the kingdom of norweign
DESCRIPTION
The Kingdom of NorweignTRANSCRIPT
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The Kingdom ofNorweign
Ravaged Europe SeriesSourcebook 1
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Active Exploits is a diceless roleplaying system designed for quick and easy game play. The Active Exploits Core Rules are available on theinternet at http://www.pigames.net. Active Exploits Core Rules may be distributed in printed form or its original electronic format,provided that you charge no fee and do not alter its contents or layout.
Written and Designed by Brett M. Bernstein. Illustrations by Dennis J. McGarry.
Copyright 2002-2003 by Politically Incorrect Games and Brett M. Bernstein, All Rights Reserved.Active Exploits, Ravaged Europe, and Kingdom of Norweign are trademarks ofPolitically Incorrect Games.
Ravaged Europe SeriesThe Kingdom of Norweign
Table of Contents Ravaged Europe 3
The Norweign 7
Rules Addendum 13
Templates 17
Character Sheet 21
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Ravaged E
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i Ravaged Europe
It is a world of magic, horrors and legends. It is onefilled with loyal followers, overzealous prophets andconquering warriors. This is the land of RavagedEurope. Its history bears parallels to our own, yet isdistinctly different.
Ravaged Europe is comprised of territories thatresemble Europe and Great Britain, and parts ofRussia, Norway, Scandinavia, the Middle East, andAfrica.
The Era of AntiquityThis was the height of civilization thanks to the
Republic, the largest culture in Ravaged Europe at
the time. As the Republic expanded, it united thebarbaric lands of Ravaged Europe. At its mostinfluential period, the Republics reach extended fromIberan in the west to the Sacred Trust in thesoutheast, and Eesti in the northeast.
Republic lands shared a common governmentstructure and currency. Commerce was encouragedwhich led to a strong economy. Republic artists andarchitects of this era were without equal. Romanum,the capital of the Republic was the seat of education,creativity, and freedom.
As the Republics strength increased, oldercultures began to disappear. This was particularly
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the case in the Nile Valley area where a proudculture known as the Amratiam was overrun bynomadic hordes. These people would later reemergeas a formidable empire.
The barbaric lands in the north were untouched bythe Republic. They were occupied by tribes ofprimitive warriors and explorers. Legends describethe mythical exploits of these explorers and theirepic journeys to distant lands.
Towards the end of this era, fierce, barbaric tribessprang upon Ravaged Europe from the east. Theywere said to have been monsters who showed nomercy and laid entire villages to waste as theymigrated west.
The Dark AgesCorruption triggered the collapse of the Republic.
Officials lost touch with the needs of the people andcarried out their own selfish agendas. A new andvicious leader came into powerChancellorAndochus. Sensing the disloyalties of his officials,they were ordered beheaded, and the Chancellortook complete control over the Republic, assumingthe title of Imperator. Each of his succeeding heirsslowly drove the Republic deeper into corruption anddespair.
Many thousands of citizens of this once gloriousculture died during severe periods of drought,disease, and economic depression. As a result, most ofRavaged Europe regressed back to a primitiveculture, while Romanum and its nearby citiesflourished.
As nomadic invasions continued, the Republic wasplagued with rebellion, which contributed to thecontraction of its periphery. The Republic had lostapproximately 60% of its territories by the close ofthe dark ages.
In an attempt to control the rebellious tendenciesof his people, Imperator Choracun III instituted a newbelief structure which acted as a propaganda machine.All citizens of the Republic were now forced toaccept and submit to this system. Meanwhile, a newcult was established in the area of the Sacred Trust.Unable to control them, the Imperator allowed themto function within the Republic, provided they accepta few concessions, including direct control of the
imperator over the new Cardinals. The culteventually became the dominant religion within theRepublic and was referred to as the Hacoran Church.The Sacred Trust still remains a province of theRepublic and is accessible to them by boat only. It isa mystery as to why it has not been seized by othercultures.
Loose confederations of tribes in the lands nowfree of Republic control began to coalesce into smallkingdoms with no outside ties. They lacked politicaland economic expansion, and regular commerce hadceased.
Towards the end of the dark ages, warriors ofmajesty began to settle in undefended Republic landsin the north, while fierce warriors conquered theirlands in the east.
After the Republics withdrawal from the NileValley, the Amratiam priests awakened theirentombed leaders who were kept in a state ofhibernation for hundreds of years. By the end of thedark ages they attracted a following which wouldlater act as an army.
The RenaissanceIt is in this period of new growth and
reconstruction which the setting takes place. Thecurrent Imperator, Charls I, has commenced in therestructuring of the Republic back to its old ways.Slavery has been abolished and a new committee ofofficials has been appointed to work for the people.New architectural structures are built atop old ruinsand an autonomous commercial organization known asthe Gild has emerged with the aid of Charls I tostrengthen Ravaged Europes economy.
