Dear Potential Players:
Thank you for your interest in the game. "Vikings and Valkyries" is an adventure system that takes its base from the "Mazes and Minotaurs" role-playing system, only instead of being in a setting of mythic Greece, we now use the rules to recreate the brutal action of Viking adventuring, complete with runes, trolls, dragon-headed ships, sword-biting berserkers and, of course, horned helmets.
Fortunately, the rules for the "Vikings and Valkyries" subset adventures of "Mazes and Minotaurs" are available for
free online, and which you can find at this link:
http://mazesandminotaurs.free.fr/VIK.html
(However please note that for basic character creation, while information for this is below, your reference book for step-by-step instructions will be the original "Mazes and Minotaurs" player's manual, found at this link: http://mazesandminotaurs.free.fr/RMM1.pdf)
These rules are required for character creation and for play. They are also your reference for inventory, magic and combat.
For your benefit:
Creating a Character
Creating a player-character for Vikings and Valkyries follows a very simple seven-step process:
Step 1: Select the character’s class.
Step 2: Roll the six basic attributes.
Step 3: Determine name, gender and age.
Step 4: Determine combat scores.
Step 5: Determine other scores.
Step 6: Determine wealth and equipment.
Step 7: Flesh out the character.
Step 1: Class Selection
In V&V, each player-character belongs to a class. A character’s class may reflect his occupation, vocation or social background. These rules describe twelve classes, divided into three broad categories:
Warriors
Berserkers, warriors who enter a spectacular, savage fury when fighting.
Half-Giants, half-human, half-giant (jotun) hybrids.
Princes, warriors of noble or royal blood – sons or kinsmen of the various kings of Midgard.
Valkyries, warrior women who come from a unique, matriarchal Queendom.
Vikings, warriors who sail the seas of Midgard in search of adventure, loot and fortune.
Magicians
Elementalists, masters of air, earth, fire or water.
Elves, ageless incarnate spirits of Nature.
Priests, servants and messengers of the Gods.
Skalds, masters of poetic magic.
Sorcerers, masters of illusion and mind magic
Specialists
Hunters, expert trackers and marksmen
Thieves, masters of stealth and subterfuge
A character’s degree of accomplishment in his class is reflected by his level. All player-characters start at level 1 and will gain new levels during the course of the game, up to level 6.
Step 2: Basic Attributes
A V&V character’s physical and mental capabilities are represented by six attributes:
MIGHT (physical strength)
SKILL (adroitness and martial training)
WITS (alertness and cleverness)
LUCK (good fortune and divine favor)
WILL (resolve and self-discipline)
GRACE (charm and appeal)
Roll 2D6+6 six times and distribute the six scores between your character’s attributes.
In V&V, all player-characters are assumed to be above-average individuals, favored by fortune and fate. For this reason,
if the sum of the six scores is less than 75 or if they do not include at least two scores of 13+, simply discard the six scores and roll a new set of attributes; if needed, repeat this procedure until the dice give you a total of 75 points or more with at least two scores over 12.
Once you have generated the six attribute scores, you may lower one of them by 1 or 2 points to increase another score by the same amount. This may only be done once and may not take the increased attribute score over 18.
The two highest scores must always be allotted to the two primary attributes of the character’s class. (see
http://mazesandminotaurs.free.fr/VIK.pdf for reference to characters and their primary attributes; i.e., a Half-Giant's primary attributes are Might and Luck). The other scores may be distributed as the player wishes between the character’s other attributes. Each attribute score gives a modifier (‘mod’), which will be used for various calculations (See
http://mazesandminotaurs.free.fr/RMM1.pdf, p.5 table 1B Attribute Scores)
Step 3: Name, Gender and Age
The character’s name is chosen by the player. A character‘s gender is usually the same as the player’s but exceptions are possible. Some classes also have specific gender restrictions. A character’s starting age is normally rolled on 2D6+15 for Warriors or Specialists and on 2D6+20 for Magicians, except for Elves who are ageless.
Step 4: Combat Scores
The combat abilities of a character are reflected by several important scores, all of which are derived from his attributes, as detailed below.
