Witches and Giants: A NorseQuest Riot Fangame

-Joint-Lop Trick (Rough 4 Ordstirr): A trick specializing in the lopping off of a foe's knees and/or elbows.
-If you go for legs, this will also debuff Movement. If you go for elbows, this will debuff Attack Speed.

-Power-Strike Trick (Rough 4 Ordstirr): A simple trick that involves the enhancing of an attack.
-Good.


-Ghost-Edge Trick (Rough 3-9 Ordstirr): A trick that allows one to project the edge of their weapon across a given distance.
-+.5 Base cost for having multiple modes. 3 Ord lets you to attack someone nearby. 5 Ord lets you attack someone distant. 9 Ord lets you attack someone remote.

-Kindle-Spinner (Rough 3 Ordstirr): Forming a ball of compressed flames in one's palm, the wielder can throw it like one does a skipping stone or use it as a short-range flamethrower with a flick of the wrist.
-+.5 Base cost for having multiple modes.

-Blasting-Rock (Rough 6 Ordstirr): A ball of red-hot flame that explodes upon contact. Must be thrown.
-Technically a Powerful Creation effect; makes a [Potency] Tier Thrown Weapon that unleashes a powerful close Area attack upon striking something. Throwing it and making it are different actions, in this version.
Rock on, I'll get to adding those to my sheet right away
-Heat-Wave [see below]: A wave of intense heat washes across the landscape in the shape of fire.
-How strong and how big do you want this? More or less damage than a Kindle Spinner; hits people within a few feet of you or as big as a room/house? This can cost as low as 6 Ord or as high as 22 Ord.
Changing my mind on this trick.

Cindershot: A small dart of cinders released from the finger. Fast, cheap, and accurate, but lacking in damage.
 
"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.

Ah, I had the effect written out based on an earlier draft where shared did additional targets at +1 total for each additional, I'd like to ask for an Other that can replicate that sort of thing, maybe at a higher base cost.

If that's not viable, let's go ahead and add the 2x Area and Baloon the cost to 8-32 unless that would include enemies.


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.

A dot is exactly what I want even if it's treatable, and while I'll probably eventually get an obligatory basic Starbolt style move I want him to struggle initially with getting Guiding Star to effect physical stuff, even if it's a touch more expensive.

Divine Bloodline: Red Gold Tears 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 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.

Looks good!
 
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Rock on, I'll get to adding those to my sheet right away

Changing my mind on this trick.

Cindershot: A small dart of cinders released from the finger. Fast, cheap, and accurate, but lacking in damage.

Cindershot (Rough 4 Ordstirr): A small dart of cinders released from the finger. Fast, cheap, and accurate, but lacking in damage.
-Looks good. This is going to be weak damage (50% Potency) plus a "turn a Graze into a Hit" effect.
 
@Ulvlar Thoughts on Tricks

Where is the Cat, and the bag? (Rough 1 Ordstirr): Make two cats switch places.
-If you want to do this fast, it can be 4 Ordstirr instead.

Land on your Feet (Rough 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 (Rough 4 Ordstirr): Create a cat-like Ordstirr Construct.
-Slowly Create an Enduring Normal Attack that appears like a cat.
 
Okay, the plan is to start Summer 1 Tomorrow Morning. I'm getting a second set of eyes on the opening post then I'm going to send it.

In the mean time, please finalize your sheets or do ought else that is needed.

Once Summer 1 starts, I'll post up a map of Finningur and y'all's holdings and get to resolving Majors.

Let's get this rolling!
 
Ah, I had the effect written out based on an earlier draft where shared did additional targets at +1 total for each additional, I'd like to ask for an Other that can replicate that sort of thing, maybe at a higher base cost.

If that's not viable, let's go ahead and add the 2x Area and Baloon the cost to 8-32 unless that would include enemies.

A dot is exactly what I want even if it's treatable, and while I'll probably eventually get an obligatory basic Starbolt style move I want him to struggle initially with getting Guiding Star to effect physical stuff, even if it's a touch more expensive.
@CoatRackRanger you should take a look at Yeti's Tricks again. I currently lack the spoons to do so, and am not sure if I'll manage to give any more input before you want to start the turn (I'll have to sleep at some point...) ;)
 
@alexthealright Thoughts on Tricks.

Doombringer Style: Generally Martial Styles don't give substat boosts

Frenzied Lunge
-
Good

Strong Shield
-Good.

Quick Shield
-Good

Trap Block Trick
-Good

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.

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."
-I can see two version of this. 1) you inflict 50% potency penalty to Reflexes and Movement, rather than .5; or 2) you inflict .5 to Reflexes and Movement not reduced by your target's Durability, does not affect targets with Durability higher than your Potency.


