Magic of the North


A bit ago I made a spell/item list based on Sumerian mes. It seemed well received. Or at least my two readers and the horde of Russian spam bots that come here didn't complain. One even requested that I make one based on the Havamal.

As that sort of deal has been my focus the last seven years in Legends, I took to it eagerly. What follows is a spell list based on a paraphrased version of Benjamin Thorpe's translation of the Runatal section of the Havamal. Really the only thing I took out was a list of names. I've also tried to keep it system neutral, but occasionally I had to dip into specifics. Shouldn't be too hard to venture into another system of your choosing.

Edit: This site can't deal with a table format to save its, or mine, life. The source material will be in italics below, followed by related fluff and mechanics in bold immediately after. Let's hope it handles font coloring better.

Edit 2: Nope.

I know that I hung,
on a wind-rocked tree,
nine whole nights,
with a spear wounded,
and to Odin offered,
myself to myself;
on that tree,
of which no one knows
from what root it springs.

Bread no one gave me,
nor a horn of drink,
downward I peered,
to runes applied myself,
wailing learnt them,
then fell down thence.

Then I began to bear fruit,
and to know many things,
to grow and well thrive:
word by word
I sought out words,
fact by fact
I sought out facts.

The only method to learn the charms is a rather dangerous one. To reach the proper mental state in which the charms can be learned, one must be on the verge of death. 

Hunger crazed, throat burning; the Seeker gains a vision of the void between worlds as they teeter on the brink of life and death. 

Should their mind be open, and their will strong even now, knowledge of the charms will forever be burned in their mind. 

Runes thou wilt find,
and explained characters,
very large characters,
very potent characters,
which the great speaker depicted,
and the high powers formed,
and the powers’ prince graved:

The charms are not single runes, rather certain combinations of runes strung together, and given power through voice and will. “Rune songs” are not an inaccurate description. Accurate, some would say. 

Knowest thou how to grave them?
knowest thou how to expound them?
knowest thou how to depict them?
knowest thou how to prove them?
knowest thou how to pray?
knowest thou how to offer?
knowest thou how to send?
knowest thou how to consume?

‘Tis better not to pray
than too much offer;
a gift ever looks to a return.
‘Tis better not to send
than too much consume.
So Thund graved
before the origin of men,
where he ascended,
to whence he afterwards came.

Those that sing the charms should know their lore, as knowledge is important to the caster, and a measure of their strength. Intelligence or similar attribute is used in casting. 

Though take heed. Casting too much, too often, has its own dangers, and can lead to harm.

Those songs I know
which the king’s wife knows not
nor son of man.
Help the first is called,
for that will help thee
against strifes and cares.

Provides help in passing a skill check. 

For the second I know,
what the sons of men require,
who will as leeches live.

Sung over a wounded patient this charm causes their injuries heal as though a significant time has passed. 

For the third I know,
if I have great need
to restrain my foes,
the weapons’ edge I deaden:
of my adversaries
nor arms nor wiles harm aught.

When sung in battle, this charm dulls the edges and weakens the wood of any weapon that the singer’s voice touches. The charm reduces the weapon’s dice value by one category (d8 becomes d6, d6 becomes d4, d4 becomes cleaved) 

For the forth I know,
if men place
bonds on my limbs,
I so sing
that I can walk;
the fetter starts from my feet,
and the manacle from my hands.

Should the singer be tied up, this charm unties the knots. Should they be chained, the chains slide off as if too big. 

For the fifth I know,
I see a shot from a hostile hand,
a shaft flying amid the host,
so swift it cannot fly
that I cannot arrest it,
if only I get sight of it.

Sung at the beginning of a fight, the charm allows the singer to attempt to snatch arrows or other missile weapons out of the air for the duration of the fight. This being impossible otherwise, of course. 

For the sixth I know,
if one wounds me
with a green tree’s roots;
also if a man
declares hatred to me,
harm shall consume them sooner than me.

A song of counterspelling. The number of dice used to to empower this song counteracts the dice of the other spell. "Green tree's roots" is poetic wording for "spells." Not fluff, actual thing. 

