Witches and Giants: A NorseQuest Riot Fangame

Astra Silver-Bite (Ordstirr [62]/[62]) ([0 unspent PT. 1 ordstirr till next PT])
Description: A young woman, small and willowy of build, eager to get out into the world for adventure. She wears her ink black hair braided and has eyes the colour of jade. The most immediately striking feature is her skin which is the dull grey of iron. Her smile reveals strange silvery teeth, with doubled canines. She serves aboard her cousins merchant vessel and is eternally searching for new metal for her bloodline. Her mysterious mother arrived on the islands to train her somehow.

Hamr 4: [Bloodline: Metallic Unity 3, Martial Art: Body Forging 1, Living Weapon 1, Incredible Resilience 1, Quick reflexes 1]
(Metallic Unity slots 3, Iron skin [T1] +1 Durability, Bronze bones [T1] +1 Durability.)
(Shapecrafter slots, Movement 1.5)
Strength: 2 Durability: 7 Movement: 4.0 Attack speed: 2 Reflexes: 3
Hugr 3: [Stoneworking 2 (Mining, Stonecutting, Construction, Gemcrafting), Metal seidr 2, Force Kunna 1]
Twists [Unbroken 1, Turn Aside 1, Destined Duel 1, Tight Grip 2, Attrition 1]
Potency: 1.5 Willpower: 3.5 Senses: 1.5 Tactics: 1.5 Social: 1.5
Fylgja 2: [Unconquerable 2]
[Ironsoul, 1 durability per fylgja tier, twice per encounter replace willpower or spiritual defence with durability]
Storage: 4 Watching: 2 Spiritual Defences 4
Equipment
Tier 2 ironcloth gambeson
Tier 2 jewellery
Tier 1 shield
Property
-Tier 3 mountain plot

-tier 1 iron mine
--tier 2 stone working tools
-tier 1 stone house
Items
1 T1 bronze (eaten with metallic unity)
1 T1 iron (eaten with metallic unity)
3 T1 iron
1 T1 bolt of ironcloth
Tier 3 shorestalker teeth
2X Tier 3 meteoritic iron
10.2 oz Silver
2 T2 stone
Body forging stance
Body as Anvil Stance: Add 1/2 Spiritual Defense to Strength (maximum bonus equal to Stance Tier). Up to once per turn a blow that hits but deals no damage increases the Strength substat by 1. (maximum bonus equal to 150% of Stance Tier).
Tricks
Iron Hail (Refined, 7 Ordstirr): Adds + Trait to Attack Speed and Strength for one action.
Finale
Heart as Hammer. Accumulated power surges through the body with each heartbeat, flooding the palm and taking with it every bit of metal weight. For a moment the user seems to almost float, before a terrible palm thrust strikes the target with every bit of force they've absorbed

Bloodline: Metallic Unity 1: Weave metal into your flesh and bones. For each Tier of Metallic Unity, gain a Unity Slot. You may fill a Unity Slot as a minor action by absorbing a unit of Metal. Each filled Metallic Unity Slot grants a different bonus to a different substat based on the type of Metal absorbed in which body part. The amount of the bonus depends on the Tier of the Metal, according to the following scale:

Tier 0-2: +1

Tier 3-5: +1.5

Tier 6-8: +2

Tier 9: +2.5
Living Weapon 1: Your body is treated as a weapon of a Tier equal to this Trait's Tier. In addition, gain +.5 Movement per Living Weapon Tier
1 durability per tier, once per encounter ignore an effect that would ignore or reduce durability
2/encounter, when your resilience would be reduced or ignored, it is not.
Destined Duel: 1/season, as an action, declare a destined duel against an enemy. For the remainder of the encounter, that enemy cannot attack your allies until you are defeated.
Attrition: Whenever you are struck by a melee attack that deals no damage, deal 1 damage to the weapon which struck you.
Enhancement Expertise: for buff tricks, treat your effective Tier as .5 higher per per Tier.
Cloudstepping [Rough 6 Ordstirr]: using force from the bottom of the feet to negate the pull of gravity. allows the user to walk and run on anything including open air. [Powerful Descriptive Effect (4), Simple (-1)]
Strike Eater [Rough 6 Ordstirr]: Redirects blows against allies to the user. [Normal Descriptive Effect (2), Reaction (x4), Fleeting (/2), Simple (-1)]
Dauntless [Rough 8 Ordstirr]: Reaction used to oppose attempts to move user or contest users movement. [Normal Buff: Durability or Strength to resist movement (2.5), Reaction (x4), Fleeting (/2), Simple (-1)]
 
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Eydis Glimmer-Gaze (Ordstirr [36/36) ([0 PT])
Description:
A tall, lanky young woman who's perhaps not quite as robust looking as you'd expect a Proper Norsewoman to look--perhaps some cave witch that somehow emerges from the shadows and somehow doesn't burn in the light of the sun even if she's prone to staying indoors if she isn't being dragged out. Who knows, but any product of a Shapecrafter's loins is somewhat suspect by definition, and the lack of an obvious mother has led to no small number of rumors popping in here and there. An acerbic, yet touchy-feely young woman which is made all the more Concerning given that she is very much her Father's Daughter and probably should not be allowed to make physical contact with any other living being if you want them to stay in one piece at the end of the day. There's also the whole awkwardness factor of having an unmarried young lady putting her hands all over you even if it's for business, and it's not like she's precisely marriageable either given how any negotiations would have to be made with her father who is concerningly high functioning, which just means the Madness must be That much worse and nobody wants to be the one who discovers what it is.

Nonetheless, while all of these are certainly obstacles, she remains an apprentice Shapecrafter--even if that wasn't the intended path for her life, and she pairs this with a sharp eye and no small amount of understanding of literature. Indeed, she's quite keen on studying the 'Records' of the previous residents of the isles and one of the few ways to gain her favor and appreciation is the acquisition of lore and tomes held behind. Not that many are in great shape at this point, but that's just how these things go.

Also, she's somehow gotten her hands on a pair of seeing-stones that she's rigged up into something or a harness to see through, any questions as to why she bothers given her talents just elicits a great deal of laughter and a cryptic remark.


Thank you @CoatRackRanger for using your wrangling skills to get this!

Hamr 2: [Shapecrafting 2, Surgical Precision 1]
Attack Speed: 1
Durability: 1
Movement: 1
Reflexes: 1
Health: 6
Strength: 2
Shapeshifting: 2 Slots
Hugr 3: [Polyglot 1, Medical Knowledge 2, Herblore 2]
Senses: 1.5
Social Skills: 1.5
Tactics: 1.5
Willpower: 1.5
Potency: 3
Sanity: 8
Fylgja 1: [Hearth Seidr]
Storage: 2
Watching Your Back: +1
Spiritual Defense: 1
Integrity: 4

Allies:
Aelfgard Deepvoiced: Father and Teacher

Equipment:
Curiously Complicated Seeing-Stone Spectacles: (Tier 2 Equipment?)
Medical Tools (Tier 1, useful at fixing problems that don't warrant magic)
10 Ounces of Silver
1x extra T1 Food
1x T2 Food (Snacks)
2x Shore-Walker Alpha/Drake Organs (T2 Material)
1x Carved Lore Horn (May learn Shapecrafter Spell "Elemental Organs" from it)

Property:
'Eydi's Annex': A section of Aelfgard Deepvoiced's property that Eydis has taken up as her own practice, it serves as a Tier 2 Shapecrafter's Workshop and a Tier 1 House. Technically her father's property, but hers to use for all practical intents and purposes.

Hamr Traits:
Shapecrafting 2
: Eydis is a very clever young lady--clever enough that she deduced the Art from seeing her Father go about his day to day business and extrapolating it from the largely unrelated lessons he gave her in conventional healing. Since then, she's been serving as his formal assistant and a cheaper, less effective alternative for those who want a little bit of work done but can't afford his fees.
SPELLS
-Dissolve - 'A useful trick if someone gets too close' (Cost: Variable)
-Rebuild - 'Clean up messes, either yours or some other fellow's' (Cost: 1 by default, can increase) (Trained Efficiency: -1 Strain)
-Refine Body - 'Once you can clean up your messes, now you can get to the Interesting Parts' (Cost: 2)
-Implant - 'You can find the damnedest things here and there, figuring out how to stick those things in where they don't belong is half the trade' (Cost: 2)
-Elemental Organs - 'This one's an Eydi Special! Well, someone else came up with it but it's mine now. So, you wanted laser eyes?' (Cost: 2)
Strain Threshold: 4 (2 + 2)

Surgical Precision 1: Your hands are steady and precise. +2 Attack Speed for the purpose of accuracy per tier. 1/season per tier, perform an act requiring incredible precision.


Hugr Traits
Polyglot 1:
While literate in both Runes and Latin, with a knack for picking up other written tongues with a bit of experience, this does not translate to ability to produce Runic Phrases unfortunately, as she has no head for the poetry and wordplay needed to produce magical effects. Gain literacy in 2 languages for each Tier of Polyglot. 1/season per Tier, decode the meaning of a spoken or written phrase. Languages: Latin, Norse
Medical Knowledge 2: Professional understanding of anatomy, best practices, and simple cures needed to put someone together even absent Norsely magical healing powers, as taught by a particularly adept Shapecrafter who actually largely knows what he's doing. Would be able to serve as a skilled local healer in any community even absent her magical arts. Injured Norsemen in your care heal an additional number of Health per day equal to your Medical Knowledge Tier.
Herblore 2: Knowledge of the use of plants and vegetation, and how their properties interact with the human body, either to help or to hinder. Knowledge sufficient to serve as a village medicine woman absent a more dedicated professional. Counts as Extract Seidrcraft for Field, Forest, and Shoreline Seidr.
-Extract Field: Rough
-Extract Forest: Rough
-Extract Shoreline: Refined

TWISTS
Inquisitive Eyes - 1/season, decode the meaning of a statement or a text
Reflective Gaze - While wearing her spectacles, becomes extremely difficult to read into, even with advanced techniques. (Upgraded x1)

Shattered Glass - If her spectacles are broken, gains the ability to go to ground at the cost of not being able to re-enter the conflict until someone coaxes her out of the nearest hiding spot.
(Two more Minors that I haven't decided yet)

Fylgja Traits:
Status: Veiled
Type: European Robin

Boon: Magnetic Sense 1: You have a strange sixth sense that alerts you to the presence of metal and magnetic north. +2 Perception per Tier for locating metal objects; always know which way is north.