Finale: Curse's Conclusion (Rough 4 Ordstirr): The curse comes to pass on a target suffering from at least half of Doombringer Stance's debuff, dealing massive damage to a target within close range.
-This is an easy entrance condition, given that you can use it on the second round of combat, so it would deal x3 damage. You don't need to mention something being dodged, blocked, or resisted, those are assumed.
 
@OneArmedYeti Thoughts on Tricks.

The Stars Align (Rough 5-140 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.
-So your Trick's description doesn't match the cost expenditure listed below. Here is how I would stat and cost this.
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.
-2 targets: 7 base ordstirr.
-3 targets: 21 base ordstirr
-4 targets: 42 base ordstirr
-5 targets: 70 base ordstirr


Heavens Baleful Blink (Rough 6 - 32 Ordstirr): 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: 4-16
Reaction x4
Simple -1
Variable +1
Effect: Subtracts Potency from Speed
-Good.

What Lies Beyond (Rough 8-40 Ordstirr): 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
Distant +1
Enduring x2
Variable +1
Simple -1
Effect: Attacks the Sanity of a single target independently for a number of rounds equal to Potency.
-Good, although Nando is correct on how Enduring effects usually work. However, this can function to instead make 1/2/4 weak sanity attacks before being expended, rather than simply making one attack at the highest strength before disappearing.
 
After serious consideration I think I'll keep Doombringer.
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.
Looks good, which stat resists it?
I can see two version of this. 1) you inflict 50% potency penalty to Reflexes and Movement, rather than .5; or 2) you inflict .5 to Reflexes and Movement not reduced by your target's Durability, does not affect targets with Durability higher than your Potency.
Which of the two would you prefer?
You don't need to mention something being dodged, blocked, or resisted, those are assumed.
In my defense I copy and pasted that one straight from Nando.
 
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.
-2 targets: 7 base ordstirr.
-3 targets: 21 base ordstirr
-4 targets: 42 base ordstirr
-5 targets: 70 base ordstirr
The "1 target" line should list 3.5 base cost, no?

In my defense I copy and pasted that one straight from Nando.
3) Haha, no worries!
In my defense, that part was put in parentheses specifically because it was intended to inform alex of the fact, as to not catch him off guard when the effect in the field turns out to be weaker than stated ;)
 
Hey hey hey don't know if anyone remembers me from the original community quest but anyway I could take a spot I still need to read through all the new stuff but I'm gonna use the base character from that if it's fine.
 
Summer 1 Start

Summer 1 Start

Few remember a harder winter. Howling winds and heavy snows had ravaged the island of Eysturoy for months. Many a day had dawned to find frozen livestock and withered crops standing dead in the pastures and fields of the village of Finningur. One clear, cold morning, all had awoken to a sound like thunder and rushed out to see that the mast of Knutr Knotmaker's fishing boat had shattered under the weight of accumulated ice. The old folks whispered that Ragnarok was upon Midgard and Spring would never come again. For some, it never did. Valthofr Snakehands, proud patriarch of Clan Sjavarfli, was called into a snowstorm by a strange song one night, and naught but his blackened, icy hands were ever found. Inga Baggisdottir, barely out of swaddling clothes, was also taken by the norns. Yet, for the rest of you, somehow the long winter has ended and, soon, summer will begin.

You stand now at the close of the Thing, assembled on a clifftop just outside of the village proper. On a flat-topped boulder, underneath a simple arch of wood adorned with first wildlfowers, stands Dagmar Knockingdawn, the jarl's son and Hersir. As he has done since he was a boy of 12, Dagmar speaks at the Thing in his father's stead. Knockingdawn's tired gaze sweeps over the assembled crowd of nearly fifty Norsemen and Norsewomen. His bifrost-flecked eyes seeming to meet each of yours in turn. "Drengr of Finningur," he begins, "stand proud, we have faced the gusts of Utgard and feel now the warmth of the sun on our faces. Smile, for you live, but forget neither the dead nor your duty. There is much that must be done. First, the Jarl's storehouse is half empty, a tax will be raised to refill it." A collective grumble sweeps through the gathered Drengr. "We will need the food should the next winter be like the last. I can brook no argument on this. Second, Valthofr Snakehands's body has been lost and now must lie somewhere in the hills unmarked by a runestone. It must be found and given proper rights. I need not remind you of the consequences should a man such as Snakehands be allowed to raise as a draugr. Third..."

The sound of approaching hoofbeats interrupts Knockingdawn as a pair of identical piebalds gallop up the Thingmound, bearing a pair of identical brothers. The twins Aki Long-Nails and Rickard Hand-Keeper, youngest and newest members of the Jarl's felag, dismount with eerie symmetry and grace and approach the mound, barely glancing at the assembled crowd. Both of the pale, dark-haired young men exude an aura of confidence and barely-contained violence. As they near Knockingdawn, tension rises for a moment then breaks as he steps back from the lip of the stone stage and allows them up. The three men confer for a moment in hushed tones. Whatever is said is said quickly and the twins leave looking smug while Knockingdawn's face has gone red with rage.

