Weapon and gear, Vikings honour

by Rolingthedie

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Vikings Honour

Vikings Honour

Homebrewed Viking era game, based on the core of Powered by the apocalypse, parts of Monster of the week. Resource inspired from FATE.
Alot of changes made to the design of moves, weapons and characters to fit the esthetic of a viking game.
The game mechanichs is still in testing, we decided to go for this creation, we wanted an easily played game, but more chill in the off time from our other games like D&D.
I will post updates to this as I make them, probably lot of adding on and changes to the rules as we playtest this. If you have ideas, criticism or just praise hit me a message on Instagram "Roll. Thedie".
I post it all for free to use and expand upon, appreciate if you hastag me or send me stuff you add on to it yourselves.
Hope you enjoy.

Note; All Pictures act as placeholders and will be replaced by originals


Created by Rune Kleppe, Instagram: Roll.Thedie
Alchemy
DCC - Lankhmar

Table of content

  • Chapter 1: Character creation

    • 2Archetypes
    • 3Stats
    • 3Stats, and what you use them for
  • Chapter 2: Berserker

    • 6Improvements
    • 6Moves
    • 6Weapons
    • 6Spirit animal
  • Chapter 3: Ranger

    • 7Improvements
    • 7Moves
    • 7Weapons
    • 7Starting abilty
  • Chapter4: Seiðr

    • 8Improvements
    • 8Moves
    • 8Weapons and gear]
    • 8Starting abilty]
  • Chapter 5: Niðingr

    • 9Improvements]
    • 9Moves]
    • 9Weapons and gear]
    • 9Choose reason]
  • Chapter 6: The Farmer

    • 10Improvements]
    • 10Moves]
    • 10Weapons and gear]
    • 10Choose reason]
  • Chapter 7: The Big Farmer

    • 11Improvements]
    • 11Moves]
    • 11Weapons and gear]
    • 11Choose reason]
  • Chapter 8: The Rider

    • 12Improvements]
    • 12Moves
    • 12Weapons and gear]
    • 12Choose reason]
    • 13Create animal]
  • hapter 9: Allies and Thralls

  • Chapter 10: Gear and Weapons

  • Chapter 11: Customize Weapon

  • Chapter 12: Moves

  • Chapter 13: Rules

    • 18Basic moves
    • 18Luck
    • 18Basic moves

Character creation

First you choose an archetype,

a theme, for your character, what role you want to play in the viking era.

In this compendium you have some alternatives you can use, alter, or use as inspiration. Each Archetype has some special abilities and moves you can choose. Stats are set up as so that you can be whoever you want to be, choose from three choices and place your numbers in the desired stat slot. Later when you have leveled up you will be able to take moves from other archetypes (more or less like multiclassing for D&D players).

Archetypes:

The berserker (Page 6 )

Berserker meaning “Bear coat”, a strong willed soldier. Often asossiated with having the strength of a bear. Going into battle in a frenzy.

The Ranger (Page 7)

Keeping at a safe distance he is able to watch the back of his Ætt (clan). Protecting and keeping them safe. With a steady hand and a trained eye the ranger picks his targets before they come to close.

The Seiðr (Page 8)

Seiðr, sorceress, seiðmenn, Ergi or shaman. An outsider to most communities, yet an important part. Mostly women become shamans. Men who take up theese dark arts are seen as more feminine, Ergi, and were often week thus could not protect themselves. Show the world what a Seiðr is capable of.

The Big farmer (Page...)

Head chieftain of farmer village. Strong of mind and keeps hos villagers safe. Attends political meetings, “Ting” with the Jarl and surrounding villages. The Jarl can call to raid, or the Big farmer can put together a raid himself under the acceptance of the Jarl.

The Rider (Page)

Animals are more your thing than people. You are an excellent rider and good in a mounted battle. It's as if you understand theese animals.


Sub option for rider is Boatsman, where you are great at steering ships.

The Niding (Page..)

You have brought shame to your Ætt (clan) and have been named Niding, (a man who has given up honour.) you are bound to be a lower class from now. Often beffriended by the Seiðr as you are both outsiders of the village.

Stats

a

fter Looking up you charachter sheet, lets fill it with stats and moves.
First up we take a look at stats.

Choose one of three rows

  • Either Skilled, Focused or Balanced. (You can also go for a sort of point buy if you talk with your DM)
List 1. 2. 3. 4. 5.
Skilled -1 -1 1 2 2
Focused -1 -1 0 1 3
Balanced -1 0 1 1 2
Point buy

The total of stat points should add up to a maximum 4.

