TEXT: Vikings & Valkyries
  Vikings & Valkyries
  Vikings & Valkyries
  Vikings & Valkyries    
      
  Character Classes 
   
   
  BERSERKERS 
   
   
   
  Primary Attributes: Might and Will 
   
  Gender: All Berserkers are male 
   
  Basic Hits = 12 
   
  Battle Might: Berserkers add their Might mod 
  to their damage when using their barbarian 
  melee weapons (see chapter II, M&M Players 
  Manual for more details). 
   
  Battle Fury: Berserkers add their Will modifier 
  to their EDC against melee attacks  
   
  Battle Madness: Berserkers in Battle Madness 
  add their Might bonus to his Initiative and Melee 
  score, but suffer severe restrictions and must 
  keep fighting. (see chapter II, Vikings & 
  Valkyries for further details) 
   
  Weapon of Choice: Sword, axe or great axe. 
   
  Level Benefits: Each level beyond the first 
  gives a  Berserker +4 Hits, +1 to Luck and +2 to 
  Might, Will or Skill (player’s choice) 
   
  Possessions: Berserkers start with their melee 
  weapon of choice. If their melee weapon of 
  choice is a sword or an axe they also start with 
  a shield. Starting wealth is  3d6 x 5 silver 
  pieces  
   
  Background Talents: Choose two talents 
  among 
  Armorer, 
  Beastmaster, 
  Drinker*, 
  Equestrian, 
  Mountaineer, 
  Woodsman 
  and 
  Wrestler (* see p 16, Vikings & Valkyries). 
   
  Patron Deity: Odin, Thor or Thyr 
   
   
   
   
   
  ELEMENTALISTS 
   
  Primary Attributes: Wits and Will.  
   
  Gender: Elementalists may be male or female.  
   
  Basic Hits = 8 
   
  Elemental Magic: At first level, an Elementalist 
  must select one of the three elements Fire, Ice 
  and Air as his primary element.  
   
  Elemental Mastery = Wits mod + Will mod  
   
  Mystic Strength = 12 + Elemental Mastery  
   
  Starting Power = 4 + Will mod  
   
  Level Benefits:  Each level beyond the first 
  gives an Elementalist +2 Hits, +4 Power points, 
  +1 to Luck and +2 to Wits or Will.  
   
  Possessions: Elementalists start the game 
  with a dagger, a staff and 3D6 x 5 silver pieces.   
   
  Background Talents: Choose two talents 
  among Orator, Sage (Scholar), Armorer (Fire), 
  Sailor (Air) or Mountaineer (Ice) 
   
  Restrictions:  Elementalists cannot wear mail 
  corselets or helms, since such huge amounts of 
  metal in direct contact with their person would 
  disrupt their command of elemental forces 
   
  Patron Deity: Odin or, if one of the character’s 
  two elements is Fire, Loki. 
   
  
  ELVES 
   
   
   
  Primary Attributes: Grace and Luck 
   
  Gender: Male or Female 
   
  Basic Hits = 8 (10 for male) 
   
  Natures Gift: Elves have the same  Nature’s 
  Favor (Magnitude 4) power as Dryads. Their  
  Nature’s Curse (Magnitude 5) and Nature’s 
  Command (Magnitude 6) powers, which are 
  only possessed by female Elves, are the same 
  as those of Napaea (Affliction and Kiss of Life). 
   
  Male Elves can only reach magnitude 4 of 
  Nature’s Gift but receive a +2 bonus to Skill and 
  a weapon of choice (bow or sword). 
   
  Elven Enchantment = Grace mod + Luck mod 
   
  Mystic Strength = 12 + Elven Enchantment 
   
  Starting Power = 4 + Grace mod  
   
  Level Benefits – Female:  Each level beyond 
  the first gives a Female Elf +2 Hits, +4 Power 
  points, +1 to Luck and +2 to Grace, Wits or Will 
  (player’s choice)Possessions. 
   
  Level Benefits – Male: Each level beyond the 
  first gives a male Elf the following benefits: +3 
  Hits, +3 Power points, +1 to Luck and +2 to any 
  other attribute (Might, Skill, Wits, Will  or 
  Grace), chosen by the player.   
   
  Possessions: None. 
   
  Background Talents: Musician  only. 
   
  Patron Deity: All female elves have Freya as 
  their deity. Male Elves may select either Freya 
  or her brother Freyr as their patron deity.   
   
  HALF-GIANTS  
   
   
  Primary Attributes: Might and Luck  
   
  Gender: All Half-Giant adventurers are male.  
   