Hearth Seidr: The spells and charms that any adult woman should probably have mastered if they're going to take up a household, Sadly, this practice somewhat bores Eydis--which led directly to her poking around, practicing, and finding her way into the Shapecrafter's Art when she mastered the basics and found no further use incoming. Still, she uses what knowledge she does possess to make her life easier, so it was hardly a waste.
-Extract: Rough
-Filter: Rough
-Spirit: Rough
 
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Ray of Luminous Madness - Astrid shoots out a ray of light that erodes the mind of whoever it hits (Normal, Simple)

Incinerating Ray - Astrid shoots out a ray of light that incinerates anything that it touches (Normal, Simple)

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

Martial Style - Resplendent Vainglory Tricks:

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

Glorious Form - Astrid taps into the latent power of her bloodline and achieves a glorious form, A normal buff to her Attack Speed and Movement (Normal Buff x2, Enduring x2, Slow x2)

Finale: All-Consuming Light - Astrid encompasses a large area around her in her Radiant Aura and destroys anything that touches it, can only be used when she is half health (Powerful, Far AOE, Simple)
Just taking a look at these, and trying to figure out costs (before Training).

Ray of Luminous Madness: I think you want this to target Sanity instead of Health, right? Not sure if that's just a normal Attack-like effect or if that should get a "Other" tag slapped on, probably not for much of an increase in cost, if at all. I think I'd go with +1 base cost, though, in all cases where you are shifting the damage type from the expected to a different one (which is mostly elemental Kunna dealing non-Health damage, I guess). Then Simple subtracts one base cost again. We end up with a base cost of 2, 4 for being Rough, and an attacks against a nearby target for [Potency] Sanity damage.

Incinerating Ray: Basically the same as above, but since it does Health damage there's obviously nothing to think about increasing the cost. It's as cheap as it gets, with a base cost of 1, 2 for being rough.

What I generally want to note about these two Tricks is that, as they are, they are quite close ranged, which...might be a challenge. On to the next one's...

Light Barrier: Okay, the first one with a bit of an unusual effect, or at least one where it's not immediately clear how to parse the effect. Let's say it's an Creation effect, so you're creating an object, which, at normal strength, is at a Tier equal to your Potency. I guess you would need to decide if your description ("blocks attackS", "around herself") is supposed to mean that it's an area effect, or if that's just supposed to imply that the barrier will hold of attacks until it breaks, if there are more coming. Fleeting Reaction Tricks do not stick around, though, so...I guess you would end up with basically a Shield of a Tier equal to your Potency interposed between you and your enemy. Costs would be 3, 6 for being Rough. And with your bloodline and Hugr-level you'd get a T3 Shield, which would have 1 point of damage reduction and three Health.

Stance: Straightforward. Currently gives you +1 Potency, which is one more damage per hitting attack and also enough to make your barriers probably have damage reduction.

Glorious Form: Two normal effects, both being slow and enduring. Slow and enduring cancel out, and since it's two effects it's just the sum of those effects cost's, so the Trick costs 4, 8 for being Rough. It is fire-and-forget, though, even if it takes an additional round to come online. And then you get +3 to both your Attack Speed and Movement.

Finale: A big ole' AoE Finisher. I think the third "tier" of AoE should be distant and not far, but that's not on you...base cost of 4, times 4 for the AoE is 16, minus 1 for simple, leaves us at 15, 30 for being Rough. In turn it should do twice your Potency as damage, which is then doubled again, for being a Finisher. I don't think I would count it as a hard condition, but a normal one, so effect x2, not x2.5; also I noticed you put in the "below 50% Health" requirement, though for your Stance type the usual requirement is that you have used actions that took advantage of your Stance's bonus a number of times equal to twice your Martial Style's Tier.
 
Audvin Chainbreaker (Ordstirr [58/58) ([0 Unspent PT])
Description:

Audvin Chainbreaker of Clan Vindrborinn is an average sized Norseman with a friendly smile, light blonde hair and a well-groomed beard, and piercing blue eyes. He is primarily a merchant, having little taste for raiding, though he accepts mercenary work. Due to an incident some years back (see here), he refuses to deal in thralls, and particularly likes mercenary work involving freeing them...indeed such a contract to free a specific thrall (with violence) is what has, indirectly brought him to the Faroes, after he incidentally also freed another thrall who had been enthralled for killing a Jarl's cousin. His cousin's husband was also looking for a quick ship away from things and, well, it seemed correct under the circumstances.

Hamr 3: (Graceful 1, Quick Reflexes 2, Seamanship 1, Windform Bloodline 1)
Hugr 4: (Chain Kunna 3, Merchant 1, Potent Magics 1, Stubborn 1, Wind-Step Martial Style 1)
Fylgja 2: (Boon: Falcon 2, Guardian Spirit 1, Seeing Eyes 1, Unconquered 1)

Shapecrafts:
+1.5 Reflexes (from Eydis)

Twists:
Major (Unbound x2 [Can use Windform an additional four times per encounter, this basically works like Sidestep mechanically], Stone-Faced, Reborn In Blood),
Minor (Eye-speech, Tight Grip, Shroudsight, Held Hand)

Hamr:
Graceful 1 (+.5 Movement, +.5 Social Skills per Tier, Can resist an attack with Movement rather than Durability once per encounter per tier)
Quick Reflexes 2 (+1 Reflexes per Tier, Can turn a hit into a graze once per season per tier)
Seamanship 1 (Navigation, Sailing, Ropemaking)
Windform Bloodline 1 (+1 Movement per Tier, Can assume the form of wind once per Tier per season, turning a graze into a miss in combat)

Hugr:
Merchant 1 (+1 Social Skills per Tier, Can speak two additional passable languages per tier. Languages: English, ???)
Stubborn 1 (+1 Willpower per Tier, Can automatically defend against a mental effect once per Tier per season)
Potent Magics 1 (+1 Potency per Tier, 1/season per tier, an instance of damage you deal cannot be negated)

Chain Kunna 3:
Progressive Bonus: Destruction Expertise - +3 Damage
Tricks:
Chain Control (Rough, 2 Ordstirr] Can move and control existing chains [Normal Effect, Simple]
Striking Chain [Mastered, 2 Ordstirr] Conjures chains, uses them to attack enemies [Powerful Effect Attack, Repeatable, Simple]
Binding Chains [Refined, 3 Ordstirr]: Send spectral chains to bind a foe. [Powerful Descriptive Effect: Powerful Ranged Grapple w/ Potency, Simple]
Chain Conjuration [Refined, 6 Ordstirr] Conjures multiple chains and makes an immediate attack with them, they remain around and available for attacking for some time [Normal Buff to Attack Speed + Powerful Attack]
Writhing Chains [Mastered, 8 Ordstirr]: At a moment's notice, create a protective armor of chains that increases mobility. [Normal Buff: Movement x 1.5 for Dodging only (2), Reaction (x4) + Normal Buff: Durability (2), Reaction (x4)]
Soul-Crushing Weight [Refined, 5.5 Ordstirr] - Surrounds the target in spiritual chains, attacking their mind or soul with the weight of the feeling of powerlessness [Choice of Powerful Soul or Mental Attack, Repeatable, Simple]
Chains of the World [Rough, 6 Ordstirr] - Tears away any ongoing buffs by manifesting the laws of the world itself in the form of chains [Powerful Dispel effect vs. any buffs on one target, Simple]
Field of Chains [Rough, 14 Ordstirr] - Creates a large area of writhing, destructive, chains around him [Powerful Attack, Area-Close, Simple]

Wind-Step Martial Style 1
Wind-Step Martial Style:
Stance:
Wind-Stepping - Add Senses to Attack Speed (maximum bonus equal to Stance Tier). Up to twice per turn when you dodge and avoids all damage from an attack, you gain +1 Attack Speed (maximum bonus equal to 150% of Stance Tier).
Finisher:
Blood Eagle [Rough, 6 Ordstirr] Turning into wind, you enter an enemies throat and lungs and then reconstitute, often exploding out of their back, high damage, single target. [Easy Condition - Hitting 1/3 Max Bonus; Powerful Attack-like; Executes enemies w/ one-quarter health remaining]
Tricks:
Single-Step [Rough, 6 Ordstirr] Turns into wind even more momentarily than usual while also dodging to avoid an attack better. [Enhanced Action: Reaction - Dodge. Adds his Wind-Step to his Durability when resolving damage from the attack he tries to dodge if it still hits or grazes]

