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Norn is intended to support a role play environment in which

participants can develop believable characters, which are


interesting and fun to play. It can also be transposed across genre
by adding appropriate skills.
CHARACTER CREATION:
All Characters are defined by use of 4 attributes.
1.Physical- strength, endurance and toughness.
2.Intelligence- learning capacity, mental agility and understanding.
3.Psychic- Magical power and sensitivity to magic.
4.Belief- sensitivity to supernatural, favour of gods, ability to
communicate with otherworld.
Attribute points.
Each player has 30 Attribute points ( AP)to divide between the
above attributes, with no single attribute having less than 1 or more
than 20. Once points are allocated they can be further divided into
the aspects which make up an attribute.
Aspects- as shown above each attribute breaks down into aspects,
these are:
Physical:
Strength- athletic strength or sheer hitting power. For every AP
allocated to strength a character can increase their damage call by
one level, once per hour.
Only Character's with strength of 10 or higher can use large
weapons (greatswords ,large hammers and axes etc)- this doesn't
apply to polearms.
Endurance- endurance is the ability to carry on under duress, for
every point of endurance aspect, a character can continue for an
hour on zero hp, once the character stops for rest however they
must receive medical attention or they will very quickly bleed out
and die.
Toughness – toughness is the aspect used to measure how much
damage a character can take from combat and magic. The amount
of ap put into this aspect equals the number of hp per location a
character has(there are 6 locations head, torso, 2xarms and2x legs)
and is affected by physical attack, it also equals the amount of
global damage (GD)a character can take, GD is caused by magic,
poison, disease etc.
Once a location reaches zero it is unusable until healed and if it falls
to minus the original hp it becomes un-saveable through normal
healing. If GD drops to zero the character becomes unconscious.
If the torso, head or GD hp drop to minus the original number the
character is dead.
Intelligence:
Breaks down into :
Learning capacity- the characters ability to retain learning, it is
simulated via a number of skill slots- one skill fills a slot and the
character has a number of slots equal to the points allocated for
this aspect.
mental agility- is the ability to learn more than one thing at a time,
a character can simultaniously learn as many extra skills as they
have mental agility AP.
understanding- Some people learn quicker than others, learning
time is halved by every 5 AP allocated to this aspect.
Psychic:
splits into,
Power- Psychic power (manna) is the raw energy to drive spell
casting. Every spell has a base mana requirement and the caster
can use any amount of manna above this to power up the effect-up
to the the amount of ap allocated to the aspect (eg. “Energy bolt”
has a base manna of 1 which causes 1 hp of global damage,
however by investing 5 manna into the spell it can cause 5 global
hp).
Sensitivity- any character can be sensitive to magic- without
training. A sensitive character can feel magic(tingling scalp, hair
stands on end etc). The character can feel items which are within a
radius equal (in metres)to the AP allocated to this aspect and
identify the purpose of items which contain manna equal to 2/3 of
the Ap allocated to this aspect.
Belief:
includes the following aspects-
Sensitivity- Sometimes a person is particularly aware of the
supernatural. A character with belief sensitivity will notice the
presence of spirits (elemental, divine and the dead/undead), within
a radius (in metres)equal to the number of AP allocated to this
aspect. A character with more than 5 AP will be able to ascertain
the nature of the spirit and anyone with 8 or more will actually see
the spirit (Undead are visible to anyone).
Favour of Gods-There will always be those who are noticed by the
gods. A favoured character can pray for divine intervention with a
manna effect up to the amount of AP allocated to the aspect per
day. Prayers must be deity specific to work and can only ask for
favour within that god's sphere of influence (don't ask Thor for
healing). Favoured characters tend to be drawn into divine schemes
more than others and can find themselves receiving divine
patronage (or interference).
Communicate with Otherworld- This aspect allows a character to
understand and communicate with spirits- elemental and dead. The
spirit will converse for a number of minutes equal to the AP
allocated the aspect, though beware, elementals don't view things
as mortals do- time is meaningless to them and they don't value
material goods, while the dead find it difficult to stay on subject-
drifting off subject to reminisce about their life, loved ones and
often their death.
AP allocation example:
Dave is putting together a mercenary soldier character, he wants
him to be pretty tough, well versed in martial arts and military
procedures, not particularly interested in magic's and like most
soldiers, fairly superstitious.
Dave puts 2 Ap into Psychic, 12 of his Ap into Physical, 10 into
Intelligence and the remaining 6 into Belief.
These are then allocated to aspects
Psychic Sensitivity-2: this will allow the character to feel magical
items and power if he is within 2 metres of it.
Favour of the Gods-4: the character can pray for intervention up to
the effect of 4 manna per day.
Divine Sensitivity-1: he can sense supernatural beings who are
within 1 metre of him.
Communicate with Otherworld- 1: the character can talk
to/understand mortal spirits for up to 1 minute.
Understanding- 5: the character can learn skills in half the stated
time.
Learning Capacity-5: the character has 5 skill slots.
Strength- 4: the character can increase their damage call by one
level, 4 times in an hour.
Endurance- 2: will bravely continue on zero HP for up to 2 hours
before collapsing.
Toughness-6: allows the character (unarmoured) to take 6 single
damage blows to each location and 6 global hits, before disability or
unconsciousness.
CHARACTER DEVELOPMENT
Experience points- Experience points (exp) are awarded for “time
in” roleplaying at a rate of 1 point for every 10 hours. 1 Bonus exp
will be awarded at ref discretion for best role-playing, kit and impact
on plot. Characters also receive 10 points for every year of life on
start up- to reflect acquired learning.
Skills:
Skills are learned by “spending” experience points which are then
applied to a skill slot, The character must find a master to teach
them and undertake learning for the period indicated on the skill
list.
Once the characters skill slots are filled their capacity to learn new
skills is exhausted. Players can however choose to have a character
“forget” skills by not using them (time equal to that taken to
originally learn the skill), once a skill is forgotten the slot is vacant
and a new skill can be learnt.
Basic life skills do not take up slots, this includes numeracy and
characters own language (including literacy if required).
A character has skill slots equal to the number of Intelligence AP
assigned to the learning capacity aspect and one skill slot contains
one level of skill.
When a character has filled their skill slots they will earn the
equivalent income associated with their learned skills on a 1:1
basis.

