illusions may inflict more Strain. This Verse can be used in combat. This Verse may be resisted.

Narrative Sense (1 Strain): The Skald gets a sense of which characters have the most interesting adventure planned for the upcoming season.

Saga-seeking (2 Strain): The Skald puts down whatever they are doing and appears on an ongoing adventure.

Story-weaving (2 Strain): The Skald chooses one Twist they know or one Twist known by a willing Norseman they are on an adventure with. All other Norsemen on the Adventure gain that Twist for the Adventure's duration.

Tale-Twisting (2 Strain): see above.

Well-Earned Rewards (2 Strain): The Skald increases rewards that are received at the end of their current adventure.



Trick Traits

Trick Traits in General

Trick Traits grant Tricks. Tricks are special actions used within encounters that cost Ordstirr to use. Tricks produce powerful but short-lived effects, generally lasting, at most, until the end of the encounter they are used in. Unless specifically provided for within the Trick, a Trick cannot be used more than once per turn.

When you first gain a Trick Trait, create three Tricks using that Trait.

Each Trick has a level of Mastery which can be increased with Training. Each level of Mastery confers a modifier on how much Ordstirr a Trick costs to use, according to the following table. Training Required represents the minimum total Training invested in a Trick to increase it to that Mastery level.

Mastery Level
Training Required
Ord Cost Modifier
Rough​
0​
x2​
Refined​
1​
x1​
Mastered​
4​
/2​
Perfected​
13​
/4​


When first gained, all Tricks start at Rough.

When you increase the Tier of a Trick Trait, two things happen. First, you gain a new Trick for that Trait. Second, you can distribute 6 Training among your Tricks for that Trait, including the one you just gained. In addition, Training can be gained through Seasonal Actions, see Seasonal Actions below. Whenever you put at least 1 Training into a Trick, you may change its effects slightly, although you cannot rework its whole identity.

All Tricks have a Base Cost of at least 1.

Many Tricks reference range or distance. The following table describes what the terms used mean in the context of this game.

Range Descriptor
Meaning
Close​
You could reach out and touch, or stab, something close.​
Nearby​
Something nearby is within conversation, or axe-throwing, distance​
Distant​
Distant things are too far to talk but still within bowshot.​
Remote​
On the horizon; beyond conventional weapon range.​


Tricks can be combined. For example, if you have a Trick that enhances the speed and accuracy of your attacks and a trick that causes an explosion of ice on your next attack, you may use both tricks together on the same attack. However, combining Tricks is difficult and expensive. The cost of combined tricks is equal to [the sum of the costs of each Tricks x the number of Tricks]. If both of the above tricks cost 3 Ordstirr to use, combining together would cost 12 Ordstirr.

There are three kinds of Trick Traits: Combat Skills, Kunna, and Martial Styles. In addition to granting access to tricks, Trick Traits also represent a progressive mastery of the weapons, stances, and magic they represent. Each of the three types of Trick Traits grants a progressive bonus to its users related to what the Trait represents as they increase the Trait in Tier. In general, Combat Skills allow the user to use a type of weapon more proficiently, Combat Styles improve a unique stance that the Norseman may enter, and Kunna simply increase the power of the Kunna itself.

Combat Skills

Combat Skills are Hamr-linked. Combat Skills are Trick Traits, see Trick Trait above.

Through glorious deeds, Norsemen gain Ordstirr. Through Ordstirr, even Norseman's mundane skills are elevated to glorious level. Nowhere is this more visible than in the practiced arts of death-dealing. Ranks in Combats Skills, such as Swords, Axes, Archery, etc. allow a Norseman to use their Ordstirr to perform tricks with their weapons, techniques that surpass mortal possibility.

The progressive bonus of combat skills revolves around using these weapons better. Progressive bonus can come in many varieties but the most common appear below. If you have other ideas for a Combat Skill progressive bonus, they may also be possible.
  • Combat Expertise: +.5 effective Strength per Tier with weapons of the combat skill's type.
  • Weapon Expertise: +1 Damage per Tier with weapons of the combat skill's type.
  • Accuracy Expertise: +1 Attack Speed for the purposes of Accuracy per Tier with weapons of the combat skill's type.
  • Unarmed Expertise: Your body is treated as Weapon of a Tier equal to your Trait Tier.
  • Improvised Expertise: Non-weapon objects you wield are treated as Weapon of a Tier equal to your Trait Tier.
  • Shield Expertise: Shields you wield gain +1 Durability per Tier.
  • Defensive Expertise: Shields you wield gain +.5 Durability per Tier and you may use a reactions to Block with a Shield one additional time per turn per Tier.
In addition to their Progressive Bonus, Combat Skills are Trick Traits. When you first gain a Tier in a Combat Skill, you gain three Combat Tricks, which are special moves that cost Ordstirr using the subject of your Combat Skill. Combat Tricks range from the simply transmundane: a series of impossibly fast slashes, to the truly supernatural: projecting razor-sharp blades of pure murderous intent from one's sword. Combat Tricks can also be defensive in nature, such as layering Ordstirr across one's shield to make it virtually impervious to damage.

Combat Tricks, unlike Kunna Tricks, see Kunna below, generally involve enhancing existing actions rather than creating whole new ones and requiring an underlying piece of equipment, rather than creating matter and effects from whole cloth. Most Combat Tricks are some variation on a special attack that deals more damage or has some other secondary effect. A minority of Combat Tricks instead provide new defensive reactions, powerful short-term buffs, or other stranger effects. Although limited to the conceptual nexus of the Combat Skill, Combat Tricks can still represent just about anything!

Players are encouraged to create the concept of their tricks first and work out costs with the QM, me, later but, if you desire, you can check out the Combat Trick Ordstirr pricing guidelines below.

Combat Skills Threshold Bonus

Combat Skills generally have a simple Threshold Bonus. Each time you hit a Threshold with a Combat Skill, you gain an additional progressive bonus effective through those tiers, including gaining an existing Threshold Bonus again.

Creating Combat Tricks

Creating Combat Tricks is more an art than a science, players are encouraged to focus more on the narrative effect that they want their Trick to have and working with me, the QM, to figure out a balance between desired effect and Ordstirr cost, instead of creating a Trick directly through the Cost Guidelines below. However, the guidelines exist to put the Questers on notice of the system I broadly use to determine Trick costs and, if they really so desire, costs Tricks for themselves. There are a couple of different basic modes that combat Tricks come in.

Modified Attack
Make an attack that:
  • Deals 25%/50%/100% extra damage (1/2/4 Ordstirr) and/or,
  • Has a weak/moderate/strong additional effect (1/2/4 Ordstirr), and/or
  • Is otherwise modified, as an applicable Kunna Trick (variable cost increase).
If you are able to make multiple attacks per action, such as from high Attack Speed, a modified attack trick replaces one of those attacks. You make more than one modified attack as part of the same attack action, although you must pay for each Trick individually.

Enhanced Action
Take an action; for the duration of that action:
  • gain a bonus to one/two Substats or other modifiers relevant to that action equal to your Trait Tier (2/4 Ordstirr)
  • Add a weak/moderate/strong descriptive modifier to that action (1/2/4 Ordstirr).
If that action is a Reaction or Attack Action, double the cost. If the action taken is an action to attack, you may not use Modified Attack tricks during that action. Reduce the cost by 1 if the Enhanced Action only has 1 effect.

Boost Equipment
As an action, enhance an item you are holding or wearing related for a number of rounds equal to your Strength + Trait Tier,
  • increasing its Effective Tier by your Trait Tier (2 Ordstirr) and/or,
  • add a weak/moderate/strong descriptive effect to that item (1/2/4 Ordstirr).
The equipment boosted should usually be of the same type that your Combat Skill is related to. Reduce the cost by 1 if the Boost Equipment trick only has 1 effect.

Combat Tricks can have up to 2 effects, costing a sum of the effects' Ordstirr prices. Other effects may be possible and should follow an equivalent for the action under Kunna Effects guidelines. All non-Perfected Tricks cost at least .5 Ordstirr.

Kunna

Kunna are Hugr-linked. Kunna are Trick Traits, see Trick Trait above.

Through transformative experiences, a Norseman can gain a Kunna. The most common method to gain a Kunna is to intentionally experience something with all five senses, however any sufficiently life-changing experience can grant a Kunna. A Kunna is the magical manifestation of the Norse maxim that knowledge is power. A Kunna is, in essence, a deeply internalized understanding of a concept that allows a Norseman to create and control physical manifestations of that concept.

In less flowery terms, if you have a Fire Kunna, this means you have internalized your understanding of fire and, thus, can chuck fireballs at people.

The progressive bonus of Kunna revolves around mastering the use of a Kunna for specific purposes. Progressive bonus can come in many varieties but the most common appear below. If you have other ideas for a Kunna progressive bonus, they may also be possible.
  • Kunna Expertise: +.5 effective Potency per Tier for Tricks from this Kunna.
  • Destruction Expertise: +1 Damage per Tier with Kunna tricks of this Trait.
  • Hinderance Expertise: Debuffs you inflict with this Kunna's trick treat their target as if their Durability as an amount lower equal to your Tier.
  • Creation Expertise: For creation tricks, treat your effective Tier as .5 higher per per Tier.
  • Enhancement Expertise: for buff tricks, treat your effective Tier as .5 higher per per Tier.
In addition to their Progressive Bonus, Kunna are Trick Traits. Kunna are Trick-type traits, see Trick Traits above. When you gain a Kunna, create three tricks for your Kunna and work with me, the QM, to determine the Ordstirr cost for your desired effects. The effects that Kunna generally fall into three categories: creating the underlying element, controlling the underlying element, or imbuing the properties of the underlying element into yourself or others.

For example, a Sword Kunna user may have a trick that creates floating spectral swords that attack people who come near them, a trick that transforms an object that they touch into a sword while they are touching it, and a trick makes their own body immune (or just highly resistant) to the swords of others. When creating your tricks, be creative! Almost anything is possible.

Kunna Threshold Bonus

Kunna generally have a simple Threshold Bonus. Each time you hit a Threshold with a Combat Skill, you gain an additional progressive bonus effective through those tiers, including gaining an existing Threshold Bonus again.

Creating Kunna Tricks

Creating a Kunna Trick is more an art than a science. There are some basic concepts of range, duration, and possible effects which are useful to know but players are encouraged to focus more on the narrative effect that they want their Trick to have and working with me, the QM, to figure out a balance between desired effect and Ordstirr cost, instead of creating a Trick directly through the Cost Guidelines below. However, the guidelines exist to put the Questers on notice of the system I broadly use to determine Trick costs and, if they really so desire, costs Tricks for themselves.

Kunna Trick Baseline Parameters
These are the baseline mechanical assumptions about how a Kunna Trick functions.

Activation: A Kunna Trick takes an action to use.

Duration: A Kunna Trick lasts a number of rounds equal to your Hugr if it creates, buffs, debuffs, or describes something. Attack-like Kunna Tricks are instantaneous. Multiple instances of the same trick on the same target do not stack.

Range: A Kunna Trick targets something nearby if hostile, or yourself only if beneficial.

Standard Effects
These are the standard kinds of effects that Kunna Tricks have. A Kunna can

Attack-like: Attack a nearby target, dealing damage equal to your Potency.

Buff: Increase one or more of your Substats by a total amount equaling your Trait Tier. Weak Buffs use 50% of your Trait Tier.

Creation: Create an object of a Tier equal to your Trait Tier. Weak Objects are smaller or made of worse materials and Powerful Objects are larger or made of better materials, instead of being an overall higher or lower Tier.