"Drengr," He addresses the crowd again when his emotions have been mastered, "The jarl and his felag launch a great raid tomorrow to bring wealth and glory back to Finningur. They intend to be away all season and require the remaining surplus from the storehouse. The tax... will have to be raised."

Outcry.

---

So begins Summer 1. You may now post your Seasonal Actions, as well as conduct any business you may have at the Thing or around the village. In addition, I'd like everyone to roll 1d6 for their luck this season.

As a reminder, Finningur does not have a lawspeaker anymore, and no one knows what all the laws are, anymore. Furthermore, the Jarl has threatened to kill anyone who aspires to become a new lawspeaker. Keep this in mind, should you bring any issue forth in front of the Thing.

Mandatory Event: Empty Storehouse
The Jarl has confiscated all the food and supplies in the storehouse left after a brutal winter. It will need to be refilled with a minimum of 1 unit of Food from each PC.



Quests
  • A Field of Thorns: Klaus Square has worse problems than his fields being decimated by frost. A patch of Bloody-Brambles has cropped up on his prized land and threatens to spread.
  • Idle Hands: An old warrior called Snakehands died last winter and his body has not been found and, presumably, not been laid to rest. Find his corpse before he returns as a draugr.
  • Puppeteers: Aelfgard Deepvoiced is offering to pay for living or dead specimens of Mummer-Eels.
  • The Framogr Vanishing: Framogr is a small village on the other side of Eysturoy. According to Gunnar Rumorborne, it has been completely abandoned.
  • Wolfsbane: A herdsman named Baggi is cursed by constant wolf-attack. He needs brave Drengr to watch his farm or accompany him while he goes to discover the root of the problem.
 
[X] Astrid Bjornsdottir
-[X] Astrid's Major Action: Astrid joins Wolfsbane on hunting down these wolves
-[X] Astrid's Minor Action 1: Astrid trains her Light Kunna with her brother on the training field on their plot, her training is boosted by her Fast-Learning Trait and her brother's Training Partner Trait
-[X] Astrid's Minor Action 2: Astrid trains her Light Kunna with her brother on the training field on their plot, her training is boosted by her Fast-Learning Trait and her brother's Training Partner Trait
-[X] Ivor's Minor Action 1: Ivor trains Astrid on her Light Kunna on the training field on their plot, boosting his and her training with his Training Partner Trait
-[X] Ivor's Minor Action 2: Ivor trains Astrid on her Light Kunna on the training field on their plot, boosting his and her training with his Training Partner Trait
-[X] Embla's Major Action: Embla uses her Field Seidrcraft 1 to make an Intermediate Extract Field Seidr fertilizer and applies it to their field so it can be harvested once more
-[X] John's Major Action: John uses Astrid's T2 Plow and his Farming 1 to harvest's Ivor's T2 Field twice
-[X] Harvest 6 T2 Food and 1 T2 Seed
-[X] Astrid eats a T1 Food from the family reserves
-[X] Ivor, Embla, and John all eat a T2 Food this summer
-[X] Take 1 T1 Food from the family reserves and give it to the Hersir for the storehouse
-[X] Astrid's Minor Actions and NPC actions take place before Astrid's Major Action happens

Astrid doesn't like wolves after her mothers death so if somebody wants to exterminate wolves she's always down. Need just one more person to join me for the Wolfsbane quest.

EDIT: Seems Astrid is starting this summer strong
Jaguar2234 threw 1 6-faced dice. Total: 6
6 6
 
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Lemme go roll for my luck before I go Do Things!

E: I guess the Nornar are happy this turn?
Shard threw 1 6-faced dice. Reason: Fate? Luck? Nornar? Total: 6
6 6
 
With the Jarl having clearly taken his Clan's best ship to go do something on short notice without talking to his son about it beforehand, Astmund asks Dagmar if he has use for a fast ship this Summer and states that while he'll need to speak with the rest of the crew the Windrunner is currently availible for hire.
OneArmedYeti threw 1 6-faced dice. Reason: Whim Total: 3
3 3
 
[X] Tyrfingr
-[X] Major Action: Harvest Wood
-[X] Minor Action 1: Care for Animals
-[X] Minor Action 2: Care for Animals
-[X] Free Action: Speak with Boda Manslayer

Food: T1

As we are coming out of hard times, it would be shameful of me to restrict access to my woods. Thus, all are allowed a free harvest as long as you do not harvest beyond sustainability.
I.F. Ister threw 1 6-faced dice. Reason: Luck Total: 6
6 6
 
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