  Basic Hits: 18 
   
  Amazing Strength: Half-Giants stand 7 or 8 
  feet tall and are extraordinarily strong. In game 
  terms, their  heritage gives them 18 Basic Hits 
  (instead of 12)  and also adds +6 to their Might, 
  up to a truly superhuman score of 24. Those 
  with a Might score of 19-20 will be able to wield 
  enormous clubs or axes in combat (see Players 
  Manual, p 22). Those with a Might of 21-22 
  have a Might mod of +5 and can wield 
  enormous weapons with both hands but without 
  reducing their Initiative by half. Finally, Half 
  Giants with a Might of 23-24 have a mod of +6 
  and can wield these enormous weapons single-
  handed, allowing them to combine their use 
  with shields. Lastly, their great size gives Half-
  Giants a basic Movement of 90’ (as opposed to 
  60’ for humans).  
   
  Magic Resistance: Half Giants are highly 
  resistant to magic. They replace Grace by 
  Might when calculating Mystic Fortitude.  
   
  Big & Dumb: There is, however, a downside to 
  Giant heritage. Half-Giants are, well, often quite 
  dumb and their heavy set frames, coarse 
  features, ill-proportioned limbs and uncouth 
  appearance do not make them very attractive: 
  in game terms, their Wits and Grace are 
  reduced by 6 points, once the rolled scores 
  have been distributed.  
   
  Weapon of Choice: Enormous club.   
   
  Level Benefits: Each level beyond the first 
  gives a Half-Giant +4 Hits, +1 to Luck and +2 to 
  either Might (max 24) or Will (max 20).  
   
  Possessions: Half-Giants start the game with 
  an enormous weapon (club) and that’s about it. 
   
  Background Talents:  All Half-Giants have the 
  Wrestler and Mountaineer talents.  
   
  Patron Deity: Ymir 
   
  
  HUNTERS  
   
   
   
  Primary Attributes: Skill and Wits  
   
  Gender:  Either male or female. 
   
  Basic Hits = 10 
   
  Deadly Aim: Hunters know how to target the 
  weak spots of animals and similar creatures: 
  they add their Skill mod to damage when using 
  missile weapons against Beasts or Monsters.  
   
  Hunting:  Hunters excel at stealth and 
  woodcraft.  This talent is reflected by a special 
  Hunting bonus equal to the sum of their Skill 
  mod and Wits mod.  
   
  Weapon of Choice: Any missile weapon.  
   
  Level Benefits: Each level beyond the first 
  gives a Hunter +2 Hits, +1 to Luck and +2 to 
  Skill, Wits or Will (player’s choice).  
   
  Background Talents: Choose two among 
  Bowyer, Beastmaster, Healer, Mountaineer and 
  Woodsman. 
   
  Possessions: Hunters start with a dagger, a 
  spear  and their missile weapon of choice (bow 
  + 12  arrows OR three javelins OR sling + 12 
  stones). Their starting wealth is 3D6 x 5 sp.  
   
  Restrictions: Hunters may wear any type of 
  armor  but usually choose not to do so, since 
  encumbrance directly affects their stealth 
  abilities. 
   
  Patron Deity: Uller (or shamanism for Kvenir). 
   
   
   
  PRIESTS 
   
  Primary Attributes: Luck and Will 
   
  Gender: Priests may be male or female, 
  depending on which deity they serve. Male 
  priests serve male  gods, while priestesses 
  serve goddesses 
   
  Basic Hits = 8 
   
  Divine Prodigies: Priests are able to call on 
  the power of their deity.  
   
  Spiritual Aura = Will mod + Luck mod 
   
  Mystic Strength = 12 + Spiritual Aura 
   
  Starting Power = 4 + Will mod 
   
  Level Benefits: Each level beyond the first 
  gives a Priest +2 Hits, +4 Power points, +1 to 
  Luck and +2 to Will or another attribute tied to 
  the deity: Might (Odin, Thor, Thyr, Freyr), Skill 
  (Frigg, Freya, Uller), Wits (Heimdall, Loki, 
  Bragi,  Njord), Grace (Baldur, any Goddess).  
   
  Possessions: Staff (or similar symbol of 
  office), dagger, ceremony robes and 3D6 x 10 
  silver pieces.  
   
  Background Talents: A Priest’s choice of 
  talents varies according to his deity. Choose 
  two talents among Armorer (Tyr, Thor), 
  Beastmaster (Freyr), Bowyer (Uller, Heimdall), 
  Healer (Baldur, Freya, Frigg), Musician (Bragi, 
  Freya), Navigator (Njord, Odin, Heimdall), 
  Orator (Odin, Bragi), Sage (Scholar) (Odin, 
  Frigg) and Warlord (Tactician) (Tyr, Odin). 
   