Debuff: Decrease one or more of a nearby target's Substats by a total amount equaling your Potency.

Descriptive Effect: Inflict a negative descriptive effect on a target or place a positive descriptive effect on yourself.

Cost Modifiers

All Kunnas have a Base Cost determined by how strong the effect they produce is. From there, variations based on how it can be used either modify the base or total cost. The order of operations for Kunna Trick cost modification is as follows:

1​
Determine Base Cost
2​
Add or Subtract Base Cost Modifiers
3​
Multiply or Divide by Total Cost Modifiers
4​
Add or Subtract Total Cost Modifiers


Base Costs
Weak (Base Cost: 1):
The effect of your Trick uses ½ of your Potency, instead of the full value. Alternately, describes a weak descriptive effect as determined by the QM.

Normal (Base Cost: 2): The effect of your Trick uses the full value of your Potency. Alternately, describes a normal descriptive effect as determined by the QM.

Powerful (Base Cost: 4): The effect of your Trick uses x2 your Potency, instead of the normal value. Alternately, describes a powerful descriptive effect as determined by the QM.


Modifiers
Area (variable Total Cost modifier):
Area tricks affect everything around their user along the following scale: close: x2; nearby x3; far x4. Distant Area tricks may centered anywhere nearby their user instead.

Close (Base Cost: -1): The effect must be delivered by touch.

Distant (Base Cost: +1): The effect manifests against targets particularly far away.

Enduring (Total Cost: x2): The trick lasts until the end of the encounter or until expended. Enduring Attack-like Tricks will last for a number of rounds equal to your Hugr and attempt to seek out and attack a designed target on their own, ending early if they succeed.

Fleeting (Total Cost: /2): The Trick lasts only until the end of the current turn, may not be used on Attack-like Tricks. Fleeting Reaction Tricks last until the end of the reaction that they modify instead.

Other (Variable): Some drawbacks or benefits of a Trick defy easy classification, especially in the case of Tricks with multiple effects that rely on each other. Other modifiers that are beneficial increase costs while other modifiers that are detrimental decrease costs.

Reaction (Total Cost: x4): The effect is fast, able to be used as a Reaction.

Repeatable (Total Cost: +1; variable): Only functions on Reaction and Attack-like Tricks. A Norseman may use a Repeatable Reaction Trick as their Reaction multiple times between turns. When a Norseman attacks with a Repeatable Attack-like Trick, they may attack with multiple times if they have sufficient Attack Speed. For each time past the first that a Repeatable Trick is used, increase its cost by 1 cumulatively until the beginning of the Norseman's next turn.

Shared (Base Cost: +1): Must be a positive or beneficial effect. Can also be used on close allies. Distant Shared Tricks can be used on nearby allies.

Slow (Total Cost: /2): The effect is slow, manifesting at the beginning of your next turn instead of immediately.

Stacking (Total Cost: +1; variable): The effects of multiple instances of a Stackable Trick on the same target stack. For each instance of a Stackable Trick already applied to a target, increase the cost of applying another instance by 1 Ordstirr.

Strike Enhancement (Base Cost: +1): Make an attack with a weapon which delivers your effect. Close Strike Enhancements can only affect melee weapons.

Variable (Total Cost: +1): When this Trick is used, decide whether it is a Weak, Normal, or Powerful effect.

More or Less Effects
Simple (Total Cost: -1):
If a trick only has 1 effect, reduce the trick's total cost by 1.

Additional Effects (variable Total Cost modifier): A Kunna Trick may have more than one effect, however, for each effect that it has, its cost increases. To determine the cost of a Trick with more than one effect, consult the following formula: [The sum base costs of all the Trick's effects] x [The total number of Effects - 1].

All non-Perfected Tricks cost at least .5 Ordstirr.
Martial Styles are unique among Trick Traits in that they do not only provide tricks and, actually, function somewhat uniquely.

Martial Styles are Variable. If they affect Kunna more than Combat Skill, they are Hugr-linked. If they affect Combat Skills more than Kunna, they are Hamr-Linked. A Martial Style that significantly involves your Fylgja may even be Fylgja-linked.

Martial Styles are fighting styles which allow a Norseman to fundamentally change the way that they fight. Martial Styles are generally based around bloodlines, locations, and/or schools of fighting. Martial Styles may either be taught to a Norseman or they can develop a martial style of their own and, perhaps, teach it to others.

Martial Styles have three components. They have a Stance, a Finisher, and Tricks. A Norseman may have multiple Martial Styles but they may only have one active Stance at a time. When combat begins, a Norseman may choose one of his known stances to be active but, during combat, activating or switching to a new stance requires an action. Stances generally provide passive bonuses and follow one of the following four forms:
  • Stacking Bonus: Whenever you perform a certain type of action, you gain a stacking bonus to a different substat.
  • Sacrifice for Power: Whenever you perform an attack or another specified type of action, you may take damage to enhance its effect.
  • Add one to Another: Choose a certain non-combat Substat; add some of that substat to a chosen combat substat.
  • Benefit-Detriment: Choose two substats; take a penalty to one in exchange for a bonus to the other. Alternately, choose a certain restriction to gain a certain benefit.
Remember that these are general guidelines. Feel free to create your own effect types or make twists and complications on the existing models.

A Finisher is an exceptionally powerful trick that is gated behind certain conditions. Finishers are designed to end fights for better or for worse. To use a Martial Style's Finisher, you must be in that Martial Style's stance and meet the condition that it requires. After using the Finisher, you exit the Style's Stance, cannot return to its Stance for the remainder of combat, and are stunned for 1 round. In return for these sharp detriments, finishers can be tricks of exceptional power, especially for a comparatively low Ordstirr cost.

While the actual mechanical effect of a Finisher is just as versatile as any other Trick and technically any required condition can be valid, these conditions are usually based on the type of Stance for the Martial Style. Finishers of certain stances usually have the following required conditions:
  • Stacking Bonus: The bonus must be stacked to at least half the maximum possible value, usually equal to Martial Style Tier.
  • Sacrifice for Power: You must be under half health.
  • Add one to Another: You must have taken an action which used your replaced substat a number of times this combat equal to twice your Martial Style Tier.
  • Benefit-Detriment: As "Add one to Another."
In addition to the Stance and Finisher, adding Tiers to your Martial Style also grants you a Trick as if it were any other Trick Trait. You gain 1 Trick at the first Tier and an additional Trick each subsequent Tier. Instead of gaining a Trick whenever you could gain a Trick for a Martial Style, you may gain a new Finisher or Stance instead. However, you may never have more total Stances and Finishers for a Martial Style than twice the Martial Style's tier. Martial Style Tricks may be Kunna-like or Combat Skill-like but should fit the Martial Style's theme.

Unlike other Trick Traits, each Tier of a Martial Style only grants 4 Training.

Martial Style Threshold Bonuses

Martial Styles do not have Progressive Bonuses, like Combat Skills and Kunna do. The stance of a Martial Style fulfills much the same purpose. However, Stances increase retroactively when a Threshold is crossed, instead of solely increasing proactively. Because of this, when a Threshold is crossed, instead of increasing the benefit gained from every subsequent Tier or adding a new bonus, the benefit of a Stance from the Martial Style increases by about 50% effectiveness. What this means for a particular stance is unique to that stance. Work with me, the QM, to determine what the benefits of your Threshold bonus to your Stance is.

Example Martial Styles

Berserkergang Style
  • Berserkergang Stance: You give your mind entirely over to battle, sacrificing reason on the altar of strength. Gain a bonus to your Hamr equal to your Hugr, up to a maximum of your Berserkergang Style Tier. You may immediately assign new shapeshifting slots. Each round, take Sanity Damage equal to your Berserkergang Style Tier. You cannot voluntarily exit this stance and, each turn, you must attack the nearest living thing, friend or foe, or the last thing to deal you damage, until it is dead. Your plan decides the manner of your attack.
  • Depths of Rage (Finisher): (Rough: 8 Ordstirr) You will not die. To use Depths of Rage, you must be at half or lower Sanity. For a number of rounds equal twice your Berserkergang Tier, you suffer no ill effects for being at 0 or lower Health or Sanity.

Glima
  • Glima Stance: You drop into a stance where your hands are dangerous as any sword. Your body is a weapon with a Tier equal to your Glima Tier. Once per turn, when you attack with your body, gain a stacking +1 Strength bonus for as long as you remain in this stance (maximum bonus equal to Martial Style Tier).
  • Bone-breaking Twist (Finisher): (Rough: 4 Ordstirr) With a sharp wrench, snap the neck or remove a limb of a grappled foe. To use Bone-breaking Twist, you must be grappling your target and be in control of that grapple. Deal massive damage or cripple a limb.

Creating Martial Styles

Like Tricks, players are encouraged to approach Stances and Finishers narratively. However, below are the general rules used to price and determine the effects of Stances and Finishers.
  • Stacking Bonus Stances: Choose an action or reaction type and a substat. Up to once per turn, whenever you perform that action or reaction, gain a +1 bonus to the chosen substat. This bonus stacks up to a maximum of +3 x Martial Style Tier and lasts until you exit the Stance. Easy conditions may provide a smaller bonus; difficult conditions may provide a larger bonus.
  • Sacrifice for Power: Choose an action type, each attack counts an individual action, even if you make multiple attacks as part of the same action. Choose a substat which is involved in the chosen action. Whenever you take the chosen action, you may take damage to the hit point pool of your Linked Stat equal to your Martial Style Tier to gain a bonus to the chosen substat for that action equal to the damage taken. This damage cannot be prevented, mitigated, or redirected.
  • Add one to Another: Choose a certain non-combat Substat and a combat Substat. Gain a bonus to the combat Substat equal to the non-combat Substat, maximum equal to 2 x Martial Style Tier.
  • Benefit-Detriment: Choose two substats; take a penalty to one in exchange for a bonus to the other. Alternately, choose a certain restriction to gain a certain benefit. Both the penalty and the benefits should be roughly equal to the Martial Style's Tier.
Finishers are quite simple. A Finisher with an easy to accomplish required condition should be 50% more powerful than a baseline identical trick, one with a moderate required condition should be 100% more powerful, and one with a difficult condition should be 150% more powerful. Deciding what conditions are easy, moderate, and difficult is more art than science but, generally, an easy condition is one that could be accomplished on a single plan, while a moderate and difficult conditions should need to be accomplished on the second and third plans respectively.
 
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Seasons and Seasonal Actions

Seasons and Seasonal Actions

Seasons

Time in Witches and Giants is separated into Seasons. The two seasons are Summer and Winter. The climate in the Faroes is consistent all year, given its position directly in the Gulf Stream, however Summer tends to be warmer and better for farming and growing things while winters are slightly colder. If Norsemen travel elsewhere in the Written World, the seasonal differences may have more of an effect.

Each year has a Summer and a Winter, as I hope should be obvious. At the end of each Winter, a gathering of the people of Finningur is called, known as a Thing. During the Thing, disputes are resolved, laws are passed, and other official business is formally conducted. Normally, the Jarl will preside over a Thing, however for the past twenty-five years, Jarl Kamban has sent his son Dagmar Knockingdawn to represent him in his stead.

Seasonal Actions

Each Season, see Seasons above, a Norsemen gets to take 1 Major Action and a number of Minor Actions based on the Food that they consumed that season, see Food below.

Major Actions are things that occupy the bulk of a Norseman's time during a Season. They are generally things like building a home or other major project, exploring new land, or going on an Adventure.

Minor Actions are smaller expenditures of time which still have some tangible benefit. Minor actions include basic crafting, hunting, tending farms, herding animals, harvesting resources, fishing and so on.

