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Vikingr Core Rulebook Draft 12

Vikingr is an RPG set 111 years after the collapse of civilization due to a deadly disease. Players take on the role of vikingr, adventurers who explore the ruined and dangerous Silent World to recover lost technology and resources for profit. The game focuses on tense exploration and teamwork as players must work together to survive encounters with horrific monsters. Players accumulate experience from expeditions to improve their character's abilities over time as they explore the Silent World.

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0% found this document useful (0 votes)
160 views81 pages

Vikingr Core Rulebook Draft 12

Vikingr is an RPG set 111 years after the collapse of civilization due to a deadly disease. Players take on the role of vikingr, adventurers who explore the ruined and dangerous Silent World to recover lost technology and resources for profit. The game focuses on tense exploration and teamwork as players must work together to survive encounters with horrific monsters. Players accumulate experience from expeditions to improve their character's abilities over time as they explore the Silent World.

Uploaded by

LilG
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VIKINGR: The SSSS RPG immensely profitable, creating a demand for

adventurers where none previously existed.

INTRODUCTION The system Vikingr uses is built to reflect the


brutality, despair, and occasional glimmer of
One hundred and eleven years after the fall of hope found within the world of Stand Still, Stay
civilization, humanity has established a foothold Silent. Survival in the Silent World is difficult at
against the darkness of the Silent World, the best, and worsens the farther one strays from
world that once was. Cities are growing and civilization. Death is never distant.
commerce is exploding, all thanks to the vikingr
– warriors, pathfinders, and adventurers that But that is not to say that danger comes from
bear the title of their ancient ancestors. the Trapped Ones alone. Hand-in-hand with the
explosion of commerce, a new criminal element
Emboldened by tales of recovering the Old has surfaced in Scandinavia, one that profits off
World’s glory (and the massive profits to be the influx of goods by dodging suffocating
found in doing so), these vikingr plunder the governmental oversight. Though it is rare, they
Silent World for lost knowledge, weapons, will resort to violence when they feel as though
luxuries, and raw materials, all of which are in their interests are threatened. Competing
high demand. bands of vikingr may also pose a threat
depending on the nature of their expedition,
However, their profession is a dangerous one, though such encounters are few and far
for beyond the walls of civilization lie the between.
Trapped Ones - monsters of unfathomable
horror that guard the ruins they once called Gameplay
home with zealous fervor. Though they cower
in the cold and avoid the light of day, these No viking has set off alone. Though some tasks
creatures infest every kilometer of the Silent are solitary in nature, no successful Expedition
World. Out there, there is no refuge. No escape. has ever consisted of a single person. The only
way to survive the Silent World is to be part of a
When confronted with these monsters, it is best cohesive team, one that makes up for each
to remember the time-honored adage… others’ weaknesses, and watches each others’
backs.
Stand Still, Stay Silent.
Expeditions are the primary framework for
The Game Vikingr gameplay. Expeditions are comprised of
Encounters, story events or random
Vikingr is based off Minna Sundberg’s confrontations that can include puzzles,
webcomic Stand Still, Stay Silent, a post- preparation, combat, exploration, negotiation,
apocalyptic tale about a band of intrepid looting, travelling, and more. All Encounters –
explorers as they make their way across a even those that end in failure – award
ruined and desolate Scandinavia. As such, characters Experience, which can be used to
Vikingr is a RPG best suited for players who improve their Core Attributes and Skills. As
enjoy tense exploration, role-playing, there is no ‘Class’ or ‘Level-Up’ system,
teamwork, and atmosphere. Experience can be spent immediately after it is
acquired, but a training period dependent on
It takes place twenty-one years after the events the amount of Experience spent must be
of Stand Still, Stay Silent, and assumes that the observed before the improvements take effect.
expedition depicted within is successful and For instance, if a Player wants to improve their

1
character’s Fitness attribute, they cannot get compared. Again, the party with the more hits
stronger by simply deciding to – they must is considered the victor.
spend some time working out or otherwise
improving their physique. Precision

Core Mechanic Similar to ‘Exploding dice’ seen in other


systems, anytime a Player rolls a ‘10’ on his or
Standard Rolling her d10’s, they may re-roll a corresponding
number of misses on the same roll. If any of the
When a Player wishes to accomplish an action re-rolled die land on ‘10’, the process does not
and there is a chance that the action might fail repeat. If there are no misses to re-roll, there is
or return sub-optimal results, they must roll to no additional rolling.
measure their success. Whether they are
attacking, performing repairs, scouting, or Adding a die’s sum to 10 with dice overflow or
scouring a ruin, all actions with a chance of weapon stats will not initiate Precision rolls.
failure have a Threshold, that is, a number of
hits that must be met or exceeded in order to Conditional Effects
claim success.
Many rolls in Vikingr will also include situational
When performing the action, add the ranks of or equipment-based bonuses, netting a player
the involved Skill to the associated Core more (or fewer) dice to roll. Make sure the
Attribute rank, and roll that number of d10’s. Game Master is aware of how different
Eights, Nines, and Tens are all ‘hits’, while all situations and environments might affect skill
other numbers are ‘misses’. rolls.

The maximum rollable number of d10’s is Time-Consuming Tasks


twenty. Any Skill ranks or Attributes that would
add dice beyond this number are converted into
a flat bonus that can be applied to the dice you
have already rolled.
THE WORLD
Example: If you should be rolling twenty two Overview
dice, you can add two to a missed roll of '6',
converting it to an '8' and thereby scoring Swift and dark was the death of the Old World.
another hit. Millennia of history, culture, and knowledge
were wiped from the face of the Earth in the
Opposed Rolling span of three months. Slowly, ever so slowly did
it begin. A handful of patients, their symptoms
Whenever two parties are in opposition, they minor. Treatable? Of course. A handful of
must roll opposing dice pools in order to rashes, no more.
determine the action’s victor.
But then it was more. By the time doctors and
This usually takes the form of checking the scientists realized it, the disease had spread too
opposing characters’ Skills (with the party far. Too fast. Countries closed their borders,
scoring more hits winning). quarantines were established, but it did little
good. The disease – the Rash as it came to be
During combat and casting, different conditions, known – devoured all that it touched. All
skills, and attributes are combined and mammals (except felines) suffered.

2
Though the Rash was painful and debilitating, Within a month it had broken society, and
the true horror arose when it claimed its first within three months, the disease (and the
victim. Shortly after it died, it rose again. Alive, collapse it caused) claimed the lives of 99% of
yet not. A shambling, misshapen parody of its humanity’s population, leaving a small remnant
former self. And society collapsed. People fled of survivors scattered across Scandinavia. It is
where they could, but there was no shelter, no possible that pockets of survivors exist
respite from the beasts that roamed the land. elsewhere in the Silent World, but none have
What exactly happened after that has been lost been found as of yet.
to time.
After several years of discussion, the Nordic
Now only a fragment of humanity remains - a countries decided to re-align the calendar, with
handful of cities, settlements, and colonies in Year 0, Day 0 being the date that the first
Scandinavia. There, the monsters could reported case of the illness
withstand neither the cold nor the treacherous
terrain. Its people fight tooth and nail to reclaim Pathology
what was lost, rifles in their hands and prayers
to the old gods on their lips. Some exceptional An airborne disease with a nefariously nebulous
individuals are bestowed the gift of magic, and incubation period of a few days to as long as
wield their abilities to guard against the two weeks, and is communicable throughout
monsters that lurk in the Silent World – the this time. The Rash is a slow yet efficient killer -
remnant of what once was. the first symptoms appear as large patches of
weeping sores. Though painful, they do not
They have adapted, overcome. Now is a crucial hamper the victim overmuch. These rashes are
moment in their history. Emboldened by the shortly followed by vomiting and fever spells,
legendary Västerström Expedition – the first then a coma by the end of the first week.
non-military scouting and reconnaissance During this time the rashes worsen, and begin
mission ever attempted – a new breed of to eat away at the victim’s skin, turning the
explorers and adventurers have arisen: the flesh necrotic. Death occurs in two week’s time.
Vikingr.
In some cases (roughly estimated to be 10% of
The Rash all afflicted victims), the body dies yet lingers on
in a monstrous, mutated form. Generally
The Death of the Old World referred to as ‘trolls’ by Scandinavians, these
beings still possesses a semblance of their mind
The disease that brought Earth to its knees is and soul, trapped within a body they cannot
still a mystery a century after Patient Zero control or contain. The rapid rate of mutation,
appeared. Crumbling records suggest the first inhibited cognitive functions, and puzzling
case was reported in Spain, but the veracity of tissue samples suggest that the Rash is not a
those claims has been questioned as the past natural disease, and could be a product of
fades away. What is known is that it spread like magic. These creatures can inflict the Rash upon
wildfire, and only a few countries managed to any mammals that they bite, scratch, or spit
impose a quarantine in time. Briefly referred to upon.
as ‘the Illness’, it soon became known as ‘the
Rash’, due to the red and angry lesions that So far, all attempts to synthesize a cure have
spread across its victims’ skin. failed.

Immunity and the Dagrenning Program

3
In the decades following Year Zero, handfuls of containment protocols, and colonization efforts
individuals were observed to be immune to the across all five nations. They also have a number
effects of the Rash. The vast majority of them of smaller departments focused on
were located in Sweden, Norway, and Denmark, technological, cultural, and scientific
whereas Iceland (who managed to successfully advancement and recovery.
quarantine their island) only possessed a few
such individuals. Immunity spread slowly yet So far, the conflicts between the Nordic
surely through the surviving populations, and countries have been rare and minor. In a
has nearly reached %50 in mainland century of existence, the Nordic Council has
Scandinavia. never seen a war flare up between its member
nations - in the Known World, armed conflict
Despite endless, extensive research conducted between nations would benefit no one, and
by the Nordic countries, the immunity could possibly wipe out entire swathes of
mechanism has still not been elucidated, the humanity. Most conflicts, if any, are centered
only concrete knowledge gained about it is that around trade during times of famine, and
it can be inherited genetically. recent colonization efforts.

The Dagrenning Program is a selective breeding Iceland


program established by the Icelandic
government to help increase up the number of One of the first nations to quarantine itself
immune citizens. Immune donors and recipients when the Rash struck, Iceland remains the only
volunteer for the program, and successful safe haven from the omnipresent disease. The
results enable the participants to try re-enroll. most populous and technologically advanced
Dangrenning enrollment and large families are nation, they nonetheless suffer from lower
highly encouraged by the Icelandic government immunity rates when compared to the other
- often, they offer tax breaks, higher education, Nordic nations. The government is primarily
and career opportunities to fertile families. concerned with increasing its immune
population and expanding its agricultural
Countries efforts, as famines in the decades past have
devastated the small island country.
The Nordic Council
After the death of the Old World, they returned
Of all the countries that once were, only five to the faith of their ancestors, once more
remain - Iceland, Sweden, Norway, Denmark, offering sacrifices to Oðinn, Freyja, and Thor.
and Finland. Due to a combination of favorable Icelanders attribute their survival and the
(yet harsh) weather conditions, remote island return of magic to the old gods, who are said to
chains, and early quarantining measures, they have sacrificed much to protect their own.
are the last bastions of civilization. Despite
nearly two decades of expeditions, no evidence Norway
has been found of another country surviving as
Scandinavia has. Making their homes among the fjords,
Norwegians are a hardy and adventurous breed.
These five countries form the Nordic Council, a Regularly faring out to hunt beasts that roam
representative government that works to the sea and the old forests, they are peerless
ensure that every constituent member warriors, and make up a disproportionate
flourishes and expands. The council arbitrates number of vikingr despite their smaller
trade disputes, immigration, security, population compared to the other Nordic
nations. The government prioritizes military

4
ability over education, and is focused on Sweden also boasts the swiftest and most
defending their settlements. expansive transportation system in the Known
World, ferrying civilians, cleansers, and soldiers
Like their Icelandic cousins, Norwegians have to their destination on revitalized railways. New
reverted to the worship of the old gods. As train engines (such as the legendary
such, they are the only non-Icelandic nation Dalahästen) carve a violent path through the
able to produce mages. Silent World, ensuring their passengers always
arrive safely.
Denmark
Self-reliant and individualistic, the vast majority
Hounded from their homeland by monsters, the of Swedes do not engage in religion, preferring
Danes voraciously seek to return, and have to look to themselves and their works for
undergone many attempts to reclaim old inspiration and comfort.
territory. Each one ended in failure. Currently,
Denmark only exists on the island of Bórnholm Finland
and the peninsula supporting Øresund Base.
Recent colonization efforts are proving Simplistic and hermetic, the Finns are closely
successful, however, and more are planned for intertwined with nature, the vast majority of
the future. the country’s population making their homes in
the countless islands that dot lake Saimaa.
They are also obsessed with recovering lost Shunning technological advancements and
knowledge and historical documents, providing rapid expansion, they have sought spiritual
the primary market for vikingr to sell their loot enlightenment instead, and worship the old
and recovered technology. As most expeditions gods of the fens and forests. They boast the
also depart from the Øresund Bridge, they have highest percentage of mages among any Nordic
seen an explosion in commerce in the last country, and are peerless scouts and
decade, as many adventurers and fortune- pathfinders.
seekers unload their cargo for shrewd
merchants. Their territories have seen a recent uptick as
vikingr expeditions seek to rediscover the
Unlike Iceland and Norway, they have not wonders of lost Helsinki, and the ruins of old
returned to their ancestors’ faith, still adhering Russia. In order to accommodate the
to Abrahamic faiths with unyielding rigidity. adventurers, they have established a number of
forward camps and outposts, and are hoping to
Sweden construct an agricultural settlement in order to
support their steadily growing population.
Homeland of the fiery Cleansers, the Swedes
have aggressively expanded their borders in the Society
century since the Rash first struck the world.
Once scraping together a meagre existence Overview
along the riverlands of Mora and Östersund,
they have pushed outwards against the Silent Though the dangers of the Silent World and the
World, scouring the earth with flame. Now, Rash are ever-present, the majority of the
they boast the safest and most expansive Known World’s citizens lead comfortable and
territory outside of Iceland. Their territory peaceable lives. Norwegians and Finns face the
expands every year, and they hope to one day majority of threats due to perilous geography,
reclaim their homeland in its entirety. resulting in difficulties when securing their

5
settlements. In these countries, everyone techniques and equipment. Lack of proper
knows how to handle a firearm, and few leave industry and a series of crop blights in decades
home without one. past have given rise to famines, devastating
food shortages that threaten the very fabric of
Still, safer nations like Iceland and Sweden society.
maintain a decent standard of living for their
citizens - they farm, hunt, and herd with relative With so few humans left compared the billions
ease, rarely concerning themselves with what of the Old World, large population losses are
lies beyond the borders of civilization. unacceptable. In the interest of avoiding further
Education is also common among the middle deaths (and improving the lives of their citizens
and upper classes, allowing for a more capable, by producing a surplus), many nations seek to
intelligent workforce. secure more land for agricultural purposes.

Only those that venture out or live on the Due to the harsh climate of Scandinavia, many
fringes of society live in fear of monsters. foods that were once common are now luxury
items. Sugars, spices, and fruits are exceedingly
Professions rare and expensive, reserved for the upper
classes and military elites.
Most of the Known World adheres to a class
system similar to those found in medieval Crime and Punishment
times, though not nearly as rigid or stratified.
The sheer lack of luxury items, drugs, and
Peasants make up the majority of the world’s mobility has kept crime exceedingly low in the
population - farmers, shepherds, factory first century following the Rash. Also, only a
workers, merchants, and sailors, civilization handful of the Known World’s citizens are
would crumble without them. impoverished, and they are cared for by their
government, disincentivizing them from seeking
Academics - scientists, engineers, doctors, alternative means to alleviate their situation.
artists, historians, and administrators (skalds) Recently however, the explosion of commerce
are a necessary component in the Known and expansion following the vikingr expeditions
has revitalized the ambitions of those with less
World, though their contributions to society are
than solid moral consistencies.
not as immediate as the other classes, but are
just as necessary.
As many expeditions are government-funded
Members of the military make up the final third (and the profits taxed, or loot outright seized by
of society, and their numbers vary depending government officials), smuggling artifacts and
items from the Silent World is the primary
on their country of origin. Though most soldiers
crime committed by citizens of the Known
are removed from society as a whole, they work
tirelessly to ensure the safety of settlements World. The second is ‘Breach of Quarantine’, a
and colonies, patrol larger cities, apprehend far more serious crime, with harsh
criminals, and expand their country’s borders. ramifications. Most criminal syndicates are wary
of this, however, and are as equally stringent as
the government when it comes to keeping safe
Food and Famine
areas clear of the Rash - outbreaks are bad for
business.
Previously reliant on subsistence farming, the
growing populations of the Nordic countries
Due to the limited population of the Known
have necessitated more advanced farming
World, imprisonment as a punishment for

6
crimes is impractical and costly. Those that
commit misdemeanors and minor crimes are Stillness Everlasting
universally assigned to public service. More
serious crimes such as theft, ration fraud, The world beyond the walls of civilization is
smuggling, and substance manufacture and known as the Silent World, so named for the
distribution are met with a forced enlistment endless quiet that pervades it. Every town, city,
period, extended public service, or corporal and nation outside of Scandinavia has fallen to
punishment. Only the most serious crimes - monsters and decay, while nature slowly
murder, arson, treason, and breach of reclaims its lost territory. Even the most radical
quarantine are met with a death sentence. and optimistic cleansers know that it will be
decades before Scandinavia is cleared of taint,
A few isolated groups and factions within the and centuries before civilization arrives to other
Nordic nations also engage in sedition, corners of the world.
dissatisfied with their government for one
reason or another. Most are ignored as long as The Trapped Ones
they do not step out of bounds, but organized
acts of sabotage or tax fraud result in swift and Monsters are an ever-present danger in the
merciless retribution. Silent World. Though they shun daylight and
seldom lurk in the wilderness, extreme caution
Technology and Magic is advised - given the sheer variety of trolls and
beasts that stalk the land, safety is never
Summary guaranteed, even on the brightest of days.

The limited availability of raw materials, The Colonies


precision machinery, and factories has resulted
in a large-scale decline in amount of technology On mainland Scandinavia and Denmark,
employed by the citizens of the Known World. colonies of enterprising citizens are cropping
While light bulbs are still a relatively common up, braving the wilderness and the Trapped
sight, automotives, telephones, computers, Ones to stake their own fortunes and do their
televisions, and air conditioning are few and far part to beat back the darkness. There is much
between, with some phased out entirely. The to risk by building a colony, but much to gain as
level of technology and knowledge is roughly on well - virtually unlimited living space, loot from
par with the Old World - more advanced in nearby ruins, free weapons and limited military
some areas (locomotives, medicine), yet behind assistance as well as freedom from suffocating
in others (electronics, automation). governmental oversight are all benefits
provided to colonists.
Magic has returned to the world, inherently tied
to worship of the old gods. Icelandic mages CREATING A
(Seiður) harness their power through runes and
galdrastafur, ancient staves that channel the CHARACTER
will of Oðinn and Freyr. Finnish mages (Noita)
weave their magic through runo, beseechment Introduction
to their gods to act upon the spirits of the
world. More detail on magic in Vikingr can be A character is a player’s primary method of
found in the Magic chapter. experiencing the world of Stand Still, Stay Silent.
This is most important part of Vikingr, as it is
The Silent World any RPG, as it determines the personality,

7
abilities, and history of an important character
in the story. All Other Countries: 48% immunity rate.

Unlike most RPGs, vikingr do not fall into Core Attributes


Classes with specific sets of skills and abilities.
Instead, all characters share the same skills and At the center of each character are the
attributes. With the exception of Magic, any characteristics that define them, their most
skill can be learned given a good tutor or basic talents boiled down to into five categories
enough training. It is up to the player how to – these are the Core Attributes. One of the
build their character. most important aspects of a character, these
Attributes can radically affect how Vikingr is
Every Vikingr character is built using played.

[FILL IN LATER] No matter their origin, Characters begins with


10 Core Attribute points, which can be assigned
Basic Information however they wish.

When creating a character, each Player must All vikingr begin with ‘1’ in each Core Attribute:
pick their sex, age, height, and nationality. they are a hardy, adventurous breed, and the
While these do not have any gameplay effects, decision to go viking elevates them above most
they are important for role-playing and of humanity. Status effects can, however, lower
immersion purposes. Core Attribute points into the negative or zero
range, which will apply to any check made by
Immunity the player.

The character’s immunity to the Rash is an At any time, a Core Attribute cannot exceed 10.
important facet of who they are. While it might
seem obvious to create a character that is List of Core Attributes
Immune, Non-Immune characters begin with
additional bonuses that suit their less combat- Fitness: The measure of a character’s physical
oriented roles. prowess, athletic ability and resilience. Affects
available Wounds, Melee attacks and damage
Bonuses as well as resistance to Status Effects.

Characters susceptible to the Rash begin with Dexterity: How quickly, deftly, and precisely a
eight (8) extra Skill Ranks they can invest into character can move. Affects speed, flexibility,
anything except Weapons skills, and two (2) accuracy with ranged weapons, and reflexive
extra Core Attribute points. abilities.

Rolling for Immunity Intelligence: A measure of the character’s ability


to store, process, and extrapolate information.
If a character’s immunity is something you Affects Icelandic Magic, knowledge, and
would rather leave to chance, consider the prowess with technology.
Immunity rate of your chosen nationality. Roll a
d100, and if the roll meets or falls short of the Wisdom: The character’s drive, focus, intuition
Threshold, the character is Immune. and willpower. Affects Finnish Magic, mental
resilience, and judgment-based abilities.
Iceland: 9% immunity rate.

8
Charisma: How charming, likeable, and Crafting (INT): How well a character crafts items
attractive the character is. Affects in the discipline of their choosing. This can
conversational abilities, character interactions, include Blacksmithing (blades and metallic
and Contacts. tools), Powdersmithing (Ammunition and
Explosives), Plastismithing (Working with
Skills plastics), and Armorsmithing (Crafting Armor).

No matter their origin, Characters begin with 20 Deception (CHA): Lying, misdirecting,
Skill Points, which can be assigned however intimidating, and deceiving NPCs is a crucial
they like – this represents a character’s skill.
interests, and what they have spent their free
time pursuing. Explosives (INT): A character’s skill in handling,
constructing, and deploying explosives such as
To purchase a Skill Rank, spend the equivalent grenades, shaped charges, and mines.
of the Rank. This means that to purchase Rank 1
of a Skill, you must spend 1 Skill Point. To Knowledge (INT): General knowledge about a
increase it further, spend 2 Skill Points to reach subject.
Skill Rank 2, and so on and so forth. The Silent World: A character’s
knowledge of what lies beyond
Skill Ranks cannot exceed 15 during a civilization, its geography, and its
Campaign, but temporary bonuses may briefly dangers.
increase a Character’s Skill Ranks.
The Old World: A character’s
Skill Ranks may enter the negatives due to knowledge of what came before, its
Quality selection, but this will not subtract dice history, its legacy, and its technology.
when attempting to perform this skill (unless a
related Core Attribute pushes the dice pool past Monsters: A character’s knowledge of
one (1). Then, the skill is subtracted according what lurks in the Silent World, how the
to its negative rank until the dice pool reaches creatures act, their various archetypes,
one again. This means that when rolling a skill and their abilities.
check, characters should always be able to roll
at least one die. Leadership (CHA): The Silent World is full of
horrors, and those with the temerity to face it
In order to overcome the negative skill deficit, must aid those who cannot. A measure of the
you must instead spend double the required character’s judgment, as well as their ability to
Experience Points to overcome the difference. inspire and direct others.

List of Skills Magic (INT/WIS): A measure of the character’s


mystical might and knowledge. Mages in the
Animal Handling (CHA): How well a character Icelandic school learn in a college, and cast
interacts with animals, and their ability to spells via glyphs and their imagination. Finnish
influence their actions. mages employ their innate spirituality and
appeals to their deities in order to cast spells.
Barter (CHA): When a character must trade,
purchase, sell, haggle, or otherwise engage in Mechanics (INT): A character’s ability to repair,
matters in commerce, their barter skill is crucial. operate, and understand machinery of all kinds.

