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Making our own thread for this, as the Western general thread we were leeching off finally died.

>The Pitch

>I've been having this idea for some time now for a fantasy western:

>PAGAN GUNSLINGERS. No, seriously guys.

>Its a little bit like "Vikings in America" alternate history, but with a fantasy core. The guns, the endless plains, the cardgames, hats, buffalo; all of that is present, but with no trace of Christianity or real historical events. Instead the towns have temples for the Nordic gods. Practicers of Seidh sorcery wander from town to town, offering their services. The Runesages of the great colleges study and decipher the old ways, using their knowledge to craft runic enchantments and cast spells. The skalds tell tales of the fastest shooters, and the rugged frontiersmen of their new world.

>Which they share with countless native tribes, who worship their ancestors, the land, and their guardian spirits. The Dwarves live in their mysterious keeps beneath the mountains, working away at their masterwork craftsmanship in solitude. The Elves act as guardians of their mythical forests, sharing wisdom and protection to those they deem worthy. Far to the south live the Aztlan, practicing their blood magic and rituals to appease their Pantheon. In the frozen north, the Jötunn frost giants continually raid the inhabited lands below.

>Basically, a mix between a Western tech level, and a fantasy realm based on the mythology of the Old Norse and Native Americans.
>>
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>The Lore
Collected from various different posters, some things might be conflicting. All is subject to change going forward.

>The old Sagas tell a tale of a great cataclysm in a faraway land, our original home. The Old World was destroyed beyond home for recovery, the very earth splitting apart and sinking below the violent seas. The only survivors of this terrible event set sail across the uncharted ocean in desperation, after a long voyage they finally arrived in the New World.

>Coming ashore they soon discovered that they weren't alone, these lands were home to the many Skraeling tribes. Relations were at first tense, the two peoples on the verge of war. This continues for nearly 100 years, when an Aztlan invasion force arrives from the south. The Settlers and Skraelings fight together to repel the attack, greatly improving relations.

>The settlers often trade with the Dwarves, shortly after they arrive they exchange a great deal of gold for the secret of gunpowder. For generations gunsmiths use dwarven crafting techniques to build their guns, a time consuming process requiring great attention and care.

>Hundreds of years pass, the Settlers spread across the New World establishing dozens of loosely affiliated city-states throughout the many regions. They have developed many technologies; the printing press, steam engine, trains and steamboats, telegraphy, dynamite, and so on.
>>
>>31915577
>Sven Haraldsson was an aspiring businessman and inventor. He observed the superiority of Dwarven craftwork, a human smith could never hope to match them. This frustrated him to no end, but one day it inspired his most famous invention. He maked a number of alterations to the commonly found Dwarven inspired designs, and completely changed the method of production.

>The revolver was born, along with assembly line production. The gun was a revolution to the Settlers. It was cheaper, more widely available, and could be fired several times before needing to be reloaded. Though inferior to a masterwork creation of a Dwarf, for every pistol a dwarf crafted Sven's factory could mass produce 1,000.

>The design was copied, and inspired something of an arms race across companies, everyone trying to build the better firearm. While today most make weapons of equal or better quality, the Haraldsson Arms Company brand is still revered by gunslingers and collectors alike.
>>
>>31914636
Yeah, this sounds pretty dope.
>>
I desperately need this thing.
>>
This sounds pretty sweet.

What next?
>>
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>>31916020
>>31916071
>>31916106
Feel free to contribute! We are still early into this. Right now I'm just posting the lore and stuff we came up with in the last thread.

Descriptions of the many regions of the New World some anon wrote up. Not a big fan on the names, but whatever.

>I played around with an english-old norse dictionary and came up with some possible names for the locations, and a bit of lore.

>The settlers of the Old World first made landfall on the coasts of Einnfjall, and they found the region already inhabited by the native Skræling. While there was initially conflict, the two peoples have learned to coexist. Being the first area settled, it is the most developed. Though many of lush green forests remain, with their many dangers still lurking in their dark depth. The Dwarves make their homes on and below the mountains, which are rich in many raw resources. Dwarven smiths shared some of their knowledge with the settlers, passing on the gift of gunpowder.
>>
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>To the north of Einnfjall lies the great tundras of Kaldrseint. The harsh landscape is buried in snow during the long winters, making the area unappealing to all but the most rugged of settlers. However, plentiful precious metals draw swarms of prospectors to the region during the brief summer months.
>>
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>Farther North still you will find the frozen wasteland of FrjÓsakala, a vast expanse of land that remains largely unexplored. Countess exploration and adventuring parties have ventured into the region, though few have ever returned. The land is sparsely by a number of native tribes, who seem wary of outsiders.

We should probably have the giants living here, only makes sense.
>>
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>To the south of Einnfjall are the swamplands of Eðrmyrr. The outskirts of the many bogs and swamps were settled around the same time as Einnfjall, but few dare to tread deep into the swamps. Many consider them haunted or cursed lands, savage yells and screams can be heard echoing through them in the dark of night.
>>
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>North of Eðrmyrr and east of Einnfjall is the first frontier of Gjallabðg. While its inhabitants would consider the region long since tamed, it still has a reputation for being a rugged wilderness. Some of the most famous frontiersmen hail from the area.
>>
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>Farther west are the wide open plains of Drekkagras. Primarily inhabited by farmers and ranchers spread across their wide ranging homesteads, where the frontier spirit is living strong. The region is also home to vast herds of bison, roaming bandits, and tribes of nomadic plains Skræling.
>>
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>To the south are the upper reaches of the Aztlan Empire. Their reach once extended much farther north, but these lands were ceded to the settlers after a short but bloody war.
>>
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>A large portion of these territories were located in the south western corner of the New World, an arid land now known as Heitsandr. The discovery of silver veins across the region have attracted many settlers, as well as many outlaws.
>>
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>Dividing the New World is the massive mountain range of GrjÓtbjorg. The Dwarves have a great city here deep under the earth, though few outsiders are given entrance, or even know where it is outside of vague rumor.
>>
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>Beyond the craggy mountain range rest the sprawling mystical forests of Fjaramork. Visitors must tread carefully, as the forests are guarded by the mysterious Elves. Those who intend harm to the forest, such as hunters, poachers, and loggers should expect retaliation.
>>
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Odd, my posts don't seem to be bumping the thread. Anyway, that is it for the regions.

>Settled between the mountains to the east, forests to the north, and arid desert to the south the Miðrdal valleys can be found. Containing some of the most fertile soils and temperate climates in the New World, the valleys inspired settlers to take the dangerous trek across the continent to make it their home. Now with the transcontinental railroad established people have relocated in droves, its population is beginning to rival the eastern territories.

>The area is also the site of some tense relations between the settlers and natives. Skræling tribes make their homes on land rich with gold, which the settlers desire to mine.
>>
Finally someone makes a new thread
>>
So gods and such are equivalent, not direct copy-paste from Norse?
>>
>>31916623
Yeah, that was what we were going for. Gives the setting more flexibility for us and GMs who want to run it, and drops historical baggage
>>
Important question: If Viking Myth/Legend is fair game for the modern world, is anything else at the time also going on?

And a bit more culture. You mentioned city states, and naturally if they landed in Vinland then they'd spread down, taking a while to get to, say, Texas or California. I figure the Aztlan empire would have at least spread into what is today the Deep South, and would probably remain there for a while before being driven out as in >>31916283 and would probably still control most of what is now Mexico.
so there would probably be a reasonable number of Mayincatec-style pyramids, probably crumbling or at least in disarray, lying around, with some cowboys searching in them for gold, or outlaws using them as bases. The human sacrifices performed there make the sun shine brighter in the area, leading to the desert being a bit more deserty.

A seat of power would be in what is today Quebec/Ontario, maybe near what is now Torronto, probably with a history of the Hudson Bay and its potential for resources and shipping. (Beware of Wendigos). I'd also imagine growing City States (Earldoms? Kingdoms?) in Pheonix, Sacramento, and maybe something on the Baja peninsula.

Potential Human/Elven coalition in the Seattle/Tacoma area?
>>
I've been wanting to do some Map Makey things. Once we've got places lined up I'll try to put something together. >>31916142
>>31916165
>>31916184
>>31916208
>>31916237
>>31916262
>>31916283
>>31916302
>>31916332
>>31916377
>>31916408

Got any real-world equivalencies for these?
>>
>The System
The system I propose we use for this is one I've been homebrewing for awhile now, primarily for western themed games. I have a lot of the rules business done, but never could decide on a setting to develop, it should do well for this. Here is the WIP character sheet.

>Core Mechanic
I went with a d20 core mechanic, simply because I like it and I felt it meshed best with my other dice mechanics. The rules are very different from the d20 system, but if people would prefer something else we could easily change the core mechanic but keep the rest of the rules.

>Character Creation
Point buy based, players start with 300 Points to distribute as they wish. There is a class system which is pretty flexible, but we could switch to classless if that is what people end up preferring. A key element is the Dilemma system, every character has to take at least one. The represent a core issue of goal your character has, a group has to work together over the course of a campaign to resolve each others Dilemmas. You can also take an additional Dilemma for +25BP, but of course that means your character will run into twice as many problems down the line.
>>
>>31916641
Sweet. When I first saw it I thought it was American Gods + Cowboys.

This is cool.

Could the combination of human daring and dwarven metallurgy produce a locomotive? (leading to such fun as railway barons, wars between railway companies, wars with those protecting their lands, train robberies and more)

A Heitsandr Silver Rush sounds like a possible thing.

Have you read Red Country by Joe Abercrombie?
>>
>>31916908
You fucking better believe that there would be railway barons. That said, the invention of the locomotive basically killed the WEST, but Elves could be opposed to the Technology, fearing Dwarves gaining more power than them due to the trade relations and sabotaging them.
>>
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>>31916798
>Got any real-world equivalencies for these?
Those were in the original file names

>>31916142
Appalachian Mountains
>>31916165
Alaskan/Canadian tundra
>>31916184
Far Northern Canada
>>31916208
Coastal Plains, primarily the swamps/bayous
>>31916237
Interior Lowlands
>>31916262
Great Plains
>>31916283
Mexican Highlands
>>31916302
American Southwest
>>31916332
Rocky Mountains
>>31916377
Cascadia
>>31916408
California, Central Valley
>>
>>31916959
Oh good. You can have a lot of fun with trains.

Given it's mixing vikings with the west I'd imagine some of them would be Barons in the feudal sense too.
More conservative dwarves might be a problem
Skraelings and elves would probably dislike it
>>
>>31916888
>Character Creation (Cont.)
Something we were playing around with in the last thread was the idea of ancestry. Maybe the Elves, Dwarves, and even Jötunn mixed with the Settlers to some extent. Humans descended from these bloodlines could make for our equivalent of fantasy "Races". Something to consider.

>Attributes
Characters all have seven Attributes; Agility, Brawn, Fortitude, Guile, Intellect, Reaction, and Vigilance. In normal humans Assuming we used the ancestry idea., every attribute starts with a score of 10. Increasing attributes costs 20BP, or you can also lower attributes up to two times for +10BP each time.

Derived statistics are broken up into Condition, Traits, and Defences. Refer to the character sheet for a list of them, I think most should be self explanatory but if there are any questions feel free to ask.

>Abilities
Basically feats. Grant special gameplay actions and passive improvements. Broken into general, class, and skill abilities. Abilities cost 10BP. General abilities anyone can take, provided you meet the prerequisites. Class abilities are intended for a specific class, but can also be purchased by anyone for twice the normal cost. Skill abilities are given out when you reach specified ranks in the given skill, you get two per skill.
>>
>>31916908
> not alone in the Far Country
> my Suljuk
>>
>>31917339
>Skills
Broken up into Utility, Combat, Social, Knowledge, Magical, and Language. They start at 0, and can be increased to a max of 10. Increasing a skill by one rank usually costs 10BP, but class skills can be increased for 5BP. You get to pick a free Skill Ability when you reach rank 5 and again at rank 10.

>Magic
A simple magic system I made for a fantasy homebrew, I don't know a whole lot about Norse magic so this might not work at all for the setting. Kind of ripped off from the Magic seen in The Elder Scrolls. Magic is broken into 9 Aspects, or schools. Alchemy, Alteration, Conjuration, Destruction, Divination, Enchantment, Illusion, Mysticism, and Restoration. Each aspect exists as a skill, which is used when casting a spell in the given aspect.