Day-to-day activities are below the level of abstraction of the quest, although they are excellent omake-fodder!

When making a plan for what you and your NPCs will be doing in a Season, please note if they will be doing it before or after the completion of your Major Action.

Adventures

The Written World is full of strange places, powerful foes, and valuable treasure. Adventures are how you go out and get them. Adventuring is a major action, almost always. Adventures are generally resolved in PMs between the QM and the participants.

Because the Norse meta is "bring friends," Adventures are required to have at least 3 player participants and have a maximum of 6.

Ordstirr is rewarded for Adventures based on the following scale:
  • Goal of the Adventure is successful: +3 Ordstirr
  • Per easy fight or challenge encountered: +1 Ordstirr
  • Per balanced fight or challenge encountered: +3 Ordstirr
  • Per difficult fight or challenge encountered: +5 Ordstirr
  • Individual deeds of strength, valor, or cleverness: +1-3 Ordstirr per deed to the individual
In addition to Ordstirr, Adventures also frequently reward loot or narrative benefits.

Carrying Capacity: Loot is, of course, the best thing about adventures. However, loot must be carried back. A Norseman can carry with them a two weapons, their armor, a shield, and an additional number of units of items equal to their Strength, in addition to any items stored in Fasts, see Shapeshifting above, and Storage, see Fylgja above. Bags, carts, boats, and other storage items may also carry items depending on their Tier and Size.

Crafting

Crafting can be accomplished as either a Major or Minor Action. A Major Action to Craft is required when you are making something sizeable, such as a building. Creating smaller things can be accomplished as a Minor Action. If they are small or simple enough, multiple items may be made with the same action. Conversely, very large or very complicated objects may take more than a single Major Action to create. Using if you use a Major Action to craft smaller objects, you can usually make about three of them.

To Craft, you're generally going to need three things: An appropriate Trade Trait, the right Tools, and Materials. Each one off these three components has a Tier and the resultant Tier of the object made is the sum of the two lowest components.

Therefore, a Norseman with Smith III using a Tier I Forge with Tier I Metal would create a Tier II object.

When you craft something as a Major Action, you gain Ordstirr equal to your Trade Trait Tier plus the Tier of the object. Subsequent crafting of similar objects grants progressively less Ordstirr.

Gifting: When you gift an object, you gain Ordstirr equal to the object's Tier. Subsequent gifting of similar objects grants progressively less Ordstirr.

Repairing and Upgrading: Sometimes, items will break. Sometimes, you'll want to make items better. Repairing and upgrading function identically to crafting a new item of the same type, except it takes 1/3rd​ of the normal amount of time. Therefore, a sizable object, such as a building, which takes a Major Action to create may be upgraded or repaired with a Minor Action and you can upgrade or repair three smaller items with a Minor Action or nine smaller items with a Major Action. In addition, if you are repairing, the resultant Tier of the repaired Item is, at Maximum, the tier of the underlying item. Repairing also requires fewer resources. You can repair up to three non-large items with one Unit of the appropriate material.


Training

A Norseman can train as either a Major or Minor Action. Using a Major Action to Train is the equivalent of using three Minor Actions and, therefore, the amount of training that taking a Training action produces is referenced in Minor Actions. Training has different benefits based on what the Training is in.
  • Training a Trick Trait as a Minor Action grants 1 Training to be distributed among Tricks of that Trait; alternately, you may gain a new Trick at Rough.
  • Training a Spellcasting Trait requires 3 Minor Actions to gain one of the listed benefits of increasing a Spellcasting Tier, see Spellcasting traits.
  • You may gain an additional Discipline for a Trade Trait by spending 3 Minor Actions Training.
  • You may train Seidr Traits. 3 Minor Actions or 1 Major Action will increase your Mastery of a type of Seidrcraft within a Seidr Trait by one stage.
  • You may train Runes. 3 Minor Actions or 1 Major Action will add an additional known Lexicon of Runes.
If you have a teacher, you gain three times the effect for each action spent training with the teacher. Therefore, a minor action with a teacher counts as three minor actions and a major action with a teacher counts as nine minor actions. Usually, powerful teachers will require you spend favors with them to train you.

Training as a Major Action grants Ordstirr equal to the Tier of the Trait you are training, plus the Tier of your trainer's Trait, if any.

Harvest

Gathering materials can be accomplished as either a Major or Minor Action. You can harvest from a prepared area, such as from a farm, or harvest from a naturally occurring resource, such as fishing in the bay. Harvesting from a prepared area usually means an improvement placed on a plot, such as a field, while harvesting a naturally occurring resource usually means harvesting from the plot itself, such as picking wild berries.

Generally, when Harvesting, you gain resources that can be found in the area. Each of resources in this game has a Tier. When Harvesting, the total Tiers of resources harvested should equal to 2 + relevant Trade Tier + relevant Tool Tier. The maximum Tier of a Resource harvested from a plot is equal to that Plot's Tier. Harvesting from a prepared area produces 50% more resources than harvesting from a naturally occurring area.

For example, a Tier 2 Woodsman with a Tier 2 Axe harvesting at a Tier 2 Forest plot could harvest 2 units of Tier 2 Wood and 2 units of Tier 1 Wood.

When you Harvest as a Major Action, you may harvest up to three adjacent plots or improvement, or harvest the same plot or improvement up to three times, if there are enough resources to be found there. When you Harvest as a Major Action, you also gain Ordstirr equal to your Trade Tier + the highest Tier of the harvested plot as part of this action.

Generally, prepared areas can be harvested once per season while naturally occurring areas can be harvested up to three times per season.

Care for Livestock

See Livestock below.

NPCs

No Norseman is an island. Even if they happen to live on one. NPCs represent family members, apprentices, allies, spouses, who assist the PC and support them as they try to survive and thrive in the Written World. However, the focus of this story is on the exceptional PCs, rather than the cast of supporting characters. As such, the rules for what NPCs can and cannot do are much simplified from a PC. A single "NPC" can represent one character, such as a highly capable wife, or a group of characters, such as the crew of a ship or several feckless children. In addition, players need not have every family member or acquaintance count as an NPC, only the ones that the PC desires to have mechanical relevance.

NPCs feed themselves. There is no benefit to feeding an NPC, other than them liking you more.

Instead of having separate stats, traits, and tools, the progression of NPCs is abstracted based on the Year of the game. Generally, as the game progresses, NPCs are assumed to have increased their skills in their areas of interest and found or built better tools for themselves to accomplish those tasks. As such, many of the actions that NPCs can take refer to Year, which is a shorthand to say, "1 in Year 1, 2 in Year 2, and so on." The maximum value of Year is 3. After year 3, NPCs plateau. They are not PC-level protagonists and cannot elevate their skills beyond first Norse ceiling. Year may also simply be used to refer to the actual year of the game. Context is important.

When creating an NPC, choose three Roles. Each Role gives the NPC one or more actions that they can perform. Every season, each NPC can perform two of their Role actions. These can be two of the same Role action or actions from two different Roles. The NPC roles are as follows:

Adventurer: [Trick Trait]: Your NPC accompanies you on an adventure! They will help in a narrative fashion. Their chosen Trick Trait dictates the kind of help than an NPC might provide. Swordsmanship Adventurers fight off mooks which Water Kunna Adventurers might cast a critical spell at a critical moment. Role Action: Adventure.

Bargainer: [Seidr Type]: Your NPC is skilled in making bargains with spirits. Depending on the Year, your NPC can perform Spirit Seidrcraft of a designed Seidr type. The PC must provide the NPC with desired bargaining materials, if the Spirit asks for them.
  • Year 1-2: Lesser Spirit Seidrcraft
  • Year 3+: Intermediate Spirit Seidrcraft

Craftsman/Craftswoman: [Trade Trait]: Your NPC is good at repairing things. Eventually, they will become skilled at building and upgrading things. Pick one Trade Trait that can be used to craft things, such as Smithing or Woodworking. Your NPC may perform certain actions based on the current Year with regards to that Trade as if they possessed all reasonable core Discipline for it. The PC must provide the NPC with the materials required for the craft. Your NPC counts as having a [Year] Tier Trade Trait and a [Year] Tier Trade Tool when performing Craft actions.
  • Year 1: Repair an appropriate object.
  • Year 2: Craft an appropriate object that could be made with a minor action.
  • Year 3+: Upgrade an appropriate object or build something that could be made with a major action.

Enchanter: [Seidr Type]:
Your NPC is skilled in creating Seidr Filters. Depending on the Year, your NPC can perform Filter Seidrcraft of a designed Seidr type. The PC must provide the NPC with the item to be imbued with a Filter.
  • Year 1-2: Lesser Filter Seidrcraft
  • Year 3+: Intermediate Filter Seidrcraft

Extractor: [Seidr Type]: Your NPC is skilled in creating Seidr Extracts. Depending on the Year, your NPC can perform Extract Seidrcraft of a designed Seidr type. The PC must provide the NPC with the materials required for their Extracts.
  • Year 1-2: Lesser Extract Seidrcraft
  • Year 3+: Intermediate Extract Seidrcraft

Farmer/Fisher/etc.: Your NPC is good at Harvesting things. Choose a type of profession, such as Farmer or Fisher. Your NPC can Harvest reasonable plots and improvements related to the chosen profession. A Farmer could harvest fields, a Fisher could harvest piers and beaches, etc. For the purposes of Farmer actions, your NPC is treated as having [Year] Tier Trade Trait and [Year] Tier Trade Tools.

Herder: Your NPC can take care of Livestock.
  • Year 1-2: Your NPC takes care of 1 + [Year] units of livestock. You must supply the Food or plot from which the Livestock graze.
  • Year 3+: Your NPC breeds two units of compatible livestock together. They are treated as having Tier [Year] Husbandry.

Scout: Your NPC is a wanderer or an explorer!
  • Year 1-2: Your NPC scouts somewhere on the Faroes, bringing back information on that location.
  • Year 3+: Your NPC travels farther afield, gaining information from another land.

Trainer: [Trick Trait]: Your NPC is a sparring partner, mentor, or other helper in your acquisition of certain skills. The Training that a Trainer NPC grants is not increased by Fast Learner.
  • Year 1-2: Grants a PC 1 Training which must be applied to the Trainer's chosen Trick Trait.
  • Year 3+: Grants a PC 2 Training which must be applied to the Trainer's chosen Trick Trait.

[Write-in]: Hypothetically, NPCs might fulfill other roles. If there is something you'd like your NPC to be able to do, bring it up to me and we will discuss it. However, NPCs cannot gain Runes or Spellcasting, of any kind. To do so would infringe on the realm of existing PCs and QM NPCs and make a less interesting game and economy.

Acquiring new NPCs
These rules only apply to friendly NPCs, usually those made at a PC's character creation. Through marriage or other methods of obtaining servitude (apprenticeship, adoption, and so on), a QM NPC might be converted into a friendly NPC. If this happens, they gain Roles and Role Actions under the friendly NPC rules.

Solo Bonus
No Norseman is an island… except those that are. Clan, family, and friends are a huge advantage to surviving the harsh realities of the Written World. At the same time, it is known that the glory of one is shared by those close to them. Deeds accomplished by those who have no one to support them reflect glory on them alone and, thus, each season, those with no NPCs or few NPCs gain some Ordstirr. This is called the Solo Bonus. At the end of each Season, each qualifying PC gets extra Ordstirr according to the following scale.
  • 0 NPCs: +3 Ordstirr
  • 1 NPC: +1 Ordstirr
  • 2+ NPCs: No Solo Bonus
 
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Possessions: Equipment, Livestock, Land, etc.