Members of the Hacoran Church now travelabroad, intending to broaden their influence.
The northern tribes, now known as the Norweign,have accepted a way of life based on feudalism.
The Nile Valley during the Renaissance is home tothe twenty six Pharos in joint rule over their greatlyexpanding empire in the south.
The mysterious lands of the east were consolidatedby a visionary tribe known as the Sibir. Under thecommand of the brilliant General Temarq, most ofeastern Ravaged Europe became a loose confederacy
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of villages. Now referred to as Khanate, Temarqrules his lands with an iron fist. Rumors abound thatthe Khanate has started recruiting learned men fromwestern villages for his growing council of shaman.
These kingdoms feud over territories while anancient evil awakens. But, how long will it remaindormant?
Magic exists in Ravaged Europe, but it isnt verywidespread. It has been practiced in small circlessince the beginning of recorded history. Variousbeliefs have encouraged a diverse range of abilities,and the individuals trained in them offer hope for thefuture. This is mankinds epic battle for RavagedEurope.
About This BookThis is the first sourcebook in the Ravaged Europe
Series, a fantasy setting for Active Exploits DicelessRoleplaying. As a sourcebook, its purpose is toprovide a basic overview of the setting and specificinformation for one of the cultures present in it. Inthis case, the Kingdom of Norweign, a society ofpowerful warriors, explorers, and bards.
In addition to background information, new abilitiesand skills are presented here. The specific rules arefor use primarily with the culture described herein,but may also be present in future books and withalternate uses for the various cultures. Since thissettings new special abilities are constant, they arelisted below. These are the only special abilities usedfor this setting. None of these abilities provide anyeffects on their ownthey must be used inconjunction with skills or gimmicks.
Special Potential AbilitiesSpirit
Spirit measures the characters connection with thewill of the universe (destiny). It is known for keepingcharacters alive, providing insight, and influencingothers. Spirit is sometimes referred to as the powerof the soul.
EssenceEssence measures the connection between the
characters mind and body. Essence can be used togenerate effects within the body or focused to a
point outside of it. Essence is sometimes referred toas Qi or life force.
ArcanumArcanum measures the characters ability to
influence the will of the universe. It can be used tocreate supernatural effects by changing the laws ofthe universe itself.
Infinite Mutable AbilitiesInfinite mutable abilities function in the same
manner as special mutable abilities, except that thereis no defined limit to their rating. Basically, they canrange from zero (0) to infinity ( ); five (5), onehundred (100), and one thousand (1000) are alltheoretically possible, but will most likely be limitedby actual game usage.
ResonanceResonance is a measure of the characters
accumulation of magical power. It is the residualenergy which surrounds the character after using thespirit, essence, or arcanum abilities. The initial ratingfor resonance is equal to the sum of all the bonusesreceived from spirit, essence, and arcanum. It resetsto this rating at the end of each episode. Unlessotherwise noted, resonance is increased by one pointfor each point of spirit, essence, or arcanum used foreffort. Resonance is sometimes referred to as an aura.
How to Use this BookThis book presents the framework for the people
of the North. Characters should be larger than lifeand heroic in natureas such the pulp reality rules arerecommended.
Several templates are included as a guide for boththe players and the director to better understand theinter-relationships between the classes. In addition,new gimmicks and skills are described in detail.
The stories are entirely up to the director. Thefull series, when compiled, will paint a dark picture ofRavaged Europe with plenty of villains and creaturesto keep you busy. But, for now, all you need is a littleimagination, fantastic journeys, tests of faith,unexpected betrayals, and powerful villains to keepyour players busy.
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The Norweign began as a tribal society offearless explorers navigating the seas in searchof new lands. During the dark ages, they subduedthe natives of Jutaon and Alban, and began theirconquest of Briton and the Isle of Eire. Therenaissance period introduced their warriors toBrataon.
After decades of infighting, the Norweignnobility agreed to elect a King based on his valorin combat. King Sveyn the Conqueror began hisrule of Norweign and its settlements at the endof the dark ages. King Sveyn is as equally just ashe is cunning. Only his most loyal servants havebeen granted duchies, and those abroad are heldonly by the Kings relatives.
Noble TitleTitles are based on a feudal system of land
grants and recognition for bravery. Those withland collect taxes, while those working the landpay the taxes. A landlord swears an oath ofprotection to his vassal, while those under a lordsemploy (typically peasants) swear an oath ofloyalty and must pay tributes to their masters.Because swords and metal armor are reserved fornobility, peasants must not be seen to use them.Those who do are often executed or enslaved.
