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Wolves of the Sea conversions.

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Wolves of the Sea conversions.  Empty Wolves of the Sea conversions.

Post by Admin Wed Oct 05, 2016 1:14 pm

Wolves of the Sea
Characters starting with anything from this book are limited to the following
Must have been embraced between 750 and 1020, must have been from one of the many Viking settlements, and must be one of the following clans: Brujah, Gangrel, Malkavian, Toreador, or Ventrue. PCs may learn from a PC mentor the things in this book with good reason. (Subject to ST approval)

While many of these abilities are outdated for York in the 1200's there are several dozens of vampires that still hold the old Norse ways in reverence, many of the items below work soley for kindred Embraced in the High North however some still extend uses during the game time.

Abilities, Backgrounds, Disciplines and Roads

Sagaman: This skill covers the ability to compose and recite epic poetry in the traditional Norse style. It also covers knowledge of Scandinavian historical legend, religious practices, kennings and aphorisms. A skilled skald (bard) commands much respect and can find a seat in any hall, either reciting saga or composing the story of the hall’s lord. – Specialties include heroic sagas, family sagas, regional sagas, improvisation, composition, recitation, spoken, and written.

Shipwright: At its heart shipwright skills is the ability to repair and build ships. It also governs the ability to assess a ship’s capability and value. Shipwrights can select the proper timber, cut and lay out of frames and keels, use ax and adz to shape the wood to the proper thickness, caulk, patch and otherwise repair damage to ships. Regardless of the shipwright’s skill, ships made from inferior materials or repaired with inadequate tools are inferior to those made with the proper materials and tools. - Specialties include drakkars, knorrs, new construction, repairs in the field, repairs in the slipway.

Law (Norse): Law is an extremely important skill in the Norse world. The character knows the intricacies of litigation, including how to press suits, name witnesses, how to evaluate and press for damages, when to sue and how to find an advocate and retain his services for a reasonable fee. Law also covers the character’s understanding of thing procedures, how to gather a good following, and how best to speak before the thing. Specialties – Manslaughter, seeking damages, procuring advocacy, arbitrating disputes, avoiding Outlawry

Rune-Lore: The runes are a secret language and a hidden power. Many men can shape a crude letters, but true understanding of the runes brings wisdom. For a simple warrior, the runes are a means of communication and of leaving a name. To the rune-wise, the characters bespeak magic, art and control. Specialties: Embossing, reading, rune-shaping, enchantments, clarity, speed.

Seamanship: Seamanship covers ship-handling and sea lore. Seamanship is the ability to navigate a ship on both open sea and waterways. Seamanship also governs the character’s ability to find the ship’s latitude and his knowledge of sea-routs, which are primarily navigated by landmark. This ability also covers incidental skills related to ships like rope handling, load balancing, portaging and the like. Specialties – The Baltic, The North Atlantic, rivers, the open ocean, coastal navigation, portages.

Backgrounds:
Fame (Norse): This background reflects the degree to which your character’s reputation has spread among the halls of men and across the great whale road. For good or ill, character who have great fame are more likely to have their actions marked than those who are unknown. Also, famous character have an easier time guesting, finding positions at tables and in ships, and getting the attentions of the opposite sex. Fame is also the measure by which most Scandinavian measure personal success, and a famous adventurer with nothing more than a shirt on his back will be given precedence over a rich man with a great hall who has done no deeds of note. In current game time, this background can be used as prestige among those that follow the old Scandinavian ways.
1- You have a certain degree of local fame in your district
2- You are famous locally, and some men from far away know of your deeds
3- You are famous regionally, and those who travel often have probably heard of you, though the tales they hear may be grossly distorted
4- You are famous throughout Scandinavia, and most skalds know of your doings
5- You are a legend in your own (un)lifetime. Everyman of Vinland to Uppsala knows who you are.