For the seventh I know,
if a lofty house I see
blaze o’er its inmates,
so furiously it shall not burn
that I cannot save it.
That song I can sing.

This song diminishes all flames within the area of effect by dice applied. 1 die = camp fire; 3 dice = house fire; 5 dice = forest fire. Adjust as seems appropriate.  

For the eighth I know,
what to all is
useful to learn:
where hatred grows
among the sons of men –
that I can quickly assuage.

While this charm is sung, the singer knows who seeks to do them harm, and their location.

For the ninth I know,
if I stand in need
my bark on the water to save,
I can the wind
on the waves allay,
and the sea lull.

When sung on a boat, this song calms the seas, driving away any storm. On land the sea calming obviously doesn’t work, but it could probably clear the skies of any storm. 

For the tenth I know,
if I see troll-wives
sporting in air,
I can so operate
that they will forsake
their own forms,
and their own minds.

When in the presence of spirits, be they nature or dead, this song pains their ears, driving them off. Similar to the "turn undead" ability in that one series of popular pen and page games. 

For the eleventh I know,
if I have to lead
my ancient friends to battle,
under their shields I sing,
and with power they go
safe to the fight,
safe from the fight;
safe on every side they go.

The song dons mystical armor upon the singer and his allies (worth about a leather's measure; or based on the dice used), for the length of one battle. 

For the twelfth I know,
if on a tree I see
a corpse swinging from a halter,
I can so grave
and in runes depict,
that the man shall walk,
and with me converse.

A two parter. First the runes are carved upon the forehead of a corpse, then the rune song is sung. The corpse then gains the ability to speak as it had in life; prone to the same temperament and truthiness. 

For the thirteenth I know,
if on a young man
I sprinkle water,
he shall not fall,
though he into battle come:
that man shall not sink before swords.

Target of the singer gains immunity to iron until the end of the next combat.

For the fourteenth I know,
if in the society of men
I have to enumerate the gods,
Æsir and Alfar,
I know the distinctions of all.
This few unskilled can do.

Should the singer seek knowledge, they have but to sing this rune charm. As the words echo in distance, a vision comes upon the singer in relation to his inquiry. 

For the fifteenth I know
what the dwarf Thiodreyrir sang
before Delling’s doors.
Strength he sang to the Æsir,
and to the Alfar prosperity,
wisdom to Hroptatýr.

Bestows aid in passing an attribute test. Strength, wisdom, whatever you're using. 

For the sixteenth I know,
if a modest maiden’s favour and affection
I desire to possess,
the soul I change
of the white-armed damsel,
and wholly turn her mind.

The listener to this song becomes enchanted with the singer. “Charmed”, some would say. “In love”, others would describe it.

For the seventeenth I know,
that that young maiden will
reluctantly avoid me.
These songs, Loddfafnir!
thou wilt long have lacked;
yet it may be good if thou understandest them,
profitable if thou learnest them.

Where the 16th bestowed love, the 17th reverses this, bestowing loathing upon the listener.

For the eighteenth I know
that which I never teach
to maid or wife of man,
(all is better
what one only knows.
This is the closing of the songs)
save her alone
who clasps me in her arms,
or is my sister.

A song of oath making. Any oath sworn to and agreed upon in this song may not be broken, least doom fall upon the breaker. "Clasps me in her arms" and "my sister" refers to a woman he trusts. Don't get weird with it. Or do, I ain't the cops. 

Now are sung the
High-one’s songs,
in the High-one’s hall,
to the sons of men all-useful,
but useless to the Jötun’s sons.

Hail to him who has sung them!
Hail to him who knows them!
May he profit who has learnt them!
Hail to hose who have listened to them!

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Magic of the Ancients


I've recently engaged in a fireside chat with +Josh over at Rise Up, Comus where we yelled in agreement at each other while gesturing wildly, and generally annoying delighting those around us. Booze was involved. Our lament was just the gods awful handling of magic items in Pathfinder. Buying some magic boots? Congrats, you've just ruined the economy of the small town of earning-three-copper-per-day peasants. That magic item merchant is now probably richer than the local lord.