Placing stat points

The list you have chosen includes 5 numbers, take the numbers and place them in your stat blocks on your character sheet.
Cool, Tough, Charm, Sharp and Wierd.
Stat ratings

The Ratings range from -1 to +3

  • -1 is bad
  • 0 is average
  • +1 is Good
  • +2 Is really good
  • +3 Is Phenomenal

Stats, and what you use them for

Cool, is how calm and collected you are. It is added to your die roll for the act under pressure and help out basic moves.
Tough, is how strong and mean you are in a fight. It is added to your die roll for the kick some ass and protect someone basic moves.
Charm, is how pleasant and persuasive you are. It is added to your die roll for the manipulate someone basic move.
Sharp, is how observant you are. It is added to your die roll for the investigate move and read a bad situation basic moves.
Weird, is how attuned to the supernatural, how connected to the gods, you are. It is added to your die roll for the use magic basic move.

The Berserker

Berserkers were those who were said to have fought in a trance-like fury. Berserker used mushroom when going into battle to be able to ignore wounds and fight hard.

A berserker draws thier power from strong Animals, like Bear (Bear coat/ Berserker), wolf (Wolf warrior/ Ulfhednar), Boar (Svinfylking), or other.

To make a Berserker

First pick a name for yourself.

example names:

Male: Bjørn: "bear", Njal: "giant", Ulf: "wolf", Åge: "man that ploughs"/ "ancestor".

Female: Ulfhild: "wolf"/ "battle", Yrsa: "wild"/ "she bear", Tora: "of the god Thor", Gunhild: "fight" .

Looks

Decide on how you want to look, dont have to go into tiny detail, a lot can come to you naturally as you play and talk with your other PC's in game.

Example tags on looks:

Fair face, Battle hardened, braided beard, busted beard, dont listen to me this is not my strong side. Find a picture of a cool viking on google.

Moves

Go to page... And find the moves list for Berserker. Choose 2 moves for your berserker now.

Weapons

As a berserker you choose 2 weapons from the list on page... You also Create your own special weapon on page...

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Gear. Choose 1 gear from the gears list on page... As Berserker you get “Mushroom” for free.

Improvement

When you have marked five experience on your character sheet you can choose one new improvement from the following list.
Level 0-3 Level 4-5 Level 7->
Get +1 Cool (Max +2) Get a new move from another Archetype Get your own Thrall
Get +1 Tough (Max +2) Get a new move from another Archetype Get a new move from the Level 7 table. Page...
Get +1 Charm (Max +2) Get an animal companion Get an ally
Get +1 sharp (max +2) Get +1 to any stat (Max +3)
Get +1 Wierd (Max +2) Get +1 to any stat (Max +3)
Get a new Berserker Move Set up a haven
Get a new Berserker Move

Resource

As a Berserker you start with Resource +1.
You earn well enough to waste a little, you live comfortable but you are not rich. Write this in your "resource" stat on your character sheet.

A berserker must make a choice of spirit animal.

Bear, Wolf or Boar. Each grant a different Starting ability.
Bear Berserker

Ability: Devestating: When you inflict harm, you my inflict aditional +1 harm.

Wolf Ulfhednar

Ability: Claws of the beast: All your natural attacks (with no weapon) get +1 harm.

Boar, Svinfylking

Ability: Thick skin: You gain +1 Natural armor. (Natural armor does not stack with other armor)

The Ranger

While not widely known as having an archery culture, the Vikings nevertheless counted archers and bowyers among their number

To make a Ranger

First pick a name for yourself.

example names:

Male: Arne: "eagle", Birger: "keeper", Frode: "wise and clever", Troels (Or Truls): "Thor’s arrow".
Female: Helga: "sacred", Frida: "peace", Tove: "dove" Thyra: "helpful".

Looks

Decide on how you want to look, dont have to go into tiny detail, a lot can come to you naturally as you play and talk with your other PC's in game.
Example tags on looks:
Fair face, Battle hardened, braided beard, busted beard, dont listen to me this is not my strong side. Find a picture of a cool viking on google.

Resource

As a Ranger you start with Resource +1. You earn well enough to waste a little, you live comfortable but you are not wealthy. Write this in your "resource" stat on your character sheet.

Ranger abilty

Battlefield Grace:

While you are caring for people, not fighting, you get +1 armor. (This stacks with other armor)

Moves

Go to Moves list for ranger on page... Choose 2 moves to start with.

Weapons

As a Ranger you choose 1 weapons from the list on page... You also Create your own special weapon on page...

Gear.

Choose 1 gear from the gears list on page... As Ranger you get arrow amunition for free.