Possessions: Equipment, Livestock, Land, etc.

Livestock

Livestock provide food and other resources, see below. However, Livestock must be cared for each season or half of them will die. Caring for Livestock can be done as either a Major or Minor Action. As a Minor Action, a character may care for [1 + Husbandry Tier] units of Livestock. A unit is about 12 small animals (such as chickens), 6 medium animals (such as sheep), or 2 large animal (such as cows or horses). Pastures, barns, and other plot improvements may allow a Norseman to care for more than 1 unit of Livestock with the same minor action. If a Norseman cares for their Livestock as a Major Action, they can choose one of the following additional benefits above those of a Minor Action:
  1. Care for three times the number of units of Livestock; or
  2. Breed one pair of Livestock cared for.
Breeding a pair of units of livestock of one kind produces a new unit of livestock of that kind with a Tier equal to the average Tier of the parents. If your applicable Husbandry discipline Tier is higher than the produced offspring's tier, increase its Tier by 1.

Each unit of Livestock requires 1 unit of Food per Season. As part of the action to care for Livestock, you may take them out to graze on a plot of Land or Hills with two or fewer improvements, feeding them a unit of food equal to the Tier of the plot. A unit of Livestock fed food of a lower Tier than itself produces resources of the Tier of Food it was fed that season.

Livestock generally produce resources of a Tier equal to the Tier of the Livestock itself, or the Tier of the food it was fed that Season, whichever is lower. For example, A Tier 2 Cow fed Tier 2 Food produces 2 unit of Tier 2 Food (milk) per season. Livestock generally provide two units of a resource per season. In addition, most types of animals have some other benefit, from extra resources to being extra prestigious.

Slaughtering animals can be done as a free action during a season. It provides 2 Food and 2 other resources such as Bones, Feathers, or Skins per Unit slaughtered.

When you care for livestock as a major action, you gain Ordstirr equal to your Husbandry Tier + the Highest Tier of Livestock you are caring for.

Common Types of Livestock
Chickens:
1 Unit of Chickens is 10 Chickens. Chickens are low-maintenance and will eat scraps! When you feed yourself or an NPC, you may also feed your chickens with the same food. Chickens produce 2 Food each season.

Cows: 1 Unit of Cows is 2 Cows. Cows are prestigious and produce lots of food! Cows count as 50% higher tier for prestige calculations. Each season, Cows produce 3 Food instead of 2.

Goats: 1 Unit of Goats is 6 Goats. Goats are hardy, independent, and produce wool! Goats can graze each season without supervision, although they eat lower-tier food when doing so. Goats produce 1 Food and 1 Wool each season.

Horses: 1 Unit of Horses is 1 Horse. Horses do not produce food but are prestigious and useful as mounts! Horses count as 2x their Tier for prestige calculation. Bringing Horses on your Major Action can have significant benefits!

Pigs: 1 Unit of Pigs is 3 Pigs. Pigs do not produce food but are meaty and delicious! When slaughtered, Pigs produce twice the normal resources. NPCs will place extra value on gifted pigs.

Sheep: 1 Unit of Sheep is 6 Sheep. Sheep are like goats but stupid! Sheep count as 50% higher tier for prestige calculations. Sheep produce 1 unit of Food and 1 unit of Wool at +1 Tier each season.

There are more possible types of livestock; the above are just the most common.

Resources

1 Unit of a Resource is good for one personal project. Only relevant Resources like Cloth, Wood, Stone and Metal will be tracked for the sake of simplicity. Resources are only tracked for crafting or construction purposes other than Food, which is tracked for consumption purposes. Resources have Tiers.

Food

Every Norseman and every unit of Livestock in a household requires one unit of food per season. Consuming food may be done at any point before the end of the season. A Norseman or unit of Livestock which does not consume a unit of food by the end of the season dies.

Consuming higher Tiers of Food may grant additional Minor Actions that season. At base, a Norseman gets 1 minor action and, for every odd Tier of the Food they consume, they get an additional Minor Action. For example, a Norseman that consumes Tier 1 Food gets an additional Minor Action and a Norseman who consumes Tier 5 Food gets three additional Minor Actions.

In addition, at the end of each Season, add your Tier of Food consumed to your Prestige, see Prestige below.

Shelter

Going a season without shelter is uncomfortable and tiring. If you have gone a Season without shelter, your maximum Health, Sanity, and Integrity are reduced by half until you acquire a shelter. A House can comfortably shelter a number of Norsemen and/or Units of Livestock equal to its Tier x 3 (minimum 1). Children count as 1/3rd​ of a Norseman for this purpose.

Property

Each plot can support up to four improvements. Improvements include farms, buildings, and similar features. There is no exhaustive list of what improvements are possible but below are some examples and their effects:

Barn: Houses two Units of Livestock for each Tier of the Barn. All Livestock housed within the Barn count as one unit for the purposes of caring for them.

Dock: Can house up to 1 ship per Tier of the Docks. Counts as a prepared plot for Fishing. Requires beach.

Field: Counts as a prepared plot for Farming for up to two different crops. Requires flat land.

House: Houses a number of Norsemen and/or Livestock equal to its Tier x 3 (minimum 1), see Shelter above.

Merchant Ship: A boat which traverses the waves. Lightly armored and slow but with a 15 x Tier carrying capacity. Requires a crew. Available at Character Creation by QM leave only.

Pasture: Allows animals to be grazed in this plot, see Livestock above, even if it does not meet normal prerequisites. Provides food to grazing animals equal to the Pasture's Tier. Requires hills or flat land.

Smithy: Counts as a set of Smith's Tools of the Smithy's Tier for each person who uses the Smithy.

Statue: Counts as twice its Tier for the purposes of Prestige gained.

Equipment

Equipment is an important part of a Norseman's arsenal. It is said that a warrior without a shield is already half dead. The Norse generally did not consider blunt objects to be weapons and thought it Nid to be struck by them. Equipment has Tiers and has the following effects:

Armor: Armor is any kind of covering between cloth and chain. The strength of armor depends, in part, on the material that it is made of. Cloth armor has Health equal to its Tier and metal armor has Health equal to twice its Tier. Metal armor gains 1 damage reduction per even Tier. For example, a Tier 4 Chain Armor has 8 Health and reduces all damage it takes by 2.

Heavy Armor: Heavy armor is not native to the Norse. However, some other cultures make more restrictive armor that provides more defense. This armor is often made of metal and stone. Heavy Armor has Health equal to 3 or more times its Tier and gain 1 damage reduction per even tier. The heavier the heavy armor, the greater penalty to the wearer's Movement it inflicts.

Light Weapons: Small weapons such as daggers; each attack with a light weapon deals damage equal to 50% of the wielder's Strength plus [.5 x Weapon's Tier]. Light weapons can be concealed or used or tight spaces. They also take fewer materials to make. A Norseman can make 3 light weapons in the time it take to make other small objects, and using the same materials.

Mechanical Weapons: Automated weapons such as crossbows or many Dwarven armaments. The Norse do not have access to these weapons. They generally deal damage equal to their Tier per attack and are not modified by the wielder's Strength.

One-handed Weapons: Average-sized weapons such as swords and axes; each attack with a one-handed weapon deals damage equal to the wielder's Strength plus [.5 x Weapon's Tier]. One-handedness is the default assumption for weapons.

Ranged Weapons: Ranged projectile weapons such as bows; each attack with a ranged weapon deals damage equal to 100% of the wielder's Strength plus [.5 x Weapon's Tier]. Most Ranged weapons can be used against distant targets but cannot be used against close targets and require 2 hands to use. Firing a ranged weapon allows close enemies to strike you as a Reaction.

Thrown Weapons: Weapons which can be used either in melee or thrown a short distance. Thrown weapons can be light, one-handed, or heavy. Unless they are light, they deal 25% less damage at all ranges but can be thrown to nearby targets.

Shields: Requiring a hand to hold, shields are used to block attacks as a Reaction, redirecting the damage to the shield instead of the Norseman holding it. Shields are generally made from wood and have health equal to twice their Tier. Non-wood shields were not made by the Norse. Shields require 1 hand to use. Unless otherwise stated, you can only use a block reaction once per turn.

Tools: Used as part of farming, woodcutting, crafting, and other activities. Their Tier is usually pivotal to the effectiveness of the associated Trade Talents.

Heavy Weapons: Large weapons such as greatswords and mauls. These weapons require 2 hands to use effectively. Each attack with a heavy weapon deals damage equal to 200% of the wielder's Strength plus [.5 x Weapon's Tier]. Heavy weapons have trouble being used effectively in tight spaces or against targets grappling you.

Reach Weapons: Two-handed weapons that, unlike heavy weapons, deal less damage but may be used to keep enemies at bay. Reach Weapons require 2 hands to wield and deal damage equal to 100% of the wielder's Strength plus [.5 x Weapon's Tier]. However, whenever an enemy moves into close range of a Reach weapon, it wielder may make a strike against that enemy as a Reaction.

Note: Improvised Weapons: Objects not meant to be used as weapons generally deal damage as if they were one size smaller than they are.

Note: Equipment Extras: When making an item, you may add an additional crafting material, potentially for additional effects. For example, when crafting a Shield, you must use Wood. However, if you also expend a unit of Metal, you may make a Shield with a metal rim, which gains some DR in addition to the normal effects of a Shield of its Tier.

Note: Dual-Wielding: Technically not a weapon property, however, if you are wielding a weapon in each hand, you may use a Reaction on your turn to make a strike with the weapon you are wielding in your off hand.

Prestige

Great deeds are not the only things that enhance the Ordstirr of Norsemen. Having impressive property is also a source of honor, glory, and power. Prestige is gained on both the individual and the clan level. Objects generally provide Prestige equal to their Tier.

On the individual, a Norseman gains Prestige equal to the sum of their two most Prestigious possessions, such as weapons, armor, jewelry, or tools.

On a clan level, all members of a clan gain Prestige equal to the clan's two most prestigious possessions, such as houses, or livestock.

At the end of a Season, you gain Ordstirr equal to your Prestige divided by 3.
 
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Combat, Injury, Death, and Dying

Combat, Injury, Death, and Dying

Combat

Combat is resolved via plan. At the start of Combat, each combatant, player and NPC, submits a plan. Once plans are submitted, combatants with higher Tactics than their opponents get information about their enemy's intentions and may adjust their plans accordingly. The more their Tactics exceeds their enemy's, the more information they get.

Plans can, and should, include multiple actions and contingencies. Once one combatant has completed the contents of their plan, that act of combat ends. I, the QM, describe the resolution of plans during that act and all surviving combatants once again submit plans. The cycle begins again.

Each thing that a character does (moving, using a trick, etc.) is an action. Combat is broken into round, in which each character usually takes one action. Reactions are special, exceptionally quick or specifically prepared, actions that can be taken on others' turns. The number of Reactions you can take each turn is based on your Reflexes. Each set of plans submitted by combatants constitutes an Act of a combat. Act 1 is the first set of plans resolving, Act 2 is the second set, and so on.

Aspects
Each Norseman has three aspects: called saemd, virthing, and frami. Each aspect is a physical manifestation of a Norseman's glory and is a highly personalized thing. Saemd manifests as a hat, crown, or other head-covering. Virthing manifests as a cloak of any variety. Frami manifests as a palpable aura of power, usually in the hue of your Ordstirr. Be creative with your Aspects!