You monster.

Either way, that led to this article, which put our thinkering better than my rambling ever could. The point of it is magic items should be rare. What got me out of his wordsmithing is the idea of a limited number of spells in existence. This leads to the further exclusiveness of wizardry.

I like that.

It also reminded me of the Sumerian me (pronounced [mɛ]). Me were spells handed down by Sumerian gods in ancient history mythology, deemed necessary for humanity and civilization; some good, some bad, all necessary. The thing about them though, was that, while spells, they also had a physical form, and there were a set number of them. At some point Inanna takes several from a drunk Enki, and shows them off to the people of her city.

Anyway, I made a spell list and a pseudo class out of them. Fluff and details follow.


Exactly nine hundred spells (nine copies each) were handed down from the gods to aid in the crafting of civilization. Once given to humanity, the gods retreated, allowing humanity to rise and fall as it saw fit, under it's own will.

While some are obviously more useful than others, the gods felt them important for the preservation of society - both the good and bad aspects. They, in their unknowable wisdom, saw the destruction of cities just as important as a strong leader to hold the cities together. It was for the humans to decide.

With such a limited number of spells given to the Ens - thems who cast the spells - the society that inevitably grew around them has to budget their resources heavily. Each new member to the society must be thoroughly groomed and, due to the nature of the mes, can only can enter into the society once a former member dies. Further causing trouble, is the fact that a large portion of the spells have been lost through out the ages. Of the original 100, only 64 (listed below) remain with at least one copy still intact.

You see, in order to even cast a me, you must first have the me of enship cast upon you. This casting rewrites your mind and makes you immune to mes, thus allowing you to handle and speak the spells without being altered by them yourself.

Yes, the mes are both physical AND spoken. Appearing as small tablets, covered in the script of the ancients, mes take physical form until read and known by the En, at which point the me absorbs (for lack of a better word) into the caster and awaits casting. Once spoken, the words will slowly begin to reform back into a small clay tablet. Save for the Mes of Enship. Once cast upon the target, they bound with them, and are only reclaimable upon the target's death, or the mes replacement by a higher one.

You can tell an En by the marks the mes leave upon them while within them.

The spells work not by affecting reality, but by affecting the mind of the target and, as such, resisting them is fairly difficult.

The complete list of  surviving mes follows. Their names are often poetical, and sometimes become lost in translation from the ancient tongue.

Mes of Enship

Enship - Once cast upon a target, it allows them the ability to learn and cast mes.
Ishib (a priestly office) - Advances target to second level of Enship
Lumah (a priestly office) - Advances target to third level of Enship
Guda (a priestly office) - Advances target to forth level of Enship
"Divine lady" (a priestly office) - Advances target to fifth level of Enship

Mes of Craft

Art of metalworking - The knowledge of alloy creation becomes known
Scribeship - Bestows literacy
Craft of the smith - Bestows knowledge of smithing
Craft of the leatherworker - Bestows knowledge of leatherworking
Craft of the builder - Bestows knowledge of Architecture and Engineering
Craft of the basket weaver - Bestoys knowledge of basketry and pottery
Art - The target is flooded with inspiration in crafting art
Music - As art, but with music
Lilis (a musical instrument) - Proficiency of lilis is gained
Ub (a musical instrument) - Proficiency of ub is gained
Mesi (a musical instrument) - Proficiency of mesi is gained
Ala (a musical instrument) - Proficiency of ala is gained
Guslim (a musical instrument) - Proficiency of guslim is gained
Lamentation - The artist is filled with sadness, and is unable to produce any work

Mes of Altering Tongue

Truth - Restricts the target to only speaking the Truth
Law - Target is filled with absolute knowledge of the Law. However, it becomes all they can speak.
Falsehood - Bounds the target to speak only in falsities.

