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In fairness, Iceland has a lot of wilderness. Being above average at Wilderness Survival is not particularly implausible.

And being someone who's good at woodworking and making delicious food from shit they find lying around is also pretty plausible, and sounds like fun! Let's make this a Gourmet Adventure!
 
[X] Plan If it ain't broke
-[X] With the first settlers
-[X] Overland, Scouting
-[X] Steady Grip
[X] Plan: Into the Frontier

Those familiar with my NQCE character will notice Overland and Scouting are the starting skills I took. Very useful in hunting and exploring unfamiliar lands, especially as we will start with Swordsmanship at a higher than average level.
 
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I mean, that would probably be more useful if we had actual human allies.

But as an Outlaw, we will almost surely be by ourselves.

I mean, yes, that's true, but just because we're an Outlaw doesn't mean we're a savage, having a respectable trade before we start and a useful talent at surviving afterwards is just good civilization.
 
Abyssdweller - You can hold your breath for thirty minutes before feeling asphyxiated

This looks pretty narrow and that's dang close to baseline norseman capabilities.

If I was you I would increase the breath holding by an order of magnitude(to what an orca can actually do, further scaling with body cultivation, for example) and put some dry ground abilities in there.

Maybe something related to blubber or Whale senses or just bootleg giant Blooded or all three.

Edit: directional sonic attack? Echolocation(reduced effectiveness on land obv)? Weird magnetic sense?

Edit 2: I just realized I'm literally suggesting Gang Orca from MHA
 
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This looks pretty narrow and that's dang close to baseline norseman capabilities.

If I was you I would increase the breath holding by an order of magnitude(to what an orca can actually do, further scaling with body cultivation, for example) and put some dry ground abilities in there.

Maybe something related to blubber or Whale senses or just bootleg giant Blooded or all three.

Eh, not to well versed in the NorseQuest lore, what are our baselines?
 
[X] Plan From the Line of Njord
-[X] With the first settlers
-[X] Skilled in Seafaring and Whaling
-[X] Stormblooded
Neither roaring gales nor freezing rains may pull this man from his task, if anything, they invigorate him! Inclemental weather does not bother him, his actions are instead boosted by it.

Rather than going into the woods, I would like to cast out to sea! Fight sea monsters and bring home riches from the depths.
 
What? Thats reduces the options quite a lot.

And having options is kind of what makes a difference between a Quest and a normal story.

Per IF, Barki is an established character for the most part, and we will certainly get plenty of choices, but based on his preexisting personality and priorities. So it's a Quest, and we make decisions, but this isn't really full chargen where we make a character from scratch.
 
Hm... oh well.

[X] Plan: Into the Frontier

Yeah, this is fine.
While cooking is not really manly, it IS very handy and good to get friends.
Woodworking is priceless though. A lot more handy than wilderness survival as well, even if that is also a great skill early on.

@I.F. Ister just to check for some bloodline proposals:
Green thumb: For others, this mean they are good farmers. For your family, its literal, even if it really helps with farming. The plants heed your words more easily, and your grandpa has been good enough at it he knew everything that happened in the surrounding forests.

Rooted: The longer your family has stayed in one place the more they connected with the land. It does mean raiding (or moving to a new city) is not really a great option... But being one of the best defenders of your old home has garnered respect for your family. Being likened to a dragon sitting on its treasures did hurt though, especially with how your family accumulate good things easier over the generations, despite not being prominent raiders.

Momentum: The more time you spend doing something, the better you are at it. Simple enough, that's what practice is for... But whatever your ancestor has killed or earned, it made it a physical part of the bloodline. Run long enough and you can run on water. Dig and you will start moving just a little bit more earth with the same strength. Fight and you will start hitting harder and dodging attack a bit fast. Your family is ever grateful it only improves the physical activities though, otherwise your could not enjoy a good drink or the love said family shares for long.
 
I'd rather pick up something like tanning/leatherworking than woodworking. It could be fun to go full monster hunter, cooking and making gear out of beasts we meet in the wilds.
 
How much Ordstirr is this compared to the original NQ1 system and to what extent does it effect our actions?

It's probably based on the NQ2 system, which means it's about the equivalent of 162-ish in the original system. So more than Halla had on her first raid (even midway through), but a bit less than she had when she got back (by NQ2 she would have had 3 heading into the Trials and about 7 by her first adventure back). It looks about average for a skilled but young-ish warrior who lacks things like a warband, at least to me.

The benchmarks for NQ2 put the average pre-first-raid Norseman of 20 at about a pool of 2, and the average Norseman of 30 at a pool of, like, 8-20 depending on how badass they are. So...6 is decently badass for a man of 22, but not wildly powerful or famous, at least in terms of Ordstirr.

Mechanically, it means we could, in theory, fight for about 12-ish rounds if really pushed (and used all our Aspects) without losing access to our Tricks, but realistically, we're talking more like 4-ish before we're in real trouble. And we could nova all of it in one round, of course.
 
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