Aspects are useful in combat. They have four primary uses.
  1. Refill: As an action, you can stoke one or more aspects to Refill. Refill allows you to regain 1/3rd of your total value in one of the following pools: Health, Sanity, Integrity, Ordstirr.
  2. Intensify: As part of another action, usually an attack or Trick, you can stoke an aspect. Stoking an aspect increases one of your Substats involved in that action by a value equal to the highest of your Stats.
  3. Modify: As part of a Trick, Spell, or other action with a set effect, you can stoke an Aspect to modify that effect in some beneficial way. Examples include excluding allies from an area damage effect and changing the elemental damage of an attack.
  4. Gift Another: As an action, you may touch an ally and expend one or more of your Aspects. For each Aspect expended in this way, you recharge one of the touched ally's expended Aspects.
Once you have used an Aspect, you cannot reuse that aspect until the end of the Season.

Auto-Resolving Combat
Combat... takes a long time and is very QM intensive to run. This is the price to pay for bespoke cinematic battles. Especially in a context where there are 15+ players simultaneously, running every combat to the hilt is impractical. At the same time, running no combats fully is disrespectful to the effort put into each character and their mechanics. To strike a balance between these two concerns, combats can be Auto-Resolved, if certain conditions are met.

If the friendly characters are much stronger than the opposing forces, I may ask to auto-resolve combat. In which case, what I want is simply for each player to tell me how their character wins the fight, then it will be resolved more-or-less narratively as written. If the friendly characters are close to the opposing forces and there are other, more interesting combats still in store for the adventure, I may ask the players if they'd like to auto-resolve. In this case, there is a cost. Players should tell me a) how they win the fight and b) what consequence they suffer to do so. Typical consequences are a wound, a significant piece of equipment breaking, major Ordstirr loss, Strain, or similar lingering detriments. Understand that stating a price is not a guarantee that that is exactly what you will pay every time; the ultimate choice of what auto-resolving a close fight is up to the QM.

Not auto-resolving a fight is always an option when it is offered. However, generally, there is only real-world time to fully resolve one combat per adventure. An adventure doesn't end after a fully fleshed-out fight but it will generally be the highlight.

NPCs on Adventures
As stated above, combat is lengthy, tricky, and creatively exhausting. I, as the QM, prefer that focus be placed in combat on the PC, rather than any NPCs that they might bring along on an adventure. Usually, this means that NPCs will be calculated into allied forces when determining appropriate auto-resolves but, when it comes down to actual fighting, generally at most 1 NPC will share the spotlight and take actions with the PCs. Other NPCs will be fighting side battles or otherwise contributing. This doesn't mean that NPCs contribute little to adventures. Their soft skills and combat prowess may be invaluable to the overall success of an endeavor.

Uses of Substats in CombatWhat is DoesMechanical Explanation
Attack SpeedAccuracy of AttacksWhen something you are attacking tries to Dodge, you compare your Attack Speed against its Movement. If its Movement is equal to or higher than your Attack Speed, the attack is a Graze, which deals half damage. If their Movement is more than twice your Attack Speed, the attack is a Miss instead.
Attack Speed can also be so fast your opponent cannot react to it. If your Attack Speed is twice your target's Reflexes, they cannot take Reactions in response to the attack.
Generally, unless there are adverse conditions or your target takes some kind of Reaction, you hit them when you attack them.
Attack Speed# of AttacksWhenever you take the "attack" action on your turn, can sometimes make more than 1 attack. At 3 Attack Speed and every 2 Attack Speed thereafter, whenever you "attack," you will actually swing your weapon an additional time.
This also affects this like Kunnas or other Attack-like effects. You don't automatically make more attacks, however, with high enough Attack Speed, you could hypothetically use multiple Attack-like Kunna Tricks on a single turn, playing for each individually. Alternately, you make a combination of Attack-like Kunna Tricks and actual attacks.
DurabilityDamage ResistanceWhenever you take Health damage from an effect, such as being cut with a weapon or lit on fire, take less damage equal to your Durability.
DurabilityDebuff ResistanceWhenever you are subject to a physical debuff, reduce the "amount" of that debuff by your Durability. For example, a blinding flash of light that reduces Senses by x which hit you would reduce your Senses by x – your Durability. What Durability decreases about a Debuff changes from Debuff to Debuff. For some, it will reduce the actual amount inflicted. For others, it will reduce the duration that an irreducible effect has. Generally, Durability should only be subtracted from an effect once.
Alternately, some effects consider Durability to be a "Threshold." For example, most stunning effects will inflict x Stun on a target. When they reach Stun equal to their Durability, they lose their next round of actions.
MovementMovement SpeedDistance in combat is handled more or less narratively. Tracking exact positioning would add a pointless dimensions of complication. Instead, distance is referenced by categories, which can be seen in the rules of Trick Traits. However, sometimes it is useful to know how fast someone is, especially when considering whether one person is faster than another. Roughly, your Movement is how much you can move with one action in combat.
Again, roughly, the distance categories in Trick Traits translate to these "distances" as a measure of how much Movement is required to traverse them.
Close 0-2; Nearby 3-6; Distant 7-14; Remote 15+
So, if you are touching an opponent, and they move away with 3 Movement, you'd need to take 3 Actions at if you are moving at Movement 1 to reach them.
MovementDodgingDodging is the Reaction that you will always have. If you can see an attack coming, see Senses, and have Reactions left, see Reflexes, you can try to Dodge an attack. When Dodging, compare your Movement to the Attack Speed of the incoming attack. If it is higher than your Movement, you are hit by the attack and take full damage. If your Movement is equal or greater than the Attack Speed, the attack is a Graze and you take half damage. If your Movement is twice the incoming attack's Attack Speed, you dodge it entirely turning the attack into a Miss.
Dodging is a Reaction but, as mentioned above, unlike other Reactions, it can be used more than once per round.
PotencyMental PowerPotency is how stronger your mental powers are. Potency determines the amount of damage deal with Kunna and other Hugr-based effects, as well as the amount of debuffs inflicted, rounds effects last, and more. Potency only affect opposed calculations. If a calculation is unopposed, it is affected by Hugr alone. Potency calculations are more closely explain in Tricks.
ReflexesAction PriorityIn combat, once plans are submitted, the QM breaks them up into sequences of actions, single discrete moves that each character is taking, such as moving, attacking, using tricks, and so on. These sequences are laid alongside each other to determine rounds. A "round" is the set of 1st, 2nd, 3rd, and so on… actions taken by each combatant. Within each round, each combatant takes a turn to do their action. The order that those turns occur in is determined by Reflexes. Usually, this means that the characters with the highest Reflexes will act first within each individual turn but it also might mean that they can more readily prepare for the actions of others with lower Reflexes or advantageously interrupt or react to another's actions.
In addition, if your Reflexes are more than twice the Reflexes of an opponent, at the start of combat, you get a free round of actions before they do.
Reflexes# ReactionsEach round you may only take so many Reactions. A Reaction is a quick response to something, usually an attack. Reactions are things like raising your shield to block, parrying with a weapon, or using any one of a number of Reaction Tricks that can be crafted under the Tricks guidelines. You may take 1 Reaction plus an additional Reaction at Reflexes 2 and every 2 Reflexes thereafter.
Normally, you can only take a certain Reaction once a round. For instance, if you Block a first attack with your shield, you cannot block another attack with your shield until the next round in combat. Some Tricks, such as Quick Shield, break this limit allowing you to use a specific Reaction more than once.
Dodging is another exception. You may always attempt to Dodge attacks as long as you have the Reactions remaining to do so.
However, once you have run out of Reactions, attacks that target you will generally hit you, or hit armor that you are wearing. In addition, if you are attacked by someone with Attack Speed more than twice your Reflexes, they are simply too fast for you to React to at all. Finally, you cannot react to stimulus that you cannot perceive with your senses.
SensesPassive PerceptionPassive Perception, Senses in general, is just about the level of detail that you get in your environment. 99% of the time it can be handled narratively. However, sometimes, you will need to determine if you can see something coming or make a close call on whether or not particular character can see a particular thing.
Passive Perception represents the things that you notice without trying. Generally everything has a level of "Hidden." How Hidden something is how hard it is to perceive. Things can Hide themselves, such as by trying to be stealth, or be hidden by external conditions such as darkness or howling winds. Each of these conditions provides a numerical bonus to the Hidden score, for example someone untrained in Stealth trying to hide increases Hidden by 1. The most common modifier for Hidden is proximity. Things that at close to you have a -1 penalty, things that are nearby have a +0 and things that are remote or distant have a larger bonus. Exceptionally large things may have a Hidden penalty, and exceptionally small things may have a Hidden bonus.

Stealth Traits increase the amount that hiding improves your Hidden score, allow you to hide in additional circumstances, or provide other benefits to going unseen.

To determine the effect of Passive Perception, compare your Perception to how Hidden everything in your vicinity is. If your Perception is equal or greater to how Hidden that thing is, you are vaguely aware of it.
SensesActive PerceptionIf you are aware of something, such as through Passive Perception, but need more details about it, Active Perception allows you to get them. Generally, you choose one or more things you are vaguely aware of to get more details about. This happens exceptionally quickly and usually automatically. If your Passive Perception becomes aware of someone sneaking up on you, it is generally assumed that you whirl around to look at them.
However, you can scrutinize things more closely with Active Perception as an action. Scrutinizing closely generally doubles your Senses for the narrative purpose of getting details but halves your Senses with regards to everything you aren't focusing on. Scrutinizing can be used to mitigate environmental disadvantages as well, such as Passively hearing someone sneaking around in the dark and scrutinizing that sound with your eyes to make out more details.
Spiritual DefensesIntegrity Damage ResistanceAs Durability but for spiritual effects.
Spiritual DefensesSou Debuff ResistanceAs Durability but for spiritual effects.
StrengthPhysical PowerStrength is how strong your body is. Like Potency, Strength determines the general power of your Tricks, although Strength affects combat tricks instead. When used to determine the effectiveness of Combat Tricks, Strength is only used to determine opposed effects. If an effect is unopposed, its power is determined by Hamr alone. Strength also determines the damage that you deal when simply attacking someone. Generally, each type of weapon will deal damage equal to .5 x Tier + x% of your Strength. Larger weapons are more unwieldy but add a greater portion.

Strength is also used for contests of power. For example, if you are trying to push someone over, you compare your Strength to theirs, possibly with other modifiers due to terrain, circumstance, or size. If your Strength is higher, you might succeed in pushing them over.
TacticsAnalyze OthersOnce all combatants have submitted their plans, the Tactics of all combatants will be compared. For each combatant that has a lower Tactics score than you, you will get some information about what they their plan is and what they intend to do. You will get more information about an enemy's intentions, the greater your Tactics exceeds theirs. For example, exceeding a foe's tactics by 1 gives you a general idea while exceeding a foe's tactics by 4-5 would basically let you look at their plan.
Once Tactical information has been exchanged, combatants may modify their plans so a degree, although wide-sweeping changes are bad form. After any tactical modification have been made, plans are finalized and that act of combat beings.
Tactics is also useful in social situations, as it has a similar effect with regards to desires and motivations as it does to plans to kills someone.
TacticsResist AnalysisSee Analyze Others above. Your Tactics is both how much information you get about others and how hard it is to get information about you.
WillpowerSanity Damage ResistanceAs Durability but for mental effects.
WillpowerMental Debuff ResistanceAs Durability but for mental effects.

Injury, Death, and Dying

Norsemen may be killed many times before they die. When a Norseman is born, the Norns decide on the day that he will die. Most kinds of deaths before this day will not kill a Norseman. These seemingly contradictory statements have the following mechanical effect.