Mes of the Heart

Heroship - Bestows upon the target a feeling of bravery and desire to do right
Fear - Fills a target with foreboding sense of fear
Terror - As fear, but for a crowd of targets
Peace - Fills the target with a sense of calmness.
Strife - As Peace but, you know, the opposite.
Weariness - Drains the same amount of energy from a target as a hard days march.
Straightforwardness - Banishes confusion from the mind of the target.
Enmity - Fills the target full of enmity for a stated thing.
Rejoicing of the heart - Fills the listener with
The troubled heart - Sends the listener into crippling sorrow

Mes of Person Change

Kurgarra - Removes the sex of the target.
Girbadara - Renders the target infertile.
Sexual intercourse - Returns natural functions to the target.
Prostitution - Makes the target more inclined to act against their morals when coin is involved.
Holy purification - Burns poisons and diseases from target, as well as rids of any demonic influence.
Attention - Causes target to automatically succeed on all perception based checks.
Libel - Turns the listener to be in conflict with written information about them. Can cause serious problems.

Mes of Governing

The exalted and enduring crown - Marks the target as an authority figure. Their authority is known to all who look upon them.
The throne of kingship - Those in power are known to be prone to corruption. This me reminds them of the responsibilities they bear, making them resistant to corruption.
The exalted sceptre - Fills the listener with the word of the gods, preparing them for service as clerics.
The royal insignia - Bestows the royal insignia upon the skin of the target, signifying them as a vassal of the royal family.
The exalted shrine - Sends the listener into a manic religious fervor.
Shepherdship - Bestows command over animals to the target
Kingship - Bestows command over men to the target
Lasting ladyship - Turns those of ill repute against their ways, reforming their nature.

Mes of Divine

"hierodule of heaven" - Allows the target to host a possession by the gods.
Eldership - Gifts the target with a life time of wisdom and experience. May cause mental side effects due to memories not their own.
Descent into the nether world - Allows the target to enter the land of the dead, to see and experience that which is beyond the veil. This trip is purely mental, though the body will move and react to what the mind is seeing.
Ascent from the nether world - Draws the target back to the world of the living.
Judgment - A mark of the target's crimes grows upon their skin
Decision - Gives the target a vision of the consquences of their possible decision
Counsel - Induces a vision in the target where they hold counsel with spirits, who provide wise advise.
Godship - Drains the corporal properties from a person for a stretch of time. Context of the name suggests "spirit hood"
The cult chamber - Has a chance of granting a vision based audience with a god. Not always a sure thing.
Sagursag (a eunuch, entertainers related to the cult of Inanna) - Bestows the target with knowledge of the holy myths, as well as the acting ability needed to portray them.

Mes of War

The battle-standard - The target glows bright with holy power, encouraging allies who fight within proximity to them.
The flood - The target errupts in a fountain of their own blood, those near them are burned as though by acid. While the flood is known to destroy, it is also known to replenish the fields. The ground covered in this blood becomes extremely fertile.
Weapons - Grants knowledge of weapon usage
The destruction of cities - Fills those who hear it with a desire to turn away from their lives, and go else where. Farmers leave their fields. Wives leave their families. Neighbors turn cruel to one another. Blood betrays blood. The effect spreads like wildfire via contact, effecting any who claim membership to the town in which the me was spoken.
Power - Increases the physical abilities of the target.
Victory - Bestows the hearer with unusual luck in their tasks.
Wisdom - The target gains strategic insight to the current situation.


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Sins of the Flesh

Recently, I've been reading Altered Carbon, by Richard K. Morgan. It's an okay read. There's parts of the world I like, there's parts of the world I don't like. Ya see, in it they've figured out a way to digitize the human mind. Folks walk around with a chunk of computer embedded into their brainpan, backing up their mind as they go about their day. This has, naturally, lead to several advancements: Travel between worlds is easier, casual travel across the globe is much easier, and murder victims can be used to testify against their would be murders. Life doesn't have to be bound to a mere eighty some years.

On the other side, it's also used as a form of punishment. Thems that are found guilty of a crime have their mind placed on storage for a few decades or so, and then released into a new society. This seems weird to me, as the transfer from one body to the next, despite the intervening years, is experienced instantaneously. There's no exact penalty there. Sure, you've a new body to get use to, but you've learned nothing. One minute you're being gunned down by cops for robbing a bank, the next it's three hundred odd years later and you're being decanted out of a skin vat. Why not try again?