Improvement

When you have marked five experience on your character sheet you can choose one new improvement from the following list.

Level 0-3 Level 4-5 Level 7->
Get +1 Cool (Max +2) Get a new move from another Archetype Get your own Thrall
Get +1 Tough (Max +2) Get a new move from another Archetype Get a new move from the Level 7 table. Page...
Get +1 Charm (Max +2) Get an animal companion Get an ally
Get +1 sharp (max +2) Get +1 to any stat (Max +3)
Get +1 Wierd (Max +2) Get +1 to any stat (Max +3)
Get a new Ranger Move Set up a haven
Get a new Ranger Move

The Seiðr

seiðr was associated with both the god Oðinn, a deity who was simultaneously responsible for war, poetry and sorcery, and the goddess Freyja, a member of the Vanir who was believed to have taught the practice to the Æsir.

To make a Seiðr

First pick a name for yourself.

example names:

Male: Rune: "Secret", Svend: "freeman who is in the service of another", Frode: "wise and clever", Gorm: "he who worships god".
Female: Åse: "goddess", Gudrun: "God and rune", Estrid: "god and beautiful", Randi: "shield"/ "shrine".

Looks

Decide on how you want to look, dont have to go into tiny detail, a lot can come to you naturally as you play and talk with your other PC's in game.

Example tags on looks: Fair face, Battle hardened, braided beard, busted beard, dont listen to me this is not my strong side. Find a picture of a cool viking on google.

Seiðr abilty

Once each day, you can roll to get a vision from the gods through sacrifice and prayer. The bigger the sacrifice the bigger the vision. On a 10+ the keeper will reveal a useful detail about what you seek. On a 7-9 you get a vague hint about it. On a miss something bad may happen to you.

Resource

As a Seiðr you start with Resource +2. You may not have much money, but you have resource in form of people need you service, and you may hold some secrets about their lives.

Moves

Go to Moves list for Seiðr on page... Choose 2 moves to start with.

Weapons

As a Seiðr you choose 1 weapon from the list on page... You also Create your own special weapon on page...

Gear.

Choose 1 gear from the gears list on page... As Seiðr you start with seiðstafr (Distaff)

Improvements

When you have marked five experience on your character sheet you can choose one new improvement from the following list

Level 0-3 Level 4-5 Level 7->
Get +1 Cool (Max +2) Get a new move from another Archetype Get your own Thrall
Get +1 Tough (Max +2) Get a new move from another Archetype Get a new move from the Level 7 table. Page...
Get +1 Charm (Max +2) Get an animal companion Get an ally
Get +1 sharp (max +2) Get +1 to any stat (Max +3)
Get +1 Wierd (Max +2) Get +1 to any stat (Max +3)
Get a new Seiðr Move Set up a haven
Get a new Seiðr Move

The Niðingr

To give up or lose honour you become a niding or ergi, you are just above a thrall but you own no land of your own. Your function in society now is that of a thrall. You have brought shame to ypu and your entire ætt. Is honour a one time use? Or can it be restored.

To make a Niðingr

First pick a name for yourself.

example names:

Male:
Female: Björg "help, save, rescue",

Looks

Decide on how you want to look, dont have to go into tiny detail, a lot can come to you naturally as you play and talk with your other PC's in game.

Example tags on looks: Fair face, Battle hardened, braided beard, busted beard, dont listen to me this is not my strong side. Find a picture of a cool viking on google. Choose a name

How did you become a Niding

Choose a reason you have become a niding

  • You have been found guilty of a crime
  • A criminal/ honourless/ coward
  • To have admitted guilt and brought shame you your own "ætt" (clan)
  • A reason of your own.
  • To have conceded victory in a "holmgang". You were allowed back to your Ætt as a Nid, but all your honour and wealth stripped from you.
  • Make up your own reason

Niding ability:

You easily fall to the background. Gain +1 to all sneak related rolls.

Moves

Choose 3 move from the Niðingr moves list.

Resource

As a Niðingr you start with Resource -1. You have no status or ownership among your ætt anymore and few who would do anything for you.

Weapons

A Niðingr will be allowed weapons when they are to enter battle. Niðingr mostly takes up the front of the battle.

Gear.

Niðingr starts without any other gear than cloth wear.

Note: Playing a Niding might not grant much, and can be dificult to play. But playing a Niding could be a great role to have in a group, Only play Niding if yo feel confident you can role play good.

