Witches and Giants: A NorseQuest Riot Fangame

Frenzy 1: Add Tactic to Movement for the purpose of Dodging attacks (maximum bonus equal to 2x Frenzy Tier). This Trait ceases to function after you've been Hit a number of times equal to your Frenzy Tier.
1: Is this supposed to not boost tactics?

2: I would be happy to take a reduced version of the dodging ability in exchange for improved offensive capabilities.
 
@theknightofiron Suggestions for the mechanical effects of your Descriptive Traits:


Astra Silver-Bite
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.
Sounds perfect. Thanks
 
1: Is this supposed to not boost tactics?

2: I would be happy to take a reduced version of the dodging ability in exchange for improved offensive capabilities.

It's a lot of effects...

How about:

Frenzy 1: +.5 Tactics per Frenzy Tier. Add Tactic to Movement for the purpose of Dodging attacks and Attack Speed for the purposes of accuracy (maximum bonus equal to Frenzy Tier). This Trait ceases to function after you've been Hit a number of times equal to your Frenzy Tier.
 
@Brainbow Suggestions for the mechanical effects of your Descriptive Traits:

Arant Hranisson
Selkie-Born 1:
Being in the water, whether in the sea or in rivers, comes more naturally. +.5 Movement and +1 Durability against cold per Tier of this Trait. You can swim as fast as you can run and hold your breath for a very long time.
Flowing Action 1: Like the waves of the ocean, your mind and body adapt to match your currents. At the start of each encounter or as an action, choose one of the following: Durability, Movement, or Willpower. Until you choose a new option, gain +1 per Tier of this Trait to that substat.

I've read them over and they both work for me. Speedy and Tanky build in the water; I like it.
 
I've read them over and they both work for me. Speedy and Tanky build in the water; I like it.

I'll note that you're actually super fragile right now due to Hamr 0. If you moved Seamanship to a Hamr Trait, you'd become a lot more durable, if that's what you're going for, at no cost to you (beyond putting you a bit further away from hitting Hugr 2).
 
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@Jaguar2234 Suggestions for the mechanical effects of your Descriptive Traits

Astrid Bjornsdottir
Quick Reflexes:
Your reflexes are exceptionally quick. +1 Reflexes per Tier and 1/season per Tier, turn a Hit into a Graze.
Bloodline: Radiant Aura - You are surrounded by glowing light, which at times ranges from cold imperious radiance to a soft comforting glow. You make powerful impressions on people easily. Once per season, increase the power of a Light Kunna Trick. (+1 Social Skill per Tier)
Fast-Learner - 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. In addition, gain +.5 Tactics per Tier.
Everything looks good, but for Quick Reflexes could the effect be 1/encounter per Tier, turn a Graze into a Miss, instead of 1/season per Tier, turn a Hit into a Graze.

EDIT: actually nevermind, the current effect is fine
 
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@octocalamity Suggestions for the mechanical effects of your Descriptive Traits

Some of these are fairly major changes, I understand. I tried to keep the core of the effect the same or slightly better within the system. Please remember, these are just suggestions, not commands!

Gyda Dahlberg
Mountaineer 1:
+.5 Movement per Tier of this Trait. Your movement is unhampered by steep terrain. 1/season per Tier of this Trait, save yourself or another within reach from a fall.
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.
Boon: Hawk Eyes 1: +.5 Sense and +.5 Tactics per Tier of this Trait. 1/season per Tier of this Trait, gain insight about a thing you are viewing.
I like all the suggestions and have just updated the character post! The name of the boon is slightly tweaked to avoid having two animal-based eye traits.
 
@Aria the Mage Suggestions for the mechanical effects of your Descriptive Traits and a note about Herblore


Katla Eriksdottir
Beautiful 1:

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.
Effect: +1 to Social Skills per Tier of this Trait. 1/encounter, boost this effect when making a first impression, or when another is reassessing their assumptions about her.

Herblore (Trade Skill) (Disciplines: Gathering, Medicinal Teas, Medicinal Tinctures) 1: Note: Check out Eydis's version of this Skill, it could do this instead if you want but either is fine.