This gets even stranger to me as they also have the ability to keep the mind active, via software, and able to experience months in a manner of minutes. So why not keep the meat on ice a few days, while the mind serves a sentence? Give them actual time to reflect, perhaps come to regret their crime. Then, pop them back in the same body and send them on their reformed way. No fuss, no confusion of identity.

Either way, once over the initial existential dread of the though, my old boiler got a bubbling.

A notion is floating around my thick skull to jamble up and run a game, one where the physical stats don't matter all as much, as you can just rent up the body you need for the occasion. Bioware, cyberware. All the favorites. Really focus on the player characters as minds inhabiting interchangeable bodies.

Though, undoubtedly, this generates some immediate obstacles to over come. What consequences can be offered when death, in itself, is meaningless? Legal actions, perchance. What incentives to motivate the small bindle of murder hobos I take as players. Easy: cold hard cash. Still, some more thinkering is needed before anything solid.

I'll probably call it something pretentious like "Sins of the Flesh" and run it through a Shadowrun mod for Fate. Maybe I'll use it as an excuse to finally read the Cypher system. Either way, I'll probably add in a little flavor from the Hardwire series. I'll almost certainly force it upon the monthly gaming group.
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Echoes of the North

I have stood on those niflon shores. I have stood in their silence - the silence of the Dead - and added my own, with only the whispering of the wind and crashing of the frozen waves daring to break it. It was there on those shores that I set your mother adrift, my child, as I have for my mother and father, and, hopefully, one day you shall for me. Wrapped in otter furs, I sent her to swim with the dead. And dead the sea truly is, for it bears the Cold, void of Heat. 

I have stood on those shores, and watched as barbed tentacles coiled around your mother cold, dragging her body under. I stood, and I smiled, for the gods had accepted her. 




Far to the North, past the lands of Berserker Kings, in the shadows of ruined towers once held by Ice Wizards, several barbarian tribes make the frozen wastes their homes. Life there is harsh and, more often than not, miserable. The ground is too hard for crops, the temperature too harsh to support them. Trees are rare. Most flora is moss, heath and lichen. Fauna must insulate themselves in thick furs or blubber. Those that live, anyway.

Culture amongst the tribes is fairly similar to one another, having been forged out of necessity for survival, and pivot around two spiritual points:
  • That which is Cold, is Dead
  • That which is Warm, is Alive
Unlike the beliefs held in the southern lands, that attempt to claim mystical beings and explanations, these beliefs are observable. Animals and people produce heat until felled, then they grow cold. This produces several implications:

The Sea Is Death
When one falls into the sea, submerged within the frozen waters, they too will die, least you dry them and encourage heat to return. Those that dwell within it, unless they bear the protection of fur, are dead. Fish, when drawn from the waters, are icy cold and therefore are dead. Otters, seals and the like have fur, and bear Warmth. Though the Cold will overwhelm them eventually.

The Gods are Dead
Lurking in the frozen waters are horrible things. Tentacled things. Things that once vomited forth the ambergris they carved humanity from. Things that now send their servants into the fishing nets, providing food. Things that whisper forgotten, dark secrets to witches in their dreams. Things that watch over the dead, sent back to the sea. Things cold. Things dead. Things that are gods.

Fire is Alive
How can it not be? Fire grows, fire moves, fire consumes, fire reproduces. Fire is warm. When fire grows cold, it dies. Just as all living things do. Families within the tribes keep fire, not just out of necessity, but as a pets, much how the southern folk keep hounds. When travelers go about, they carry with them a lantern lit from the hearth fire of home; a faithful travelling companion and helpful assistant on the road.

It Might Seem Like It, But Cooking is Not Necromancy
In order for life to continue, it must consume other life. This is why we hunt the animals of the land. The fish of the sea too we hunt, for we can briefly impose life upon it through the cooking arts. This life is a true one, however, it will soon fade should it now be consumed in time. Our methods defer from the lichcalling of the Old Kings, for their works bore no Warmth, and were but mockeries.