There are different magical traditions which each interact with the Magic rules in their own way. The four I had were Mage, Illusionist, Sorcerer, and Thaumaturge. Mages were scholars which studied to get their magical powers, Sorcerers had innate magical talents, Illusionists would make deals and pacts with spirits for their power, and Thaumaturges would be clerics/shamans getting their power from faith.

Again, no idea how Norse magic works, so we can trash all of the above if it won't work.
>>
>>31914636

I want one of those hats.
>>
>>31917532
>Combat
The combat is fast and pretty lethal, using what is as far as I know a unique gunfighting system. Damage is based on bullet caliber, not the gun itself, with each bullet being assigned a die size. You roll one bullet die for every shot you take to determine damage, the number of shots you can fire at once determined by the character's skill and the action of the gun. Shots can also be divided between multiple targets, though this incurs a penalty.

Critical hits work by dealing something called Massive Damage. Which instantly kills lowly NPCs, consider it a head or heartshot. Some large bullets deal massive damage by default, and big critters like a Sasquatch require massive damage to hurt at all.
>>
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>>31916959
>That said, the invention of the locomotive basically killed the WEST
Hey, rail travel wouldn't be the safest thing even in a fantasy realm.
>>
>>31917732
safest thing ever**
>>
>>31917342
Indeed
Lamb. Just... Lamb

>>31917732
Maybe not to the point of dragons, but that is a very cool idea.
Giants, wolves and massive birds of prey maybe
>>
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>>31917835
>Giants, wolves and massive birds of prey maybe
>>
>>31917835
Great Birds you say?
>>
>>31917898
>>31917935
>Thunderbird mind
>>
>>31917835
The Norse did have dragons
>>
So, refluffed Deadlands?
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>>31917669
>Damage is based on bullet caliber, not the gun itself, with each bullet being assigned a die size. You roll one bullet die for every shot you take to determine
damage
I like this a lot, mechanically and for ammo tracking which I find people hardly ever bother to do
>Have a few pounds-o-dice piled in the middle of the table
>My revolver shoots d8s or whatever
>Keep the six loaded right by me, a number equal to the amount of bullets I have on me in another pile nearby
>Every die I roll is put back into the main pile
>>
>>31917955
weren't they more wyrm like?

>>31917898
>>31917935
>>31917952
What I was thinking
>>
>>31918195
>weren't they more wyrm like?
Even better, we can upset people with autism by still calling them dragons
>>
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Bump
>>
Something that needs to be done, we need to give all of the following new fitting names. Calling them Not-X will get silly and old.

>Norse Settlers
>Native Americans If we don't want to go with Skraelings
>Eskimos
>Aztecs
>The "New World" continent and its various regions
>>
One thing that I reckon should be noted is the law.

The Norse were very serious about it, and the West has its Sheriffs, Rangers and Marshals
>>
>>31918969
>>31918969
Nords
Skraeling works fine
Not sure
Azlan
No clue
>>
>>31919554
Aztlan*
>>
>>31919522
The city-states would probably all have a common law. Sheriffs, Rangers, Marshals, and other miscellaneous lawmen would be employed by a city-state's Jarl
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>>31919522
Scandinavia sure seemed to like its beheadings in the 19th century, swords for nobles and the axe for commoners. I can't seem to find much of Viking law, was this the case for them as well?
>>
>>31914636
Will someone be my huckleberry?
>>
>>31920010
From what I remember it was a pretty big thing.
They had judicial practices and formalised a lot of laws in communities to keep the peace.
They also established weregeld (though it's a fairly common practice in history)
>>
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>>31920237
Right, so every city is going to have a chopping block. While out in the frontier finding a headsman might be tricky, so they make do with what they have.
>>
>>31920341
I think Oath-marshals would ride the frontier, going between towns acting as Judge and Headsman both.
Armed with rifle, axe and six-shooter they are grim figures of law and order, with the authority to round up a posse in the name of Not-odin
>>
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>>31920645
>Wild West Judges
Brilliant.

Still, they can't be everywhere. I'm sure a local sheriff deep out in the frontier would prefer keeping a gallows to having to bother with botched beheadings. I mean we have to have hangings, how can you have a western without hangings?
>>
>>31920851
Thanks.
True, gallows are a big part of westerns. Hanging is a good death for criminals, they don't die in violence like a viking man should. Straight to Nurtenhel for you, criminal scum (unless someone shoots the rope and you escape...)

For this setting how should magic work with relation to fighting?

Personally I'd like to treat it as a skill that needs to be worked on a lot for out and out fireball type combat, but with non-martial applications and small "boost" spells being easier. I'm less good with mechanics than fluff though
>>
>>31921415
Well I have a magic system here
>>31917532
But I don't know much of anything about norse magic, so not sure if it fits the setting.
>>
>>31921467
Well as far as I know (I'm not OP, this is the first time I've seen this thread) this is a Not-Norse world, so it doesn't have to fit exactly.

How powerful and accessible is magic in this system?
I think low-level magic would be better for this setting, but that's just me
>>
>>31921605
Well that would all depend on how you stat out the spells, its pretty flexible. Spells are ranked with Power Ratings from 1-10, and the level of spells you can cast is determined by your Powerbase. Each magical tradition increases its Powerbase in its own way.

>I think low-level magic would be better for this setting, but that's just me
I'm inclined to agree, nobody should be able to pull the shit casters in high level D&D/Pathfinder can.
>>
>>31921701
I think the advantage of magic should be its flexibility.
So instead of "lol I can flatten a town" you can enchant your ammunition, divine the location of a gold cache and disguise yourself.
>>
>>31921850
Sounds good to me
>>
>>31921850
Have any opinions on the rest of the system I'm proposing for this?
>>31916888
>>31917339
>>31917532
>>
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What is Nord John Browning like?
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>>31922123
Seems good, but I really don't know crunch, so when/if more people come onto the thread you'll get better answers.

It's a Attribute+Skill+D20 vs Challenge rating, correct?
I like the idea of Dilemmas, though having to solve them seems a bit prescriptive.
And nigh impossible, for ones such as "Wanted dead by the town of Al-ammo" or "Functioning alcoholic"
>>
>>31922386
You tell us
>>
>>31922448
>It's a Attribute+Skill+D20 vs Challenge rating, correct?
Correct
>I like the idea of Dilemmas, though having to solve them seems a bit prescriptive.
Hmm, maybe you are right. I supposed you shouldn't have to solve them, but if possible you would want to.
>>
>>31922463
>tfw always too scared to try and do lore for these things
>>
>>31922567
I'm the opposite.
Lore, I will happily add my thoughts and opinions
Crunch, forget it
>>
>>31922794
If people like my homebrew we have most of the crunch done, just need the lore. I do like doing lore too though, I've done a little bit for this already.
>>
>>31922893
What other stuff have you got, lore wise?
>>
>>31918969
We could use a better name for this project too, "Heathen Western" doesn't have much of a ring to it.
>>
>>31922914
I'm the OP, I shared my stuff already. I helped with some details here and there, and did most of this
>>31915935

I'm mainly a crunch/gameplay guy though.
>>
>>31921415
Has outlawry been mentioned? The old viking tradition where you deemed someone outside the protection of the law, and anything you did to them was fair game? That'd fit pretty well into the whole western setting. Might be a good character downside.
>>
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>>31923027
>The guilty party was placed outside the bounds of society. Someone subject to full outlawry (skóggangur) was banished from society. His property was confiscated. He could not be fed or sheltered. Wherever he went, he could be killed without penalty by anyone who saw him. Lesser outlawry (fjörbaugsgarður) differed in that the guilty party was banished for only three years. His property was not confiscated, making it possible for him to return to a normal life after the three years was over.
Thanks anon, nobody had brought this up.
>>
>>31923014
Are you also the sheet guy?

>>31923027
Yeah that works really well, though it's less of a problem if no one knows you are an outlaw

>>31922943
>A fistful of danegeld?
>>
>>31923136
>Are you also the sheet guy?
Yeah. I had a homebrew system for a weird western themed game, but didn't know what to do with it. Someone suggested this concept in a Western General the other day, and I took a liking to it.
>>
>>31923182
Any idea on classes?
I know that requires a lot of setting development, but on the other hand we have a combination of viking/western mythology to draw on for adventures
>>
>>31922943
Westward Saga
>>
>>31919772
Lawyers could be Log-kœnn karls (law-capable man). Log-karl or Log-seggr (Law warrior) for Lawman. Since Marshals protect the court, they could be Garðr-véurr (Court Protector). And you'd have Skógar-maðr, hiding from their crimes. Jafnaðr-fé instead of Bounties (Justice Money). I'm just mashing words together here.
>>
>>31923376
Wolfshead, as Wolfshead Edict, the document that declares someone an outlaw ("Let him be like a wolf").
>>
>>31923288
Somewhat, but I wasn't totally happy with it. Half wanted to ditch it entirely for a classless system, but I don't know.

You have classes, and each class has two specializations it gets to chose from once you reach a certain level. Classes I have for the most part, but specializations for each not so much. The magic classes of course will probably go, replaced with lore fitting ones.

Academic: Doctor/Researcher
Brawler:
Frontiersman: Survivalist/Trapper
Gunslinger: Pistolero/Sharpshooter
Illusionist
Mage
Scoundrel
Sorcerer
Thaumaturge: Crusader/Mystic
>>
>>31923465
Wolfshead Saga?
>>
>>31923380
I'd keep most words more English, it tends to be easier to use.
Things like Jarls and Thanes are good, but going down full Norse titles seems a bit much.
Maybe it's just because I can't into languages though
>>
>>31923673
Sounds pretty baller
>>
>>31923696
I feel the same, things should have their Old Norse title where it fits, but otherwise we should use English for everything.
>>
>>31923673
This is pretty good
>>
>>31923622
As for what a class actually does:
>Class Skills
Skills marked as class skills cost half as much to increase.
>Class Abilities
A set of abilities intended for the class, can be bought at the price of normal abilities. Characters can buy abilities outside their class for twice the price.
>Starting Wealth
The number of wealth dice provided for free, these are rolled during character creation to see how much money you start the game with. Additional wealth dice can be purchased for 1BP each.
>Health Dice
The size of die rolled when leveling up, the number of dice rolled determined by the character's Brawn score. The result is added to the character's Health Point pool.

So what do people think? Is this system salvageable? Should we come up with a new one? Or ditch the class system and go classless?
>>
>>31923696
>>31923760
Yeah, I'm just trying to contribute.

Here's a question, do the Nords still worship the Old Gods?
I'd think that some believe that the destruction of the Old Lands was the fabled Ragnarök, the death of many of the Gods. The Old World was Midgard and this new land is what comes after. But is it Okolnir, the home of Brimir where the souls of the virtuous remain with good drink? Is it Nidafjöll, where the hall of Sindri, the Red Gold Hall? Or is this Náströnd, home of Hel, Nidhogger and the repugnant hall filled with venom? Is this the Nord's eternal salvation, or their endless damnation?
>>
>>31923622
I suggest
>Lawman: Bounty Hunter/Oath-Marshal

>>31924039
It's less Norse in American History, more Wild West (which didn't really exist as we imagine it) with Norse-esque mythology and themes
>>
>>31914636
Can I use pic related?
>>
>>31924039
>Yeah, I'm just trying to contribute.
It is appreciated. Why not try some wordmashing to try and come up with better names for all these regions?

>>31917033
>>
One thing that crossed my mind was that maybe the rest of the european nations stayed the same, except America was a Danish colony. Heck, maybe have a Danish-American Revolution?
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>>31924318
Little bit mundane for this thread
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>>31924382
Perhaps interesting things might happen due to paganism surviving Christianity and having a bastion in the Americas, but I can see your point.
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>>31924457
Yeah, not to say it isn't an interesting idea. Just probably not the thread for ti
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>>31924507
Sorry, just a bit of an american history buff. Due to a fair few americanisms deriving from old greek and roman republican ideals, my mind can't stop buzzing as to how these americanisms might be morphed from a germanic base.
>>
>>31924620
No worries
>>
One thing I'd say concerning religion.

Instead of having Priest of Not-Odin or Priest of Not-Thor, how does a generic Holy Man sound?

