Fate of the Norns

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PostPosted: Sun Dec 29, 2013 10:13 am 
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So, my friends and I ran Fafnir's Treasure, and they loved it. A couple even said it was their favorite RPG so far, and they're more or less climbing the walls about getting another game started and creating their own characters. A couple want to play some of the archetypes listed in the "Other Archetypes" section of the core rulebook, which is fine, except, we can't find any place in the book where it lists any active or passive powers or skills for them, which is not so fine. Is my book missing something or is there something that other DM's on here can provide as far as how they've handled letting players play these classes or set them up as denizens? Or, is this something that's supposed to be coming up in DotN?

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PostPosted: Tue Dec 31, 2013 3:17 am 
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I swear I was only browsing! I hadn't intended to make a post, but then I saw your question unanswered and I felt a need to answer it. An itch requiring a scratch, so to speak.

As far as I understand the history of FotN, throughout the different editions there are a bunch of archetypes that have made an appearance (a handy list is indeed the "Other Archetypes" section). For the current edition though, there are 5 available as of right now; and there are more on the way eventually. This is due to what's involved in making a class. I've seen a couple of different versions of the Blacksmith (Why can't they wear infinite accessories anymore ;) aw!), and it takes a lot of play testing and balance to get the right "feel" for the class; especially those classes that boast a feature that's new to the game.

As for which classes are upcoming in DotN, we know the Blacksmith is lurking nearby, with his trusty hammer. We suspect and hope there may be a Druid to cast nasty, nature spells. Anything extra, well Andrew's been busier at work on this than he lets on.

As for getting these archetypes into the game right now. Hmm, that's a tough one. I've always been the kind of player that doesn't treat character class/archetype/etc. as "my job". I can be a fighter class whose job is actually alchemist (sometimes the system refuses to co-operate, but that's usually when I break the poor thing). Oops, getting a bit long winded here. My point is this, you're perfectly welcome to build a Galdr but call him/her an "Angel of Death".

Still, I imaging it's more interesting if you build the character "right" I suppose. I don't recommend you let your players do this, but Norns are perfectly able to create denizens with a few choice powers cherry picked from the various lists. An example: The Angel of Death has necromantic magic, knows anatomy (so bonus damage due to knowing the "weak spots"), uses poisons, and has a close relationship with Hel. This screams things like Wounding Attack, Gate Bones, Beckon Niflheim, etc. for Actives; Stealthy Striker, Hel's Favour, Brutalize, etc. for Passives; and for skills, Commune with Dead, Proper Burial (a new skill I just made up - maybe "+1 Afterlife pull for every 3 or 4 successes"), and maybe Omens/Portents or Etiquette.


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PostPosted: Wed Jan 01, 2014 4:12 pm 
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Thanks for the reply, Ludologist! The idea I kind of had was to take the basic archetype, and going by the description, maybe having my players pick from amongst the other abilities and skills from the other classes to gear the character creation in line with the character description, while still trying to give them nearly free reign in how the classes are constructed. (i.e., the Rogue might take a lot of powers and skills from the Maiden of Ratatosk build, but also delve into the Son of Muspell, Grizzled Warrior and Mugger skills and powers.) I guess I'd allow anything the players could sensibly and plausibly write into their character story or justify in some way.

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PostPosted: Sun Jan 05, 2014 11:03 am 
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Bro, one thing to keep in mind is that each player archetype has 3 void rune selections and every arhchetype has unique powers and skills. So creating one yourself may be a lot of work. The one we created at home was the Berserkir... it was really close to an Ulfhednar (bear/boar instead of wolf, etc).

Denizen creation is much much easier and you have literally over 200 active/passive powers to choose from.

Peace

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PostPosted: Mon Jan 06, 2014 6:49 am 
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If that's the approach you wish to take, please feel free to do it. It's your game so play how you wish!

That having been said, if you let players build any way they want, they'll probably make super combos (it's a very common behaviour. it's fun, but it makes things very difficult for a Norn). Once we started seeing multi-classing in our group, we got some very interesting archetype combinations in our game (e.g. Taunt to draw them in, Shroud/Aura/Spell Songs to defend/attack/mess them up, Imposing Barrier to control the crowd, other Alkas to mess them up further, Rage for fun and carnage), buy players had to work hard to get those combos. Then of course, there's theRajjj's point that each archetype has a unique quality to it, not to mention the three void rune specializations. It's a lot of work to make an archetype work right.

Consider getting your players to pick only 8 actives/passives/skills and make a side table similar to how the Troll/Einharjar/Son of Muspel tables are presented. I'd also recommend letting them pick from their table only every few levels/essence rather than giving them free access to it. I'd also let them choose a void rune specialization that fits with the archetype they're playing.


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