Notice that last line, did you?

The tribesmen hold a deep seated, ingrained hatred for most things magical - Sorcerers especially, given their nature. And for good reason. Their oral tradition (literacy is too close to magic) tells of a time when the Old Kings - the Ice Wizards - held sway over the land, and tormented the people in their cruel grasp. Some were forced to work, some experimented upon, some were made to fight as amusement. All were enslaved. The people toiled and the people died, however Death was not the release it is meant to be. The Old Kings, with their dark magics, invited the Cold into the bodies of the fallen, filled them with a false life and sent them forth once more, often to oppress and subjugate their former loved ones. These bodies knew not Warmth.

And so the people suffered for uncounted generations, until one man, Matthias the Flame, backed by three witches, took up arms and struck back against the Kings. The support of these witches, and the fact they speak to the Gods, as well as hold the oral traditions themselves, may explain why witches are uneasily accepted within the tribes. Well, tolerated. On the edges of settlements. It may also explain why witches are honored with wood, a rare and much needed necessity, enough so as to built their strange "chicken legged" huts.

A Northern Witches Hut

The barbarians themselves, though, are semi-nomadic. In the Months of Long Light (summer to you and me), they live in large, transportable tents, clad in hides and furs, following the herds of deer. In the Months of Dwindling Light, they return to their cities of half buried earthen long houses, and take to fishing as the herds fatten on the grasses left to wild. In the Months of Long Night, the herds are brought into the long houses, to share their warmth and milks.

Most barbarian equipment is made of bone and leather. Time honored traditions teach how to hone a bone to a fine edge, just as sharp as any metal blade found in the southernlands. An alchemical oil mixture, made by the witches, can be applied via soaking or rubbing to strengthen the bone to be just as hard. Though through far wandering and trading, metal equipment is not unheard of.  

So, why not leave these awful lands and head to the South, where the very land itself is alive? Simple, that land isn't theirs. The ancestors overthrew the Old Kings, and claimed the as their own. They then passed it down to the current generation. To abandon it would be to devalue the suffering of the ancestors.

Some of the modern youth, however, do take to exploring down in the Southernlands.


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Class Example - Thief and Berserker

How Classes work

As with most class based systems, when you gain enough experience points you advance in level. When adding a level you gain the abilities listed for that level. Lower level abilities must be taken before higher levels. If multiclassing, the second class levels begin at level one. Or, should you prefer, mix the two classes via selecting one ability from each class, though you they must be of the same level and you must start your multiclassing this way.

Templates, such as lycanthrope or undead, replace one ability per level, player choice. “But my undead werewolf thief can’t backstab!” You’re probably thinking for some reason. Honestly, if you’re both a werewolf and undead, you’ve more important problems to focus on. Namely the lycanthrope and undead situations. Should an ability that offers bonuses get switched out, those bonuses get lost as well.

Based on this, most diseases will probably work in this manner, replacing using abilities with abilities such as "coughing fit" and "bleeding from the ears." That is yet to be seen, however. 


Further, based on the reaction I've gotten from the Erdgeist, I'm considering making the races work the same way. It may lead to hard choices, but that seems good to me. 

The reasoning behind this, is simple: Tools are fun, bonuses are boring. Also, despite being super easy, bonuses go against trying to keep low numbers. Enough plus ones lead to plus fives, but then the types won't stack, because they never do, except for when they do, which is most of the time. 


That sounds powerfully hassleful. 

A difficulty I've run into, however, is with the fighting type folk. Fighting bonuses tend to be their jam. Also, a consideration weighing me is Magic folk can pick up swords and be fighting types too. Shitty fighting types, but fighting types. Fighting types, usually, can't just pick up magic. Something for thinkering. 

Either way, here's the Thief and Berserker classes:



Thief
If Personality 15+, gain Master of Shadows - gain Personality bonus number of Mooks (doesn’t count towards limit) to serve as spies and informants. Can also fense. Rating is equal to Level. Require payment for services.