When a character is created, I will secretly roll 1d6+1. This is the number of times your character can be resurrected from the dead. When you have 0 Deaths remaining and die… your character stays dead. They cannot be resurrected. In other circumstances, Resurrection is not terribly difficult.

Norsemen heal incredibly fast and cling to life desperately. Even after being reduced to negative hit points, a Norseman's body should be mostly intact and, if their friends can hold their parts together, they will return to life after about a day, hovering at 1 Health. If a Norseman's body has been destroyed, more steps must be taken. A destroyed Norseman's remains must be taken to a Shapecrafter to restore their body to working condition. Even after this has been done, if it has been more than a handful of days since the Norseman's death, their Soul must be guided back to their body by a Seeress for their motive force to be returned. A Norseman's body is generally only destroyed by attacks that deal massive damage or when an enemy takes an additional action to destroy the body of a dead Norseman.

If the Norseman's body cannot be recovered, a skilled Shapecrafter may still regrow them from even a scrap of their flesh or hair. Norsemen are always assumed to keep such mementos with their clans or loved ones. When this happens, a Seeress must always be involved to complete the resurrection.

Worse than bodily death is Fylgja death. If a Norseman's manifested Fylgja is killed, they are plunged unshielded into Ginnungagap. Prolonged exposure to Ginnungagap breaks souls. If a Norseman is not rescued from Ginnungagap by the end of the season, they are gone, and you must make a new character.

Generally, injured Norsemen heal at a rate of Hamr/2 Health per day of rest or, more commonly, regain all lost health at the end of the season.

Losing Sanity functions in much the same manner as lost health. Typically, a Norseman will heal Hugr/2 Sanity per day of rest.
 
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People Around the Faroes

People Around the Faroes

Finningur Villagers

Clan Kamban

Dagmar Knockingdawn: Kamban's Hersir and last living child. Dagmar is strict and dutiful but tries to be kind when he can. Performs most of a Jarl's duties in his father's stead.

Jarl Grimr Kamban: Also known as Jarl Crooked. Founder of Finnigur and first Norse settler on the Faroes. At least 70 years old and a monster in human flesh. Has had many sons, all but one is dead now. Avoid at all costs.

Isgrid Rutlasdottir: Finningur's most beautiful woman. Jarl Crooked's wife and at least 40 years his junior.

Vigge Havled: A veteran member of the Jarl's Felag and adoptee to his clan. Vigge sacrificed one of his arms for great strength in the other.

Clan Sjavarfli

Abjorn Fish-Boiler: An older warrior-turned-fisherman. Abjorn got his kenning by attempting to "catch" fish with his Fire Kunna. He angered a Whale which swallowed his boat whole and him along with it. Abjorn is still paying back the Seeress and Shapecrafter for retrieving his body and soul. Father of Adis Draugr-Broken. Head of Clan Sjavarfli.

Bori Bogrson: Finningur's smith and resident drunk. Some trick, or perhaps an enchanted hammer, allows him to make more items than he should be able with each ingot he works. Unfortunately, the goods Bori produces can be called serviceable at best. Killed Jarl Grimr Kamban in Late Summer 1.

Katla Bubblingbroth: Renowned in Finningur for her rich fish stew and her willingness to lend a bowl to the hungry. Wife of Knutr Knotmaker.

Knutr Knotmaker: An eccentric fisherman with a talent for braiding nets. Knutr keeps odd hours and is full of stories about the odd creatures he encounters in the bay at night. Husband of Katla Bubblingbroth.

Hroarr Stormcaller: Poor woodcutter in the tree-starved Faroes. Insists he found a hidden forest but has been unable to lead others to this fabled place. Possibly driven mad after being struck by lightning.

Clan Vithafara

Aki Long-Nails: Twin brother of Rickard Hand-Keeper, son of Kare Fairwool, tied for youngest member of the Jarl's Felag. Has claw-like fingernails.

Hlif Sweetvoice: A tall woman with an enchanting voice. Lives in the hills outside town with her husband, Kare Fairwool, and their children.

Kare Fairwool: A shepherd who lives with his family in the hills outside Finnigur and is rarely seen in town. He comes across as polite but rather awkward. Husband of Hlif Sweetvoice. Head of Clan Vithafara.

Rickard Hand-Keeper: Twin brother of Aki Long-Nails, son of Kare Fairwool, tied for youngest member of the Jarl's Felag. Keeps the hands of his slain foes.

Runi Karesdottir: Young shepherdess. Daughter of Fairwool and Sweetvoice. Inherited her mother's talent. Sometimes her singing on the high bluffs is heard in Finningur below.

Rinbjorg Mast-Tall: Young fisherman. Uncommonly tall for a non-Giant Blooded, often compared to the height of a ship's mast.

Clan Fyrrorlog

Arnbjorn And-Bear: A young hunter who has long dreamed of hunting a bear and always suggests doing so to the other hunters. Unfortunately, there are no bears on the Faroe Islands. Cousin of Baggi Wolfsbane.

Baggi Wolfsbane: A shepherd with a truly strange curse. Baggi is frequently attacked by wolves. This is especially odd given that wolves are not native to the Faroes. Cousin of Arnbjorn And-Bear.
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Brenda Beastsoul: Promising young warrior. A Fylgja specialist. Brenda is as short as her temper and she once sicced her wolf fylgja on a man for looking at her wrong. Daughter of Klaus. Has a vendetta against Alfvin and Astrid Bright.

Klaus: A talented farmer. Father of Brenda Beastsoul.

Erik Olafsson: Short-tempered shepherd. Has attempted to get several different kennings to stick but is so far unsuccessful.

Strugr Silver-Tongue: Old fisherman who once told the Jarl of a rumor that his eldest son was planning to usurp him. Sturgr was killed on the spot but later returned to life when the rumor proved true. Head of Clan Fyrrorlog.

Clanless

Aelfgard Deepvoiced: Finnigur's sane-seeming Shapecrafter. Aelfgard is corpulent and gray-skinned but seems nice enough. His lack of apparent madness is deeply troubling.

Boda Manslayer: Beautiful Pictish thrall taken in one of Crooked's raids by a former member of his Felag. Crooked allowed her to duel her master for her freedom. She killed him but Crooked has decreed that any who best her in battle would become her new master. She has killed four more men so far.

Fastulfr: A new arrival in Finningur who has yet to share his kenning. Scowls whenever he hears the name "Baggi."

Skavidr Subtle-hunter: A quiet man of stern demeanor. Owner of a dangerous bloodline; relative of Tyrfingr Logger. Currently away from the Faroes, tracking a bounty.

Stan Torrunsson: Part of the Jarl's Felag and close friend of Knockingdawn. Torrunsson tends to fade into the background and let others do the talking.


Wanderers, Loners, and Outlaws

Bjorg Sees-the-Risk: Reclusive local seeress. Bjorg lives on the peninsula across the bay from Finnigur. Knutr insists she is the cause of many of the strange things he has seen.

Gandalf Tough-luck: Accident-prone Giantblooded from a nearby village. He's rumored to have been struck by lightning, walked off a cliff into the sea, seasoned his supper with Eitr, and somehow survived it all.

Gunnar Rumorborne: A friendly ferryman who travels between the islands of the Faroes and will take others for a reasonable price. Always willing to give a discount for good gossip. Rumored to be Idony Trackless's lover.

Idony Trackless: Wandering Skald of the Faroes. Idony refuses to settle in any village and prefers a nomadic lifestyle. Rumored to be Gunnar Rumorborne's lover.

Jothgeirr Tofasson: Finningur's lawspeaker. Outlawed by Jarl Crooked after openly questioning his "holmgang-only" policy.

Ornne Bad-Iron: An outlawed merchant. Ornne was on the losing side of a deal with Bori that no one quite remembers the details of. He complained to the Jarl directly instead of Knockingdawn and was outlawed for bothering him. Ornne remains in the hills near Finnigur despite being able to easily leave the Faroes if he chose.

Sigsteinn Quickchisel: Runesmith and stonemason. Claims to be the best in all the Faroes and goes to great lengths to challenge other craftsmen to contests of skill.

Sten Deathcheated: Outlawed son of Bori the Smith. Sten killed one of Jarl Crooked's sons in a drunken brawl. By the Jarl's decree, Sten should be attacked upon sight but never killed. Ever winter, Crooked spends a week hunting Sten across the Faroes. Killed by Dagmar Knockingdawn in Mid Summer 1.

Residents of Ulfsby

Adis Draugr-Broken: Formerly of Finningur, Adis married into Old-Master's family. Unlucky Adis's husband was killed shortly after their wedding and worse rose as a draugr. She currently lives at Ulfsby. Daughter of Abjorn Fish-Boiler.

Grimmer Cross-Wearer: Deceased child of Old-Master. Returned from a trading voyage wearing a cross. Jarl Crooked travelled to Ulfsby and killed him.

Logi Young-Master: Eldest son of Old-Master. Not welcome in Finningur.

Ulf Old-Master: Master of Ulfsby, a large homestead on Kalsoy, the island across from Eysturoy. Old-Master is a rampant thrall-taker, a true oddity in the Faroes. Rumor has it that he uses some cruel Seidr to keep his Thralls from fleeing.
 
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Roster of Characters
Current Turn to-do List
Astrid Bjornsdottir (Ordstirr 49/49) (12 Nid)

Description:
A beautiful blond woman with gold eyes, a golden light radiates from her body at all times. She is the normal height for a Norse woman. Is very vain and likes collecting jewelry. Has a deep interest in magic like seidr, kunna, runes, and rituals. She is the youngest from 4 children, 2 elder brothers and an elder sister. Her mother died when she was 6 when they were both attacked by a wolf while they were gathering berries in the woods and her mother had her runaway to get help while she faced the beast. Her brother's and father spend the next several years trying to hunt down the beast that took their mother and wife but to no success. The toll of his wife's death weighed heavily on her father and affected his health. After a bad harvest, her father joined a raid to get enough food for the family to survive the coming winter. He did not come back but the family was given enough food for his service. Her elder brother then took care of her and her siblings. Eventually the rest of her siblings married off and left and Astrid is still living with her elder brother. Her brother has still not found somebody he is satisfied giving Astrid too.

Hamr 3: Quick Reflexes 2, Hawkeye 1, Graceful Form 1, First to the Fight 1
Strength - 1.5
Attack Speed - 6 (9.5 Accuracy with Hawkeye and Frenzy)
Reflexes - 4
Durability - 1.5
Movement - 1.5 (5 Dodge with Graceful Form and Frenzy)
Health - 8
Shapeshifting Slots - 3

Hugr 4: Bloodline - Radiant Aura I, Light Kunna III (Destruction Expertise), Martial Style - Resplendent Vainglory II, Fast-Learner I, Beautiful I, Frenzy 1: Tactician Variant
Potency - 2.5
Tactics - 3
Senses - 2 (3.5 w/Watching Your Back)
Social Skill - 4.5
Willpower - 2
Sanity - 10

Fylgja 1: Seeing Eyes I
Fylgja - Swan
Boon: Bewitching Light - Any being that is enveloped by the light of Astrid's Radiant Aura will become charmed by her. 1/season per Tier, bewitch someone close-by with Social Skills. (+1 Social Skills)
Storage - 2
Watching Your Back - 1.5
Spiritual Defenses - 1
Integrity - 4

Shapecrafts: 3 High-Twitch Muscles (+4.5 Attack Speed)
Tale-Twisting Twists: N/A
Equipment: T1 Rune Wand (+1 Potency to Light Tricks), T2 Metal Armor, T3 Quartz Prism (Kunna Refraction)
Inventory: T3 Wooden Longsword, T1 Broken Chainmail, Treasure Map, 44 oz. of Silver

T3 Quartz Prism (Kunna Refraction)
3/season, if you are holding this item, you may apply one of the following effects to an eligible trick:
  1. Focus: Remove the [Area] descriptor from a Trick to increase its damage.
  2. Refract: Add the [Area] descriptor to a Trick and reduce its damage.

