Ragnorak Now!
I am using a mash up of current BRP/Mythic Iceland, RQ3 and Ringworld. Influenced also by the Microprose PC game darklands version of BRP too. I have not really read my RQ6 lots yet and will get some stuff from it but a few things lost me. Reducing damage from damage bonus and pole arms was main one and introducing skills I think should be covered by stat rolls the other. In interested in magic system most about RQ6. In RQ3 I never liked the stat derived bonuses as they were one of the more painfully complex character generation things that needed a table in a book and could not derive by memory. I'm using my own variant based on Ringworld. Mongoose RQ I'm using some monsters and a bit of some magic skills. I mentioned some of the rule books of various other systems before with viking content but the RQ3 Vikings box set has everything from a respectful tone, good history, a good campaign with chapters that can be changed and reused many times. I will be using this and Iceland every session as main rule books.
Basics
First party all start as siblings and cousins in the Stonedale clan at 15. Two hunter brothers (one a bit gung ho and other wants to be a warrior). Twin sister crafters (one a great beuty and other famous brawler who protects her sister from all advances - local boys all scared of them). Another was sent away to serve on the Jarl and raised by Stonedale clan rivals. Has picked up some Skald skills like poetry and has fanciest weapons even though he is weakest of teen vilkings and is a fairly clever. Another is a farmer.
Future characters will miss out on multiple skill rolls this first group get from from growing up year by year as vikings and have variable ages. I will allow third character to be foreign. I Like the idea of stat derived movement and have 1 second combat rounds
Other foreigners might get better EDU but less STR and SIZ. A foreign monk (or slave) could be handy in later phase of game.
Name
Name Meaning
Nickname
Animal Fetch
Gender
Family Occupation
Height
Weight
Handedness
Age
Distinctive Feature
STR Strength 2d6+6
CON Constitution 3d6
SIZ Size 2d6+6
INT Intelligence 2d6+6
POW Power 3d6
DEX Dexterity 3d6
APP Appearance 3d6
EDU Education 1d6+6 (+1 per 10 years)
Damage Bonus
Move (DEX+SIZ)/4
SAN (POWx5)
MP (POWx1)
HP (CON+STR)/2
Skills and Bonuses
I am using a mash up of current BRP/Mythic Iceland, RQ3 and Ringworld. Influenced also by the Microprose PC game darklands version of BRP too. I have not really read my RQ6 lots yet and will get some stuff from it but a few things lost me. Reducing damage from damage bonus and pole arms was main one and introducing skills I think should be covered by stat rolls the other. In interested in magic system most about RQ6. In RQ3 I never liked the stat derived bonuses as they were one of the more painfully complex character generation things that needed a table in a book and could not derive by memory. I'm using my own variant based on Ringworld. Mongoose RQ I'm using some monsters and a bit of some magic skills. I mentioned some of the rule books of various other systems before with viking content but the RQ3 Vikings box set has everything from a respectful tone, good history, a good campaign with chapters that can be changed and reused many times. I will be using this and Iceland every session as main rule books.
Basics
First party all start as siblings and cousins in the Stonedale clan at 15. Two hunter brothers (one a bit gung ho and other wants to be a warrior). Twin sister crafters (one a great beuty and other famous brawler who protects her sister from all advances - local boys all scared of them). Another was sent away to serve on the Jarl and raised by Stonedale clan rivals. Has picked up some Skald skills like poetry and has fanciest weapons even though he is weakest of teen vilkings and is a fairly clever. Another is a farmer.
Future characters will miss out on multiple skill rolls this first group get from from growing up year by year as vikings and have variable ages. I will allow third character to be foreign. I Like the idea of stat derived movement and have 1 second combat rounds
Other foreigners might get better EDU but less STR and SIZ. A foreign monk (or slave) could be handy in later phase of game.
Name
Name Meaning
Nickname
Animal Fetch
Gender
Family Occupation
Height
Weight
Handedness
Age
Distinctive Feature
STR Strength 2d6+6
CON Constitution 3d6
SIZ Size 2d6+6
INT Intelligence 2d6+6
POW Power 3d6
DEX Dexterity 3d6
APP Appearance 3d6
EDU Education 1d6+6 (+1 per 10 years)
Damage Bonus
Move (DEX+SIZ)/4
SAN (POWx5)
MP (POWx1)
HP (CON+STR)/2
Skills and Bonuses
I'm using Iceland for animal totem fetch based skill points (20) and and then (30) from family occupation per year. I let bonuses start by picking one stat of the two in the pain that together equal the max bonus. Bonus starts equal to one of the two ststs in brackets and can be increased in play up to both of the stats. Magic has no starting bonus. A few BRP skills I never like like bargain.
Bonus is added to skill roll for total. Every experienced hero will have maxed out their bonuses. Skills gain a d6 when improved, bonuses get 1%.