Mechanically I was thinking they'd be able to call on gods to do a variety of things, rather than focusing on one god in particular.
>>
>>31924803
That would be the best idea mechanically speaking, otherwise they would be a bit too limited in regard to the powers they could call on
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>>31924859
>>31924803
I'd say have everyone pick a patron god. You can call on the powers of any of them, but you get some special perks from your "preferred" one
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>>31925022
Sounds good.

I think the number of types of magic users might need trimming. 4, with 9 aspects of magic, seems a little much, especially if we keep Religion and Magic (mostly) separate
>>
What about the other societies that that were in the West? Like the Spanish? Without Christianity what would they be? I could see them worshiping Roman God's if everything else played out similarly, unless you were going for Norse religion was the dominate every where
>>
This time, as opposed to the spanish making it in the new world first, it's the norse, so a little alt-history. I'm pretty sure Spain was half christian half muslim by the time Erik the Red (I think?) made it to the Americas.
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>>31925463
Leif Erikson, arse.
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>>31925463
Oh, I thought you were doing away with all of the Abrahamic religions since they are so similar
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>>31925501
Not op, just guessing.
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>>31925463
The main feel of the setting is that it's not an Alt-history RPG it's an RPG setting and system with the tech of the Old West and a version of the mythology of the Norse. Names will likely change and some things will be moved around. Also elves, dwarves and things
>>
>>31925576
sorry, got a little confused with whether it was alt history with magic or fantasy.
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>>31922386
Possible candidate for inspiration
http://en.wikipedia.org/wiki/Wayland_the_Smith
>>
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>>31925182
Well after doing some research, I think our magical traditions should be:
>Seidh Sorcery
Practitioners make use of magic distaffs, song, and dance to call forth raw elemental power. They can call storms, summon elementals, and call on spirits for information. Primarily used by woman, and men practicing this magic was seen as taboo. We can assume this taboo has lightened up over the years though.
>Rune Magic
Would cover people who study the power of the runes, Not-Odin's gift to mankind. The runes are a mysterious alphabet of symbols with magical power. Runes can be carved onto objects to enchant them, or drawn in the air with wands to cast spells. Would easily be the most versatile tradition.
>Shamanism
A little bit tricky, as it would cover both Native practices and a Nordic holy man calling on the gods. Mechanically they would be identical though as far as I can reckon, so I see no reason to separate them.
>Blood Magic
Practiced widely by the Aztlan Empire, though some deviants in the Nordic territories also learn the art. It uses freshly spilt blood to fuel magic spells.

As for the Aspects, do you feel they are too excessive? We can probably merge a few if that is the case.
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>>31925664
For awful pun's sake, the setting's ultimate gun could be named Ounce.
>>
Thread Soundtrack:
https://www.youtube.com/watch?v=g88l3V1WBoA&list=PLwwkiFj9Odn35XgVwacRZ-loAbwS5XKAb
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>>31925621
No worries.
Suggest elements from history by all means, the setting isn't particularly developed yet, but it's definitely Fantasy with guns and cowboys than Alt-History with magic
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>>31922386
I still think the Mormons should be tied to the Dark Elves somehow
>>
Apart from some minor discussion of gunfighting rules I don't see much on non-magic. Some ideas I have for archetypes:
Brawler/Beserker: Melee Specialists. Good in situations where you can't use guns.
Marksman/Hunter: Long range. Prefers Bows or long rifles, ie: Sharps Rifle.
Slingzerker: For lack of a better name. Self explanatory.
Miner. Dwarvern ol' timey prospectors with explosives. Just think about how awesome that is.
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>>31925824
How did you feel about those gunfighting rules? I'd love to hear some feedback
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>>31925710
Explain please?

>>31925692
>I knew you'd turn up Dresden well you are pals with Odin/Donar Vadderung
Sounds good.

Aztlan works as our always-evil magic, though raising the dead probably shouldn't

Just to clarify, is Shamanism separate from the power of priests, or is it what they do?
>>
>>31925854
>Aztlan works as our always-evil magic, though raising the dead probably shouldn't
Full on resurrection no, but I don't see anything wrong with reanimating corpses.

>Just to clarify, is Shamanism separate from the power of priests, or is it what they do?
From what I can infer calling on the norse gods was called shamanism, I might be misreading though.
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>>31925713
I've not played the game, but this fits. The vikings loved their tragedy
https://www.youtube.com/watch?v=QYLpYu2EQxg
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>>31925910
RDR's soundtrack was so great
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>>31925899
That works, but the distinction between magic user and holy man, in so far as what they can and can't do (as all will respect not-odin) needs to be made clearer.

Do all magic users use the same magic and just have slightly different bonuses and methods, or are they separate things for each branch?
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>>31926018
A magic user as defined by the mechanics as any character that can cast spells. Fluff wise those powers all come from different places, as explained by each tradition. Mechanically traditions each get access to a different set of spells, and gain powerbase (Ability to cast higher level spells) in different ways.
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>>31926064
Okay, so to summarise
A Shaman uses one set of spells, which they get from the gods, with some bonuses depending on his patron. They may also act as a holy man in fluff ways too.

A Seidh Sorcerer uses a second set of spells, called forth from the world around them using their ability. They're less welcome in society generally, but respected.

Runesages use a third set of spells, based around (funnily enough) runes. Maybe association with law in society, maybe not.

Blood Mages use a fourth set of spells. Evil buggers

Please correct me if this is wrong
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>>31926275
Exactly right
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>>31926290
Fantastic.
Though this does take an axe to the Aspect system
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>>31923673
Wolfshead Saga is perfect.
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>>31926389
How do you figure? The aspect system is just categorizing magic by its function. Do you feel it doesn't mesh with the lore?
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>>31926525
A misunderstanding on my part, I think
I thought you would only know certain aspects, but didn't think that would work for someone who could call on any god or use any rune.

Having gods/runes/spirits/rituals that do various things and categorising them by aspect makes perfect sense.
>>
>>31924088
Lawman should be basically Paladins, blessed by Tyr and Forseti to bring about Justice to the Wildlands of the West. At best, they keep the peace in areas beset by outlaws, barons, and cruel Jarls, at worst they are forces to be feared who execute for any broken law, and have scorched earth policies towards some towns with a predominance of Brothels.

Sometimes they are dispatched with only a name, and will crusade to find that person until he hangs. If his innocence is proven, it may not be until too late that the word reaches the Lawman.
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>>31921415
Here's the thing though. Odin Allfather was hanged, he's know as the Gallows God, it's how he got like 10 Levels of Wizard. So it's not necessarily a bad thing to be hanged, as the Allfather was. Then again, it could be a contentious thing.
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>>31926638
Those are the Oath-Marshals.
>>31920645

Hand selected by a Jarl, they would have authority to cross the City-State lines. Dispensing justice across the Nordic lands. While a local sheriff and his deputies would be limited to their jurisdictions.
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>>31926628
Some traditions would likely prefer some aspects over others, but largely you would be able to select spells from across most of them.

Like Runesages would probably have the most diverse set of spells spread evenly across the aspects, while Blood Mages might have more Destruction spells than others.
>>
>>31926672
One of the Allfather's many names was Oathbreaker. He was also a god of death (because he was hanged). Like you say, contentious.

>>31926638
That was the general idea, the classic Sheriff with a norse twist.

The more Paladin-y and scary version I termed Oath-marshal, acting as basically Judge Dredd in the Norse West, with the authority to call up a posse (an easy way to make a party too)

Bounty Hunters are in between, and civilian.

Brothels needn't come into it, but they can
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>>31924039
Hmm. If the Old Gods stayed around I feel like they would have been more cemented, less disparate, so ironically they'd be more like Hollywood Version of Norse Mythology than anything SUPER ACCURATE to the Lore we have from the ~1100s-1300s. Also with City State set ups let's take a logical step and say each city has a particular patron deity. Quick Run Down for those who aren't lore Junkies:

Thor: Storms, Bravery, Common Man, CG.
Odin: Magic, War, Trickery, Kings, LE to CG.
Frijja: Magic, Fate, Battle, Sex, Fertility: G
Tyr: Battle, Warriors. LG.
Forseti: Law, Justice. LG.
Loki: Mischief. ??
Idunna: Spring, Immortality. G
Braggi: Music/Poetry/Bards. G
Heimdall: Watching, Knowing, Guarding. LG.
Skadi: Winter, Hunting, Forests: LN?
Njord: Boats and Oceans and stuff: N

There's more if people want. I figure a society built around Henotheistic Worship of a single diety would be all about that person's alignment and ideals, eg, Thor's would be a kinda rowdy Party Town but pretty Liberal, Heimdall's would be about Open Government but also NSA shit, Odin's would be a hive of Scum and Villainy but with a lot of heroes too. With Western Trappings, Thorsburg would have a lot of cowboy cops, Odsend would be basically Laketown in the Sand, etc.
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>>31927146
>so ironically they'd be more like Hollywood Version of Norse Mythology than anything SUPER ACCURATE
Well funny thing is there is no real "accurate" version of Norse mythology. It was all told orally, and none of it was written down before the Norse religion was pretty much already dead and buried. The written accounts that do now exist contradict each other. I think that is a big appeal of the mythos, its more a cast of characters and ideas than it is a finely established mythology

Also
>2014
>Using alignment systems
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>>31927146
Can we please not have an alignment system?
You'll only get rigid characters that can't realy change. People can be bad without it saying so on their sheet.

semi-related. I don't think Oath-Marshals are paladins. They are law men. They execute the law. Good or bad don't really come into it, imo.
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>>31926275
Sorry, sorry. Norse Heathen here, I practice all of these things and you're making them boring.

Seidh is all about energy, taking and giving. It's a bit of a White/Black magic divide, and could be used to power spells and give someone power that they can channel into other things.

Runes are about fate, and each one has its own power/energies.

Shamanism is about making the jump between Our World and the Other Side for divine knowledge gaining.

Blood Magic is about sacrifice for power.

I think Runes should be spells, or spell seeds, and Seidh, Blood Magic and Shamanism should be the ways to gain/power Runes. Shamanism being a sorta weird but powerful but rare but feared thing, Seidh being common in pairs/non-moving locations and Blood Magic being the most easy, if most dangerous. Runes could work on their own through prayer, (maybe everyone can access these?) but the other methods make them way stronger. Maybe these could be classes.

So like, say I wanted to do well in battle, that's Tiwaz, the 16th Rune. If I'm a Shaman, I seek out Tyr and ask for his blessing, in Asgard, through a Trance. I get a yes if I do X thing for him. Think Deal With The Devil but not as severe.

If I'm a Blood Mage (Sorcerer), I offer a little of my own blood for +1, or a lot of blood of others for +3/4/5.

If I'm a Seidhman/Seidhkona (Witch), I get shagged and channel the magic into the rune, and wear/eat/hold it until the battle is over.

Also I reckon that as you gain power, you gain combos. Eg, Level 1 you get one Rune with a simple effect, but as things go on you get more Runes and can create complex ideas. This should be more Player/GM decided.
Eg, "I give a blood offering to power Laguz (water) + Tiwaz (victory) + Algiz (Guardian) to curse them with insatiable thirst if they try to attack the building I'm guarding."
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>>31925795
Ooh, that needs to be a thing. They make some sort of Cult thing with obscure rules for doing things, and it seems inoccuous, but all of the rituals power the Dark Elves in ways? It's not necessarily malicious but doesn't strictly tell the Not!Mormons the whole truth?
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>>31927516
I love it
>>
I've just realised this setting would make a good home for a (needlessly edgy) character I came up with a few years ago.
I do feel a bit bad for him existing, and worse about his name

Grimm. Full name William Azrael Grimm. Looked like the Undertaker, with a black duster and a 7 shot revolver. Each bullet had a different demon bound to it, and would re-materialise in it's chamber after a while. Used "old" magic to make bones shatter and kill people with blood at jet-cutter pressure. Could manipulate shadows to some degree

The wonders of a teenage mind eh?

