Hmmm age extending might put up walls in our cultivation but I feel like the Norse have way way smaller chances of hitting the higher end of cultivation than christians
Im gonna write down what I remember of the Norse system rules and rank them from Horrid, bad, nuetral, good and amazing compared to standard/generic Chinese rules.
Amazing:
Hamingja - Hamingja talent with luck.
+Like talent you can rig it for your children (locking in and out traits gives them the spent hamingja) (often rare medicines and stuff can raise a babies talent). Unlike talent rigging is cheap, more impactful, easily accessible, but does weaken the mother.
+Unlike talent everybody kind of starts with low-medium Hamingja but raising it to high values it is much easier to do and more accessible.
+Unlike talent raising it also makes you luckier which is just straight up OP
Orthstirr - Orthstirr replaces Qi with community standing/fame
+Unlike Qi you don't have to find rare hidden location and spend months-centuries absorbing it. Instead you either have to do somthing people respect and you get a lump of Orthstirr up front and Orthstirr Yearly, this can be (what's been shown so far) saving people from bandits, beating a strong opponent or monster, winning a competition of some notoriety, and having a well developed farm/property.
-Unlike Qi does not extend lifespan, in fact all of it is gone after death though it can be divided up amongst descendants named after you we have no idea if that is the whole point pool or not. Qi does not disappear after your death often letting works powered by the Qi of a powerful dead cultivator run forever.
+Unlike Qi it is massively easier to get enough Orthstirr to do supernatural feats, allowing everyone to use it in some way which is good.
Good:
Hamr & Hugr - Hamr & Hugr replace cultivation in general (Some have 2 cultivations paths, some have 3 or more, some have 1)
+Hamr & Hugr have no walls or break throughs, these are usually blockers than like 90% cant overcome, 9% an overcome but their next stage is stunted horribly, and like 1% pass without issue. The of 10% that pass and survive to the next break through? same statistics as before!
=Each level of Hamr & Hugr feel about equal to 1 stage of Chinese cultivation ("cultivation steps" are usually broken into 3 stages low, middle, and high). Based on what we know Hamr 7 = shapeshifting, usually cool stuff only gets unlocked at the start of step 3 or stage 7.
+No need to keep them equal as Abjorn has shown, most chinse cultivation places have unequal levels of cultivation become crippling.
Skills
+Can be used in everyday life unlike Chinese cultivation which is really combat focused/supernatural focussed
-Less impactful than Chinese cultivation novels show skills can be
+Way less investment needed too see an impact that is supernatural
Nuetral:
Hugareida- replaces arts
=Same level as arts
-Easier to get a bunch of tricks that fall into 1 category
+Harder to get a diverse set
Muna: Dao Moments (this the proper term?)
+no time needed to understand and use them practically
+available much earlier
-No choice in what gives you a Muna or what it does (Chinese MC usually end up stumbling across some powerful concept they choose to unravel and fixate upon and use it to hit above their power league)
=Quality is luck dependant (Hamingja roll) versus "luck dependent" (do you Dao Moments end up relating to some high tier concept like life and death or is it like the moon and limited)
Bad:
Tricks- replaces arts
-Feel significantly less supernatural than even starting arts (no minor elemental powers or anything, just jump with your axe)
+Easier to train an introduce to starters
-Less versatile/synergistic with each other as well (MC always learns low level art in X group and then its buffs the medium version they learn later and makes it easier to learn medium and up techniques in the family and they can stay with an art family for quite some time)
Awful:
Fylgja- replaces animal companion
-You die if it dies vs it is separate being (though sometimes life and death bonds happen after mutual consent)
-You have to spend your training dice to strengthen it vs it trains on its own
-Leveling it hurts your bay rigging chances (you gain a passable flaw but not a passable boon at level 4)
-Cannot talk to you and offer advice
=you can control it fully in combat but it takes your power to do anything supernatural vs having its own power pool but acts independent
+The unlock boon is real strong and a specialized Fylgja user can destroy animal companions of the same level easily
Edit: Forgot to add to Orthstirr, humilating someone let you steal some of their power points for yourself, which is good because it works across systems and recycles the power of dead enemies isntea dof it being lost forever