Skill levels- All skills are available at 3 levels- Apprentice,


Journeyman and Master (insert feminine as required-eg mistress)
high level skills often require a combination of lower level skills
eg. a Master Armourer would require:
Apprentice- Blacksmith, Armourer, Weaponsmith and Farrier.
Journeyman- Armourer and Weaponsmith.
Master- Armourer,
a total of 7 skill slots plus the required number of experience points
and years of training.
COMBAT-
Combat in Norn should be “heroic” with players showing the effort
required to use the weapons as appropriate, “drumming and
flicking” will not be accepted as damage causing.
Characters can inflict single, double or triple damage as reflected by
martial skills and each level causes a point of damage-removing a
hp Toughness is based upon the amount of physical attribute given
to this aspect, with armour adding a point of toughness for each
level used.
Armour comes in 3 grades – light, medium and heavy and stops 1,2
or 3 points of damage per blow to the protected location. Armour is
also made in 3 qualities, improvised, munition and fine, with
improvised being base and the others stopping 2 and 3 points of
damage before repair is required.

Type of Armour Improvised Munition Fine


Light Stop 1 HP/blow Stop 1 HP/blow Stop 1 HP/blow
Repair after 1HP Repair after 2 HP Repair after 3 HP

Medium Stop 2 HP/blow Stop 2 HP/blow Stop 2 HP/blow


|Repair after 1HP Repair after 2HP Repair after 3HP

Heavy Stop 3 HP/blow Stop 3 HP/blow Stop 3 HP/blow


Repair after 1HP Repair after 2 HP Repair after 3 HP

Shields stop all single handed weapons and arrows (unless


otherwise indicated), but do not count as armour when not in active
use. Two handed weapons force the shield user to step back (one
step per blow).
LRP safe shields (ie full foam and made to weapon standard) can be
used to barge and as an off hand weapon causing 1 pt of subdue
damage .
Subdual damage is temporary damage and recovers at a rate of 1
HP per 5 minutes. If a location reaches 0 it is unusable (head or
torso= unconsciousness).
Archery is lethal and should be treated as such(don't ignore arrows
when they hit you), arrows do the same damage as any other
weapon, but ignore armour.
Arrows must be made to “stringer standard” or better (idv arrows
are totally acceptable) and bows limited to 30lb draw weight (the
same rule applying to crossbows).
Archers should always take care not to loose at targets which are
too close.

Brawling and fist fighting.


Sometimes nothing else will do, but to punch someone in the face,
so unarmed combat and grappling is allowed in Norn, so long as it is
consensual. Consent is asked by use of the word “grapple” to which
the response “grapple” is returned, if no response is heard- assume
that consent is not given.
All blows should be exaggerated and the intended location named.
All damage is subdual and should be roleplayed. One pt of Subdual
damage wears off after 5 minutes, though players should role play
being sore for as long as feels appropriate .
“Brawler/Pugilist “ available as a skill- allowing characters to be
more effective in this type of combat.
Do not ask about martial arts as a kick in the face will ruin most
friendships.

