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One hundred and eleven years after the fall creating a demand for adventurers where
of civilization, humanity has established a none previously existed.
foothold against the darkness of the Silent The system Vikingr uses is built to reflect the
World, the world that once was. Cities are brutality, despair, and glimmers of hope found
growing and commerce is exploding, all within the world of Stand Still, Stay Silent.
thanks to the vikingr – warriors, pathfinders, Survival in the Silent World is difficult at best,
and worsens the farther one strays from
and adventurers that bear the title of their
civilization. Death is never distant.
ancient ancestors.
But that is not to say that danger comes from
Emboldened by tales of recovering the Old the Trapped Ones alone - hand-in-hand with
World’s glory (and the massive profits to be the explosion of commerce, a new criminal
found in doing so), these vikingr plunder the element has surfaced in Scandinavia, one
Silent World for lost knowledge, weapons, that profits off the influx of goods by
luxuries, and raw materials, all of which are dodging suffocating governmental oversight.
in high demand. Though it is rare, they will resort to violence
when they feel as though their interests are
However, their profession is a dangerous threatened. Competing bands of vikingr may
one, for beyond the walls of civilization lie also pose a threat depending on the nature of
the Trapped Ones - monsters of their expedition, though such encounters are
unfathomable horror that guard the ruins few and far between.
they once called home with zealous fervor.
Though they cower in the cold and avoid the
Gameplay
light of day, these creatures infest every
kilometer of the Silent World. Out there, Besides simply sharing the world of Stand
there is no refuge. No escape. Still, Stay Silent, no game of Vikingr is the
clone of another. Everyone has gathered to
When confronted with these monsters, it is enjoy their own experience in Year 111, but
best to remember the time-honored adage… the focus of the game will vary depending
on the players.
Stand Still, Stay Silent.
Despite this, games of Vikingr possess a
The Game handful of commonalities between them,
each designed to engage and immerse the
Vikingr is based off Minna Sundberg’s player in the world of Stand Still Stay Silent.
webcomic Stand Still, Stay Silent, a post-
apocalyptic tale about a band of intrepid Expeditions
explorers as they make their way across a
ruined and desolate Scandinavia. As such, Expeditions are the primary framework for
Vikingr is a RPG best suited for players who Vikingr gameplay. Comprised of Encounters
enjoy tense exploration, role-playing, - story events or confrontations that can
teamwork, and atmosphere. include puzzles, preparation, combat,
exploration, negotiation, looting, travelling,
It takes place twenty-one years after the and more - expeditions can span many
events of Stand Still, Stay Silent, and sessions. A viking’s ability to plan
assumes that the expeditions depicted within intelligently is just as important as their skill
are successful and immensely profitable,
in the field, and both are required for Bravery has its place, but does not stand
survival. forever.

Oftentimes, vikingr will be hired by Camaraderie


interested parties who have the resources to
cover the cost of an expedition. They might Much like Stand Still Stay Silent, Vikingr is
provide a contract in order to specify the about friendship as much as it is about
role the vikingr will play, and how they will adventure and horror. Facing the silent
be compensated. Read the fine print, and world is easier with comrades than it is with
remember that supplementing an strangers, and adversity is a crucible that
expedition’s budget with your personal makes fast companions of fellow vikingr.
kronur can mean the difference between life
and death. Trust and teamwork are essential among all
who rove into the unknown. Those
All adventures are dangerous. The silent possessed with greed rarely live long enough
world is a perilous place, and though vikingr to see their avarice sated, and lone wolves
are not frail, they are far from superhuman. die cold and lonely deaths.
Death comes swiftly, and the Rash is always
lurking, waiting for a single slip in To reflect this, Vikingr uses Camaraderie, a
quarantine protocols. pool of points awarded to the players by the
Game Master for consummate roleplaying
Stress and Horror and clever teamwork. Your viking might be
an unparalleled soldier, but a single soldier
The twisted forms of the trapped ones, their never toppled a troll.
endless whispering, the loss of a comrade…
all can have a profound effect on a person’s Always remember that man is the joy of
mind. Going viking can be lucrative, true, man.
but it is not a career for those weak in spirit.
Downtime
During your viking’s adventures, they will
acquire stress. Stressors can vary, but the Not every moment of Vikingr is spent in the
results are the same - suffer too much mental silent world. Your characters will need time
strain, and a mental break becomes to rest, recover, and spend their hard-earned
inevitable. Recovering from such an event is kronur. Time spent in the known world will
difficult, and will put a strain on yourself help them manage stress, maintain
and your loved ones. relationships, train skills, and prepare for the
next expedition.
Suffering repeated mental breaks might
induce debilitating mental afflictions. Too Depending on the time between expeditions,
many ambushes from hidden trapped ones, each viking will roleplay a handful of
and a viking will never part from a torch vignettes of their downtime, each serving as
again. Losing too many friends might cause individual snapshots of the intervening
a spiralling depression, one that pushes months. Keep things concise, and avoid
away any chance of recovery. hogging the spotlight. Downtime is also the
best time to train skills.
See the Downtime chapter for details. Any roll divisible by '9’ is considered a
critical success or failure, depending on the
Core Mechanic challenge presented – rolling a critical above
the skill means it is a critical failure, while
Standard Rolling rolling on or below means a critical success.
When a Player wishes to accomplish an These numbers include: 9, 18, 27, 36, 45,
action and there is a chance that the action 54, 63, 72, 81, 90, 99.
might fail or return sub-optimal results, they
must roll to measure their success. Whether Conditional Effects
they are attacking, performing repairs,
scouting, or scouring a ruin, all actions with Many rolls in Vikingr will also include
a chance of failure must be rolled against a situational or equipment-based effects,
skill check. This is done by rolling 1d100, netting a player bonuses or penalties.
and comparing the result against the
character’s skill or ability. Rolling under This takes two forms - increasing/decreasing
that value means they succeeded. the skill value the check requires, or
increasing/decreasing the roll result itself.
The higher the total skill value is, the more
effective the viking is at using it. Beaware of how different situations and
Oftentimes, a high enough skill means a roll environments might affect skill rolls.
is unnecessary.
Opposed Rolling
Will of the Gods
Whenever two parties are in opposition, they
must roll opposing skills in order to
determine the action’s victor.
TheWorld
THE WORLD Now only a fragment of humanity remains - a
handful of cities, settlements, and colonies in
Scandinavia. There, the monsters could withstand
Overview
neither the cold nor the treacherous terrain. Its
Swift and dark was the death of the Old World. people fight tooth and nail to reclaim what was lost,
Millennia of history, culture, and knowledge were rifles in their hands and prayers to the old gods on
wiped from the face of the Earth in the span of their lips. Some exceptional individuals are
three months. It began innocently. A handful of bestowed the gift of magic, and wield their abilities
patients, their symptoms minor. Treatable? Of to guard against the monsters that lurk in the Silent
course. A handful of rashes, no more. World – the remnant of what once was.

But then it was more. By the time doctors and They have adapted, overcome. Now is a crucial
scientists realized it, the disease had spread too far. moment in their history. Emboldened by the
Too fast. Countries closed their borders, legendary Västerström Expedition – the first non-
quarantines were established, but it did little good. military scouting and reconnaissance mission ever
The disease – the Rash as it came to be known – attempted – a new breed of explorers and
devoured all that it touched. All mammals (except adventurers have arisen: the Vikingr.
felines) suffered.
The Rash
Though the Rash was painful and debilitating, the
Countries
true horror arose when it claimed its first victim.
Shortly after they died, they rose again. Alive, yet Society
not. A shambling, misshapen parody of its former
self. And society collapsed. People fled where they Technology
could, but there was no shelter, no respite from the
beasts that roamed the land. What exactly The Silent World
happened after that has been lost to time.
Character
Creat
ion
Character Creation A viking’s nationality is crucial to their
identity. The choices are as follows:
A character is a player’s primary method of 1. Danish
experiencing the world of Stand Still, Stay 2. Finnish
Silent. This is the most important part of 3. Icelandic
Vikingr, as it is any RPG, as it determines 4. Norwegian
the personality, abilities, and history of an 5. Swedish
important character in the story.
Selecting a nationality other than Icelandic
Unlike many RPGs, vikingr do not fall into or Norwegian is to close your viking off
Classes with specific sets of skills and from the old gods, barring them from
abilities. Instead, all characters share the becoming Seithur. Selecting Finnish is the
same skills and attributes. With the only way to become a Noita - the gods of the
exception of Magic, any skill can be learned fens and forest claim only those who are
given a good tutor or enough training. It is known to them.
up to the player how to build their character.
Sex
Every Vikingr character is built using the
following steps: The gender of your viking. Selecting male or
female does not result in any gameplay
1. Basic Information effects.
2. Character Bio
3. Core Attributes Name
4. Derived Attributes
5. Background Selection Your viking’s surname and family name.
6. Relationships These are most often determined by
7. Starting Equipment nationality, but not restricted by it. Perhaps
an unusual name is the result of a curious
Examples will be provided alongside each family history.
step to help explain the character creation
process. Be aware that the rules provided are Physical Characteristics
for creating vikingr that are beginning their
careers. If you wished to begin with a more ‘Physical Characteristics’ describes the age,
experienced character, speak with your GM. height, and weight of your viking. These do
not convey any gameplay effects, but are
Basic Information instead present to help provide players with
a better impression of their character’s
A viking’s Basic Information describes their appearance. Be aware that vikingr over the
most fundamental characteristics, which will age of sixty are very rare.
help their player make informed decisions
regarding all other aspects of their viking. Immunity
Some are arbitrary choices, while a few have
mechanical ramifications. A character’s immunity to the Rash is an
important facet of who they are. While it
Nationality might seem obvious to create a character
that is Immune, Non-Immune characters
begin with additional bonuses that reflect Since it’s above Iceland’s immunity rate of
their typical skill sets and life experience. 11%, Aslaug is not immune to the Rash.