Level 1
Skilled Skullduggery - Gain levels in pickpocket and lockpicking per level of thief. Further, failed lock picking attempts now break your picks, rather than jam the lock.


Thieves’ Cant - You can speak the code of thieves and read their symbols.


Level 2
Quick Escape - Gain advantage to defense when moving out of combat


Advanced Tools - Select one spell. Unlike other non magic users, you've figured out how to activate a wand of that spell. Max level of spell is equal to thief level.


Level 3
Lightning Reflexes - Your time as a thief has taught you to be aware of your surroundings at all times. Whenever someone attempts to get the drop on you, you instead act first.


Get that thing I sent you? - When in a town or city, you may contact other scoundrels and ne’erdowells. By paying them an amount of gold, you receive a brown, paper wrapped package that takes up one inventory slot. If you find yourself in need of a certain, non-unique, one handed, single slot item of the gold amount or less, open the package and you’ll most likely find that item.


Level 4
Talented Smuggler - You gain two additional inventory slots. If you are ever searched, items in these locations are not found.  


Luck - Level/2 times per day, you may take advantage on save rolls.


Level 5
Gang Boss - You gain five additional mooks, that don't count toward your Personality limit. These mooks are stat'd as level 1 adventurers, with templates from thief and fighter as you choose.

Jack of All Trades, Master of One - Select a skill you're trained in. Stop bothering to make checks for it, you auto succeed.


Berserker


If Personality 15+, you gain Mark of Victory - By wearing symbols of your victories, intelligent creatures instinctively know you are a force not to be trifled with.


Level 1
Berserkergang - After consuming psychedelics or alcohol in battle, a holy rage comes over you. Gain +3 Attack target number, +2 Damage, and immunity to Fear. Defense score drops by 4, but Shield bonus still counts. You lose the ability to make tactical decisions more complicated than “Hit them with weapon until they die.” You continue fighting until all enemies (or anyone who hits you) are defeated or you’re subdued. You can attempt to calm yourself as a free action, for a 1 in 6 chance of success.


Bear Shirt Champion - +3 hp/level if wearing fur armor and nothing heavier.


Level 2
Northern Courage - Can use booze as healing potion. Restores 1d6 vigor points. Adds to drunk points, may trigger Berserkergang, and counts if forced down your throat when unconscious.


Bloody Shield - With a scream of rage, you bash an opponent with your shield. Make a strength check modified by their defense. If you succeed, the target is stunned for a round. By every additional 5 you succeed by, you stun the opponent for another 1 round.


Level 3
Challenging Roar - You give a might roar while making threatening gestures. You make a Personality check against enemies that can see or hear you. If you pass, enemy ranks break, running from you. If you succeed by 10, they fall to the ground in overwhelming fear.


Woaded warrior - Covered in blue body paint, forming spiritual totems, you are immune to Enchantments and Illusions while in Berserkergang.


Level 4
Too tough to die - When below a fourth your Vigor score in health, take a general +2 to Target Numbers. Applies to all rolls and continues until you are dead, or healed a fourth of your Vigor score.


Skin Changer - While wearing the pelt of a creature, which you slayed and drank Heartsblood during a hunt, with a few moments of concentration, you may take the form of that creature, gaining its physical attributes. Berserkergang works in this form.


Level 5
Unrelenting Force - If you roll a critical while under Berserkergang, don't roll to confirm. Select a breakable object the target has (weapon, shield, armor, limb, etc). They lose it.


Kraki's Champion - When under the Berserkergang, neither fire nor iron harm you.
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Wizard School


Do you dream of being a wizard? I do.
Do you ever have trouble sleeping? I do.
Do you ever use the time you're not sleeping to spiral into a temporary manic state and carve out one of your half-schemed ideas? I did.

Wizard School. Because morality is for the Mundanes.