SquireAll offspring from a Baron, Count, or Duke are
automatically considered squiresthis is thelowest form of nobility. They are usually presentat their masters side in order to learn the waysof a warrior. They remain squires until theirability is proven in combat. Some are neverelevated to a higher position, however.
KnightKnights are squires or peasants which have
proven themselves in combat and are generallygranted marginal title to land.
BaronBaron is the least prestigious title of the upper
aristocracy. Slightly more powerful than a knight,they are granted considerably more land in whichto rule and collect tribute.
CountCounts fall in the middle of the noble structure
and rule even more land than barons.
DukeDukes govern provinces called duchies. They
rule the duchies as well as collect taxes fromthem. Dukes are the only men of title (other thanthe King) who may grant land within theirduchies. They are also permitted to entitleknights.
The MassesIn a nutshell, the Norweign are an amalgam of
the Vikings, feudal Europe, and the Celticpeoples.
The people of the North are very loyal, butplayers are free to betray their comrades inexchange for promises of power by nobles inneighboring duchies.
Courage is an important quality in the northernculture. Indeed, their entire ruling structure isbased on courage and honor.
The Norweign also believe in cleanliness andetiquette when in the presence of nobility. This
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includes bathing with soap, the use of perfumesto mask odors, and clean, proper attire. Leatherand goatskin are commonly used for clothingduring the winter months.
Color is an important aspect of everyday lifeand is a part of clothing and buildings by way ofdies made from plants. Bracelets, necklaces,pendants, earrings, and rings are worn by bothmen and women as a symbol of family status andtitle.
Peasant dwellings are constructed of wood andhouse the immediate family. Tribal villagesinclude several of these dwellings and are mostlikely home to the entire family (save for womenwho marry into other families).
Groups of villages sometimes band together toform a city. This adds the benefits of increasedprotection, wealth, and knowledge. These citiesare sometimes fortified with stone walls, guardtowers, and organized guards.
Those of title, live in stone castles (of varioussizes) and manors. Both are heavily cared for byservants. Remember no matter how high thestone walls are, they offer no protection againstpoison.
ArmiesThe armies of Norweign are controlled
exclusively by the King and his knights. Thereare some rare dukes who maintain their ownarmies for the sole purpose of protecting theirduchies.
Armies typically consist of knights, squires,scouts, and peasants in active positions. Bards alsostay close to chronicle the valiant efforts of theirmasters.
LanguageAlthough the dialects of the Norweign
settlements may vary, Norsmal is the language ofthese people. Only nobles and bards can typicallywrite, so literacy is quite low. In fact, the writtenword is frowned upon by most peasant families.
CommerceCommerce is mostly based on bartering within
the Norweign society, while currency is used totrade with foreign kingdoms or the nobility.Peasants who settle on lands not directlycontrolled by nobility often trade other goodswith nearby tribal communities. Explorers tradetheir invested currency for goods, whileinvestigating new conquests.
The silver penny is the standard form ofcurrency for all transactions among nobles withinNorweign territories. A second coin called thegold crown was designed to simplify foreigntrade because of the common value of gold. Bothcoins feature the face of King Sveyn on one side,and a dragon on the other. One gold crown is theequivalent of fifty silver pennies.
Slavery is also considered a commodity inNorweign culture. It is not taken lightly, however,as the position of a slave is his own doingslavery is a punishment for theft and othercrimes. It is often paid off in five to ten years.
Belief SystemThe people of the north believe in a heavenly
caste system comprised of gods, celestial spirits,and exiled spirits.
GodsGods are the creators and guardians of man.
They are said to bear a resemblance to serpents,birds of prey, and more commonly, dragons. Thegods are attributed with the creation and releaseof celestial spirits to the realm of man and nature,thereby creating mortal life. The gods exist inthe realm of Aesard; the highest kingdom of theheavens.
Celestial Spirits Celestial spirits are believed to belong to
disembodied and enlightened mortals, and residein the realm of Hehsard; the destination of thesoul after death (in preparation for its rebirth bythe gods). Bards and seers are believed to bedescended from the most ancient of the celestialbeings. Cutting off a mans head is said to
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prevent him from entering Hehsard; mostexcecutions result in beheading.
Exiled SpiritsExiled spirits were once celestial spirits which
sought to overthrow the gods and were exiled tothe realm of Shadard; the lowest kingdom ofheaven (akin to hell). They are capable ofinfiltrating our world by possessing a human oranimal host. Legends of demonic animals andpeople stem from this belief.
The LivingMortals exist in the realm of Mihdard; the
manifestation of nature.
CalendarSpecial ceremonies are performed during the
festival days. These festivals are celebrated inorder to appease the various gods.
Sowen symbolizes the convergence of theHehsard and Mihdard Realms.