9
Medicine (INT): How well-versed a character is
in repairing the human body. [FILL IN LATER]

Pathfinding (WIS): Pathfinding measures a Only one Background may be chosen per
character’s scouting, hunting, and map-making character.
ability.
List of Backgrounds
Perception (WIS): How well the character can
discern the truth of what surrounds them. This Craftsman’s Apprentice: Studying a trade is an
can range from scanning the environment, to excellent way to learn a craft, earn extra
seeing through Deception. money, and avoid more laborious farm work.
There are many possible professions to pursue,
Piloting (DEX): A measure of the character’s but almost every one requires apprenticeship
ability to steer a vehicle. first.
Land Vehicle: Cars, trucks, tanks, and Skills: +4 to Crafting.
other motorized vehicles.
Criminal: Hailing from the underbelly of post-
Sea Craft: Both sailing ships and Rash society, criminals have become
motorized boats. particularly crafty in order to avoid the
Government. Relying on their
Stealth (DEX): The character’s ability to sneak, Skills: +4 to Deception, +2 to Barter.
lay low, avoid detection, and strike
unexpectedly. Colonist: Born in one of the newer settlements,
colonists are hardy, resilient folk, constantly on
Weapons: watch for trolls and beasts. Their lives may be
Melee (FIT): The character’s ability to difficult, but that has made them a hardy
attack another at point-blank. people. They are skilled in navigating forests
and other untamed areas.
CQCF (DEX): The character’s skill with Skills: +4 to Pathfinding, +2 to Barter.
small, low-caliber small arms.
Doctor/Nurse: Working in a city or settlement’s
Rifles (DEX): The character’s skill with hospital or healer’s hut, these individuals have
larger firearms such as assault rifles, dedicated most of their lives to aiding others. As
marksman’s rifles, squad support such, they are peerless healers.
weapons, and shotguns. Skills: +4 to Medicine.

Utility (DEX): The character’s skill with Driver: Functioning as truckers, haulers, and
uncommon or unusual weapons such as deliverymen, drivers are one of lucky few who
harpoons, crossbows and have been trained to operate land-based
flamethrowers. vehicles. They are critical for establishing links
between settlements, colonies, and cities.
Background Though instances of monster attacks on
convoys are few, they are not unheard of.
Introduction Skills: +4 Piloting (Land Vehicles), +2
Mechanics, +2 Knowledge (Old World)
Before they became vikingr, most characters
have learned a trade or profession, which has
shaped and molded them into who they are.

10
Farmer: A life spent tilling soil, raising animals, Military – Cleanser: The success of the Swedish
and tending greenhouses might be tedious, but Cleansing programs has led the other nations to
it has useful benefits. creating their own Cleansing Divisions.
Skills: +2 Crafting, +2 Animal Handling, Equipped with flamethrowers, explosives, and
+2 Pilot (Land Vehicles). well-trained Cats, they push the Silent World
back slowly but steadily.
Hirdsman: Hirdsman are vikingr, bodyguards, Skills: +4 to Weapons (Utility), +2 to
and mercenaries that serve the wealthy elite or Explosives.
criminal kingpins. Expensive to arm and
maintain, these soldiers are as much status Military – Mage: A mage that has decided to
symbols as they are warriors. join their nations’ military, they are not as
Skills: +2 to Weapons (Melee), +2 to magically adept as their more scholarly
Weapons (CQCF). contemporaries, but make up for it with regular
exercise and a healthy respect for combat.
Jack-of-all-Trades: Not all who wander are lost – Skills: +3 to Magic, +2 to any Weapons
sometimes they just have difficulty holding skill.
down a job. Perhaps a life of poverty or
restlessness leads such wanderers to adopt a Military – Medic: The non-combatants
number of useful skills. responsible for saving their comrades’ lives.
Skills: +1 to three different skills. They aren’t as well-trained in fighting as others
Qualities: Raise Quality Point cap to 14. in the military, but they can defend themselves
if pressed.
Latent Mage: Sometimes, peasants that live Skills: +2 to Medicine, +2 to Weapons
peaceful or disconnected lives discover their (Any)
magical talent later than their contemporaries
do. A few with meager faith also fail to Military – Officer: The leader of the rank-and-
recognize their calling when it arrives. file, officers lead the charge into the Silent
Skills: +1 to Magic, choose an World, guiding their comrades into hell and
additional, non-Mage Background. doing their best to bring them back alive.
Halve all Skill points from that Skills: +4 to Leadership.
Background.
Military – Rifleman: The most basic soldier in
Mage: Able to wield the magic of their Gods, any nations’ military, riflemen function as
mages are a rare yet valued and respected support for tanks and heavy ordinance, as well
cadre of society. Depending on their school of as providing town watch and patrolling services
magic (Icelandic or Finnish), they will practice for settlements.
their craft in many different ways, but no one Skills: +4 to any Weapons Skill, OR
can doubt their utility. Explosives.
Skills: +4 to Magic.
Military – Scout: Some members of the Known
Merchant: The provider of goods and services Worlds’ militaries are specially trained to scout
within the safety of a city, merchants keep the ahead and report their findings to their
krónur flowing. There is no one better at commanding officer. A valuable – if extremely
striking a deal or scamming an unsuspecting dangerous – endeavor.
mark. Skills: +2 to Weapons (Rifles), +2 to
Skills: +4 to Bartering, +2 to Deception. Knowledge (Silent World, Monsters) OR
+2 to Pathfinding.

11
Socialite: Most of the Known World’s upper Every character upon creation has 10 Quality
class has little to do other than network and Points to spend. Every Positive Quality costs
gossip. It might seem frivolous to peasants, but points, while Every Negative Quality adds points
such activities reap their own rewards. back. Mixed Qualities both add and subtract
Skills: +2 to Deception, +2 to Perception Quality Points.
Contacts: Begin with an extra three
Contact Points. A total maximum of -10 Quality Points can be
spent on Positive Qualities, while a total
Sailor: Like drivers, sailors are responsible for maximum of +10 Quality Points can be spent on
shipping, hauling, and patrolling the waters Negative Qualities. Some Backgrounds can raise
near cities. Also like drivers, they keep colonies this number.
and settlements afloat while facing the
occasional monster. They are also critical for Qualities List
establishing trade between the nations.
Skills: +4 Piloting (Sea Craft), +2 Positive Qualities
Mechanics, +2 Knowledge (Old World)
Strong: This character is a font of physical
Shepherd: Sheep are a common source of meat,
strength. +2 Fitness
milk, and wool for the expanding Nordic
population. Watching after them is a very Brave: To fear is human. To defeat that fear and
important and widespread (if unexciting) push forwards is heroic. +1 Mental Defense die
profession. against Mental Wounds.
Skills: +4 to Animal Handling, +1 to
Medicine. Berserker: In their darkest hour, a primal
madness befalls this character. +1 Fitness, gains
Skald: Administrators and educated learners, an extra +4 dice to all Attack rolls when only
skalds are bookish but highly intelligent. They
one Wound remains until the end of Combat.
largely function as record-keepers, translators,
Wounds will then take twice as long to heal.
and writers, though they may perform other
tasks as needed. Their jobs leaves them poorly Chanter: A steady, haunting voice stirs the
suited to front-line combat, but they can attention of the gods. +3 to Magic for all Rituals.
perform supporting tasks excellently.
Skills: +4 to Knowledge (Any), +2 to any Woodsman: Lots of time spent in the woods has
non-Weapons skill. taught this character how to navigate its
Special: Automatically begins with an extra dangers, and properly respect its natural
language. Only Skalds can begin Vikingr beauty. +2 to Pathfinding
knowing a non-Nordic language.
Honorable Discharge: A period of distinguished
Qualities service has elevated this character in the eyes
of others. +2 Charisma when dealing with
Qualities are aspects of a character that reflect military NPCs.
their personality, their body, or their life
experience. They are what make vikingr unique, Troll Hunter: Years of hunting trolls in the Fall
and help or hinder them during their journeys. and Spring has given this character an intimate
knowledge of what lurks in the Silent World. +3
Purchasing Qualities to Knowledge (Monsters).

12
Spear-Caller (Seiður only): The One-Eyed God of Miser: An obsession with saving money has
Wisdom smiles upon this character. +2 to granted this character generous business savvy.
Magic. +3 to Barter.

Storm-Walker: Ignores all negative effects in Quick Thinker: The ability to think on one's feet
inclement weather. is a prized ability. +1 Dexterity.

Swift-Walker: Slightly more movement speed Inventor: This character enjoys creating and
during combat. inventing. +2 Intelligence, +2 to Crafting OR
Mechanics.
Rune Lore (Seiður only): Countless hours of
studying runes have well-prepared this Paranoid: Never restful, always alert - this
character for casting. -1 SRR to all Futhark character is acutely aware of any possible
runes. threat. +4 to Perception.

Völva (Seiðkona only): Trained in the ancient Networker: Every person you meet might
ways of her ancestors, this mage is a learned provide help in the future. Begin with two (2)
and solitary mystic. +3 to all Prophecy rolls. extra Contact Points.

Goði/Gyðja (Icleandic and Norwegian only): A Quick Learner: Learning fast is as much of a skill
community prayer-leader and spiritual bastion as anything else. -5 to all required Experience
of their group. +1 Charisma when dealing with Points for any skill.
others of the same faith.
Socialite: An expert navigator of upper society.
Survivor: This character has grown past a +2 to Charisma during any social event.
traumatic event in their past, speaking volumes
about their mental resilience. +1 Wisdom. Smuggler: What the government does not know
will not hurt them. +4 to Deception during
Family Legacy: This character hails from a inspections.
lineage of heroes. Bonus starting reputation
and kronur. Expert Nose: Often an under-rated sense, a
properly-trained nose provides scouts with a
Boisterous: This character is a hearty great boon. +2 Pathfinding.
companion. Gives self and other characters +2
to Stress Recovery during Downtime. Athlete: Dedicated to sports and physical
prowess, this character never skips leg day. +2
College Graduate: This character hails from a to Fitness.
wealthy family, and was able to complete a
University education. +1 Intelligence, +2 Old Stubborn: Never gives up, even when they
World Knowledge. should. +1 Wisdom.

Born Leader: A natural-born commander of Nocturnal: This character prefers living during
men. +4 Leadership. the night, and has attuned their senses
accordingly. Suffers no penalty from Darkness.
Healthy Luonto (Noita Only): When using a
luonto to aid in spellcasting, reroll one miss per Swift: Always quick on their feet, this character
two dice added. never stops moving. +2 Dexterity.

13
Weird Cat Lady/Guy: Either this character has as long as that mage has recently visited their
an affinity for felines, or they do for them. dream.
Either way, they gain +2 to Animal Handling
when interacting with all Felines. Negative Qualities

Grease Monkey: No matter their profession, Arrogant: An abrasive personality keeps this
this character was always relegated to repairing character at a distance from others. -2 Contact
mechanical items. +3 to Mechanics. Points.

Pious (Noita Only): A healthy respect and Addict: This character is addicted to a specific
reverence for the Finnish pantheon is returned substance, and without its use, becomes slow
in kind. +2 to Divine Runo. and sluggish.

Musician: This character knows how to play an Anxious: Frequently working themselves into a
instrument. +1 to Stress Recovery during frenzy, this character deals poorly with attacks
Downtime when playing selected instrument. -2 on their psyche. +1 Mental Wounds whenever
to Hit Thresholds for Reputation gain. Mental Wounds are acquired.

Padfoot: A light step helps keep the Silent Gluttonous: An avaricious appetite can strain
World silent. +2 to Stealth. resources in tight situations. Eats twice as much
as a regular character. Suffers a -2 Wisdom
Efficient Trainer: Knowing how to practice is just penalty until properly sated.
as useful as practicing relentlessly. -1 Week to
all Training times. Known Criminal: Thankfully, the limited
population of the Known World makes
Polyglot: Even though the Scandinavian permanent imprisonment impractical –
languages are very similar, knowing another otherwise, this character would still be behind
one intimately can help tremendously. Choose bars. This character’s crimes were more prolific
one additional Scandinavian language to speak than others’, if not as severe. -2 Charisma with
fluently. all Government and Military NPCs.

Wise One: Dark birds show an odd affinity for Prodigal: Enjoying luxuries (even briefly) is of
this character. +3 Animal Handling with all paramount importance to this character. Must
corvids. spend at least 25% of all profits made on
frivolities (drink, brothels, etc.), or suffer -2
Bow Hunter: Experience hunting with a bow Wisdom until the situation is rectified.
helps tremendously in the Silent World. +2 to
Weapons (Utility) when using a bow. Hesitant: A nervous and indecisive nature
cripples this character’s ability to lead. -2
Urban Explorer: Concrete ruins and building- Leadership.
dense areas are a natural home for this
character. +2 Pathfinding in urban areas and Oblivious: This character wanders through life
ruins. carelessly, without a care in the world. -2
Wisdom.
Lucid Dreamer: Though this character is not a
mage, they have always had a strange Slow Learner: While not stupid, this character
prescience regarding their dreams. Allows brief requires some extra time to learn new skills. +5
bursts of communication with dreaming mages, Experience Points required for all Skill Ranks.

14
Hoarder: Hard-won treasures are often difficult
Put Some Leaves On It: Filled with Old Wives’ to let go. At the end of every Expedition that
Tales and hearsay, this character’s knowledge found loot, this character must pass a Wisdom
of medicine can be generously described as check with a Hit Threshold of 2, or they must
‘horrendous’. -4 to Medicine. keep (and cannot sell) 50% of their share, even
if it is no use to them.
Ugly: This character is unattractive. -2 Charisma.
Melancholic: +1 to all Stress gain Hit Thresholds.
Animal Repellent: Something about this
character actively repulses animals – not an Neurotic: +2 to all Stress gain Hit Thresholds, +1
ideal situation, considering cats are used to Stress Points from all Persistent Stressors.
detect infection. – 4 Animal Handling.
Fat: This character is exercise-adverse. -2
Loot Goblin: An insatiable, obsessive itch to Fitness.
explore and loot often leads this character into
tough situations and anxiety. +5 Stress Event if Coward: To flee from battle is to dishonor
the character cannot explore a likely looting yourself, your family, and your gods. If this
location. characters suffers from a Mental Break, they
will automatically Flee, with no chance to Stand
Weak Arms: A character’s Fitness does not Heroic.
always translate to upper body strength. -2 to
Weapons (Melee). Poor: At rock bottom, there is nowhere to go
but up. -25% starting money.
Shaky Hands: This character’s hands tremble
frequently, a trait that makes precision tasks Easily Distracted: An inability to focus has
difficulty. -2 to Weapons (CQCF, Rifles, Utility), crippled this character’s ability to process
and -2 to Medicine. information. -1 Intelligence.

Kleptomaniac: Somewhere between insatiable Squeamish: Blood and viscera disgust this
greed and compulsive need lies kelptomania – character, so they shun viewing it up close. -4 to
the overwhelming desire to steal. After every Weapons (Melee).
loot haul, this character must pass a Wisdom
Hit Threshold of 2, or attempt they will attempt Fragile: This character crumbles at the slightest
to pilfer from the latest haul, when applicable. touch. -1 Wound.

Fragile: Some vikingr are quicker to bounce Blasphemer: Having been caught saying some
back from trying times than others. This untoward things regarding the gods, religious
character is one of the others. All Wounds take figures are extremely intolerant of this
twice as long to heal. character. -4 Charisma with religious figures and
mages.
Ignorant: Either too poor, too remote, or too
proud to attend school, this character displays a Compulsive Reloader: A full magazine is of the
shocking lack of knowledge about how the utmost importance to this character. Every time
world works. -2 to Knowledge (All). the character knows the magazine is not full,
they must pass a Wisdom check with a Hit
Slow: No one would ever call this character Threshold of 2, or be forced to reload. This does
smart, even by accident. -2 to Intelligence. not apply if there are enemies within melee
range.

15
Over-Confident: A character swelling with
Lethargic: This character is not inclined to move confidence can be a source of comfort and bad
quickly. -1 Dexterity ideas. +2 Charisma, -1 Wisdom.

Loud: This character struggles to keep quiet, Elemental Resonance (Noita only): Some Noita
hampering their ability to gracefully navigate are drawn to the skies, the seas, and the fens,
the Silent World. -3 Stealth. yet distant from the gods that created them. +3
to Elemental Runo, -2 to Divine Runo.
Disrespectful: Always struggling with authority,
this character has difficulty taking orders. Boastful: This character has a tendency to
Cannot receive bonuses from Leadership spread their accomplishments as far as they
Tactics. can, even if their ‘accomplishments’ might
contain a few embellishments. +3 Charisma, -2
Hypochondriac: Constantly believing that they Intelligence. Increased Reputation Gain.
hurt or are falling ill, this character is a great
annoyance to the crew’s medic. -2 to Medicine, Determinist (Seiður only): A belief in the forging
-1 Charisma with all characters that have 4 or of one’s one destiny can a positive thing, but it
more Medicine ranks, and requires double the makes this character unsuited to look into the
medicinal supplies when wounded, or they will future objectively. +2 Leadership, -2 dice to all
begin to suffer a wisdom drain of 1 point per Prophecy rolls.
day.
Grimoire Collector: This character has an
Bloodlust: Often inflamed by the passions of unsettling and consuming fascination with the
war, this character cannot retreat when in dark dangers of the Silent World. Countless
melee range of an enemy. hours spent pouring over scouting reports and
monster compendiums has colored their
Poor Attention Span: An inability to focus on personality deeply. +2 Intelligence, +4
anything for any meaningful period of time Knowledge (Monsters), -2 Wisdom, -2
ensures this character misses countless details. Charisma.
-4 Perception.
Hateful: Unable and unwilling to forgive blood
Naïve: Sweet and innocent, this character has a debts, this character often seethes with
difficult time believing that the world is as harsh resentment over slights both real and imagined.
as others say. -4 Deception, -2 to Knowledge Can frequently be seen grinding axes... literally.
(Monsters). +1 to Weapons (All), -2 Wisdom. Must avenge
all slights.
Trusting: This character is inclined to trust
others, and believes others are the same. -2 to Insomniac: This character has incredible
Deception. difficulty obtaining quality sleep, so they are
often restless and irritable. However, they have
Nearsighted: Without specially designed kept themselves busy in the hours when
glasses, this character struggles to see objects everyone else is asleep. +6 Skill Ranks,
from afar. -2 Perception, -2 to all non-Melee Immunity to ‘Insomniac’ poison. -2 Wisdom, -2
Weapons if prescription glasses are not worn. Charisma, -2 Fitness.

Mixed Qualities Rusher: This character prefers the violence of


action to patience and balance. +2 to Weapons
(CQCF, Melee, Utility), -4 to Weapons (Rifles).

16
measurement of their talent and experience
Hyper-Focused: An unrelenting focus has with their given profession.
dominated this character’s life, and while it has
its benefits, it often interferes with their ability Each character begins with 6 Contact points,
to function normally. +3 Wisdom, -3 Charisma. which can be spent on upgrading a Contact’s (or
multiple Contact’s) Dedication and Ability. Each
Mercenary: Fe is the serpent that waits stat costs one Contact point to rank up, and
beneath, Fe is the strife between all men. +2 more Contact points may be earned by
Bartering, -2 Charisma with kind or generous converting earned Experience. Performing
Characters. assistance or donating desired loot to Contacts
may also increase their Dedication and Ability.
Pyromaniac: An unstable fascination with all
things that burn has taught this character much, Types of Contacts
but affected their judgment severely. +4 to
Explosives, -2 to Wisdom. Note that these are only common Contacts
found within Vikingr. Players and Game Masters
Kind: This character has a kind disposition. +1 are welcome to devise a new type of Contact
Charisma, -1 to Wisdom. not listed below.

Wounds Bureaucrat: Employed by their nations’


respective Government, these individuals are
A character’s Wounds are based on thier incredibly useful for navigating the quagmire of
Fitness. Every character begins with three (3), bureaucracy that has swallowed up their lives.
then increases by one (1) every odd level of They can help vikingr obtain funding, restricted
Fitness until they reach 7 at Fitness level 9, and scouting information, purchase reserved
an additional Wound at Fitness level 10, vehicles, and, if they cannot obtain the desired
bringing the maximum to 8 Wounds. object, they can often point you in the direction
of someone who can.
[FILL IN MORE LATER]
Blacksmith: With the death of industrialization
Contacts came the renaissance of traditional
craftsmanship, exemplified in the profession of
Introduction Blacksmiths. Forging everything from spades to
swords, blacksmiths are crucial for maintaining
Contacts are NPCs that play a vital part in any most aspects of post-Rash life. They can offer
Expedition. Though they are not considered vikingr discounts on swords, spears, axes,
vikingr, they certainly should - without funding, arrows, bolts, as well as forge new, master-
support, and radio communication, a vikingr crafted melee weapons.
Expedition is doomed. Each Contact provides a
different service in exchange for shares of the Cat Breeder: Though felines have a reputation
profit, favors, or assistance. of being stupid, lazy assholes, time and
dedication can turn any household cat into an
They perform according to two statistics: intelligent, lazy asshole. The people who make
Dedication and Ability. Dedication describes this happen are Cat Breeders, and they are a
their connection, availability, and loyalty to boon to any vikingr expedition – cats are the
their vikingr, and how far they’re willing to go to only mammals completely immune to the Rash,
pursue a request from them. Ability is a and have a sixth sense for detecting its
presence. A Breeder contact can provide vikingr

17
with trained cats, pet food, and will purchase runes, as well as divining the best course of
any healthy felines rescued from the Silent action for the vikingr to take. No matter their
World at a hefty price. Well-connected breeders Ability, they can be communicated with during
may also obtain ‘Grade A’ cats that are usually Dreams (provided a mage is on the team of
restricted for military use. vikingr).