Yeah, I'll switch it out for Eydis's version, I think it works better mechanically.
 
Continuing the Tricks thing...

Just a heads-up, I'll not try and stat out all those Tricks, with the assumption that they wont come up in mechanically resolved combat for a while yet.

-Frenzied Lunge Trick: A hard hitting attack trick.

Shield Tricks
-Strong Shield Trick: lets the shield shrug off one blow that would otherwise break it
-Quick Shield Trick: improves ability to block things
-Trap Block Trick: lets you catch a target's weapon in your shield when they hit it.

Doombringer Style Tricks
-Bleakest Prophecy: 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.


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.
Frenzied Lunge Trick: Modified Attack, assuming "hard hitting" is satisfied with a +50% to damage, we're looking at something like 2 (moderate effect) + 2 (+50% dmg) = 4 ord before MLa. Effect reads as this: "As part of this attack, move into close distance of a nearby target. If you hit, deal +50% damage."

Strong Shield Trick: There's a bunch of way to get the effect you want, but I'll try to go with the most literal interpretation. So, we're looking at an Enhanced Action ("Block with your shield") with a moderate effect (2 ord), the action is a Reaction (x2) but has only one effect (-1 ord). Cost before MLa is (2 x 2) - 1 = 3 ord. Effect would be "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." Note: A complete damage negation would be an effect that's probably above "strong" and would thus be unaffordable to you, at the moment. You could also go with something like "grant [your Strength] Damage Reduction to your shield for resisting the damage of the blocked attack" instead (a strong version would give 1.5 x your Strength).

Quick Shield Trick: Again going with the easiest interpretation of this: Enhanced Action, weak effect, is a Reaction, is simple: (1 x 2) - 1 = 1 ord before MLa. "Use as a Reaction. You can use the Block with Shield Reaction an additional time this turn." Note that, as is, this is only useful if you have at least three Reactions (one for the standard Block with Shield, one for the Trick, one for the additional Block).

Trapping-Block Trick: Relatively straightforward again: Enhanced Action, moderate effect (2 ord), it's a Reaction (x2) and simple (-1 ord). (2 x 2) - 1 = 3 ord before MLa.
"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)."

Bleakest Prophecy: Gonna stat this as a Kunna Trick, since the Style is Hugr-linked and the effect is a debuff. You put it in conjunction with an attack, a strike specifically, so I'll give it the Strike Enhancement + Close combo. Not sure if this was your intention, but as a cost-saving measure, I'll make it Fleeting for now. So, we're looking at (2 [normal] - 1 [close] + 1 [strike enhancement]) / 2 [fleeting] = 1 ord before MLa. Effect would look like this: "As part of your attack, you speak a curse of bad luck and confusion, leaving your target open to your strike. Reduce your targets Reflexes and Movement by [half your Potency] each. Then resolve your strike. The debuff lasts only until the end of your turn. Can only be used in conjunction with a melee attack." Note: reducing your targets Reflexes can lead to them not having a Reaction to block or dodge with, while reducing their Movement can mean that their dodge is unsuccessful. Also, the reduction on their stats will be reduced by...either their Willpower of Spiritual Defenses. @CoatRackRanger any thoughts on that?

Doombringer Stance: I already gave you some thoughts on this, but let's try it again. Typically a Stacking Bonus Stance's effect goes up, up to once per turn, when you perform a specific action. You don't have an action, but I'd parse the condition as "if, at the end of your turn, you and your target are in close distance". I'd call that an easy condition, tbh (since, you know, a lot of your foes will want to be in close distance with you anyways, since they want to hit you, too), but that kinda cancels out with it being a single target effect. Thinking some more about the debuff/self-buff difference...first I though a debuff should be weaker, but then I realized that it would be resisted with Willpower or Spiritual Defense, which would not apply to a self-buff. So let's call it even, and you get a normal strength effect:
"When you enter this Stance, choose a target. At the end of your turn, if you and your target are in close distance, reduce [you'll have to decide how to apply the 1 point of substat reduction]. The maximum amount of reduction is [twice your Doombringer Style's Tier worth of statpoints (i.e., if you are reducing one substat it can go down 2xDbS's Tier, if you are reducing two substats, they each can go down 1xDbS's Tier)]. 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."

