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10:32, 28th April 2024 (GMT+0)

RTJ/ Character creation.

Posted by DMFor group 0
DM
GM, 3 posts
Sun 3 Jul 2022
at 01:05
  • msg #1

RTJ/ Character creation.

For an RTJ use the RTJ button on the main page and let me know what class and background you're hoping for. Also if you're planning on using the variant human. I'll look it over and let you know of any concerns, but, please, be aware this is a group of young colonists. A Barbarian/Soldier probably isn't a good choice.

Also let me know what subclass you are planning on (or taking, if you're considering a class that gets the subclass at 1st level).

That's pretty much it for an RTJ. I'll take 6 people.

Please remember that this is a beginner/learning game: Mechanics WILL figure in to it to a large degree.
DM
GM, 5 posts
Sun 3 Jul 2022
at 01:19
  • msg #2

Character creation.

I picked the section of my world that I do for isolation. This keeps things simple. So, the limits for this game (at least to start):

We will be using Point Buy.

Human only. While Dwarves, Elves and even (renamed) Orcs are all Norse (well, have a presence there, anyhow), they have their own lands and wouldn't be part of human colonies. Variant human is fine, but it isn't cost effective. Still, some folks want that extra feat or skill badly enough to make the trade.

Norse gods, only.

Don't worry about  gear. I'll handle that in keeping with the shipwreck scenario.

Below find Class notes, Background notes, and some idea of what your equipment will be after the shipwreck.
DM
GM, 7 posts
Sun 3 Jul 2022
at 01:44
  • msg #3

Classes

Barbarian:
Avoid sailor and soldier background. I don't mind a short tempered farm boy, but you're a colonist, not a viking raider.
Either subclass can work within that limitation.

Bard: AKA Skalds
Skalds, at least in my world setting, are Valor college. This is the default for Norse bards.

Cleric:
Any Norse deity, but keep in mind that some won't be appropriate to a new colony.

Druid:
I'm going to say "no" to druids for this game. The Norse have pretty much moved past them, and this sort of magic is considered Finnish.

Fighter:
Both Battlemaster and Eldritch Knight are a bit over educated for colonial work, and, frankly, EK is a bit over educated for Norway. Champion is the default.

Monk:
Monks are Eastern and haven't been heard of by the Norse. Or most folks.

Paladin:
Oath of Ancients is he default, but the other oaths MIGHT be possible, depending on how things go. Assume you're Ancient trained to start, and we'll see what happens.

Ranger:
Both Hunter and Beastmaster are fine. The colony will need explorers and hunters in the lean months.

Rogue:
Truthfully, Rogue is a it of a hard sell for a colony. The only appropriate subclass in unavailable to start, although may become available by level 3. However, I'll allow a Thief as Default.

Sorcerer:
Human Sorcery is Wild Magic.

Wizard:
Wizardry is not unheard of, but it's rare. Sorcery is the magic of Norway, at least for those who manage to acquire magic somehow. Still I WILL allow this with the Sage Background only. Note: Wizards can train Fighters to become Eldritch Knights and Rogues to become Arcane Tricksters. Learning spells without other wizards or a library may be limited, however.

Warlock:
There actually ARE some Great Old One warlocks at the colony, but they acquired their abilities after arrival. For now Warlock is barred.
DM
GM, 8 posts
Sun 3 Jul 2022
at 01:54
  • msg #4

Backgrounds

I'm going to bar some and recommend others, leaving the rest on a case by case basis This is based on a colony game, and who would be making the journey at a young (ie: inexperienced) age, and country of origin (no big cities in Norway, yet, so no Urchins).

Barred:
Soldier
Sailor
Urchin
Outlander: There just isn't the tradition of Vikings exploring the wild. Leave this to the Fins


Recommended:
Folk Hero: The closest thing to a Farmer Background.
Guild Artisan: Pretty much anything but Alchemy will be useful. (Alchemy might be useful, but it won't earn a buck from starving farmers the way dry shoes will)


Others of note:
Charlatan: You were caught, and badly. You're going halfway around the world to get to safety (you hope). You wont have your False Identity.
Sage: Wizards only. Norway hasn't developed the surpluses needed to support an intellectual class, yet.
Noble: Why? Why would a Jarl's son be colonizing a distant land?



Again, there are more in the PHB and they are available, depending on circumstance.
DM
GM, 9 posts
Sun 3 Jul 2022
at 02:01
  • msg #5

Gear

I'll determine from you background and class equipment listings what you might reasonably have on you when the ship hits the beach.

Basically it will be:
Whatever clothing you start with.
Your dagger
Your belt pouch.
Whatever could reasonably fit in the belt pouch for ease of access or security. This will include whatever coins you have unspent (although what good they could possibly do...). This is how Wizards save their spell books, and spellcasters keep their foci. Plus other odds and ends that will be discussed before we start.

They may be other items. A spell component pouch, for instance would be on your belt with the dagger and belt pouch.

If you start with a dagger, fine, if not but you get a choice of simple weapons, you still have a dagger. Otherwise consider buying one with starting cash, as it's a universal tool and eating implement.
DM
GM, 12 posts
Tue 5 Jul 2022
at 19:24
  • msg #6

Languages

I always forget language choices.

While I'm not using regional human languages (it's D&D, after all, just reskinned), Non Humans have been placed where legend and myth invented them, so not all languages are available in all places. The Norse come off with one of the larger selections, however.

Orcs (one of many "trolls" in Earth Myth), Elves, Dwarves, and Giants all have a local presence.  These are available to anyone.

Wizards and Sorcerers (and Sages) may learn Draconic, a Latin equivalent for scholars and the tongue of mages in general.

Religions types (Clerics,  Paladins and Acolytes) may learn Celestial.

Rangers may learn the Fins' secret language: Sylvan.

Bards and scholars (Sages) may learn any of the above, of course.
DM
GM, 14 posts
Wed 6 Jul 2022
at 00:40
  • msg #7

Gear part two

I'm going old school with weights for small items: 10 of anything equals a pound.

The equipment list considers many things weightless. I've seen folks try to carry way too much of such things before.

Once your sheet is posted you can see what you have, and how much capacity your pouch has left. Plus what coin you have. Feel free to spend one of that coin, but the purchases MUST fit into your pouch to actually be with you after the shipwreck.
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