Bonuses Character Bio

Characters susceptible to the Rash begin Now that your viking is nearly complete, it’s
with extra 20 ranks - and training for - any time to flesh out more of their character.
non-Weapons, non-Magic skill. They also Though ostensibly divided into three
allowed an additional 10 ranks in two other sections (Life Story, Goals, and Fears),
skills already included in their Background additional defining information can be
(these can include Weapons or Magic). provided as necessary.

The Unthinkable This section will help you establish


guidelines for engaging and consistent
If at any time during the game your non- roleplay. Keep things concise.
immune viking is exposed to a Rash vector,
ask the GM to secretly pick a number EXAMPLE: Ellena decides Aslaug was
between 0 and 99 . Roll a d100. If this born and raised in Reykjavik, her father a
number matches the one the GM selected, mechanic, and her mother a viking. Her
you have miraculously avoided infection. mother and her crew disappeared on an
Otherwise, your infected state will become expedition when Aslaug was nine, around
known to you shortly. when her magical abilities revealed
themselves. Her rough-and-tumble
Rolling for Immunity personality was ill-fitting at the College of
Seiður, so after her expulsion, she decides to
If a character’s immunity is something you go viking to pay her tuition debt.
would rather leave to chance, consider the
Immunity rate of your viking’s nationality. Aslaug wants to make enough kronur to pay
Roll a d100, and if the roll meets or falls back her loans and provide for her little
short of the threshold, the character is sister Askatla. Secretly, she also desires to
Immune. find out what became of her mother.

Iceland: 11% immunity rate. Aslaug fears for the fate of her struggling
family if she were to fail. She also dreads
All Other Countries: 50% immunity rate. the idea that her mother was infected and
became a trapped one.
EXAMPLE: Ellena wants to create an
Seiður for her first game of Vikingr. To Core Attributes
facilitate her choice, she decides her viking
will be Icelandic, a Seiðkona by the name of At the center of each character are the
Aslaug Brandsdottir. Ellena decides that characteristics that define them, their most
Aslaug is a young woman of average height basic talents boiled down to into five
(160cm) and weight (54kg). Ellena is categories – these are the Core Attributes.
undecided on whether or not she wants One of the most important aspects of a
Aslaug to be immune, so she decides to roll character, these Attributes can radically
for it. She rolls 1d100, and the result is 34. affect how Vikingr is played.
Core Attributes affect a viking’s derived
attributes, as well as their skills. For all 4-6: Awful. A severely underdeveloped
skills your viking is trained in, add the aspect. A viking with this level of Charisma
relevant Core Attribute to skill ranks to is either staggeringly ugly, obnoxious, or has
obtain the final total. For untrained skills, a backbone made of seafoam. Possibly all
add ½ of the relevant Core Attribute to any three.
present skill ranks.
7-9: Below Average. Not a central facet of
List of Core Attributes their life. A viking with an Intellect of this
level had great difficulty finishing
Fitness (FIT): The measure of a viking’s Secondary school, or never bothered
physical prowess, athletic ability and attending.
resilience. Affects available Wounds,
Stamina, their skill with melee weapons, as 10-12: Average. Not bad, but not great
well as resistance to Status Effects. either. A viking of average Wisdom has
common sense and decent judgement.
Celerity (CEL): Swiftness of thought and
action. Affects a viking’s ability to sneak, 13-15: Above Average. An area of casual
their accuracy with ranged weapons, and interest. A viking with this level of Celerity
their initiative in combat. is quick, nimble, and hard to spot.

Intellect (INT): A measure of the character’s 16-18: Superb. A natural talent honed by
ability to store, process, and extrapolate experience. A viking with superb Intellect is
information. Affects Icelandic Magic, likely a professional academic, or a talented
knowledge, their skill with indirect-fire and well-learned Seither.
weapons, and their prowess with
technology. 19-20: Near-Superhuman. Renowned for
their ability. A viking with this level of
Wisdom (WIS): The character’s drive, Fitness can shrug off wounds that would
focus, intuition and willpower. Affects a cripple a lesser character and run for hours
viking’s Stress, Resilience, Finnish Magic, without effort.
and judgment-based abilities.
Determining Core Attributes
Charisma (CHA): A viking’s force of
personality, their likeability, and how well No matter their origin, all vikingr begin with
they get along with others. Affects 50 Core Attribute points, which can be
Camaraderie, Leadership, social abilities, assigned however they wish. However, no
character interactions, and Relationships are Core Attribute can go beyond 18 during
all affected by Charisma. character creation. During the game proper,
they - barring temporary magical
Interpretation of Core Attribute Values enchantments - cannot exceed 20.

1-3: Atrocious. A nearly crippling If you don’t want to manually assign each
deficiency - a viking with this level of and every point, there are alternate methods
Fitness should be kept in a sterile, reinforced of determining Core Attributes.
bubble, and far from the Silent World.
Array: assign the following series of
numbers to any Core Attribute you like. ‘Stamina’ is a measure of your viking’s
ability to press on to the task’s end, to
Completely Average: 10, 10, 10, 10, 10 persevere despite exhausting physical
A Focused Individual: 6, 8, 8, 12, 16 hardship.
Highly Specialized: 6, 6, 8, 12, 18
Stress
Rolling: roll dice to determine your Core
Attributes. (WIS)

Roll 4d6 and drop the lowest die. Do this A viking’s ‘Stress’ is the amount of stress
five times, then assign the scores to desired they can withstand before suffering a Mental
attributes. For the truly random experience, Break. Equal to their WIS score, a character
roll 3d6 then input each result into Core will undergo a Mental Break once this
Attributes as they are rolled from Fitness number is reached.
down to Charisma.
Resilience
EXAMPLE: Ellena sees Aslaug as a sharp
yet willful young woman. She decides to (WIS x 2)
select the Array “A Focused Individual”.
Ellena puts the highest stat, 16, into Representing personal drive and willpower,
Aslaug’s Intellect, and the second highest, a viking’s Resilience is a measurement of
12, into Wisdom. She decides Aslaug’s how well they stand up to stress and mental
Fitness and Charisma are her weaker trauma. Begins at WIS x 2, and will be
attributes, giving them both an 8. Her increased later by Relationships.
Celerity is a 6, making Aslaug with poor
reaction times and no talent for firearms. Camaraderie

Derived Attributes (CHA)

Derived Attributes are determined by a Camaraderie is a pool of GM-awarded


viking’s Core Attributes, and, like their points, capped at your CHA score.
parent values, can have a drastic impact on Representing a viking’s sense of kinship
gameplay. with their comrades, these points can be
used before an ally’s roll to lower the result,
Wounds and are replenished by quality roleplaying.
If the new roll result is a critical value, it
(FIT -2) will count as a critical. Cannot be used on
one’s own rolls.
‘Wounds’ describes the amount of
punishment your viking can withstand, be it EXAMPLE: Based on the Core Attributes
physical or mental. she selected, Ellena calculates Aslaug’s
Wounds to be 6, Stamina to be 3, Stress to
Stamina be 12, Resilience to begin at 24, and her
Camaraderie to be capped at 8.
(FIT/2)
Skills
%10
Whenever vikingr attempt a feat, they
employ a skill. Interpersonal (CHA): A viking’s skill at
lying, and judging the intentions of others
List of Skills based on words and body language.

Animal Handling (CHA): How well a 10%


character interacts with animals, and their
ability to influence their actions. Lore (INT): General knowledge about a
subject.
0% The Silent World: A character’s
knowledge of what lies beyond
Athletics (FIT): Utilizing your Fitness in the civilization, its geography, and its
most expedient manner. Effects sprinting, dangers.
climbing, swimming, throwing, etc.
The Old World: A character’s
10% knowledge of what came before, its
history, its legacy, and its
Awareness (WIS): How well the character technology.
can discern the truth of what surrounds
them. This can range from scanning the Monsters: A character’s knowledge
environment, to seeing through Deception. of what lurks in the Silent World,
how the creatures act, their various
20% archetypes, and their abilities.

Crafting (INT): How well a character crafts 0%


and repairs items in the discipline of their
choosing. This can include Blacksmithing Leadership (CHA): The Silent World is full
(blades and metallic tools), Powdersmithing of horrors, and those with the temerity to
(Ammunition and Explosives), face it must aid those who cannot. A
Plastismithing (Working with plastics), and measure of the character’s judgment, as well
Armorsmithing (Crafting Armor). as their ability to inspire and direct others.

0% 0%

Explosives (INT): A character’s skill in Magic (INT/WIS): A measure of the


handling, constructing, and deploying character’s mystical might and knowledge.
explosives such as grenades, shaped Mages in the Icelandic school learn in a
charges, and mines. college, and cast spells via glyphs and their
imagination. Finnish mages employ their
0% innate spirituality and appeals to their deities
in order to cast spells.
Finance (INT): A character’s skill with
money, as well as their ability to invest, Magic is a special skill in that it cannot be
appraise, and budget responsibly. used by any character that does not start as
a mage. You can obtain ranks and training in 10%
Magic as a non-mage, but you cannot cast
spells. Weapons:
Melee (FIT): The character’s ability
0% to attack another at point-blank.