New Disciplines
Bear’s Skin – Animalism 2, Protean 4
According to legend, some berserks take on the fearsome aspect of bears while in the midst of battle-rage. Though not all einherjar are truly berserks those with this capability have masters the means to simulate the bear’s skin, granting additional toughness and a fearsome visage.
Once the character enters frenzy they expend a single blood point. On their turn the vampire’s muscles begin to bulge and fur grows from everywhere they have hair. Their maw widens, becoming capable of biting through limbs while their skin becomes thick and unfeeling. While in this state the einherjar gains a two trait physical bonus and gains two additional health levels. This lasts as long as the vampire is in frenzy. Costs 9xp

Fenrir’s Talons – Fortitude 2, Protean 2
Many of vargr of the frozen north rely upon their superlative hunting skills, combined with the natural weaponry provided by the Talons of the Beast power, in order to hunt. After all, the innate claws furnished by the Protean discipline cannot be lost or stolen. Some particularly ferocious vampires, however, augment their natural armament with talons more befitting Fenris Wolf, the great lupine adversary of the gods. Talons half a foot long, nearly unbreakable and almost metallic in color are the weapons of these einherjar.
Whenever the einherjar activates the Talons of the Beast he sprouts grayish claws a full six inches long, instead of the typical inch-long nails of the discipline. These rending weapons inflict an additional level of aggravated damage and have the bonus traits sharp, and unbreakable. While extended any test requiring fine manipulation suffer a two trait penalty. XP Cost 6

Wintering- Animalism 4, Fortitude 2
In the deep winters of Scandinavia, many animals conserve their food supplies and sleep through much of the cold and hungry night. Norse vampires can sometimes emulate this feat, sleeping during the long periods when game is scare but awakening later. By “wintering” (although the ability can actually be used at any time), the einherjar preserves her stores of blood, so that she is still able to survive for several days upon waking before needing to hunt again.
A vampire must voluntarily enter torpor to use this ability, for each level in survival a vampire may retain a blood point when awakening. The use of this power does not mean that the blood cannot be stolen by attack of spell while the vampire sleeps; it simply allows the vampire to store blood that would normally be consumed during torpor. XP Cost 9

New Roads –

Via Einherjar (Path on Road of the Beast) – The Via Einherjar, the Road of the Slain, teaches the strict adherence to the Norse ethic of personal responsibility, courage in the face of adversity and individual initiative. This road is usually followed by Scandinavian warriors who choose to cling to the trappings of their civilization, rather than become vargr like so many others. The followers of the Road of Einherjar believe that by following the codes of behavior hallowed by the All-Father and the Norse tradition, they can master the Beast through courage and iron self-discipline. Many are the followers of the Einherjar’s road who have died at the doors of their halls, forcing themselves to watch the sun rise without fear. The followers of the Road of the Einherjar are neither “virtuous” nor “good” in the sense of the more human or honorable vampires of certain other Roads. They are brutal, direct, crass, self-serving, and often intolerable except to those they respect. To their true friends, they are loyal to the death and would willingly give their last possessions. Those who are not friends are objects to be beaten, scorned, cheated, robbed, or challenged until they prove their worth. The Road of the Einherjar teaches the virtues of Self-Control and Conviction.

Via Aesirgard (Path on Road of Heaven) Those truly touched by the gods, to whom the natural world is constantly filled with spirits and portents, abide by the codes handed down from the oldest sagas and lays. The gods must be appeased, and the proper forms obeyed, if men are to live in harmony with the natural world. Of course, for vampires, matters are somewhat different – the natural world is no longer their place. Still, the old ways and traditions must be upheld, and supernatural strength and longevity are no ward against the Norns; even gods are subject to fate. The Via Aesirgard is similar to the Road of Heaven, in that it is religious in focus. However, the Viking concepts of Holiness and Sin are far different from those of their Christian counterparts. A Viking reviles cowardice or lying, but has little compunctions about robbery or killing in war or challenges. Conversely, a pious man is not necessarily a weak follower of the pale Christ-God, but a rather devout student of the ways of the gods and a master of runes and sagas. To properly follow the Via Aesirgard a Norseman must embrace the power of runes, the workings of the Norns and the hidden machinations of the gods. The virtues espoused by the Viking warriors are necessary and proper in a harsh land and only the valorous shall survive to fight in Ragnorok. The wise man seeks to spread the sagas so that truth may be known, and encourages others to acts of bravery and honor so that more warriors might stand in Valhal in the end-times. Always, the followers of Via Aesirgard seek to best the enemies of men and gods; the Jotuns, the trolls and giants of legend, who seek to corrupt and overtake Middle-Gard The Via Aesirgard teaches the virtues of Self-Control and Conviction.