Criminal: Making nice with criminals isn’t always Farmer: Pre-packaged, processed rations are
a good idea, but it is usually profitable. nutritious and long-lasting, but that is all they
Criminals such as fences, dealers, and smugglers are. Knowing someone that can provide
can provide vikingr with contraband, luxury healthy, unaltered, and appetizing food does
foodstuffs, stolen goods, loans, and drugs. They wonders for Expeditions. Not only can you
can also help unload and sell any illicit, purchase more food at a cheaper rate, but the
pornographic, or otherwise restricted items and party will not suffer stress from eating candle-
tech that the vikingr recovered from the Silent flavored food.
World (charging a finder’s fee, of course).
Finnish Mage: Far more prodigious in their
Engineer: Vehicles can be clunky, uncooperative ability to use magic than their fellow Finns,
beasts, and knowing someone who can pick these mages call upon their gods to cast spells.
them apart and put them back together can be They can influence spirits, change the weather,
a priceless commodity. They can perform or if they are a truly powerful mage, cast
repairs, install vehicle upgrades, and develop supporting spells during a dire moment in the
improvements for vikingr to use in the Silent Expedition. No matter their Ability, they can be
World. communicated with during Dreams (provided a
mage is on the team of vikingr).
Gunsmith: Making functional firearms from
recycled metal, plastic, and wood is no easy Lector: The Silent World is often just that –
task, but Gunsmiths make do. Though they silent. Sometimes, a distant, staticky voice is
might not be able to provide high-tech, top-of- enough to make Expeditions less stressful, and
the-line weapons, they are happy to stock remind vikingr that comfort and wealth awaits
vikingr with functional, reliable, and cost- them upon their return. Lectors maintain
effective weaponry. They will also custom-forge frequent radio contact with vikingr, reading
firearms, and often put their clients in contact poetry, novels, and textbooks to keep their
with friendly powdersmiths. spirits high. They can provide skill rank training
for all INT and WIS-based skills during an
Goði or Gyðja: Those who are dedicated to the Expedition, as well as reducing Mental Wound
old gods and lead their communities in prayer recovery time to a single day.
are blessed people. They will help vikingr
recover from stress and Mental Wounds upon Medical Researcher: Though most medical
their return from Expeditions, and may supply research is aimed at curing the Rash, there are
moral and spiritual support while the vikingr is plenty of grants supplying krónur to more
away. traditional (and more successful) medical
pursuits. Recovering lost pharmaceutical and
Icelandic Mage: One of the rare men or women surgical knowledge is extremely profitable, but
born with the ability to use magic, these only if it produces results – that’s where vikingr
individuals call upon Freyja, Óðinn, and the come in. Researchers need to know if their
channeling power of runes to weave their latest development is successful, and there is
spells. They can prepare your ammunition, no better place to practice medicine than on a
armor, weapons, and vehicle with protective battlefield. They can provide vikingr with

18
standard medical supplies, cutting edge (if Train Conductor: Formally reserved for the
untested) medicine, and in rare cases, might military, trains are vital for moving personnel,
accompany vikingr on their expeditions to test weapons, equipment, and freight between
their skills firsthand. settlements quickly. Conductors operate these
trains, and have a hand in every journey they
Military Officer: A ranking officer actively undergo. Making friends with a Conductor
serving in their nation’s military, these people allows vikingr opportunities to easily (and
have what it takes to combat the dangers that cheaply) visit different settlements, smuggle
dwell within the Silent World, and lead others contraband, ferry gear, stowaway, arrange for
to do the same. Due to their station they can resupply during an expedition, and expand their
procure restricted or experimental weapons, network of purchasers.
extra ammunition, quality armor, gadgets, and
medical supplies. Vikingr: Comrades in the viking business tend to
stick together – very few emerge from the
Powdersmiths: Predominantly employed by the Silent World unscathed, and knowing a veteran
military, ammunition forgers are responsible for adventurer can be a boon to any Expedition.
forging cartridges, musket balls, grenades, and Whether consulting their own Contacts, lending
other explosives. Though they can supply special equipment, vehicles, krónur, or even
standard ammunition easily, they might also be launching an Extraction, other vikingr make for
able to re-allocate experimental or variety excellent friends.
ammo types to parties of friendly vikingr.
Returning the Favor
Scrap Dealer: Recycling is a critical component
of post-Rash society, and anything that's “A man must be a good friend, both for himself
thrown away will end up in the hands of a Scrap and for his friend.”
Dealer. It is their job to ensure that any item or
material that's not being used is fixed up, This ancient adage from the Hávamál still rings
melted down, or otherwise made useful once true in the post-Rash world, as Contacts (even if
more. They might not have the shiniest stuff, they are family members) will expect
but they can sell vikingr scrap metal, engine compensation for any time, effort, krónur, and
parts, weapon parts, reclaimed steel, plastic, materials they expended in their effort to aid
vehicle upgrades, and other associated odds you. Meeting their price in a timely manner
and ends. goes a long way to improve a viking’s
relationships with their Contacts.
Skald: Well-read and intelligent, skalds are the
jack-of-all trades administrators and civil There are five primary methods for vikingr to
servants of the post-Rash world. Usually skilled repay their Contacts for the goods and services
in communication and bartering, they can provided: krónur, assistance, loot, Shares in the
arrange re-supply drops, deployments, Expedition, and favors.
extractions, and hire replacement vikingr. They
can also provide translation services, sell looted Krónur: Everyone likes money. The simplest and
books to merchants at a premium (they usually most common method of payment, cold, hard
know exactly how much the knowledge within krónur will appease most Contacts.
is worth), secure extra funding for Recovery
Expeditions, and provide a network of other Assistance: Sometimes, money is not enough.
Skalds. Sometimes, a Contact will value a vikingr's time
and services more highly than his krónur. This
can some in several different forms. A Contact

19
might ask for the vikingr's help with a personal contract was broken, different ranks of
or professional matter, creating a Side Dedication will be subtracted from their Contact
Encounter for the Players to enjoy. statistics. If their Dedication is already low, they
Occasionally, they might ask for skill training or will break off contact with the vikingr and never
free, simple labor. work with them again. They may also spread
rumors and slander about them.
Loot: In exchange for their help, Contacts might
request the first pass at any loot salvaged in the For Contacts that request a Favor, Dedication
Silent World. They might want it for free, or costs for failing the Contact's trust are tripled.
they would like to purchase it from you at a
cheaper cost than they would normally pay - it Contact Mechanics
all depends on the Contact. Another possibility
is that they will request that the vikingr search When helping player characters, Contacts roll to
for specific items or materials. determine if they can procure the desired
results for the player.
Shares: For supplying a large amount of krónur,
supplies, weapons, ammunition, or high-quality Their dice pool is made from their Dedication
services, Contacts might demand a share of the and Ability, with Dedication acting as a
Expedition's total profits. Since this can add up multiplier. For example, if they have a
to a heavy sum of krónur, this is usually Dedication of 3 and an Ability of 2, they'll roll 6
requested not by Contacts (they cannot total dice.
normally provide the level of support required
to demand Shares) but by Governmental bodies The Hit Thresholds can be rolled against
and Criminal Syndicates. multiple times, with each roll consisting of a
week of effort.
Favors: Some Contacts are ready and willing to
exchange their help to vikingr for nothing more Some of the rarer items and more difficult
than an I.O.U. These people strongly believe favors have a minimum Ability requirement,
that a man's word is his worth, and expect the meaning that the Contact cannot attain them
vikingr to follow up on their promise. This I.O.U without sufficient Ability.
can take any form, but it will always be at the
Contact's behest. Putting it All Together

A note: these are just the general means with If there are any unspent points, they are
which to repay Contacts. Both Players and converted into Experience Points.
Game Masters may communicate to develop
alternate methods of repayment. It must be
noted however, that the method of repayment Character Advancement
should eventually cost the characters
something. Contacts providing goods and Character creation is not the end of the
services to the Players without reward character’s development – they have many
cheapens the game and ruins immersion. adventures to undergo, and survival means they
learned something.
Failing the Debt
Utilizing this knowledge for self-improvement is
Failing to properly compensate Contacts for
the primary way vikingr can improve at their
their efforts will damage their relationship with
jobs, and as people.
a vikingr. Depending on how severely the

20
Core Attributes
Earning Experience Points
Because they represent the most basic aspects
During the span of their adventures, characters of who a person is, Core Attributes require lots
acquire experience. They gain faith both in their of experience and considerable training to
comrades and themselves, allowing them to improve.
expand their abilities, growing in both prowess
and reputation. 1-2: Costs 20 Experience Points and two weeks
of training.
After every few of Encounters, characters will
receive a handful of Experience Points, usually 3-4: Costs 30 Experience Points and four weeks
between two and three. Obtaining loot, of training.
navigating a difficult social situation, slaying
enemies, repairing a vehicle or weapon, 6-8: Costs 40 Experience Points and six weeks of
surviving in the Silent World, and returning training.
from an Expedition are all means of earning
Experience Points. Longer or more intense 9-10: Costs 50 Experience Points and eight
Encounters can yield as many as six or eight
weeks of training.
Experience points. It is important for vikingr to
know that they do not gain Experience solely Skills
based on how many enemies they slew, nor
how tough those enemies were. An approximation of a character’s talent with
specific tasks and abilities, Skills are initially
Simply surviving is the best way to earn
easier to train and improve than Core
Experience.
Attributes, but their highest ranks require
Utilizing Experience Points serious dedication and effort to reach.

Vikingr can use Experience Points to increase Rank 1-2: Costs 8 Experience Points, and two
their Core Attributes, Skills, Spells, or assist in weeks of training.
improving other aspects of their character, such
Rank 3-4: Costs 10 Experience Points, and three
as Contacts, Reputation, and their wallets. As
weeks of training.
stated earlier, Experience Points may be spent
at any time, but training must occur before the Rank 5-6: Costs 12 Experience Points, and four
upgrade can take effect. weeks of training.

As vikingr accrue more and more experience, Rank 8-10: Costs 18 Experience Points, and five
upgrading their stats becomes more difficult – weeks of training.
reaching the upper echelon of their respective
skills takes countless hours of training, so the Rank 11-12: Costs 30 Experience Points, and six
time it takes to improve the Attribute, Skill, or weeks of training.
learn a spell is directly correlated to how many
Rank 13-15: Costs 50 Experience Points, and
Experience Points are spent.
eight weeks of training.
Mages can also use them to either improve
Spells
their spellcasting, or learn new spells.

21
Experience Points are used differently according
to the school of magic a character employs. How It Works (The Basics)
Seiður know all of the runes and galdrustafur In Vikingr, combat functions on an action
available to them, but must spend Experience system, and each turn of combat lasts
Points in order to improve their understanding approximately five seconds of in-game time.
of their craft, and gain enough magical During this time, characters and their
proficiency to utilize their runes properly. adversaries compete to destroy, infect, or flee
from each other.
Noita simply use their gained Experience Points
to learn new runo. They can learn any runo they Combat is over when all player characters are
unconscious or dead, all enemies are dead or
wish, but some will be impractical to use based
unconscious, or the characters flee.
on their power.
Initiative
COMBAT
When Combat begins, each PC, NPC, and
human opponent makes an Initiative Roll by
Introduction adding their [Dexterity] + [Leadership] ranks,
and rolling the resulting number of d10s. Unlike
The Silent World is a deadly place, fraught with
most rolls in Vikingr, this roll does not count
danger and peril the instant one steps foot
hits, but rather adds the face value of the dice.
within its boundaries. Any vikingr worth his salt
knows this, and prepares accordingly. Firearms
All monsters roll Initiative based on their
and munitions are the most effective tools at
‘Speed’ attribute, which is also comprised of
battling the Trapped Ones, allowing vikingr to
face-value d10 rolls.
engage their foes from a distance without fear
of reprisal. However, ranged combat is not
Turn Order
always an option, and different strategies and
equipment are required.
Whichever score is the highest acts first,
followed by the next highest, and so on. This is
Combat with the Trapped Ones will make up
the Turn Order.
the majority of Encounters during expeditions,
as well as providing the primary source of
To reflect their Leadership and lightning-fast
challenge. In order to maximize the Expedition’s
decision-making, if a viking is at the top of the
chances of success, it is best to engage foes that
Turn Order, they may choose to trade spots
they are equipped to handle, and avoid high
with another member of the Expedition. This
contamination areas if they are not heavily
revised Turn Order lasts until the end of
equipped. Never forget that in fighting the
Combat.
Trapped Ones, the noise of combat and the
scent of blood will draw more. Use firearms
In order to reflect their unpredictability and
sparingly.
lethality, all Trapped Ones regardless of
archetype re-roll their Initiative at the end of
each round of combat, dictating their place in
However, monsters born from the Rash are not
the Turn Order for the next Turn.
the only enemies vikingr might encounter –
sinister spirits and one’s own kind are equally
Surprise Attacks
dangerous, and require different approaches.

22
Any creature or character that are making a Action costs vary. If a character is a mage, they
surprise attack is allowed a full turn to itself (or will cast a spell, and determine its dice pool via
themselves, in the case of a collaborative effort) the Magic skill and associated Core Attribute.
before each party rolls Initiative. The attack
Using Tactics or Equipment
ignores armor, and has a chance to inflict
Mental Wounds if the target is human. Tactics’ describes maneuvers or actions that
don’t fit neatly into the above categories.
Actions (Summary) ‘Equipment’ describes utility gear like grenades,
rocket launchers, traps, lures, explosives, or
Every character or monster has a series of
animal assistance. A full list of each will be
actions they are allowed to complete during
provided later.
their turn. For all human characters and most
Trapped Ones, the number of actions is two.
Some rare and extremely dangerous forms of Actions
the Trapped Ones may have three or four
actions per turn. This section contains a more in-depth discussion
of each action type, and will provide examples
These actions are classified in the following and walkthroughs for each type of action.
ways:
Attacking
Attacking
During combat, an ‘attack’ is declared by a
Action costs vary. When a character attacks, character when they wish to damage or kill an
they select the weapon they wish to use, how enemy.
they wish to use it, then apply the associated
conditional modifiers, Skill ranks and Core Declaring an Attack
Attributes to obtain their dice pool.
Whenever a character declares an attack, they
Reloading select their target, then describe how they wish
to inflict damage. To do this, first select the
Costs one action. If a character’s firearm is out weapon with which you wish to attack, then
of ammunition, they must reload the weapon decide how many actions you wish to spend in
before it can be used again. If the character is the attack.
wearing the Tactical Rigging equipment, they
can attempt a Tactical Reload, which will allow Selecting Action Costs
them to refund the action spent on reloading. If
it fails, they will be forced to try again, and their Attacking can cost one or two actions,
first action is spent. depending on what weapon is being used, and
how the characters want to attack. Attacking
Moving with one action implies an attack that is made
hastily, or on the move, while a two-action
Costs one action. A character will move to a attack implies a more focused and dedicated
desired location with all available haste. Fitness attack.
dependent. May be restricted by armor.
One Action Attacks
Casting
Attacking with a single action conveys no
benefits or penalties (mostly), and can be

23
repeated if the character so wishes. Each action control and ammunition management.
counts as a separate attack, and is rolled An attack using a single action in BF
separately. mode consumes three rounds.
 Full-Automatic (FA): Any firearm
All melee attacks can be performed in a single capable of sustained automatic fire
action. This includes: (continuous firing and replacement of
cartridges) is referred to as Full-
 Bash: An attack from a blunt weapon. Automatic. An attack using a single
Before the attack is rolled, the action in FA mode consumes eight
character can choose whether to make rounds of the weapons magazine. At
the damage Physical or Stunning. May ranges of <20m, this confers an
inflict [Broken Bone] Status Effect. additional +2 d10 to the attacking dice
Requires a full swing (weapon pool.
dependant) to use.
 Hack: An attack made with axes and Two Action Attacks
other large, broad blades. Requires a
full swing (weapon dependant) to use. Making a single attack with two actions usually
 Slash: An attack made with a bladed adds additional chances to succeed in an attack,
weapon. May inflict [Bleeding] Status at the cost of taking an entire turn, and
Effect. Requires a full swing (weapon sacrificing a chance to attack again. This usually
dependant) to use. means the character takes a few additional
 Stab: An attack made with a bladed seconds to line up an attack, or hoists their
weapon with a point solid enough to weapon for a proper, full-bodied strike.
deal wounds. May inflict [Bleeding]
Status Effect. All melee attacks can be performed in two
actions. This grants an additional +3 d10 to the
All ranged attacks can be performed in a single attacking dice pool, and additional 1 Quality
action as well, though it consumes a different point to be spent on a missed roll.
amount of ammo depending on the weapon All ranged attacks can also be made in two-
involved and the fire selection mode. This actions, and can also consume differing
includes: amounts of ammo.

 Single Shot (SS): Any weapon that  All Firing Modes – Careful Shot: A
requires manual bolt cycling is Careful Shot means the character took
considered a Single Shot weapon, and their time to line up a singular, exacting
consumes a single cartridge per firing shot. Decreases range penalties by 2
action. Aiming, firing, and cycling a bolt d10, and adds 3 d10 to the attacking
takes one action (2.5 seconds). dice pool. Consumes a single bullet.
 Semi-Automatic (SA): Any weapon that Obviously.
automatically cycles a new cartridge  SA, BF, FA - Constant Fire: A character
into place during firing is considered lays down a constant stream of fire, a
Semi-Automatic. An attack using a deadly hail of bullets for whoever is on
single action in SA mode consumes five the receiving end. Adds 3 d10 for an
rounds of the weapon’s magazine. attack made within <100m. Consumes
 Burst-Fire (BF): Some weapons have 1/5th of the weapons magazine.
selective fire capabilities, and can fire  SA, FA - Mag Dump: Only viable in truly
three-round bursts for better recoil desperate situations, the character
upends their entire magazine into a

24
target. Adds 5d10 for an attack made character’s Fitness is factored into armor
within <25m, and requires the current restriction.
magazine to be more than ½ full.
Consumes the entire magazine. Light Armor does not restrict movement.

Reloading Medium armor restricts one-action moves by


2m, and two-action moves by 5m.
All ranged weapons require reloading at some
point, be they simple bows or state-of-the-art Heavy Armor restricts one-action moves by 5m,
machine guns. The action costs for each type of and two-action moves by 15m.
weapon can be found below.
Moving Through Difficult Terrain
All firearms with the ‘mag’ or ‘drum’ tag in their
ammunition stat require a single action to Difficult or punishing weather conditions can
reload. create battlefields that are less than ideal for
quick movement. Traversing a ruin that is
Firearms with the ‘clip’, ‘box’, or ‘belt’ tag in littered with debris is not easy either, and in
their ammunition stat require two actions to order to make a full move under these
reload. conditions requires a Dexterity check.

Crossbows, Flamethrowers, Pump-Action Debris: Hit Threshold of 2 to move normally,


Shotguns, and Lever-Action Rifles require two otherwise movement is cut to 3/4ths normal.
actions to reload.
Heavy Snow (Snow ≥.5m deep): Hit Threshold of
Moving 4 to move normally, otherwise movement is
quartered.
Moving during combat is a risky yet necessary
maneuver. Whether closing in with cold steel, Mud: Hit Threshold of 3 to move normally,
escaping the clutches of a monster, or angling otherwise movement is halved.
for a better position, the party that maneuvers
best will often be the victor. Water: Water that is more than knee-deep
requires a Hit Threshold of 2 to move normally,
Basic Movement Speed otherwise movement is halved.

How fast a character can move is dependent on Casting


their Fitness. A single action allows a character
to close 15m. A two-action move allows them Casting a spell has a varying action cost, but
to move 30m. At every interval of 2 Fitness most require two or three in order to perform.
Ranks (2, 4, 6, 8, 10), a single-action move is For spells that stretch between turns, the
increased by 1m, and a two-action move is character cannot move or receive damage,
increased by 2m. otherwise the spell is canceled, the actions
spent preparing it wasted. If the caster was a
Moving With Armor Seiður, the medium on which the rune or
galdrastafur was written is lost.
Armor might save your life, but it can restrict
your movement as well. Depending on the class Tactics
of armor worn, it can even cripple a character’s
ability to maneuver. Remember that a

25
Tactics are specialized maneuvers, strategies, or Hunker Down: (1 Action) If a character is in
attacks that function outside normal ‘attack’ cover, he huddles inside it, increasing his
and ‘move’ parameters. Vikingr that make defense Value against incoming ranged attacks.
proper use of Tactics are inevitably richer and Adds 2d10 to Defending dice pools against
more alive than those that do not. ranged attacks.

Most Tactics also require enough ranks in Overwatch: (1 Action) A character stands at the
different skills in order to perform. ready, waiting and listening for the enemy to
strike. Cannot by surprised attacked. Skill Rank
List of Tactics Required (Perception): 5.

Analyze: (2 Actions) Calmly and carefully, this Lure: (1 Action) If a character has yet to be
character scans the tactical environment. detected by the enemy party, they can attempt
to lure one of their number to them, splitting
Blind Fire: (1 Action) A character with a non-SS them from the group. Does not work when the
firearm points it over his or her cover and fires. enemy party consists of a single member. The
This will not hit anything, but it will at least character rolls [Stealth] check. The targeted
check the advance of any opponents rushing party must oppose it with a [Perception] check
into melee range, and not expose the attacker. to determine its source. Skill Rank Required
Consumes 1/8th of a magazine, -8 d10 to the (Stealth): 4
attacking roll, +1d10 to the next ranged
Defending Roll. Rally: (2 Actions) If any of a character’s party
members are suffering from more than two
Called Target (1 Action): Learned in monstrous Mental Wounds, this character inspires them to
lore, this character is adept at pointing out finish the fight and stand tall in the face of
weak spots in the Trapped One’s twisted forms. adversity. Rolls a [Leadership] test. Each hit
By calling them out to their party, they can removes one Mental Wound from all party
drastically increase their effectiveness. Provides members within earshot, but only until the
a re-roll on one die to all party member attacks current Combat is over. Skill Rank Required
on the monster until 3 or more Wounds are (Leadership): 10.
scored. Then, the Tactic must be employed
again. Skill Rank Required (Knowledge - Stand Still, Stay Silent: (2 Actions) A character
Monsters): 8. stills themselves to the best of their ability,
hoping the nearby Trapped Ones leaves them
Command: (1 Action) This character gives alone. The character makes a stealth roll, and all
precise orders to a comrade, sacrificing an hits create a Threshold that the monsters must
action (or actions) to give their fellow viking an meet or best in order to detect them. Skill Rank
action in their place. Skill Rank Required Required (Stealth): 2.
(Leadership): 5.
Spot: (1 Action) This character provides an ally
Distract: (1 Action) This character heroically with accurate information on their accuracy at
draws the attention of a foe, in order to save a range, increasing each subsequent attack roll by
comrade or lure their foes into a trap. Rolls a 2d10. Skill Ranks Required (Weapons - Rifles): 4,
[Deception] test. The test is opposed by a (Perception): 4.
[Perception] test. If the character’s [Deception]
roll is met or bested, the Distraction attempt Suppressive Fire: (2 Actions) A character with a
fails. Skill Rank Required (Deception): 4. firearm unloads their weapon at a nearby
enemy, keeping their heads down under a

26
withering storm of bullets. The character activating a gadget) requires a single action to
providing the Suppressive Fire rolls an attack perform.
with no conditional modifiers, creating a Hit
Threshold that must be bested by a Dealing Damage
[Wisdom]+[Leadership] test. If the test is failed,
the character is pinned, and cannot act during Hitting the Target
their turn. If the test is passed, the character
can act. However, if the character moves Attacking
beyond its current cover, the character
providing Suppressive Fire makes a normal, free Weapons can attack in different ways and
attack against them. Requires a Weapon with different distances, each of which apply
SA or FA capabilities, and consumes 3/4ths of a different modifiers to the dice pool based on
magazine. Only works against human enemies. the range, type of weapon, and skill of the user.
Skill Rank Required (Weapons, CQCF, Rifles): 4. This always takes the form of [Conditional
Modifiers] + [Core Attributes] + [Weapon Skill
The Good Stuff: (2 Actions) A medic or healer Ranks].
attempts to restore Mental or Stunning
Wounds accrued by a character by applying This is an Attack Roll.
proper stimulants and pain relief. They can
target themselves, if they wish. The character Defending
rolls a Medicine check. Three hits can restore a
single Stunning Wound, while four hits can When a character or Trapped One is attacked,
restore a single Mental Wound. Doubling these the defending party adds [Conditional
hits can restore double the wounds. Skill Rank Modifiers] + [Dexterity] + [Fitness], creating the
Required (Medicine): 10. defending dice pool. This is a Defense Roll.

Triage: (2 Actions) A medic or healer attempts Each ‘hit’ on the defending dice cancels out a
to provide stabilizing treatment to a wounded ‘hit’ on the attacking dice. When all defending
comrade. They cannot restore Physical Wounds, ‘hits’ are spent, the remaining attack hits inflict
but they can heal crippling Status Effects and Wounds.
prevent the character from dying. The healing
character rolls a Medicine check, and must Armor
defeat the Hit Threshold of the Status Effect.
Skill Rank Required (Medicine): 3. When a wound (or wounds) is suffered by a
character, their Armor is used to negate the
Wall of Flame: (2 Actions) A flame thrower- damage. There are four different classes of
wielding character unleashes a searing blast of armor: None, Light, Medium, and Heavy. Each
flame at the earth in a selected pattern, making class negates different numbers of Wounds,
the terrain impossible to pass through without and helps prevent the acquisition of different
acquiring the [Burning] Status Effect. Skill Rank kinds of Status Effects.
Required (Weapons - Utility): 5.
No Armor: Misc. clothing that is not combat-
rated, only protecting the wearer against the
Equipment elements. Does not negate Wounds - all
Wounds scored against the wearer are counted
Unless otherwise specified, using a piece of automatically. Does not protect the wearer
equipment (such as throwing a grenade or from Status Effects.