Mechanics (INT): A character’s ability to 0%


repair, operate, and understand machinery of
all kinds. This also applies to simple Firearms (CEL): The character’s
electronic devices such as radios, flashlights skill with low-caliber small arms, as
and other gadgets. well as larger firearms such as
assault rifles, marksman’s rifles,
0% squad support weapons, and
shotguns.
Medicine (INT): How well-versed a
character is in repairing the human body. 10%

5% Heavy Weapons (CEL): The


character’s skill with heavy weapons
Pathfinding (WIS): Pathfinding measures a such as turrets and anti materiel
character’s scouting, hunting, and map- rifles.
making ability.
0%
5%
Indirect (INT): The character’s skill
Piloting (CEL): A measure of the character’s with indirect fire weapons, such as
ability to steer a vehicle. mortars, artillery cannons, ship
cannons, and self-propelled artillery
Land Vehicle: Cars, trucks, tanks, guns.
and other motorized vehicles.
0%
Sea Craft: Both sailing ships and
motorized boats. Utility (CEL): The character’s skill
with uncommon or unusual weapons
0% such as harpoons, crossbows and
flamethrowers.
Search (INT): How well a character can
uncover secrets, treasures, or clues that have 0%
been hidden away.
Language (Any):
10%
Miscellaneous Skills:
Stealth (CEL): The character’s ability to
sneak, lay low, avoid detection, and strike Though very uncommon, some vikingr
unexpectedly. possess skills that, while unhelpful in the
Silent World may bring benefits in the
Known World. These include talents such as
Writing, Art, Performance, Programming, Crafting: +40%
etc. Talk with your GM if you would like Mechanics: +20%
your character to possess such a skill. Weapons - Utility: +25%

Skill Totals Interpretation Hobby: Add +20% to any non-


Weapon skill.
0-10: Untrained or used on extremely rare
occasions. Criminal: Hailing from the underbelly of
post-Rash society, criminals have become
11-20: A solid grasp on the fundamentals. particularly crafty in order to avoid the
Government. Relying on their wits and
21-30: The fundamentals have been cunning, they make natural vikingr.
mastered. Interpersonal: +%40
Search +30%
31-40: Average capability with this skill. Weapons - Melee: +%40
Weapons - Firearms: +%15
41-50: Above average, or a lower-tier
professional. Pick one:
() Skulker - +25% OR 25%
51-60: A professional skill, possibly Athletics
received tutoring from an expert. () Enforcer - +25% Athletics
Friends in Low Places: Criminal
61-70: A natural talent routinely fostered. Relationships are more beneficial.

71-80: Upper-tier professional. Requires Priest: An attendant to a Goði or a Gyðja (or


serious dedication. perhaps one themselves), those sworn to the
Old Gods are central figures in their
81-90: A foremost expert. communities in Iceland and Norway. The
role they play is varied, but they share some
91-100: An undisputed master of the skill. commonalities.
Finance: +15%
Background Selection Interpersonal: +25%
Leadership: +20%
Select a single background that encompasses
your viking’s previous profession or areas of ADD
skill.
Healer: Working in a city or settlement’s
List of Backgrounds hospital or healer’s hut, these individuals
have dedicated most of their lives to aiding
Craftsman’s Apprentice: Studying a trade is others. As such, they are peerless healers.
an excellent way to learn a craft, earn extra Interpersonal: +25%
money, and avoid more laborious farm Lore - Old World: +15%
work. There are many possible professions Leadership: +15%
to pursue, but almost every one requires Medicine: +%35
apprenticeship first.
Pick one of the following: society’s continued existence, it does not
() Herbalist: You spent many pay very well.
hours gathering medicinal herbs, and can Animal Handling: +30%
identify them on sight. +%15 Pathfinding. Athletics: +25%
() Physical Therapist: Crafting +15%
Soldiers and vikingr frequently
return from the Silent World Pick One of the following options:
maimed. You’ve learned how to best () Shepard - +20% to Animal
treat them, and many things about Handling
the human body in the process. () Greenhouse Laborer -
+15% Athletics. +15% Athletics
() Tractor Driver - +15%
Driver/Sailor: Functioning as truckers, Piloting (Land Vehicles)
haulers, and deliverymen, drivers and sailors () Fisherman - +20% Piloting
are some of the lucky few who have been (Seacraft)
trained to operate vehicles. They are critical
for establishing links between settlements, Jack-of-all-Trades: Not all who wander are
colonies, and cities. Though instances of lost – sometimes they just have difficulty
monster attacks on convoys are few, they are holding down a job. Perhaps a life of
not unheard of. poverty or restlessness leads such wanderers
Awareness: +30% to adopt a number of useful skills.
Lore - Silent World: +25% +15% to any Weapons skill.
Mechanics: +35% +10% to six different non-Weapon
Pathfinding: +20% (and non-Magic) skills.
Piloting (Land Vehicles OR Sea
Vehicle)s: +%40 Quick Learner: Without a primary
talent to rely upon, you’ve had to learn a lot
Man the Guns!: You couldn’t count and learn fast. Gain one extra Experience
on your fingers how many times Point whenever experience is earned.
monsters attacked your convoys.
Well, on the fingers you have left Latent Mage: Sometimes, peasants that live
anyway… Add +25% to Weapons - peaceful or disconnected lives discover their
Heavy Weapons OR +25% to magical talent later than their
Weapons - Indirect contemporaries do. A few with meager faith
also fail to recognize their calling when it
I Know a Guy: You know which arrives.
mechanics to trust, and you know the Magic: +10%
shadier ones’ tactics. +20% to Choose an additional Background
Interpersonal when bartering for from the following:
Vehicle parts or repairs. Craftsman’s Apprentice
Agricultural Worker
Agricultural Worker: A life spent tilling soil, Merchant
raising animals, tending greenhouses, or Skald
hauling fishing nets might be tedious, but it Halve all Skill points from that
has its benefits. While utterly necessary to Background (round down), but retain
any additional bonuses.
Weapons - Utility: +30%
Mage: Able to wield the magic of their
Gods, mages are a rare yet valued and Specialization: While each Cleanser
respected cadre of society. Depending on is skilled with their ubiquitous
their school of magic (Icelandic or Finnish), flamethrowers, further training was
they will practice their craft in different assigned based on their role in their
ways, but no one can doubt their utility. squad. Weapons - Firearms: +15%
Lore (Monsters): +25% OR Weapons - Indirect: +25%
Magic: +%35
Hobbies: Add 10% to three different Military – Medic: The non-combatants
non-Magic, non-Weapons skills. responsible for saving their comrades’ lives.
Last Resort: Add +10% to any They aren’t as well-trained in fighting as
Weapons skill. others in the military, but they can defend
themselves if pressed.
Kinship of Dreamers: Securing Athletics: +15%
support from fellow mages is easier. Medicine: +25%
Of the Forest: Noita (Finnish mages) Weapons - Melee: +15%
are solitary by the nature of their Weapons - Firearms: +5%
craft. Begin with 1 less Relationship.
Military – Officer: The leader of the rank-
Merchant: The provider of goods and and-file, officers lead the charge into the
services within the safety of a city, Silent World, guiding their comrades into
merchants keep the krónur flowing. There is hell and doing their best to bring them back
no one better at striking a deal or scamming alive.
an unsuspecting mark. Athletics: +10%
Crafting: +20% OR Finance +35% Awareness: +20%
Interpersonal: +30% Lore - Silent World: +10%
Finance: +35% Leadership: +30%
Weapons - Melee: +15%
Investor: +80.000 starting kronur. Weapons - Firearms: +15%
Professional Networking: Begin with
an extra Relationship. Military – Rifleman: The most basic soldier
Knowing the Business: When paying in any nation's military, riflemen function as
kronur to Contacts for services rendered, support for tanks and heavy ordinance, as
spend less. well as providing town watch and patrol
duty for colonies.
Military – Cleanser: The success of the Athletics: +15%
Swedish Cleansing programs has led the Awareness: +20%
other nations to creating their own Cleansing Medicine: +5%
Battalions. Equipped with flamethrowers, Weapons - Melee: +10%
explosives, and well-trained Cats, they push Weapons - Firearms: +40%
the Silent World back slowly but steadily.
Animal Handling: +10% Military – Support Mage: A mage that has
Athletics: +15% decided to join their nations’ military. They
Explosives: +25% are not as magically adept as their more
Lore - Silent World: +15% devoted contemporaries (or the battle-mages
who wield decades of magical experience) as Creative Writing, Journalism,
but make up for it with a healthy respect for Communications, etc.).
combat. Polyglot: You know all Nordic
languages, OR three of them and a single
Medicine: +15% non-Nordic languages.
Magic: +20%
Specialization: Add +15% to one Custom Backgrounds
Weapons skill, and +10% to another.
ADD
Military – Scout: Some members of the
Known Worlds’ militaries are specially Relationships
trained to scout ahead and report their
findings to their commanding officer. A RELATIONSHIPS
valuable – if extremely dangerous –
endeavor. The people vikingr value most in their lives
Awareness: +30% make up their Relationships. Relationships
Lore - Silent World: +25% are critical character aspects that can help
Stealth: +30% define who someone is, what they cherish,
Pathfinding: +30% and why they’re going viking. Relationships
Weapons - Melee: +20% also provide benefits to vikingr that work
Weapons - Firearms: +15% hard to maintain them, as well as avenues
for engaging roleplay.
Pick one of the following:
() Looter - add +25% to Beginning Relationships
Search
() Hunter - add +25% to Lore Unless otherwise specified, every
- Monsters background begins with 3 Relationships.
They can include parents, siblings, extended
Skald: Administrators and educated learners, relatives, their children, significant others,
skalds are bookish but highly intelligent. spouses, best friends, treasured mentors,
They largely function as record-keepers, fellow vikingr, etc.
translators, and writers, though they may
perform other tasks as needed. Their jobs When crafting a character, you may choose
leaves them poorly suited to front-line to begin with fewer Relationships. You
combat, but they can perform supporting cannot begin with more.
tasks excellently.
Lore (All): +25% Think about who your viking treasures.
Finances: +15% Why? What is their history together?
Mechanics: +25%
Fidelity
Techhead: Add an additional +10%
to Mechanics OR gain +20% in the How close vikingr are to their Relationships
miscellaneous skill Electronics. is measured by Fidelity, an abstract value
Researcher or Writer: Add +15% to that represents how close a viking is to the
Medicine OR +10% to Interpersonal and person they share the relationship with.
+20% to miscellaneous Writing skill (such Fidelity begins at your viking’s base CHA.
The higher it is, the closer your viking is to
that person. The closer they are, the more Masters alike are welcome to devise a new
they can help you through difficult times type of role not listed below.
and maintain a lucrative career as a viking.
Bureaucrat: Employed by their nations’
Fidelity can be increased through dedication respective Government, these individuals
and devotion, but can be damaged by stress are incredibly useful for navigating the
and shirking responsibilities. Once Fidelity quagmire of bureaucracy that has swallowed
reaches 20, it cannot be increased any up their lives. They can help vikingr obtain
further. Once it reaches 0, the relationship is funding, restricted scouting information,
lost. purchase or rent reserved vehicles, and, if
they cannot obtain the desired object, they
The exact mechanics for how this works can can often point you in the direction of
be found in the ‘Downtime’ chapter. someone who can.

