I probably would have said No except I was to be executed in the morning.
This mess was years, and many appeals, in the making. I could tell you that I was an innocent man, wrongfully convicted. I had some excuses I told people. My father beat me. My mother was always strung out on something while my father looked the other way. I fell in with the wrong crowd and by the time I realized what sort of stuff this would lead to it was far, far too late to back out.
The truth was I wanted to be the big dog who no one would could push around. I wanted to be the man people looked at and found themselves impressed. I wanted power and I wanted it badly enough that when a WASP with more money than sense rolled up on my turf and tried to play at being my competition I took him out without a second thought. That sort of disrespect being tolerated was the sort of thing that could get you killed. Gang leaders who let a random stranger with no backing deal on their turf quickly found themselves retired. The sort of retirement plan that involved two bullets to the chest and one to the head.
One of my boys ratted me out since he had turned informant to stay out of jail. It seemed he also took pictures for leverage while I did the deed.
I was an idiot for trusting him.
I am a man and I can admit I made my share of mistakes. The idea that I could be a drug kingpin was one of them. The fact I shot the district attorney's nephew while a police informant kept the car running was another. These things happen, the important thing is not to let your life be to embrace from failure, to learn from it, and then move forward. Always forward.
I was alone in my cell when he appeared to me, the man that would grant me my freedom.
My savior.
He was an elderly white gentleman looked like a pirate with an eye patch over his left eye. His snow white hands wrinkled with age as he placed one of them on my shoulder and said, "Jaheem, we will craft a beautiful tale together. A tale bathed in blood and the power it will grant you. Power that will make you into the man you always sought to become. The sort of man no mere mortal could push around. A powerful man. A wealthy man. And best of all? You will not be executed tomorrow! Do you accept?"
I stared at the man. I had no idea how he had gotten into my cell or how he had the power to grant me what he claimed to. However, I was no fool and I had long since abandoned hope of a future. So when the man offered one to me, I grabbed onto it with both hands and held on like a drowning man being offered a life preserver. I said to him, "Sir, I do not know who you are but if you can give me these things I will be your man."
I probably should have considered the fact a white man was about to own me the way my ancestors were owned in the South before the Civil War. I probably should have asked questions about how this miracle of would come to be. Instead, I simply smiled at him and accepted my fate with the ambivalence of a man who knew he would be dead in twelve hours and this was some fantasy that my mind created when I cracked under the pressure of imminent death.
The man smiled at me and said, "I know you think you have gone mad. I can assure you that you have not."
Just what a madman's hallucination would say.
The man continued, "True. Alas, you will realize this is real enough when I rip your soul from your body and put it in a new vessel. One better suited for the climate and company you will keep in the future. A black man among the Norse would be the sort of oddity that would stand out and I cannot have that."
A part of you wondered if a guard took pity on you and slipped some drugs into your last supper. The sort of gift that would allow you to go to your death without a care in the world.
The man sighed audibly and added, "You are not drugged either although the fact I can read your mind is likely convincing you that you are truly mad. So let us get this over with shall we?"
He placed his hand upon my chest and then his hand went
through my chest as he reached for something I no longer believed I possessed. My soul. He ripped me free of the flesh that I had called home for all these years and it collapsed, the heart that had it kept it alive had stopped beating.
I stared down at my corpse until my vision filled with the sight of a brilliant rainbow that hosted all the colors of the world. It was beautiful.
The old man stepped upon the rainbow bridge and I came to realize this was not some miraculous rainbow. It was the rainbow bridge of the Aesir. The man who had snatched my soul was Odin, the All Father.
It was then that I began to believe this was not the fantasy of a broken mind but something
else. There was no way I would imagine being scooped up by one of the Aesir in my final hours. That was too weird, even for me.
Odin and I crossed a vast distance across the stars, a distance I still cannot put into words.
And then we arrived.
It seemed our destination was a quaint village in the grip of a northern winter. If I was to hazard a guess as to my new location, I would say it was somewhere in Norway. Ancient Norway. The village was an antique by the standards of the modern world, a thing of wood and thatch that clearly lacked electrical power let alone indoor plumbing. There was a latrine dug along one side of the village, an acknowledgement of the necessities of life.
We walked into one of the village's huts, as invisible as the winter breeze. A man stared up at the roof of the hut, eyes unblinking. It was clear the bearded white fellow was dead. His bowels had relieved themselves on the cot upon which he lay. I could smell it, even as nothing more than a simple soul.
It was then I realized what a disembodied soul was for as Odin shoved me into the corpse of a white Norse warrior. It was different to say the least. The heart started beating again and I found myself surrounded by the stench of effluence I would need to clean up. It was an unfortunate state of affairs.
I heard the old man whisper, "You have twenty years before Ragnarok arrives. Prepare wisely."
