Since your young age you had clear path set before you. You were going to join the ranks of Svagard's War Brothers, and become one of those that speak with authority of Svagard and the forest gods and who can wield arms just as well as they can control the weather or see the future through dreams and omens.
But once you joined the ranks of Svagard's War Brothers, you have learned of even more prestigious, if not much more dangerous trial: The Path of Walker. It is on the Path that brave War Brothers sail the long boats across the seas, to spread the faith of Svagard to other peoples and lands. You have decided to enter The Path of Walker when the opportunity presents itself.
And now, in the Eight Year of the High King Gunnarg, son of Ranor, one of the Eyes of Svagard have seen a fortunate omen; if an expedition would be launched this autumn, the Walkers would achieve great fame and perform mighty tasks...Welcome to Svagard's War Brothers! This little game shall put 6 hardened men on the task of spreading the faith of Svagard. Will they do that by sword or word? Mayhaps they will sell idols and preach in the markets?
6 Players are needed. It's strongly recommended that there be at least 1 Eye of Svagard in the team.
All lore and introductional texts will happen after characters are created.
===RESISTANCES===
They add modifiers to damage your receive. Values are in ranges from -5 to +5. Each number represents 20% of resistance value.
-5 means -100% resistance (thus +100% damage of this type) and +5 means 100% resistance, or in other words, immunity to this type of damage.
===DAMAGE TYPES===
Three physical types: Impact (fists, maces, and such), blade (swords and slashy things) and pierce (spears&arrows)
Three magical types: Arcane (pure/light/dark magycks), fire (fire, duh), cold (cold omg no way)
Poison: it deals 4 damage per turn, until victim is healed or dies.
===COMBAT MECHANIKS===
Basic Hit: 70% (85% for Magical spells), modified by skills of both the character and the enemy, and other modifiers
Damage: base damage + %modifier from enemy resistance (0.5 is lowest meaningful fraction to change damage output)
Melee attacks are countered by Melee attacks, while Ranged attacks are not countered and cannot counter.
However, Melee attacks rarely require MP or ammo, while Ranged attacks always require MP, ammo, or sometimes even both.
===VARANGIANS===
These are sturdy men and women of the frost-covered Land of Nost, where High King governs over his people, guided by the Priests of Svagard, Varangian God of Iron, Ships and War.
In the past they were brutish sailor-raiders, then they were softened and civilized by the peoples of the south. Now they try to buy influence with silver, mercenary work or conversions to Svagard.
YOU are Svagard's War Brothers, mystics and clerics and prophets of this god, and your job is too expand the cult of Svagard by conversions. You can try something else, too.
Once a War Brother enters the Path of Walker, only death or High King's decree can recall him to his home in Nost.
War Brothers are divided into several castes:
BLOOD RAVEN:
The militant arm of the Cult of Svagard, these stout and brave men accompany the more clerical-minded War Brothers to the distant lands. Its their duty to protect the clergy of Svagard, even throwing away own lives if needed.
HP: 28, MP: 2
Resistance bases:
-Impact/Blade/Pierce: +1/0/0
-Arcane/Fire/Cold: 0/0/+2
Starting Skill Trees (choose 3):
Axes, Maces, Swords, Spears, Archery, Body, Combat
Trait:
Hardened: One part of Blood Raven's training is The Month of Pain, which exposes the initiate to lots of frostbite and blunt trauma. This manages to harden them and grants them +1 to Impact and Cold resistances.
EYE OF SVAGARD:
The oracle, the mystic, the well of arcane knowledge and rituals of the Iron God. Eyes of Svagard provide their compatriots with unusual insights and sometimes can save them from danger by outright predicting it.
HP: 24, MP: 8
Resistance bases:
-Impact/Blade/Pierce: 0/0/0
-Arcane/Fire/Cold: 0/0/+1
Starting Skill Trees (choose 3):
Axes, Maces, Swords, Body, Combat, Mysticism, Divination
Trait:
Premonitions: Eye of Svagard receives strange omens from Svagard via dreams and omens (and forum PMs from the Gamemaster), and these might provide extra information about incoming events. In combat, they can predict moves of their opponent, giving the Eye a bonus +10% to Evasion.
SON OF THE WILD:
These reclusive men seldom leave Nost, mostly because their powers terrify the southern folk; Sons of the Wild can ask various animal deities to lend them their strength, and more powerful Sons can summon actual beasts to help them in and outside combat situations.
HP: 20, MP: 14
Resistance bases:
-Impact/Blade/Pierce: 0/0/0
-Arcane/Fire/Cold: 0/0/+1
Starting Skill Trees (choose 3):
Maces, Spears, Archery, Body, Combat, Mysticism, Beastcall
Trait:
Spiritualism: Thanks to extreme attunement to the animal kingdom, all Beastcall spells cast by Son of the Wild cost 1 MP less.
STORMRIDER:
The fearsome Stormriders, ones that can call spirits of water, thunder, earth and wind to smite those standing against them. Southerners seldom see such displays of powers, and they can be as much impressed as terrified by these.
HP: 16, MP: 20
Resistance bases:
-Impact/Blade/Pierce: 0/0/0
-Arcane/Fire/Cold: +1/0/+1
Starting Skill Trees (choose 3):
Spears, Body, Combat, Mysticism, Weathercraft, Divination, Beastcall
Trait:
Thunderblood: Divinely touched Stormriders have access not only to Weathercraft, but also Divination and Beastcall, and have innate +1 bonus to Arcane resistance.