Interpretation Blacksmith: With the death of


industrialization came the renaissance of
0: This Relationship has ended. traditional craftsmanship, exemplified in the
1-4: This Relationship is strained. profession of Blacksmiths. Forging
5-7: The parties involved are friends. everything from spades to swords,
8-10: These people are good friends. blacksmiths are crucial for maintaining most
11-14: These people are very close. aspects of post-Rash life. They can offer
15-17: This is a treasured Relationship. vikingr discounts on swords, spears, axes,
18-20: Complete devotion. arrows, bolts, as well as forge new, master-
crafted melee weapons.
Roles
Cat Breeder: Though felines have a
If you are particularly close with a reputation of being stupid, lazy assholes,
Relationship, they might offer you goods time and dedication can turn any household
and services at a discounted rate. The cat into an intelligent, lazy asshole. The
Fidelity required to successfully obtain their people who make this happen are Cat
assistance will differ depending on their Breeders, and they are a boon to any vikingr
career. Ultimately, the difficulty of securing expedition – cats are the only mammals
their support is at the GM’s discretion. completely immune to the Rash, and have a
sixth sense for detecting its presence. A
Basic guidelines to use when asking for help Breeder can provide vikingr with trained
will be a Fidelity x 5 check, or a CHA x 5 cats, pet food, and will purchase any healthy
check. Some roles do not require checks. felines rescued from the Silent World at a
hefty price. Well-connected breeders may
Remember that even cherished friends will also obtain ‘Grade A’ cats that are usually
rarely assist your viking for free. restricted for military use.

List of Roles Criminal: Making nice with criminals isn’t


always a good idea, but it is usually
Note that these are only common roles profitable. Criminals such as fences, dealers,
found within Vikingr. Players and Game and smugglers can provide vikingr with
contraband, luxury foodstuffs, stolen goods,
sketchy loans, and drugs. They can also help maintain frequent radio contact with vikingr,
unload and sell any illicit, pornographic, or reading poetry, novels, and textbooks to
otherwise restricted items and tech that the keep their spirits high. They can provide
vikingr recovered from the silent world skill rank training for all INT and WIS-
(charging a finder’s fee, of course). based skills during an Expedition. They also
allow vikingr to re-roll Resilience rolls when
Engineer: Vehicles can be clunky, healing Mental Wounds.
uncooperative beasts, and knowing someone
who can pick them apart and put them back Loved One: Though unemployment is
together can be a priceless commodity. They extremely rare in the post-Rash world, there
can perform repairs, install vehicle are still simple homemakers and child labor
upgrades, and develop improvements for laws. Children, spouses, and other
vikingr to use in the silent world. dependents might not offer more direct
benefits, but they are stark reminders of your
Gunsmith: Making functional firearms from viking’s love and duty. No matter the
recycled metal, plastic, and wood is no easy Fidelity, add an additional +5 Resilience per
task, but Gunsmiths make do. Though they Loved One. All Loved Ones require your
might not be able to provide high-tech, top- viking’s financial support, increasing their
of-the-line weapons, they are happy to stock living expenses. Failing to support them will
vikingr with functional, reliable, and cost- drastically reduce Fidelity. Also, if this
effective weaponry. They will also custom- Relationship is ever lost for any reason, lose
forge firearms, and often put their clients in the +5 Resilience bonus as well as an
contact with friendly powdersmiths. additional 5 Resilience permanently.

Goði or Gyðja: Those who are dedicated to Medical Researcher: Though most medical
the old gods and lead their communities in research is aimed at curing the Rash, there
prayer are blessed people. They will help are plenty of grants supplying krónur to
vikingr recover from stress and Mental more traditional (and wildly more
Breaks upon their return from Expeditions, successful) medical pursuits. Recovering
and may supply moral and spiritual support lost pharmaceutical and surgical knowledge
while the vikingr is away. is extremely profitable, but only if it
produces results – that’s where vikingr come
Farmer: Pre-packaged, processed rations are in. Researchers need to know if their latest
nutritious and long-lasting, but that is all development is successful, and there is no
they are. Knowing someone that can provide better place to practice medicine than on a
healthy, unaltered, and appetizing food does battlefield. They can provide vikingr with
wonders for Expeditions. Not only can you standard medical supplies, cutting edge (if
purchase more food at a cheaper rate, but the untested) medicine, and in rare cases, might
party will not suffer stress from eating accompany vikingr on their expeditions to
candle-flavored food. test their skills firsthand, or help them
recover upon their return to the known
Lector: The Silent World is often just that – world.
silent. Sometimes, a distant, staticky voice is
enough to make Expeditions less stressful, Military Officer: A ranking officer actively
and remind vikingr that comfort and wealth serving in their nation’s military, these
awaits them upon their return. Lectors people have what it takes to combat the
dangers that dwell within the Silent World,
and lead others to do the same. Due to their Seiður: One of the rare men or women born
station they can procure restricted or with the ability to use magic, these
experimental weapons, extra ammunition, individuals call upon Freyja, Óðinn, and the
quality armor, gadgets, and medical channeling power of runes to weave their
supplies. spells. They can prepare your ammunition,
armor, weapons, and vehicle with protective
Noita: Far more prodigious in their ability to runes, as well as divining the best course of
use magic than their fellow Finns, these action for the vikingr to take. No matter
mages call upon their gods to cast spells. their Ability, they can be communicated
They can influence spirits, change the with during Dreams (provided a mage is on
weather, or if they are a truly powerful the team of vikingr).
battle-mage, cast supporting spells during a
dire moment in the Expedition. No matter Skald: Well-read and intelligent, skalds are
their level of training, they can be the jack-of-all trades administrators and civil
communicated with during Dreams servants of the post-Rash world. Usually
(provided a mage is on the team of vikingr). skilled in communication and bartering, they
can arrange re-supply drops, deployments,
Powdersmiths: Predominantly employed by extractions, and hire replacement vikingr.
the military, ammunition forgers are They can also provide translation services,
responsible for forging cartridges, musket sell looted books to merchants at a premium
balls, grenades, and other explosives. (they usually know exactly how much the
Though they can supply standard knowledge within is worth), secure extra
ammunition easily, they might also be able funding for Recovery Expeditions, and
to re-allocate experimental or variety ammo provide a network of other Skalds.
types to parties of friendly vikingr.
Train/Ferry Conductor: Formerly reserved
Quarantine Staff: All vikingr are subject to a for the military, trains and ferries are vital
two-week quarantine upon their return to the for moving personnel, weapons, equipment,
known world. Knowing someone in the and freight between settlements quickly.
business can help vikingr secure cheaper and Conductors operate these vehicles, and have
more comfortable cells while they await the a hand in planning every journey they
all-clear order. undergo. Making friends with a Conductor
allows vikingr opportunities to easily (and
Scrap Dealer: Recycling is a critical cheaply) visit different settlements, smuggle
component of post-Rash society, and contraband, ferry gear, stowaway, arrange
anything that's thrown away will end up in for resupply during an expedition, and
the hands of a Scrap Dealer. It is their job to expand their network of purchasers.
ensure that any item or material that's not
being used is fixed up, melted down, or Vikingr: Comrades in the viking business
otherwise made useful once more. They tend to stick together – very few emerge
might not have the shiniest stuff, but they from the Silent World unscathed, and
can sell vikingr scrap metal, engine parts, knowing a veteran adventurer can be a boon
weapon parts, reclaimed steel, plastic, to any Expedition. Whether consulting their
vehicle upgrades, and other associated odds own comrades, lending special equipment,
and ends. vehicles, krónur, or even launching an
Extraction, other vikingr make for excellent Simply surviving is the best way to earn
friends. Experience.

Starting Equipment Utilizing Experience Points

All vikingr begin with 250.000 kronur. This Vikingr can use Experience Points to
can be spent on any weapons or equipment increase their Core Attributes, Skills, Spells,
listed in the Equipment section. Saving or assist in improving other aspects of their
some money for your viking’s first character, such as Contacts, Reputation, and
expedition might be wise - contracts rarely their wallets. As stated earlier, Experience
cover every possible expense. Points may be spent at any time, but training
must occur before the upgrade can take
Character Advancement effect.