A character’s
Melee modifier is applied to all his attack rolls in hand-to-hand combat. It is equal to the sum of the character’s Might modifier (physical strength), Skill modifier (weapon training) and Luck modifier (battle fortune). A character’s
Missile mod is applied to all his attack rolls in missile combat. It is equal to the sum of the character’s Skill modifier (accuracy), Wits modifier (alertness) and Luck modifier (lucky shot).
A character’s
Initiative score reflects his ability to strike first in combat. This score is equal to 10, plus the character’s Skill modifier (combat training) and Wits modifier (alertness).
A character’s
Defense Class reflects how hard he is to hit in combat. A character’s basic Defense Class is equal to 12 plus his Luck modifier. A character’s EDC (Effective Defense Class) is equal to his basic Defense Class plus 2 for each piece of protective equipment: breastplate, helmet, shield.
A character’s
Hits Total represents the amount of injury he can take before being killed. It is equal to his Basic Hits (12 for warriors, 10 for specialists and 8 for magicians), modified by his Might mod.
Step 5: Other Scores
Saving Rolls
A character has four saving rolls which may come into play in various adventuring situations. Each saving roll score is equal to the sum of three attribute modifiers (which always include the Luck modifier, as a direct reflection of the character’s good fortune and divine favor).
Athletic Prowess rolls are used when characters attempt actions like climbing, swimming etc. A character’s Athletic Prowess modifier is equal to the sum of his Might modifier (muscles and fitness), Skill modifier (adroitness) and Luck modifier.
Danger Evasion rolls are used to avoid perils and react quickly to unexpected situations. A character’s Danger Evasion modifier is equal to the sum of his Wits modifier (alertness), Skill modifier (reflexes and precision) and Luck modifier.
Mystic Fortitude rolls are used to resist the effects of hostile magic and other supernatural powers. A character’s Mystic Fortitude modifier is equal to the sum of his Will modifier (strength of mind and spirit), Wits modifier (presence of mind) and Luck modifier.
Physical Vigor rolls are used to resist the effects of poison, illness, pain, fatigue and other hardships. A character’s Physical Vigor modifier is equal to the sum of his Might modifier (strength and stamina), Will modifier (willpower) and Luck modifier.
Athletic Prowess = Might mod + Skill mod + Luck mod Danger Evasion = Wits mod + Skill mod + Luck mod Mystic Fortitude = Will mod + Wits mod + Luck mod Physical Vigor = Might mod + Will mod + Luck mod
Personal Charisma
All characters have a Personal Charisma modifier, which reflects their presence, personal aura and natural leadership qualities. A character’s Personal Charisma is equal to the sum of his Will modifier (strength of personality), Grace modifier (natural charm) and Luck modifier. A character’s Personal Charisma will affect other people’s reactions when they first meet him as well as his ability to attract and command henchmen and other followers.
Special Talents
Specialists have a special score which reflects their mastery in their specialty: Hunting for Hunters and Thievery for Thieves.
In both cases, this score is equal to the sum of the character’s mods from his two primary attributes.
A Hunter’s Hunting score is equal to the sum of his Skill and Wits modifiers.
A Thief’s Thievery score is equal to the sum of his Wits and Luck modifiers.
Thus, a first-level Thief with a Wits of 16 (+2) and a Luck of 13 (+1) will have a Thievery score of +3.
Magical Abilities
All magicians also have three additional scores which reflect their magical abilities: Mystic Strength, Power points and a special talent score which varies according to their class.
Step 6: Wealth and Equipment
Each character starts the game with the equipment listed in the description of his class (as well as basic items such as clothes, sandals etc).
Characters also receive a certain amount of money expressed in silver pieces (SP). The silver piece (sp) is the basic currency unit in the world of Vikings & Valkyries but other types of coins exist:
1 gold coin (gc) = 100 silver pieces (sp) 1 silver piece (sp) = 100 copper pieces (cp)
This starting wealth can be saved for later or spent on extra equipment: see the Standard Price List. See also the rules on Encumbrance later in this chapter for more details about the weight and bulk of weapons, armor and other items.
Step 7: Fleshing Out
V&V characters should be more than a collection of statistics and a list of equipment.
Before play begins, players may choose to add various details to the description of their characters, such as his or her physical appearance and demeanor, his or her most notable psychological traits, family matters, personal history and other background elements.
This message was last edited by the GM at 19:42, Sat 21 Sept 2019.