>>31927259
I agree with you there, on the alignment system and on the Oath-Marshals not being about good and evil.
I just used Paladin-y to describe them, seeing as they fit the attitude pretty well. Relentless hunter and all that
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>>31927259
>>31927257
My bad, I was using Alignments more to give an idea of the Gods' character, not to imply that they should be used in game. I mean, Gods of a mythology that's been around for a long time get reasonably rigid, at least in Othodoxy. And yeah, I know that History is Historically Inaccurate and the Myths are Mytholgoically Inaccurate, but I also know /tg/ will bicker about "BUT IT SAYS THIS AND THIS IN THE LAY OF THE VOLUSPA THAT UNDERMINES THINGS" and hoped that'd prevent that a bit.
>>
>>31927603
No harm done
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>>31927592
Man that guns sounds cool, and not /quite/ 2edgy4me.
>>
So I know this is pretty much a direct lift from aSoIaF, but Ravens for communication make a lot of sense and are also totally thematic, especially if they're being replaced by some sort of Pony Express and/or the Railways.
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>>31927603
To stop people from doing the "DOESN'T MATCH REAL MYTHOLOGY" thing I think it's easier to make Not- gods.
>Big boistrous dude, lightning power, brave? Sure. Thor? Never heard of the guy
Less arguments for only a little more work.
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>>31919554
Skraelingar should probably have names for themselves, imo.

>tfw already preparing anus for Skraelingar splat
>tfw ready to fight skin-changers
>tfw ready to be accused of fetish when I want to play two-spirit
>tfw ready for OP charisma bonus for two-spirits
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>>31927738
Good Approach.
>The Thunderer
>The Sneak
>The Gallow God
>The Lady of Spring
>The Lord of Summer
>The Queen of Ice
>The King of Fire
that sort of thing?
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>>31927673
Thanks.
The character as a whole just makes me think "wow, I was definitely 14 when I came up with this guy"
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>>31927784
Something like that
>>
So, what else can someone help out with around here?
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>>31927944
I'd be happy to work on maps and things. I figure America-ish but not quite?
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>>31914636
Dammit, now I want to rewatch Tombstone.
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>>31927955
But it'll take a while so if people could keep this thread alive for a while?
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>>31927944
Well we need general lore, a map, opinions of the crunch that has been posted so far, and so on.

>>31927955
An anon came up with locations based on real regions in North America. These basically just need to be arranged into a map.
>>31917033
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>>31927998
I'm not as up to snuff as I should be on my Norse lore, but I can do something with Native stuff if there's a demand for it.
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>>31928054
That'd be cool.
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>>31928054
Sure, so far we have squat for native lore
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>>31927976
I'm just going to leave this here as an example of a high level revolver user

https://www.youtube.com/watch?v=DcZHVspVIDs
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>>31928071
To be fair we have little more than squat for norse lore either, the basics are just more well known in a general sense.
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>>31927998
Well, you can't really change the region's general locations relative to one another, so...
Can we just take the "real" map, mangle the lines a bit so it isn't immediately recognizable, and use that?
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>>31928120
True
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>>31928124
>Well, you can't really change the region's general locations relative to one another
You can play with their sizes though
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>>31928054
>On the Hidden Homeland of the Aztlani

The Aztlani have shocked the Nordic races with their brutality, and the Skraelingar with their terrifying departure from what is considered "mainstream native beliefs". However, one point that has often confused and mystified those who have seen the Aztlani in action is their bizarre methods of warfare. They move with speed and ferocity through hundreds of leagues, only to be caught up in a single valley for weeks at a time. They will often pass by towns after having secured a few provisions and the nominal compliance of the locals— whereas in other places they will erect makeshift altars and sacrifice hundreds. And overseeing the entire spectacle is their caste of learned men— the tlamantin. Part priest, part philosopher, the tlamantin pull the strings behind the greatest empire on the continent, yet they do so with an unknown goal...

Some who have lived among them and their victims tell a strange story. According to these men and women, the Aztlani aren't just conquering for the sake of plunder and sacrifice. They are actively searching for something in the northern most reaches of Gjallabðg. The tlamantin are looking for what they believe is the "True Aztlan", an ancient and forgotten homeland for their people. Like the Nords, they are actually colonists, having gone far south due to an unknown cataclysm, the knowledge of which is only preserved in the superstitions of the Skraelingar and the cryptic warnings of the Elves in Fjaramork.

Whatever truth there might be to these notions, some have taken the idea seriously. In particular, dwarvish investors are on the search for a band of men, from any nation and race, willing to seek out the tlamantin treasure— before the Aztlani get to it, of course...
>>
Fuck, this thread has really grown up! look mama, im on /tg/!

Im posting some of my bricks on the previous posts :

>volvas and saami were told to be able to skinchange into animals, from crows to whales; to foresee the future and make predictions; to alter the norn fates; to speak with the rain, wind, snow and earth, and command them by their will (you can even make elementals, dude!). Their ways are usually wands (actually distaffs), meditation and astral projection, study of nature and potion brewing. This kind of magic, called seidh, is often revered in ancient female crones, but despised on men; who were usually called unmanly.

On the other hand, there are runes. They're for both sexes. Runes can make everything, from poison to cure, from enhance weapons to your own intelligence, cursing, blessing, turn you invisible or raising the dead (read your havamal, elegant gentlemen!). The family heads usually rolled the runes in order to predict the future in the holidays.
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>>31928205
Good stuff
>YFW you are now imagining the Battle of the Alamo with a small band of Nordic frontiersmen facing down an army of Eagle Warriors
https://www.youtube.com/watch?v=Eyu3OIn5A00
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>>31928316
the only thing that still bugs me is if we should use the nordic races in the new world. shall we settle that dwarves and elves live in america? i was thinking that maybe they're only living in the tales of the old world that the men tell their children when its time to sleep; the tales of the ancient islands where the dwarves, trolls and giants used to live. Like an equivalent to our camelot. Only that it WAS real. But the belief its slowly fading generation after generation.
Some expeditions have been sent to the Old world, only to find giant whirlwinds, sea monsters and a big empty ocean. But im thinking that maybe some volva can in fact return to the sunken old world (by skinchanging in the shape of whales)

Only an acclaration: The dwarves im picturing all the while are not the ones like gimli or the hobbit ones, but the ones the myths describe: black-skinned, black haired underground elves.

Im thinking that maybe some of them did travel the exile too, hidden in the ships, and now have found a place to live in Einnfjall. Maybe that was the deal they did with Haraldsson: paying the fare of the travel.

Im thinking too that many of them mixed their blood with the settlers along the years; giving in the descendants an uncanny will and abilities in the crafting, but also a mischievous greed that emerges from time to time in them

*

There is a brotherhood of gunslingers in the new world called the Shieldmates of Durinn. The name is a poetic license: they bear no shields, just ancient six shooters, and they call themselves that in homage to Durinn, the Dwarven King of Old.

They are interested, among other things, into preserving all the old world knowledge, rituals and magic, and put it into good use.

What kind of other values do they follow, and what they fight, i do not know, but sure as hell that the name is good. Maybe we could refluff Dogs in the vineyard with them or something.
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>>31928364
>Only an acclaration: The dwarves im picturing all the while are not the ones like gimli or the hobbit ones, but the ones the myths describe: black-skinned, black haired underground elves.
I think you are mixing up Dark Elves with the Dwarves.
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>>31928364
I was working under the assumption that Dwarves were from the Old World, but Elves were native to the Cascades. Probably a bad assumption since (outside of that ant-guy whose name escapes me), natives didn't really have the whole "mythological non-human civilizations".
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>>31928479
>>31928364
Well if you go with the actual mythology neither were even native to our realm of existence. I'd say the Dwarves and Elves of the new world have been there as long as anyone can remember, even if they aren't strictly "native"
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>>31928364
I think there should be dwarves, trolls and giants in the new world. It just creates more stuff to be going on.

Whether they should be norse-dwarves or "typical" dwarves I'm in two minds about.
The typical dwarf is what I think of when you say the word, but the norse-dwarf matches up with the setting and adds something unique. I wouldn't say uniqueness in and of itself is a virtue though.

I do like the Shieldmates of Durinn though (which sounds VERY typical dwarf)
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>>31928350
Before I go to bed...

>On the Aztlani Elite, and their Combat Rituals

Jaguars and Eagles are the two most feared forces in the Aztlani military. Empowered by unknown blood magics, they are able to raze entire towns with only squads of two or three. The more experienced warriors have been known to fight even the Bersarkar to standstills.

Exactly how the magic for one of these warriors work is unknown, but it is believed to be similar to the Bersarkar— if tinted with the common thread of sacrificial magic. Sources indicate that before a warrior can become one of these warriors, they must make a series of consecutively higher-profile captures (five for Eagles, 12 for Jaguars). What might start with a local peasant will often end with an enemy commander— or even higher for ever more advanced ranks.

Afterwards, the captives are ritually sacrificed through a sacrificial game. The warrior that emerges is still human— but believed to also be empowered with the soul of an eagle or a jaguar. The abilities and skills of these animals empower the warrior, and the presence of an eagle or the ferocity of a jaguar can often turn a battle for the Aztlani.

A note: Some bands of Skraelingar, notably the Snake Skraelingar, believe that the process for the creation of an Eagle/Jaguar Warrior is like that for a skinwalker— but in reverse. They believe that these warriors are actually animals, which have somehow become men. They tell tales of other animals which once could do this, such as the noble Coyote. These rumors could not, of course, be corroborated. One should not be surprised that the Aztlani are capable guardians for their secrets.
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>>31914636
>tfw I have no original thoughts
I had once thought about this, and thought I was só original.
Turns out, I wasn't
>>
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The Runes and what they all mean, and potential spells. Using DnD terminology because it gets the point across faster in limited space and because it's 5 AM what do you want from me.

Runes give power over things, so either you can use them to conjure up a thing, banish a thing, or turn a thing sour.

Much like how we've agreed to have Not-Thor and Not-Odin, it could be good to have Not-Runes, but these are the real world things.
>>
>>31928594
>Whether they should be norse-dwarves or "typical" dwarves I'm in two minds about.
I'm torn too. Though if we use that Ancestry system, we could possibly have both. You have the real, full blooded dwarves who live in the mountains, and are closer to the norse-dwarfs.

Then you have mixed blooded Nords who are descended from a line that mixed with the Dwarves long in the past. They would be more like your typical fantasy Dwarves.

The same for each of the races, you have mixed blooded Nords decended from both flavors of Elf, Dwarve, and even Jötunn.
>>
>>31928755
Would Jotunn even mix with humans? I could see elves and dwarves doing so, though.
>>
>>31928727
I'm very much leaning toward Not-Runes. The real thing seems a bit limited from a gameplay perspective, and I guarantee you there are conflicting meanings for each of them.

I'm thinking a runic alphabet that is much larger, taking prospecting Runesage years of dedicated study to begin to grasp a fraction of the possible combinations.
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>>31928796
>Would Jotunn even mix with humans?
You know it
>>
>>31928594
What if all of the "fantasy" races only came out of the woodwork when the first settlers showed up? Something about the Nordics bringing the magic of the old world with them, or something.

Plus it could be a source of conflict with the natives, if any. The settlers presence alone would be changing the mythology of the land, overshadowing or assimilating whatever animistic spirits or whatever the natives followed.
>>
>>31928841
>natives turn out to be rational, know of magic but prefer sticking to non-magical solutions
>nords show up, we fantasy nao

I know that's not what you meant, but that'd be pretty fuckin' neato. Would also tie in with the Not!Aztecs showing up shortly after the Nords— their blood magic actually works now.
>>
>>31928705
Tell us your thoughts, anon as equally original (or not) as anyone here

>>31928727
Nice.

>>31928755
That sounds good, but would the mixed-dwarves be "old" enough to outskill the humans as in >>31915577 >>31915935 ?
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>>31928869
Nords from the Dwarven line would have an innate gift for craft and smithing, but still nowhere near the level of a true Dwarf.
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>>31928841
I think the natives should have known of the Elves, who they saw as guardian spirits. The dwarves were secluded away in their mountains, and took no interest in the natives. The Nordic settlers, being familiar with the Dwarves in the old world, knew how to seek them out.
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>>31928898
If the Nords came over a few hundred years ago perhaps the mixed-dwarves could come from a group (maybe an early group, Roanoke-style) that joined the dwarves right at the start, then had no contact with Nords for, say a century and a half or so.
Long enough to develop their own strong culture, particularly if the dwarves took them in
>>
Made a few changes to the character sheet

>Changed the name to Wolfshead Saga, because that was great
>Added a line so people can list their Ancestry, Patron God, and where they were born.