As vikingr accrue more and more


Character creation is not the end of the
experience, upgrading their stats becomes
character’s development – they have many
more difficult – reaching the upper echelon
adventures to undergo, and survival means
of their respective skills takes countless
they learned something.
hours of training, so the time it takes to
improve the Attribute, Skill, or learn a spell
Utilizing this knowledge for self-
is directly correlated to how many
improvement is the primary way vikingr can
Experience Points are spent.
improve at their jobs, and as people.
Mages can also use them to either improve
Experience Points
their spellcasting, or learn new spells.
During the span of their adventures,
Core Attributes
characters acquire experience. They gain
faith both in their comrades and themselves,
Because they represent the most basic
allowing them to expand their abilities,
aspects of who a person is, Core Attributes
growing in both prowess and reputation.
require lots of experience and considerable
training to improve.
After every few of Encounters, characters
will receive a handful of Experience Points,
1-4: Costs 10 Experience Points and ?????
usually between two and three. Obtaining
of training.
loot, navigating a difficult social situation,
5-6: Costs 15 Experience Points and ?????
slaying enemies, repairing a vehicle or
of training.
weapon, surviving in the Silent World, and
7-8: Costs 20 Experience Points and ?????
returning from an Expedition are all means
of training.
of earning Experience Points. Longer or
9-10: Costs 25 Experience Points and ?????
more intense Encounters can yield as many
of training.
as six or eight Experience points. It is
11-12: Costs 30 Experience Points and ?????
important for vikingr to know that they do
of training.
not gain Experience solely based on how
13-14: Costs 35 Experience Points and ?????
many enemies they slew, nor how tough
of training.
those enemies were.
15-16: Costs 40 Experience Points and ????? understanding of specific galdrastafir and
of training. gain enough magical proficiency to utilize
17-18: Costs 45 Experience Points and ????? their runes properly.
of training
19-20: Costs 50 Experience Points and ????? Noita simply use their gained Experience
of training Points to learn new runo. They can learn any
runo they wish, but some will be impractical
Train a Skill to use based on their current level of power.

No matter their background, no vikingr has The Role of Kronur


learned every skill. Spend 40 Experience
Points and an entire month to train yourself The almighty krona plays just as an
in the use of a single skill. important role in progression as Experience.
Funds can purchase better gear, pay for
Skills expensive training, premium medical care,
and healthy living. They can also be
An approximation of a character’s talent invested into Relationships and future
with specific tasks and abilities, Skills are Expeditions.
initially easier to train and improve than
Core Attributes, but their highest ranks More krónur is always better, but there are
require serious dedication and effort to countless ways to spend it.
reach.
During a viking’s Downtime, krónur may be
Skills cannot exceed 60 Ranks. converted into Experience Points.

Rank 1-10: Costs 10 Experience Points and Relationships


????? of training per rank.
Rank 11-20: Costs 15 Experience Points and Returning the Favor
????? of training per rank.
Rank 21-30: Costs 20 Experience Points and “Those who give to each other will ay be
????? of training per rank. friends / once they meet halfway.”
Rank 31-40: Costs 25 Experience Points and
????? of training per rank. This ancient adage from the Hávamál still
Rank 41-50: Costs 30 Experience Points and rings true in the post-Rash world, as
????? of training per rank. Relationships (even if they are family
Rank 51-60: Costs 40 Experience Points and members) will expect compensation for any
????? of training per rank. time, effort, krónur, and materials they
expended in their effort to aid you. Meeting
Spells their price in a timely manner goes a long
way to both improve a viking’s Fidelity and
Experience Points are used differently advancing their Relationships’ careers.
according to the school of magic a character
employs. There are five primary methods for vikingr
Seiður know all of the runes and galdrastafir to repay their Contacts for the goods and
available to them, but must spend services provided: krónur, assistance, loot,
Experience Points in order to improve their Shares in the Expedition, and favors.
Krónur: Everyone likes money. The simplest Players and Game Masters may
and most common method of payment, communicate to develop alternate methods
simple krónur will appease most people. of repayment. It must be noted however, that
the method of repayment should eventually
Assistance: Sometimes, money is not cost the your viking something. Even if
enough. Sometimes, a Contact will value a they’re extremely close, Relationships will
vikingr's time and services more highly than rarely provide goods and services without
their krónur. This can some in several proper compensation.
different forms. A Relationship might ask
for the viking's help with a personal or Failing the Debt
professional matter, spawning an entirely
new adventure. Occasionally, they might ask Failing to properly compensate
for skill training, or free, simple labor. Relationships for their efforts will damage a
viking’s Fidelity with them, depending on
Loot: In exchange for their help, how severely their trust was shattered.
Relationships might request the first pass at
any loot salvaged in the Silent World. They For those that request a Favor, Fidelity costs
might want it for free, or they would like to for failing the Relationship's trust are tripled.
purchase it from you at a cheaper cost than
they would normally pay - it all depends on
the people involved. Another possibility is
that they will request that the vikingr search
for specific items or materials.

Shares: For supplying a large amount of


krónur, supplies, weapons, ammunition, or
high-quality services, particularly well-
connected friends and family members
might request a share of the Expedition's
total profits. Since this can add up to a heavy
sum of krónur, this is usually requested not
by Relationships (they cannot normally
provide the level of support required to
demand Shares) but by governmental bodies
and criminal syndicates.

Favors: Some friends and family members


are ready and willing to exchange their help
to vikingr for nothing more than an I.O.U.
These people strongly believe that a man's
word is his worth, and expect the vikingr to
follow up on their promise. Take great care
who you owe a favor.

A note: these are just the general means with


which to repay your loved ones. Both
Combat
COMBAT
Always remember that there are more monsters
Unless you are hunting a particular monster or than there are bullets. If your viking is forced to
desire a swift and gruesome death, open combat open fire, plan an extraction swiftly and
should be avoided at all costs. Vikingr cannot carefully. One misstep can result in an exposed
withstand more than a handful of wounds before viking and an untimely death. Very few trapped
they are brutally scarred, maimed, or killed. ones can outrun motorized vehicles.
Going weapons-free means that stealth has
failed, and the next priority is escape. Monsters are capable of terrible feats in battle.
Never underestimate their capability, and never
The longer a battle lasts, the more likely it is to expect one to behave the same as another. They
draw additional unwanted attention. The roar of will ambush you, drown you in a horde of
gunfire and the scent of blood draws more misshapen bodies, lure you into a trap, or shrug
trapped ones, a siren song that promises a off damage that would destroy a tank. Some
temporary satiation to their endless hunger. prefer to torture their victims, assaulting their
minds with foul images and maddening
Battling human foes is similarly lethal. Two or screams.
three bullets are enough to end a viking career
in the best of circumstances, which are rare When planning to assault a nest or explore a
enough as it is. Such engagements are triply large ruin, bring flame.
dangerous in the Silent World, where monsters
will consume both sides with impunity. Humans

Most dangerous and feared, however, are the Human opponents are rare, especially when
malicious spirits that haunt the world- what remains of human civilization is so fragile.
encompassing graveyard that is the Silent People are hesitant to kill one another. Even
World. Though extremely rare outside of areas though each country is more populous than ever
where the short-sighted ‘cure’ was deployed, before, manpower is a priceless resource.
treading upon their territory is to invite death Killing other human beings inevitably brings
and madness upon yourself. consequences. Engage in diplomacy with hostile
groups whenever possible - unless they are
insane or truly desperate, they want to avoid a
General Tips
slaughter as much as you.
Monsters
Unlike the trapped ones, human beings value
their lives. If things look hopeless, they will flee
Whether exploring crumbling ruins or creeping
the battlefield or surrender. Exploiting this helps
through an infected forest, it is best to remember
mitigate loss of life.
the timeless adage - stand still, stay silent. If
possible, dispose of small, isolated beasts with
When forced to do battle, the cardinal tactic of
blades and brawn before they can alert others to
small-arms warfare is no less relevant than it
your presence.
was during the wars of the old world - Suppress
and Flank. Keep their heads down with fire
Engage them during the day, where they are
superiority while another group assaults the
weaker and vulnerable - even the largest giant
enemy position at an exposed angle.
cannot survive the daylight for more than six or
seven hours.
Mages have introduced a new element into yield valuable information, but can be
warfare, however. They are vital for the dangerous - they might not be entirely truthful.
continued effectiveness and survival of a squad,
and are able to fulfill a number of battlefield STEALTH
roles. The sooner an enemy mage is defeated,
the longer you will survive. Avoiding combat is the best way to become a
wealthy viking… or at least remain a living one.
Remember the difference between cover and Stealth, careful movement, and workable
concealment. Concealment will hide you, but intelligence are vital during an expedition. The
cover will save your life. Silent World is littered with monsters and other
dangers. Navigating safely between them is a
Though tempting, avoid the use of weapons matter of life and death.
meant for battling monsters. Flamethrowers are
effective, but if their use against fellow man is Knowing where threats lurk is the first step to
ever discovered, such cruelty will forever be a slipping past them. Here, scouts are vital. They
black stain on a viking’s reputation. brave the night in order to obtain valuable
information about the expedition’s
Spirits surroundings, the location of troll nests, and
other hazards. When day comes, this data can be
Battling spirits is a uniquely difficult prospect in shared with the group to chart a course onwards.
that they cannot be seen by non-mages, nor can
they be harmed by physical means. Some spells And moving during the day is essential. The
might render them vulnerable to conventional trapped ones are nocturnal, and only the most
arms, but these are exceedingly rare and bloodthirsty ones will attempt an attack during
difficult to perform. daylight hours. Most will also be resting while
the sun is up - use this time to slink into their
A mage is required to defeat or ward away nests or explore a ruin. Tread carefully! Down
spirits. Without one, the best course of option is in the deepest, darkest lairs, some creatures
to flee. prowl restlessly, their gurgling lamentations
endless and unsleeping.
Trust the sacred felines. If the team cat is going
ballistic, turn around. It doesn’t want food. It HOW STEALTH WORKS
isn’t stir crazy. It knows.
The first step - Pathfinding
While malicious spirits are feared by even the
hardiest viking, they are infrequently Scouts play a critical role in any expedition. At
encountered. Most spirits are sad, fleeting things night, they range out from their camp into the
that only wish to share their misery with the dark, seeking out dangers to report. Lightly
living before moving on. Though not seeking armed and armored, they rely on agility to slip
death against intruders, they will act as powerful past wandering monsters and approach festering
stressors, inflicting misery in the form of ruins.
nightmares and endless, droning whispers.
They can progress in any way they’d like, but
Some lingering spirits with exceptional they usually have three main objectives:
willpower remain human (or at least lucid) in 1. Make note of upcoming obstacles or
the Dreamworld. Speaking with them might impassable terrain.
2. Notify the others of likely troll nests. Otherwise, the party with the lowest margin of
3. Map out the surrounding area. error succeeds.