Merits and Flaws

Kenning-Wise 2pt merit – You are educated in the traditional wisdom-sayings kennings and stock phrases of Norse Poetry. You gain a two trait bonus when attempting to perform a Saga, or in social challenges to impress a follower of the Old Norse ways

Drakkar 2pt Merit – You own a Drakkar, a longship suitable for carrying men a-viking. It isn’t what you’d call comfortable, and it can’t carry much more than ten or fifteen tons of cargo, but it’s fast, durable, seaworthy and perfect for swift raiding. Drakkars have a full length keel for good handling, but are very shallow (most are less than 6 feet from the bottom of the keel to the top of the gunwale.) They can thus traverse almost any river navigable to flatboats. Longships are normally propelled by sail, with the oars reserves for emergencies or river travel. The ship is steered by a large rudder on the side *not the stern), and is surprisingly maneuverable – the Scandinavians used to tacking boom that lets the ship sail across or even close to the wind. The crew can vary between 24 and 48, and the ship can be tented for sleeping on the open ocean. Drakkars tend to ship water a lot, so the more men the better. While in possession of this merit players gain a free action to attack Commerce Trade routes or port cities. The crew consists of a fiercely loyal ghoul captain (this merit may allow players to take an additional ghoul beyond the cap in place, provided it is used only on the vessel, may stack with Knorr.)

Knorr 3pt Merit
You own a Knorr, a larger form of longship than the Drakkar, and better for mercantile ventures than raiding. A Knorr can carry between 20 and 40 tons, and has a crew of between 12 and 24. Knorr’s draw slightly more water than the Drakkar, and tend to take less over the gunwale. They are also wider in the beam, making them slightly less seaworthy and a bit slower. Finally, they have substantially fewer oars and less seating for auxiliary oarsmen, making them less suitable for traveling hundreds of miles upstream to pillage, burn and trade than the Drakkar. You can still sack seaside communities or engage in piracy with a Knorr of course, the ship just isn’t designed specifically for it. While in possession of this merit players gain a free action to Trade for exotic goods on Commerce Trade routes or port cities. The crew consists of a fiercely loyal ghoul captain (this merit may allow players to take an additional ghoul beyond the cap in place, provided it is used only on the vessel, may stack with Drakkar.)

Vengeful Family 3pt Merit
You have an awful lot of brothers, cousins, and uncles. Your family has a reputation for sticking together through thick and thin. Whenever you interact with followers of the old Norse ways you gain an additional level of intimidation on social challenges, and may call upon your vengeful family in times of need. In addition, if enthralled or captured your family is likely to buy your freedom. Also if you are killed or put to final death your relatives are likely to pursue a feud with your murderer, though that may be of small consolation to you. Note this does not protect you from your own kin, you might stick together but this does not defend against internal family politics. (Works as a military force 2 when used)

Outspoken Pagan 2pt Flaw
You are an outspoken believer in the Norse pantheon. This causes you all sorts of social problems, not the least of which are murder attempts by those who have beliefs in opposition to your own. In York you gain the neg status Pagan, which may result in a Bloodhunt

Fearless Ferocity 2pt Merit
When you are confronted with fear or terror, you bulwark yourself with anger. Instead of entering Rotschreck, you may choose to enter rage frenzy instead However if you choose to enter frenzy in this fashion you may not use willpower to control your madness.

Walkurie 1pt Merit
This merit is permitted for female characters only. You choose to assume the traditionally male role of warrior in Scandinavian society, and have proven yourself on the field of battle many times. This is treated as a phantom status for those who follow the old Norse ways.