Fylgja:
Guardian Spirit 1 (+1 Spiritual Defense and +2 Integrity per Tier)
Seeing Eyes 1 (+.5 to Watching Your Back, can perceive magic and add that to active Senses checks)
Unconquered 1 (+1 Spiritual Defense per Tier. Add your Spiritual Defense to your Willpower [Maximum bonus equal to this Trait's Tier])
Boon: Falcon 2 (+.5 Attack Speed and +.5 Movement per Tier, Once per Tier per season may perform an action faster than his opponent as per Sudden Interrupt)
Hamr
Health (8/8)
Strength (1.5)
Attack Speed (2.5, 3.5 w/Martial Style)
Durability (1.5)
Movement (4, 5 with Rune)
Reflexes (5)
0~0~0
Hugr
Sanity (10/10)
Potency (3, 6 for Damage w/Chain Kunna)
Senses (2, 4.5 w/Watching Your Back)
Social Skills (3.5)
Tactics (2)
Willpower (3, 4 w/Unconquered)
0~0~0
Fylgja
Integrity (8/8)
Spiritual Defenses (4)
Storage (0/4)
-
-
-
-
0~0~0
Shapeshifting
Slots (3)
-Usually +1 Attack Speed, +1 Movement, +1 Reflexes or +1.5 Social, but other stuff is possible
Equipment:
T1 Chain (weapon, worn as a belt)
T3 Mail Armor (Rune of Swiftness 1 [+1 Movement], +6 Armor, 1 Durability)
T2 Jewelry
T2 Farming Tools
T2 Logging Tools
1 T3 Food (Grain)
6 T1 Food (1 Icelandic Fish, 2 Grain, 3 Wolf Meat)
3 T1 Wood
12 and 1/2 oz. of silver
3 T1 Bone
3 T1 Teeth
20 T1 Pelts

Property:
T2 Merchant Ship - The Windrunner (Half Owner) (Crew Capacity 12, Cargo Capacity 20)
Land (Tier 2 Valley Plot, Tier 1 House, T4 Field)

Supporting NPCs:
Brynnhild Water-Weaver - Year 2 NPC (Adventurer: Water Kunna, Craftswoman: Weaving, Enchanter: Sea Seidr)
Audvin's Crew - Year 2 NPC (Adventurer: Weapon Skills, Craftsman: Woodworking, Farmer)
Names: Bjorn Windblade, Gorm Birgirsson & Leif Sharp-Axe
 
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Alfvin Arison (Ordstirr 62/62) (2 Unspent Ordstirr)

Description: Has stone-faced his face. Face looks like it's been shapecrafted to be permanently smiling. Has a number of extra fingers and thumbs along with red hair and beard.

Backstory: Perpetually stone-faced, Alfvin is a recently-minted Shapecrafter. Before becoming a shapecrafter, Alfvin was a happy-go-lucky person and far too curious for his own good. Seeing things and naming them, carving helpful runes for his family and clan - Until one day where an experiment left him a Shapecrafter at the end of it. Shocked, a pained Alfvin told his family that it was for the best for all if he made for far away before departing. He took the boat soonest to leave, paying extra to not be an oarsman, and soon found himself on the Faroe Islands.

He has since rebuilt his livelihood, but still tends to stay away from others.

Ordstirr Color: Sky-Blue mist that flows like wind, turning and swaying with it.

Aspects:
Saemd: A crown of many different plants grown into each other, twisted and tangled. They bleed out colored sap onto grooves within themselves, runes that spell out 'Alfvin'.
Virthing: An intricately woven cloak using countless different plant fibers, woven in an odd way to make the extensive fibers look.. normal. It's adorned with numerous decoration from Alfvin's family. It's tied on the front with a leafy dog figurine.
Frami: A sky-blue aura that reaches out to stretch and grasp in all directions.

Strain: 0/10 (Lab 0/2)

Hamr 4: [Shapecrafter 4, Martial Style: The Twisted Trail 1]
Strength - 2
Attack Speed - 2
Reflexes - 2 (+2 from Stance)
Durability - 2
Movement - 2
Health - 10
Shapeshifting Slots - 4
Strain Limit: 10

Hugr 2: [Runes 1, Watchman's Eye 1 (Curious Variant), Fast Learner: Researcher Variant 1]
Potency - 1
Tactics - 1
Senses - 5.5 (9.5 w/Watching your Back)
Social Skill - 1
Willpower - 3
Sanity - 6

Fylgja 3: [Seeing Eyes 2, Assuring Spirit 2]
Fylgja - Dog (Veiled)
Boon - Helpful: +3 Senses, 3/Season, improved results when helping someone else.
Storage - 6
Watching your Back - 4
Spiritual Defenses - 5
Integrity - 8

Traits
Hamr

Shapecrafter 4: Alfvin is an adept at Shapecrafting, though his interests lie mostly in plants and livestock. (Max Strain: 10)

Hugr

Runes 1
: Enough to read and.. well, do some things.
Watchman's Eye 1 (Curious Variant): Your gaze is perceiving. +1 Senses per Watchman's Eye Tier. Once per Tier/Season, gain large amounts of information about a person/object/place (effect similar to Turbo-boosted Seersight).
Fast Learner: Researcher Variation: You research spells at an accelerated pace. Whenever you train for the purpose of acquiring a new spell, you are treated as having taken an additional number of Minor Actions equal to the Tier of this Trait (maximum double underlying). +.5 Senses per Tier.

Lexicons:

Bounty Lexicon
Fortune Lexicon
Shroud Lexicon (Runes that hide or conceal)

Twists

(Major)
Stone-Faced 2: You are much harder to read; Frenzy and Tactics return little to no information about your intentions.

(Minor)
Dressed in Rags 2: When you are not wearing or holding equipment or items higher than your Hugr, you are harder to notice.

Fylgja (Veiled)
Species: Dog

Boon:
+3 Senses
3/Season, improved results when helping someone else.

Seeing Eyes 2: 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.
Assuring Spirit 2 - Your Fylgja has an assuring spirit, bolstering your mind with it's presence. +1 Spiritual Defence per level, Add Spiritual Defence to Willpower up to this trait's level.

Spells:

Enhance/Sabotage Plants (Cost: 2+): "Plants are truly fascinating things."
Enhance Livestock (Cost: 2+): "You know what's better than a cow? Enhanced cows!

Rebuild (Cost: Variable): "...Well, these things happen sometimes."
Refine Body (Cost: 2+): "Yes, yes, you want an upgrade. Okay, okay."

Bloody Thorn Poison Gland (Cost: ?): "...Honestly speaking it's kind of a meh poison. It's an interesting curiosity, is all."
Dissolve (Cost: Variable): ".......I mean......."
Dispel Shapecrafting (Cost: 2+): Returns a target to their baseline state, removing all Shapecrafts (and Shapeshifts?) Completely Indiscriminate, hitting Shapecrafts even the caster is unaware of.

Tricks:

Twisted Trail
Sense-Stepping Stance: The practitioner's senses extends seconds into the future, allowing them to react to events before they happen. (Add Senses to Reflexes, Maximum 200% of Tier.)

Tricks

Blink [Rough 30 Ordstirr]: With a shift in perspective, the practitioner arrives as they depart. Teleport up to your movement to a location you can perceive. [Powerful Descriptive Effect (4), Reaction (x4), Simple -1]

Finisher

Borrowed Time [Rough 10 Ordstirr]: The Practitioner stores time for later use. Charged by not taking an action in a round. Once charged, use at the start of your turn to take two turns. [???]

Equipment:

Materials:

2x T3 Seeds
1x T2 Stone
6x T2 Wood

Weird Stuff/Research Materials:

1x Kyrksangr Hair and Stuff normally used for rezzes.
1x T3 Drake's Heart (From Gunni Galtisson, payment for Shapecrafting)
4x Puffinfolk Corpses with exciting shapecrafts (2x 'Scout', 1x 'Silverwing', 1x 'Brute')

Food:

1x T2 Food

Other:

2x Puffinfolk Spears, made of wood and stone (T1)

Debt-Stick Tracker:

Astrid Bjornsdottir (Witches and Giants: A NorseQuest Riot Fangame):

A promise from Astrid Bjornsdottir for a T5 Farm by Summer 2 End
One Favor from Astrid Bjornsdottir at a time of Alfvin's choosing

Arne Gormsson (Witches and Giants: A NorseQuest Riot Fangame)

Some portion of the harvest (T3 food)
Fylgja Unveiling when he becomes a Seer

Alfvin's Obligations:

(2x Shapecraftings to Hallborra for Tools Upgrade)
(1x Shapecrafting owed to Audvin for getting a Screaming Bow for him)
(3x Shapecraftings to Astra for a Lab Upgrade)

(3x T2 Wood to Audvin's Clan for a T4 Shield)

Gods At Thing On Yggdrasil (Tapestry T5)

Made by Gyda Dahlberg, this tapestry depicts the Norse Gods gathered around for their daily thing upon the leafy branches of Yggdrasil.

Glimmer (Sword 2)

Glimmer has runes that make it hard to see in battle.

Alfvin's heritage from home, Glimmer glimmers in the light, and it's magics make it so that it flashes and shines in battle such that warriors have difficulty tracking it's movements.

Bow (Tier 2)

To shoot down those irritating flyers.

Screaming Tree Bow (Tier 3)

A Bow made by a terrifying Screaming Tree.

===

Farming Equipment (Tier 2)

Alfvin brought some farming equipment to help feed himself on the Faroes.

Cooking Equipment (Tier 2)

Acquired from the abandoned Kryksangr Village, Alfvin appreciates the greater quality of his food.

Carpentry Equipment (Tier 2)

Useful for doing woodworking and repairs.

Property:

Alfvin's Den (Shapecrafter Lab 2/House 2)

Alfvin's Home/Den/Lab has runes that make it so that those perceiving in have difficulty making out any details.

Alfvin's new home on the Faroe Islands, and his workplace. Alfvin has chosen a spot far away from the village, not liking being with others.

