Still working on this one. Any ideas are more than velcome

Still working on this one. Any ideas are more than velcome

Einheri would be better I think. Its more to the native tongue!
Ell.
talismanamsilat said:
Einheri would be better I think. Its more to the native tongue!
Ell.
Isn´t the Einherjar one who died in battle according to Norse mythology? Whereas the viking, as we all know, is the term for the people who lived up north a thousand years ago, and of course, is known to have had some really fearsome warriors
. I don´t know, i just like the whole viking thing
But any ideas to an ability he could have, or changes?
Regards
Yep your are correct. Viking is the way forward.
Ell.
Some viking ideas:
Hope it inspires :-)
Cheers
Mr. Brogger said:
Some viking ideas:
Hope it inspires :-)
Cheers
I actually like the raft thing, as vikings where known to be really good navigators.
Thanks.
Viking updated.

Hmm... maybe just a rewording of that second ability, so that certain choices come in proper order...
"Whenever you land in the Village, you may raid it, but you may not visit it in the same turn in which you do so. Roll two dice for the Strength of the villagers.
You may use some, all, or none of your Followers to fight along side you; Followers without Battle or Strength bonuses add +1 to your Battle result.
On a stand-off, your turn ends. If you lose, you lose a Life and 1 Follower who aided you in Battle. If you win, roll a die for the amount of gold you gain. "
Gold Gained: I'm leery of him gaining gold everytime he defeats the villagers, or gaining as much as 6G. Villagers wouldn't have that much gold if any at all. What do you think about "roll one die minus 1 for the amount of gold you find"? Or is that too finicky? Maybe a brief table can be added below the ability, this...
"....If you win, roll a die for the gold you gain:
1: Nothing
2-3: 1 Gold
4-5: 2 Gold
6: 3 Gold
Power Level: He's got stats totaling 6, like most characters, but he's also starting with a Shield (33.3% saves LIfe) and Axe (+1 in Battle). As it stands, he enters Battle at Str. 5, has 5 LIves to start and heal to, and has the capability of keeping 1 out 3 Lives if he loses a Battle. That's juiced up, and low Fate may not be enough to compensate. I suggest taking out that 5th Life at least.
JCHendee said:
Hmm... maybe just a rewording of that second ability, so that certain choices come in proper order...
"Whenever you land in the Village, you may raid it, but you may not visit it in the same turn in which you do so. Roll two dice for the Strength of the villagers.
You may use some, all, or none of your Followers to fight along side you; Followers without Battle or Strength bonuses add +1 to your Battle result.
On a stand-off, your turn ends. If you lose, you lose a Life and 1 Follower who aided you in Battle. If you win, roll a die for the amount of gold you gain. "
Gold Gained: I'm leery of him gaining gold everytime he defeats the villagers, or gaining as much as 6G. Villagers wouldn't have that much gold if any at all. What do you think about "roll one die minus 1 for the amount of gold you find"? Or is that too finicky? Maybe a brief table can be added below the ability, this...
"....If you win, roll a die for the gold you gain:
1: Nothing
2-3: 1 Gold
4-5: 2 Gold
6: 3 Gold
Power Level: He's got stats totaling 6, like most characters, but he's also starting with a Shield (33.3% saves LIfe) and Axe (+1 in Battle). As it stands, he enters Battle at Str. 5, has 5 LIves to start and heal to, and has the capability of keeping 1 out 3 Lives if he loses a Battle. That's juiced up, and low Fate may not be enough to compensate. I suggest taking out that 5th Life at least.
About the gold: I just thought that it would be the risk when raiding the village. You could get lucky to raid a str. 2 village and gain 6 gold or a str 12 village and gain 1G. Maybe the reward could be half the village str. rounded up. Just that the lephrechaun gets 3 gold for free when landing on the woods, so don´t think 6 gold is to much if defeating a str. 12 village. What do you think?
Power Level: The knight starts with str. 5 and a higher craft. Has a 50% chance to save a life, and can heal for free at the chapel. The warrior "only" enters with str. 4 but has a much higher chance of winning a battle due to his ability ( so wouldn´t need a shield as much ), with same amount of life and fate. But i could give him a helmet instead of a shield to compensate for the 5 lives.
Regards.
Yeah, I know about the Knight and Leprechaun, and they aren't liked around here... expecially the Leprechaun.
The L piles up gold, but with very few places to actually spend it... as yet. For those groups playing by the standard token rule (when tokens run out, tough luck), even gold becomes a problem for other characters in a game with multiple players. The L has multiple spaces and should have been given 1G, not 3; that's how we play him.
The number of villagers rolled would be just how many are willing to fight and not how many are present or have gold, so linking gold to they're number might make some sense for the risk in the mechanics, but wouldn't work for me where the whole notion of the "raid" is concerned. The amount of gold in a "village" wouldn't be much and after being raided once might be none for a long while. Raids in reality were more about gaining goods (in fact that was mostly the case), so maybe something to do with a purchase card? Though with a shield and axe, there's not much left for the Viking to choose from.
Again, just more nonsense as I wait for my tea steep so I can actually wake up.
I think the shield or helmet is fine; the 5 lives is what gave me pause. But anything's fine.
You should do what you think is best, as all of my comments are just notions. But I wouldn't measure against those two characters mentioned; that's just my two sense. And the Knight has restrictions on it where Alignment and attacks are concerned. He's actually a bit tricky to play in some games.
i liked the card but i think both a purchase deck draw and gold is op maybe 1 or the other or even the purchase deck or the stable deck
Also, on the second line or so; it says "Roll two dices". You may want to change that to dice, that or my eyesight is going... >.<
Or "Roll two die" for that matter. Whatever floats your longship.