I'll try my best to finish up crunch for Character Creation, Skills, Abilities, and some basic Equipment soon; so people can start making characters.
>>
>ctrl+f
>no wild hunt
This just cannot stand
>>
>>31929148
What do you mean?
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>>31929084
Is the crunch for Damage, Traits,Condition and Defences unique, or can I find it elsewhere?
I'd like to know the system better
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>>31929148
Obviously it's when the elves of Fjaramork ride out on the solstice in a great hunting party, snatching up all they can.
It used to be just the beasts of the forest they would hunt, but with ever greater intrusion from the Nord rumours abound of the elves seeking new sport amongst the trees
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>>31929271
Not terribly unique

The conditions are derived stats which are depletable, they generally replenish with a full stomach and a good night's rest. Health is HP, simple enough, if these drop to zero you are incapacitated and at risk of dying. Magic Power is a limit to how many spells you can cast, once it is gone you can no longer cast spells. Stamina is used for special combat actions; like sprinting, activating certain abilities.

Traits are more for reference, and most are probably self explanatory. Initiative is for combat order, the value here is used as the modifier for your Initiative roll. Lift show how much your character can be actively carrying without hassle, encumbrance is more from bulk not actual weight. Movement is how far you can move in a round. Perception how easily you can easily notice things. Powerbase shows what power level of spells you can currently cast.

Defense is, well defense. Damage Reduction is mostly from armor, though you can get some naturally with high Fortitude. You subtract your DR rating from all incoming damage. Target Class is the equivalent of AC in D&D, but not silly. If you are over-encumbered it can penalize your Target Class rating. Willpower is mental defense, some spells target it.

If anyone has any other questions feel free to ask. Though I'll probably be going to sleep very soon, I'll be here tomorrow. Even if the thread doesn't live I'll check the archive.
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>>31929385
>Perception how easily you can easily notice things.
how easily you can passively**
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>>31929385
Ah thanks, that makes a lot of sense.
Would you rather this thread survive the night or just make a new one whenever your tomorrow is?
>>
>Coboys + Pagans + Fantasy
>No mention of rodeos, circuses, carnivals, and travelling shows

Come on! Travelling rodeos were the shit back in the day! They were some on the only forms of entertainment out there for both cowboys and noncowboys alike, it gave cowboys to test their skills in (sometimes) non-lethal competition, hangout with their fellows, some gambling, and drinking. This is where some legends were made, and how they were spread!

>Grand Entry Parade
-Introduction of rodeo participants and fan favorites
-Let's crowd meet competitors and competitors meet the competition

>Riding contest
-Standard Riding how long can you last on a bucking belligerent animal
-Bronco Bareback
-Bronco Saddle
-Bull Bareback
-Bull Saddle
-Exotic Animal Bareback
-Exotic Animal Saddle

>Roping Contests
-Who can rope, hogtie and string up the fastest out there!?
-Baby Calf Roping
-Team Roping
-Monster Roping
-Team Monster Roping

>Animal Wrestling
-Who needs rope to subdue something? We already got our bare hands!
-Bulldogging/Steer Wrestling
-Bison Wrestling
-Monstor Wrestling

>Races
-Who is the best rider out there? The fastest and most skilled?
-Horse Racing
-Barrel Racing (Weave in and out a barrel course)
-Wild Horse Racing (Fastest to race out, rope, and saddle a group of wild horses released)
-Steeplechase (Obstacle Course)
-Hurdle Racing (Jump! Jump!)
-Equestrian Event (Going through certain maneuvers on horse back)
-Trick Riding

>Animal Fighting
-Test you mettle against a vicious animal with only your bare hands or a simple melee weapon
-Bull Fighting
-Monster Fighting

>Shooting Events
-Marksmanship contest to see who is the fastest, most accurate, skilled with their shootin' irons
-Moving Targets
-Quick Draw Events
-Longest Shot
-Quickest Reload
-Shooting Course Run
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>>31929500
Oops forgot picture
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>>31929490
I'd rather it survive the night so I can easily reply to anyone who asks questions, though it will probably live whether anyone wants it too or not. That fucking Western General this was born in stayed alive for three days.
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>>31920645
>TFW have fetish for both revolvers and Nordic hand axes
>TFW the dream character you never knew you wanted to play now exists

Holy shit, if this gets developed far enough I'm so making an Oath-Marshal.
>That horrible feel when you will never wander a fantasy realm with your six shooter and axe in hand. Taking heads, and taking names.
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>>31929500
Solid ideas
Wrestling and Strongman competitions were popular with Norsemen, they'd probably fit travelling shows fine
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>>31929609
Well that is image exceptionally shittier than the thumbnail suggested.
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Concerning the Oath-Marshall here is my take/attempt on lore for them. Kinda based of Old Western Texas Rangers, Lawmen, and little bit of Paladin. I see them more as the good type, but works above and around the law. Batman?

>The Oath-Marshals roam the lands righting wrongs and bringing justice and vengeance to the unjust and untamed frontier. They usually travel alone, in pairs, or small groups with followers wanting to assist the Oath-Marshal. They lead a heroic existence fighting to protect the innocent from those who enslave, abuse, plunder and kill for pleasure, or avenge the deaths of innocents. They bring hope to the weak, frightened and those who live in isolation in the dangerous wilderness from bandits, raiders, wild predators, and monsters.

>Oath-Marshall are almost always good, live by some sort of code, or The Code, rarely turn their backs on those in need. They are restless souls who seem to thrive on fighting evil, and bringing law and order to a lawless land. However it is their commitment or "Oaths of Vengeance" that makes them different from any other lawmen.

>Unlike most lawmen or sheriffs, the Oath-Marshal openly act as lawmen, man-hunters, judge, and executioners. They often lead posses or war-groups and stir up town/village people for lynchings, executions, and other vigilante acts. The Oath-Marshals, most seem to have a particular vendetta against the "evil/unjust other worldy" and "monsters".

>Some people speculate that they most Oath-Marshals were descendant from the Far North, where they are most active, but can bee seen everywhere. Following their creed "Oath-Marshals fulfill their oaths and always get their man, whether in life or in death."

[1/2]
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>>31929917
>Their reputation for restless pursuit and harsh justice, and "Oaths of Vengeance", have made them something of a paradox, representing death and vengeance as much as peace and justice. It is said any man or monster who has become a target of a Oath-Marshal and.or receive an "Oath of Vengeance" is better off killing themselves than to suffer the "Vengeance of the Oath-Marshal".

>When they catch their quarry, some Oath-Marshals are merciless and vindictive, some engage in public humiliation and torture before punishing or executing the outlaw. Their public display of terror and punishments have earned them the nickname, "Wrath of the Gods".

>On the other hand, their reputation for being tough, relentless and without mercy often works in their favor by intimidating petty crooks, informers and even ordinary people to volunteer information helpful in their endeavors. Most Oath-Marshal are well intended, hardworking, and courageous lawmen dedicated to protecting and avenging the innocent and downtrodden, above and beyond the call of a normal lawmen.

[2/2]
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>>31929917
>>31930003
>>31930003
Pretty good work, but too few beheadings dog.
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>>31930014
Gah! So true!
Beheading and burning of bodies and sacrifices to the Gods should be more in there.

I should have added a but more Norse/viking stuff, but I like/know more of western stuff. Because I have ran a long running Western Campaign before.
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>>31929917
I think they would be most active in the not-southwest, not-great plains, and not-interior lowlands. Not many people in the far north.

Also I kind of like the idea of most of the Oath-Marshal's being totally neutral. They are the law; good, bad, the ugly shades of grey The Code declares them irrelevant.

>>31930003
Of course, they aren't perfect machines. Some get awfully carried away with the vengeance side of things, making morbid spectacles out of their death sentences, which some hand out like candy. Others lean the other way; being more lenient, and lending their helping hand wherever it might be appreciated

>>31930045
Their axes would probably be a huge part of their identity. Also a thought, are they required to bring the head of their quarry back to their Jarl? I got a funny mental image of a Oath-Marshal having to lug around a huge sack full of them back to town.
>>
> tfw you'll never be a gunslinging skaldic lawkeeper
I never asked for this
> Tfw you'll never be a gunslinging skaldic lawkeeper based on Adam Jensen
>>
If we were to go the FFG route of doing things we could probably make an entire game out the Oath-Marshals
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>>31929917
>>31930003
My idea was that they were more (to use the alignment term) Lawful than good. The law may be harsh and brutal, but they enforce it. Like Judge Dredd, as an anon pointed out. Your way is good too.

>In the remote frontier the Oath-Marshal is a grim figure indeed, enforcing the law with the blade of his axe and the bullets in his gun. He rides from town to town delivering justice and righting wrongs. Many a feud has been put to an end by the act of an Oath-Marshal, collecting weregeld without joy. Swearing the oath to uphold the law and keep the peace, an Oath-Marshal can never rest for long, travelling his circuit to bring the law to the people.

>At other times an Oath-Marshal may be called upon to deal with other threats. Bandits, rustlers and murderous gangs, the Oath-Marshal hunts dangerous criminals across the badlands, relentlessly tracking and killing their prey so they may do no more harm.

>It is also the Oath-Marshal who is called upon to administer the Wolfshead on an individual, for though such an act is not done lightly, the Oath-Marshal has no fear of heavy deeds. The Wolfshead casts the guilty out from all society, freeing him from all rules of the Nord; they are to be a beast, and can be killed as such without reprisal. None may help such wretched individuals, for to do so is a crime in and of itself, inviting punishment. This can include being cast out with those they help, if the situation demands it. Such is the role of the Oath-Marshal
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>>31930121
Yeah, I like the idea of having custom axes as an identifier of who they are, but even more of an identifier could be their "Blood Sacrifices" to The Gods in consecrating their "Oaths of Vengeance" and asking their Gods for guidance, strength, wisdom, and favor. Or something to mark a target.

I don't think they would work for a Jarl, since like you said they are neutral, they follow their own code of justice, and don't let a Jarl or Thegn dictate what they do. They would be their own separate thing, but most would act as lawmen or sheriffs to villages and settlements, visiting them a certain amount of times a month or so, they are mostly travelling lawmen not really settling down. But they still need like a base or something and since the North seemed uninhabited I picked there for their like hidden secret base.

>>31930236
Yeah, like you I played heavily on the whole "Oath" portion of the "Oath-Marshall". Keeping the law and enforcing it.

The Wolfshead is an interesting thing, kinda answers my "marking a target conundrum". I'm not too verse viking/norse culture, but that sounds bad ass. And also plausible, with the reputation of the Oath-Marshal ousting someone and casting them guilty, most follow their decisions out of respect and fear.
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>>31930121
Interesting idea.

>The lone horseman wanders around the plains, bringing justice and taking heads. Hanging on his saddle are the shrunken heads and skulls of those who are no longer wanted. Of those who he had hunted down, yet when he returned to deliver them to his Jarl found out had been pardoned. They stay with him, ever reminding him of his duty.
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>>31930307
I think the fact they are hand picked by the Jarls is an important element, they are akin to the Rangers or Marshals from our old west. They are the only Lawmen with the authority to cross City-State lines dispense justice across all Nordic lands.
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>>31930307
I should point out there's a reason for the Marshal part too. There are still sheriffs and lawmen, Oath-Marshals are your federal guys who can call up a posse if needs be. Of course in this case federal is the more ephemeral concept of the Oath to serve the Law, not government.
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>>31930393
I think it's quite likely they might also select anf train their own apprentices, passing on their skills and values to the next generation
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>>31930393
>>31930441

Yeah, but then the Jarl might use them as a pawn or a tool for their own personal agenda. While the Oath-Marshal desire lies in "Avenging the Innocent, Justice and Vengeance", a Thegn or Jarl has their own desire and plans, in fact what if the Thegn or Jarl is evil themselves and breaks the law constantly, this goes against what the Oath-Marshal stands for and believes in. That's why I don't like them working underneath Thegns or Jarls. I mean they can work with them, since they respect the law and justice themselves they would always try to work within the law, but once they find out that the agendas of the Jarl or Thegn do not match or even go against the Oath-Marshal's lifestyle of Justice. What then?

That's why I liked them to be separate form or law figures, who command respect and power through their skill, reputations, actions , and desire to achieve justice even against Thegns and Jarls.