Alfvinsby (Valley 2)

Alfvinsby is marked with a runestone that speaks of the soil becoming richer with every passing of the seasons.

Alfvin's farm. There's not much to say about it beyond the fields of grain the shapecrafter tends.

A Statue of the Three Norns (Statue 2)

Sway to the way of fate,
Sing when they ring for you.

The wind binds with signed weaves,
Time rhymes to their chimes true.

Words are heard and written,
Work-life hero's strife still.

Begin with a great grin,
Before the end bends thee.


(Alfvin did not carve these runes, nor does he dare ever color them.)

A statue of the Three Norns Weaving with some terrifying runes written at their base. Placed beneath a grove of trees, the weather never harms the statue, such is the Nornar's stature (or the statue's magic).

Alfvin was given this statue as a gift.. in a gift box addressed to him in runes. Only after he had opened the box did he realize in true terror, of what he had received. The attention of the Nornar. Only then did he realize that he never quite knew who gifted him this box to begin with.

He knows better than to throw it away. He must simply deal with what comes to him. He can only hope the Nornar are merciful in their attentions.

forums.sufficientvelocity.com

Witches and Giants: A NorseQuest Riot Fangame

Alfvinsby At the boundary-stones marking the reaches of Alfvinsby, one stone, on a path leading to his house is larger than the rest; An introduction-stone, of sorts. Painstakingly carved on the runestone, perpetually colored: What the Shapecrafter has against Seersight is unclear. Being a...

===

Advantages: (12 points of Property/Equipment total)
3x Property (Tier 2 Valley)
3x Property (Tier 2 House, Tier 2 Statute)
3x Property/Equipment (Tier 2 Shapecrafter Lab, Tier 2 Farming Tools)
3x Equipment (Tier 2 Sword)

Edit: Turn 1 Changes (+7 Ordstirr; +1 T2 Food, -1 T1 Food, +2x T3 Seeds)

Edit 2: Reorganized Character Sheet.

Edit 3: Added in debt stick stuff, actually added in the seeds properly, character upgrades (Summer 1 End)

Edit 4: Added in Winter Loot, subtracted food

Edit 5: Winter Levelup.

Edit 6: Actually corrected Watchman's Eye to the curious variant
 
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Astrid Keen-Mind
37 Ordstirr (28 unspent)
Description: a tall 18 year old girl with short red hair, a lean muscular frame, and green eyes which constantly scan everything around her.
Hamr 3
-Berserkgang 3
-Shields 1
-Quick Reflexes
Hugr 3 (Tactics: 4.5)
-Frenzy 2: +.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).
-Keen Intuition 2: You have a supernaturally accurate intuition. +1 Tactics per Tier. 1/season per Tier, ask the QM a single question relevant to the immediate situation.
-Doombringer Style 2

Twists
-Folded Trick 2 (twice encounter)
-Stone-carver's Insight (which lets me counter Stone Face)
-Shroud Sight
-Eye-speech
-Sunder Sight

Fylgja (Weasel) 1:
-Fylgja Boon: +1 to tactics and can ignore Durability once per season.
-Seeing Eyes

Berserkergang Tricks

-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): (Refined: 4 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.

-Frenzied Lunge Trick: A hard hitting attack trick. "As part of this attack, move into close distance of a nearby target . If you hit, deal +50% damage." 4 ord before MLa. (Refined Trick: costs 4 Ord)

Frenzied Flurry: unleashes 4 attacks, each of them stronger than they should be (3 extra attacks (8), moderate damage boost (8) base cost 16, mastered cost 8)

Empowered Edge Trick: adds weight and sharpness to the weapon's edge with a thin coating of Ord (increases the weapon's quality by the stylist's strength x2 for an amount of time equal to Strength (4) simple (-1) base cost 3)

Shield Tricks
-Strong Shield Trick: lets the shield shrug off one blow that would otherwise break it "As part of a 'block with your shield' Reaction, infuse your shield with ordstirr. Negate any damage that the blocked attack would do to your shield that would reduce it below 1 Health." Cost before MLa is (2 x 2) - 1 = 3 ord. (Refined Trick: Costs 3 Ord)

-Quick Shield Trick: improves ability to block things. "Use as a Reaction. Block an attack with your shield. Doesn't require you to have a Reaction left to use in the current round." Cost: 3 (6 at rough)

-Trap Block Trick: lets you catch a target's weapon in your shield when they hit it. "As a Reaction to a foe hitting your shield, trap their weapon, requiring them to spend an action pulling the weapon free (which only succeeds if their Strength + Weapon Skill is greater than your Strength + Shield Skill)." Cost: 3


Doombringer Style Tricks

Bleakest Prophecy (Rough 4 Ordstirr): this trick weaves a curse of weakness with and bad luck into a quick few words as you attack, rendering them slowed and disoriented just before you strike.
-This Trick inflicts a 50% Potency debuff to Movement and Reflexes just before you make an attack on a target which only lasts until the attack ends. Base Cost: 2 Ordstirr.

Reading The Weave: The stylist reads her foes' future through the shape of their Dooms (Add the user's Potency to Tactics (2) this lasts until the end of the encounter (x2) simple (-1) base cost 3)

Fearsome Flashing Flow: The stylist's prophecy empowers her to carry it out (Add the user's potency to Attack Speed (2) and Movement (2) all this lasts until the end of the encounter (x2) base cost 8)

Raven's Feast Flash: an incredibly powerful blow (adds twice the stylist's potency (4) to the damage of an attack (1) simple (-1) base cost 4)

Knife's Edge: The Stylist is kept on a razor's edge, their visions never letting them lower their guard (the user's potency to Reflexes (2) this effect lasts until the end of the encounter (x2) simple (-1) base cost 3, 6 at rough.)

-Doombringer Stance: "When you enter this Stance, choose a target. At the end of your turn, if you and your target are in close distance, reduce reflexes and movement by 0.5, The maximum amount of reduction is equal to your tier in Doombringer (meaning at level 1 you can reduce both stats by 1) The effect persists until either you or your target are incapacitated, merely not being close to each other just means it does not get stronger. You can switch the target of the effect as an Action on your turn."

-Curse's Conclusion: 4 (Powerful) - 1 (Close) - 1 (Simple) = 2 ord before MLa. Deals four times your Potency as damage. They could still block and/or dodge, though, theoretically. It'll also be reduced by their Durability. This can only target the victim of the debuff.

Equipment:
-3 Oz of silver.
Tier 3 Runed Greataxe (Accurate 1)
-tier 1 spear (free)
-tier 1 shield (Astra Silver-Bite's free weapon)
Property:
-paying for part of the boat
-Shore-Walker Alpha's Wings (Tier 3)
Tier 2 Bones
2 Units of Tier 1 Fish
 
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Name: Gunni Gautison (Ordstirr [56]/[56]) (PT [0])
Description:
A dour, black hair 27 year old who was born out on the sea and seeks to constantly to return to the place of his origin.
Hamr 3: [Sea-Born 1, Martial Style: Glima 2, Great Strength 1, Improved Shapeshifting 1]
Hugr 3: [Seamanship 2, Stubborn 1, Fast Learner 1, Watchman's Eye 1]
Fylgja 3: [Guardian Spirit 1, Ship Seidr 1, Seeing Eyes 1, Raiding Crab 2]
Equipment: Shield T1, Axe T1, Runed Bag T3, Rope T2
Property: House T1, Barn(Broken) T2, Cows T3, Cows T1, 3 oz. Silver, Carpentry Tools T1, 2 Wood T2, Fishing Tools T2, Rope T2, Cloth T2, Paint T2, Seidr Materials(Ship) T0
(+3 carrying capacity; 3 additional capacity for sea creature parts)
Marlinspike T2
Sunstone T2
Carpentry Tools T2
Shore-Walker Heart(Alpha) T3
Fishing Bait (Extract: Lesser) : Can be expended to increase the catch of a Fishing Harvest by 50% or add +1 to the Maximum Tier available.
3 Food (Fish) T1
Fylgja (Crab) Boon: +1 Durability Per Tier. 1/season per Tier, double this bonus for a turn.
Major
Stone-Faced 3: You are much harder to read, Frenzy and Tactics return little to no information about your intentions. Those that have a higher tactics score than you also find you hard to read and offers some protection to those who can pierce stone-faced. Enemies may misread your intentions.
Minor
Tight Grip 3: Thrice per encounter, when you would be disarmed, knocked off balance, or otherwise similarly interrupted or hampered, ignore the effect.
Sea-Born 1: Born out on the open waves, Gunni Gautison receives a bonus to actions when out on the open waves. +1 Health, +1 Sanity per Tier. 1/season per Tier, receive a boon from the sea.
Great Strength 1: You are powerful and musclebound, increasing your strength. Once per season, perform an act of herculean might.
Seamanship 1: Navigation, Ship Building, Ropework, Sailing
Stubborn 1: +1 Willpower per Tier. Can automatically defend against a mental effect once per Tier per season.
Improved Shapeshifting 1: Gain the following Shapeshift Options:
-Vocal Mimicry
-Softened Steps
-Aquatic Adaptation
Fast-Learner 1: 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)
Watchman's Eye 1: Your watch is not easy to end. +1 Senses per Tier; +50% of Senses to Durability for resisting Debuffs and Movement for Dodging, maximum bonus equal to Trait's Tier.
Guardian Spirit 1: Your Fylgja defends you zealously, increasing its Integrity and greatly increasing your Spiritual Defense. +1 Spiritual Defense and +2 Integrity per Guardian Spirit Tier.
Ship Seidr 1 (2/3): Filter (Rough), Extract (Rough), Spirit (Rough)
Seeing Eyes 1: 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.
Raiding Crab 2: Twice per encounter steal a physical object from a targeted foe. Must make an attack on the foe to trigger this ability.
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).
Slam Trick [Mastered: 1 Ordstirr] Tosses a grabbed foe onto a surface stunning them, [Modified Attack: Strong Stun (4)]
Throw Trick [Rough 10 Ordstirr]: Throw an object unerringly at a foe. [Modified Attack: +100% damage (4), Limitation: only thrown (-1) + Buff: 150% Attack Speed for Accuracy (2)]
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.