Yule is celebrated by lighting candles in orderto help the gods light the dark sky.
Disting is the celebration of the cleansing ofthe land in preparation for the new crop.
Eostre is the celebration of the balancebetween night and day.
Beltane is celebrated to insure the fertility ofcrops for the upcoming harvest.
Midre is the celebration of the longest day ofthe year.
Harvest is celebrated during the crop-harvesting period.
Autumn is celebrated by resting during theperiod of balance between night and day.
WorshipMany centuries ago, stone megaliths were used
as sacrificial alters to the gods. The element ofsacrifice was eventually discontinued and themegaliths became tributes as an expression ofpersonal faith. Deity worship is performed eachmonth, and before and after important events.
MagicEach culture views and utilizes magic
differently. The following academia are used bythe Norweign:
Spiritual AttunementSpiritual attunement provides knowledge which
originates from a time when the spirit was in therealm of Hehsard; when the spirit has completeawareness of the universe.
Physical AttunementTrue warriors are capable of incredible feats
when the celestial spirits temporarily join withthem.
AnimathropyElder warriors who have befriended the
celestial spirits are able to call upon them forassistance and are endowed with the virtues ofthe wild.
GlamourIt is said that bards are born from the eldest
of the celestial spirits and that they can createemotional stimuli which affect the human mind.
SacrificiumThe practice of sacrificium relies on a seers
will and connection to his deities. Great feats offaith can be accomplished through careful prayerand devotion. Megaliths must not only be erectedfor worship, but also bear a likeness to the godwhich they are to honor.
Common NamesMaleAdilas, Aeger, Aram, Arlen, Armad, Artri, Asal,Bergfinn, Dion, Eirik, Elatra, Eogan, Esu, Freder,Gerr, Gert, Grimar, Grimer, Grimolf, Hammr,Heber, Heidar, Hreign, Imidd, Ketilvast, Ketill,Krupsa, Learr, Madolf, Maine, Marki, Odraihn,Olaf, Olvir, Ragnir, Sencha, Senias, Skula, Snorrid,Solsikar, Sturla, Syr, Tahnu, Tandri, Thilfar,Thorgaut, Veran, Vidafar, Vigaut, Waelis,Willibald
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FemaleAgnus, Ailia, Alof, Amora, Asta, Biorg, Botilda,Catia, Ceithlenn, Disa, Eala, Elllisif, Ethernais,Fiana, Giera, Grimhild, Hetha, Hlao, Ingemund,Jodis, Lia, Liath, Locha, Medana, Nud, Rane, Rora,Rusila, Saba, Sinna, Svalla, Svera, Teleri, Tola,Thorelf, Tjotta, Ulidia, Una, Upsala, Vibrog,Vingvild, Wenna
Special EquipmentBows
All bows fire arrows which are made up of ametal head, a wooden shaft, and feathers (forstabilization in flight). Arrows can be fireddirectly at a target or upward, allowing itstrajectory to arc over an obstacle. Arrows canalso be set aflame in order to start fires or igniteoil.
Basic Bow (C2 damage)This is a makeshift bow made of one piece of
wood and a bowstring. Because of its small, crudedesign, all ranges are considerably shortcompared to larger bows. This bow is mostlyused by hunters.
CrossbowsThese weapons are similar to bows except that
they must be aimed directly at a target and areloaded by fitting a bolt which resembles a smallarrow into a groove, and locking a catch. Thisaction is called cocking and takes up to two turnsdepending on the skill of the user.
Light Crossbow (C3 damage)A small crossbow which is manually cocked and
used by city guards.
SwordsThese are weapons consisting of a long, sharp-
edged blade fixed in a hilt (handle). Swords comein varying sizes and shapes.
Long Sword (B2 damage)These swords are typical battlefield weapons
for noble warriors. Long sword blades are doubleedged and measures up to thirty-six inches.
Bastard Sword (B3 damage = 3W)These wide bladed, heavy swords often require
the use of two hands by smaller individuals(fitness rating of |+1| or less). Bastard swordblades are double edged and measures up toforty inches long.
Great Sword (B3 damage = 3W)This is the largest bladed weapon found in
Ravaged Europe. It requires the use of two handsand a strong warrior (fitness rating of |+2| orgreater). The double edged blade measures up tosixty inches. It is common among the legendaryNorweign warriors.
Other WeaponsBattle Axe (B3 damage = 3W)
This is a large and extremely heavy axeintended for battle. Characters with a fitnessrating less than |+2| must use two hands.
War Maul (A3 damage = 3S)This is a two handed staff with a hammerhead
fitted on the end and is used to punch througharmor or walls.
ShieldsShields operate as the indicated armor type
when blocking or parrying.