Major Twists:
Sidestep II
- 4/encounter, turn a Graze into a Miss.

Harmless Light I - Astrid can designate up to two individuals at the start of combat and they will be immune to her Light Kunna and Resplendent Vainglory Tricks for that encounter.

Flash of Brilliance I - 1/Season, can alter an existing Light Kunna or Resplendent Vainglory trick for the rest of the encounter.

Minor Twists:
Scrysight
- Your eyes can see across vast distances.
Shroudsight - Your vision pierces through obfuscations such as fog, darkness, and illusions.
Sundersight - Your eyes are drawn to the structural weaknesses in things that you concentrate on.
Held Hand - Whenever you would kill another character or drive them to insanity, you may knock them unconscious or cause them to merely have a mental breakdown instead.

Hamr Descriptive Traits:
Quick Reflexes
II - Your reflexes are exceptionally quick. 2/season per Tier, turn a Hit into a Graze. (+2 Reflexes)

Hawk Eye I - Your eyes are like a hawk, your prey is always in your sight. 1/Season per Tier, perform an act of incredible accuracy. (+2 Accuracy (Attack Speed))

Graceful Form I - You carry yourself with exceptional grace. 1/Season per Tier, perform an act of incredible grace. (+2 Dodge (Movement))

First to the Fight I: She who strikes first wins. 1/Season per Tier, react faster than an opponent. (+0.5 Reflexes)

Hugr Descriptive Traits:
Bloodline: Radiant Aura I
- You are surrounded by glowing light, which at times ranges from cold imperious radiance to a soft comforting glow. You make powerful impressions on people easily. Once per season, increase the power of a Light Kunna Trick. (+0.5 Social Skill and +0.5 Potency)

Fast-Learner I - You learn at an accelerated pace. Whenever you gain 1 or more Training, gain 1 additional Training per Fast Learner Tier. You cannot gain more additional Training with Fast Learner than the base amount. (+0.5 Tactics)

Beautiful I - You have a lovely visage to behold. 1/season per Tier, increase the effectiveness of this trait for an interaction. (+1 Social Skills)

Frenzy I: Tactician Variant - Add your 50% of your Tactics to Movement for dodging and Attack Speed for accuracy (Maximum bonus equal to 200% of Frenzy Tier). (+0.5 Tactics)

Fylgja Descriptive Traits:
Seeing Eyes I
- Your Fylgja peers out from behind your eyes with preternatural clarity. Increase your Watching your Back bonus by .5 per Tier, you can use that bonus on actively perceiving, and you can actively perceive magical auras.

Bewitching Light I - Any being that is enveloped by the light of Astrid's Radiant Aura will become charmed by her. 1/season per Tier, bewitch someone close-by with Social Skills. (+1 Social Skills)

Light Kunna III Tricks: (Destruction Expertise) (+1 Training)
Ray of Luminous Madness
(Refined 3 Ordstirr) - Astrid shoots out a ray of light that erodes the mind of whoever it hits (Normal Attack, Distant, Simple, Other)

Incinerating Ray (Mastered 4 Ordstirr) (1/9 to Perfect) - Astrid shoots out a ray of light that incinerates anything that it touches, it moves at the speed of light (Boost Attack Speed) (Powerful Attack, Normal Buff, Distant, Fleeting, Repeatable)

Light Barrier (Mastered 2 Ordstirr) - Astrid blocks attacks by creating a hard light barrier around herself (Normal Creation, Reaction, Fleeting, Repeatable, Simple)

Dawn Orb (Refined 5 Ordstirr): Astrid makes a orb of light which she then launches at a group of enemies (Normal, Distant, Nearby AOE, Simple)

Purifying Light (Refined 7 Ordstirr) - Astrid releases a burst of purifying light that opposes magical Dispels and Debuffs. (Powerful Descriptive Effect, Reaction, Fleeting, Simple)

In Light, There is Darkness (Refined 1 Ordstirr) - Astrid creates a lens that changes light-based attacks that pass through it into dark-based attacks. (Normal Descriptive Effect, Simple)

Light-Shift (Mastered 8 Ordstirr) - Astrid momentarily turns her body into light and quickly moves from her location to another location. (Will move a certain units away depending on Kunna Tier)(Powerful Descriptive Effect, Reaction, Repeatable, Simple)

Martial Style - Resplendent Vainglory Tricks:
Resplendent Vainglory Stance
- Add Social Skill to Potency, only works for Light Kunna and Resplendent Vainglory Tricks, caps at Martial Style Tier x2

Glorious Form (Refined 8 Ordstirr) (1/3 to Mastered) - Astrid taps into the latent power of her bloodline and achieves a glorious form, A buff increasing her Reflexes and Durability. (Normal Effect x2, Enduring x2)

Valkyrikc Wings (Refined 7 Ordstirr) - Astrid shapes her Radiant Aura into brilliant Valkyric Wings for her to soar the skies. (Powerful Descriptive Effect, Enduring, Simple)

Blinding Flash (Rough 6 Ordstirr) - Astrid suddenly increases the radiance of her Radiant Aura to blind all her enemies that are around her (Normal Debuff, Close AOE, Simple)

Finale: All-Consuming Light (Refined 15 Ordstirr) - Astrid encompasses a large area around her in her Radiant Aura and destroys anything that touches it, can only be used when the number of Light Kunna or Resplendent Vainglory Tricks she used with her Stance active equals to 2x the Martial Style Tier (+50% Damage) (Powerful Attack, Far AOE, Simple)

Property:
T1 Flat Land
- T1 House
- T1 Field
- T2 Field
- N/A

T1 Flat Land
- N/A
- N/A
- N/A
- N/A

House - Houses a number of Norsemen and/or Livestock equal to its Tier x 3 (minimum 1)

Field - Counts as a prepared plot for Farming for up to two different crops. Requires flat land.

Food:
1x T3 Food
1x T2 Food
3x T1 Food
1x T2 Seed

NPC's
Elder Brother and Sister-In-Law: Ivor Wolfhunter & Embla Steinnarsdottir
- Farmer
- Trainer: Light Kunna
- Trainer: Resplendent Vainglory
 
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So, you get one Major and one Minor Twist every time you increase your Hugr.
Or, well, you do when you get your first point of Hugr, afterwards you can also decide to increase the effects of existing Twists, though I'm not sure the exact mechanics of that are correctly written down above at the moment.
 
So, you get one Major and one Minor Twist every time you increase your Hugr.
Or, well, you do when you get your first point of Hugr, afterwards you can also decide to increase the effects of existing Twists, though I'm not sure the exact mechanics of that are correctly written down above at the moment.

You get 1 Major and 1 Minor each time. Minors generally don't upgrade (although I suppose you could). I'll clarify in the rules.
 
Cyrthraul Scarhaven

56/56 Odstirr
1 PT


A whip thin man with pale skin, and straight pale blonde hair going down to his shoulders. No beard is on his face to hide his many scars. His face is narrow, with a curved nose like a hawks beak. His eyes are a stormy gray, and seem to always move to take in everything around him. He is slow to speak, only doing so after putting much thought and consideration into his words, and he often seems cold, which only seems to thaw around his wife and son. He is new to this land, with rumors of a hasty departure after a falling out with a friend and an outlawing over the theft of an item of great worth to a Jarl.
Cyrthrauls Base
Health 12/12
Sanity 12/12
Strength 1.5
Durability 2.5
Potency 1.5

Shapeshifting Slots
3

Attack Speed
1.5
Movement
1.5
Reflexes
1.5

Senses
2.0
(2.5 with Watching Your Back)
Social Skills
2.0
Tactics
2.0
Willpower
2.0
T1 Leather Armor, 8 Ounces Silver, 1 T1 Wood, 7 T1 Food, 5 T1 Wolf Bone, 5 T1 Wolf Pelt, T2 Leather Satchel.
Major: Reborn in Blood

Minor: TBD

Hamr: 3
Swordplay 2 (Accuracy Expertise)
Cyrthraul survived a fight that by no rights he was supposed to. +.5 Durability and +2 Health per Tier. 1/season per Tier, when Cyrthraul would be reduced to 0 or negative health, he is reduced to 1 instead.

Hugr: 4
Blood Kunna 2 (Kunna Expertise)
1: 1/encounter per Fleshmending Tier, heal an amount equal to your Hugr health with a touch as an action. In addition, gain +2 Sanity per Tier.
Grudge-Bearer: You do not forget; you do not forgive. You may swear Oaths of Vengeance. At the beginning of each turn, when directly attempting to fulfil your Oath of Vengeance, you may add a bonus to one of your Substats equal to Grudge-Bearer's Tier, or split this bonus between multiple Substats. You may have a number of Oaths of Vengeance sworn at one time equal to your Tier. If you directly participate in killing the subject of the Oath, you fulfill the Oath and it no longer counts against your maximum number of Oaths sworn.
Disciplines:
Mead
Ale
Wine
Flyga 1 4/4
1 Seeing Eyes

Property: 1 Valley Plot, Tier 2 House, Tier 1 Field

Equipped Items:
Blood Drinker (T2 Sword)
Leather Satchel (T2)
Leather Armor (T1)

Items of Note:
Blood Drinker (T2 Sword)
A crimson blade, one which is never stained by blood, as it seems to absorb it.

Cyrthraul's Family:
Year 1 NPC Group (Adventurer - Weapon Skills, Craftsman: Woodworking, Craftswoman: Leatherworking)
Names: Sera Vindrborrin (Cyrthrauls wife), Vegeir Cyrthsonn (Cyrthrauls son),

Thralls:
Brother Pentur, a monk taken in a raid.
Farming 1

Taken by Jarl
AnOathswornApriceDemanded

Blood Kunna Tricks
(Training 1) Let it Flow: Cyrthraul stabs his opponent, causing the wound to start bleeding unnaturally fast.
(Training 1) Stop the Flood: Cythraul causes the blood around a wound too harden, stopping the flow.
(Training 1) Blood Spike: Cyrthraul draws forth blood, and hardens it, shooting it towards his opponent.
Blood Sight:
Swordplay Tricks

(Training 1) Serpent Strikes:
Cyrthruals blade darts out, once, twice, three times, each thrust aimed for a different artery or weak point.
4 Ordstirr
(Training 1) Parry:
Cyrthrual prepares himself, and when the time is right, his blade moves as fast as a striking snake, stopping or deflecting the next strike aimed at him.
(Must be used the turn before the enemy's to take affect)
3 Base Odstirr
(Training 1) DisARMent:
Cyrthrauls blade darts out, and he attempts to takes off his foes dominant hand, making them lose their hand and weapon.
4 Base Odstirr
Riposte:


·ï¡÷¡ï··ï¡÷¡ï· ·ï¡÷¡ï··ï¡÷¡ï· ·ï¡÷¡ï··ï¡÷¡ï·​

Oath I

Jarl Grimir Kamban

For insult offered. For monstrosities and murders. For taking what was rightfully HIS. For failing to offer any Weregild that would even cover the cost of that which was stolen. For all these things, there will be a price.

The name Grimir Kamban will be a whispered warning to all generations that dwell upon the Faroes about the price of Nid Dealings.
 