>>31930495
Yeah maybe an apprentice or two.
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>>31930517
Norse law is strict as fuck, not even the nobility is safe or given special treatment. Unless you count getting sword beheadings instead of the axe special treatment. Nordic kings were executed for reigning over a few bad harvests in a row, they took their law serious.
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>>31930549
I am not arguing whether Norse Law is strict and if nobility enforce it or are given special treatment. I am talking an abuse in power. And please do not tell me no Norse ruler, Thegn, Jarl, King, or village elder ever has has abused power or given their own interpretation of justice or law.

I think the people who would execute the Kings and Nobles would actually be the Oath-Marshals themselves.
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>>31930594
Of course, and just as many Oath-Marshals would abuse their power and authority as well. Nobody is perfect.

I'm just saying, the law would be on the side of the Oath-Marshal, should his Jarl try to abuse or use them as a pawn.
>>
I've been trying to go to bed for three hours now, this thread keeps drawing me back. Fuck all of you, I'm tired
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>>31930629
I don't really like that, a Oath-Marshal abusing their power and authority, because if that is so. Then they are just like any other Dirty Lawmen, Corrupt Sheriff, or Grim Vigilante.

Their power derives from the fact that people accept, respect, and fear that they are the law, they follow the law, and enforce the law no matter the person.

I think their flaw would actually fall under the fact that, they few actually follow the ways of the absolute law and justice, especially in the lawless and untamed frontier of the Western World. And their neutrality, making large number of enemies or allies that can turn into enemies quickly do to the

Another flaw would be their fanatical and questionable methods and unwavering quest to destroy unjust and evil. Like I said before their power would be from the fear, respect and reputation they have from the people that allows them to do what they do.

I am not saying there are no Oath-Marshals, there are, but even they have a "Code/Honor Among Thieves" or a some sort of sick and twisted form of justice they follow.
>>
Also speaking of laws and stuff. Is there like some sort of unwritten set of laws or code of ethics the vikins/norse used or had that while not written down or official, everybody like followed. Like "Going up and killing a man in cold-blood behind the back is wrong, unless they have done the same." or something.

Because the Western theme might have clashing ideal or culture. Just wanna point that out.
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>>31930876
Like in the western campaigns I ran, the system had like a Code of Ethics that most people in the west followed or used as a guideline. Or "Frontier Law and Justice".

Such as for Law:
The Wild West is lawless and difficult. Most follow the principle of “might makes right” and “the fastest gun does the talking”. Consequently this reflects on the type of law and anarchy present.
Generally, the law tends to be maintained by an appointed sheriff and their deputies, but can be enforced by a “champion”, a gang, business tycoon, influential family, members of the community itself. Whoever has the means and will to maintain the laws are in control. In addition to a sheriff/champion most places have a militia or alternate military protector.
Lawmen are all too often a luxury at most towns, making lawlessness and violence all too common. Only about 40% of small towns (100-600 inhabitants) have a resident sheriff, while only 70% of larger towns (700-3000) have a sheriff or some peace keeping force. Exceptions are cities (4000+), which all have lawmen and a police force of some nature.
Most cases, official and unofficial lawmen patrol a wide territory where they make regular visits (weekly or sometimes monthly) to towns, villages, farms, ranches, and outposts. Usually to settle disputes, assign punishments, conduct hangings/executions, and hunt for criminals.
In addition the most powerful ranchers, mining companies, landowners, and businesses are likely to have their own force of protectors, guards, enforcers, henchmen; sometimes equivalent to a private army.

[1/3]
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>>31931000
Frontier Justice
>Frontier Justice:
Separate from the law, justice usually tends to be harsh and quick – an eye for the eye. A man steals another man’s livelihood (crops, horse, cattle, land, water, etc), the punishment is death. Cold blooded murder of an innocent also leads to death. Stealing another man’s woman is usually a death sentence too. Hangings, firing squads, posse chases, are common occurrences; sometimes even daily ones.
Armed robbery, theft and other crimes that don’t jeopardize one’s life or livelihood, breaking and entering, vandalism, blackmail, public drunkenness and similar crimes are typically considered petty crimes that result in fines or jail time, and forced labor work; repeat offenders and severity of crime result in harsher penalties and longer jail time.
Smuggling, gun running, selling drugs and alcohol, prostitution, and gambling are not considered crimes in most wilderness towns. They are however, usually looked down upon, especially by “polite society”. And those whose occupation and profession that follow along these lines are generally looked upon as being vulgar and undesirable (although necessary in some cases).
Smaller insults and crimes like cheating at cards and gambling offer a wide range of punishments. Such as brawls, forfeit of winnings, tar and feathering, to showdowns and shootouts in street and bars.

[2/3]
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>>31931010
The Code:
Most cowboys, lawmen, gunman, adventurers, and even some bounty hunters, mercenaries, and bandits live by the code of ethics known as the “Code of the West”, or simple as, “The Code”. It is a simple code of conduct adopted by many particularly among those of principled, scrupulous, and aberrant moral values. Those who break, mock or condemn The Code are regarded with contempt or worse.
>Never draw your weapon unless you’re prepared to use it.
>Never cheat inna showdown, or expect to live like a snake.
>Never kill or deliberately hurt women and children, ‘cept in self defense.
>Never kill clergy, again ‘cept in self defense.
>Never kill, injure or steal another man’s horse or vehicle, unless he’s dead and ain’t needin’ it no more.
>Never take another man’s woman.
>Never destroy a church or holy place, unless it is a place of evil – then beware the wrath of gods and demons.
>Never take more money that what’s owed to you.
>Never spit in the face of the law. Show respect until its proven that the law in that town ain’t genuine.
>Show women folk respect, remove your hat and avoid cursing.
>Respect the land and power of nature.
>Respect (and fear) the “unearthly” and “supernatural”.
>Respect and honor a worthy opponent.
>Treat others like you’d like to be treated, Show cowboys and travelers kindness and hospitality unless they ain’t worthy of kindness or mercy.
>If you cheat at cards or break the law, expect to pay the consequences. Just because you don’t get caught or punished one time, don’t make it right.
>Keep your sworn word of honor, “because sometimes all a man’s got is his honor”. A man’s word is his contractual bond.
>Kill only is self-defense and in justice. The latter can include acts of revenge, “eye for an eye”, protecting others, using deadly force against those known to be killers, etc. The only exception are “demons”, “monsters”, and other “hellspawn”.

[3/3]
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>The bar was unusually loud for this time of year. On the balcony the fiddlers played, but you could barely hear their tunelessness in the din of boisterous patrons drinking themselves stupid on cheap mead and cheaper whiskey. The local crowd was in, of course, but tonight two boadloads of Jhan Dogfoot's men had come up the river, stopping in on their journey north. They crowded the bar, carousing and bragging, flirting with barmaids like they'd never met a woman before in their life. The card table had a rapturous crowd rather than its usual trio of bored holdem players, and the general air of overexcitement filled the room. In the central mass of thronging inebriates, something changed. A knock, a bump, an over-loud shout. A body was flung from the huddle, crashing into the table in the corner. Fine spirit was sent splashing across the pressed white shirt of the man sat there, staining the linen between his braces. The crowd roared with amusement. He stood, glaring at the laughing masses over his half-moon spectacles, but before he could speak a great blond warrior stepped forward from the pack. "what you gonna do old man?" he slurred, one slablike hand at his holster "you ain't even got a gun" he said, sneering. Calmly and deliberately the small man rolled up his sleeves. The saloon rapidly tried to shush itself, to little effect and producing great quantities of spittle. Branded on both of his wrinkled but bulging biceps were two great rune-circles, plain as day. The big warrior gulped.
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>>31931095
> Before he could do anything more the little man had vaulted the table with the speed of a hawk. Where before he resembled nothing more than an aged telegraph operator, now he glowed like a forge. Magically charged fists hammered at the warrior, knocking him to and fro, crashing into his friends. The blond man raised his hands to his face, but to no avail.Battered across the room by his opponent's fury, unable to turn his back to the radiant Runesage, it was all he could do to absorb the blows. One final punch flung him from the tavern, flying through the swinging doors. The sage turned away from his sprawling body, back into the room. Walking back to the bar, his glow faded. In the silence of you could have heard a pin drop. "Same again Jack"
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>>31918969
>the continent
How about an Old Norse word for "giant turtle" as a direct translation of the Natives' creation myth? If you're feeling lazy as fuck you could always have a token Greekaboo cartographer call it Atlantis.
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>>31920645
>not odin
Holy shit.
Guys.
Ravens were a huge part of Native mythology in a lot of regions. Odin trading his eye for ravens and knowledge would be the perfect symbol of unity between the Nords and the Natives. The cult of not!Odin would be a political faction advocating equal rights for the natives.
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>>31931187
Shit, that is a good connection/ flow of thoughts. Finally some actual lore and a place concerning Natives/Native Americans.
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>>31931239
One of the more fearsome of the Aztec gods, was Quetzalcoatl, a "feathered serpent." Sounds like a dragon/wyrm to me. I could see a mixing of Norse and Aztec mythology in the conquered areas of the southwest, with Jormungandr taking the role of Quetzalcoatl, similar to how Mexican Christianity still has a ton of Aztec trappings today.
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>>31931187
As a faction in the general political landscape they'd probably have fair bit of power due to >>31927701 but are at risk from the railway
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Now the only question that remains is which is more awesome, Dusters or Wolfpelts...

But on a more serious note, are we planting Norsemen in the wild west, i.e vikings in Saloons, brothels and O.K Corral or are we doing more of a mix i.e. the Saloon is a longhouse with swinging doors or something like that?

And if anyone needs something translated from English to Norse, just reply to me, I'm an Icelander raised in Sweden so I speak Icelandic, Swedish and a bit of Danish and Norwegian...
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>>31932165
I'd say Norsemen in the wild west. The upper midwest was majority Scandinavian for about a hundred years in real life, so just roll with it.
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>>31930815
Look don't take it the wrong way but you're taking something that was already established hours before and trying to force it into something else.
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>>31929385
>>31929525
Alright, I'm back. Glad to see the thread was pretty active over the night.

I've been thinking about the Class System more, and the more I do the more appealing a classless system sounds to me. So lets see what everyone thinks

Vote here please:
http://strawpoll.me/1640558
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>>31933904
>I've been thinking about the Class System more, and the more I do the more appealing a classless system sounds to me.
Easy there, Marx.
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>>31933992
The proletariat fa/tg/uys should not be limited by these bourgeoisie class based Roleplaying Games!
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>>31934080
Ancient medieval tradition uses their class advantages and D20 mechanics to squelch change. Fa/tg/uys of the world unite! Down with D&D!
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>>31934113
https://www.youtube.com/watch?v=suVB3YGIUk0
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>>31933904
I vote classless, more freedom and the setting has the variety to support it
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>>31932165
Saloons and feasting halls would be two different things.
I'm not well versed in Scandinavian lore, but weren't longhouses a hierarchy thing and weren't always full? It'd be a waste of resources for the Jarl to build something like a traditional longhouse in the old west, where wood didn't grow in abundance. In small towns the longhouse wouldn't necessarily be a long house. Commoners would go to a saloon for normal days. On big Jarl celebrations the guy would convert something into a longhouse. It could be open-walled or half enclosed or anything that provided a covering for a fuckhuge length of tables and chairs.
>>
>/tg/
>Doing something unique
>In 2014
Say it isn't so, we need more Warhammer, Magic, and Quest threads
>>
Maybe some ideas or trade or currency or whatever.

Trade of Goods and Services:
> A problem of the Wild West is that the vast, hostile wilderness with hundreds of splintered, unrelated communities are scattered throughout the wild wild west. Most don’t have any ties to any larger form of organization or government, don’t have any type of banking, uncivilized, lawless, unstable, and low-tech.

>What happens when you need to buy something and they don’t take the type of currency you are using? Well most pay through some form of labor, such as; digging a ditch, chopping wood, fixing a fence, plowing a field, pitching hay, and etc. Although most use the barter system, trading items for items.

>Almost all of the transactions in the Wild West are done through barter - the trade of goods and services, for goods and services. Many towns have what they call “banks” but is really just a trading post that uses local currency, or provides vouchers for traded/purchased goods.

>Certain goods and services are always in demand. Food, water, guns, ammo, and etc. are an example. Another are services such as bodyguards, enforcers/thugs, lawmen, doctors, merchants, and laborers. Unskilled labor tends to get paid about half of what it’s worth, this is because of the large number of unskilled or desperate people looking for work.