Heater (medieval armor)This is the traditional shield of the Norweign
warriors. They often bear a very colorful coat ofarms.
ArmorThe following pieces of armor are used to
cover specific areas of the body. It is possible forcharacters to wear only some of these, therebyutilizing partial armor protection. A character isprotected by individual armor components if aspecific area is targeted by an opponent. Generalattacks cannot take advantage of the armorprotection unless the armor coverage is full.
Chain Cuirass (medieval armor)Cuirass is an armor component similar to a vest.
It protects the chest, abdomen, and back. Itconsists of a metal chain mesh.
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Gauntlets (medieval armor)Gauntlets are molded leather gloves which are
sewn into a chain mesh. They add to climbingtasks and precision hand maneuvers are notpossible.
Spiked Gauntlets (medieval armor; B1 damage)These gauntlets have small metal spikes which
are molded into the leather.
Chain Hauberk (medieval armor)Hauberk is a metal chain mesh component
which covers the chest, abdomen, back, shoulders,groin, and upper legs.
Helm (medieval armor)This is a molded leather helm sewn into a chain
mesh which covers the head, neck, and shoulders.
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iii Rules AddendumNew AptitudesArchery (fitness)
Characters skilled in archery are familiar withthe use and construction of bows and crossbows.,
Cartography (creativity)The drawing and reading of maps. This
includes the proper use of scale andtopographical features.
Riding (fitness)The knowledge of riding horses and other
beasts of burden. Controlling a horse understressful circumstances or performing stuntsincreases the difficulty accordingly.
Swordsmanship (fitness)The sword is the weapon of choice for both
nobles and warriors. It requires considerabletraining to be wielded at its full potential. Thisskill covers all types of swords. Characters whodo not possess this skill are considered unskilledwith swords.
New AcademiaAnimathropy (arcanum)
Animathropy is the practice of becoming onewith creatures from the wild. It provides thefollowing effects:
Trepidation (no task required)The characters stare causes panic and fear.Any individual observing it, can choose toeither receive 1D or run away/cower infear.
Rapport (no task required)The character may use his arcanum ability
to exert effort towards all animal handlingtasks, provided he has not used any effortfrom his arcanum ability this turn. In suchcases, animal handling may also be use toeither pacify animals or incite them into abloody rage.
Command the Beast (challenging difficulty)The character may speak simple one-wordcommands to a wild animal which it mustobey. Each command is a separate task.
Summon the Beast (see table below)The character may call nearby animals tocome before him. Once present, they will bedocile and may be issued commands withthe effect described above.
numberof animals difficulty1 small trivial
1-2 routine3-4 challenging5-6 improbable7+ impossible
Nature of the Beast (see table below)The character may change aspects of hisphysical form into that of a wild animal.Each change is a separate task and lasts theduration of the current focus situation.
Fur: acts as heavy skins (armor)Eyes: gains night vision gimmickNose: |+2| effort on trapping tasksClaws: claw attacks do B1 damageEars: |+2| effort on all awareness based tasksFangs: bite attacks () do B1 damageSpit: spit attacks (ranged) do A2 damageGills: the character can breathe underwaterFins: |+2| effort on swimming (athletics) tasks
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Tough Hide: acts as medieval armorSkin Folds: the character can leap about 8m
Glamour (arcanum)Glamour is the practice of manipulating the
senses and provoking emotional responsesthrough imagery. It provides the followingeffects:
Enchant (difficulty based on range)The character can make another individualbelieve that they are close friends (loyaltycompulsion) or cause an attraction inmembers of the opposite sex (passioncompulsion) while in view.
Illusory Appearance (routine difficulty)The character may create the illusion thathe is someone else and is only effective onanyone in the immediate vicinity. Changinghis apparent size makes adds .
Work of Art (not task required)The character may use his essence ability toexert effort towards all creativity basedtasks, provided he has not used any effortfrom his arcanum ability this turn.
Work of Glamour (improbable difficulty)The character may control the emotionalstate of anyone examining or listening tosomething that he has created using theWORK OF ART effect.
Physical Attunement (essence)Physical attunement is the path of physical
balance and discipline. It provides the followingeffects:
Hardened Physique (no task required)The character may ignore all penaltiesreceived from fatigue or injury, provided hehas not used any effort from his essenceability this turn.
Perceptual Awakening (no task required)The character may use his essence ability toexert effort towards all awareness basedtasks, provided he has not used any effortfrom his essence ability this turn.
Heightened Reflexes (no task required)The character may use his essence ability to
exert effort towards all fitness based tasks,provided he has not used any effort fromhis essence ability this turn.
Augmented Strength (no task required)The character may use his essence ability toexert effort towards all punch and kickactions, provided he has not used any effortfrom his essence ability this turn. Thiseffort is not used to determine if a task issuccessfulit adds 1S of damage per pointof effort exerted from essence.
