All characters copyright 2006 by Brandon Cope

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This week we have the four man crew of a Viking knarr. If additional crewmen are desired (2-4, perhaps) they should be similar to Sailors #1 and #2.

Note that in a Vikings campaign, the Code of Honor (Viking) does not count against the disadvantage limit, so these NPCs could take another -10 to -20 points in disadvantages, if desired.

The scramasax and Viking shield are described in both Vikings 1e and Compendium II. There is a spare shield for each crewman as well as several throwing spears. Note that the gear listed is for combat; for day-to-day activities, the only weapon usually carried will be a knife.


All characters copyright 2006 by Brandon Cope

Joe the Knarr Captain
Setting: Viking

ST: 10 [0]; DX: 10 [0]; IQ: 12 [20]; HT: 10 [0]

Advantages: Status +1 [5]

Disadvantages: Code of Honor (Viking) [-10]; Compulsive Vowing [-5]; Duty (to kin, 12 or less) [-10]; Stubbornness [-5]

Skills: Area Knowledge (Danish Coast)-13 [2]; Area Knowledge (French Coast)-13 [2]; Broadsword-10 [2]; Carousing-9 [1]; Leadership-12 [2]; Merchant-13 [4]; Meterology-12 [2]; Navigation-12 [4]; Sailor-12 [2]; Seamanship-13 [2]; Shield-10 [1]; Shiphandling-12 [4]

Languages: Old Norse-12 [0]; Frankish-12 [1]; Anglo-Saxon-12 [1]

Gear: Scramasax broadsword (1d-2 imp, 1d cut), large knife (1d-2 cut/imp), Viking shield (PD 4), normal clothes


Joe the Knarr Helmsman
Setting: Viking

ST: 11 [10]; DX: 10 [0]; IQ: 12 [20]; HT: 10 [0]

Advantages: None

Disadvantages: Code of Honor (Viking) [-10]; Duty (to kin, 6 or less [-2]; Lecherousness [-15]

Skills: Area Knowledge (Danish Coast)-12 [1]; Area Knowledge (French Coast)-13 [2]; Axe Throwing-11 [2]; Carousing-9 [1]; First Aid-13 [2]; Navigation-12 [4]; Sailor-13 [4]; Seamanship-13 [2]; Shield-10 [1]; Shortsword-10 [2]

Languages: Old Norse-12 [0]; Frankish-12 [1]

Gear: Scramasax shortsword (1d-2 imp, 1d cut), large knife (1d-1 cut/imp), 2 francisca (1d+1 cut, SS 11, Acc 1,  1/2D 16), Viking shield (PD 4), normal clothing


Joe the Knarr Sailor #1
Setting: Viking

ST: 10 [0]; DX: 12 [20]; IQ: 10 [0]; HT: 11 [10]

Advantages: Wyrd (Minor) [5]

Disadvantages: Alcoholism [-15]; Chummy [-5]; Code of Honor (Viking) [-10]; Duty (to kin, 9 or less) [-5]

Skills: Brawling-12 [1]; Broadsword-12 [2]; Carpentry-12 [4]; Carousing-10 [1]; First Aid-10 [1]; Sailor-12 [6]; Seamanship-12 [4]; Shield-12 [1]; Shipbuilding-10 [2]; Spear Throwing-13 [2]; Swimming-12 [1]

Languages: Old Norse-10 [0]

Gear: Scramasax broadsword (1d-2 imp, 1d cut), throwing spear (1d-1 imp, SS 12, Acc 1, 1/2D 15), large knife (1d-2 cut/imp), Viking shield (PD 4), normal clothing


Joe the Knarr Sailor #2
Setting: Viking

ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 10 [0]

Advantages: Alertness +1 [5]

Disadvantages: Chummy [-5]; Code of Honor (Viking) [-10]; Compulsive Carousing [-5]; Duty (to kin, 9 or less) [-5]; Workaholic [-5]

Skills: Boating-11 [2]; Brawling-12 [2]; Carousing-12 [6]; Cooking-12 [2]; Knife-11 [1]; Sailor-12 [4]; Seamanship-12 [2]; Shield-12 [2]; Shortsword-10 [1]; Singing-10 [1]; Skaldic Lore-9 [1]; Spear Throwing-12 [2]; Survival (Island/Beach)-12 [4]

Languages: Old Norse-11 [0]

Gear: Scramasax shortsword (1d-3 imp, 1d-1 cut), throwing spear (1d-1 imp, SS 12, Acc 0, 1/2D 15), small knife (1d-3 cut/imp), Viking shield (PD 4), normal clothing