For further reference, the particular mate in question is a talented fellow of particular interest to larpers and cosplayers, among others, and I recommend his website http://kongaskreations.com.au/)
Northmen!
This ruleset
is intended for use in a weekend LARP environment. It attempts to follow the
destinies of Viking-style noble lines. Inspired by an idea by Peter “Konga” Conversano,
using elements from Houses of the Blooded by John Wick and the CLASH! battle
system by Michael Edwards and Ivan Nevill.
Overview: Players take on the persona of a Skandian warrior (loosely modelled on Vikings). Every four weekend events the character will age a Season, meaning that no character can last longer than 16 weekend events. A Skandian’s life is brutal and they must protect their clans from trolls, giants, evil spirits and raiders. A Skandian’s hope is to die a noble death and have their children honour their memory. Various cultural issues will be elaborated upon when necessary.
Combat
Overview: Players take on the persona of a Skandian warrior (loosely modelled on Vikings). Every four weekend events the character will age a Season, meaning that no character can last longer than 16 weekend events. A Skandian’s life is brutal and they must protect their clans from trolls, giants, evil spirits and raiders. A Skandian’s hope is to die a noble death and have their children honour their memory. Various cultural issues will be elaborated upon when necessary.
Combat
Most of the
modern conventions apply.
·
No head, groin or hand shots permitted
·
Pull your blows
·
Code Red in an emergency
Most
characters will have 3 Wounds, meaning they can be hit three times before being
Downed. A Downed player cannot do anything for the remainder of the scene apart
from moan gently. Wearing armour may grant you extra Wounds.
Wounds use
the “bubble system” meaning that a hit to any body location is knocked from the
total Wounds tally. However, individual locations may be relevant to characters
with Battle Scars (see Battle Scars).
Weapons tend
to inflict 1 Wound, with the exception of arrows which inflict 2 Wounds. All
characters are competent in wielding a one-handed weapon and using throwing
weapons. Talents are required to master other weapons.
Weapons and Armour
·
Any warrior may use a 1H (one-handed) weapon.
They inflict 1 Wound.
·
Any warrior may throw throwing weapons. They
inflict 1 Wound.
·
A warrior with the Crusher Talent may use 2H
(two-handed) weapons. These inflict 1 Wound, even if they strike a shield.
·
A warrior with the Frenzy Talent may use two 1H
weapons at once (dual-wielding).
·
A warrior with the Archery Talent may use a bow
and arrows. Arrows inflict 2 Wounds.
·
A Warrior with the Stalwart Talent may use a
Shield. Shields may block any strike apart from those from a 2H Weapon.
·
Armour is either Light (leather, +1 Wound),
Medium (chain, +2 Wounds), or Heavy (plate, +3 Wounds). The Sturdy Talent
doubles the benefit of each armour type.
Character Creation
All
characters are assumed to be Skandian. You may pick your Season (age).
·
Spring: Spring characters are young, most having
just come of age. They are inexperienced but have their whole life ahead of
them. They have 3 Wounds and 2 Talents total.
·
Summer: Summer characters are in the prime of
their life. They have 3 Wounds and 3 Talents total.
·
Autumn: Autumn characters have aged into their
middle years. They have much experience, but their body is starting to weaken.
They have 2 Wounds and 4 Talents.
·
Winter: Winter characters are old and venerable.
It will not be long until they die. They have only 1 Wound but 5 Talents
As
characters age they will proceed into the next Season of their lives, gaining
Talents and losing Wounds as necessary.
Talents
Talents are
skills, affinities, training and abilities that make your character unique. The
number of Talents you may have is limited by your Season.
The first
Talent you choose must be one passed down to you from your parents. This is
your Family Talent and is linked to your name. Other Talents are chosen as your
character ages.
It is
possible to have other Talents, some of a unique nature. This may be
accomplished through Titles, performing mighty quests, or by wielding magical
items.
Talents are
grouped by the five virtues that Skandians admire most: Strength, Cunning,
Passion, Honour, and Wyrd.
Strength Talents
Strength Talents
·
Crusher: This warrior may use 2H (two-handed)
weapons.
·
Might (1): +1 Wound.
·
Might (2): +1 Wound. A warrior must have already
have Might (1) to take this Talent.
·
Might (3): +1 Wound. A warrior must have already
have Might (2) to take this Talent.
·
Sturdy: Double the benefit of wearing armour.
Cunning Talents
·
Archery: This warrior may use a bow.
·
Backstab: If this warrior takes an enemy
completely by surprise and announces, “Backstab!” then the victim is
immediately Downed.
·
Play Dead: This warrior may pretend to have lost
all of their Wounds when they are still able to act. Enemies that carefully
inspect the warrior will quickly discover the ruse.
·
Slippery: Once per scene, this warrior can gain
an advantage to escape a dire predicament. They may escape their rope bindings,
or unlock a cell, or even slip out of a room. Marshalls have final say.