27
Light Armor: Clothing or padding made from lethal. These Wounds can be incurred in many
leather, dense furs, or similarly tough material. ways; from monsters, weapons, equipment
Will generally negate 1-2 Wounds. Can failure, or even environmental hazards. When a
potentially protect against the [Bleeding] and character reaches zero wounds due to a
[Infected] Status Effects. Does not restrict Damaging attack, they die. Each Damaging
movement. Wound takes three days of recovery to restore.
Status Effects may increase this time.
Medium Armor: Wrought from chainmail,
Kevlar, hardened leather, or molded steel, Stunning Wounds: The second most common
medium armor can negate 3-4 Wounds. Can method of wounding, Stunning Wounds are
protect against the [Bleeding], [Infected], and suffered when a character, ghost, or Trapped
[Broken Bone] Status Effects. Slightly restricts One deals non-lethal damage. They do not
movement. deduct Wounds from the total, but instead
‘convert’ available Wounds to Stunning
Heavy Armor: Expensive, top-of-the-line Wounds. If a character has no non-stunning
military equipment, this armor is designed Wounds remaining, they acquire the
around pointmen who cannot avoid entering [Unconscious] Status Effect. If they are dealt
Troll nests or similarly dangerous areas. Made any Damaging Wounds when unconscious, they
from reinforced steel, relic Kevlar, and die. Each Stunning Wound takes one day of
hardened plastic, it is the ultimate form of resting to restore.
physical protection. Can negate 5-8 Wounds.
Will help protect against the [Bleeding], Mental Wounds: Mental Wounds only affect
[Infected], [Broken Bone], and [Burning] Status humans, and reflect the horror and despair
Effects. Restricts movement. suffered by vikingr during their adventures. Like
Stunning Wounds, they do not deduct Wounds
Some attacks (and armor-piercing rounds) have from a character’s total, but rather ‘convert’ the
a chance to rend Armor, stopping it from available Wounds. If a character has no non-
negating the inflicted wound. Each attack of this Mental Wounds remaining, they suffer a Mental
nature has a chance of decreasing the armor’s Break, causing them to act unpredictably.
ability to negate Wounds, and full functionality However, all the Mental Wounds accrued thus
will not be returned until the armor is repaired. far can still count as available Wounds – if these
Wounds are spent normally, the character will
Wounds die. Mental Wounds take three days of resting
to restore, but a Mental Break may cause
Wounds reflect the toughness and resilience of lasting damage.
a character, and are the primary method of
determining their health during combat. Each Factoring Stunning and Mental Wounds Into
character and creature has a number of Combat
Wounds they can suffer, called a Wound Pool.
It is helpful to think of Mental and Stunning
A Wound Pool starts out at its maximum value, Wounds converting the “bottom” Wounds in a
then decreases as Damaging Wounds are Wound Pool. As more Damaging Wounds are
accrued.
suffered, Mental and Stunning Wounds remain,
Types of Wounds and trigger when the remainder of Wounds in a
Wound Pool have been converted.
Damaging Wounds: The standard form of
wounding, this is damage that is intended to be

28
If both Mental and Stunning Wounds have been Furthermore, the Wound (or Wounds)
accrued, and the player loses the remainder of that inflicted the [Broken Bone] Status
their available Wounds, a Mental Break always Effect takes two weeks to heal apiece.
occurs first.
 Burning: The character is on fire, and
Wound Calculation must put themselves out immediately
or suffer a Wound. Extinguishing the
When Wounds of any type are suffered during wound costs two actions.
combat, they (and the Status Effects they may
induce) are not applied until the end of the  Frostbitten: The character has been
Turn. This simulates combat in real time, allows exposed to extreme cold for too long,
humans to retaliate if struck down before they or their protective apparel has failed.
can act, and demonstrates the primal resilience They suffer a -4 to the dice pool for all
of the Trapped Ones. Skill attempts.

Status Effects  Infected: If a character suffers a biting


Wound from a Trapped One (or inserts
Suffering a Wound is not the end of a vikingr’s contaminated material into their
misery. Sometimes, the weapons, appendages, mouth) and is not immune to the Rash,
or methods used when attacking a target can they are now infected. Death will come
inflict Status Effects. These effects vary, but all in two week’s time.
are best avoided.
 Ill: This character has fallen ill with a
 Bleeding: The character is suffering disease. Depending on the disease and
acute bleeding, and will suffer Wounds its effects, Skill attempts will be
until the bleeding is treated. compromised.
o Light – The character suffers 1
Wound every 10 Turns.  Mental Break: This character has
o Significant – The Character accrued too many Mental Wounds, and
suffers 1 Wound every 5 Turns. their mind refuses to function normally.
o Major – The Character Suffers 1 They must roll to determine the kind of
Wound every turn. This does Break they suffer, or make an unlikely
not stack with the Wound that recovery. The dice pool involved is
cause the bleeding. May lead to calculated by adding [Leadership] +
[Severed Limb]. [Fitness] + [Wisdom], then comparing
the result against various Thresholds.
 Blinded: The character or monster Some spells can counteract the effects
cannot see, reducing its ability to attack of a Mental Break.
and defend.
STATS o Catatonic – Fewer than 8 hits. If
a character cannot make 8 hits,
 Broken Bone: The character has he will curl up and lie still,
suffered a critical fracture in one of whimpering and crying. He
their bones, rendering it useless. The cannot take an action until
character suffers a -8 penalty to the Combat is concluded.
dice pool on all Skill attempts that o Panicked – Fewer than 12 hits.
would involve the limb or body part If a character cannot make 12
containing the broken bone. hits, she will abandon her

29
weapons, loot, and equipment,
fleeing in the opposite direction MAGIC
of any visible Trapped Ones.
She cannot take an action until
Introduction
Combat is concluded.
o Berserk – Fewer than 16 hits. If From the outside, it is easy to see magic simply
a character cannot roll 16 hits, a
as a convenient and useful talent. While this is
he resorts to a primal,
true, magic is much, much more. Magic is
unquenchable fury, wildly
intertwined with the spirits, with the self, and
lashing out at the creature that with the world. It is not a list of spells or runes
inflicted the latest Mental to memorize – it is a way of life. Those who
Wound. He will not take cover, understand this are Mages, and they are new to
and all attacks suffer a -4 dice the world.
pool penalty.
o Stand Heroic – 20 or more hits.
Schools of Magic
The character overcomes the
assault upon her mind, standing
In the Known World, there are currently two
fast against the darkness. She
schools of magic: Icelandic, and Finnish. Each
recovers from all Mental
draws on a different aspect of the soul, but
Wounds suffered, and gains an
neither is superior to the other. They rely on
extra action during her Turn.
their own system of belief, casting, and
spirituality.
 Poisoned: This character has been
poisoned by toxins, radiation, spoiled Icelandic School
food, or ingesting the meat of a
Trapped One, or a Wound from a Icelandic mages (Seiður) are found within
poisonous Trapped One. Though they communities that worship Freyja and Óðinn,
do not take Wounds, their Core and it is from the old gods that they draw their
Attributes suffer according to the power. They channel this power through the
degree of poisoning. ritual use of runes and runic images known as
galdrastafur, allowing them to affect the
 Severed Limb: A grievous blow (when physical world.
half or more of a character’s Wounds
are suffered in a single strike) has These runes can perform a range of functions,
caused this character to lose a limb. The from healing, warding, warning, and protecting,
character is immediately removed from to reinforcing, damaging, and banishing.
combat, and suffers the Status Effect
[Bleeding: Major] as well. Their career But galdrastafur are not an Icelandic mage’s
as a vikingr is effectively over. only form of magic – the art of prophecy and
dream-seeing is a central skill for all Icelandic
 Unconscious: A character has been mages. In the Silent World, catching a glimpse
rendered unconscious by a ghost or into the future can be the difference between
Stunning Wounds. In this state, they are life and death.
removed from Combat, and cannot
awaken until 6-12 hours have passed. If In order for Icelandic mages to function at their
any lethal Wounds are directed towards full potential, runes, galdrastafur, and their
this character while they are effects must be memorized. Visions and
[Unconscious], death is immediate.

30
prophecies must also be carefully analyzed and Seeing Spirits
deciphered. Thus, a Seiðkona or Seiðkarl’s most
important Attribute is their Intelligence. All mages also possess the ability to see spirits.
Though most are benign and harmless, others
Finnish School are not. They can wreak havoc upon an
Expedition and its members, so without a mage
Though most Finns have minor magical abilities, or a cat, vikingr may end up in serious danger.
only the most powerful become Noita – mages.
By beseeching spirits, elements, and deities Magic Mechanics
through a prayer or incantation (referred to as
runo), they can shape the weather and Overview
influence the spirits that surround them. They
also consider escorting the souls trapped within No matter the school employed, casting runes,
trolls and giants to the Afterlife a sacred duty. runo, and galdrastafur (henceforth collectively
referred to as spells) requires rolling. This can
Besides their runo, Noita possess Luonto, an take the form of standard Thresholds, which
aspect of their spirit that helps them cast spells must be bested by rolling a dice pool comprised
at the cost of their stamina. of [INT (Icelandic Mages)/ WIS (Finnish Mages)]
+ [Magic Skill], or opposed rolls that roll a given
Due to their deep connection to nature and pool of dice. If the caster’s hits exceed the
spirits, Wisdom is the most important attribute defending creature’s, the spell connects, and its
for Finnish mages. effect is delivered.

Commonalities Conditional modifiers may also apply to this roll,


but they are rarer than regular Skill checks.
Despite their radically different approaches to
magic, the two schools have some similarities Each spell requires a certain level of magical
between them. proficiency to perform. This is indicated by the
Skill Rank Required (SRR) statistic of each spell.
The Dreamworld In this case, ‘Magic’ is the relevant skill.
Relevant Core Attributes (either INT or WIS) are
All mages can enter the Dreamworld, a non- not considered when determining which spells
physical realm accessed by dreaming mages. are available to the mage.
Here, they can communicate with other mages,
as well as explore the spiritual footprint of A mage can learn any spell at any time provided
souls, spirits and history that permeate the they have enough Experience (even if he or she
region they occupy. has not met the SRR), but they must first be
learned. Seiður can seek instruction from the
This is a dangerous endeavor. Insane, malicious Academy of Seiður in Reykjavik, while Noita
spirits infest the Dreamworld, and can cause must learn from a more experienced mage that
irreparable damage to a mage’s mind. In order knows the desired spell.
to avoid being seized by these spirits, all mages
establish a Sanctuary upon their first entry into Rituals
the Dreamworld, a place unique to them, one
that represents who they are. It is safe from Mages cannot perform complex, intricate, and
maddened spirits, but only as long as the mage truly fell magic in the heat of battle. Some spells
remains within it. require preparation, time, sacrifices, and
precise timing. Both schools have access to

31
rituals, although the nature of them varies  Human Blood (companion’s): +8 dice to
widely. all Magic checks. Lowers SRR by five.
Companion must be sacrificed to
They often require cooperation between acquire bonus.
multiple mages, and their length makes them  Human Blood (own): +2 dice to all
dangerous to perform in the Silent World – Magic rolls. Lowers SRR by one.
monsters and ghosts are drawn to power like  Human Blood (another’s): +2 dice to all
moths to a flame. Magic rolls. Donor does not need to be
sacrificed.
Icelandic Mages (Seiður)  Animal Blood (companion): +4 dice to
all Magic rolls. Animal must be
Overview sacrificed to acquire bonus.
 Animal Blood (hunted yourself): +1 dice
Runes, galdrastafur, and prophecy are the to all Magic rolls. Additional +1 dice to
realms of Seiður. With sufficient mastery of all spells involving prophecy.
their art, Icelandic Mages are powerful  Animal Blood (hunted by another): +1
additions to any vikingr expedition. Armed with to runic spells.
knowledge, they are masters of battlefield  Ash (from a burial): +2 to runic spells.
control and navigating the murky waters of the  Monster Remains: +4 to prophecies.
future.  Carved Onto Stone: +2 to runic spells
that increase defending rolls. +4 to
The nature of their spell casting allows them a runic spells left on immobile rune
large degree of flexibility in how they practice stones.
their art. Unlike Noita, they can prepare spells
 Ink/Paint/Dye/Sand/Chalk/Ash
days or even months in advance by inscribing (regular): +0 to all Magic.
them on paper, carving them on stone, or
painting them on a canvas. The Magic skill
Spellbooks
check is rolled whenever the spell is cast (not
when it is transcribed).
Whether an actual book of runic spells or pages
Icelandic mages divide their magic into two of spells draped from their person, they must
classes: Runic spells (runes and galdrastafur) carry a physical item that contains their
and Prophetic spells. prepared runes.

Hail, hail, hail! I dedicate to the Spear! A full list of Spellbooks and their effects can be
found in the ‘Equipment’ section
The Nordic gods are ancient, capricious
creatures. Though they lay forgotten for Runes
centuries, they have not left us. They are here.
And they are greedy. Seiður can augment their Runes are the simplest form of the Seiðurs’
spells by offering sacrifices during their casting magic. Drawn from Óðinn’s holy Futhark, the
period. effects of runes arise from their meaning. They
cost two Actions to perform, and provide small
This most often takes the form of transcribing but useful boons.
the spells in one’s own blood, though there are
alternate options available. Each medium Each rune has five ranks of power. Seiður can
provides different bonuses. increase this rank with Experience and the help
of a Professor.

32
 Rank 1 (free): Uruz grants allied human
and animal targets +1 Fitness for two
turns.
 Rank 2 (?): Uruz grants allied human
‘Fehu’ and animal targets +1 Fitness for three
turns.
Meaning ‘wealth’ or ‘cattle’, casting Fehu  Rank 3 (?): Uruz grants allied human
induces a state of intense greed, envy, and and animal targets +2 Fitness for three
short-sightedness in humanoid targets. Target turns.
must be within sight. This heavily impairs their  Rank 4 (?): Uruz grants allied human
judgment, and leaves them susceptible to and animal targets +2 Fitness for four
influence. SRR of 4. SRR increases by 2 for each turns.
Rank purchased.  Rank 5 (?): Uruz grants allied human
and animal targets +3 Fitness for four
 Rank 1 (free): Target’s judgment is turns.
moderately hampered by a flood of
envy. -2 to target’s Barter and
Deception. 4d10 casting dice pool.
 Rank 2 (?): Target’s judgment is
hampered by a flood of envy. -3 to
target’s Barter and Deception, and ‘Thurs’
Perception. 5d10 dice pool.
 Rank 3 (?): Target’s judgment is heavily Meaning ‘Giant’, casting Thurs makes the
hampered by a flood of envy. -4 to humanoid target temporarily perceive the
target’s Barter Barter and Deception. caster as a Giant, inflicting Mental Wounds.
6d10 dice pool. Target must be within sight. SRR of 5. Runic
 Rank 4 (?): Target’s judgment is effect roll must beat opposed Mental check.
seriously hampered by a flood of envy. - Each rank increases the SRR by 2.
5 to target’s Barter and Deception.
7d10 dice pool.  Rank 1 (free): Caster perceived as a
 Rank 5 (?): Target’s judgment is Giant, attacking target’s mind with a
severely hampered by a flood of envy. - pool of 3d10.
6 to target’s Barter and Deception, and  Rank 2 (?): Caster perceived as a Giant,
Perception. 8d10 dice pool. attacking target’s mind with a pool of
4d10.
 Rank 3 (?): Caster perceived as a Giant,
attacking target’s mind with a pool of
5d10.
 Rank 4 (?): Caster perceived as a Giant,
‘Uruz’ attacking target’s mind with a pool of
6d10.
The rune for ‘aurochs’, casting Uruz grants any  Rank 5 (?): Caster perceived as a Giant,
character within sight (including oneself) with a attacking target’s mind with a pool of
short Fitness boost. SRR of 3. Hit Threshold of 3.
7d10.
Hit Threshold increases by 1 for each Rank
purchased.

33
 Rank 5 (?): Raido grants allied human
and animal targets with +3 Dexterity for
four turns.

‘Ansuz’

Ansuz refers to a deity of the Nordic pantheon.


Casting Ansuz fills allies (or oneself) with pious ‘Kauna’
courage, increasing their Leadership. Target(s)
must be within sight. SRR of 5. Threshold of 5. The rune for ‘ulcer’, Kauna inflicts a temporary
Each rank increases Hit Threshold by 1. sensation of intense stomach pain on both
humanoid and monstrous targets. Targets must
 Rank 1 (free): Ansuz grants allies pious be within sight. SRR of 5. Runic effect roll must
courage. Adds 1 Leadership for 2 turns. beat opposed Mental check. Each rank
 Rank 2 (?): Ansuz grants allies pious increases the SRR by 2.
courage. Adds 1 Leadership for 3 turns.
 Rank 3 (?): Ansuz grants allies pious  Rank 1 (free): Target besieged with
courage. Adds 2 Leadership for 3 turns. stomach pain, lowering their next
 Rank 4 (?): Ansuz grants allies pious defending roll by 1 die.
courage. Adds 2 Leadership for 4 turns.  Rank 2 (?): Target besieged with
 Rank 5 (?): Ansuz grants allies pious stomach pain, lowering their next
courage. Adds 3 Leadership for 4 turns. defending roll by 2 dice.
 Rank 3 (?): Target besieged with
stomach pain, lowering their next
defending roll by 3 dice.
 Rank 4 (?): Target besieged with
stomach pain, lowering their next
‘Raido’ defending roll by 4 dice.
 Rank 5 (?): Target besieged with
Meaning ‘ride’ or ‘journey’ casting Raido stomach pain, lowering their next
increases a single vikingr’s swiftness (can target defending roll by 5 dice.
oneself). Target must be within sight. SRR of 3.
Threshold of 3. Threshold increases by 1 for
each Rank purchased.

 Rank 1 (free): Raido grants allied human


and animal targets +1 Dexterity for two ‘Gyfu’
turns.
 Rank 2 (?): Raido grants allied human The rune denoting ‘gift’ or ‘generosity’, Gyfu
and animal targets with +1 Dexterity for occasionally brings comfort to allies suffering a
three turns. Mental Break, returning them to combat and
 Rank 3 (?): Raido grants allied human casting off their panic. Targets must be within
and animal targets with +2 Dexterity for sight. SRR of 8. Runic effect roll must beat
three turns. opposed Mental check. Each rank increases the
 Rank 4 (?): Raido grants allied human SRR by 2.
and animal targets with +2 Dexterity for
four turns.

34
 Rank 1 (free): Caster attempts to calm
panicked vikingr with a pool of 1d10
dice.
 Rank 2 (?): Caster attempts to calm
panicked vikingr with a pool of 2d10 ‘Haglaz’
dice.
 Rank 3 (?): Caster attempts to calm The rune for ‘hail’ casting Haglaz spits a freezing
panicked vikingr with a pool of 3d10 stream of hail at a humanoid or monstrous
dice. target, possibly inflicting the [Frostbitten] Status
 Rank 4 (?): Caster attempts to calm Effect. Targets must be within sight. SRR of 8.
panicked vikingr with a pool of 4d10 Runic effect roll must beat opposed Mental
dice. check. Each rank increases the SRR by 1.
 Rank 5 (?): Caster attempts to calm
panicked vikingr with a pool of 5d10  Rank 1 (free): Target is assaulted by a
dice. biting storm of wind and hail, inflicting
[Frostbitten] with a casting pool of
3d10.
 Rank 2 (?): Target is assaulted by a
biting storm of wind and hail, inflicting
[Frostbitten] with a casting of 4d10.
‘Wunjo’  Rank 3 (?): Target is assaulted by a
biting storm of wind and hail, inflicting
Meaning ‘joy’ and ‘bliss’, casting Wunjo can off- [Frostbitten] with a casting of 5d10.
balance Trapped Ones by briefly reminding  Rank 4 (?): Target is assaulted by a
them of their humanity. Targets must be within biting storm of wind and hail, inflicting
sight. SRR of 6. Runic effect roll must beat [Frostbitten] with a casting pool of
opposed Mental check. Each rank increases the 6d10.
SRR by 2.  Rank 5 (?): Target is assaulted by a
biting storm of wind and hail, inflicting
 Rank 1 (free): Target glimpses their lost [Frostbitten] with a casting pool of
humanity, lowering their next attacking 8d10.
roll by 1 die.
 Rank 2 (?): Target glimpses their lost
humanity, lowering their next attacking
roll by 2 dice.
 Rank 3 (?): Target glimpses their lost
humanity, lowering their next attacking ‘Nauðr’
roll by 3 dice.
 Rank 4 (?): Target glimpses their lost Meaning ‘need’ or ‘distress’ Nauðr will inflict
humanity, lowering their next attacking stress upon monstrous targets, lowering their
roll by 4 dice. Spell Defense. Targets must be within sight. SRR
 Rank 5 (?): Target glimpses their lost of 10. Runic effect roll must beat opposed
humanity, lowering their next attacking Mental check. Each rank increases the SRR by 2.
roll by 5 dice.
 Rank 1 (free): Target is flooded with
stressful images of its former self,

35
reducing its next Mental Check by 1 die. together, inflicting the [Restricted]
Cast with a 2d10 dice pool. Status Effect Cast with a 6d10 dice pool.
 Rank 2 (?): Target is flooded with  Rank 5 (?):Target is enveloped in
stressful images of its former self, freezing mist, freezing their limbs
reducing its next Mental Check by 2 together, inflicting the [Restricted]
dice. Cast with a 3d10 dice pool. Status Effect Cast with a 7d10 dice pool.
 Rank 3 (?): Target is flooded with
stressful images of its former self,
reducing its next Mental Check by 3
dice. Cast with a 4d10 dice pool.
 Rank 4 (?): Target is flooded with ‘Jera’
stressful images of its former self,
reducing its next Mental Check by 4 The symbol representing a harvest or good
dice. Cast with a 5d10 dice pool. year, Jera is the only rune explicitly tied to
 Rank 5 (?): Target is flooded with Prophetic spells. Foretelling a positive future
stressful images of its former self, improves a Caster’s perception of what is to
reducing its next Mental Check by 5 come; lowering the Threshold for all Prophetic
dice. Cast with a 6d10 dice pool. spells under 5 SRR. Jera has a SRR of 8.
Threshold of 6. Threshold increases by 2 for
each Rank purchased.