>Those however who are well-known for their services and have a reputation get paid full price. Pay will also depend on the nature of the service provided, the ones who get the best pay are usually doctors, blacksmiths, ship and cart makers, and etc.
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>>31935562
The Vikings liked their hacksilver
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>>31935254
I really don't mind quest threads, I actually enjoy quite a bit of them. It's the whole doing the same quest/theme over and over and over is what annoys me.

>>31935638
Again I really don't know much about vikings to be honest, I am just pumping out my Western stuff. And you guys and bring in the Norse and Viking stuff and combine it.

I already brought in the Rodeos, Circuses, carnivals and traveling shows.
>>31929500

Tried to give lore to the Oath-Marshall >>31929917
>>31930003

Western Code of Ethics, Frontier Justice and Law, Code Of The West
>>31931000
>>31931010
>>31931040
l'll just keep trying to provide Cowboy stuff. Actually might post the Cowboy Showdown Mechanics that my system uses, because showdowns are pretty iconic Western occurrences, and I don't think they were mentioned much yet.

Also what is hacksilver?
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>>31933904
I agree (and voted as such) but I'd like to talk about magic.

I'd suggest that the ability to practice Seidh sorcery is an inherent gift that some people may have, but choose to develop. So you can have the gift, be a rogue-type and either not use it or use it occasionally. As the other sorts of magic are prayer and learned they can be treated like any other skill.
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>>31935800
My main beef is on the weekends when all of the quests are active, everything else is instantly pushed off the front few pages

I've enjoyed a few too, but they cripple the visibly of everything else
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>>31935800
Concerning Showdowns:

>The classic Western showdown is a duel usually between 2 adversaries. However, sometimes one will face 2-4 opponents, although this is not the traditional or proper way to do things.

>A proper showdown: A gun duel between 2 characters, usually with revolvers or pistols, but can be with rifles or even knives, thrown or used in a melee.

>First, one “calls out” his opponent. This can be a courteous or angry challenge, and as simple as, “I’m calling you out,” or an insult or a threat with obvious implications for a showdown, like, “You son of a …., me and you high noon, bring your shooting irons,” or “You low down, cowardly polecat! It’s time we find out which one of us is the fastest gun.” And so on.

>Second, the character being “called out” must accept. If he doesn't, the gunman making the challenge must either convince him to accept (usually insults and threats), back down, or (try) to shoot him down in cold blood – i.e. in the back or without giving his would-be opponent a fair chance to draw.

>Third, when the challenge has been accepted, either a time is set in which they will meet for the duel, or, as is more often the case, the showdown occurs then and there. A showdown can be “called” anyplace and done indoors (often a saloon or gambling hall) or taken to the streets. Courteous, noble and honorable shooters will take the fight to the street, an alley, or nearby field to avoid damaging property and injuring innocent bystanders. Smart bystanders will take cover to avoid getting hit by any stray bullets or blasts.

[1/?]

I am so glad I still have stuff typed up and saved, from my campaign.
>>
>>31935906
True, but /tg/ has been kinda in a slump when it comes to quality content. I feel like I am not missing much, and when stuff does come out that is good, like this thread, it usually isn't affected to much by the presence of quests. Still ehhh.

>>31935909
Showdowns Continued:

>Fourth, the 2 opponents take their places and face each other. This can be close quarters, 8-15 feet (2.4 – 4.6 m) or more challenging distance of 20-40 feet ( 6 – 12.2 m) depending on the duelists and situations. Although a distance can be decided between the 2 adversaries, which can be agreed upon by the 2 parties, there is no real “regulation” distance.

>Fifth, a showdown is typically a “quick-draw” contest, with the winner being the one who can draw and shoot the fastest. Unlike some movie dramatizations, more than a shingle shot is usually fired by each shooter, and can even continue even if one or both duelists are shot and fall to the ground.

>Sixth, a showdown is intended to be a duel to the death. Consequently, protective body armor, at least helmets and chest armor, are usually removed, and the first shot to actually hit each gunman is DOUBLE DAMAGE. All subsequent shots do normal damage for that weapon.

>Finally, cheating in a showdown by having snipers waiting outside, or in anyway to affect one’s opponent to gain an unfair advantage is considered the lowest of the low. Those who cheat will be loathed, even by Gunslingers and Bounty Hunters, as complete and totally treacherous snake, which also means it’s okay to shoot the cheat pig in cold blood.

[2/3]
>>
>>31935977
Showdowns Continued:

>Until somebody decides to rid the world of this vermin, all professional gunmen (except the for the most evil and vile themselves), including Gunslingers, Gunfighters, Bounty Hunters, Mercenaries, Soldiers, Cowboys, Lawmen, even some Outlaws and Bandits, will treat the character like a leper, avoiding polite contact and business with him, snickering and making insults behind his back (often loud enough to be heard), spitting at his feet (a classic sign of disrespect and disdain in the west), and sometimes worse. The only thing that might ease the insults and foul treatment is challenging some of these people to a fair showdown, but it will not change the character’s status of being a despicable killer and “pariah” even among murderers – such is the Code of The West.

>Those who earned this reputation (even with one incident) will be despised, looked down upon (feared perhaps but never respected), and so branded for the rest of his life. Work with others will be hard (even impossible) to find – “We don’t want your kind, here,” and the individual is considered a fair target for all manner of degradation, robbery and murder. Furthermore, word of such treachery will spread throughout the Wild Wild West with lightning speed. When the misanthrope is finally killed, he is usually spit upon and buried in an unmarked grave or left out on the open plains as food for the buzzards and insects.

[3/3]
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>>31933904
Checked Poll, damn I am the only one who picked a class based system.


>>31934551
Also concerning Saloons here is some more of my notes, just gotta type them up.
>>
>>31935977
>True, but /tg/ has been kinda in a slump when it comes to quality content. I feel like I am not missing much, and when stuff does come out that is good, like this thread, it usually isn't affected to much by the presence of quests.
I think it is a compounding issue. Writefags now get more attention for running/contributing to a quest. Less homebrew content is made, so more people participate in quests. Which means more writefags start doing quests...
>>
>>31935809
If we do go with the Classless System, which is currently leading, people who want to be casters would need to buy an Ability during character creation for the tradition they want. The Seidh ability is the inherent talent, the Runesage ability years of dedicated study, Shamans have the favor of the gods, Blood Mages a dark ritual they went though.
>>
>>31936205
>Checked Poll, damn I am the only one who picked a class based system.
Why not post some arguments in favor of a class system? You might win some supporters
>>
>>31936205
This will take longer than expected and it is pretty late where I am at. I'll be back if this thread is still alive.

Someone should archive this or save the information here.

I only really have most of the stuff I've contributed saved.
>>
>>31936459
I want too but >>31936576
SLEEEEP!
>>
>>31936576
Well this thread will probably be hitting the bump limit within the next few hours, so we will have moved to a different one.
>>
One idea I’d like to include is the idea of Named Men s̶h̶a̶m̶e̶l̶e̶s̶s̶l̶y̶ ̶s̶t̶o̶l̶e̶n̶ ̶f̶r̶o̶m̶, ah inspired by Joe Abercrombie’s Northmen. The idea of a hero who is given a Name for some deed or feature fits in really well with the Old West and the Norse. I don’t know whether to have it as a mechanical feature, a part of character generation or just background, but I’d like to include it.

Some examples:
>Bloody Sansha - a vicious warrior woman
>Lari Rivertongue - fast talking trickster
>Brok Black-hand - the man with a flaming punch
>Harrik Wordsmith - saga writer and musician
>The Jórfell Kid - a young gunslinger
>>
>>31938066
We could have something like the sample characters in Shadowrun
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>>31914636
/k/omrade here with an idea;

The Vikings were known for their Berserkers. To this day nobody is exactly sure how the Berserkers went... well, Berserk. What we do know is that they would get all worked up, then be incredibly angry, feel no pain, and attack anything in sight. Legends say they would eat their shields and pull burning coals into their mouths. Sometimes, they would go Berserk during construction, helping the oxen haul stone and stuff. Afterwards, of course, they collapsed, exhausted.

BUT. The native Americans, at least some tribes, had people who believed themselves able to turn into, or invoke the spirit of, animals like bears and wolves. (Anyone know the words for what I'm looking for?) Even today, the occasional one on a reserve, especially when drunk and carrying knives, can be bothersome at the least.

I imagine our Scandi friends would fit in well with our Bear-spirit friends. Add a couple of frontier axes, bear pelts, and 12 gauges, and you have a ridiculously formidable set of foes who legitimately think they are bears and are so hyped up that they won't feel any pain.

Holy hell.
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>>31938422
Hey, could you tell me what you think of the shooting rules proposed here?
>>31917669
>>
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>>31938471
Sounds fun and solid. Guns are ridiculously tricky for game rules, because you need to take into account ammunition speed, weight, penetration, materials, and accuracy, as well as dumb luck.

There are people who have survived getting shot 100+ times with small caliber rifles.
There are people who have survived point-blank headshots qith a .357 magnum.
There are people who commit suicide with pellet guns.

I think your proposed idea is a good one. A scattergun could use a nice big die, allowing for a big range. (d20+5, for example, would take into account the potential for most of the pellets to miss, leaving you with 6 damage, or all to hit perfectly in the center mass, making it 25, or whatever.)

What do you know of real-world calibers and actions?
I would DEFINITELY play this. Also, bonus points for alluding to sasquatch in the game. I like the idea of an old mountain man telling tales of strange things in them there woods.
>>
>>31938370
What for?
Examples of various builds would make sense, of course, but for Named Men (and women) I was thinking of the sort of Western heroes whose names are known far and wide.

People like Billy the Kid, Calamity Jane, Buffalo Bill, Butch Cassidy, The Sundance Kid, Davy Crockett, Jessie James and Wild Bill Hickok
>>
>>31938640
Maybe there should be a simple mechanic with the firearms to see if you hit, like a d12 with a good chance of success, before rolling to see how much or little damage is done. For example, from 10 feet away, if I have a rifle, I have a REALLY solid chance of hitting you if I know what I'm doing.

Buuuuut... that may just be nicking your shoulder or blowing your pinky finger off.
>>
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>>31938642
For having exactly what you wanted, Named Men who we can example characters. Like pic related, but with a name and more personal history
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>>31938640
Tell me, what sort of old west weapon would you use to keep one of these >>31917898 away from, say, the train you were hired to protect?
>>
Just swinging by since your stuff looks interesting. You should compile info in a 1d4chan page so it endures.
>>
>>31938763
Hunting rifle, anything high-caliber and with plenty grain.
>>
>>31938763
Depends how old-west we're talking/budget.

Super early? Multiple blunderbuss.

Golden age, I'd get as many double barreled, large bore shotguns as I could carry, loaded with pea-sized shot. Possibly even have a holdout derringer in a scattering caliber/gauge.

Late west/huge budget? Gatling guns on the trains.

>>31938798
Perhaps, but it's worth keeping in mind that there's a reason we don't tend to go after flying critters with single projectiles.
>>
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>>31938640
Thanks, glad to hear you like it.
>What do you know of real-world calibers and actions?
I have a list of some of the more common wild west calibers I could find, and I assigned them damage based on their ballistic energy.

As for shotguns, I was thinking to give them a descending scale of potential damage based on range. At range band one they do the most, fallen down to next to nothing at extreme range. Using slugs makes the damage more constant, using the middle range value at all ranges.

>>31938763
Trains should have Punt Guns mounted on them.
>>
>>31938872
Sounds great. I like this. Another thing to remember is, in the old west, people tended to shoot soft lead projectiles. So, WW1-style, ridiculously heavy armors, or armor a-la Ned Kelly would provide significant protection, if at a significant cost of mobility, agility, sight, hearing, and sneaking.
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>>31938928
Pic related was the first character concept I had in mind when designing this system
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>>31938828
A good range of ways to deal with it then.
I'm not the guy behind the mechanics, but I figured that would be a good starting place for low-ish level monsters, being that it existed and could be killed by hunters.

Bearing in mind you're being hired for the job, a Gatling gun would probably have to wait until there was a big flock.

There may also be a risk of lightning, if they turn out to be Thunderbirds (but there's magic in the setting, so you should be fine)
>>
>>31934543
Agreed. Most individuals at that time needed to be, to some degree or another, independent.
They needed to at least be able to do a little bit of everything just to survive.