Doombringer Finale: Standard condition is bonus needs to be at half strength, no reason to go for anything different here. You were unsure whether you wanted it to be a massive debuff or a damage thing, so let's stat out both:
Damage version: 4 (Powerful) - 1 (Close) - 1 (Simple) = 2 ord before MLa. Deals four times your Potency as damage. That's...a lot, tbh. But that's Finishers for ya. They could still block and/or dodge, though, theoretically. It'll also be reduced by their Durability.
Debuff version: 4 (Powerful) - 1 (Close) - 1 (Simple, I think is still applicable) = 2 ord before MLa. Reduce your targets substat by a total of four times your Potency. This can also still be blocked and/or dodged, far as I know, and the reduction would also be resisted by their Willpower/Spiritual Defense. It should last a number of rounds equal to twice your Potency, though (the strength of a Kunna effect doesn't affect it's duration, but the Finisher multiplier should).

Note: No guarantees on how debuffs are resisted. It might be a reduction of the effect or on the duration or something else or even be different case-by-case.

"Shared" means, as I understood it, that you even can apply the effect to allies, not that it does so automatically to all of them in range. It would still be single target as is. If you want to affect a group of people, you'll need to add in an Area multiplier.
Also, please note that it's "Attack Speed", just to avoid future confusion ;)

Just to make sure you are aware, @CoatRackRanger's intention here was that Enduring Attack-like Effects work kinda like this: "You create a ball of flame that hovers over your shoulder. It will last for a number of rounds equal to your Potency. During this time you can designate a target on your turn, which will cause the ball to seek it out, trying to hit it. It will then dissipate either harmlessly after its duration has run out, or after it hits the designated target." If you want something that does damage over time or attacks several times, that's also doable, but would also make it possible to remove the effect. It should come out with doing potentially more damage, though.
Also, while this is by no means a definitive ruling right now, targeting a different health pool than would be "expected" from a given Kunna's Tricks will probably incur a small additional cost.
 
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Is there rules as for what qualifies as a teacher? Or could two people of equal skill spend 2 minor actions each practicing together or teaching various tips to gain 3 actions worth each?
 
Is there rules as for what qualifies as a teacher? Or could two people of equal skill spend 2 minor actions each practicing together or teaching various tips to gain 3 actions worth each?

A Teacher has to be someone of higher Tier in the Trait they are teaching. However, if you are practicing with someone of the same tier, I'd give both of you +1 Training for those actions, just because that makes sense.
 
Continuing the Tricks thing...
That you very much for helping with this.
What is MLa?
Note that, as is, this is only useful if you have at least three Reactions (one for the standard Block with Shield, one for the Trick, one for the additional Block).
Ok then, I don't think I have that many reactions so I guess I'm going back to the drawing board,
Also, the reduction on their stats will be reduced
Good to know
That looks good.
 
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Ah, sorry, I got tired of writing "Mastery Level adjustment" :D
That is, the costs I've outlined are the "Refined" costs, i.e. with neither an increase for being Rough nor a decrease for being Trained beyond Refined.

Ok then,I don't think I have that many reactions so I guess I'm going back to the drawing board,
Yeah, Reactions are a bit limited at the start...you could maybe up the costs and make it a "free" Reaction? Not sure if that would be a moderate or strong effect, though...
 
A Teacher has to be someone of higher Tier in the Trait they are teaching. However, if you are practicing with someone of the same tier, I'd give both of you +1 Training for those actions, just because that makes sense.

I think this is per action more efficient than a teacher and student. It seems thematically reasonable in some ways, but is that intentional?
 
Ah, sorry, I got tired of writing "Mastery Level adjustment" :D
That is, the costs I've outlined are the "Refined" costs, i.e. with neither an increase for being Rough nor a decrease for being Trained beyond Refined.
Oh, wow I see what you've been saying about how expensive tricks are in this system, yikes.
Yeah, Reactions are a bit limited at the start...you could maybe up the costs and make it a "free" Reaction? Not sure if that would be a moderate or strong effect, though...
Yeah that works, I might go for a shield bash though, I don't think I'm going to have to deal with 3 attacks in a single round anytime soon regardless.
 