·
Sneaky: NPCs will find it difficult to detect
you when you are actively sneaking. Put a finger in front of your lips and
pantomime sneaking. Be careful.
Passion Talents
·
Frenzy: This warrior may dual-wield (use two 1H
weapons at once.
·
Inspire: Give a rousing speech. Your allies may
ignore the first hit they take this scene.
·
Roar: Once per scene, this warrior may bellow an
impressive war cry/roar/banshee shriek. Until they are finished roaring, they
may ignore all hits against them. Running out of breath/sound ends the Roar.
·
Romantic: If two characters have Romantic they
can begin a Romance, allowing each to have access to one Talent of the
partner’s choosing. This continues until the Romance is mutually ended by both
parties, or by one only. If only one ends the Romance, the spurning partner is
free to begin a new Romance but the spurned character is Heartbroken and cannot
start a new Romance until their former lover is made to truly suffer.
·
Unstoppable: Once per scene, this warrior may
stand again after being Downed with 3 Wounds exactly. Regardless of whether this
warrior is downed again or not, this warrior receives 2 Battle Scars at the end
of the scene rather than the regular 1.
Honour Talents
·
Challenge: This warrior may offer a formal
Challenge to an opponent. If the opponent accepts, the loser of the fight gains
one extra Battle Scar at the end of the fight.
·
Command: Once per scene, a warrior loyal to this
character must obey a Command or lose the ability to use their Family Talent
until redeemed.
·
Oathbound: Two characters with Oathbound may
make a blood pact. If either breaks the pact, the oathbreaker suffers an
immediate Battle Scar.
·
Peaceful: This warrior must be unarmed and
acting non-aggressively to use this Talent. This character must make their
peaceful intention known; eg. “I come in peace to parlay with Thane Horthgrim.”
Anyone who kills this character while Peaceful immediately loses their Family
Talent until redeemed.
·
Stalwart: This warrior may use a shield.
Wyrd Talents (require Marshall permission)
·
Augury: Augurs use divination to learn the hidden
knowledge of the Fates. They can see the future and past by casting bones and
watching the patterns of the stars.
·
Blood Magic: The power of mortal life and death
is held in blood. Though blood sorcerers are renowned for their skills at
midwifery, fertility rites and oathbonding, it is known that darker powers can
be harnessed by blood. Those whose desire extends to sacrifices and curses seek
blood sorcerers for assistance.
·
Godspeaker: The gods are fickle and strange, but
some know their ways and wills. Godspeakers relate the nature of the gods and
appease them in rituals.
·
Herbalism: The power of herbs can heal or kill.
Poisons, potions and poultices are the domains of the herbalist.
·
Shaman: The world is filled with spirits, of
beast and bird, of mountain, tree and breeze. Shamans speak with these spirits
and make deals with them. Many take on a patron spirit as their Totem.
Scenes
A Scene is a
short period of time ranging from a minute to anywhere up to an hour. Examples
of scenes include:
·
A battle.
·
An encounter with a merchant
·
Having dinner.
·
Spending half an hour healing an ally.
·
Marching to the field of conflict.
·
A riddle contest.
Some Talents
can only be used once per scene. Warriors regain lost Wounds (Natural, Talents
and armour) at the end of a scene, provided they have someone to tend their
injuries.
Damage
Downed
warriors regain lost Wounds at the end of a scene,
provided they have some form of medical assistance. Otherwise they need to
hobble off and find assistance.
A warrior that has been Downed may choose to die or gain a Battle Scar.
Battle Scars
A warrior that has been Downed may choose to die or gain a Battle Scar.
Battle Scars
A warrior
who has been Downed may choose to die or obtain a Battle Scar. A Battle Scar is
a terrible injury that weakens the character.
The warrior must choose one location of their body (an arm, a leg, front of torso, or back of the torso). An obvious bloody bandage must be wrapped around that body part to make it clear that the location has a Battle Scar. If at any time the warrior is hit in an area suffering a Battle Scar, the warrior is immediately Downed regardless of remaining Wounds.
Once an area has a Battle Scar it cannot receive another. A warrior with 6 Battle Scars has thus achieved the maximum and will find combat difficult when any one hit will take them out.
Battle Scars last for the remainder of a weekend event.
The warrior must choose one location of their body (an arm, a leg, front of torso, or back of the torso). An obvious bloody bandage must be wrapped around that body part to make it clear that the location has a Battle Scar. If at any time the warrior is hit in an area suffering a Battle Scar, the warrior is immediately Downed regardless of remaining Wounds.
Once an area has a Battle Scar it cannot receive another. A warrior with 6 Battle Scars has thus achieved the maximum and will find combat difficult when any one hit will take them out.
Battle Scars last for the remainder of a weekend event.
Rules about
the Wyrd Talents, cultural events (such as marriage and childbirth), Titles and
more are yet to be elaborated upon. But for now, this should be enough to work
with.
(This is as far as I have worked on this idea. You're welcome to salvage whatever you find useful.)
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