MAGIC-
requires a high level of role playing and should be as convincing as
possible. To cast magic in Norn a character must have either:
1.A spell, a basic spell list is included in the appendix “spells”, this
list reflects the spells a journeyman mage would know upon
completion of apprenticeship. New spells can be created (through
negotiation with Norn), learnt or found within the game. All spells
will take the form of an incantation and a list of any required
physical components. The incantation will also indicate the OC
power base cost of the spell and the IC effect of the spell.
2.Psych power of 2 or more. The spell is powered up using as much
of this as the caster feels is required (or prudent) and some spells
have higher power base costs than others.
3.Any necessary physical components
4.The skill “Spellcasting”
Or
The character is spiritually attuned and uses elemental’s to create
“magical” effects

THE OTHERWORLD and BELIEF-


In Norn the power of the supernatural is everywhere and with
appropriate belief a character can ask favour from the many gods
and spirits. This is reflected in 3 ways.
1. Players can dedicate a character to a god (or pantheon of gods),
by allocating belief points to this aspect they become “favoured”
and able to ask for favours relating to the Nature of a specific god.
However, the gods are capricious and have their own agenda's,
gaining the favour of one can attract the enmity of another and
sometimes a gift can be a curse..
2.A character could be spiritually attuned- one of those who senses
things which are uncanny, sees elemental spirits and is able to ask
favours of (or do favours for)them. Communication is the key to this
ability- elementals do not see the world as mortals do and it is easy
for misunderstandings to occur.
3.The character can see the spirits of the dead and can
communicate with them and the various guardians of the
otherworld. This gives access to any knowledge or information the
dead spirit has, though care must be taken- the dead envy the
living and will word things ambiguously.
All non mortal creatures have a belief rating- if a character has a
belief rating of less than the supernatural being communication is
not possible.

APPENDICES
App 1- Skills.
App 2- Spells, Rites and Rituals.
App 3- People and Places.
App 4- Religion and the Gods.
App 5-Currency and cost of living.
App6- Poisons and Potions.

Appendix 1: Skills and Careers.


Skills:
All skills are available at 3 levels- Apprentice, Journeyman and
Master. A skill must be learnt at each successive level to advance
and cannot simply be learned at higher levels, though it is possible
to “jump” across to related skills.
As skill level increases so does income from the skill along with
ability in that skill.
Each skill takes a specified time to learn.

Craft(specify craft)- allows a character to make and repair items


from the specified craft. Only mastercrafted(Fine) items can be used
in enchantments and rituals.
App-3yrs, Improvised items. 9exp’.
Jour’- 3yrs, Munition items. 9exp’.
Mast’- 3yrs, Fine items. 9 exp’.
Skill at Arms- allows a character to use any melee weapon or
associated eqpt (armour, shield etc).
App’-3 yrs, any weapon for 1 HP( damage call of “single”). 9exp
Jour’- 2 yrs, any weapon of type (sword, axe, spear etc) for 2 HP
(damage call of “double”). 9exp’.
Mast’- 3 yrs, using a signature weapon (identified with the
character) for 3 HP (damage call of “triple”). 9exp’.
Ambidexterity- allows a character with Skill at Arms (J) to use a
weapon in each hand, the lead handed weapon inflicting “double”
damage. If the character is trained to Master level then the lead
hand inflicts “triple” damage (the off hand always inflicts “single”).
Jour’ only- 1 yr. 5 exp’.
Thrown- the character can use weapons designed to be thrown, if
trained in Skill at Arms(J).The character can only throw weapons
they have specialised in.
Jour’-1yr, using specialised weapon type for 2HP (“double”). 5 exp’.
Mast’- using signature weapon for 3HP (“triple”). 3 exp’.
Archer- allows a character to use a bow, arrows ignore all armour.
App’- 3 yrs, inflicts 1 HP of damage. 9exp’.
Jour’- 2 yrs, inflicts 2 HP of damage. 6 exp’.
Mast’- 2 yrs, inflicts 2 HP of damage. 6 exp’.
Crossbow- as for archer, however Master level is not available.
Quarrels ignore armour.
App’- 1 yr, inflicts 1HP of damage. 4 exp’.
Jour’- 1 yr, inflicts 2 HP of damage. 3 exp’.
Spellcasting- allows a character to cast cantrips and magic based
rituals.
App’- 5 yrs, character can cast from the basic spell list (see app:2).
15 exp’.
Jour’- 3yrs, character can cast cantrips and rituals which they have
aqquired ” in game”. 9 exp’.
Mast’- 2yrs, character can create cantrips and rituals. (by
negotiation with Norn). 6 exp’.
Elementalism- allows a character to access the powers of elemental
spirits.
App’- 5 yrs, character can command the services of lower elemental
spirits via rites learnt from their master (app:2). 15exp’.
Jour’- 3yrs, character can command elemental spirits whose rites
they have discovered. 9 exp’.
Mast’- 3 yrs, character can create rites to command lower
elemental spirits and solicit cooperation from higher spirits. (by
negotiation with Norn). 9 exp’.
Chirurgeon- allows the character to carry out “field” surgery on a
wounded character, as well as pull teeth and cut hair.
App’- 5 yrs, can stabilise any location at 0HP, preventing further
deterioration and healing at a rate of 1HP in 12 hrs. 15exp’.
Jour’-3 yrs, can stabilise locations at -1HP and heals at a rate of 1HP
in 6 hrs. 9 exp.
Mast- 3 yrs, can stabilise locations at – 2HP and heals at a rate of
1HP in 3 hrs. 9exp’.
Herbalist- character can produce and administer potions and
poultices to heal sickness, purge poisons and speed up the healing
of wounds, alter perception, improve performance or to kill and
debilitate. See app:6 for list
App’- 5 years, can make and use potions etc which cause 1HP
effect over 9 hours, 20exp’.
Jour’- 3 years, can make and use potions causing 2 HP effect over 6
hours, 10exp’.
Mast’- 3 years, can make and use potions causing 3 HP effect over 3
hours.
When potions are used in conjunction with Chirurgeon skills or- in
the case of harmful substances-applied to open wounds effect time
is divided by 3.
Brawler/Pugilist- the character can fight without weapons, any
opponent must also have the skill and consent to the fight.
App’- innate: allows the character to grapple/wrestle with another
character. The aim is to lift the opponent clear of the floor for a slow
count of 5. 0 exp’.
Jour’- 1year: the character can strike opponents causing subdual
damage. 4 exp’.
Mast’- 2 years: the character can strike opponents causing single
damage. 4 exp’.
All blows must be overemphasised and then target location called-
contact should not be made.