Classless system is a good ide to support this fact.
>>
>>31938422
I'm pretty sure we thought it was certain hallucinogenic mushrooms at some point
>>
>>31939126
That was a popular theory but it's sketchy at best. I seem to recall BBC tested the mushrooms in question and found them to be more of a downer. My money is on some sort of genetic adrenal condition.

For what it's worth, it lasted through the Varangian Guard into the Holy Roman Empire.
>>
>>31939039
Make sure to vote in the poll
>>31933904
>>
>>31914636
Idea/request- to allow for a long and epic frontier history, increase the size and nature of the world- make it flat and hundreds of times larger than our own. this can even fit with norse mythology by wrapping a giant serpent around it biting its own tail and sticking a fukhueg tree in the middle.

this lets the heathen wild west continue for more than a handful of decades .
>>
Reminds me of a game I played in a few years back. Wild West except with magic. Played a desert treant who worked with the Rangers as they could track damn near forever in the worst terrain in exchange for getting an area of the desert (their home, which if despoiled too much would weaken and eventually kill the treant which was a druidic construct of sorts tied to the land with a fair tendency to outlive the druids that created them) set aside from any sort of ranching or homesteading.

Gunslinger cactus was easily one of my favourite characters.
>>
>>31939358
This makes a lot of sense. The real Wild West was a few decades, but if we scale things up a bit (much like Warhammer Fantasy's Old World) then it allows for a more detailed and Epic - in the classical sense - world, with room for monsters and such needed for higher level shenanigans
>>
>>31936370
>>31935906
Honestly I'm surprised the shift to quests happened as late as it did. Even in the so called "golden years" of the board 99% of homebrew projects collapsed. Not from lack of interest, or a lack of writefags contributing lore, but because when it came time for the crunch there was rarely someone with the game design skills to make it work.

Quests need very little if any crunch, they have wider appeal.
>>
Bump
>>
>>31914636

Can you play as the man with no name or Cormano?
>>
>>31940284
Why not?
>>
>>31925854
It's a reference to the legendary sword Gram, forged by the smith suggested as someone we could combine with browning >>31925664
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>>31940862
Thanks.
I think a smattering of legendary weapons would be good to have
>>
>>31941001
Might as well repost this list of historical/semi-historical weapons I've got. They will be refluffed to be in-setting weapons as we move forward. For example Colt becoming Haraldsson, replacing the model names/nicknames, and so on.

>Pistols
Colt Automatic
Colt New Service
Colt Peacemaker
Remington Derringer
Gasser M1870
LeMat Model II Updated models which fired cartridges did exist, this is a fictional mass produced version
Mars Automatic
Mauser C96
Schofield Revolver
Webly-Fosbery Automatic Revolver

>Rifles
Colt Lighting Carbine
Colt Revolving Rifle
Gewehr 98
Magazine Lee-Enfield
Marlin Guide Gun
Mondragón
Nitro Express Elephant Gun
Remington-Lee Magazine Rifle
Sharps Rifle
Spencer Carbine
Winchester Lever Action

>Shotguns
Browning Auto-5
Coach Gun
Paradox Gun
Pardner Single Shot
Remington Revolving Shotgun Fictional. The Russian MTs-255, because it looks like something that belongs in the Old West
Spencer 1882
Stevens 520
Winchester 1887
Winchester 1897
>>
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Working on the character creation stuff now, I think I'll manage to get that done tonight if I can stay focused.

Anyway, I could use some opinions on these two fonts. Which would you prefer for the body text? Or if someone has another suggestion, that would be great too.
>>
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>>31941948
I ask because even though Carto looks thicker, Open Sans has some weird spacing going on and ends up taking up much more space.
>>
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>>31935800
>Also what is hacksilver?
Little cuts and fragments of silver carried as easy to exchange bullion
>>
>>31942111
Are they the same size, font wise?

Personally I prefer the more spaced out Open Sans, but I appreciate it takes up a lot of space
>>
>>31942566
Yeah, same size and spacing.

I prefer the look of Open Sans too, but the spacing really bugs me.
>>
>>31941119
>Webley-Fosbery
>Not Mark IV

Anywho, other recommendations
Short, Magazine, Lee Enfield
Mosin-Nagant Rifle
Nagant M1895 Revolver
Apache Revolver
>>
>>31943322
Argh, not letting me post a picture of the Apache. Basically a switchblade, knuckleduster and low caliber revolver in one.
>>
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>>31943322
>>31943369
>Mark IV
My time period was late 1890s, the Mark IV was WWI era if I remember right.

>Apache Revolver
This?
>>
>>31923465
>>31923673
>>31926449
>>31923726
So is it Wolfs-head, or Wolf-shead? Because the latter sounds much cooler
>>
>>31943683
It's Wolf's Head, if you say it out loud.
How is shead being pronounced? Because there's not much cooler than a wolf's head.
>>
>>31943940
Sh-ea-d, but I'm pretty awful at pronunciation
>>
>>31936205
>>31936576
OK I'm back here stuff and note about saloons.

Saloons:

>The center of activities for most visitors, cowboys, drifters and adventurers in the typical Wild West city and town is the district with saloons, gambling casinos, and dance halls. The saloon is generally a cross between a bar, restaurant, nightclub, and hotel. It can be a rough and tumble place with nightly brawls and shootouts, or a friendly, violence free watering hole. Many saloons are bright, cheerful places where people meet, eat, drink, party, play and have fun. Such establishments are usually run by law abiding citizens who do not offer or encourage illicit pleasures, con games, crime, criminals or foul play. In fact, the owners of such “honest” saloons are likely to throw out trouble makers and know outlaws, con men and cheats; some may not even allow gambling.

>Other saloons are dangerous places that attract ruffians, drifters, smugglers, drug dealers, thieves, gamblers, gunslingers, prostitutes, crooks, and lowlifes of all kinds. Often the clientele will depend on the town and the owner. In some cases, the saloon may even be a front for local criminal gangs, outlaws, thieves or smugglers. So all saloons are not equal, good or evil, they vary as dramatically as the people who visit them.

Saloon Bar Area
>The bar is typically a long, narrow counter with a polished top. They can usually seat 16-24 customers comfortably. All the best booze is kept behind the bar on the shelves underneath the long counter. Tables and chairs are usually available away, but near the counter and bartenders, that can seat another 24-50 people.

[1/?]
>>
Saloon Drinks
>Most offer an extensive range of alcoholic beverages, from beer to bourbon, to whiskey, to wine, and homemade brews with names like “Redeye”, “Skull Bender”, “Gut Rot”, “Snake Bite”, and “Tarantula Juice”. Some of these alcohols are very potent elixirs to other properties, and contain an exotic array of juices, herbs, drugs and other harmless components, giving the brew an interesting flavor. Many of these drinks are local regional favorites and brewed moonshines and typically cost twice the normal cost of a drink.

Saloon Food
>Typical and hearty. Quality depends on the owner and the one cooking the food.

Saloon Lounge/Dining Area
>Simple wooden tables and chairs for sitting and drinking, eating, and talking. Drinkers can also be seated here.

Saloon Stage and Entertainment
>Typically a large room with a small to medium raised platform for a stage (with or without curtains). A piano or organ is located on or near the stage. The room often has no chairs because customers usually dance and sing along with the music – room also used as a small dance hall.

>Entertainment is typically musical bands, singers, burlesque shows, dancing girls, and strip-tease. Comedians, acrobats, and other may also perform at saloons from time to time. Only occasionally are plays and skits performed here. Most entertainment is free to attract customers, or have a small “cover fee”. However special name performers may pack the house and command a more dominating “entrance fee”.

>On slow nights, many saloons will rent this room to politicians, businesses, and community groups for special gatherings and parties.

[2/3]
>>
>>31944324
Welcome back
>>
>>31944375
Saloon Gambling
>Most Saloons allow “friendly” games of cards, dice, and darts. Saloons that specialize in games and cater to gamblers will usually offer two or more gambling rooms with craps, dice tables, roulette, blackjack, faro, keno, three-card Monte, shell games, and other games of chance. In addition, they are likely to have pool rooms, darts, a poker room with 6-10 tables, and 1-4 private rooms for serious big money games. An area for horse shoes may be out back, also a small pit for wrestling, boxing, cock or dog fights and other blood sports. Some use the stage for these as an indoor arena.

>Whether the games are “fixed” or honest, will depend on the owner and people who run the saloon. Still even honest games favor the house.

Saloon Room and Board
>Many saloons offer room and board. These small rooms offer a bed, bath and breakfast for the price of a night’s stay. Cost can vary dramatically, and are rarely safer than a actual hotel.

>A saloon may have as few as 4 rooms available to as many as 24. Those hiding outlaws and contraband are likely to have 1 – 4 secret rooms and compartments, but charge 2 – 5 times the usual rate per person to hide people on the run and feign shock and claim ignorance if their clients are discovered.

Saloon Dens of Inquiry
>Some saloons, depending on town and it’s owner/people, are places of ill repute where one can find call girls, drugs, and contraband as well as fence stolen goods or hideout.

[3/3]

>>31943422
>>31943322
>>31941119
I got guns as well. Let me post them also.
>>
>>31944441
Actually that's a pretty good list of guns you guys already have. Mine just list specific kinds Colts, Remingtons, and S&Ws. A generalized list like the one you guys already have might be better.
>>
>>31944589
Those are specific guns, unless you mean you went REALLY specific with things like barrel length, alternate caliber chamberings, etc.
>>
>>31944631
Specific Like..
>1899 Smith &Wesson .38 Revolver
>1863 Remington .45 Revolver
>1873 Colt .38/.49 Revolver
>1874 Smith & Wesson .45 Revolver
>1878 Colt .45 Caliber Revolver
>1847 Walker Colt .44 Revolver
>Model 1860 Colt .44 Revolver
>1863 Remington New Model Army .45 Revolver
>Winchester 40-82 Rifle
>Sharp Winchester .50 Rifle
>1848 Volcanic Repeating Rifle
>.41 Volcanic Repeating Arms Pistol


But, then since I don't know if your basing damage off bullet caliber or whatever it just might be a waste.
>>
>>31944819
I'll add a few of those, like the S&W model 10. A lot of those are precussion cap firearms though, rules for those are just a pain. Which is why I had none.

>But, then since I don't know if your basing damage off bullet caliber or whatever it just might be a waste.
Damage is based off bullet caliber, yes.
>>31917669
>>
Should I make a new thread now, or wait for it to 404?
>>
>>31944819
Should just add them to the list then. But still specific like make, model, year, manufacturer, name, and year.

Whether it was single action or double action revolver, whether they take bullets or do percussion caps. Whether they have swing out cylinder or break away.

>>31944935
Oh okay then.

>>31944959
Should make a new one and put a like to the new thread in here.
>>
>>31944998
>Whether it was single action or double action revolver, whether they take bullets or do percussion caps. Whether they have swing out cylinder or break away.
I've got all that stated
>>
>>31945030
Yeah, was typing it out and then your post popped up, didn't feel like deleting what I typed so far. so mehhhh
>>
>>31943422
Mark IV was Boer Wars. You're thinking of Mark VI.
>>
Alright, new thread is up:
>>31945282
>>
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>>31914636
>>31915577
>>31915935
(sigh) God damn it. I had this exact same idea awhile ago only with Celts instead of Vikings.
>>
>>31945762
We can have celts too if you want.
>>
>>31946154
Really?
>>
>>31946241
I don't see why not. Hit the new thread, though.
>>
>>31931317
Nah, Jormungandr died in Ragnarok and caused the Old World to be uninhabitable; Quetzalcoatl is actually a benevolent god, compared to the other mesoamerican gods.
My thoughts is that Quetzalcoatl is actually Nidhoggr, who fled the Ragnarok. Since Quetzalcoatl was said to have left the Aztecs east and will return when the world ends, this could be a good timeline for Q:
>Be god in Aztec pantheon
>Try to be good
>Why so many blood sacrifices, get stressed
>Declare fuck this, I'm going east
>Be Nidhoggr in the east
>Gnaw on this world-tree's roots because it relieves the stress
>Oh snap Ragnarok
>Go back west
>Aztecs get their shit together
>Still practicing all these blood magic
>Chew some more on a bit of that root I brought from the east

And that is how Quetzalcoatl have a piece of Yggdrasil on him.

Also a parallel: the Aztec also has a Tree of Life, which could easily tie in to the Yggdrasil.



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