I'm building "racial" character abilities / consepts to all Northmen tribes. Idea is to make them little different from each other and original compared for example to the Empire folk. Some abilities and ideas are taken from the Hero's Call supplement.
Few rules that I use:
- All humans (this including the Northmen) have same beginning Characteristics - Which are 2.
- Corruption Threshold remains same to all humans.
- All humans also have same Wound Threshold, but I'll give Northmen bonus ability that rises their stamina one point (making them toughner and bigger in general).
- Stirland characters have Poor ability, which fits perfectly to the Northmen. But it is more of a penalty than actual bonus, so this should be counted also that way.
- All the Norsemen share following abilities: Poor, The Grim North, Northeners, Inured to Chaos and Will of Chaos
I was thinking to give the Northmen 7 abilities (+ Poor penalty), but NO bonuses to the Characteristics. One ability makes the Poor penalty, so this leaves 6 abilities. Question is - If I use 20 Creation Points are the Northmen then balanced? Or should there be more Creation Points? Any other ideas?
Norse:
Characteristics 2 (as human)
Creation Points: 20
Wound Threshold: 10+Toughness rating
Corruption Threshold: 5+Toughness rating
+ Poor:
During character creation, it costs 3 creation points for a Northman to start as comfortable, and 4 to start as affluent.
+ The Grim North:
Northman’s Wound Threshold is 1 point higher than normal human.
+ Northerners:
Two fewer 2 misfortune dice are added to a Northman’s dice pool any effects from cold, wind or bad weather. You may add 1 fortune die for any Environmental Damage checks against cold, because familiarity to cold.
+ Inured to Chaos
:
Northman can add 1 fortune die to resist Corruption.
+ Will of Chaos:
Northman treat the difficulty of all Fear ratings of foes aligned to Chaos as 1 less than normal (to a minimum of 1). In addition, the Terror ratings of foes aligned to Chaos are treated as Fear rating instead (but do not have their rating reduced).
+ The Children of Norsca:
During character creation (before investing any creation points), a Norse character may train one of the following basic skills for free – Athletics, Intimidate, Nature Lore, Weapon Skill.
+ Nautical:
The Norse add 1 fortune die to any check made to handle a boat, navigate a ship, swim, or work with ropes.
+ Mountain Walk:
Norse may ignore terrain-based manoeuvre penalties and up to 2 misfortune penalties to movement and actions performed while in mountain terrain.
Kurgan:
Characteristics 2 (as human)
Creation Points: 20
Wound Threshold: 10+Toughness rating
Corruption Threshold: 5+Toughness rating
+ Poor:
During character creation, it costs 3 creation points for a Northman to start as comfortable, and 4 to start as affluent.
+ The Grim North:
Northman’s Wound Threshold is 1 point higher than normal human.
+ Northerners:
Two fewer 2 misfortune dice are added to a Northman’s dice pool any effects from cold, wind or bad weather. You may add 1 fortune die for any Environmental Damage checks against cold, because familiarity to cold.
+ Inured to Chaos:
Northman can add 1 fortune die to resist Corruption.
+ Will of Chaos:
Northman treat the difficulty of all Fear ratings of foes aligned to Chaos as 1 less than normal (to a minimum of 1). In addition, the Terror ratings of foes aligned to Chaos are treated as Fear rating instead (but do not have their rating reduced).
+ The Children of Wastes:
During character creation (before investing any creation points), a Kurgan character may train one of the following basic skills for free – Intimidate, Nature Lore, Ride, Weapon Skill.
+ Riders of the North:
The Kurgan add 1 fortune die to any check made to handle a riding animal or drive wagon.
+ Lore of the Wild:
When a Kurgan spends a fortune point on a Nature Lore checks, he adds expert die to the check instead of 1 fortune die.
Hung:
Characteristics 2 (as human)
Creation Points: 20
Wound Threshold: 10+Toughness rating
Corruption Threshold: 5+Toughness rating
+ Poor:
During character creation, it costs 3 creation points for a Northman to start as comfortable, and 4 to start as affluent.
+ The Grim North:
Northman’s Wound Threshold is 1 point higher than normal human.
+ Northerners:
Two fewer 2 misfortune dice are added to a Northman’s dice pool any effects from cold, wind or bad weather. You may add 1 fortune die for any Environmental Damage checks against cold, because familiarity to cold.
+ Inured to Chaos:
Northman can add 1 fortune die to resist Corruption.
+ Will of Chaos:
Northman treat the difficulty of all Fear ratings of foes aligned to Chaos as 1 less than normal (to a minimum of 1). In addition, the Terror ratings of foes aligned to Chaos are treated as Fear rating instead (but do not have their rating reduced).
+ The Children of Wastes:
During character creation (before investing any creation points), a Hung character may train one of the following basic skills for free – Ballistic Skill, Discipline, Nature Lore, Resilience.
+ Riders of the North
:
The Kurgan add 1 fortune die to any check made to handle a riding animal or drive wagon.
+ Stubborn:
Hung’s mental characteristics are considered to be one higher for the purposes of determining whether that characteristic is distressed.