Basics
Health (9/9) | Sanity (9/9) | Integrity (10/10)
Strength (2.5) | Potency (1.5)
Durability (4.5) | Willpower (2.5)

Motions
Movement (1.5)
Attack Speed (1.5)
Reflexes (1.5)

Mental
Senses (2.5 + 3.5 = 6)
Tactics (1.5 + .5 = 2)
Social Skills (1.5)

Fylgja
Watching your Back (3.5)
Storage (0/6)
Spiritual Defenses (4)

Shapeshifting
Slots (3)
-
-
-
 
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Name: Kǫttuna Höfuðer (Ordstirr [46]/[46]) ([0/16.3])
Description:
Fled Norway after killing an important person for hurting one of her cats. She is calm as long as she can see one of her cats, if she track of them or one of the gets hurt she goes ballistic. On the shorter Norse side, blonde, with long hair that her cats keep clean successfully?
Hamr 2: [Cat bloodline 2]
Hugr 3: [Cat Kunna 2, Wasteful Cooking 3]
Fylgja 2: Natural Weapons 1, Stunning Roar 1, Guardian Spirt 1, Kunna Extention 1]
Tier 1 Spear
Tier 1 shield
Tier 1 Jewlery
Tier 1 cat brush
Tier 1 food
Tier 2 puffinbrute corpse
Tier 2 Stone
Tier 2 Cat armor
6 Tier 2 Food (Cow)

LOOT
Cooking Tools T2
Wood T2
2 Food (Crab) T2
2 Stone T2
All of this is on my 3 Hill Plot
[barn,]
[House, Pasture, 2 Cow herds]
[Nada]
Bloodline: Cat 2: You gain +.5 Reflex and +.5 Movement per Tier of this Trait. As an action, transform into a cat or back into a human. As a cat, you are smaller and lack hands but have claws, weapons equal to this Trait's Tier.
Cat Kunna 2: Kunna of cats
Wasteful Cooking: As the Cooking Trade Trade except with the following: When cooking, you must use 200% of the normal ingredients. You produce 150% of the normal yields.
Unveild: A Norwegian Forest Cat
Boon:
Improved Senses: Your sense are more preceptive. +1 to Sense per Tier of this Trait. You are less affected by Senses-dampening effects like darkness and stenches.

Guardian Spirit 1: Your Fylgja defends you zealously, increasing its Integrity and greatly increasing your Spiritual Defense. +1.5 Spiritual Defense per Guardian Spirit Tier.
Natural Weapon 1: 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.
Stunning Roar 1: 1/encounter per Tier of this Trait, this Fylgja lets out a powerful roar that stuns one target or a moderate roar that stuns many targets.
Kunna Extension: Increase Integrity by 2 per Tier. As long as your Fylgja is nearby, you may use tricks as if you were standing in its position.
Kunna Expertise: +.5 effective Potency per Tier for Tricks from this Kunna
Where is the Cat, and the bag? (Refiend 1 Ordstirr): Make two cats switch places.

Land on your feet (Refiend 6 Ordstirr): Increase the Movement and Reflexes of a Cat.
-A Powerful Buff to Movement and Reflexes. Can only be used on a cat but can be used on others.

Summon Cat (Mastered 4 Ordstirr): Create a cat-like Ordstirr Construct.
-Slowly Create an Enduring Normal Attack that appears like a cat.

Catification (Refiend 3 Ordstirr): Makes them belive they are a a cat.
-A simple powerful touched based sanity attack which makes them act cat like.
1 training
Its a Cat! 2: 1/Season per level of twist, when discovered turn in a nonsuspicious cat. pre preq: Cat Bloodline
Dressed in Rags: When you are not wearing or holding equipment or items higher than Tier 0, you are harder to notice.

Eye-speech: You may speak directly into the mind of anyone whose eyes yours make contact with.
Tier 3 Hill plot 1 adv
2 Tier 2 COWS 1 and half? adv
Plot Tier 2 pasture Tier 2 House, barn, 1 and half? adv
The fylgja is a cat btw
 
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Anyone want to clan up with me, I got 2 tier 2 chicken with tier 2 pasture : ))))))
 
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Martial Art: Body Forging 1
You also get to start with the/a Finisher of your Martial Style.

Hamr 1: [Shapecrafting 1]
Hugr 2: [Polyglot 1, Medical Knowledge 1, Herblore 1]
Fylgja 1: [Hearth Seidr]
Be advised that Shapecrafting pings off of Hamr, so starting with a bunch of Hugr-linked Traits might not be the most efficient idea. Also you should specify what your Hugr-linked Traits are supposed to do.

I'd assume Medical Knowledge to be a Trade Trait, in which case you should pick three "disciplines", i.e. areas you are especially skilled in.

Herblore feels a bit narrow as a Trait, since Seidr already kinda include this...unless you want Herblore to be a kinda meta-trait, applicable to different kinds of Seidr? In which case I guess you'll have to work with @CoatRackRanger on the specifics.

Hamr 1: [Windform Bloodline 1]
Hugr 2: [Merchant 1, Stubborn 1, Chain Kunna 1]
Twists: Major (Unbound, Stonefaced), Minor (Eye-Speech, Tight Grip)
Fylgja 1: [Guardian Spirit 1]
Just to list what still needs to be done, I think:
Merchant as a Trade Trait needs its three starting disciplines. Chain Kunna needs its Tricks. Since you have Fylgja 1, you should decide on your animal (or let Coat know to decide it for you) and Boon.

Fylgja 1: [Seeing Eyes 1]
Since you have Fylgja 1, you should decide on your animal (or let Coat know to decide it for you) and Boon.
Doombringer Style Tricks
-Bleakest Prophecy: this trick weaves a curse of weakness and bad luck as you attack, rendering them slowed and disoriented just before you strike.


Doombringer Stance: either buffs me when fighting a specific chosen target or debuffs that specific person (preferably debuffs) with the the modifier increasing the longer me and my chosen target are in melee with each other, you can technically pick a new target but it has to ramp up all over again in that case.

Doombringer Finale: after a few rounds of fighting I can bring the entire prophecy down on my chosen target.
I'm unclear on how this is supposed to work? As in "how do you use that Trick"? Is it supposed to be something like spoken curses or eye contact stuff?

Generally Stances are enhancing yourself, but I don't se a reason for why it shouldn't be possible to have one that debuffs an enemy. I would say though that I'd assume buffs to yourself to be stronger, numerically, than debuffs to your enemy. You would look at something like this, maybe:

Doombringer Stance: When you enter this Stance, choose a target. At the end of each round, if you and your chosen target are close to each other [you gain +2 substats worth of bonus] or [they suffer a -1.5 substats worth of a malus]. These effects last until either of you is incapacitated or you pick a new target (i.e., if your target is not close to you at the end of a round the effect doesn't end, it just doesn't increase). The maximum value of the effects is twice the Martial Style's Tier (though maybe not "twice", since the numbers would be higher...).

The Finale feels like something that'll be a massive short term debuff on your chosen target, which should make it possible for you to land a killing blow?
Hamr 1: [Sea-Born 1]
Hugr 1: [Sailing 1]
Fylgja 2: [Guardian Spirit 1, Sea Seidr 1, Seeing Eyes 1]
Since you have Fylgja 2, you should decide on your animal (or let Coat know to decide it for you) and Boon.

Hamr 1: [Cat? bloodline]
Hugr 1: [Cat Kunna]
Fylgja 2: Natural Weapons 1, Stunning Roar 1, Guardian Spirt 1]
Cat :)

You still need to decide on the effects of your bloodline and your Kunna's Tricks.
Also, since you have Fylgja 2, you should decide on your animal (or let Coat know to decide it for you) and Boon. Canonically, Cats granted something like improved senses, I think?
 
I am aware that Shapecrafting pings off of Hamr, my build stands.

And Herblore and Medical Knowledge were both confirmed as viable Traits to have.
 
Just to list what still needs to be done, I think:
Merchant as a Trade Trait needs its three starting disciplines. Chain Kunna needs its Tricks. Since you have Fylgja 1, you should decide on your animal (or let Coat know to decide it for you) and Boon.

Merchant is intended to be a Descriptive Trait actually, since mercantile stuff is basically just Social rather than a crafting-type thing (it gives +1 social per level and +Hugr to one negotiation per encounter/season [not sure?] per level). And yeah, still working on the rest.
 
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And Herblore and Medical Knowledge were both confirmed as viable Traits to have.
I wasn't doubting that, sorry.

But you should decide on what kind of Traits they are supposed to be - Trade Traits that grant you disciplines in which they apply or Descriptive Traits that grant you a passive and active effect. You don't have to dive into the mechanics, but simply stating more clearly what you want the Traits to do would be beneficial.

Merchant is intended to be a Descriptive Trait actually, since mercantile stuff is basically just Social rather than a crafting-type thing (it gives +1 social per level and +Hugr to one negotiation per encounter/season [not sure?] per level). And yeah, still working on the rest.
Got it.