When beginning the night as a scout, describe to Similarly, if both you and the enemy succeed,
the GM how you would like to proceed. Then, any party with a critical success is the victor. If
you will likely make a handful of Pathfinding there are no critical successes, the party with the
rolls in order to navigate the terrain and largest difference between the roll result and the
accurately store information. Know that relevant skill will be the victor.
successes do not automatically result in unerring Example: Tiia is creeping through the
accuracy and that failures do not necessarily woods when she encounters a lone troll loping
mean danger. Your GM will inform you of what through the trees. Remembering her training,
you see. she freezes behind an oak tree. Her player rolls
Stealth, and the GM rolls Awareness. Tiia’s
What you report is up to you. Stealth skill is at 60, and she rolls 11, a success.
The troll’s awareness is at 50, and the GM rolls
The Second Step - Staying Quiet a 46, also a success. Since the difference
between Tiia’s skill and her roll is higher, she
When the trapped ones are near, silence and lives another day. The troll presses on, unaware
stillness are your best options. If you do not it has missed out on a meal.
declare you are attempting a quieter approach,
foes will have little difficulty finding you. Rolling for Stealth - In Groups
Different terrain is also more conducive to
stealth than others - fallen pine needles are The larger the group, the harder it is to keep
infinitely preferable to creaky, rotten quiet. The more enemies present, the more
floorboards. Use your environment to your likely it is they will detect intruders (provided
advantage. Noisemakers and flashbangs make they are alert).
for decent - if temporary - solutions.
When rolling Stealth as a group, all relevant
Rolling for Stealth - By Yourself party members roll a Stealth check. Add all
margins of failure together, and make note of
When attempting to avoid an enemy, make a the widest margin. This total is counted as a
Stealth roll against the enemy’s Awareness roll. bonus to any nearby enemies rolling Awareness.
If your Stealth roll succeeds and the enemy’s If these enemies still fail, the vikingr were
fails, you’ve avoided the danger... for now. lucky. If the enemy is successful, they detect the
clumsiest viking.
If your Stealth roll fails while the enemy’s
succeeds, you may spend 2 Stamina to attempt a As when alone, failures can be rerolled for 2
reroll with a +15% penalty. This represents you points of Stamina, but at a +25% penalty.
holding your breath to the point of agony to
avoid being heard. Critical failures cannot be If any vikingr critically fail, they are detected.
rerolled. Similarly, if the enemy rolls a critical However, if any critically succeed, they can
success, you cannot attempt a re-roll. ‘cancel out’ a single failure in their party
(critical or otherwise).
If both you and the monster fail, any party that
rolls a critical failure fails automatically.
If any enemies critically succeed, they detect the
vikings regardless of the number of successes Rarely do two parties meet on an equal playing
(critical or otherwise) made by the vikingr. field - as with many other Skills, different
situations, environments, and items can
EXAMPLE: determine a viking’s success with Stealth.
Consider each when approaching the task.
Aslaug has roped her comrades Tiia and
Tor into stealing a valuable rifle from a Armor:
small Icelandic armory. Her galdrastafir
unlocks a street-level window, allowing Heavy armor can save your life, but it
them to sneak inside. There are a handful makes stealth difficult. For every point of armor
of guards within. The intruders roll you have, add a +4% penalty to your Stealth roll
Stealth, while the guards roll Awareness. (Armor Value X 4). This only applies when
Of the three vikingr, Aslaug’s player moving.
rolls the worst - her Stealth skill is a
measly 20, and she rolls a 62. Tiia Sleeping Enemies:
succeeds, but Tor rolls a 38, failing by
only 6. Commonly, trapped ones will be
sleeping the day away in their horrid, festering
The Captain-of-the-Guard is a sharp man nests. When creeping through such a nest, each
with an Awareness of 52. He rolls poorly involved vikingr rolls a stealth check. This time,
however, scoring a 74. 74 minus the only critical failures will cause outright failure.
abysmal total failing difference of 48 is As above, critical successes in a group Stealth
26, well under his Awareness score. effort can ‘cancel out’ critical failures.
Even though he’s tired after a long shift,
the Captain hears Aslaug’s fumbling These rules apply to resting human
three rooms away and calls out a enemies as well. Only a critical failure will alert
challenge. The vikingr promptly flee into sleeping (or otherwise incapacitated) foes.
the night, cursing Aslaug and their own
foolishness for listening to her. They’ll Unfavorable Environment:
lay low for the next few days.
In some situations, even Stealth rolls that
BE AWARE: Rarely are Stealth checks are ‘one critically succeed will fail. Attempting to be
and done’ affairs. Taking an action such as stealthy while climbing atop a giant will not
looting a container, climbing a tree, or reloading succeed. Attempting to hide from a patrolling
your rifle require separate Stealth checks. beast while occupying the same short, narrow
hallway will not succeed (barring the
Note that at the GM’s discretion, a failed Stealth intervention of an extremely powerful spell).
roll will not always result in a confrontation.
Some trapped ones prefer to stalk their prey for Helpful Equipment:
some time, letting them proceed unimpeded for
the time being. Some particularly intelligent Some mastercrafted gear can greatly
human enemies know the value of letting your enhance your stealth capabilities against certain
foe think they have the upper hand. opponents. Ghillie suits are effective at hiding
from humans and sight-reliant monsters in the
Conditional Stealth woods, while special rigging can keep your
equipment from rattling and scraping in tight The Basics
spaces.
In Vikingr, combat functions on a turn-based
Magical Assistance: action system, and each turn of combat lasts
approximately five seconds of in-game time.
A handful of spells can aid you in your During this time, characters and their
skulking. Use these to maximize your adversaries compete to destroy, infect, drive
advantages, or escape a dangerous predicament. away, or flee from each other.

Attacking From Stealth Combat is over when all player characters are
unconscious or dead, all enemies are dead or
Against isolated enemies or the threat of being unconscious, or the vikingr escape successfully.
discovered, exploiting your viking’s advantage The consequences, however, will last much
while it lasts is often prudent. Attacking an longer.
enemy from stealth begins combat, but nets you
several bonuses. Initiative:

Melee Attacks: Melee attacks from Stealth do At the beginning of combat, all involved parties
not need to roll to hit, nor do they need to roll roll Initiative with 1d100. Unlike most other
for damage - they are considered automatic rolls in Vikingr, rolling high is desired - add
criticals at maximum damage. (i.e. a dagger your CEL and Leadership ranks to the roll, and
with 1d6+3 damage will instantly deal 18 the total is your Initiative score.
Wounds).
Once all parties have an Initiative score, combat
Ranged Attacks: Opening up with a firearm also proceeds from the highest score to the lowest.
does not require rolling for success - as long as This is the Turn Order. However, battle rarely
the targets are within the ‘short’ range of the begin so cleanly, and there are several
weapon. Unlike melee attacks, they will not advantages both humans and monsters can bring
automatically deal maximum damage - roll to bear.
damage twice instead. This applies to ranged
Utility weapons as well, such as crossbows and Ambushes:
slings. If one party is ambushing another
following a successful Stealth check,
Ambushing parties have an entire Turn to they are allowed an entire Turn to
themselves. Initiative is rolled at the beginning themselves. Initiative is rolled at the start
of the next turn, provided there are surviving of the following turn.
enemies.
Battle-Order:
COMBAT If a human with trained
Leadership is at the top of the Initiative
Combat is swift, decisive, and deadly. Do not order, they may choose to trade spots
pursue a battle you cannot fully control - the with another Expedition member. This
slightest error can result in tragic consequences. lasts until the end of combat, or a
Brace your body and soul! May the gods be successful Leadership check changes the
with you! order once more.
Unpredictability: Radio: Use a radio or other communication
The trapped ones act with vicious device to contact a member of your support
alacrity, and their varied tactics ensure team.
that no viking is ever truly prepared to
face one. At the end of every turn, they Spot: If your viking can see the result of an
may choose to re-roll their Initiative. allied Weapons - Indirect attack, roll INT x 5. If
successful, relay information to the attacking
Options During Combat comrade to grant them an additional +%25 on
their next attack (even if they were successful).
Each viking may attempt one of the following
actions during their turn: Reload: Reload a firearm. Some weapons (such
as heavy weapons, LMGs, and mounted guns)
Actions: require multiple turns to reload.