 Rank 1 (free): Jera improves Prophetic


Spells under 5 MMR by adding 1d10 to
‘Isaz’ their dice pool.
 Rank 2 (?): Jera improves Prophetic
The rune denoting ‘ice’, Isaz freezes humanoid Spells under 5 MMR by adding 2d10 to
and monstrous targets to themselves, possibly their dice pool.
inflicting the [Restricted] Status Effect. Targets  Rank 3 (?): Jera improves Prophetic
must be within sight. SRR of 6. Runic effect roll Spells under 6 MMR by adding 2d10 to
must beat opposed Mental check. Each rank their dice pool.
increases the SRR by 2.  Rank 4 (?): Jera improves Prophetic
Spells under 6 MMR by adding 3d10 to
 Rank 1 (free): Target is enveloped in their dice pool.
freezing mist, freezing their limbs  Rank 5 (?): Jera improves Prophetic
together, inflicting the [Restricted] Spells under 8 MMR by adding 3d10 to
Status Effect Cast with a 3d10 dice pool. their dice pool.
 Rank 2 (?):Target is enveloped in
freezing mist, freezing their limbs
together, inflicting the [Restricted]
Status Effect Cast with a 4d10 dice pool.
 Rank 3 (?):Target is enveloped in
freezing mist, freezing their limbs ‘Eihaz’
together, inflicting the [Restricted]
Status Effect Cast with a 5d10 dice pool. Meaning ‘yew’, the Eihaz rune emulates the
 Rank 4 (?):Target is enveloped in sacred tree’s longevity, temporarily restoring a
freezing mist, freezing their limbs character’s Damage Wounds, and halting any
[Bleeding] Status Effects. Target must be within

36
sight. SRR of 5. Threshold of 4 to restore the dice pool if only one target is
Wounds, Thresholds of 4/5/6 for degrees of selected.
[Bleeding]. All thresholds increase by 1 for each  Rank 4 (?): Two or fewer targets are
Rank purchased. distracted by distant sounds of levity,
lowering their Perception by -5. Cast
 Rank 1 (free): Eihaz temporarily with a 6d10 dice pool. Add one die to
restores 1 Damage Wound and halts the dice pool if only one target is
[Bleeding] for one turn. selected.
 Rank 2 (?): Eihaz temporarily restores 2  Rank 5 (?): Three or fewer targets are
Damage Wounds and halts [Bleeding] distracted by distant sounds of levity,
for two turns. lowering their Perception by -6. Cast
 Rank 3 (?): Eihaz temporarily restores 3 with a 7d10 dice pool. Add two dice to
Damage Wounds and halts [Bleeding] the dice pool if only one target is
for three turns. selected. Add two dice to the dice pool
 Rank 4 (?): Eihaz temporarily restores 4 if only two targets are selected.
Damage Wounds and halts [Bleeding]
for four turns.
 Rank 5 (?): Eihaz temporarily restores 5
Damage Wounds and halts [Bleeding]
for five turns.
‘Algiz’

The rune for ‘elk’, Algiz imitates the wise,


lumbering lords of the forest by increasing an
allies’ Wisdom for a short time. SRR of 5. Hit
‘Pertho’ Threshold of 4. Hit Threshold increases by 1 for
each Rank purchased.
Pertho, or the ‘Pear-Wood’ from which
instruments and game boxes are made. Creates  Rank 1 (free): Algiz grants allied human
the sound of distant, pleasant music, distracting and animal targets +1 Wisdom for two
any humanoid target(s) for a short time. Targets turns.
do not need to be within sight. SRR of 8. Runic  Rank 2 (?): Algiz grants allied human
effect roll must beat opposed Mental check. and animal targets +1 Wisdom for two
Each rank increases the SRR by 1. turns.
 Rank 3 (?): Algiz grants allied human
 Rank 1 (free): A single target is and animal targets +2 Wisdom for three
distracted by distant sounds of levity, turns.
lowering their Perception by -2. Cast  Rank 4 (?): Algiz grants allied human
with a 4d10 dice pool. and animal targets +2 Wisdom for four
 Rank 2 (?): A single target is distracted turns.
by distant sounds of levity, lowering  Rank 5 (?): Algiz grants allied human
their Perception by -3. Cast with a 5d10 and animal targets +3 Wisdom for four
dice pool. turns.
 Rank 3 (?):Two or fewer targets are
distracted by distant sounds of levity,
lowering their Perception by -4. Cast
with a 5d10 dice pool. Add one die to

37
‘Sowilo’  Rank 4 (?): Numerous blades hunt the
target, attacking with a dice pool of
Representing the sun, Sowilo creates an orb of 8d10.
warm, glowing sunlight in the caster’s hand,  Rank 5 (?): A storm of blades hound the
illuminating the surrounding area and possibly target, attacking with a dice pool of
inflicting [Blinded] on monsters. SRR of 4. Hit 10d10.
Threshold of 3. Hit Threshold increases by 1 for
each Rank purchased. Illumination only requires
the Caster to meet the Threshold, while
[Blinding] roll must beat opposed Mental check.

 Rank 1 (free): An orb of sunlight ‘Berkanen’


provides illumination within 25m.
 Rank 2 (?): An orb of sunlight provides Meaning ‘birch’, Berkanen spawns an explosion
illumination within 35m. of birch leaves, obscuring a portion of a ranged
 Rank 3 (?): An orb of sunlight provides battlefield. Target area must be within sight.
illumination within 45m, and blinds SRR of 5. Hit Threshold of 3. Hit Threshold
monsters with a dice pool of 4d10. increases by 1 for each Rank purchased.
 Rank 4 (?): An orb of sunlight provides
illumination within 50m, and blinds  Rank 1 (free): A small flurry of birch
monsters with a dice pool of 5d10. leaves obscures 6m2 of a battlefield. All
 Rank 5 (?): An orb of sunlight provides ranged attacks on characters within or
illumination within 55m, and blinds behind the spell’s location suffer a -1 to
monsters with a dice pool of 6d10. their Attacking dice pool.
 Rank 2 (?): A small flurry of birch leaves
obscures 8m2 of a battlefield. All ranged
attacks on characters within or behind
the spell’s location suffer a -2 to their
Attacking dice pool.
‘Tiwaz’  Rank 3 (?): A small flurry of birch leaves
obscures 10m2 of a battlefield. All
Named for the God ‘Tyr’, Tiwaz is one of the ranged attacks on characters within or
only Icelandic spells that does not call upon behind the spell’s location suffer a -3 to
Freyja or Óðinn, instead calling on the favor of their Attacking dice pool.
the war god. Blades appear from the rune and  Rank 4 (?): A small flurry of birch leaves
slice into the target, dealing Damaging Wounds. obscures 14m2 of a battlefield. All
Target must be visible. SRR of 6. Runic effect roll ranged attacks on characters within or
must beat opposed Defense check. Each rank behind the spell’s location suffer a -4 to
increases the SRR by 2. their Attacking dice pool.
 Rank 5 (?): A small flurry of birch leaves
 Rank 1 (free): Blades hound the target, obscures 18m2 of a battlefield. All
attacking with a dice pool of 3d10. ranged attacks on characters within or
 Rank 2 (?): Blades pursue the target, behind the spell’s location suffer a -5 to
attacking with a dice pool of 4d10. their Attacking dice pool.
 Rank 3 (?): Numerous blades pursue the
target, attacking with a dice pool of
6d10.

38
 Rank 2 (?):
 Rank 3 (?):
 Rank 4 (?):
 Rank 5 (?):
‘Ehwaz’

The rune for ‘horse’, Ehwaz temporarily grants a


target the stamina of a horse, curing Stunning
Wounds for the remainder of Combat. Stunning
Wounds will return upon Combat conclusion. If ‘Laukaz’
the target is eventually made [Unconscious]
from Stunning Wounds regardless, each Laukaz means ‘water’, and creates a jet of pure
Stunning Wound will double in recovery time. water that soon vanishes. Will cure [Burning]
Target must be within sight. SRR of 5. Hit Status Effect on allies. Target area must be
Threshold of 4. Hit Threshold increases by 1 for within sight. SRR of 5. Hit Threshold of 3. Hit
each Rank purchased. Threshold increases by 1 for each Rank
purchased.
 Rank 1 (free): Ehwaz temporarily
restores 1 Stunning Wound for the  Rank 1 (free): A single jet of water
remainder of Combat. douses a nearby ally.
 Rank 2 (?): Ehwaz temporarily restores  Rank 2 (?): Two jets of water douse two
2 Stunning Wound for the remainder of nearby allies.
Combat.  Rank 3 (?): Three jets of water douse
 Rank 3 (?): Ehwaz temporarily restores three nearby allies.
3 Stunning Wound for the remainder of  Rank 4 (?): Four jets of water douse four
Combat. nearby allies.
 Rank 4 (?): Ehwaz temporarily restores  Rank 5 (?): Five jets of water douse five
4 Stunning Wound for the remainder of nearby allies.
Combat.
 Rank 5 (?): Ehwaz temporarily restores
5 Stunning Wound for the remainder of
Combat.

‘Ingwaz’

An alternative (and perhaps the original) name


for the god Freyr, the Chain-Breaker, one of the
‘Mannaz’ chief Aesir in the Nordic pantheon. Invoking
Freyr temporarily infuses an ally’s bladed
Representing ‘Man’, Mannaz is a reflection of weapon with godly might, granting it additional
humanity, and the wholeness of the self. attack dice. SRR of 5. Hit Threshold of 3. Hit
Casting Mannaz upon a target will repair their Threshold increases by 1 for each Rank
broken bodies to a limited extent. Target must purchased. SRR increases by 2 for each Rank
be visible. SRR of 6. Each rank increases the SRR purchased.
by 2.
 Rank 1 (free): Enchanted sword obtains
 Rank 1 (free): an additional dice to its next attack.

39
 Rank 2 (?): Enchanted sword obtains
two additional dice to its next two
attacks.
 Rank 3 (?): Enchanted sword obtains
three additional dice to its next three
attacks. ‘Dagaz’
 Rank 4 (?): Enchanted sword obtains
four additional dice to its next four The rune for ‘day’, Dagaz will temporarily
attacks. intensify the effects of sunlight on beasts, trolls
 Rank 5 (?): Enchanted sword obtains and giants.
five additional dice to its next five
attacks. ???

Galdrastafur

Galdrastafur

Larger, more complex runic diagrams are known


‘Odal’
as galdrastafur, and these magical staves are
the backbone of Icelandic magic. They are an
The rune representing ‘Inheritance’, Odal can
adaptable system for channeling the gods’
remind ghosts and spirits that fell to the Rash of
power into reality, and bending existence to
their children and parents, causing them to
dispel for a time. Odal has a range of 10m2, and suit a Seiður’s whims.
all ghosts caught within the area must roll an
opposed Mental check. SRR of 8. SRR increases Each galdrastafur must be inscribed in the
mage’s spellbook before use, though, like runes,
by 2 for each Rank purchased.
they can be drawn on-the-spot if the spellbook
does not contain the desired stave. Due to their
 Rank 1 (free): Odal wards against
more complex designs, each stave requires six
restless spirits and ghosts by providing
seconds (two turns, four actions) to draw.
them brief direction. Cast with a 3d10
dice pool.
Casting galdrastafur requires two actions to
 Rank 2 (?): Odal wards against restless
spirits and ghosts by providing them perform, though matrices might increase this
brief direction. Cast with a 4d10 dice number.
pool.
 Rank 3 (?): Odal wards against restless ‘Að unni’
spirits and ghosts by providing them
brief direction. Cast with a 5d10 dice
pool.
 Rank 4 (?): Odal wards against restless
spirits and ghosts by providing them
brief direction. Cast with a 6d10 dice
pool.
 Rank 5 (?): Odal wards against restless Að unni is a stave meant for ???
spirits and ghosts by providing them
brief direction. Cast with a 7d10 dice
pool.

40
release. Can only be used against Beasts, or
giants that contain a majority of bestial parts.
Target must be visible.

Skill Rank Requirement (Magic): 5


Skill Rank Requirement (Knowledge –
Monsters): 1

Soul-Famine: All beasts must pass a Spell


‘Ægishjálmur’ Resistance check with a Hit Threshold of 2, or
their Spell Resistance will be lowered by -2 dice
One of the most common staves, Ægishjálmur is for six turns.
a ward against evil and madness. It is used
against the monsters of the Silent World, Weak Spirit, Weak Body: Beasts afflicted by
actively repelling them from the area where it is Angurgapi must also make a Physical Resistance
transcribed. And though it cannot always keep check with a Threshold of 2, or their Physical
their hunger at bay, any monster that sets foot Resistance will be lowered by -2 dice for six
upon this rune will catch on fire. Can also be turns.
used to detect evil spirits.

Skill Rank Requirement of 4 in Magic.

Warding: Repels monsters from the area it is


transcribed. (All Monsters)

Warning: If kept in a pocket on a piece of paper,


it will begin to burn.
Set Aflame: Monsters that stumble upon this
stave burst into flame. (All Beasts are ‘Brýnslustafir’
automatically affected by [Burning], trolls and
giants must pass a Spell Resistance check with a Previously carved on whetstones, Brýnslustafir
Hit Threshold of 3. Burning inflicted by is now directly carved onto bladed melee
Ægishjálmur deals double damage. weapons and bullets, bestowing upon them the
‘Keen’ Special Quality. After the blade has met
flesh (caused a Wound) 10 times, the stave
must be re-cast. For bullets, the casings can
only be imbued with Brýnslustafir once.

Skill Rank Requirement (Magic): 5


Skill Rank Requirement (Crafting -
Blacksmithing): 2 (Only applied if using it on a
blade)
Skill Rank Requirement (Crafting –
‘Angurgapi’ Powdersmithing): 2 (Only applied if using it on a
cartridge)
A withering curse upon monstrous Beasts,
Angurgapi causes the spirits bound by mutated
flesh to weaken and decay, forcing it to long for

41
Runic – Keen: Bestows the bladed weapon or
cartridge it is applied to with the ‘Runic – Keen’
special Quality.

A blessing upon the receiver, Gapaldur fills the


target with strength.

‘Draumstafir’

A stave to aid in prophecy, Draumstafir is


carefully drawn on the Seiður’s forehead before
sleeping. Can only be cast once every nine days,
as it tests the Seer’s patience to provide
additional foresight.

Skill Rank Requirement (Magic): 9


‘Ginfaxi’
Seer-Stave: Aids in attempts at Prophecy. Must
roll a Magic check with a Hit Threshold of 3 in
order to award +4 dice to the upcoming
Prophecy roll.

‘Dreprún’

A curse ???
‘Hólastafur’
‘Feingur’

‘Gapaldur’

42
‘Kaupaloki’ have a threshold of one to three, while complex
systems have as many as five. Note that
Meant for healing and luck, Kaupaloki seals Lásabrjótur can have an effect on electronically-
gaping wounds and helps protect the receiver dependent locks.
against receiving more. Though it cannot
restore a target’s vitality, it will hasten the
healing process and is more effective at curing
afflictions than ‘Mannar’. Target must be
visible.

Skill Rank Requirement (Magic): 4


Skill Rank Requirement (Medicine): 1
‘Lukkustafir’
Health: When cast, the mage must pass a Magic
check of two (2) to cure Minor Status Effects, The spiritual equivalent of Ægishjálmur,
three (3) to cure Moderate Status Effects, and Lukkustafir specializes in repelling the malicious
four (4) to cure Major Status Effects. spirits that are not bound to a monstrous body.
It is also used primarily as a ward than as a
Fortune: An additional Magic check is made if damaging stave – if harmful spirits approach it,
any degree of success is made with ‘Health’ – if Lukkustafir begins glowing in a vibrant golden
a Hit Threshold of two (2) is met, the target hue. Also, any spirit that touches the Lukkustafir
receives +2 dice to their next defense roll. has part of its incorporeal form bubble away
into nothingness, rendering this stave one of
the only ways for non-mages to banish ghosts.

Skill Rank Requirement (Magic): 6


Skill Rank Requirement (Crafting -
Blacksmithing): 1
Skill Rank Requirement (Crafting –
Powdersmithing): 2

Warding: Repels malicious sprits from the area


‘Lásabrjótur’ it is transcribed. Cannot ward off more powerful
entities, or a large number of ghosts.
There are a great many hidden places in the
Silent World, their locks rusted and keys lost Encounter No Evil: When applied to weapons or
long ago. Lásabrjótur helps Seiður and their bullets, they deal damage to spirits as if they
comrades enter places that have gone unseen were corporeal.
by human eyes for more than a century. Or they
simply forgot the keys to their house.

Skill Rank Requirement (Magic): 8

Lockbreaker: In order for Lásabrjótur to take


effect, the mage must roll a Magic skill check
with a varying hit threshold that depends on the
complexity of the lock. Simple tumbler systems

43
Horrfying scrotum spell. CHANGE.

‘Skelkunarstafur’
‘Máladeilan’ Invoking the primal sensation of fear,
Skelkunarstafur is used against human
A stave meant to provide victory in court,
opponents, flooding their mind with horrific,
Máladeilan is also adept at generally improving
debilitating images and sensations. Its use is
the likeability, decisiveness, and persuasiveness
publically frowned upon, but it remains an
of the target receiving it. Since it can transfer indispensible tool for controlling unruly crowds
these abilities onto whoever bears the stave, it or troublesome prisoners. Target must be
can often be found on Seiður’s clothing. visible.
Skill Rank Requirement (Magic): 8 Skill Rank Requirement (Magic): 10
Skill Rank Requirement (Crafting - Any): 4
Mind-Killer: When casting Skelkunarstafur, the
Sharpened Mind: When applying Máladeilan to caster rolls a Magic check against a target as an
a target directly (not imbuing a piece of armor
attack. Any successful Wounds are counted as
or apparel), the caster must roll a Magic check
Mental Wounds.
with a Hit Threshold of 3 to imbue the target
with +3 Charisma. This effect lasts for three
minutes.

Lucky Totem: When imbuing an item or piece of


apparel with Máladeilan, the caster must pass a
Magic check with a Hit Threshold of 2 to imbue
the item with +1 Charisma runic modifier. This
effect will last for two weeks.

‘Rosahringur minni’

A lesser version of Ægishjálmur, Rosahringur


minni is used for imbuing weapons and
ammunition with monster-repelling powers.
When an object transcribed with this stave
contacts a monster, it will cleave much easier
through the trapped one’s flesh, and confer the
[Sunlight] Status Effect on the monster.
‘Nábrókarstafur’

44
Sun-Sword: ??? The only galdrastafur that is strictly banned by
the College of Seiður, ‘Stafur til að vekja upp
draug’ summons malicious spirits to the place it
is transcribed.

‘Smjörhnútur’
‘Þjófastafur’

‘Tóustefna’

‘Stafur gegn galdri’

Another warding stave, Stafur gegn galdri


defends against the wills of other mages, be
they Finnish or Icelandic. When cast, it envelops
an area around the caster with a golden shield
that massively increases their resistance to
spells.

‘Varnarstafur Valdemars’

‘Vatnahlífir’
‘Stafur til að vekja upp draug’

45
safely navigating the Silent World, as well as
purging the battlefield of monsters.

Unlike Seiður, Noita cannot prepare spells


beforehand. They might write and memorize
runo before they are used, but they must still
speak or sing the spell. While this does limit
their ability to prepare, their ability to cast a
runo quickly makes them adaptable and nimble
‘Vegvísir’ casters. Longer, powerful, and more involved
runo might take more time to cast.

Noita possess three types of runo: Elemental


(appeals to the spirits of the Earth), Spiritual
(appeals to the spirits of living things), and
Divine (appeals to the Finnish deities). Each
branch of Finnish magic focuses on different
aspects of nature, and are used for different
purposes. However, all casting can be enhanced
by an aspect of the soul unique to those who
‘Veiðistafur’ pray to the Finnish gods – the Luonto.

Luonto
Matrices
An inherent facet of the soul as well as an
Matrices are special runes and runic words that external being, a luonto is a spiritual animal that
can be applied to galdrastafur, enhancing their reflects its owner’s strength and personality.
effects, but increasing the spell’s difficulty Crucial to the Finnish school of magic, a mage
immensely. can draw from their luonto’s power to augment
their runo at great physical cost.
Prophecy
Should the drain be too great, a luonto will
Finnish Mages (Noita)
depart the body, leaving its owner fatigued and
Overview debilitated. Part of a noita’s skill is balancing
when to draw from their luonto and when to
Deeply connected to the fens and wilds of their leave it untapped.
homeland, Noita utilize runo to call upon their
primeval gods, spirits, and the elements A luonto is also the form a Finnish mage can
themselves to heed their supplications. Through take if their soul is summoned by a friend or
their will, they can summon storms, guidance, ally, allowing them to provide magical support.
or divine vengeance. Their spontaneous casting This can occur in the physical world, or in the
and spiritual guidance makes them vital for Dreamworld.

46
Finnish mages can use their luonto at any time employed for ritually improving weather
as long as they are conscious. For every two (2) conditions, they possess a wide range of
d10 a luonto adds to any spell’s dice pool, a utilities.
single Stunning Wound is rolled against the
caster. The basic Hit Threshold to resist this Given the prevailing weather conditions the
Wound is four (4), rolled by adding [Fitness] + Noita inhabits, conditional modifiers apply. For
instance, Salama (a bolt of lightning) will be far
[Wisdom] to create the dice pool.
easier to summon in a storm than it would be
Stunning Wounds inflicted by luonto when the skies are clear.
overextension take three (3) days to heal
Helvetti: Calling upon a primeval spirit of fire, a
instead of one (1), and until they are all
recovered, the caster is [Unconscious]. Noita behests its assistance. If heeded, the spirit
latches itself to the caster’s palm and spews fire
Casting Runo in the opposite direction for the rest of the
caster’s turn. Can summon enough fire to
The Finnish gods and the spirits of the earth will engulf eight square meters. For every meter not
heed the calls of their faithful anytime, set aflame (for instance, if the mage is targeting
anywhere. But they have a preference for
a single object), add a Physical Wound. Costs
talented mages, ones that compose beautiful one action to perform, Hit Threshold of six (6).
runo and truly respect the forces they summon
All targets caught within the arc must roll to
– this is the Finnish mage’s skill with magic. avoid [Burning].
Unlike Seiður, Noita can cast a spell quickly and
efficiently. They also do no need to learn new Jäälehti: A sorrowful storm spirit obeys its
runo from another, though the Experience cost caller’s will, forming itself into a blade of ice
is much higher. before rocketing towards a target. Costs one
action to perform, Hit Threshold of four (4).
Runo do not have a specific Skill Rank
Deals two Physical Wounds before melting
Requirement, but some will be very difficult to away.
use without enough skill and experience.
Juoksuhiekka: At the behest of a Noita, a six-by-
Every runo has ‘actions-to-cast’ and a
six meter stretch of earth becomes a pit of
‘Threshold’ that must be met in order for the quicksand, entrapping all that it touches. Unlike
spell to be cast effectively. To cast a runo, Noita natural quicksand, however, this pit will
must roll their Magic Skill against the spell’s swallow its victims whole if no one comes to
Threshold. Dice obtained from use of a luonto their aid. Costs two actions to perform, Hit
must be included before the initial roll. All
Threshold of four (4). Will swallow anything
damage received from runo can be negated by caught inside in five turns, causing organic
armor. targets to take Stunning Wounds until they are
Elemental Runo rendered [Unconscious], at which point the
Juoksuhiekka spirits will vomit them back to
Appeals to elemental spirits such as the winds, Earth.
the skies, the waters, and the earth are
considered ‘Elemental Runo’. Though mostly

47
Kivi Terä: A Noita summons the spirits of the Viiniköynnös: Hailing the old spirits of the bog, a
earth to hear his angered call and strike at his Noita beseeches nearby vegetation to aid them.
enemies. A single blade of stone erupts from Vines burst forth and bind the target. Costs one
the earth, piercing the target. Costs two actions action to perform, Hit Threshold of four (4). The
to perform, Hit Threshold of eight (8). Deals five vines can be avoided by humanoid and animal
Physical Wounds. Can cause [Bleeding]. Cannot targets by meeting a [Dexterity] Hit Threshold
be cast on a target that is not standing on bare of two (2).
earth.
Divine Runo
Pyörre: With thunderous fury, a Noita summons
the angriest and most impetuous storm spirits EXPEDITIONS
to action. Any storm already in progress
intensifies, upending the heavens unto Earth. If Planning an Expedition is a critical skill in a
no storm is present, one begins to brew directly vikingr’s arsenal. Everything must be accounted
for in order to keep a voyage into the Silent
over the caster’s head. Costs four actions to
World on track. Weapons, ammunition, fuel,
perform, Hit Threshold of five (5). food, medicine, clothing, must all be managed,
to say nothing of the salaries and expectations
Salama: The mage calls upon the spirits of the
of the crew. Sponsors (if a vikingr obtains them)
storm to summon a bolt of lightning from the must also be appeased, and while they
sky. It strikes enemy targets with vicious force, understand going viking is dangerous, returning
setting their body and soul alight with from an Expedition bloody, broken, and empty-
unimaginable power. Costs two actions to handed will not incline them to provide funds
perform, Hit Threshold of six (6). Deals six again.
Physical Wounds.
However, securing funds and supplies is only
Vihaisella Raekuurotuksella: A minor storm one facet of Expeditions. Resupply drops must
be planned and paid for; a support crew must
spirit is summoned to obey a mage, forming
be hired to keep the vikingr on-track, and an
itself into a hailstone the size of a football Extraction must be arranged, lest they be left to
before launching itself at a target. Costs one cruel, violent deaths.
action to perform, Hit Threshold of three (3).
Deals three Stunning Wounds. All of this can add up rather quickly, and it is up
to the vikingr involved to secure the krónur,
Spiritual Runo manpower, and supplies involved.

Karkotus: A plea to tortured spirits, Karkotus The first question to ask when considering an
temporarily banishes malicious spirits. Expedition is an inquiry about its nature.