Augmented Mass (see table below)The character may convert all damagedirected at him from one source that causesinjury to fatigue instead.
damage class difficultyB routineC challengingF improbable
DE impossible
Sacrificium (arcanum)Sacrificium is the practice of consecrating land
for the purpose of worshipping the gods. Stonemegaliths are erected in order to be used asaltars and call upon the intervention of a deity.All sacrificium effects are considered sustainedand do not receive any bonus associated with thatcondition. Worshipping any of the gods in aceremony which lasts at least five turns providesthe following effects:
Healing Touch (see table below)The character may call upon a deity to healanother individuals injuries.
injury grade difficultybruised trivialsprained routinewounded challenging
incapacitated improbabledead impossible
Grounding Touch (see table below)The character may call upon a deity to alterthe composition of earth around him.
Lake: area is now under waterSwamp: area is now swamp landMud: area is now muddy and slippery
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Sand: area is now a desertDirt: area is now a dry patch of dirtStone: area is now pebbles and stones
radial coverage difficultyup to 10m trivial11m to 50m routine51m to 100m challenging101m to 500m improbable501m to 1km impossible
Heavenly Touch (see table below)The character may call upon a deity to alterthe weather in an area around him.
Rain: may penalize visibility and movementSnow: may penalize visibility andmovementHail: may penalize visibility and movementWind: may penalize movement and balanceLightning: target a character with DdamageFog: may penalize visibility
radial coverage difficultyup to 10m trivial11m to 50m routine51m to 100m challenging101m to 500m improbable501m to 1km impossible
Cleansing Touch (challenging difficulty)The character may call upon a deity toexpel an evil spirit from another individualsbody.
All characters which possess the sacrificiumskill must choose one god with which he has aspecial bond. Worshipping that god in aceremony which lasts at least two turns providesthe following effect (all are of challengingdifficulty):
Deyr, god of natureThe character receives |+1| effort if his nextaction is the grounding touch effect ofsacrificium.
Freta, god of healthThe character receives |+1| effort if his nextaction is the healing touch effect ofsacrificium.
Gefyon, goddess of virtueThe character receives |+1| effort if his nextaction is the cleansing touch effect ofsacrificium.
Horda, god of prosperityThe character receives |+1| effort if his nextaction is farming or gambling.
Naeu, goddess of transformationThe character receives |+1| effort if his nextaction is the nature of the beast effect ofanimathropy.
Sojon, goddess of loveThe character receives |+1| effort if his nextaction is the work of art effect of glamour.
Thonar, god of stormsThe character receives |+1| effort if his nextaction is the heavenly touch effect ofsacrifcium.
Thrig, goddess of moralsThe character may act against a convictionwithout penalty or dementia gain.
Vraggi, god of wisdomThe character receives |+1| effort if his nextaction is any reasoning based skill which hepossesses.
Wotin, king of the godsThe character receives an automatictriumph if his next action is augmented withthe eternal hero gimmick (one point of amutable ability must still be expended).
Spiritual Attunement (spirit)Spiritual attunement is the gift of insight and
experience derived from the universe itself. Itprovides the following effects:
Visions (improbable difficulty)Upon intense concentration, the charactermay gain insight into the personality,background, and ability of a chosenindividual. This may also be performed as asustained task while in a dream-state. Thiseffect increases the characters resonancerating by an amount equal to the number ofturns used.
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Incarnate (improbable difficulty)Upon intense concentration, the charactermay perform one task for a skill which hedoes not possess at a rating determined bythe table below. This may also beperformed as a sustained task while in adream-state. This effect increases thecharacters resonance rating by an amountequal to the number of turns used.
spirit rating skill level|+1| apprentice|+2| proficient|+3| proficient|+4| expert|+5| expert
New GimmicksApprentice
There are two types of apprentices forNorweign characters: squires and followers. Asquire is constantly at his masters side and offershim aid in exchange for learning the ways of awarrior. A follower is someone who idolizes thecharacter and may accompany him on longjourneys in order to provide for his needs. Thisgimmick may only be possessed by characterswith a noble title of knight or greater.
Eternal HeroThis gimmick is the ultimate link with fate. An
eternal hero is luck incarnate. Before attemptingany task, the character may expend one point of
luck, revelation, or discipline to automaticallysucceed. A second point makes the task atriumph. This may only be used a number oftimes per gaming session equal to the number ofbonuses received from the characters spiritability. Only one character per group maypossess this ability. Each point of a mutableability expended for this purpose adds twopoints to the characters resonance rating.
FoeSomeone has a burning hatred for the character
and will stop at nothing to foil his plans or evenkill him. This gimmick is not to be taken lightly,as it can interfere with even the best laid plansand at the most inopportune moments.