In that case, the easiest/most clear cut way to go is making it analogue to Great Strength: +1 Social per Tier and 1/season you can double the effect for an applicable action and grant it more narrative weight. Though I'm not sure if Strength and Social are of an equal "rank"... @CoatRackRanger?
 
supposed to be something like spoken curses
Oh, sorry for not being clearer, it was supposed to be a spoken thing.
Generally Stances are enhancing yourself, but I don't se a reason for why it shouldn't be possible to have one that debuffs an enemy. I would say though that I'd assume buffs to yourself to be stronger, numerically, than debuffs to your enemy. You would look at something like this, maybe
Good to know, I would definitely prefer a slightly weaker debuff since I'm probably going to be fighting in a team in most of my fights.
The Finale feels like something that'll be a massive short term debuff on your chosen target, which should make it possible for you to land a killing blow?
That or something which spends all the debuff and converts it into damage would both work.
 
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Astmund Star-Eyed (Ordstirr 36/36)
A older man who's most prominent feature would be his sun and salt cured skin, were it not for the fact that his eyes are often black pits from side to side full of glimerring stars. His wiry frame stands just over six feet. He has brown hair the color of freshly turned soil proudly unbleached by anything but salt and sun reaching partway down his back, his beard and hair streaked through with red when lit by the sun.
Hamr 2:
Old Salt's Intuition[Reflexes +.5, Movement +.5] 1
Born Upon The Tides[Durability +.5, Movement +.5] 1
Red-Gold-Spear 1
Hugr 3:
Divine Bloodline(Red Gold Tears)[Senses+1]: 1
Seamanship (Navigation, Fishing, Sails, Nets) 2
Kunna-Guiding Star 2
Kenning (Star-Eyed)[Senses +.5, Willpower +.5] 1
Fylgja: 1 (Unveiled, Boon to Senses)
Seeing Eyes 1


Equipment: T3 Mail(Runed: Doesn't Sink), Tier 1 Spear, T1 Sax, T1 Shield, T2 Fishing Tools, T2 Carving Tools
Property: Tier 1 Food x1, Tier 2 Foodx1, Tier 1 Bone x1, 5oz Silver
Land: T2 Beach(T1 Dock, T1 House), T2 Hills
Livestock: T2 Sheep x1, T1 Sheep x1
Family:
Astmund's Sons(Fishing, Herding, Adventuring(Bleeding Edge)

Old Salt's Intuition
Years on the treacherous sea have made you keen to danger but also quick to take advantage of its bounty. +.5 Reflexes and +.5 Movement per Tier of this Trait. Whenever you take a Harvest action fishing, gain +1 Food (fish) per Tier of this Trait.

Born Upon the Tides
Whenever you Harvest from a saltwater tile, increase the Maximum Tier of resources harvested by this Trait's Tier, up to double the underlying maximum.

Divine Bloodline(Red Gold Tears)[Senses+1]: 1
No lens reveals reality more clearly than sorrow. +1 Senses per Tier of this Trait. 1/season per Tier, the child of Freyja may channel their ancestor's amber tears to add their Senses to any substat for a single non-combat action or a single round of combat (Maximum Bonus equal to 2 x Red Gold Tears' Tier).
Kenning (Star-Eyed)[Senses +.5, Willpower +.5] 1
Astmund is known for gazing on the stars. He has an exceptional knack for making out distant objects. +.5 Sense and +.5 Willpower per Tier of this Trait. 1/season per Tier, view something incredibly distant or incredibly small with sharp clarity.

  • Sidestep: 2/encounter, turn a Graze into a Miss.
  • Still Standing: 1/encounter, when you would be reduced to 0 or negative health, you are reduced to 1 instead.
  • Word in Edgewise: Once per season you may somehow effortpost a wall of monologue in the time it would take to speak a single word. In addition to Hugr how easy this ability is to counter scales on how entertaining the monologue is. Tedious writing Tempts the Norn.
  • Scrysight: Your eyes can see across vast distances.
  • Shroudsight: Your vision pierces through obfuscations such as fog, darkness, and illusions.
  • Eyespeech: Eyespeech

Red Gold Spear
Stance
: The Point of Regret: Add Senses to Strength, only works for Melee Weapon Damage and Red-Gold Spear Tricks, caps at Martial Style Tier x2

Trick: Rauðgullgeir (Rough 6 Ordstirr): Red-Gold Tears drip down your face and coalesce around your weapon. Choose an enemy, the weapon are currently holding deals additional damage, increased if that enemy has wronged you or your family. (Simple Enduring Normal Buff with an Other effect)

Finisher: Retained because I haven't managed to write it yet

Guiding Star
Summer 1 Minor - 1 Training Refining The Stars Align
Level 1-2: 6 training, 3 Master The Stars Align, 1 Refines Heaven's Baleful Blink, 2 Training Retained
The Stars Align (Mastered 1.25-35 Ordstirr): The lights in Astmund's eyes seem to fly out of them, surrouding his head and that of select allies in wat appears to be a glimmering aura of flickering lights from the outside. For them however the lights surround enemies and obstacles in wireframe outlines, with different colors and patterns of blinking that any Norseman who's parents taught them to recognize the North Star can interpret into being warnings and suggestions for what is about to come.

Normal Buff: 2 Base: Add 50% of Potency to Attack Speed and Movement
Shared: +1 Base (3): Can target self or an ally within close range.
Other: Multiple Modes: +.5 Base (3.5 base), variable: Can add duplicates of the above Shared Normal Buff per use. See the below schedule for costs:
-1 target: 2.5 base ordstirr. (1.25)
-2 targets: 7 base ordstirr. (3.5)
-3 targets: 21 base ordstirr (10.5)
-4 targets: 42 base ordstirr (21)
-5 targets: 70 base ordstirr (35)


Heavens Baleful Blink
Blinking multi-colored lights hang around a nearby enemy, the lights occluding their vision at important moments and the darkness between them whispering silently of horrors between the stars.

Cost, Refined: 4-16
Reaction x4
Simple -1
Variable +1
Effect: Subtracts Potency from Speed

What Lies Beyond
Once Astrid Doomchaser asked the greatest astronomer of Araby what awaited her between where she stood and what she sought. She was told Horror and Madness, only to scoff and state "Should Madness lie between me and my heart's desire, I will find where it sleeps and kill it in it's bed". She did as she said, and to the end of the age her descendants share the understanding she gained in her victory and can share the secrets of the darkness between the Stars with their enemies.

Cost: 4-10 (Rough: 8-20)
Distant +1
Enduring x2
Variable +1
Simple -1
Effect: Attacks the Sanity of a single target independantly for a number of rounds equal to Potency.

Fourth Trick from Level 2: Retained
2adv on Land =6 tiers, 1adv on Livestock=3 tiers, 1adv on NPCs =6PT
2 Beach + 1 Dock + 2 House + 1 Hill =6 tiers land
1xT2 Sheep, 1xT2 Sheep = 3 Tiers Livestock
Two 3 PT sons = 6 PT
 
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Myri Sea Blest (Ordstirr 15/15)
Myri sea blest is a seidona of tall and thin stature. Her hair is composed of silver blond locks interwoven with kelp green strands of hair. Her skin is fair yet parts of it are covered in small spots of fish scale. Both of the oddities in her appearance were caused by a mermaid who cursed myri for her insolence.

Myri is the only child of erik redlocks and though she does not bear his eponomously glorious hair the man will sock any who claim myri not to be his daughter.
The seidona herself is a binder and warder, driving away or subduing pesky spirits and taking them into her service.

The mermaids curse causes myri to be fascinated by the sea, something in the back of her mind yearns to return to it's depths though she knows that this would be her end.

Hamr 0: N/A
Hugr 1: Bloodline - Daughter of the sea 1
Fylgja 2: Seeing Eyes, Spirit herder 1, Sea Seidr 1, Seeress 1
Equipment:
T1 Dagger
6 T1 food
Property: T1 Plot(T1 house, T1 Field ), 8 ounces of silver


NPC's:
Erik Redlocks:
Hamr 2: Glima 2, Knifefighting 1, Quick reflexes 1
Nok:
Hamr 1: Beautifull

Major:
Stabilizing Palm: 1/encounter, heal an amount equal to your Hugr health with a touch as an action.
Minor:
Shroudsight: Your vision pierces through obfuscations such as fog, darkness, and illusions.

Though Myri's encounter with the mermaid left her changed it also empowered her, now she is a powerfull seeress.
Seer rituals:
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.

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

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.
Bloodline: Daughter of the Sea 1: +2 Social Skills per Tier of this Trait to sea-dwelling creatures. 1/Season per Tier, receive help from the sea or sea-creatures.
Spirit Herder 1: Your Fylgja can use your Sea Seidr as a Major Action once per Season. For every Tier of Spirit Herder, increase your Mastery of Sea Spirit Seidrcraft by 1 step.
Sea Seidr: Myri has learned to deal with the tempestous powers of the ocean and knows how to both bind and speak to it's spirits.
 
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Name (Ordstirr [51]/[52]) (17 PT [0 Unspent PT]): Ebbe (Wild Boar) Tryggrsson [UPDATED - 10-18-2024 - Bloody Thing (Fyrrolog)]

Description: Male, 18 Years Old, Dark Brown Hair and Eyes, TBD?


Hamr (Body) 4 (13 PT):
Hamr is your body, its speed and strength. Each one of these substats has a base value of .5 x Hamr.

Attack Speed: How quickly and accurately you can attack. (Bonus: 2.0 currently.)
Durability:
How resistant you are to damage and debuffs. (Bonus: 2.0 currently.)
Movement:
Your fleetness of foot and ability to dodge attacks. (Bonus: 2.0 currently.)
Reflexes:
The speed of your reactions. (Bonus: 2.0 currently.)