Suon Neulat: Calling upon the fen spirits that Types of Expeditions
reside in all trees, a Noita can summon a
whirlwind of splinters, launching them at a foe Not every Expedition is a far-ranging plunge into
with terrible abandon. Costs one action to the Silent World. Some only venture a few
dozen kilometers beyond the safe areas to
perform, Hit Threshold of four (4). Deals one
salvage resources or construct a temporary
Physical Wounds, and automatically induces
fortress for eventual settlement. Every
[Bleeding – Light].

48
Expedition is dangerous however, and contains might net new contacts, Expeditions, and
its own set of challenges. equipment in the future.

Using the right tool for the right job is Detractions


important, and the same principal applies to
Expeditions. Supplying, equipping, and gearing Expeditions such as these are not quiet
up for each type of Expedition will be different, endeavors. Construction vehicles, saws,
according to what it is trying to accomplish. hammers, welding torches, bricklaying, and
concrete-pouring are very, very loud when
Failure to prepare properly or secure adequate played in symphony. This will inevitably stir any
funding ends in death. nearby monsters from their slumber, and set
them upon the builders with ravenous hunger.
Construction
Experienced and knowledgeable construction
Premise crews are not an expendable asset – if any of
them are lost during the Expedition, expect a
A wealthy merchant or governmental body significant reduction in pay, and negligent
wants to build something out in the Silent vikingr can kiss their bonus goodbye, even if the
World. This can range from stringing up electric construction was eventually finished.
fences, laying train tracks, putting up wind
turbines, watch towers, laying troll-traps, to Loot is also very hard to come by during
building walls, fortresses, and even entire Construction Expeditions.
colonies.
Important Considerations
To that end, construction crews and their
building materials must undergo weeks or In order to prevent losing valuable personnel,
months of work to accomplish their goal. During vikingr must strike a delicate balance between
this time, they are vulnerable – the sponsoring guarding the crews while they work, and
group reallocates military detachments or hires ranging out to destroy troll nests or monsters
well-armed vikingr crews to protect the preemptively. If the latter is not accomplished
workers. in a timely matter, the project will likely be
overrun.
Benefits
Cleansing
These Expeditions are one of the most
common, as all of Scandinavia is seeking to Premise
reclaim what was lost in some way or another.
As such, funding and supplies are readily Sometimes, troll nests and bestial menageries
available – obtaining both is relatively easy. crop up where they are least expected. Perhaps
some scouts found a particularly well-hidden
Construction projects are rarely distant from nest but did not have the means to cleanse it.
civilization – a hundred kilometers at the most. Maybe hordes of trolls have been found
This means that support, supplies, and safety infesting the ruins along a critical road or
are never too distant. railway.

Successful completion of the mission will often In any case, such gatherings cannot be
result in a flat krónur bonus, and a positive permitted continued existence. If the military is
relationship with the crews vikingr guarded

49
otherwise occupied, unavailable, or disallowed host of trolls is pursuing them, their original
from venturing out - vikingr step in. resupply never arrived, they are trapped in a
ruin, or they cannot carry all the loot they
For a tidy sum of krónur, naturally. found.

Benefits Sometimes, vikingr crews are forced to abandon


their loot in order to return to civilization
Doing the military’s job isn’t easy, but it is unscathed. They will often bury, stash, or
profitable. It also helps enhance a vikingr’s otherwise squirrel away their findings for a
reputation, granting them a strong negotiating second Expedition to find. The sooner done, the
position next time they ply sponsors for better, and sometimes the original vikingr crew
Expedition funding. is too tired and wounded to recover their
It is up to the vikingr how they approach the findings.
Expedition. A slow and steady cleansing might
net some loot, but it will be far more Benefits
dangerous. Purging everything with fire and
explosions is safer (somewhat), but valuable Unless they are particularly misanthropic,
loot may be destroyed in the process. rescued vikingr are extremely grateful for the
arrival of a relief crew. Extractions and
No matter what, Cleansing Expeditions are a Resupplying is a great way to form Contacts
great way to earn Experience. with other vikingr, or increase a current
Contact’s Dedication.
Detractions
Extraction crews may also be entitled to shares,
Actively seeking out troll nests is a hazardous loot, and completion bonuses from the original
prospect even for the military. Cleansing party’s Expedition. They don’t have to do the
Expeditions are seething with monsters, ghosts, hard work of scouring ruins – they just have to
and other dangers. show up.

They also occur deep within the Silent World, Detractions


meaning that resupplies and safety are often
very far away, if not impossible. There’s a reason the original team ran into
trouble, and it is very likely any Extraction or
Important Considerations Resupplying team will learn what put them in
that position. Stranded vikingr are magnets for
Vikingr must also be extremely thorough – trouble, and bailing them out will usually
leaving a single scrap of a nest behind will spell require a tense, difficult battle.
disaster for any secondary crews sent near the
area. There is also the risk that the Extraction crew
will become stranded themselves, making an
Extraction and Resupplying already dangerous situation worse.

Premise Important Considerations

Another team of vikingr has run into difficulties Speed and timing are critical in any Extraction
during their Expedition, and they are in a or Resupplying effort. If a team is in danger,
precarious situation. Either food is running low, they cannot last forever against the Silent
their vehicle broke down or ran out of petrol, a World. Take too long or encounter too many

50
setbacks, and the team will perish waiting for
aid to arrive. They will succumb to hunger, Detractions
frostbite, or monsters – whichever gets them
first. A nation’s military is always its best-equipped
and well-funded branch. And they do not want
For resupplying, it is important to be at a to fight this creature. Monsters that require
specified place at a specified time. Failing to Hunting Expeditions are insanely dangerous,
make a rendezvous might be lethal to the and require extensive preparation to defeat.
original vikingr crew. Poor pathfinding can lead
to the same result. Important Considerations

Hunt A mage is critical for Hunting Expeditions. If the


monster’s body is struck down, its soul might
Premise still wander the earth as a Kade or other such
powerful ghost. Guiding the monster’s soul (or
A truly monstrous horror has emerged from the souls) to the afterlife is the only way to rid the
depths. It stalks the Silent World with hatred Silent World of this monster permanently.
and purpose, feasting upon foolish vikingr that
wander near its ruins. Such a danger cannot be Intelligence
allowed to live, and must be hunted down with
all available haste. Premise

Most governments in their infinite, unique True to human nature and their ancient
wisdom, believe that sending a surgical strike ancestors, the Nordic Council is eager to explore
team from military out is not a prudent the Silent World. To this end, they commission
expenditure of resources. They prefer to wait highly experienced and lethally equipped vikingr
for the next cleansing cycle, where the monster to push the boundaries of the Known world,
can be overwhelmed with superior firepower. ranging far and striking deep into the unknown.
While certainly the safer option, it is rarely the As one of the most dangerous Expeditions,
preferable one – the military will still be forced Intelligence runs are also one of the most
to fight this creature, and each skilled officer or prestigious Expeditions vikingr can pursue.
soldier that falls in the Silent World is a crippling
blow to its efforts. Relying on swiftness, efficiency and specialized
vehicles, vikingr crews on Intelligence
Therefore, Hunting Expeditions are mostly Expeditions are sent to scout out areas well in
funded and supplied by a nation’s military, advance of any formal governmental body.
preferring to send out expendable vikingr to Returning with maps, photographs and
take care of their problem before they are exhaustively recorded journals, the Nordic
forced to face it themselves. Council (or perhaps a curious eccentric with
more krónur than sense) can get a better
Benefits picture of the Silent World, and perhaps begin
plans for what to do with the obtained
A nation’s military is always its best-equipped knowledge.
and well-funded branch. High-ranking officers
are often willing to reallocate funds, There still burns a faint but distant hope that
equipment, and special training to vikingr that somewhere out there, an Intelligence
succeed in their hunts. This might also net Expedition will find survivors from other regions
vikingr very able Contacts for later Expeditions. of the world.

51
Important Considerations
Benefits
Intelligence Operations are the stuff of legend.
Undergoing an Intelligence Expedition is Very few obtain the funding and support
lucrative work for a viking. Not only are they required for departure, let alone success. They
excellently funded, but they are often granted are risky investments, and only seasoned,
extensive vehicle upgrades and specialty gear. experienced vikingr are suited for their dangers.
Returning alive can make or break the fortunes
of an entire team of vikingr. Research Mission

Setting foot where no living human has gone in Premise


a hundred years is not only rewarding in a
spiritual sense, but it can be rewarding in a loot The type of Expedition first featured in Stand
sense too – any ruins the Expedition discovers Still, Stay Silent, Research Missions might be
are untouched, providing a wealth of treasures conducted to recover lost knowledge, specific
for vikingr to find. items of cultural or scientific import, and help
piece together the past.
Being the first explorers of a region also makes Enterprising skalds, researchers, or historians
the Expedition crew experts on that region by might assemble a crew of vikingr to investigate
default. It also makes them famous (if the a specific region of the Silent World, or hunt for
mission is public in nature). specific artifacts. Particularly eccentric
academics might insist on accompanying the
Detractions vikingr on their Expedition.

What is not known is dangerous. Exceedingly Benefits


so. While many consider Hunts to be the most
difficult Expedition, Intelligence runs contain Research Expeditions are one of the most
their own set of challenges. Foremost among profitable runs vikingr can make. Books are
them is that they run far. Well outside radio extremely valuable scientific, cultural, and
contact for most of their journey, there is little historical artifacts. Governments and wealthy
opportunity for resupplying. merchants will pay krónur out the nose to
Therefore, the primary danger of Intelligence obtain them, occasionally entering bidding wars
runs lies in the very slim room for error – any to purchase the best loot from viking
wasted resources, any damage to the vehicle, Expeditions.
any mistake can be the end of the Expedition
and the deaths of its entire crew. Should a viking crew return with particularly
useful information, they will gain a significant
Furthermore, no one can say what lies beyond boost in reputation, and will be known world-
the known regions of the Silent World. The wide - songs will be sung about their bravery.
types of monsters known to most vikingr might
be totally absent, replaced with fresh horrors, Detractions
or doubled in number.
It goes without saying that the Silent World is
This makes looting difficult – though there are dangerous, but that goes double for Research
many opportunities to explore untouched ruins, Missions. Every ruin that is best at preserving
the strict timetable of Intelligence Expeditions books and other such artifacts also make
makes them precarious opportunities at best. perfect troll nests. Burning down a ruin during a

52
research mission destroys valuable data, so
room-to-room, close-quarters is paramount. They are also ideal for securing valuable
materials that might be difficult to find in the
And every experienced viking knows that close- Known World. This will help upgrade any
quarters combat with monsters is never ideal. Contacts that regularly use raw materials.

Important Considerations Detractions

Vikingr that possess a wealth of Old World Also like Construction Expeditions, salvaging
knowledge are exceedingly useful during crews are extremely loud. Buzzsaws, metal
Research Missions. They can prioritize items cutters, chainsaws, jackhammers, and plasma
and books to return with, evaluate how much torches clearly advertise the Expedition’s
each is worth, and better decide what comes location. Expect trouble. If any of the vehicles in
back if space runs out. the convoy break down, the Expedition is in dire
position.
Salvage
Valuable loot is also hard to come by – most of
Premise the areas deemed safe enough to launch
salvaging crews into have been picked clean of
Much like Construction Expeditions, a wealthy the most valuable and easy-to-haul stuff by
merchant or governmental body requires other Expeditions.
protection for crews about to enter the Silent
World. Unlike construction projects however, Important Considerations
Salvage Expeditions are mobile, and often
require large hauling vehicles. Keep moving. Salvaging teams need as much
cargo space as possible in order to maximize
Focused on stripping down ruins, abandoned the Expedition’s success, so preparing
vehicles, or recovering assets from failed intelligently is necessity.
Expedtions, salvage teams prowl the Silent
World for anything useful in civilization. They Planning an Expedition
are mobile operations, requiring constant
relocation and lightning-fast disassembly to The Basics
avoid monsters.
Putting together an Expedition is no easy task,
Benefits and rarely happens the same way. Usually, a
group of vikingr are looking to go raiding, so
Salvaging Expeditions are excellent they talk to their Contacts, see if they can’t
opportunities to obtain materials and resources scrounge up some funding for a Research
valuable to any viking. Since they are the Expedition. Occasionally, their Contacts come to
primary party responsible for the safety of the them with offers.
Expedition, vikingr are often allowed shares of
the Expedition, payable in hard krónur or raw Less often, wealthy merchants, skalds, or
materials. governments post viking contracts, seeking
Though not nearly as close to civilization as experienced raiders to conduct an Expedition.
Construction Expeditions, Salvaging operations Sometimes they only accept full crews, other
rarely over-extend themselves, meaning that times they choose from the best applicants.
resupply drops and reinforcements are never
too far away.

53
Regardless of how the Expedition begins, part, as they are extremely valuable pieces of
however, the next steps are always the same - equipment. Governments usually reserve them
once the vikingr know what kind of Expedition for their own purposes, so obtaining one can be
they are embarking upon, they must allocate a challenge. Salvaging runs in the past fifteen
their resources to maximize their chances of years have allowed some privately owned
success. manufactures to open up business, but these
are rare.
Funding
After the repair of the Øresund Bridge and the
The amount of krónur funneled into an soaring profitability of Expeditions was
Expedition is always its most crucial confirmed, armored, fuel-efficient, track-based
component. Provided by the government, personnel carriers became the vehicles of
Contacts, friends, family members, or even the choice for vikingr. They provide protection,
vikingr themselves, each króna is valuable. It is storage, and relative comfort out in the Silent
used to purchase everything in an Expedition, World, and enable teams to reach distances
and pay the vikingr who staff it. that would otherwise be impossible to reach.
Not to mention the certain death that awaits
Some vikingr are tempted to reallocate some of any vikingr determined to walk.
the provided funding to the ‘salary’ section of
the ledger. While this can be a handy way of All vehicles, from the rattiest scouting buggy to
filling one’s purse, the extra krónur within it are the heaviest tank, have seven primary
only useful if their owner is alive. considerations: weaponry, durability, crew,
storage space, top speed, and fuel efficiency.
Vikingr must also consider the support crew for
the upcoming Operation. Without properly A full list of vehicles that vikingr can rent (or
arranging resupply drops or an Extraction, an purchase) can be found in the ‘Equipment’
Expedition is doomed. Arranging these things chapter.
also costs money, as very few individuals
possesses the temerity to risk their lives freely. Weaponry

Typical Expedition Costs Weaponry describes any small-arms, cannons,


or blades that are integrated into a vehicle’s
In Stand Still, Stay Silent, the Västerström design. Most vikingr cannot afford (or even
Expedition (as it came to be known) was obtain) pintle-mounted machine guns, let alone
criminally underfunded, mostly due to poor cannons. Given enough krónur and dedicated
communication during its pitch. The sum total Contacts however, some experienced vikingr
of krónur provided for vehicle rental, personnel, can range out in heavily-armed fighting vehicles
fuel, ammunition, food, and other rarely seen outside the military.
miscellaneous supplies reached 6,450. Twenty
years later, a Research Expedition of their scope Blades on the other hand are relatively common
and ambition would be considered fully funded improvements that take minimal technical
at 10,000 krónur. expertise to install, and are inexpensive to
purchase. Ranging from blades welded to the
Vehicles axels to buzz saws that mimic the Dalahästen’s
armaments, they can make a colossal difference
The second most important facet of any when facing down a horde of beasts.
Expedition is the vehicle (or vehicles)
attempting it. They are also the most expensive

54
Weaponry can also include more esoteric equipment it can carry are critical not only to
monster-repellant strategies, like a wire cage the Expedition’s success, but its crew’s odds at
that thrums with electricity, or sirens that draw survival.
monster attention (these are usually mounted
on faster, more nimble buggies). Acquiring additional Storage Space can be done
by expanding cargo space, attaching external
The full range of Vehicle weaponry can be
racks or netting, and using spare crew space.
found in the Equipment Chapter.
Storage Space is measured in ‘Storage Units’,
Durability
which can be used to store food, water, fuel,
A vehicle’s Durability rating describes its ability ammunition, equipment, and loot. Common
to not only withstand attacks, but function Expedition vehicles have 50 available Storage
through inclement weather and avoid Units.
breakdowns. Adding armor plating might seem
like a no-brainer to inexperienced vikingr, but Food: Enough food to feed a fit, active
veterans of the Silent World know that viking for a week consumes 4 Storage
increased armor doesn’t always translate into Units, provided the food is composed of
more safety. tasteless, tightly-packed military
rations. Tastier, more nutritious food
Ease-of-repair is another function of Durability.
Highly-engineered vehicles with monstrous will consume more storage units, per
performance might seem attractive, but they the Game Master’s discretion.
are prone to breakdowns and mishaps.
Repairing them can also prove a challenge to all Water: Though water is rarely hard to
but the most skilled mechanics. come by (most Expeditions can take
place during the Winter, and snow can
Crew always be boiled), it is important to
keep a supply of sanitized, purified
The optimum number of vikingr that a vehicle
water on hand for emergencies. Enough
can lodge. Since most Expedition trucks are
drinking water to sustain a crew of six
much larger than the Armored Personnel
for a single day consumes 1 Storage
Carries from the Old World (and built for
Unit. The same number of Units applies
longer-ranging missions), they often include
to other liquid consumables, such as
bunks, seats, and cramped living space for their
mead, ale, or juice.
crews.
Fuel: The petrol that keeps the vehicle
The most common Expedition trucks can
running, it is a precious and expensive
support six people, while larger vehicles, larger
commodity. Enough fuel to run an
quarters, and some inventive engineering can
average Expedition vehicle for three
push this number up to ten or more.
days of ranging consumes 1 Storage
Storage Space Unit. Higher-grade fuel might be
purchased from Contacts, increasing
An Expedition (particularly those focused the efficiency of the fuel stored.
around research) is centered on a vehicle’s
storage space. How much supplies, loot, and

55
Ammunition: Rifles are useless if their How efficiently a vehicle’s engine converts fuel
magazines are empty. A crate (100 into distance. Vehicles with high fuel efficiency
rounds) of the most common caliber might seem attractive at first, but they are
(7.62mm) consumes 5 Storage Units. usually more expensive and highly engineered
models, leading to lower durability scores and
Equipment: Most weapons are stored in increased repair times.
personal compartments, but
sometimes, larger pieces of equipment The Helvegen Chapter also expands upon Fuel
like RPGs or grenade crates can take up Efficiency, lowering it according to the amount
significant space in a cargo hold. Since of Storage Units used.
equipment sizes and weights vary
widely, the number of Storage Units Personnel
expended should be left up to the
Vikingr are the most common members of any
Game Master’s discretion. Expedition into the Silent World. They might be
warriors, healers, mages, or scholars, but they
Loot: Much like Equipment, what
are vikingr for a reason – they like money. Now,
constitutes ‘loot’ varies substantially. A this might necessarily be true, but humans have
stack of books might be worth the same always been drawn to high-risk, high-reward
as a section of a famous Old World professions. That reward might not always be
statue, but they will take up very krónur, but very few vikingr turn down the
different amounts of Storage Units. opportunity to make some money. As such,
they will expect to be paid for their skills,
Again, this is best left up to the Game
whether in hard cash or shares of the
Master’s discretion. It should be noted expedition’s total loot.
that a crate of books (given that they
are not textbooks or massive Vikingr usually accept a salary of 1,000 krónur
encyclopedias), takes up the same for an Expedition, half paid in advance, half paid
amount of Storage Units as a week’s upon safe return. Green and fresh-faced vikingr
worth of rations. can expect a salary of 600+ krónur. Hardened
and experienced vikingr are akin to celebrities.
Top Speed They will expect around 3,000+ krónur for their
efforts.
The maximum numbers of kilometers covered
per hour is not an often-considered statistic NPC characters and specialists might also be
present during expeditions. Depending on why
when it comes to expeditionary vehicles, but it
they have joined the Expedition, their
is still an important one – putting distance profession, and their personality, they will
between pursuing monsters and everything else expect differing amounts of krónur. Some
that lurks in the Silent World is completely expect an equal amount to vikingr, others might
dependent on how fast a vehicle can move. be funding the Expedition themselves, and
thusly do not require compensation.
Measured in km/hr.
Support Crew
Fuel Efficiency
The term ‘Support Crew’ envelops everyone
involved in an Expedition that does not enter

56
the Silent World. This can be as few as two to fire. Each types of cartridge fired produces a
people who keep in radio contact with vikingr, different effect on the target.
waiting for word for how they can help. It can
also mean a dedicated crew of skalds, advisor,  Hollow Point: The most common form
and helpful Contacts that keep the Expedition of ammunition, this type of bullet is
well supplied and functioning at peak efficiency. designed to cause the maximum
possible damage to organic targets.
This also covers costs of shipping out coastal Deals Standard Wounds, and might
supply drops and calling in favors from friends cause the [Bleeding] Status Effect to
and Contacts. humanoid and beast targets.
 Armor Piercing: Full metal jacket rounds
Most Support Crew only require a few hundred designed to cut through metal, chitin,
krónur for their services, vital though they are. bone plating, and similarly tough
Depending on how much they contributed, material. They might not have the flesh-
their role in establishing the Expedition, and tearing power of hollow points, but
their personalities, they might require more. they do have the ability to rend or
They might also request non-monetary ignore armor. Before making an attack
compensation for their efforts. with Armor Piercing, the Player must
decide how to use their ammunition.
Maximizing support on minimal resources is a o Targeting the armor
critical skill when it comes to vikingr support deliberately - all possible
crews. Wounds inflicted will destroy
the targeted armor’s ability to
Equipment nullify Wounds. Any overflow
(where the total number of
The weapons, armor, gear, gadgets, and other Wounds inflicted destroys the
miscellaneous items employed by vikingr during target’s armor and has some
an Expedition. left over) will treat Wounds
normally.
A complete list of equipment available to o Targeting what lies underneath
vikingr can be found in the ‘Equipment’ chapter. – the character deals standard
Wounds and subtracts one
Weapons from the total. If only one
Wound is scored, do not
Most vikingr own their own weapons, though it subtract it.
is possible to rent more advanced rifles through  Incendiary: These rounds detonate on
Contacts and other official channels. impact with a target, dealing reduced
Wounds but reliably inflicting the
Experienced raiders know that one weapon is [Burning] Status Effect. Ludicrously
not enough – more is always better. Well- expensive, but worth every króna.
equipped vikingr will often carry one rifle, a o Whenever Incendiary rounds
sidearm, and a melee weapon (usually a knife). score Wounds, subtract half of
the Wounds inflicted, and inflict
Ammunition [Burning] Status Effect. If only
one Wound is scored, it
Rifles, pistols, submachine guns, and light Wounds normally.
machine guns all require ammunition in order  Runic: Cartridges blessed by a Seiður,
these must be specially made by the

57
handful of mages that are also Choosing when to depart is another crucial
powdersmiths. These can deliver a choice for vikingr to make. Each season can
custom-ordered effect, but are have a radical effect on how the Expedition
extremely expensive, and best saved for plays out, and how it is planned.
only the most pressing threats.
o Effects vary EXPAAAAAAAND Winter

Explosives By far the most common season for vikingr to


depart. Winter may be cold, but it keeps many
A common (if dangerous) tool of many intrepid monsters dormant, and they will allow
vikingr, explosives are perhaps the best Expeditions to pass by undisturbed, provided
example of a ‘last resort’ measure. They are their nests are not encroached upon.
deadly and immensely effective, but attract
even more attention from monsters. Use However, there is also the chance for a blizzard,
sparingly. which can stall Expeditions for days, and might
leave it stranded. Crews undergoing winter
They can also be used as tools to enter Expeditions will also have to compete with
otherwise inaccessible areas, again at the cost many of their fellow vikingr.
of broadcasting one’s location within a
kilometer+ radius. Fall

Gadgets The second most common season to depart,


this is the most active season for Cleansers,
Various gadgets and pieces of equipment can who purge infected lands with fire. Hibernating
help fill out a viking’s arsenal, adding an extra monsters are building their nests, and slowing
degree of lethal force, adaptability, or down for the year. The weather is often quite
maneuverability. This may also include weapon pleasant, making for easy travelling.
attachments such as upgraded sights,
magazines, stocks, and barrel attachments. Unlike winter, many monsters are still active
during this season. They will not range far from
These can range from the high-tech and heavily their nests, but they are as deadly as ever.
restricted night vision goggles, thermal sights,
and suppressors, to simple but inexpensive Spring
items like grappling hooks, tactical webbing, or
noisemakers. The third most common season to depart.
During this time, monsters are awakening from
Misc. Equipment their hibernation, as well as many uninfected
fauna. Hunting should be plentiful during the
This describes common or otherwise spring, but expect frequent rains.
unremarkable gear like sewing kits, tents, skins,
splints, bulbs, jumper cables, lighters, Summer
quarantining equipment, candles, whetstones,
pens, ink, cameras, sampling vials, maps, The least common time to depart. During this
motion sensors, spare parts, flashlights, etc. time, most monsters are active, patrolling the
Silent World with unknowable purpose. This
When to Depart presents an extreme danger to any vikingr on
an Expedition, but at least they won’t have to

58
contend with too many of their comrades. prey to every god they know that the Extraction
Optimal weather. arrives on time.