Activate Gadgets: Turn on any gadgets you Suppressing Fire: If your firearm is capable of
haven’t already, such as radios, flashlights, full or semi-automatic fire, empty the magazine
holographic sights, or other electronic towards an enemy position. This forces enemies
equipment. (or your viking, if they are receiving it) to
automatically suffer Mental Wound if they
Attack: Use a weapon or explosive with its emerge from their cover. The person
related skill. Rolling under the skill total results suppressing will also get to roll a free attack on
in a successful hit. Each weapon deals different any foe brave (or stupid) enough to fully expose
levels of damage. Factors such as hollow point themselves. Suppressing fire only works on
ammunition or runic enchantments can humans. If your viking only have a handful of
drastically improve effectiveness. rounds left in their magazine, they cannot lay
down suppressing fire.
Cast: Cast a spell. Some spells require multiple
turns to complete. Use Skill: Use a Skill. This may range from
piloting a vehicle to patching up a wounded
Called Shot: Make a targeted attack against an comrade. Depending on the desired task,
opponent. No matter the skill, this is a more multiple turns might be required.
difficult task, and will suffer a penalty of -20%.
Other factors such as cover and range might Miscellaneous: Any other action taken by the
increase this penalty. player character during their turn. Some actions
might take multiple turns.
Hunker Down: If you have solid cover, the next
ranged attack against you has a penalty of -%30 FREE
against their attack skill.
Some actions are free to perform during combat.
Move: Move as double the number of meters as They are as follows:
you have ranks in Fitness (FIT x 2). Sustained
springing - If Moving two or more turns in a Talk: Characters can say anything that can be
row, make an Athletics check each turn. If said in five seconds or less.
failed, lose two points of Stamina. Otherwise, Give Orders: Once per Combat encounter,
continue as normal. Characters with trained Leadership can attempt
a Leadership roll to reorder a comrade in the
Initiative. They cannot put them before any foes Overburdened: Sprinting with heavy weapons is
they are not already above. Critical Success - next to impossible. Make a FIT x 5 roll. If
reorder an additional party member. Critical failed, lose a point of Stamina.
Failure - Human enemies can reorder their
Initiative, and Monsters can choose. Wound Total: You have as many Wounds as
Gesture: Characters can gesture freely during you have ranks in Fitness. These represent
turns. your fortitude to resisting damage both physical
and mental.
Spending Stamina
RECEIVING WOUNDS
Stamina is an attribute derived from Fitness.
Bsides simply aiding your viking in stealth and Types of Wounds
survival, it has combat applications and magical
functionality for noita. Wounds: Standard damage dealt by weapons
and monsters.
Decisive Blow: Before attacking with a melee Take more than 6 Wounds from firearm
weapon, select a number of Stamina points. If or bladed weapon: Inflict Bleeding.
the attack is successful, add those points to the Take half or more of your total Wounds
damage dealt. Vikingr can only add as many from firearms or bladed weapon (rounding
points as they have until the next limit, i.e., if down): A body part is lost at the GM’s
they have a limit of 8 and have spent 2, they can discretion.
only add 6 to Decisive Blow, suffering a level of Take more than 6 Wounds from impacts
Exhaustion in the process. or blunt weapons: Inflict Fracture. Affected
body part is determined by the GM.
Desperate Attack: Once per combat encounter, Take half or more of your total Wounds
if your viking missed a melee attack, instantly from impacts or blunt weapons: Inflict Stunned.
gain a level of Exhaustion to attempt it again.
Your viking will not suffer the penalty of doing Mental Wounds: Psychological trauma. This can
so until their next turn. Previous penalties still come in many ways in many sources. Mental
apply. The current Stamina value does not Wounds sit at the ‘bottom’ of your Wound
change. Total, i.e. EXAMPLE. When you have no
Wounds remaining except those afflicted by
Hysterical Strength: Spend 4 Stamina points Mental Wounds, a character undergoes a Panic
when attempting a FIT x 5 roll or Athletics Attack. Each Mental Wound inflicts 2 points of
check to obtain a +20% advantage. Roll an Stress.
additional WIS x 5 roll. If failed, suffer 1d4-1
Wounds from overexertion. Example Sources of Mental Wounds:

Luonto: A noita’s body and soul are tightly Supernatural Event: 1d2 Mental Wounds.
interwoven with their luonto. Many Finnish Supernatural Attack: 1d4 Mental Wounds.
spells are difficult to cast without their Supernatural Assault: 1d6 Mental Wounds.
assistance, which costs Stamina to employ. Murder in Cold Blood: 1d6 Mental Wounds.
Further details can be found in the Magic Death of a Comrade: 1d6 Mental Wounds.
chapter. Death of an Innocent: 1d8 Mental Wounds.
Murder of an Innocent: 1d12+4 Mental
Wounds.
Defending against Mental Wounds and Stress: Possessed: This character’s will has been
Roll WIS x 2. If you fall under, you acquire no taken over by a Spirit.
Stress or Mental Wounds.
Maiming and Disfigurement
Afflictions
When suffering a critical attack or more than 10
Afflictions: Wounds in a single blow, suffer a critical injury.

Aflame: Suffer 4 Wounds and 1 Mental ADD MAIMING STUFF


Wound whenever you acquire the ‘Aflame’
affliction. Must pass a WIS x 5 roll in order to Recovery
extinguish the flames. Every round the flames
are not put out, lose 4 Wounds and 1 Mental Each standard Wound takes Three days to
Wound. This does not apply for minor burns or recover in standard restful conditions. Too much
Bleeding: Lose 2 Wounds per Turn. Can activity can extend or halt recovery.
be triaged with a successful Medicine check or
Spell. For Mental Wounds, make a Resilience roll.
Poisoned/Ill: Cannot use Stamina. Each success removes the mental wound, but
Entangled: Cannot take action except for not the stress it added.
trying to free yourself (FIT x 5).
Fracture: A broken bone. All Skill Mental Breaks must be dealt with during
checks requiring that body part take a -%30 Downtime in the Known World. More
penalty, and may inflict additional wounds on information can be found in the ‘Stress’ chapter.
Critical Failures until properly treated.
Stunned: Cannot take an action. Possible Fractures and other grievous damage cannot be
concussion. Contusions certain. fully repaired in the field.
Infected: Infected with the Rash. Death
comes.
St
ress
Recovering Stress
STRESS
During Expeditions
Not every scar is left on the body. Exploring the
silent world takes a mental toll as much as a physical Even when the sun is shining and the monsters are
one, and it is a price not easily paid. Punishing sleeping, it is difficult for a viking to be at peace in
expeditions and exhausting encounters inflict stress, the silent world. Threats lurk around every corner,
a slow, insidious serpent that worms its way around and to let one’s guard down is to die an early death.
the hearts of even the hardiest vikingr. Vikingr will not automatically lose stress during an
expedition.
Acquiring Stress
However, achieving catharsis by defeating a
Stressors powerful trapped one or freeing a tormented soul can
significantly reduce one’s stress.
Stress can come from anywhere. Most often, it
comes from battling the trapped ones, seeing their At the GM’s discretion, extraordinary displays of
twisted bodies and hearing their pleading cries. heroism or companionship and other such events
Suffering debilitating wounds, making contact with may also reduce stress.
grieving spirits, deeply unsettling dreams, losing a
comrade, and going hungry can all inflict stress on a During Downtime
viking.
Stress is much easier to manage within the known
No matter the source, stress is gained in set amounts. world. See the ‘Downtime’ chapter for more
Minor stressors such as a vehicle breakdown will information on how to reduce your viking’s stress.
only inflict 1 or 2 stress, while major events like
watching a friend succumb to the rash can inflict as
MENTAL BREAKS
much as 8 or 10.
Mental Breaks
Mental Wounds
When the strain upon a viking’s psyche becomes
Mental Wounds are attacks on a viking’s psyche
unbearable, they undergo a mental break, a state of
made by telepathic trapped ones or grieving spirits.
utter panic where their mind comes unanchored from
Each mental wound automatically inflicts 2 stress.
reality.
They ‘convert’ standard wounds from your viking’s
total, meaning that if they suffer too much physical
There are two reasons your viking will undergo a
damage, they’ll be consumed by the strain wreaked
mental break - reaching a stress cap (WIS/2), or
upon them.
suffering too many mental wounds.
Resisting Stress
Suffering a Mental Break
Resilience
When suffering a mental break, roll 1d20.
When confronted with a stressful situation (or
Roll Result:
Mental Wound), the GM will ask you to “roll
resilience”. Make a resilience roll. If the result falls
under your viking’s resilience, you do not gain any 1: Stand Heroic - your vikingr shrugs off the stress,
stress. However, some events so traumatic that even and sets themself to the task at hand. No mental
a successful resilience roll will add a small amount break gained. -5 Stress.
of stress.
2-4: Suppressed - your viking pushes down the oneself of mental torment. This places a
swelling panic in favor of immediate survival. Gain great strain on the Relationship. Pick one of
1 additional stress. your vikingr’s Relationships. Roll a d6, add
the number of Mental Breaks remaining, and
5-9: Primal Reaction - Your viking either retreats reduce the Relationship by the result.
into a catatonic state, enters a berserk rage, wanders 2. Therapy. Paying for therapy is expensive
off, or mumbles absentmindedly to themselves. The (trained counselors are few and far
exact reactions depends on the character. Gain 2 between), but will help your viking come to
additional stress. terms with their suffering. Three months and
one million kronur will remove a mental
10-14: Traumatized. Undergo a primal reaction, and break. This can be done as many times as
add an additional 4 Stress. needed. Therapists will also charge
wealthier vikingr more kronur, but will take
15-19: Brutally Traumatized. Undergo a primal less time.
reaction, add 6 Stress, and reduce resilience by 10 3. Suppress. A viking might choose to swallow
for the remainder of the expedition. up their trauma deep within them. Though
they might think themselves resilient, their
20: Complete Breakdown. Undergo a primal pain surfaces in ways they cannot see.
reaction, add 6 Stress. Make a resilience roll, and if Reduce all Relationships by 1, and
failed, immediately undergo another mental break permanently reduce Resilience by 5 for each
and gain a disorder. Reduce resilience by 15 for the mental break removed.
remainder of the expedition. 4. Distract. A popular option among
emotionally stunted vikingr, one can choose
to wallow in momentary pleasures and
Unbearable Strain
distractions in order to reduce the damage
done to one’s psyche. Reduce all
Each viking can undergo three mental breaks before
Relationships by 2, and make a resilience
they completely shut down. At that point, they are
roll. If failed, gain a Disorder, and do not
no longer capable of self-control or rational thought.
remove a Mental Break.
Until they are able to remove one of their mental
5. Solitude. An extended removal from society
breaks, they are now a GM-controlled character.
and worldly concerns can help vikings cope
with their pain. However, they inevitably let
Removing Mental Breaks other responsibilities lapse in the meantime.
Spend six months in isolation to remove a
Mental breaks are black stains on a viking’s well- mental break. Reduce all Relationships by 3.
being, and difficult to remove- moments of total Your financial responsibilities lapse.
failure and utter panic do not heal easily. Once in the
known world, there are a handful of options your DISORDERS
viking can take to recover their stability.
ADD DISORDER EXAMPLES
1. Project. Offloading a viking’s trauma onto
their loved ones is the easiest way to absolve
Equi
pment
What the weapon is called. Often enough for a
EQUIPMENT user to determine its type and function, but
necessary regardless.