Improvements

When you have marked five experience on your character sheet you can choose one new improvement from the following list

Level 0-3 Level 4-5 Level 7->
Get +1 Cool (Max +2) Get a new move from another Archetype Get a new move from the Level 7 table. Page..
Get +1 Tough (Max +2) Get a new move from another Archetype Get a new move from the Level 7 table. Page...
Get +2 Charm (Max +2) Get an animal companion Get an ally
Get +1 sharp (max +2) Get +2 to any stat (Max +3)
Get +1 Wierd (Max +2) Get +1 to any stat (Max +3)
Get a new Niðingr Move Set up a haven
Get a new Niðingr Move

The Farmer

Your average everyday viking. Mainly maintained the farm at home and went to battle when needed. As every viking did, he trained so he could be purposeful in battle alongside his Ætt.

The Big Farmer

The Rider.

You grew up around horses (or rideable animal of your choice) and have a knack for riding. You understand theese animals and how to communicate with them.

Choose name

Choose looks

Choose animal type (chosen animal gives rider ability +2 instead of +1) You can choose boat as your vehicle of choice. But then all abilities will replace animal handling skills with boat steering skills.

Ability: Gain +1 to all rolls related to riding (horseback, with wagon/cart or elephant etc.)

Create an Animal

Type animal. Stats Cart (loose speed)

Allies and Thralls

Gear and weapons

Customize weapon

Moves

Seiðr

Dark Past:

You dabbled in the worst sort of mystical arts, and through it you found a conection, a link to the gods. You can perform a ritual to get answered something relevant to the task at hand, roll +Weird. On a 10+ ask the Gods two questions from the list below. On a 7-9 ask one but take 1 harm. On a miss, you take 1 harm for disturbing the gods and your questions will not be answered this day. The questions are:

Questions
When I dealt with theese people (or one of its kind), what did I learn?
What black magic do I know that could help here?
Do I know anyone who might be behind this?
Who do I know who can help us right now?
What path leads us to glory?
Will the odds be in our favor in this battle?
?
?

By Thor's hammer:

You can lend the gods powers to kick some ass: roll +Weird instead of +Tough. The attack has 2-harm, close, obvious. On a miss, you'll get a magical backlash

Curse:

you are able to curse another pc or npc. Choose a curse and roll to use magic.

Jinx:

You can encourage coincidences to occur, the way you Want. When you jinx a target, roll +Weird. On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:

Interfere with another Pc or Npc, giving them -1 forward.
Interfere with what another Pc or Npc is trying to do, disrupting them from doing it
Inflict 1 harm on the target due to an accident.
The target finds something you left for them.
The target loses something that you will soon find
The target gains +1 forward
Other curse

Filler

Ranger

Preparedness:

When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9 you have it, but not here: it will take some time to get it. On a miss, you either lost it, remember you sold it or never had it.

Precise Strike.

When you inflict harm on an enemy, you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss, you draw attention to yourself

Rangers wits:

(must be rolled before attack, but does not take up your action) when firing an arrow you can roll +sharp, on a 10+you have laced your arrow with a poison of your choice and does +1 harm. 7-9 arrow is laced with poison (something must happen)

DIY Surgery:

When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, stabilize the injury and heal 1 harm. On a 7-9 pick one: • Stabilise the injury but the patient takes -1 forward.• Heal 1-harm and stabilise for now, but it will return as 2-harm and become unstable again later.• Heal 1-harm and stabilise but the patient takes -1 ongoing until it's fixed properly. On a miss, the Keeper chooses what damage you did.

Berserker

Devastating:

When you inflict harm, you may inflict +1 harm.

Shroom:

Going into battle you can eat some mushrooms and gain +1 tough and +1 cool. But for every hit recieved you take one more harm.

Claws of the Beast:

All your natural attacks get +1 harm.

lvl 5.

What Does Not Kill Me...:

If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.

Big farmer

Establish camp/farm

At a new place you are able to get started on making a farm/establishment.

Comanding your Ætt.

(Choose 1 ally within hearing distance, that ally gain +1 armor until next time he takes a Harm.)

Heavy lifting.

A long life on the farm has yielded you some muscles. You can choose to roll either cool or tough and grapple a enemy with a +1.

Level 5

Years of hard work.

Choose 1 weapon (most fitting is the weapon you have used the most) gain +2 harm on that weapon as a permanent bonus.

Niding

Often Overlooked:

When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9, pick one: unthreatening or unimportant. On a miss, you draw lots of attention

At level 7, any archetype may choose from this list.

Vikings honour moves

Tools Matter:

With your signature weapon (see your gear, below), you get +1 to kick some ass.

Fervor:

When you manipulate someone, roll +Tough instead of +Charm. To strike fear into your foes.

 

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