Noble TitleThe character was either born into a noble
family or was granted title which is hereditary.A specific title must be chosen, but the directormust not allow characters to go overboard. Eachtitle is assigned a rating. Add the ratings foreach character togetherthis number may not bemore than the total number of characters in thegroup plus two. The following titles are available:squire (1), knight (2), baron (3), count (4), duke (5).
ObligationThe character is indebted to a noble or other
liege and must act when asked to do so. Thecharacter will find this debt very difficulty torepay, if it can even be repaid.
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iv Templates
Norweign tribal warriors are the most dreaded in all ofRavaged Europe. They have come to be known as theNorthern Dragons by way of legends describing theirability to change form and take on animal features.
luck CCCCEEdiscipline CCCCEE
gimmickseternal hero, prestige, dependent
convictionspious (commitment), impulsive (commitment)
aptitudes & academiabrawling (proficient), melee (expert), riding (proficient),athletics (proficient), animathropy (expert)
equipmentaxe or maul, partial armor components, horse
+2arcanum
-1reasoning
-1creativity
+1awareness
+3fitness
Norweign Tribal Warrior
These templates are designed to allow playersto immerse themselves into the setting quickly.They may be modified with the directorspermission. It is recommended that all charactersbe made using the pulp reality rules in theActive Exploits core rules book.
Great monuments and stone arrangements fil l theNorweign countrysides. Designed and erected by theseers, these places of worship are the backbone ofNorweign religion. Seers are advisors to the people andare granted insights by the Gods.
luck CCCCEEdiscipline CCCCEE
gimmicksprestige, apprentice (follower)
convictionspious (compulsion), worship (commitment), duty bound(commitment)
aptitudes & academiaherbal medicine (proficient), legends (proficient),performance (expert), masonry (proficient), sacrificium(expert), literacy (apprentice)
equipmentmap of the heavens, parchment, ink, and quill; hammerand chisel, wooden chest filled with research materials
+2arcanum
+2reasoning
+1creativity
0awareness
-1fitness
Norweign Seer
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18 Ravaged Europe Series
Adventurers offer their services to travellers. They actas guides and protectors to those exploring or traversingwild areas. Adventurers are also referred to as scouts.
luck CCCCEEdiscipline CCCCEE
gimmicksconnections, internal compass
convictionspious (inclination), impulsive (commitment)
aptitudes & academiaathletics (expert), riding (proficient), melee (proficient),survival (expert), cartography (proficient)
equipmentdagger or machete, pack animal or horse, maps, rope
+1reasoning
+1creativity
+1awareness
+1fitness
Norweign Adventurer
Sailors are the explorers of the high seas. Among thisgroup are deck hands, laborers, and officers.
luck CCCCEEdiscipline CCCCEE
gimmicksnoble title (for officers only; title varies), internalcompass
convictionspious (inclination)
aptitudes & academiasailing (expert), melee (proficient), cartography(expert), court etiquette (officers only; proficient),legends (proficient), survival (proficient)
equipmentsea maps, long sword (officers only), armor (officersonly)
+1reasoning
+1creativity
0awareness
+2fitness
Norweign Sailor
Treasure Hunters are the seekers of legends and buriedcoffers. They not only desire priceless riches but alsothe adventure and notoriety.
luck CCCCEEdiscipline CCCCEE
gimmickseternal hero, apprentice (follower)
convictionspious (inclination), money hungry (commitment),impulsive (inclination)
aptitudes & academiaathletics (proficient), cartography (proficient), survival(expert), riding (proficient), legends (expert)
equipmenthorse, maps, ancient scrolls
+1reasoning
+1creativity
0awareness
+2fitness
Norweign Treasure Hunter
Raiders are quick and stealthy scouts employed in battlefor infiltration and sabotage missions. They also reportenemy positions and battlefield terrain. Many act assquires, assisting warriors in battle.
luck CCCCEEdiscipline CCCCEE
gimmicksnoble title (squire)
convictionspious (inclination), loyalty (commitment)
aptitudes & academiariding (apprentice), swordsmanship (apprentice),survival (proficient), brawling (proficient), subterfuge(expert), cartography (expert)
equipmentdagger, maps
+1reasoning
0creativity
+2awareness
+1fitness
Norweign Raider
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Norweign knights are honorable fighters and respectfulof their families and lieges. They display both mercy andpiety in the face of battle; treating the enemy woundedas their own and erecting giant megaliths as homage totheir gods. All knights follow a code of loyalty, mercy,courage, and faith. Those caught violating it are broughtbefore the King for judgement. See below.