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Tyrfingr Logger (Ordstirr [56]/[56]) ([0 Unspent PT])
Description: A large man of good cheer, Tyrfingr is one who nearly always wears a smile on his face. He has good reason for his cheer, too, for he holds the majority of the wooded land on the Faroes as his own property.
Hamr 4: Giant-Blooded 2, Swordplay 2, Shieldplay 2, Frenzy 1 10 / 15
Hugr 3: Bloodline: Delayed Result 1, Magma Kunna 2, Abroculture 2 7 / 10
Fylgja 1: Guardian Spirit 1 1 / 3
Equipment:
-T3 Shield, Broken, x2
-T1 Shield, x2
-T2 Spear
-T1 Sword
-T2 Tools
-T3 Bow
-T3 Wooden Longsword
-T2 Chain Armor, x2
Property:
-3 Plots of T1 Woodland
-1 Plot of T2 Land
--T1 House
-1 Unit of Animals
--1 Unit of T2 Cattle
15oz Silver

2 T2 Food
2 T1 Food
1 T2 Wool
1 T1 Wood
1 T3 Metal
2 T3 Screaming Tree Seed
Major Twists:
-Shield Sacrifice: 1/encounter, when your shield is destroyed, negate all overflow damage.
-Still Standing: 2/encounter, when you would be reduced to 0 or negative health, you are reduced to 1 instead.
Minor Twists:
-Shroudsight: Your vision pierces through obfuscations such as fog, darkness, and illusions.
0~0~0
Swordplay:
-Joint-Lop Trick (Refined 2 Ordstirr): A trick specializing in the lopping off of a foe's knees and/or elbows.
--If you go for legs, this will also debuff Movement. If you go for elbows, this will debuff Attack Speed.
-Power-Strike Trick (Rough 4 Ordstirr): A simple trick that involves the enhancing of an attack.
-Ghost-Edge Trick (Rough 3-9 Ordstirr): A trick that allows one to project the edge of their weapon across a given distance.
--+.5 Base cost for having multiple modes. 3 Ord lets you to attack someone nearby. 5 Ord lets you attack someone distant. 9 Ord lets you attack someone remote.
-Blow-Deflect Trick [Refined 1 Ordstirr]: A defensive trick that allows one to smack attacks aside. [Enhanced Action: Block: Weak Additional Effect: Can be performed with a sword (2), Simple -1]
0~0~0
Shieldplay:
-Hot-Swap Trick (Rough 4 Ordstirr): Instantly equips a shield. If an item is held in the shield hand, it is either dropped or takes the place of the swapped-in shield.
--Hot-Swap seems like a 2 base Ordstirr effect (4 cost at rough), a Simple Fleeting Normal Descriptive effect with a limitation.
-Boss-Catch Trick (Mastered 1 Ordstirr): Using the boss as intended, the shield blocks the blow while suffering no damage. Reaction, buffs Shield's Resilience.
-Brim-Jab Trick (Refined 2 Ordstirr): A sharp thrust of the arm sees the shield's rim break ribs and pulverize organs.
--Brim-Jab seems like a 2 base Ordstirr effect, let the shield count as a weapon and deal additional damage.
-Hard-Stop Trick [Refined 4 Ordstirr]: A trick that allows one to use their shield to defend against debuffs. [Enhanced Action: Block + Boost Equipment: Moderate Descriptive (2), Reaction (x4), Fleeting (/2)]
0~0~0
Magma Kunna:
-Volcanic Bomb [Refined 2 Ordstirr]: A ball of viscous lava that cools into large rocks mid-flight. [Normal Attack-like (2), Simple (-1), Repeatable (+1)]
-Eruption [Refined 9 Ordstirr]: A massive, powerful attack resembling a volcanic eruption as it explodes from the ground. This attack is used to finish fights. [Powerful Attack-like (4), Distant (+1), Area: Close (x2), Simple (-1)]
-Pyroclastic Surf [Refined 1 Ordstirr]: By riding a lava flow, this trick is used for movement purposes. [Normal Buff: Movement for Speed (2), Simple (-1)]
-Igneous Extrusion [Refined 3 Ordstirr]: First producing igneous rock, the material is then formed into shapes as desired by the user. [Unique Creation: can produce any simple shape (4), Simple (-1)]
0~0~0
Giant-Blooded, T2: The blood of an ancient, shapeshifting race flows through your veins. Every Tier of Giant-Blooded gives you an additional Shapeshifting Slot.
Swordplay, T2: You are skilled with the sword, granting you access to Sword Tricks. +1 damage per Tier w/ swords.
Shieldplay, T2: You are skilled with the shield, granting you access to Shield Tricks. +1 Reflexes per Tier for the purposes of blocking with a shield.
Frenzy, T1: +.5 Tactics per Frenzy Tier. Add 50% of Tactics to Movement for the purpose of Dodging attacks and Attack Speed for the purposes of accuracy (maximum bonus equal to 2x the Frenzy Tier). This Trait ceases to function after you've been Hit a number of times equal to your Frenzy Tier.
0~0~0
Bloodline: Delayed Result, T1: Actions you perform do not happen until you allow it.
Magma Kunna, T2: With an understanding of flame, you have access to Magma Kunna Tricks.
Basics
Health (10/10) | Sanity (8/8) | Integrity (6/6)
Strength (2) | Potency (1.5) | Storage (0/2)
Durability (2) | Willpower (1.5) | Spiritual Defense (2/2)
0~0~0
Motions
Movement (2) (3 w/Frenzy)
Attack Speed (2) (3 w/Frenzy)
Reflexes (2)
0~0~0
Mental
Senses (1.5)
Tactics (2.5)
Social Skills (1.5)
0~0~0
Shapeshifting
Slots (6)
-
-
-
-
-
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Hamr:0 Swordplay 1, Scarhaven (Kenning) Cyrthraul survived a fight that by no rights he was supposed to. +.5 Durability and +2 Health per Tier. 1/season per Tier, when Cyrthraul would be reduced to 0 or negative health, he is reduced to 1 instead.

Hugr:1 Blood Kunna 1, Fleshmending 1
You do not need to spend PT on increasing Hamr, Hugr or Fylgja directly.

Instead, you track how many PT you have spent on Traits linked to each stat, and, when you have spent a certain amount of PT on Traits linked to a given stat, you increase that stat automatically.

The thresholds for that are 1 PT, 3 PT, 6 PT, 10 PT and so on. These are total PT spent, so in your case right now you would have Hamr and Hugr both at 1 and both would need you to spend one more PT on them to increase that stat to 2. You also have one PT free (which you could also spent on a Fylgja-linked Trait to increase your Fylgja to 1 as well).
 
You do not need to spend PT on increasing Hamr, Hugr or Fylgja directly.

Instead, you track how many PT you have spent on Traits linked to each stat, and, when you have spent a certain amount of PT on Traits linked to a given stat, you increase that stat automatically.

The thresholds for that are 1 PT, 3 PT, 6 PT, 10 PT and so on. These are total PT spent, so in your case right now you would have Hamr and Hugr both at 1 and both would need you to spend one more PT on them to increase that stat to 2. You also have one PT free (which you could also spent on a Fylgja-linked Trait to increase your Fylgja to 1 as well).
Thanks for the catch.
 
Name Orm Ivarsson (Ordstirr 21/21) ([0 Unspent PT])
Description: Wild eyed and energetic, Orm seeks to create the perfect weapon of destruction. A thing that even puts the venom of a dragon to shame, the ideal of a weapon made manifest. In pursuit of this goal, Orm has devoted most, if not all, of his time to runecraft, seeking to find the secret there. Is it any surprise someone like him would end up at the edges of the world? (You blow up just a few sheep! and this is how you are treated!)
Hamr 0:
Hugr 4:
Runes 3, Carving 3
Fylgja 2: Improved Storage 2
Equipment:
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T3 Runic Fishbone Rings (Fated II): +2 to Seasonal Luck Rolls Given as collateral to the trader.
- T2 Tools (Carving)
- T1 Light Weapon (Dagger)
- 2 Units of T2 Wood
- 2 Units of T2 Stone
- 4 Units of T1 Food
- 2 Units of T1 Bones (Fish)
- T4 Runic Shore-walker Teeth Jewelry (Skin-Armor Curse) However, without an appropriate Lexicon, the runes do not function as intended. Armor worn by the wearer of the jewelry starts to grow skin and must be regularly cleaned to avoid fouling the joints (and a stench). (This is owed to Astra Silver-Bite. This cannot be delivered in this condition. Stall until fixable. Give gifts of fate and bounty. They won't catch on, I'm sure.)
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Locked Coffer Covered in Unfamiliar Runes
-- The "runes" are not Norse writing.

Property:
1 Beach Plot
- T1 House
- T1 Dock

All Norsemen have a baseline literacy with their written language, however those with the Runes trait are fully literate and have bargained with the spirit of the Runes for the ability to make the Runic Phrases that they write have magical effect. Runes must be carved into objects and colored, however it does not need to be the person who is carving the rune who colors them.

Each season, a Norseman can color a number of Runes equal to their PT/3 + their Runes tier.

When you first gain the Runes Trait, select three Lexicons. Lexicons are types of runic effects that you have mastered. For example, the Weapon Lexicon means that you have sufficiently experimented with and mastered placing runes on Weapons that they will infrequently result in unexpected or adverse effects.

Whenever you increase your Runes tier, you may gain a new Lexicon.

Generally, the effect of Runes is to effectively increase the Tier of the object that they are placed on, however Runes may have almost any effect, in theory. When Runing an object, work with the QM to determine the effect that it will have. The power of Runes is determined by the skill of the Runesmith. When you add Runes to an object, those runes are of a Tier equal to your Rune Tier. The higher Tier runes are, the stronger their effect.

If you have the Runes Trait, you may add runes to an object you create as part of the same action as it takes to create it. In addition, you may generally add Runes to a number of existing objects equal to your Runes Tier with a minor action, however larger projects may take a longer amount of time.

Don't do things you don't have a Lexicon for.

Runic Lexicons:
Detonation Lexicon: Create runes that cause runed items to explode.
Weapon Lexicon:
Create runes that enhance or empower weapons.
Fortune Lexicon: Create runes that increase luck or affect destiny.
Bounty Lexicon:
Create runes that enhance the fertility and quality of natural spaces.
Armor Lexicon: Create runes that enhance or empower armor.
Disciplines:
Runestones
Statues
Jewelry
Tools
Weapons
Improved Storage: Increase your Fylgja's Storage by 2 per Tier and manage your Storage while your Fylgja is in eyesight nearby. 1/encounter, instantly manage your Storage, including storing or removing close unattended items without touching them.
Major:
Sudden Interrupt: 1/encounter, perform an action faster than your opponent. Works better the faster your opponent actually is.
Still Standing: 2/encounter, when you would be reduced to 0 or negative health, you are reduced to 1 instead.
Dealt Likewise: 1/encounter, when you would be killed or knocked unconscious, immediately take an action against your attacker beforehand.
Minor:
Sundersight: Your eyes are drawn to the structural weaknesses in things that you concentrate on.
Shroudsight: Your vision pierces through obfuscations such as fog, darkness, and illusions.
Held Hand: Whenever you would kill another character or drive them to insanity, you may knock them unconscious or cause them to merely have a mental breakdown instead.
Tight Grip: Once per encounter, when you would be disarmed, knocked off balance, or otherwise similarly interrupted or hampered, ignore the effect.
 
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... I just had a really funny idea. I might give this a go, especially if the numbers are locked to a reasonable number.
 
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