Spells, Rites and Rituals.

MAGIC-
requires a high level of role playing and should be as convincing as
possible. To cast magic in Norn a character must have either:
These lists represent the spells a journeyman mage or elementalist
would know upon completion of apprenticeship. New spells can be
created (through negotiation with Norn), learnt or found within the
game. All spells will take the form of an incantation and a list of any
required physical components. The incantation will indicate the
level of damage or healing caused by the spell as well an IC
descriptive or effect.
Manna of 2 or more. The spell is powered up using as much Manna
as the caster feels is required (or prudent) and some spells have
higher power base costs than others. Only Manna above the base
cost count toward the effect and duration of the spell.
Manna are represented by beads, which are transferred to a “dead”
pouch by the caster when used.
Any necessary physical components
The skill “Spellcasting”
Or
The character is spiritually attuned and uses elemental’s to create
“magical” effects.
Spells.
A spell is a pre-prepared formula designed to produce a very
specific magical effect
Spells:
Shield- Creates an invisible shield around the caster, the shield
moves with the caster and protects against all forms of attack.
Base cost=1, Component= a handful of earth, Duration= 5 minutes
for every Manna invested, Effect= prevents damage up to the
amount of Manna invested.
e.g A Shield with 2 Manna will last for 5 minutes and prevents 1HP
of damage.
A Shield with 5 Manna lasts for 20 minutes and prevents 4 HP of
damage.
Incantation= “ I call upon the earth herself to shield me from harm”,
as the incantation is spoken, the earth should be scattered in a ring
around the caster.
The caster should then transfer Manna to their dead pouch.
Shield (other)- as for Shield but cast onto a named target.
Base cost=3, Component= a handful of earth and a lock of hair
form the recipient, Duration= 5 minutes for every Manna invested,
Effect= prevents damage up to the amount of Manna invested.
Incantation= “ I call upon the power of earth to shield(name) from
harm”, as the incantation is spoken, the earth should be scattered
in a circle around the named person. The hair is destroyed during
the casting (and the phys-rep can be discarded).
People and Places.
Norn LRP events all take place on Earth, it’s just an Earth where
magic exists, the Gods are involved and mythical creatures are real.
Sometimes history has worked out differently, because of this and
this is reflected subtle differences form history as we may know it.
Initially we aim to develop 3 campaigns-each set in a different
century.
1.Britannia- Set in the early 6th Century, British and Germanic
warbands contest ownership of Britannia following the collapse of
Rome.
2.Albion- Set in the early 13th Century, “Hardrada” won at Stamford
Bridge and Aenglund is divided between Norse and Norman.
3.Covenant- Set in the early 17th Century, men begin to place their
faith in science and challenge the established order, while others
take advantage of uncertainty. Strange cults abound and the people
of Albion are beset by plague and demon.

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