  Restrictions: Priests do not usually wear 
  armor or use shields, not because it interferes 
  with their powers but because they feel their 
  deity’s favor is the only protection they  need 
   
  Major Aesir Deities  
   
  Odin (god of power and wisdom)  
   
  Thor (god of thunder and lightning)  
   
  Tyr (god of war)  
   
  Frigg (goddess of wives and mothers)  
   
  Heimdall (god of vigilance)  
   
  Bragi (god of poetry)  
   
  Baldur (god of beauty)  
   
  Loki (god of strife and fire)  
   
  Uller (god of the hunt)  
   
  Major Vanir Deities  
   
  Njord (god of the seas)  
   
  Freyr (god of nature and virility)  
   
  Freya (goddess of nature and beauty) 
  
  PRINCES 
   
   
   
   
  Primary Attributes: Luck and another attribute  
  reflecting the character’s privileged heritage. 
  This favored attribute is chosen by the player. 
   
  Gender: Princes may be either male or female 
  (Ladies) 
   
  Basic Hits =  12 
   
  Battle Fortune: Princes add their Luck modifier 
  to  their Initiative score in all circumstances.  
   
  Noble Heritage: All Princes add 2 points to 
  their  two primary attributes. This may reflect 
  the friendship of the gods, a gifted lineage, 
  exceptional training  or a superior heroic 
  potential.  
   
  Weapon of Choice: Sword, axe or spear  
   
  Level Benefits: Each level beyond the first 
  gives a  Prince character +4 Hits, +1 to Luck 
  and +2 to any other attribute score (player’s 
  choice).  
   
  Possessions: Sword, dagger, shield, helmet, 
  mail corselet, and 3D6 x 100 silver pieces.  
   
  A Note on Favored Attributes: A Prince’s 
  favored  attribute will define his line’s most 
  notable trait: a  divine or heroic ancestry 
  (Might), a strong martial tradition (Skill), a talent 
  for combat ruse (Wits), a tradition of strong 
  leadership (Will), a goddess or elf lady 
  somewhere in the family tree (Grace) etc 
   
  Background Talents: Choose two among  
  Drinker*, Equestrian, Musician,  Orator, Sailor, 
  Sage 
  (Scholar), 
  Warlord 
  (Tactician) 
  and 
  Wrestler (* see p 16, Vikings & Valkyries). 
   
  Patron Deity: Odin 
   
  SKALDS 
   
   
   
   
  Primary Attributes: Grace and Luck.  
   
  Gender: Skalds are most often male, but may 
  be female. 
   
  Basic Hits = 8 
   
  Poetic Magic: Skalds can wield magic by 
  reciting  the sagas, singing and rhyming 
   
  Songs of Power: Skalds have the same 
  powers as M&M Lyrists (see Players Manual).  
   
  Skaldic Gift = Grace mod + Luck mod  
   
  Mystic Strength = 12 + Skaldic Gift 
   
  Starting Power = 4 + Grace mod 
   
  Level Benefits: Each level beyond the first 
  gives a Skald +2 Hits, +4 Power points, +1 to 
  Luck and +2 to Grace, Wits or Will (player’s 
  choice).  
   
  Possessions: Skalds start the game with a 
  harp, a dagger and 3D6 x 5 silver pieces.  
   
  Restrictions: Their role as sacred poets 
  forbids 
  Skalds 
  to 
  wear 
  any 
  protective 
  equipment as well as to use any weapon other 
  than a staff or dagger, and only if they have 
  been attacked first. 
   
  Background Talents: All Skalds automatically 
  have the Musician and Orator talents. 
   
  Patron Deity: All Skalds have Bragi as their 
  patron deity. 
  
  SORCERERS 
   
   
   
   
  Primary Attributes: Wits and Will. 
   
  Gender: Sorceresses are more frequent than 
  male Sorcerers, women being more gifted for 
  sorcery than men. To reflect this, Sorceresses 
  roll their starting age on 2D6+15 and Sorcerers 
  on 2D6+25. 
   
  Basic Hits = 8 
   
  Sorcery: Sorcerers study and practice the 
  arcane arts of psychic Sorcery. See chapter III 
  of the Players Manual for more details on this 
  realm of magic. 
   
  Psychic Gift = Will mod + Wits mod 
   
  Mystic Strength = 12 + Psychic Gift 
   
  Starting Power = 4 + Will mod 
   
  Level Benefits: Each level beyond the first 
  gives a Sorcerer +2 Hits, +4 Power points, +1 
  to Luck and +2 to Wits or Will (player’s choice). 
   
  Possessions: Dagger, staff or wand. Their 
  starting wealth is 3D6 x 10 silver pieces. 
   