Lupine Kinship 3/5/7 pt merit (Restricted)
You have a cordial relationship with one or more Lupines. This may be because you helped them in a feud, sheltered them during Outlawry, are considered a heroic warrior, or merely made friends with them in life. Whatever the case, while they won’t necessarily show up to help you in a fight they won’t come tear you limb from limb some morning when they’re bored. For three points, you know of one particular lupine who considers you tolerable company, you occasionally swap stories or help each other out with minor favors but neither of your respective sides appreciates such a relationship, so you must act in secret. You don’t necessarily see eye-to-eye but you at least have a mutual understanding.
For five points you have one Lupine ally, and the rest of his pack know of your relationship. Although your existence and friendship is not always condoned, you won’t necessarily be killed on sight by one of your friend’s pack mates. Very likely, your relationship is tolerated only as long as you are useful, so although you get favors from your primary ally, you’d best give the same in return. You should also have a Fame rating of at least 2 to show that you are known and respected for your deeds otherwise you have never done anything noteworthy enough to allay the suspicions of the Lupines.
For seven points, you have a bit of a reputation among the Lupines of the domain. Perhaps you are considered a powerful and righteous warrior, or maybe you helped an entire pack in a time of need. Whatever the case, you can call upon the aid of a particular Lupine ally and his pack tolerates your company. Among other Lupines, you may be granted safe passage if there are in a giving mood. You gain a one trait bonus to social interactions with Lupines who recognize you, and must have fame 3 to purchase this level.
Additionally, you must pick an area where you have this merit, Scandinavian Lupines don’t often tell their Irish counterparts of their dealings with the Vampires, except to regale them with tales of their slaughter. May not take with Lupine Enmity.

Second Sight 3pt Merit
You see beyond the shroud of Middle-Gard, to perceive the creatures that work beyond the ken of normal men. Perhaps you had the sight while alive, maybe your new condition brought it about, either way you know the wiles of the hulderfolk (Fae), and you can spot the dverge and the troll, even when they hide from the eyes of other men. The sounds in the rushes are pukje giggling, and the waves on the beach are caused by the stirrings of the ocean’s great linnorm. Works as Mytherceria: Fae Sight

Foresighted 4pt Merit
You are prescient, meaning that you are minutely aware of the workings of fate and have a disturbingly accurate ability to predict the future. Unfortunately, there is no way to control this gift. Once per session you may speak to an ST and gain information about a scene or plot. These answers can be cryptic or obvious, and often end with a willpower test to resist frenzy as the information received often assaults the senses, and becomes confusing.

True Rune-Wise 5pt Merit (Restricted)
You grasped the secret of the runes during your mortal life. As a result you have access to hedge magic, you must carve runes and spend a blood point to craft items of power or learn the secrets of the spirits. You may not go above your Rune Wise skill in levels for Sorcery. You are limited to Scandinavian sorcery and may not buy Alchemy, Conjuration, Conveyance, Hellfire or Summoning, Binding, Warding. Nor does this merit give access to Thaumaturgy or rituals. Note specifically that your magic is not the same as mortal sorcery. Instead you call upon the power inherent in the runes and invoke it through your own undead blood. Because you must unlock the secrets of this strange power yourself, you cannot learn from mortal magicians and mortal magic no longer works for you. Conversely your runes do not work for the living as only undead blood can activate the runes you have carved.

True Berserk 5pt Merit
You are a true Berserk, and the battle fury that is Odin’s gift to brave men runs thick in you. Even with the Beast within you, you must take some time to make the wod rise and give yourself over to the war-joy. You may do this by gashing yourself with a knife, burning yourself, or gnawing on the edge of your shield, the scabbard of your sword or the haft of your ax. When you are berserk, you add three traits to your physical test pool and gain three temporary health levels, and you ignore wound penalties until crippled. Berserk lasts for a scene or until you spend three rounds calming down in an area where there is no combat. Berserks may not wear armor and must be in a human form to enter the War-Joy. A Berserk is generally able to control where their rage is directed, though anyone getting between them and their target is quickly pushed aside, if unwilling to move they become the new target of the Berserk. Berserks may not enter frenzy or Rotscheck while Berserk, nor may they Berserk while in Frenzy of Rotscheck.

Law-Bound 2pt Flaw
Despite your supernatural existence, you were once bound by the strictures of the law, and you were sued for your unnatural acts. Instead you chose to flee the area rather than submit to judgement of mortals. Socially this is considered a negative status that seems to have carried over from the Norse ways. Most people can ignore it, however many of the Old Norse followers view you as a coward and may attack you on sight if they believe you to be an Outlaw.

Lupine Enmity 4pt Flaw
For some reason, the Lupines of the area are hungry for you. Perhaps you’ve made your presence too obvious or killed a Lupine or Kinfolk in a duel. Whatever the case, there is at least one pack looking for you, you cannot travel abroad without fear for your safety (Even when you use the travel action in down times you risk being attacked by werewolves) Your ghouls are often attacked by werewolves when they step outside of their domains, and you often get the feeling that you’re being watched.

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