Bonus is added to skill roll for total. Every experienced hero will have maxed out their bonuses. Skills gain a d6 when improved, bonuses get 1%.
Athletics (STR+DEX)
Acrobatics
Climb
Dodge
Jump
Ride
Swim
Ski
Skate
Dance
Throw
Boat
Acrobatics
Climb
Dodge
Jump
Ride
Swim
Ski
Skate
Dance
Throw
Boat
Communication (APP+POW)
Command
Disguise
Fast Talk
Persuade
Poetry
Speak Norse (+30 on native toungue)
Speak Other language
Read language
Sing
Status (+20 if freeman, +10 if bastard, +0 if foreign or a slave)
Craft (INT+DEX
First Aid
Repair
Sneak
Hide
Traps
Sleight
Craft (farming, boat, iron, wood, ivory, cook, hide, rope, butcher)
Play Instrument
Knowledge (INT+EDU)
Appraise
Gaming
Mythic Lore
World Lore
Lawspeaking
Read Runes
Read Latin
Medicine
Kingdom Lore
Beast Lore
Plant Lore
Perception (INT+POW)
Insight
Listen
Navigate
Spot
Track
Magic (POW) starting base is zero
Second sight
Prophesy
Runes Mastery
Shape shift
Alliegience (choice god)
Aliegence Loki
Others (no base)
Cthulhu Mythos 0
Combat Skills and bonuses
Will be combining att and parry into one skill just to save record keeping
v = viking preference
Brawling (STR+SIZ)
punch 1d3 v
kick 1d6
head butt 1d4
grapple v
charge 1d6
Axes (STR+DEX)
hatchet 1d6+1 v
battle axe 1d8+2 v
great axe 2d6+2 v
polaxe 3d6
Shields (INT+DEX)
buckler 1d4
target 1d6
heater 1d6
round 1d6 v
Flail (STR+DEX)
chain 1d6
ball and chain 1d10+1
grain flail 1d6
military flail 2d6+2
Bludgeon (STR+SIZ
club 1d6
staff 1d8
hammer 1d6+2 v
light mace 1d8
Heavy Mace 1d10
Maul 1d10+2
Blades (STR+SIZ)
knife 1d3+1
dagger 1d4+2 v
Sax (shortsword) 1d6+1 v
Broadsword 1d8+1 v
Bastard Sword 1d10+1
Hafted (STR+DEX)
javelin 1d6 (1d8 as missile)
short spear 1d8+1 v
long spear 1d10+1 v
staff 1d8
atgier 3d6 v
poleaxe 3d6
Bow (STR+DEX)
selfbow 1d6+1 v
Sling (STR+DEX)
sling d8 v
Throw (DEX+STR)
knife 1d4
dagger 1d4
hammer 1d6 v
hatchet 1d6 v
javelin 1d8
short spear 1d10 v
rocks use athletics
ill do another post on magic in my game later and cover what happened first game soon
Insight
Listen
Navigate
Spot
Track
Magic (POW) starting base is zero
Second sight
Prophesy
Runes Mastery
Shape shift
Alliegience (choice god)
Aliegence Loki
Others (no base)
Cthulhu Mythos 0
Combat Skills and bonuses
Will be combining att and parry into one skill just to save record keeping
v = viking preference
Brawling (STR+SIZ)
punch 1d3 v
kick 1d6
head butt 1d4
grapple v
charge 1d6
Axes (STR+DEX)
hatchet 1d6+1 v
battle axe 1d8+2 v
great axe 2d6+2 v
polaxe 3d6
Shields (INT+DEX)
buckler 1d4
target 1d6
heater 1d6
round 1d6 v
Flail (STR+DEX)
chain 1d6
ball and chain 1d10+1
grain flail 1d6
military flail 2d6+2
Bludgeon (STR+SIZ
club 1d6
staff 1d8
hammer 1d6+2 v
light mace 1d8
Heavy Mace 1d10
Maul 1d10+2
Blades (STR+SIZ)
knife 1d3+1
dagger 1d4+2 v
Sax (shortsword) 1d6+1 v
Broadsword 1d8+1 v
Bastard Sword 1d10+1
Hafted (STR+DEX)
javelin 1d6 (1d8 as missile)
short spear 1d8+1 v
long spear 1d10+1 v
staff 1d8
atgier 3d6 v
poleaxe 3d6
Bow (STR+DEX)
selfbow 1d6+1 v
Sling (STR+DEX)
sling d8 v
Throw (DEX+STR)
knife 1d4
dagger 1d4
hammer 1d6 v
hatchet 1d6 v
javelin 1d8
short spear 1d10 v
rocks use athletics
ill do another post on magic in my game later and cover what happened first game soon
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