  Restrictions: 
  For 
  some 
  mysterious 
  metaphysical reasons, sorcerers may not use 
  their Sorcerous powers while wearing a mail 
  corselet or a helmet. 
   
  Background 
  Talents: 
  All 
  Sorcerers 
  automatically have the Sage (Scholar) talent, 
  plus a second talent chosen among Actor, 
  Healer, Musician and Orator. 
   
  Patron Deity: A Sorcerer’s patron deity is 
  either Odin, Freya or Loki. 
  THIEVES  
   
  Primary Attributes: Wits and Luck  
   
  Gender: Either male or female.  
   
  Basic Hits = 10 
   
  Thievery:  Thieves excel at hiding, sneaking, 
  finding traps and, well, thieving. In game terms, 
  these skills are reflected by a special Thievery 
  bonus equal to the sum of their Luck mod and 
  Wits mod.  
   
  Evasion: Thieves are also very good at 
  dodging  blows and add their Wits mod to their 
  melee EDC  (unless taken by surprise or 
  wearing a breastplate).  
   
  Weapon of Choice: Dagger, thrown knife or 
  sling.  
   
  Level Benefits: Each level beyond the first 
  gives a  Thief +2 Hits, +1 to Luck and +2 to 
  Wits, Will or Skill (player’s choice).  
   
  Background Talents: Choose two talents 
  among Acrobat, Actor, Healer, Musician and 
  Orator.   
   
  Possessions: Dagger and 3D6 x 5 silver 
  pieces.  
   
  Restrictions: Thieves may wear any type of 
  armor but usually choose not to do so, since 
  this directly affects their stealth and agility.   
   
  Patron Deity: Loki, or Odin 
   
  DWARVES 
   
   
   
  The Dwarf option can be taken by Sorcerers 
  and Elementalists (as well as Thieves). Some 
  Maze Masters may make this a mandatory 
  condition for male Sorcerers and Elementalists. 
   
  Dwarf characters are subject to the following 
  attribute score adjustments: Might -2, Wits +2, 
  Grace -2. Starting age (and approximate life 
  expectancy) should be multiplied by 5. 
  
  VALKYRIES 
   
   
   
  Primary Attributes: Skill and Will 
   
  Gender: Female only 
   
  Basic Hits = 12 
   
  Defensive Fighting: When fighting with spear 
  and shield, a Valkyrie add her Skill mod to her 
  EDC against melee attacks. This bonus does 
  not  apply against surprise or missile attacks.  
   
  Martial Discipline: Valkyries add their Will mod 
  to their Initiative when fighting with a spear. 
   
  Weapon of Choice: All Valkyries must select 
  the spear as their melee weapon of choice. 
   
  Level Benefits:: Each level beyond the first 
  gives a  Valkyrie +4 Hits, +1 to Luck and +2 to 
  Might, Will, Wits or Skill (player’s choice). 
   
  Possessions:  Spear, sword, dagger, shield, 
  helmet and mail corselet, plus 3D6 x 10 sp. 
   
  Background Talents: Choose two talents 
  among Armorer, Drinker*, Equestrian, Healer, 
  Musician, Orator, Sailor, Warlord (Tactician) 
  and Wrestler (* see p 16, Vikings & Valkyries). 
   
  Patron Deity: Odin 
  VIKINGS  
   
   
   
  Primary Attributes: Might and Skill  
   
  Gender: All Vikings are male.  
   
  Basic Hits = 12 
   
  Battle Prowess: A Viking add his Might mod to  
  his Initiative when fighting with his melee 
  weapon of choice.  
   
  Shield Combat:  When fighting with a shield  
  and their weapon of choice, Vikings add their 
  Skill mod to their EDC against melee attacks.  
   
  Weapon of Choice: Sword, axe, great axe or 
  spear (melee).  
   
  Level Benefits:  Each level beyond the first  
  gives a Viking +4 Hits, +1 to Luck and +2 to  
  another attribute (Might, Skill,  Wits or Will).  
   
  Possessions: Vikings start the game with their  
  weapon of choice, a shield, a helmet, a dagger  
  and 3D6 x 10 sp worth of wealth.  Vikings who 
  want a mail corselet will have to buy it (150 sp) 
   
  Background Talents:  All Vikings have the 
  Sailor talent plus a second talent from the 
  following list: Armorer, Beastmaster, Drinker*, 
  Equestrian, 
  Healer, 
  Mountaineer, 
  Orator, 
  Warlord (Tactician), Woodsman, Wrestler. 
   
  Patron Deity:  Most Vikings have Odin, Thor, 
  Tyr, Heimdall or Njord as their patron deity. 
   
  
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