More challenging and realistic rules for survival


Weather can be found in the Helvegen Chapter.

Blizzards Hunger

Downpour One of the most pressing issues in a survival


situation, vikingr must eat to continue their trek
Fog (or vigil) in the Silent World. When a character
has not eaten for more than a day, they will
Storms suffer stat penalties that mount over time.

Survival Supplementing Food Stocks

They can supplement their remaining rations by


“An axe-age, a sword-age. Shields shall be
hunting, foraging, or fishing, but this is not
cloven; a wind-age, a wolf-age, ere the world’s always easy. Any wild animal large enough to
ending.” sustain a crew of vikingr is likely infected with
the Rash, and therefore less than useful.
Thus spake the Vǫlva, that the gods’ suffering in Foraging can be difficult as well, as only the
their twilight shall be matched on Earth. most experienced woodsman know which
berries, mushrooms, and roughages are edible.
Whether due to an unfortunate miscalculation, Fishing is easier, but Expeditions rarely have
shortsightedness, or bad luck, an Expedition time to stop and wait for a bite.
must occasionally stretch its resources – and its
vikingr – thin in order to survive. Not succeed.  Hunting – Pathfinding skill check.
Baseline hit Threshold of 5. For every
Survive. viking that must be fed, add +1 to the
Threshold. This is not a ‘pass or fail’
Losing money, reputation, a truck, and months check – the check can be attempted as
of planning might sound disastrous, but a failed many times as needed until the
Expedition might still save its remaining Threshold is met, with the drawback
members. The vikingr forced into a survival that each check simulates two hours of
situation are facing dire odds, and must treat hunting.
the Silent World with dread respect, or die.
o Abundant: This area of the
Given extenuating circumstances or an Silent World is either relatively
incredible stroke of luck, they still might be able untouched by the Rash, or full
to succeed in their Expedition, but it is unlikely. of animals that are immune. +4
to dice pool.
Survival situations typically arise when an o Good: This area of the Silent
Expedition’s vehicle is broken beyond repair, World has more than the usual
most of its crew are ill or wounded, or lax number of healthy hares, deer,
preparation has left Expedition with little to no or dogs around. +2 to dice pool.
food remaining. They must haul their remaining o Standard: This area of the Silent
supplies to the closest shore or riverbed and Word is typical for the endless

59
wastes - game is very difficult to o Desolate Waters: -4 to dice pool
find. Not an overly-concerning
problem for the discerning The Yawning Hunger
pathfinder, but things could
always be better. When a character has not eaten, they begin to
o Stark: There are very few suffer stat penalties that will affect their ability
animals here, if any. Perhaps a to function in combat. Go too long without
few cats survive, but beyond food, and the character will begin to starve.
that, it is difficult to say. -2 to Death comes shortly afterwards.
dice pool.
o Desolate: Here, nothing lives. One day without food – the character is really
Barren, lifeless wastes stretch hungry, but nothing more.
out until the horizon. -4 to dice
pool. Two days without food – weakness sets in,
faintly at first. -1 to Fitness.
 Foraging - Pathfinding + Intelligence Three days without food – slowly, they
check. Baseline hit Threshold of 4. For succumb. -2 to Fitness
Every viking that must be fed, add +3 to
the Threshold. Like hunting, this is not a Four days without food – the hunger is
‘pass or fail’ check – the check can be maddening now. They will eat anything in an
attempted as many times as needed attempt to sate their bellies. -3 to Fitness, -1
until the Threshold is met, with the Wisdom.
drawback that each check simulates an
hour of foraging. Five days without food – the body begins to
digest itself in an attempt to secure
o Lush Forest: +4 to dice pool. nourishment. -4 Fitness, -2 Wisdom.
o Good Harvest: +2 to dice pool.
o Standard Foraging: +0 A week or more without food – starvation is
o Stark Vegetation: -2 to dice now in full effect. -5 Fitness, -3 All other Core
pool. Attributes. Without hunger relief, the character
o Desolate Wasteland: -4 to dice will die by the second week.
pool
Thirst
 Fishing – Pathfinding check. Baseline hit
Threshold of 3. For Every viking that If characters are trapped somewhere and have
must be fed, add +3 to the Threshold. exhausted their available water supply, they will
Like hunting and foraging, this is not a begin to feel thirsty. This is an annoyance at six
‘pass or fail’ check – the check can be hours. At seventy hours, it is lethal. Vikingr can
attempted as many times as needed resupply their water supply by boiling snow or
until the Threshold is met, with the river water, and collecting rain.
drawback that each check simulates
two hours of fishing. Dehydration

o Hungry Fish: +4 to dice pool. Much rarer than starvation due to the
o Good Fishing: +2 to dice pool. abundance of rivers, purification tablets, and
o Standard Foraging: +0 snow, dehydration must still be confronted
o Polluted Waters: -2 to dice during a survival situation. Its effects set in
pool.

60
much faster than hunger, and it is far more But when the scent of blood fills the air and
deadly. dangers assault the Expedition, firearms excel.
Loud yet punishing, bullets shred their targets
One day without water – the body is struggling better than any blade can. Be careful whenever
to adapt, and the thirst is unbearable. -2 to all you pull the trigger – in the Silent World, one
Core Attributes. bullet can echo across a city.

Two days without water – the character is weak Weapon Statistics


and faint, barely able to function. -4 to all Core
Attributes. Each weapon has its own set of statistics that
describe what it is, how it functions, and how
Three days without water – the character is well it is made. Selecting a weapon that best fits
dead. the user is an art form, and each viking has their
own preferences.

Gear Name

A viking’s weapons, ammunition, equipment, What the weapon is called. Often enough for a
gadgets, and vehicle constitutes his or her gear, user to determine its type and function, but
each component vital for survival and success. necessary regardless.

Accuracy / Quality
WEAPONS
The flat bonus added to every attack roll made
Whether a rusty shiv or a state-of-the-art with this weapon. A weapon’s accuracy score
autocannon, every viking needs a weapon to can be added to any missed rolls, potentially
survive the horrors of the Silent World. These increasing the number of hits scored. A relic
can come in many different forms, require very sniper rifle will have a large accuracy score,
different skills to wield, and are used for a while a ratty custom-made Kalashnikov or
multitude of purposes. ancient muzzle-loader will not. This is called
‘Quality’ for melee weapons.
They can be a family heirloom, purchased from
a vendor, requisitioned by a Contact, or even Attacking Modes
made by the viking themselves, but they are
almost always owned by their wielder. A Depending heavily on the Type of weapon, this
familiar weapon is worth triple its weight in describes the possible methods of using the
books. weapon. For instance, some rifles are semi-
automatic, while others have full-auto
Overview capability. Some melee weapons also have
limited capabilities – axes cannot stab, while a
Some weapons are better suited for specific spear cannot slash.
situations than others. Most often, vikingr will
want to use blades and other primitive weapons Ammunition
to slay their foes – bows, knives, swords, axes,
and spears are quiet, and their use does not stir The size of ammunition required, and how
additional monsters from their slumber. many cartridges can be stored in a single
magazine or clip. This can be adjusted by

61
applying different weapon attachments. Does Large Round: This weapon uses a larger round
not apply to melee weapons. than most other firearms, a round that deals a
lot more damage. All successful Wounds
Special Properties (Wounds scored after a target’s Defense roll
hits have been subtracted from the attack) are
A weapon’s ‘special quality’ provides the doubled.
weapon with an extra edge or ability that other
weapon platforms do not provide. Long Range: This weapon has been designed to
function at a longer range than most others in
Adaptable: This weapon is manufactured with its class. Effective Range is increased by 150%.
rails or other attachment housings – it does not
require additional mounts. Maneuverable: This weapon can be used in
extremely close quarters with ease, negating all
Belt-Fed: This weapon requires a constant feed penalties to attack roles due to confined spaces.
of ammunition from a belt in order to fire. If the
belt is broken, bent, filthy, or misaligned, the Massive Round: Currently, only weapons that
weapon will not fire. use the heavy .50 BMG cartridge can be
classified as using a ‘massive round’. All
Extended Reach: This melee weapon has an successful Wounds (Wounds scored after a
attack range of an additional meter. target’s Defense roll hits have been subtracted
from the attack) are quadrupled. Rends armor.
Extremely Long Range: Designed to strike and
penetrate targets at extreme distances, this Master-Forged: Created by one of the best
weapon has a 200% increased Effective Range. smiths of the Known-World, this blade
combines ancient techniques and modern
High Rate of Fire: This weapon has an absurdly metallurgy, forging a truly spectacular weapon.
high rate of fire. All non-single-shot attacks take Adds two Wounds to all successful Wounds
double the ammo, but double all rolled rolls.
Wounds. (Attacking Wounds are doubled
before Defense rolls subtract them). Piercing: If this weapon scores more than two
Wounds, it ignores armor.
Integrated Suppressor: This weapon was
engineered with silence in mind, from its Rugged: This firearm was designed to fire in all
construction to the cartridges it uses – use of conditions, and withstand a tremendous
this firearm will not alert other monsters to the amount of abuse.
user’s location, and human enemies must make
a Perception check with a Hit Threshold of three Short Range: This firearm possesses a shorter
(3) to determine the source of the shots. effective range than others in its class. Its
effective range is halved.
Keen: Sharpened to a razor’s edge, this blade
will automatically inflict [Bleeding – Moderate] Price
if more than 2 Wounds are scored at once.
How much the weapon is worth, valued in
Large Blade: This weapon’s blade is large and krónur. Modifying the weapon, repairing it, or
unwieldy, but devastating when it strikes. Add otherwise increasing its quality will likewise
+2 Wounds to any successful strike, and increase its price.
increase effective melee range by a meter.

62
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Weapon Lists

Melee Weapons

Melee weaponry is essential to any expedition's success, as stealth in the Silent World is critical – a good
blade does not require ammunition, and firearms inevitably draw more monsters to a battle.
Sometimes, a properly applied blade will be worth more than a relic assault rifle. All Melee Weapons
utilize the Weapons: Melee skill when rolling attacks.

In order to use a melee weapon, the target must be within at least two (2) meters.

Knives

‘Never go anywhere without a knife.’ This is a common adage across the Known World, for it is always
practical. Useful both as a personal defense and a survival tool, knives are a viking’s best friend.
Name Attacking Modes Quality Special Properties Price
Combat Knife Slash, Stab 1 Maneuverable 20
Morakniv Slash, Stab 1 Maneuverable 25
Puuko Slash, Stab 1 Maneuverable 25
Sami Knife/Leuku Slash, Stab 2 - 50
Seax Slash, Stab 2 - 60

Combat Knife:

A Nordic military combat knife designed for battle with the worst the Silent World can offer.
Shorter than a seax, they are cheaper and better suited for survival tasks.

Puukko:

The traditional knife of Suomi, these small general-purpose belt knifes are carried by almost
every Finn. Receiving a good puukko as a gift is a great honor in Finland, and their handles are
typically carved with great pride by their owner and are made specifically for their wielder's
hand. The Swedes have produced a cheap, mass-produced utilitarian variant called the
Morakniv.

Sami Knife/Leuku:

Known to the Sami as the Stuorraniibi ("Big Knife"), and the Finns as the Lapinleuku or Leuku.
Possesses a long, wide, and strong blade suited for chopping tasks such as de-limbing, cutting
small trees for shelter poles, brush clearing, bone breaking and butchering tasks. Similar in size
and function to a machete. The handle is generally made from birch for a better grip when used
in snowy conditions.

63
Seax:

A large, traditional blade designed for combat. Some are even large enough to be considered
short swords, but most are under a foot long.

Morakniv:

The Swedish version of the puuko. Each member of the Swedish military receives one upon
enlistment.

Väkipuukko:

Larger even than the Sami Knife, this is the Finnish version of the seax weapon. Useful in combat
and survival alike, the väkipuukko can even ably chop wood.

Swords

Even though they are less common than knives, seaxs, and axes, swords remain useful weapons for a
vikingr. Able to hack, stab, slash, as well as block incoming melee strikes, they are most useful against
Beasts, though they are gaining popularity with Scandinavia’s criminal element.

Name Attacking Modes Quality Special Properties Price


Arming Sword Stab, Slash 2 - 100
Greatsword Stab, Slash 3 Large Blade 400
Shortsword Stab, Slash 2 Maneuverable 250
Ulfberht Stab, Slash 4 - 975 kr

Arming Sword:

A classic, standard longsword. Useful for hacking at beasts or dueling with an opponent, they
are well-balanced, offering extended reach without sacrificing slashing power.

Greatsword:

Typically a ceremonial weapon due to its inconvenient size, which hampers effectiveness on
expeditions, some vikingr afflicted by large egos or berserker battle rages carry these massive
weapons into the Silent World. Something most sane people would never attempt.

Short Sword:

Shorter than other swords, these are excellent tools when crawling through the ruins of the
Silent World, as they can offer the same killing power as their larger brethren, with the bonus of
being more maneuverable in confined spaces.

Ulfberht:

64
Found in the hands of high-ranking generals, collectors, and history enthusiasts, Ulfberht swords
are a cultural icon in Scandinavia. A long sword forged by the finest smiths, they are often
decorative, but make excellent swords should they ever be used.

Axes

Though they are not as wieldy as a knife or sword, a sturdy axe can never be found far from an
Expedition. Excellent for hacking at monsters and cutting down crumbing ruins, they are a useful tool as
much as they are a weapon.

Name Attacking Modes Quality Special Properties Price


Breiðöx Hack 1 - 150
Dane Axe Hack 3 Large Blade 450
Fire Axe Hack 2 - 200
Skeggöx Hack 2 - 250

However, they cannot be used in extremely tight quarters – their design does not allow for jabbing or
thrusts, instead requiring a full swinging motion to produce damage.

Breiðöx:

A hacking tool mostly used for shipbuilding or lumber work. Can make a decent weapon in a
bind.

Dane Axe:

A legacy weapon from the original vikingr, a Dane Axe is a testament to the wielder’s Fitness, as
well as their dedication to hacking things apart. A huge two-handed shaft is required to provide
the massive axe head atop it with enough energy to strike killing blows.

Fire Axe:

Even though they were designed more as a tool than a weapon, fire axes serve both roles
handily. Often constructed from a strong wooden stock and a steel blade, this is a two-handed
weapon that can destroy a door just as readily as a person.

Skeggöx:

A skeggöx, or bearded axe, is another legacy weapon from the original Viking Age. More often
designed as a weapon than a tool, they possess immense killing power in the correct hands.

Spears and Polearms

Oftentimes, keeping monters and other enemies at a distance is the most preferable method of
engagement. Enabling the user to strike from a distance and quickly retreat, spears and polearms are
the most common and versatile weapons found throughout history.

65
All Spears and Polearms possess Extended Reach capabilities – their effective melee range is three
meters.

Name Attacking Modes Quality Special Properties Price


Atgeir Thrust, Hack 3 - 180 kr
Bleeder Pole Thrust 2 Keen 250 kr
Javelin Thrust, Throw 2 - 75 kr
Spear Thrust 2 - 100 kr
Pike Thrust 3 Extended Reach 190 kr

Atgeir:

A viking weapon similar to a halberd, it combines elements of a spear and axe. Functional and
deadly despite its weight, the atgeir is a specialists’ weapon.

Bleeder Pole:

An invention of Post-Rash necessity and viking ingenuity, a bleeder pole is a long, hollow metal
shaft that is studded with holes, and has a an open, piercing tip. Designed to be thrust deep
inside a troll or monster and then abandoned, the weapon’s porosity will soon bleed the
creature dry. It is equally effective against human targets, but its use is frowned upon.

Javelin:

A spear designed to be thrown at the enemy. Effective use of javelins takes great skill, but their
killing power cannot be questioned.

Spear:

The most common weapon found in the Known World, the spear is a versatile and functional
weapon that requires very little training to use effectively.

Pike:

A spear with extended reach, pikes are best used in formation, where a forest of points can be
used to dissuade enemies from approaching.

Blunt Weapons

Bladed weapons are not the only option for melee combat in the Silent World – sometimes, brute force
and unyielding conviction are all that a viking needs to deliver the final blow. Blunt Weapons are only
usable by the strongest vikingr, as delivering a proper blow with one requires incredible force.

All Blunt Weapons require Fitness of 3 or more in order to wield without penalties. If a character with a
Fitness score of 2 or lower attempts to use one, subtract one hit from every roll, and do not apply the
‘Quality’ bonus to rolls.

66
Name Attacking Modes Quality Special Properties Price
Club Bash 0 - Free
Nightstick Bash 1 - 100
Sledgehammer Bash 2 - 200
Warhammer Bash 3 Piercing 350

Club:

There is something to be said about a heavy stick – the first weapon ever wielded by man, clubs
are crude but effective weapons against human targets.

Nightstick:

Often employed by police and watchmen for use against particularly unruly or violent civilians,
nightsticks are slim yet dense batons made from wood, heavy plastic, or metal. Their compact
design allows them to bypass most penalties suffered by blunt weapons in cramped combat
environments.

Sledgehammer:

A large, two-handed hammer made from a reinforced shaft and weighty metal head,
sledgehammers are effective as both tools and weapons. Their unwieldiness makes them
difficult to use swiftly, however, resulting in penalties when attacking with a single action.

Warhammer:

Warhammers are weapons built for pitched battle. With broad, piercing head with an armor-
piercing pick on its reverse side, warhammers are a rare but peerless choice for melee combat
with monsters or humans.

Two-handed variants are even less popular, but those who can wield them properly make them
even more deadly.

Ranged Weapons

Though their use is avoided at every cost by experienced viking crews, firearms are necessary for
survival in the Silent World. Only a few warriors posses the skill and audacity to engage monsters in
melee on equal footing, necessitating the use of firearms. They offer tremendous killing power at the
cost of a thunderous report and limited ammunition - whenever a gun is fired, expect one’s troubles to
intensify before they relent.

Every kind of firearm in the Known World can be found custom-made by a number of cottage-industry
gunsmiths. They do not adhere to the factory precision of many Old World models still in production by
the larger manufacturers, and they vary widely in quality. Post-Rash firearms can be given names based
on their designer or manufacturer's name or hometown and vary in naming schemes, with some given

67
unofficial production designations, such as “Birgisson's ‘Haglabyssu’”, “Angurvadal”, "Legbiter", “Ichaival
Mk. 2”, "Dorhammer", “Skellefteå m/92”, or “Vittukivääri”.

Each class of firearm has a different effective range based on their construction and caliber. This usually
takes the form of a negative dice pool modifier that is applied after certain ranges. For every three (3)
Skill Ranks in either Weapons: (CQCF) or Weapons: (Rifles), this penalty is decreased by 2.

Close-Quarters-Combat Firearms

Close-Quarters-Combat Firearms (CQCF) use the Weapons: CQCF skill when rolling attacks. ‘CQCF’
includes pistols, revolvers, machine pistols, and submachine guns. They usually employ lower caliber
ammunition than their rifle counterparts, but make up for their deficiencies with extremely low weight,
increased fire rate, and maneuverability.

Pistols

Small yet utilitarian in nature, pistols make excellent side arms, holdout pieces, or last resort weapons.
While their size makes them useful in close quarters combat (especially against human enemies), they
have an extremely limited range compared to other firearms.

When firing at targets fifty (50) meters away, apply a -2 d10 to the attacking dice pool. For every ten (10)
meters past this, apply an additional -2 d10 to the attacking pool.

Name Attacking Accuracy Ammo Special Properties Price


Modes
Glock SA 0 15/mag, 9x19 Maneuverable 150 kr
Parabellum
Kongsberg Colt SA 1 7/mag, .45 ACP Maneuverable, 200 kr
Large Round
USP SA 0 15/mag, 9x19 Maneuverable 150 kr
Parabellum

Glock:

A common sidearm for many in the Silent World, the Glock is an old Austrian weapon that sees
extensive use in the Known World. Steadfast and reliable despite its plastic parts. Fires the
standard 9x19 Parabellum.

Kongsberg Colt:

A Norwegian copy of the M1911, the Kongsberg Colt is a vikingr favorite, enjoyed for its larger
caliber cartridge and all-steel design.

USP:

Mostly found in Known World militaries, the USP is an old world standby, and has found its way
into the hands of many vikingr.

68
Machine Pistols

Submachine Guns

The tried-and-true balance between size and firepower in CQC, submachine guns allow vikingr to
unleash a storm of bullets without sacrificing their ability to maneuver in a cramped combat
environment. Like pistols, submachine guns are ineffective at long ranges, but their longer barrels and
two-handed designs allow for longer engagement distances.

When firing at targets fifty (150) meters away, apply a -2 to the attacking dice pool. For every fifteen
(15) meters past this, apply an additional -2 to the attacking pool.

Name Attacking Modes Accuracy Ammunition Special Properties Price


Carl Gustav FA 0 36/mag 9x19 Maneuverable 225 kr
m/45 Parabellum
Kriss Vector SA, BF, FA 2 20/mag 9x19 High Rate of Fire, 2,500 kr
Parabellum, Short Range
13/mag .45
ACP
MP5 SA, BF, FA 1 32/mag, 9x19 Adaptable 750 kr
Parabellum
Suomi KP/-31 FA 1 50/drum, 9x19 - 800 kr
Parabellum

Carl Gustav m/45:

A common, Swedish submachine gun hailing from World War Two. Inevitably found among their
Cleanser squads as they prowl their reclaimed territory. Its simple steel design leads itself well
to mass production, and can thusly be found across the Known World. Uses the standard
submachine gun cartridge, the 9mm Parabellum.

Kriss Vector:

An extremely rare and priceless weapon, only a dozen or so models remain in active use in the
Special Forces of the Nordic militaries. The remainder are found in private collections or are
being studied by weapons manufactures. Featuring a unique ‘delayed blowback’ system, the
weapon has extremely low recoil and high rate of fire, making it a perfect choice for clearing
rooms in cramped environments. Models either use 9x19mm Parabellum or .45 ACP pistol
ammunition.

MP5:

A storied and useful submachine gun, the MP5 is commonly found among Scandinavi an Special
Forces and vikingr that prefer urban exploration. Its reliability and compact design make it a
perfect tool for close-range encounters.

Suomi KP/-31:

69
Truly an Old World relic, the Suomi KP/-31 was first designed a few years after the first World
War. Featuring a wooden stock, large drum magazine, and innovative design, it had a solid
reputation in the Old World, one that has been revitalized in the Known World. A common sight
in both Finnish, Swedish, and Danish armories. A useful tool for viki ngr prowling a decrepit ruin.

Rifles

Rifles use the Weapons: Rifle skill when rolling attacks. ‘Rifles’ includes assault rifles, bolt-action rifles,
marksman rifles, battle rifles, carbines, and machineguns.