luck CCCCEEdiscipline CCCCEE
gimmickseternal hero, apprentice (squire), noble title (knight),authority
convictionspious (commitment), loyalty (commitment), worship(commitment), honor bound (commitment)
aptitudes & academiabrawling (proficient), swordsmanship (expert), riding(expert), court etiquette (proficient), physicalattunement (proficient)
equipmentany type of sword, full medieval armor, heater, horsewith riding tack
+1essence
0reasoning
-1creativity
+1awareness
+3fitness
Norweign KnightThe Norweign culture is rich in literature dealing withhistorical deeds and legends of their greatest warriorsand gods. These epic stories propagate the bravery andbeliefs in their people. Ever at the side of his leader, thebard is charged with the writing of these stories andother works of art. Bards have been granted specialprivileges by King Sveyn and his ruling nobles. Seebelow.
luck CCCCEEdiscipline CCCEEE
gimmicksprestige, obligation, multilingual
convictionspious (inclination)
aptitudes & academiacrafts (proficient), design (proficient), literacy (expert),legends (apprentice), glamour (expert), court etiquette(apprentice)
equipmentparchment, ink, and quill; scrolls containing mythicallegends.
+2arcanum
+1reasoning
+2creativity
-1awareness
0fitness
Norweign Bard
Bards PrivilegesWarriors Protection.Because bards are the authors of legends, violenceagainst them is prohibited. Norweign Warriors arenot only required to protect bards, but also to seekout and take vengeance against their attackers.
Reverence.Bards are the most honored members of anyNorweign village or group because of their abilitiesto create legends and rally troops.
Knights CodeA warrior shall never betray the King or Kingdom
of Norweign.A warrior shall never betray his liege unless it
conflicts with his loyalty to King or Kingdom.A warrior shall never betray the peasants or nobility
of Norweign unless it conflicts with his loyalty toKing, Kingdom, or liege.
A warrior shall assist the King, liege, fellow warrior,or innocent in need.
A warrior shall never slay the vanquished anddefenseless.
A warrior shall never dismiss himself from a conflictuntil it is resolved.
A warrior must pay homage to those that have fallenbefore and after each battle.
A warrior must pay homage to the gods before andafter each battle.
A warriors weapons and mount are sacred, and assuch shall not be handled by another.
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20 Ravaged Europe Series
Trappers are adept at setting traps made with naturalterrain or forged metals. Their livelihood depends oncatching wild animals and taking them to market.
luck CCCCEEdiscipline CCCCEE
gimmicksdependent
convictionspious (commitment)
aptitudes & academiamelee (proficient), trapping (expert), forging(proficient), animal handling (expert), farming(apprentice), herbal medicine (apprentice)
equipmentdagger, traps, rope, hunting dog
+1reasoning
0creativity
+2awareness
+1fitness
Norweign Trapper
Constables are the noble appointed guardians of anestate. They patrol the lands for criminals and invadersalike. Although they do not make the laws, constablescan often use any means necessary to enforce them.
luck CCCCEEdiscipline CCCCEE
gimmicksauthority, prestige
convictionspious (inclination), judicial (commitment)
aptitudes & academiariding (proficient), melee (expert), survival (proficient),brawling (proficient), archery (expert)
equipmentbow and arrows or machete, horse, any combination ofmeshed armor
0reasoning
0creativity
+2awareness
+2fitness
Norweign ConstableTraders are the merchants and deal makers. Ambitionand wealth drive these explorers. They are constantly insearch of the perfect swindle or get rich scheme.
luck CCCCEEdiscipline CCCEEE
gimmicksfoe
convictionspious (inclination), money hungry (compulsion)
aptitudes & academiacrafts (proficient), criminal (proficient), performance(expert), diplomacy (expert), gambling (proficient)
equipmentpack animals, wagon, commodities
+1reasoning
+2creativity
+1awareness
0fitness
Norweign TraderT
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A p t i t u d e s / A c a d e m i a
L u c k IIIIII
R e v e l a t i o n IIIIII
D i s c i p l i n e IIIIII
IIIIII
IIIIII
IIIIII
R e s o n a n c e IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII
D e m e n t i aI sensitive
I agitated -1
I irrational -2
I delirious -x
F a t i g u eI dazed
I stressed -1
I exhausted -2
I unconscious -x
I n j u r yI bruised
I sprained -1
I wounded -2
I incapacitated -x
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N o t e s
C o n v i c t i o n s
G i m m i c k s
fitness awareness creativity reasoning
2003 Politically Incorrect Games. This form may be copied for personal use only.
N a m e
C u l t u r e
/d i c e l e s s r o l e p l a y i n g
Credits/TOCi Ravaged EuropeMap of the World
ii The NorweignMap of Norweign Lands
iii Rules Addendumiv TemplatesCharacter Sheet