Generic Skills
Weapon Skills
Magic Skills
Name:
Name of father (males)/Name of mother (females):
Class:
HP: Max (base+bonuses)
MP: Max (base+bonuses)
Skills:
*Family:
**skills bought from families you have choosen
Equipment:
*Per Skill Families you have
Playerlist: (LAST UPDATE: Start of Chapter 1)Name: Cynbel
Name of father (males): Steensen
Class: Son of the Wild
HP: 20 + 16 = 36/36
MP: 14 + 0 = 14/14
Skills:
*Body:
**Brute (+1 Unarmed)
**Fierce (+1 Unarmed)
**Beastly (+D Unarmed)
**HP Bonus I (+4 HP)
**HP Bonus II (+4 HP)
**HP Bonus III (+4 HP)
**HP Bonus IV (+4 HP)
*Beastcall:
**Call of Spirit
**Aspect of Bear
*Combat:
Equipment:
*Leather Armor (+1 Impact Resistance) [WORN]; Large Basket: x3 Bear Fur, x3 Lynx Fur
Resistances: 1/0/0:0/0/1
Base Evasion: 0%
Unarmed attack: 2d4+2, Impact
Weapon attack: none
Ranged attack: none
------
Name: Lugus
Name of father (males): Hugleikr
Class: Eye of Svagard
HP: 24+0 = 24/24
MP: 8+2 = 10/10
Skills:
*Combat:
**Basic Fighter (+5% Hit all weapons, +5% Evasion)
**Skillful Dodging (+5% Evasion)
**Talented Dodging (+5% Evasion)
**Masterful Dodging (+10% Evasion)
*Mysticism:
**MP Bonus I (+2 MP)
**Svagard's Guard (+1 Arcane Resistance)
*Divination:
**Momentous Portent
**Group Predictions
**Pyromancy
Equipment:
*Small Bag: x3 Svagard's stone idol
Resistances: 0/0/0:1/0/1
Base Evasion: 25%
Unarmed attack: 1d4, Impact
Weapon attack: none
Ranged attack: none
------
Name: Bjorn
Name of father (males): Harolj
Class: Stormrider
HP: 16 + 0 = 16/16
MP: 20 + 7 = 27/27
Skills:
*Beastcall
**Call of Spirit
**Bear Aspect
**Call Bear
*Mysticism
**MP Bonus I (+2 MP)
**MP Bonus II (+2 MP)
**MP Bonus III (+3 MP)
**Energize
*Weathercraft
**Thunderstrike
**Thunderstorm
Equipment:
*Fur Wraps (+1 Cold Resistance) [WORN]; Spear (2d4, melee, Pierce); Large Bag: x25 Dry Rations
Resistances: 0/0/0:1/0/2
Base Evasion: 0%
Unarmed attack: 1d4, Impact
Weapon attack: none
Ranged attack: none
------
Name: Oili
Name of mother (females): Thyra
Class: Stormrider
HP: 16+0 = 16/16
MP: 20+4 = 24/24
Skills:
*Mysticism
**MP bonus I (+2 MP)
**MP bonus II (+2 MP)
*Weather Craft
**Heat Wave
**Heat Stroke
**Rain Call
*Spear
**Basic Spear Skill
**Novice Spear Skill (+10% Spears)
**Skillful Stabs (+1 Spears)
**Power Thrust
Equipment:
*Spear (2d4, melee, Pierce); Fur Wraps (+1 Cold Resistance) [WORN]
Resistances: 0/0/0:1/0/2
Base Evasion: 0%
Unarmed attack: 1d4, Impact
Weapon attack: Spear: 2d4+1, Pierce, +10% Hit
Ranged attack: none
------
Name: Asmund
Name of father (males)/ Snorri
Class: Blood Raven
HP: 28 + 0 = 28/28
MP: 2 + 0 = 2/2
Skills:
*Axe:
**Basic Axe skill
**Novice axeman (+2 Axes)
**Skilled axeman (+5% Axes)
**Talented axeman (+2 Axes)
**Axe mastery (+5% and +D Axes)
** Basic Axe throwing
*Combat:
**Basic fighter (+5% all melee, +5% Evasion)
**Adept Fighter (+5% all melee, +1 all melee)
**Melee Expert (+5% all melee, +1 all melee
*Body:
Equipment:
*Axe (2d4, melee, Blade); x3 Throwing axes (1d8, melee/ranged, Blade); x3 Throwing axes (1d8, melee/ranged, Blade); Quilted Armor (+1 Impact/Pierce Resistance) [WORN]; Large Bag: x25 Dry Rations; Axe (2d4, melee, Blade)
Resistances: 2/0/1:0/0/2
Base Evasion: 5%
Unarmed attack: 1d4, Impact
Weapon attack: Axe: 3d4+6, Blade, +15% Hit
Ranged attack: Throwing Axe: 1d8, Blade
------
Name: Geraldine
Name of mother : Ragna
Class: Stormrider
HP: 16+0 = 16/16
MP: 20+0 = 20/20
Skills:
*Weathercraft
**Raincall
**Thunderstrike
**Thunderstorm
**Mistcloak
*Divination
**Momentous portent
**Hunter's instinct
*Spears
**Basic spear skill
**Basic Javelin skill
**Skilled Javelineer (+10% Javelins)
Equipment:
*Spear (2d4, melee, Pierce); x3 Javelins (1d6, melee/ranged, Pierce); x3 Javelins (1d6, melee/ranged, Pierce); Small Bag: x3 Copper Bracelet, x1 set of Copper Earrings; Fur Wraps (+1 Cold Resistance) [WORN]
Resistances: 0/0/0:1/0/2
Base Evasion: 0%
Unarmed attack: 1d4, Impact
Weapon attack: Spear: 2d4, Pierce
Ranged attack: Javelin, 1d6, Pierce, +10% Hit