Showing posts with label Vikings And Valkyries. Show all posts
Showing posts with label Vikings And Valkyries. Show all posts

Wednesday, March 23, 2011

B/X/C Vikings: Classes

First See:
B/X/C Viking: Introduction

CHARACTER CLASSES
Characters can be Dwarves, Fighters, Half-Giants, Mages, Thieves, Skalds, and Wizards. Characters may not advance past 14th level.

Dwarves – No infravision. After reaching 9th level, dwarves may forge magical arms and armor as a magic-user.

Fighters – There are several special combat maneuvers that can only be used by fighters, such as going berserk and shield bashing.

Mages and Wizards – There are two types of magic-users: wizened old Wizards, knowledgeable but weakened with age and powerful, arrogant Mages. The first is represented by the magic-user class. The second by the “elf” class, only without infravision, additional languages, immunity to the paralyzing touch of ghouls, and have the normal chance to find secret doors.

Skalds – Skalds are warrior-poets and collectors of Nordic lore. Sitting around the firesides, Skalds inspire their comrades with tales of honor in battle, the glories of victory, and the hardships of loss. (This class is based on the Bard is JB’s B/X Companion.)

  • Prime Requisite: Charisma
  • HD: d6
  • Experience Progression: As Clerics
  • To Hit, & Save Progression: as Elves
  • Weapons and Armor: Any
  • A Skald’s poetry can inspire those around him or even create magical effects. Skalds learn to produce the following spell-like powers at different levels of experience.
  • A skald learns one additional language for every level after first (in addition to Nodic and any languages from high intelligence).
    A bard has a chance base on level to know useful legends or lore regarding geographical regions, heroic personages, and legendary magic items. This chance is the same as a thief’s chance to pick pockets.

Skald Spell-Like Powers By Level
1st level: Bless (requires 1 turn to take affect)
2nd level: Remove Fear (requires 1 round to take affect)
3rd level: Instill Fear* (requires 1 minute to take affect)
4th level: Charm Person (requires 1 turn to take affect)
5th level: Dispel Magic (requires 1 turn to take affect)
6th level: Remove Curse (requires 1 turn to take affect)
7th level: Phantasmal Force (requires 1 turn to take affect)
8th level: Cause Fear (requires 1 minuet to take effect)
9th level: Ant-Magic Shell (requires 1 turn to take affect)
* Forces one humanoid creature per level of the Skald within earshot to make a moral roll or flee/surrender.

Thieves – Just as likely to be spies, scouts, woodsmen, and men of cunning than tomb robber or adventurous burglars. Thieves can Track as they would find/remove traps.

Half-Giants – Half-Giants stand head and shoulders above most mortals and are viewed with superstitious awe by humans. While monstrously strong, half-giants are not especially agile or clever and tend to be rude or unkempt.

  • Requirements: 13 or greater strength and constitution; 12 or less dexterity; 9 or less intelligence, and charisma
  • Prime Requisite: Strength
  • HD: d10
  • XP, To Hit, & Save Progression: as Halfling (max 8th level)
  • Weapons and Armor: Any, although armor must be refit to a half-giant and costs twice the normal amount.
  • Half-Giants must make a saving throw vs. spell after each around of combat to avoid going berserk.

Monday, March 21, 2011

Vikings & Valkyries

Mazes and Minotaurs is one of those games that I've always wanted to play, but have never gotten around to. Consequently, I always like to check out if there is another MINOTAUR Quarterly once every six months, or year, or so.

When I popped back last time, just a few days ago, I found something that really caught my eye: Vikings & Valkyries. According to the forward, "Vikings & Valkyries is the first instalment of the new Worlds of Adventure line of supplements for the Mazes & Minotaurs role-playing game – a line which, as its name implies, takes the Mazes & Minotaurs system away from its classic setting inspired by mythic Greece and sword-and-sandal movies to other legendary universes, each with its own deities, monsters and special rules."

Now, I doubt that there is ever going to another Worlds of Adventure supplement, but I'm liking what I see from Vikings & Valkyries. I've always wanted to run a Viking inspired D&D campaign, and this just adds another stone to the pile. Who knows with spring break here, I might just have to write a string of viking related posts like I did with Chainmail a week or so ago.

Among my favorite additions are the Maiming Opponents (p. 12, Viking Games (p. 15-16), and Wergild (p. 17) sections. Who wouldn't want to add pierced eyes and braid cutting into their game after all?

Due to a few major qualms with Mazes and Minotaurs (mostly involving ability scores), I doubt I'll ever get around to playing either game straight up, but that doesn't mean these excellent sources aren't worth mining for gems; there sure are plenty to be found. So if you haven't done so already, I highly recommend checking out Vikings & Valkyries.