You have Strength equal to your Hamr. (Strength: 4 currently.)
You have Health equal to 2 + 2 x Hamr Stat. (Health: 2 + 8 (2x4) = 10 + 4 [Productive 2] = 14 Health in total)
For each rank of Hamr you possess, you gain a Shapeshifting Slot. (Shapeshift Slots: 4 currently.)
Skills
Disciplines:
Cows
Pigs
Goats

???
???
???
Tanned Leather (Skill + Tool + Skin)

Disciplines:
Reinforced Backpack (Skill + Tool + 1 Tanned Leather [and complementary materials]) - (Increases carrying capacity equal to Tier.) (Bone - Increases health of the Reinforced Backpack equal to the Tier used.)
??? (Shield?)
??? (Clothes?)
??? (Armour?)
Disciplines:
Improve Concentration (Rough 6 8 Ordstirr): Focus. There will be enough time for each shot. [Simple, Enduring, Normal Buff: Attack Speed and Reflexes]
Knockback Arrow (Rough 9/36 12/48 Ordstirr): Fire an arrow that knocks a target back. Can be used as a Reaction. [Reaction, Modified Attack: Strong Additional Effect, Other: multiple modes]
Gravity Arrow (Rough 16 Ordstirr): Fire an arrow that imparts a slowing field to the target. [Enduring, Powerful Additional Effect: Debuff Movement]
Traits
Productive: +2 Health per Tier. Whenever you take the Craft action or breed Livestock, produce an additional item or Unit of Livestock with a Tier equal to this Trait's Tier of the same type (maximum of the underlying item's Tier). If producing a structure or other large object, produce an additional item that could be made with the utilized materials instead. (Bonus: +4 Health and T2 currently.)

Hugr (Mind) 2 (3 PT):
Hugr is your mind, its sharpness and force of will. Each one of these substats has a base value of .5 x Hugr.

Senses: How perceptive your senses are. (Bonus: 2.5 currently. [Base: 1.0, +1.5 from Watching Your Back])
Social Skills:
Your ability to trick, convince, intimidate, and bargain with others. (Bonus: 1.0 currently.)
Tactics:
How well you read situations, both socially and in combat. (Bonus: 1.0 currently.)
Willpower:
How resilient your mind and will are to outside forces. (Bonus: 1.5 currently. [Base: 1.0, +0.5 from Patient])

You have Sanity equal to 2 + 2 x Hugr Stat. (Sanity: 2 + 2 [2x2] = 6 + 2 [Patient] = 8 Sanity in total. )
You have Potency equal to your Hugr. (Potency: 2 currently.)
Twists
Stabilizing Palm 1: 1/encounter, heal an amount equal to your Hugr Health with a touch as an action. (Bonus: 2 Healing currently.)
Soothing Palm 1:
1/encounter, heal an amount equal to your Hugr Sanity with a touch as an action. (Bonus: 2 Healing currently.)
Shroudsight 1: Your vision pierces through obfuscations such as fog, darkness, and illusions.
Held Hand 1: 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.
Skill
Disciplines:
Fog of Imperceptibility (Rough 14 16 Ordstirr): Summon a fog that hampers the perception of those trapped within. [Distant, Powerful Create: Summon Fog + Normal Debuff: Senses, Other: affects creatures in fog, exiting fog ends debuff)]
Dispel Fog (Rough 10 12 Ordstirr): Destroy a fog. [Distant Powerful Descriptive Effect]
Fog Adapt (Rough 8 Ordstirr): Adapt to the effects of a fog you are in, inverting penalties into bonuses. [Simple Enduring Normal Descriptive Effect; Other: +1 Cost]
Traits
Teacher: You have learned how to assist the learning of others. Choose a friendly NPC and an NPC Role related to a Trait you possess, subject to QM discretion. That NPC gains that Role. Each time you gain a Tier of this Trait, you may choose again. (NPC Roles: Herder [Animal Husbandry].)
Patient: You are calm and unhurried; unmoved by the passage of time. +2 Sanity and +.5 Willpower per Tier; 1/season per Tier, use your patience to your advantage." (Bonus: +2 Sanity, +0.5 Willpower, 1/season.)

Fylgja (Soul) 1 (1 PT):
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 its value. (Boon of the Boar: Your boar spirit allows you mastery of the instincts to fight, flee, or fawn. At the start of each encounter or as an action, choose two of the following: Movement, Social Skills, or Tactics. Until you choose a new option, gain +.5 per Fylgja Tier with this Boon to those substats.)
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. (Bonus: 2 [2x1] Items can be stored currently.)
Watching your Back:
Add your Fylgja Stat to your Perception specifically for the purpose of passively detecting dangers. (Bonus: +1 [+0.5 from Seeing Eyes 1] for a total of +1.5 Perception currently.)
Spiritual Defenses:
A Fylgja reduces spiritual damage and resists spiritual control, equal to your Fylgja Stat. (Bonus: +1 currently.)

Your Fylgja also has Integrity equal to 2 + 2 x Fylgja Stat. (Integrity: 2 + 2 [2x1] = 4 Integrity.)
Skills
None for now?
Traits
Seeing Eyes: 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. (Bonus: +0.5 currently.)

Equipment:
1 Tier 1 Bow (Weapon)
1 Tier 1 Reinforced Backpack (Bag)

Property: (Advantages - 8 Tiers of Plot/Improvements, 4 Tiers of Livestock)
1 Tier 2 Flatlands (Plot)
-1 Tier 2 House (Building)
-1 Tier 2 Tannery (Building / Leatherworking Tool)

1 Tier 2 Hills (Plot)

2 Tier 1 Pigs (Livestock)
2 Tier 2 Pigs (Livestock)
2 Tier 1 Cows (Livestock)

1 Tier 1 Pork (Food)
3 Tier 1 Pig Bones (Bone)
2 Tier 1 Pig Hides (Hide)

^will continue later once I get back from work today... which will be a long while later. :V

Katla ; @Aria the Mage ; 1/3
Astrid Keen-Mind ; @alexthealright ; 1/3
Hallþorra ; @Murloc ; 1/3
Astra Silver-Bite ; @theknightofiron ; 1/3
Orm Ivarsson ; @Worm_that_Walks ; 1/3
Eydis Glimmer-Gaze ; @Alectai ; 1/3
Favor Exchange

A T3+ Equipment - Received during Early Season (if possible!)
Available Equipment (to be made!) - T4 Reinforced Backpack (Leatherworking), more to come later!

A Unit of T3+ Livestock - Received during Mid Season
Not yet available! 'Odd' Livestock is 2 Favors!

Two Units of T3+ Food!
- Received during Early or Mid Season.
Not yet available! Soon hopefully!

Ordstirr Exchange
Cash In 1 Favor = Receive 1 Ordstirr - Received during Season End (if possible!)
Cash In T? Livestock = Receive (? x 3) Ordstirr - Received during Season End (if possible!)

Ebbe's Wanted Livestock (First Come, First Serve!)
Two Units of Horses. (Not yet ready!)
Two Units of Sheeps. (Not yet ready!)
Two Units of 'Odd' Livestock. (Not yet ready!)
...that's it for now!

'Odd' Livestocks are worth double the Ordstirr! Though at the moment Ebbe cannot sustain such exchange due to low Husbandry to care for them, lack of a Barn, and lack of a sizable amount of Ordstirr for the exchange!
 
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Gyda Dahlberg (Ordstirr 60/60) ([0 unspent PT])
The Dahlbergs' current circumstances stand in stark contrast to their former prosperity in the Faroes. Now, the household only comprises Gyda, a young woman who has only recently assumed adult responsibilities, and her younger brother, Birgin.

Gyda has a striking, unusual appearance. Raised far from the town, she preferred the company of solitude in her, often from afar, studies of landscapes and their inhabitants. Her scrutinizing habit regularly manifests in her daily life as she freezes to peer at unfamiliar things. Fortunately, when Gyda decides to examine people, instead of appearing rude, her stare is perceived as innocent and endearing, often inspiring acts of kindness.
Hamr 1: Quick Reflexes 1
Hugr 4: Clifftop Seidr 3, Weaving 3, Puppy Dog Eyes 1
Fylgja 3: Alternate Form 1, Seeing Eyes 1, Seidrcraft Medium 2, Fast Learner: Mentor from Dreams Variation 1
Hamr:
  • Attack Speed - 0.5
  • Durability - 0.5
  • Movement - 0.5
  • Reflexes - 1.5
  • Strength - 0.5

  • Health - 4
  • Shapeshifting Slots - 1
Hugr:
  • Senses - 5 (+3.5 for detecting dangers passively from Watching your Back bonus)
  • Social Skills - 3
  • Tactics - 2
  • Willpower - 2
  • Potency - 2

  • Sanity - 10
Fylgja:
  • Storage - 6
  • Watching your Back - 3.5
  • Spiritual Defence - 3.5

  • Integrity - 12

Tier V Tapestry: Battle with the Mountain-Skin Monk
Tier IV Imbued Tapestry: High Ground: Activate to create natural defenses on a plot for a Season. Charged by offering a Unit of Stone. Tier of Stone affects strength of defenses. Charged.
Tier III Spiritbound Belt (home to shy, curious wind spirit. Expend to return to place visited this season. Recharge by visiting new places; tasting new winds)
2 Tier I Gambesons
Tier II Gambeson
Tier I Bow

3 Tier I Food
1 Tier II Food

1 Tier I Wool
1 Tier I Bones
1 Tier I Skin

Tier II Cliffs

Tier II Hills
- Tier I House
- Tier I Barn

2 Tier II Sheep

Major
  • Stone-Faced I
  • Sidestep I
  • Crafter's Touch II: Twice per season, for the duration of an encounter, with a touch, increase the Tier of a crafted item to your Hugr or add 1 Tier if it is higher than your Hugr
Minor
  • Tight Grip II
  • Shroudsight II
Quick Reflexes 1

Clifftop Seidr 3: Bargain with Wind and Stone spirits (Spirit), create potions from rare ingredients found on secluded cliffs and hilltops (Extract), weave the fundamental energies of boundaries, seclusion and altitudinal clearness (Filter). (Total 1 minor action spent on training)
- Mastery Levels: Extract - Mastered, Filter - Rough, Spirit - Rough

Weaving 3
- Disciplines: Cloaks, Tapestries, Gambesons, Sails, Dresses

Puppy Dog Eyes 1: +1 Social Skills per Tier of this Trait. 1/season per Tier of this Trait, double the bonus of this trait for a single interaction.