Assault Rifles

Assault rifles are powerful weapons, and standard equipment for every military and most vikingr. Able
to put large numbers of rounds down-range, they are effective tools for battling monsters, but their
noise inevitably draws more.

When firing at targets four hundred (400) meters away, apply a -2 to the attacking dice pool. For every
twenty-five (25) meters past this, apply an additional -2 to the attacking pool.

Name Attacking Modes Accuracy Ammunition Special Price


Properties
AS Val SA, FA 1 10/mag, 9x35mm SP5 Integral 2,500 kr
Suppressor,
Short Range
HK416 SA, FA 3 30/mag, 5.56x45mm NATO Adaptable 500 kr
Kalashnikovs SA, FA 2 30/mag, 7.62x51mm NATO, Rugged 250 kr
7.62x39mm, or 5.45x39mm
M/95 SA, BF 4 30/mag, 5.56x45mm NATO - 400 kr
Valmets SA, FA 2 30/mag, 7.62x51mm NATO Rugged 300 kr

AS Val:

A recent yet exceedingly rare addition to the armories of the Known World, the Avtomat
Special'nyj Val is a Soviet-era assault rifle with an integrated suppressor. Previously limited to a
handful models in all of Scandinavia, manufacturing blueprints found during a long-ranging
vikingr expedition to the ruins of St. Petersburg allowed for resumed production. Almost
exclusively used by the military to quash dissidents with the utmost discretion, but incredibly
useful for a scout in the Silent World as well. Uses the equally rare and expensive 9x35mm SP5
cartridge.

HK416:

A highly modular assault rifle employed by the pre-Rash Norwegian military, many HK416s can
still be found today, either recovered from warehouses, handed down, or made anew. The
Special Forces of the Norwegian military equip most available models, but they beloved by
Norwegian vikingr as well. Uses the second-most common type of ammunition: 5.56x45mm
NATO cartridges.
Kalashnikovs:

70
‘Kalashnikovs’ is a catchall term for Russian-patterned assault rifles, and the most common
assault rifles in the Known World. A common sight in the hands of vikingr and low-ranked
riflemen. Whether an AKM, AK-74, or an AK-74M, these weapons are easy to manufacture,
reliable, and use the most widely available ammunition: 7.62x51mm NATO.

M/95:

The Danish designation for the Colt Canada C7, M/95s are a common sight in the Danish military
and their colonies, with a good deal found in the Norwegian military as well. Though they do not
support automatic fire, they make up for it by possessing remarkable accuracy for an assault
rifle. Uses 5.56x45mm NATO cartridges.

Valmets:

The second most common type of assault rifle, Valmet rifles are Finnish adaptations of common
Kalshnikov patterns. Like their Russian cousins, they are adaptable, reliable, and easy to
manufacture. They also use 7.62x51mm NATO rounds.

Battle Rifles

Striking a balance between assault rifles and marksmans’ rifles, battle rifles provide a sustainable rate of
fire at longer distances, at the cost of short-range capabilities due to their smaller magazines.

When firing at targets four hundred (400) meters away, apply a -2 to the attacking dice pool. For every
twenty-five (25) meters past this, apply an additional -2 to the attacking pool.

Name Attacking Modes Accuracy Ammunition Special Price


Properties
FN FAL SA, FA 3 20/mag, 7.62x51mm Reliable 500 kr
HK G3 SA 3 20/mag, 7.62x51mm - 450 kr
Madsen LAR SA 2 20/mag, 7.62x51mm - 400 kr

FN FAL:

Once the ‘right arm of the free world’, the FN FAL was a weapon that spread across the world,
yet failed to see extensive use before it was phased out. However, its ubiquity makes it a
common find in the Silent World, some still ready to fire a century later.

HK G3:

The official rifle of the Icelandic Military, the HK G3 is an old-world weapon that has stood the
test of time. Just behind Valmets and Kalashnikovs in quantity, their ease of use and selective
fire capabilities make them a valuable asset for any Expedition. Uses the ubiquitous 7.62x51mm
NATO cartridges.

Madsen LAR:

71
A common sight in the Danish military due to its simplicity, low cost, and wooden parts, the
Madsen LAR is a functional, able weapon that uses 7.62x51mm NATO cartridges.

Marksman and Sniper Rifles

Engaging monsters at maximum range is always preferable, and marksman rifles are the best way to
accomplish that. Often slow-firing but lethal, they are an excellent choice when engaging both
monstrous and humanoid targets at extreme range. Their slower rate of fire makes them a poor choice
for close-quarters combat, however.

When firing at targets five hundred (500) meters away, apply a -2 to the attacking dice pool. For every
twenty-five (25) meters past this, apply an additional -1 to the attacking pool.

Name Attacking Accuracy Ammunition Special Price


Modes Properties
Barret M82 SS 4 10/mag .50 BMG Massive 3,250 kr
Round,
Extremely Long
Range
Blaser R93 Tactical SS 5 5/mag, 7.62x51mm, Large Round 1,000 kr
.338 Lapua Magnum (with Lapua (+200 chambered
Magnum) in .338)
Mosin–Nagant SS 4 5/clip, 7.62x54mmR Rugged 150 kr
Lee-Enfield SMLE SS 3 5/clip, .303 British Large Round 250 kr
Cartridge
Sako Rifles SS 4 5/mag, 7.62x51mm, Large Round 400 kr
.338 Lapua (Lapua (+200 chambered
Magnum, .308 Magnum, .308 in .338 or .308)
Winchester Winchester)
SVD Dragunov SA 3 10/mag, Long Range 1,500 kr
7.62x54mmR
VSS SA, FA 2 10/mag, 9x35mm Integral 2,750 kr
SP5 Suppressor,
Short Range

Barret M82:

The largest and heaviest sniper rifle, this is an extremely rare and valuable piece of equipment,
and rarely found outside Special Forces teams. Firing the enormous .50 BMG cartridge, anything
it hits will not be long for the mortal realm.

Blaser R93 Tactical:

A rare sight outside of the Icelandic military, R93s are an old-world sniper rifle that has persisted
for decades. Their rarity, limited manufacture, and devastating effectiveness make them prized

72
possessions for those outside the military. Most are chambered for 7.62x51mm cartridges, but a
few are modified for the scarce yet highly lethal .338 Lapua Magnum.

Mosin–Nagant:

An ancient rifle from the annals of history, this weapon was the mainstay bolt-action rifle of the
Russian military during the Second World War. So many were produced that they are still a
common sight in the Known World, some 140 years later. All but the poorest villages have a case
of them for emergencies, and they are the most commonly found bolt-action rifle in every
Scandinavian military. Vikingr that prefer engaging monsters at a range also enjoy the Mosin-
Nagant’s reliability. Fires specialty 7.62x54mmR cartridges.

Lee-Enfield SMLE

Another old rifle pattern recovered from the Icelandic Coast Guard storage, the Lee -Enfield is
the second most common bolt-action rifle in the Known World. Well renowned and a veteran of
every world war, a Lee-Enfield is a sturdy, reliable rifle. Uses the specialty .303 British Cartridge.

Sako Rifles:

A catch-all term for the many lines of sniper rifles by the Finnish Sako corporation, they are a
mainstay of the Finnish armed forces, and well regarded for their quality. The relics from the old
world still have polycarbonate housing, but all models made in the post-Rash world have
replaced it with wood. The most common variant is the Sako TRG-22, chambered in both
7.62x51mm and .338 Lapua Magnum. Some collector’s models are chambered for the luxury
.308 Winchester Magnum.

SVD Dragunov:

An increasingly popular weapon among the world’s special forces and experienced vikingr, the
SVD Dragunov is an old-world designated marksman’s rifle. Formerly impossible to find, a vikingr
expedition in the year 98 recovered several crates of them, allowing for examination, study, and
resumed production. Striking a balance between the precision of bolt-action rifles and the fire
superiority of battle rifles, they are excellent support weapons, and work best in rural
environments. Chambered for the specialty 7.62x54mmR cartridge, its shared ammo type with
the Mosin-Nagant makes it a popular choice for militias from wealthier villages.

VSS:

A marksman’s variant of the AS Val, the VSS is just as valuable, though found in even lower
quantities than its cousin. For their most-used purpose (hunting down criminals and dissidents),
most Scandinavian militaries prefer the AS Val, but the VSS is better suited for targets outside of
the cities, and trolls that prowl beyond their nests in the winter. A few vikingr swear by its
integral suppressor and ranged capabilities, but they are usually very wealthy and very
experienced. Uses the equally rare and expensive 9x35mm SP5 cartridge.

Carbines

73
Carbines are often modified and shortened versions of longer rifles, allowing for increased
maneuverability and lighter weight at the cost of long-range capabilities.

Name Attacking Modes Accuracy Ammunition Special Price


Properties
M1/M2 Carbines SA 2 15/mag, .30 - 300 kr
Carbine
SKS SA 3 15/mag, - 350 kr
7.62x39mm M43

M1/M2 Carbines:

Fifty carbines in the Icelandic Coast Guard’s storage formed the basis for weapons manufactures
in the post-Rash world. M1 and M2 Carbines are Amrican innovations made before World War
Two. Lightweight and capable, they still see use by vikingr in the Silent World and the Icelandic
Coast Guard. Uses the specialty .30 Carbine round.

SKS:

The most common carbine rifle in the Scandinavian militaries, this old Soviet standby can also be
found in remote villages or in the hands of retired veterans. Its balance between effective range
and maneuverability make it a common choice for vikingr. Uses the 7.62x39mm M43 cartridge.

Machine Guns

Destructive giants of noise and sheer firepower, machine guns are best used as defensive
emplacements rather than an assault weapon. They are difficult to fire from a standing position,
and will suffer aim penalties if they are not resting upon a surface. However, once unleashed,
they are powerful and effective tools.

Name Attacking Accuracy Ammunition Special Price


Modes Properties
M249 FA 2 100/belt/box, Belt-Fed, Bipod 2,250 kr
5.56x45mm
M2 Browning FA 3 -/ .50 BMG Belt-Fed, 5,000 kr
Massive Round
Mounted,
MG 3 FA 2 100/belt/box, Belt-Fed, 2,500 kr
7.62 x51mm bipod, high
RPM
RPK FA 2 20-40/mag, Bipod 1,900 kr
70/drum,
7.62x39mm

M2 Browning:

74
The quintessential mounted machine gun, this monster cannot be carried by vikingr, and instead
must be mounted in order to fire. Its long service and ubiquity in the militaries of the Known
World speak to its effectiveness, as does its massive .50 BMG cartridge, which rips through
giants as easily as it can armored vehicles.

M249:

The Squad Automatic Weapon and its derivatives were once a common sight in the Old World,
but the Rash hid away most of the models, leaving a few behind in the hands of the
Scandinavian militaries. Its belt-fed capabilities and common 5.56x45mm cartridge make it a
popular choice for wealthy vikingr.
Rheinmetall MG 3:

The standard light machinegun of all Scandinavian militaries, this weapon has been in service for
decades, and its design has yet to be improved upon. Firing a blistering 1300 rounds per minute,
this weapon will chew through soft targets with ease. Fires the ubiquitous 7.62 x51mm
cartridge.
RPK:

Cheap and easy to produce, the RPK can be found in the hands of wealthier vikingr or sponsored
colonies. Another Soviet standby, this weapon has seen considerable use in both pre and post-
Rash worlds. Fires 7.62x39mm M43 cartridges.

Utility Weapons Explosives

Bows Carl Gustav: A recoilless rifle found in the


Scandinavian heavy-weapons squads.
A weapon nearly as old as civilization itself,
bows are classic and timeless. Though their Claymore Mine: A remotely-triggered
range is limited, their silence and versatility directional explosive device perfect for
make them useful tools in the Silent World. shredding unsuspecting targets. When
activated, it blasts the chosen direction with
Longbow seven hundred steel balls, annihilating anything
within a 100m cone.
Recurve Bow:
Fragmentation Grenade: An explosive device
Crossbows designed to fill a 3m area with deadly shrapnel.
Utterly lethal against human targets, beasts,
Flamethrowers and trolls.

The favored weapon of the Cleanser squads, High-Explosive Grenade:


flamethrowers are the perfect tools for clearing
bunkers and other enclosed spaces. Eradicates Rocket Propelled Grenade:
every trace of infection, often at the cost of the
entire structure that contained it. SEMTEX Device: Plastic explosive that can be
used for commercial or combat purposes. Can
Shotguns be remotely detonated, or attached to a
tripwire mechanic.

75
Requires batteries to operate. Consumes
Shaped Charge: An explosive device shaped to battery power slightly faster than a Red Dot. +2
destroy a wall, door, or other obstacle. Accuracy at <125m.

Smoke Grenade: A grenade that, when ACOG: The Advanced Combat Optical Gunsight
activated, spits out a large cloud of smoke. is an ancient piece of American technology that
Useful for screening an advance or a retreat, or sees extensive use in the upper echelons of
simple signaling purposes. Scandinavia’s militaries. Rare and difficult to
acquire, only a few dozen are produced per
Molotov Cocktail: A glass bottle that has been year. Requires batteries to operate. Consumes
filled with gasoline, Molotov cocktails make battery power slightly faster than a Red Dot. +4
excellent tools for creating chokepoints or Accuracy at <300m.
setting enemies on fire.
Hunting Scopes: Various advanced
Ammunition magnification systems excellent for hunting
game or humanoid targets at extreme
distances. They are more common than ACOGs
Cartridges
(and do not require batteries), but are not as
well suited for combat at ranges below 200m.
Types of Ammunition
+5 Accuracy at >200m, +2 Accuracy at <200m.

Weapon Attachments FLIR Sights: Highly advanced and pristine pieces


of technology, FLIR sights are as rare as they are
Weapon Attachments are gadgets, objects or useful. Able to see through dense smoke,
handy devices that can attached to a weapon, vegetation, and extreme conditions with ease,
improving its efficiency and lethality. Most are they allow the user to view an infrared image
used on firearms, but a few exist for Melee and through their scope. Excellent for hunting
Utility weapons as well. humans and stealthy grosslings, but of middling
use against larger monsters. Consumes battery
Most weapons do not initially possess the power much faster than a Red Dot. Can be
capability to receive attachments, and must obtained at multiple magnifications. +2
instead first acquire Picatinny rails or similar Accuracy at <400m, provides infrared vision.
mounts in order to apply the various
attachments. Barrel Attachments

Sights Attachments applied to the under barrel, side


rail, or muzzle of a firearm.
All sights require a rail system in order to apply.
Laser: A laser pointer attached to the firearm,
Red Dot Sight: A simple non-magnifying sighting providing easier targeting in close quarters and
device that replaces a firearm’s iron sights with urban environments. Consumes battery power
a single red dot, aiding in target acquisition. slowly. Does not require a rail system to apply.
Requires batteries to operate. +1 Accuracy at +1 Accuracy at <50m.
<100m.
Vertical Grip: A short plastic or wooden handle
Holographic Sight: A slightly more complex that provides a steadier grip for the user. Reroll
version of the Red Dot sight, providing a more one missed die for attacks within <75m.
complete reticule for target acquisition.

76
Angular Grip: A plastic or wooden triangular Drum Magazine (Pistol): A very large and
grip that provides a steadier grip for the user. expensive magazine. Allows up to 30 rounds in
Reroll one missed die for attacks within <75m. a single magazine.

Flash Hider: A muzzle attachment that hides a Drum Magazine (Submachine Gun): A very large
firearm’s distinctive flash. Makes it more and expensive magazine. Allows up to 50
difficult for human targets to spot their rounds in a single magazine.
attackers.
Drum Magazine (Assault Rifle): A very large and
Muzzle Break: A muzzle attachment that expensive magazine. Allows up to 50 rounds in
decreases the vertical kick of a firearm. +1 a single magazine.
Accuracy when using automatic fire <100m.
Protective Equipment
Suppressor: A muzzle attachment that swallows
a firearm’s explosive noise. The blast is still
Armor
quite loud, but it makes the user much harder
to locate. Useful for CQC, as it also protects the
Shields
user’s hearing in enclosed environments.
Contamination Safeguards
Magazine Attachments

Extended (Pistol): An extended magazine for Gadgets


pistols. Provides an extra 10 rounds.
Gadgets are devices or specialized pieces of
Extended (Submachine Gun): An extended equipment that can aid vikingr in their
magazine for submachine guns. Provides an expeditions. These can range from high-tech
extra 10-15 rounds. pieces of relic tech, to simple items like a
crowbar or a lock pick.
Extended (Assault Rifle): An extended magazine
for assault rifles. Provides an extra 8-10 rounds. Lockpick

Extended (Marksman Rifle): An extended Nightvision Goggles


magazine for marksman. Provides an extra 3-10
rounds. Spade

---------------------------------

77
Expedition Supplies
Food and Drink

Name Storage Units Required Quantity Benefits Price


Military Rations 4 Storage Units 3 Days of Food - 200 kr
for 5 People
Canned Food 3 Storage Units 4 Days of Food - 400 kr
for 5 People
Fresh Food 5 Storage Units 3 Days of Food -1 Stress per unit 500 kr
for 5 People of Fresh Food
consumed
Salted Meat/Fish 5 Storage Units 4 Days of Food - 450 kr
for 5 People
Water 2 Storage Units 2 Days of Water - 100 kr
for 5 People
Mead 2 Storage Units 5 Uses -2 Stress per use 200 kr
Fruit Juice 1 Storage Unit 5 Uses - 300 kr

Ammunition

Caliber Quantity Storage Units Required Price


5.56x45mm NATO 5 1 per every 15 rounds 5 kr
7.62x54 mmR 5 1 per every 10 rounds 10 kr
7.62x51mm 5 1 per every 10 rounds 8 kr
7.62x39mm 5 1 per every 10 rounds 8 kr
5.45x39mm 5 1 per every 15 rounds 7 kr
9x35mm SPS 5 1 per every 30 rounds 30 kr
9x19 Parabellum 10 1 per every 30 rounds 4 kr
.45 ACP 5 1 per every 15 rounds 8 kr
.303 British Cartridge 5 1 per every 10 rounds 12 kr
.338 Lapua Magnum 1 1 per every 8 rounds 15 kr
.308 Winchester 1 1 per every 10 rounds 13 kr
.50 BMG 1 1 per every 5 rounds 50 kr
Ammunition Cost Modifiers:

Hollow Point: No cost modifier.


Armor Piercing: 1.25 cost modifier.
Incendiary: 1.50 cost modifier.
Runic: 3.0 cost modifier.
HELVEGEN
Miscellaneous Items “Who shall sing me, into the death-sleep sling
me? When I walk on the Path of Death, and the
tracks I tread are cold, so cold.”

78
Introduction event occurs, they must roll a Stress Resistance
check (WIS + INT). They reduce their incoming
Helvegen (lit. ‘The Way to Hel’) is an advanced Stress by every hit obtained. Some events,
difficulty mode for experienced Vikingr players, however, cannot be rolled against – these are
or those that desire an extra challenge. mundane yet insidious stressors that erode a
Forgoing the lighter tone of Stand Still, Stay character’s mental state over time, no matter
Silent, the rules included within this chapter their resiliency.
provide a more realistic – and less forgiving -
experience. They do not all need to be used at The number of Stress points can have drastic
once, and it is up to the players and the Game effects on characters.
Master to decide which rules would enhance
their Vikingr campaign.  5 Points: Annoyed. This character is
annoyed and distracted. -1 to all WIS-
related skills.
No Forgiveness  10: Stressed: The loss of a crewmate or
a frustrating Expedition is beginning to
In Helvegen, the Precision system is not used.
take its toll on this character. Moody
10s are simply counted as regular hits.
and fretting, their performance suffers
accordingly. -2 to all Skills.
Stress  15: Anxious: The stress continues to
mount, and the character knows no
Even the most legendary warriors can be relief. Every waking moment is draining,
eroded into nothing. Even the most cheerful and the Silent World looks as if it will
soul can be crushed. Whether by the death of a swallow the Expedition whole. -3 to all
friend or weeks of unending misery, at some Skills.
point, vikingr will be swallowed by the waves of  20: Panicked: At this point, the
misery that stalk their lives. character has endured too much mental
strain – they suffer a Mental Break, and
The Silent World does not care. It is a sink that cannot regain control until they have
men and women upend their lives and hopes been sedated, restrained, or rescued
and prayers into, and rarely returns anything from the Silent World.
worth the blood they have spent. In the place of
treasures, it provides Stress. Mental Breaks (Stress)

Stress is the slow killer, the tension that builds. Working similarly to Mental Wounds, a
Some vikingr are better at managing it than character that reaches 20 points of Stress
others, but none are immune to its effects. It suffers a Mental Break. The effects of a Stress-
can accumulate in many ways and for many induced Mental break are different however,
reasons, and only at the conclusion of an and far more debilitating.
Expedition does it ever wash away.
When suffering a Stress-induced Mental Break,
And sometimes, not even then. a character rolls just as though they were
defending against the addition of more Stress –
Stress Meter by adding [Intelligence] + [Wisdom] and rolling
the resulting dice pool.
Every character has a ‘Stress Meter’ or 20
points of Stress they can acquire before a
Mental Break Occurs. Every time a stressful

79
 Berserk (? or fewer hits): The character  Suffered Severe Status Effect (Severe
attacks a fellow viking, likely one that Bleeding, Broken Bone, Severed Limb,
they have grievances with. Frostbite, etc.): 6 Stress Points
 Fugue State (? or fewer hits): The  Vehicle Breakdown: 6 Stress Points
character wanders off into the Silent  Re-Supply Missed: 6 Stress Points
World, driven mad by their mental  Loss of a crew member: 6 Stress Points
anguish.  Expedition runs out of ammunition: 6
 Panic Attack (? or fewer hits): The Stress Points
character thrashes about, tearing their  Lost friend to the Silent World: 8 Stress
hair and screeching with abandon. Points
 PTSD (? or fewer hits): The character  Suffered Mental Break: 10 Stress Points
begins to suffer night terrors,
flashbacks, and terrible visions. Until Persistent Stressors - Also common, but slower-
the end of the Expedition, half of their to-inflict and harder to avoid than regular event
Wounds are permanently marked as stressors. Cannot be rolled against.
‘Mental’. Must spend Downtime in
therapy to remove the Mental Wounds.  Eating dull and disgusting rations for a
 Catatonic (? or fewer hits): The week in a row: 2 Stress Points
character slouches into an  Entering Combat three or more times in
unrecoverable state of misery, curling a single day: 2 Stress Points
up in the nearest safe spot and will not  Suffers Wounds during three
willingly leave it again. consecutive Encounters: 3 Stress Points
 No Loot during a Research Expedition in
After recovering from a Stress-induced Mental two weeks: 4 Stress Points
Break, the character will have their Stress Meter  Hounded by monsters for more than
reduced to 12 Stress Points. For every three days: 4 Stress Points
subsequent Mental Break (Stress-induced or  Alone for more than three days: 4
otherwise) reduce the number of hits by Stress Points
increments of two.  Trapped in a Single Location for more
than 3 days: 4 Stress points.
Sources of Stress
 Starving: 5 Stress Points
Event-Based - The most common stressors,
Recovering from Stress
these are events that begin to fray the
character’s mind. These can be defended The only tried-and-true method of reducing
against by rolling a Stress Resistance check (WIS Stress is to escape the Silent World and return
+ INT), and reducing the incoming Stress Points
to civilization. At the conclusion of a successful
by the number of hits received.
Expedition and subsequent quarantining, the
character’s Stress Meter is fully restored. If the
 Surprise Attack: 2 Stress Points. Expedition ended in failure, however, 5
 Suffered Damaging Wound: 2 Stress additional Stress is inflicted upon the character
Points. (Event-Based).
 Suffered Mental Wound: 4 Stress
Points. During an Expedition, however, alleviating the
 Expedition Runs Out of Food: 5 Stress source of the stress will reduce the Stress Points
Points earned by 2. Does not work for Stress suffered
 Stressor Ghost Attack: 5 Stress Points from a Mental Break.

80
[ADD MORE HERE]

[FILL IN LATER]

Downtime
[FILL IN LATER]

81

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