And with that, Odin was gone and my new life had begun.
The Host
[X] Cultivator - The host is capable of joining the ranks of the Immortals through Cultivation.
[X] Reaper - The host is proficient in the reaping of souls and his victims' spirit energy will integrate with his dantian.
[ ] Balder Richardson
- Swordsman: +8 dice for Sword tests.
- Evasive: +8 dice for Evasion tests.
- Ambidextrous: +2 Agility; Agility is used in place of Brawn for Swordsmanship.
- Ocean Affinity: +8 dice for Cultivation and Use of Water and Darkness Techniques.
[ ] Dustin Dagonson
- Axeman: +8 dice for Axe tests.
- Channel: +8 dice for Channel tests. This is for channeling raw spirit energy into magical attacks or to strengthen one's dantian.
- Enduring: +2 Endurance; +1 die is added to all tests for each round of combat after the third. (i.e. Round 4 = +1 die, Round 5 = +2 dice)
- Volcano Affinity: +8 dice for Cultivation and Use of Earth and Fire Techniques.
[ ] Gunnar Halvarson
- Archer: +8 dice for Archery tests.
- Envenom: +8 dice for Poison tests.
- Preternaturally Strong: +4 Brawn; Weapon damage penetrates one item worth of armor.
- Thor Affinity: +8 dice for Cultivation and Use of Wind and Light Techniques.
- Loki's Curse: -3 Charisma as the Norse view archery and poison as the weapons of Loki and not a proper Norse warrior.
The Spirit
[X] Modern Man - You know the important things like mold is bad for you and a lack of cleanliness causes disease.
[ ] General - I ruled my gang through my skills as a tactician.
- Perceptive: +8 dice for Perception tests
- Sense Motive: +8 dice for Sense Motive tests
- Wise: +2 Wisdom; You roll twice against glamours, illusions, and other forms of dishonorable trickery. You take the better result.
- Martial: +8 dice for Martial tests
[ ] Mage - I ruled my gang through my ability to out think my opponents, in this world that means I'm a sorcerer apparently.
- Knowledge: +8 dice for Knowledge tests
- Magecraft: +8 dice for Magecraft tests
- Clever: +2 Intellect; Roll twice for Learning and Knowledge tests and take the better result.
- Sage: +8 dice for Learning tests
[ ] Diplomat - I managed my gang through force of personality and my ability to persuade people towards a course of action.
- Bluff: +8 dice for Bluff tests
- Diplomacy: +8 dice for Diplomacy tests
- Charismatic: +2 Charisma; Roll twice for Diplomacy tests and take the better result.
- Steward: +8 dice for Stewardship tests
[ ] Assassin - I ruled through fear and eliminated any potential threat with a couple of bullets or a bit of poison delivered at the right time and in the right place.
- Larceny: +8 dice for Larceny tests
- Stealthy: +8 dice for Stealth tests
- Cunning: +2 Intellect; Roll twice for Intrigue tests and take the better result.
- Intrigue: +8 dice for Intrigue tests
Mechanics/Setting Notes:
You begin play with 3 Ranks/Dice in all the major attributes. That is "average" human capability. Most non-cultivators cap out at 5 Ranks/Dice in their best attribute and at 8 dice in their best skill. Cultivators on the other hand are all sorts of bullshit and will have extreme degrees of ability and/or weakness depending on how good their foundation and abilities are.
Unlike Prince Cain, this runs on a more complex skill system that uses success 1d6, 4+ as success dice. Similarly, attributes buff multiple skills by +1 so attributes are about 5x as valuable as individual skill ranks in terms of what they give you. If you care about CK2/Management skills, you will want to buff them directly or indirectly through Intellect. Diplomacy is a Charisma skill.
The Magic system is a more of a Cultivation-based system but it blends Western magic into it to a degree. It is heavily based on element-based magic instead of school-based magic (i.e. Warhammer would be school-based magic where a collection of abilities is centered on a single system). Similarly, you cannot rely on battle magic to win duels directly as it is combat with weapons / techniques instead of spells. Magic is slower and more of an area of effect or support tool intended to fight larger battles.
There will be spirit beasts (intelligent and otherwise) as well as slavery (they are vikings after all) so keep that in mind.
There will be a great deal of personal combat and small scale battles in this quest as you start off as a ship captain perform viking-style raiding of the Elflands, among other places. These episodic raids and sea voyages will be the majority of the narrative, so keep in mind this is not a CK2 quest although I am including CK2-style attributes for strategic management of your clan.
The ultimate goal here is to survive Ragnarok in twenty years and become an Immortal Demigod. Although which side you choose is ultimately up to you. The Rebels or Asgard. There will be opportunities for both sides.
Votes
Given there isn't strong synergy between Host and Spirit, I'll just be doing approval voting and the highest of each will get picked.