Alternate Form 1
- Forms: Loom

Seeing Eyes 1

Seidrcraft Medium 2:
Your Fylgja can use your Seidrcraft Filter once per season as a Major Action. For each additional Tier of this trait, choose an additional type of Seidrcraft you know for your Fylgja to be able to perform. +2 Integrity per Tier of this Trait.
- Seidrcraft Types: Clifftop Filter, Clifftop Extract

Fast Learner: Mentor from Dreams Variation 1: In dreams, your Fylgja weaves your memory into mastery. Whenever you train Seidr, you are treated as having taken an additional number of Minor Actions equal to the Tier of this Trait (maximum double underlying). +.5 Spiritual Defenses per Tier. (+0.5 Spiritual Defense)

Type: Hawk
Status: Unveiled

Boon: Hawk Gaze 3: +1 Sense per Tier of this Trait. 1/season per Tier of this Trait, gain insight about a thing you are viewing.

Birgin Dahlberg
Roles: Quarrier (stone harvest), Herder, Fisher
Younger brother of Gyda.




  • Starting "possessions"

    Name3 Tiers of Plots and/or Improvements x23 Tiers worth of Livestock1 Friendly NPCCount
    Tier 2 Cliffs plot11
    Tier 2 Hills plot11
    Tier 1 House11
    Tier 1 Barn11
    Tier 1 Sheep11
    Tier 2 Sheep11
    Birgin (brother)11

    PT investment

    NameStarting PT countPurchase 1Purchase 2Purchase 3 Purchase 4Final PT count
    PT pool5-1-1-1-11
    Clifftop Seidr011
    Weaving011
    Puppy Dog Eyes011
    Alternate Form011
  • Changes in resources

    NameStart of Season CountBirgin cares for livestockLivestock slaughterFylgja harvestsMaterials ExchangeWeavingGiftMajorTaxesEatingEnd of Season Count
    Tier 1 Sheep1+1-11
    Tier 2 Sheep11
    Tier 1 Wool0+3-21
    Tier 2 Wool0+1+12
    Tier 3 Wool0+1-10
    Tier 1 Bones0+11
    Tier 1 Skin0+11
    Tier 1 Food2+1+2-23
    Tier 2 Food0+1+3-22
    Tier 2 Gambeson0+11
    Tier 2
    Cloak
    0+1-10
    Tier 3 Spiritbound Belt0+11
    Ordstirr15+5+1030

    Ordstirr Gain

    End of Season Ordstirr CountPrestige1 NPCOmakeFinal Ordstirr Count
    30+3 3 (Tier 3 belt) + 2 (Tier 2 Gambeson) + 3 (Tier 2 Sheep) + 1.5 (Tier 1 Sheep) + 2 (Tier 2 Food) = 11.5 Prestige+1+337

    PT investment

    NameStarting PT CountPT gainUpgradePurchase 1Purchase 2Purchase 3Final PT Count
    PT pool1+7-5-1-1-10
    Weaving1+56
    Quick Reflexes011
    Seeing Eyes011
    Seidrcraft Medium011
  • Changes in resources

    NameStart of Season CountAlfin's ShapecraftBirgin cares for livestockSheep protection dealBirgin harvests stoneMajor: weavingPayment to AlfinCharging artefactWeavingGiftTradeEatingEnd of Season Count
    Tier 1 Sheep1-10
    Tier 2 Sheep1+12
    Tier 2 Wool2-1-10
    Tier 3 Wool0+2-20
    Tier 2 Stone0+2-1-10
    Tier 2 Food2+2-2-11
    Tier 1 Gambesons0+22
    Tier 4 Cloak0+1-10
    Tier 4 Tapestry (Filter Seidr)0+11
    Tier 5 Tapestry0+2-11
    Favour from Kijjie0+11
    Ordstirr37+845

    Ordstirr Gain

    End of Season Ordstirr CountPrestige1 NPCOmakeBonus from Coat for waitingFinal Ordstirr Count
    45+7 7.5 (Tier 5 tapestry) + 6 (Tier 4 tapestry) + 3 (Tier 2 Sheep) + 3 (Tier 2 Sheep) + 2 (Tier 2 Food) = 21.5 Prestige+1+3+460

    PT investment

    NameStarting PT CountPT gain
    PT pool0+8
 
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Plots:
1 Tier 4 Mountain (Pasture) Plot
You are limited to T2 as a max, for starting advantages.

It's very much a work in progress.
Looks good already.

You can also decide on the animal form of your Fylgja and what it's Boon is supposed to be (this should be something that enhances or reflects a core personality trait of your character and otherwise basically takes the form of a Descriptive Trait whose Tier matches your Fylgja Tier).
 
Katla Eriksdottir is a young woman of notable beauty, and is noted for some for being remarkably insightful as to the foibles of those around her, if she can be convinced to share her acerbic comments. Mostly, she is quiet, polite, and listens more than she speaks. Unless one indicates interest and some skill in herblore, in which case she will trade tips of the trade with obvious excitement.

At the End of Winter 1, Katla and Arne has negotiated their marriage at the Thing, and plan to be wed. Katla, if one can read her, shows more affection for Arne than anything but her garden.

Hamr: Beautiful (2)
Kayla's features are striking, and some note that she will likely have little difficulty finding a husband, if she finds a man who catches her sharp eye. had little difficulty finding a husband, when she met a man who caught her sharp eye.
Effect: +1 to Social Skills per Tier of this Trait. 2/encounter, boost this effect when making a first impression, or when another is reassessing their assumptions about her.

Hugr:
Herblore 2: Knowledge of the use of plants and vegetation, and how their properties interact with the human body, either to help or to hinder. Knowledge sufficient to serve as a village medicine woman absent a more dedicated professional. Counts as Extract Seidrcraft for Field, Forest, and Shoreline Seidr.
Extract Seidr Field: Refined (Training: 1/3)
Extract Seidr Forest: Rough
Extract Seidr Shoreline: Perfected

Fast Learner (1) 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 per Tier)

Cooking (3): Disciplines; fish, grain, meat, foraged goods, and undecided.

A Little Goes a Long Way (3): Katla learned from the best at how to make the most of little. Whenever she takes a Cooking or Brewing Action, produce an additional item with a Tier equal to this Trait's Tier (maximum of the underlying item's Tier). For every Tier of this Trait, increase Mastery of Extract Seidr (Shoreline) by 1.

Take a Deep Breath (1/encounter, heal an amount of Sanity equal to Hugr with touch as an action.
Stone-Faced
Unity of Visions
: 2/season, activate multiple varieties of Seersight simultaneously or increase the acuity of your active Seersight for 1 encounter.
Sidestep: 2/encounter, turn a Graze into a Miss.
Turn Aside: 1/encounter, turn a Hit into a Graze

Shroudsight III
Sundersight II


Fylga:
Seeing Eyes (2)
Spirit Guardian (1)
Manifested: Snake
Boon: Katla is as precise with her words as she is with her Fylgia's venom. Boost any action in which Katla convinces, fools, or intimidates someone by surprising them by revealing a secret or correcting an assumption. 1/season, apply a large bonus to changing a mind with a handful of words at the perfect moment.
Stats: 2 Hamr, 5 Hugr, 2 Fylgia

Substats:

Strength - 1
Attack Speed - 1
Durability - 1
Movement - 1
Reflexes - 1

Health: 6/6
Shapeshifting: 2

Potency: 2.5
Senses: 2.5 (Perception +3 with Watching Your Back. Can use to perceive magical auras.) (Can see through fog, darkness, and illusions.) (Can see weaknesses.)
Social Skills: 4.5
Tactics: 3
Willpower: 2.5

Sanity: 12/12

Fylga Storage: 0/4
Integrity: 8/8


Property: Tier 2 House, Tier 2 Statue, Tier 1 Field, Tier 1 Plot (Flat)
Tools: Tier 2 Herbalists Tools, Tier 2 Kitchen Equipment, Tier 3 Runed Cooking Tools: Set of Knives (Enhances Extracts II)
Weapon: Tier 1 Seax
Jewelry: Silver armbands patterned with many twining snakes, when worn and activated, the user twines around attacks like a snake weaves through the grass. Tier 3 Runed Jewelry (Evasive II); as jewelry, they are extra prestigious (1.5 X) and grant a +3 bonus to Movement for the purposes of dodging.
Food: Tier 1 - 6 Unit (Grains), Tier 2 - 1 Unit (Undefined), Tier 2 - 2 Units (Barley)
Other:
3 Doses of High-Quality Lesser Wolfsbane Poison

Favors:
A favor from Sjavarfli, for aiding in the search and bringing back Hroarr alive.

Ordstirr: 69/69
Unspent: 36
Prestige Per Season: TBD
 
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