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Los Luchadores

Trouble rules the land. Bandits surge the country side, as the oppressive Lord increases taxes. The old and weak are forced from their homes, their crops burnt in the fields. The poor are pressed into work gangs as they fail to pay tithes. The people cry out, their voices stifled by their oppression. The people dream of a hero. Their hearts ache for a champion. One man answers their call:

El Luchador

Bound by honor and a desire to bring Justice to the world, the Luchador is a travelling hero who's goal is to bring peace to the lands he walks. His identity hidden by a mask, his heart steeled by righteousness, his spirit unbreakable. He is a man of the people. He is the champion they require.

Any Luchador with Personality 15+ may, once per day, give a motivational speech full of flexing to re-inspire their allies and refresh their endurance points.

Level 0
Espíritu de Misión

Level 1
Mascaras
Mano y mano

Level 2
Influir en los Corazones
Código del luchador

Level 3
Mini-Estrella
Técnica Impresionante

Level 4
Exótico
Consejo de los fantasmas

Level 5
Invencible
Espíritu de un campeón

Espíritu de Misión - It is said that one does not chose the life of Luchador, rather the life chooses them. This, in its entirety, is true. Should one show signs of the honor, truth, and spirit needed within their soul, El Santo will call to them in a dream and assign a Quest. Should they succeed they will be entrusted with a Mask.

Mascaras - To the Luchador, a Mask is more than just a method of hiding their identity, it IS an identity. An embodiment of Spirit. An embodiment of Works Done and Future Hopes. While the Luchador wears the Mask, they benefit from the powers entitled to their level. Further, they use their Personality to determine To Hit rolls. Once the Mask is donned, it must never be removed. Should the Luchador suffer defeat and be demasked, they lose their powers until the atone.

Mano y mano - The Luchador takes advantage when performing hand combat and feats of grappling.

Influir en los Corazones - When making a diplomatic check accented with words of Truth and Honor, and many flexing gestures, the Luchador may add their Level to the Target Number

Código del luchador - To a Luchador, Honor is everything. Should an enchantment ever cause a Luchador to shame himself, the spell breaks instantly.

Mini-Estrella - The Luchador's fame has begun to spread, with tales of his deeds told, and from it an admirer. You gain a specialized Mook who dresses exactly as you, and has half your stats and half your height.

Técnica Impresionante - Through describing "high-flying" maneuvers in a vigorous manner, the player may gain a bonus - determined by the GMs impression - to the attack they are making. HOWEVER! The Luchador must never pile drive, for it is shameful.

Exótico - With a bit of preparation and some costume, the Luchador may impersonate any individual they have studied for at least an hour. While the Mask may not be removed, those fooled do not seem to notice.

Consejo de los fantasmas - The Words and Deeds of true heroes are never forgotten. In times of great need, or in great doubt, the wearer of a Mask may reflect within himself and seek the council of the Mask's former wearers. Activating the process takes one hour.

Invencible - Though the Luchador may lose the fight, they are never defeated. The Spirit of a Champion is unbreakable. Once per day, with a moment of pause to catch his breath, staggering to his feet, and an inspirational monologue (given at the table in real life), the Luchador gains a second wind, restoring half their endurance points.

Espíritu de un campeón - To continue to risk the safety of your friends in a fight you could end is cowardice. Once per day, you may call out a single combatant for a fight. On a successful Personality check, they accept your challenge. The fight is to the finish, as long as others do not interfere.

Unmasked Luchadors 

Any Luchador that becomes unmasked loses access to their powers. They can, however, seek atonement through the retrieval of their mask from the opponent that felled them. If they are successful, while they may not wear the mask again, as long as it is within their possession, their powers return in full. The fight to retrieve the mask is carrera contra carrera, where the loser is forced to "retire", be it through walking away from their army of thugs, imprisonment or, in case of the Luchador, walking away from the life knowing they have failed.

Rudos

Sometimes, despite all odds, a Luchador turns heel. These fallen warriors are known as Rudos. They are men of evil and pervert the Luchador way. It is the duty of every tecnicos (those still true to the Luchador way) to seek out rudos and offer them a second chance, or the taste of defeat.


If there are further questions, please consult this video. 
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