Side-note: It might be better to combine the two Tricks above into one with both effects. You don't get a "simple" discount on Modified Attacks, and combining several Modified Attacks is not that easy.
Works for me
Kindle-Spinner: Not sure how to do this one justice in the system, tbh.
It was invented by Blackhand, so there's that ;P
but then it's heat on a fire Kunna,
You didn't read the whole description, did you?
Berserk, T1: [I'd like to run Berserk as a Martial Style in this game; let's chat about this effect]
Alright
Bloodline: Delayed Result: [per our Discord discussion]
Rock on
 
Oh, wow I see what you've been saying about how expensive tricks are in this system, yikes.

Remember, a key component is that you can change tricks as you put Training into them. This meant to mean that, if you want, you can have a very simple cheap trick at Rough then, when you get it to refined, add something that doubles the cost and it is still as cheap as it was but now has more effects.
 
You didn't read the whole description, did you?
I did, but "in the shape of fire" did not compute, since fire has no shape (I don't have a fire Kunna, so maybe that plays a role here...).

Did you want it to be something else, like a blast of fire across the area, dealing more damage but only once? Or something else entirely?
 
No matter, yeah, but it tends towards a general pattern of flame-tongues, no?
Norsemen heal incredibly fast and cling to life desperately. Even after being reduced to negative hit points, a Norseman's body should be mostly intact and, if their friends can hold their parts together, they will return to life after about a day, hovering at 1 Health
I would like to note that it takes quite a bit longer than 1 day to recover from a Lesser Death (as such things are called). It can take weeks for the body to properly pull itself back together, though it usually takes three days. 1 Day is nearly unheard of, because any mortal wound that would take a mere day to heal could also likely be shrugged off by the wounded.

There are three tiers of death, separated into two categories; "Bodily Dead" and "Truly Dead".

Bodily Dead: This is defined as the soul still being in the body.
-Lesser: This is the most common death one suffers. It is characterized by the body still being intact enough for the soul to recognize it as a body and, thus, prompt the body to heal. As long as most of your limbs are still there and your torso isn't too chewed up, you can probably pull yourself back together. If the head or a major organ is totally destroyed, then things get more complicated.
-Full: A full death is characterized by the soul no longer recognizing the body as being a body and so enters a dormant state. In order to bring someone back from this state, you must now employ the services of a Seeress and, potentially, a Shapecrafter.
--Usually, a Seeress is enough to rouse the soul and get it to recognize the body as a body. Sometimes this involves using magic to encourage healing beyond the norm or other tricks of the trade. If the body is totally destroyed or otherwise in an unrecoverable state, this is when a Shapecrafter is involved.
---As long as you retain some piece of the dead's body—such as a lock of hair or tooth—the Shapecrafter can utilize that sample to grow the soul the correct body. It may take some prompting from a Seeress to get the soul to move in properly—as the soul may still be inhabiting a pile of ash or animal feces—but such is the way of things.

Truly Dead: This is defined as the soul no longer occupying the body.
-Fated: When one's Fated Day comes, there is no keeping them from meeting it. Somehow, in some way, you will die when your Fated Day comes. When this happens, the soul is free to leave the body behind. Depending on the circumstances of one's death, a Valkyrie may then take the dead to one of the Honored Halls. Or Ran may claim you for her net. Or Hel makes a home for you in her abode. Or any number of other places one may wind up.

Note: a draugr has no connection to the soul. Draugar are entirely piloted by the body's muscle memories and the scraps of leftover mind. They, usually, are about as strong as they were in life. HOWEVER, there is absolutely no guarantee that the draugr won't be significantly stronger or weaker than they were in life. Draugar often also posses the ability to lay curses on the living, curses that can take many different forms.

If one needs to combat a draugr, do so with all your strength and cunning. Anything less and death will surely come swiftly.
 
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