WEAPONS Attacking Modes

Whether a rusty shiv or a state-of-the-art Depending on the Type of weapon, this


autocannon, every viking needs a weapon to describes the possible methods of using the
survive the horrors of the Silent World. These weapon. For instance, some rifles are semi-
can come in many different forms, require very automatic, while others have full-auto
different skills to wield, and are used for a capability. Some melee weapons also have
multitude of purposes. limited capabilities – axes cannot stab, while a
spear cannot slash.
They can be a family heirloom, purchased from
a vendor, requisitioned by a Contact, or even Damage
made by the viking themselves, but they are
almost always owned by their wielder. A How much damage the weapon can deliver to a
familiar weapon is worth double its weight in target. This can be affected by factors such as
books. premium ammunition, firearm accuracy, and
runic enchantments.
Overview
Ammunition
Some weapons are better suited for specific
situations than others. Most often, vikingr will The size of ammunition required, and how many
want to use blades and other primitive weapons cartridges can be stored in a single magazine or
to slay their foes – bows, knives, swords, axes, clip. This can be adjusted by applying different
and spears are quiet, and their use does not stir weapon attachments. Does not apply to melee
additional monsters from their slumber. weapons.

But when the scent of blood fills the air and Special Qualities
dangers assault the Expedition, firearms excel.
Loud yet punishing, bullets shred their targets A weapon’s ‘special quality’ provides the
better than any blade can. Be careful whenever weapon with an extra edge or ability that other
you pull the trigger – in the Silent World, a weapon platforms do not provide.
single bullet will echo across a city.
Custom-Make Weapons
Weapon Statistics
ADDDDDDDDDDDD
Each weapon has its own set of statistics that
describe what it is, how it functions, and how Melee Weapons
well it is made. Selecting a weapon that best fits
the user is an art form, and each viking has their Melee weaponry is essential to any expedition's
own preferences. success, as stealth in the Silent World is critical
– a good blade does not require ammunition,
Name and firearms inevitably draw more monsters to a
battle. Sometimes, a properly applied blade will
be worth more than a relic assault rifle. All butchering tasks. Similar in size and
Melee Weapons utilize the Weapons: Melee function to a machete. The handle is
skill when rolling attacks. generally made from birch for a better
grip when used in snowy conditions.
In order to use a melee weapon, the target must
be within at least two (2) meters. Seax:

Knives A large, traditional blade designed for


combat. Some are even large enough to
‘Never go anywhere without a knife.’ This is a be considered short swords, but most are
common adage across the Known World, for it under a foot long.
is always practical. Useful both as a personal
defense and a survival tool, knives are a Morakniv:
viking’s best friend.
The Swedish version of the puuko. Each
Combat Knife: member of the Swedish military receives
one upon enlistment.
A Nordic military combat knife designed
for battle with the worst the Silent World Väkipuukko: Larger even than the Sami Knife,
can offer. Shorter than a seax, they are this is the Finnish version of the seax weapon.
cheaper and better suited for survival Useful in combat and survival alike, the
tasks. väkipuukko can even ably chop wood.

Name Dama Dama Special Price


Puukko: ge ge Qualities
Combat Slash, 1d4+2 Maneuvera 10.00
The traditional knife of Suomi, these Knife Stab ble 0 kr
small general-purpose belt knifes are Morakniv Slash, 1d4+2 Maneuvera 10.00
carried by almost every Finn. Receiving Stab ble 0 kr
a good puukko as a gift is a great honor Puuko Slash, 1d4+2 Maneuvera 10.00
in Finland, and their handles are Stab ble 0 kr
typically carved with great pride by their Sami Slash, 1d4+3 - 15.00
owner and are made specifically for their Knife/Leu Stab 0 kr
wielder's hand. The Swedes have ku
produced a cheap, mass-produced Seax Slash, 1d4+3 - 15.00
utilitarian variant called the Morakniv. Stab 0 kr
Väkipuuk Slash, 1d4+3 - 15.00
Sami Knife/Leuku: ko Stab, 0 kr
Hack
Known to the Sami as the Stuorraniibi
("Big Knife"), and the Finns as the Swords
Lapinleuku or Leuku. Possesses a long,
wide, and strong blade suited for Though less common than knives, seaxs, and
chopping tasks such as de-limbing, axes, swords remain useful weapons for vikingr.
cutting small trees for shelter poles, Able to hack, stab, slash, as well as block
brush clearing, bone breaking and incoming melee strikes, they are most useful
against Beasts, though they are gaining Greatsw Stab, 1d6+6 Large Blade 150.0
popularity with Scandinavia’s criminal element. ord Slash 00 kr
Shortswo Stab, 1d4+3 Maneuvera 60.00
Arming Sword: rd Slash ble 0
Ulfberht Stab, 1d4+6 Large Blade 90.00
A classic, standard longsword. Useful Slash 0
for hacking at beasts or dueling with an
opponent, they are well-balanced, Axes
offering extended reach without
sacrificing slashing power. Though they are not as wieldy as a knife or
sword, a sturdy axe can never be found far from
Greatsword: an Expedition. Excellent for hacking at
monsters and cutting down crumbing ruins, they
Typically a ceremonial weapon due to its are a useful tool as much as they are a weapon.
inconvenient size which hampers
effectiveness on expeditions, some Breiðöx:
vikingr afflicted with large egos or
berserker battle rages carry these A hacking tool mostly used for
massive weapons into the Silent World. shipbuilding or lumber work. Can make
Something most sane people would a decent weapon in a bind.
never attempt. Dane Axe:
Short Sword: A legacy weapon from the original
vikingr, a Dane Axe is a testament to the
Shorter than other swords, these are wielder’s Fitness, as well as their
excellent tools when crawling through dedication to hacking things apart. A
the ruins of the Silent World, as they can
huge two-handed shaft is required to
offer the same killing power as their
provide the massive axe head atop it
larger brethren, with the bonus of being with enough energy to strike killing
more maneuverable in confined spaces. blows.
Ulfberht: Fire Axe:
Found in the hands of high-ranking Even though they were designed more as
generals, collectors, and history a tool than a weapon, fire axes serve
enthusiasts, Ulfberht swords are a both roles handily. Often constructed
cultural icon in Scandinavia. A long from a strong wooden stock and a steel
sword forged by the finest smiths, they blade, this is a two-handed weapon that
are often decorative, but make excellent can destroy a door just as readily as a
swords should they ever be used. person.
Name Attacki Dama Special Price
Skeggöx:
ng ge Qualities
Modes
A skeggöx, or bearded axe, is another
Arming Stab, 1d4+4 - 75.00
legacy weapon from the original Viking
Sword Slash 0 kr
Age. More often designed as a weapon
than a tool, they possess immense killing against human targets, but doing so is
power in the correct hands. heavily frowned upon.

Name Attackin Damag Special Price Javelin:


g Modes e Qualitie
A spear designed to be thrown at the
s
enemy. Effective use of javelins takes
Breiðöx Hack 1d6+2 - 60.000
great skill, but their killing power cannot
kr
be questioned.
Dane Hack 1d8+8 Large 200.00
Axe Blade 0 kr Spear:
Fire Hack 1d6+3 - 100.00
Axe 0 kr The most common weapon found in the
Skeggö Hack 1d6+4 - 125.00 Known World, the spear is a versatile
x 0 kr and functional weapon that requires very
little training to use effectively.
Spears and Polearms
Pike:
Oftentimes, keeping monsters and other enemies
at a distance is the most preferable method of A spear with extended reach, pikes are
engagement. Enabling the user to strike from a best used in formation, where a forest of
distance and quickly retreat, spears and points can be used to dissuade enemies
polearms are the most common and versatile from approaching.
weapons found throughout history.

All Spears and Polearms possess Extended Name Attackin Qualit Special Price
Reach capabilities – their effective melee range g Modes y Qualities
is three meters. Atgeir Thrust, 1d6+3 - 80.000
Hack kr
Atgeir: Bleede Thrust 1d8+4 Keen, 35.000
r Pole Disposabl kr
A viking weapon similar to a halberd, it e
combines elements of a spear and axe. Javelin Thrust, 1d6+4 - 110.00
Functional and deadly despite its Throw 0 kr
ponderous weight, the atgeir is a Spear Thrust 1d6+4 - 100.00
specialists’ weapon. 0 kr
Pike Thrust 1d6+5 Extended 120.00
Reach 0 kr
Bleeder Pole:
Blunt Weapons
An invention of Post-Rash necessity and
viking ingenuity, a bleeder pole is a Bladed weapons are not the only option for
long, hollow metal shaft that is studded melee combat in the Silent World – sometimes,
with holes, and has an open, piercing tip. brute force and unyielding conviction are all
Designed to be thrust deep inside a troll that a viking needs to deliver the final blow.
or monster and then abandoned, the Blunt Weapons are only usable by the strongest
weapon’s porosity will soon bleed the
creature dry. It is equally effective
vikingr, as delivering a proper blow with one Two-handed variants are even less
requires incredible force. popular, but those who can wield them
properly make them even more deadly.
All Blunt Weapons require Fitness of 10 or
more in order to wield without penalties. If a Name Attacki Qualit Special Price
character with a Fitness score of 9 or lower ng y Qualiti
attempts to use one, subtract 1 from damage Modes es
scored. Club Bash 1d4+2 - 2.000
kr
Club: Nightstick Bash 1d4+3 - 50.000
kr
There is something to be said about a Sledgehamm Bash 1d8+4 - 100.00
heavy stick – the first weapon ever er 0 kr
wielded by man, clubs are crude but Warhammer Bash 1d8+6 Piercin 180.00
effective weapons against human targets. g 0 kr

Nightstick:
Ballistic Weapons
Often employed by police and watchmen
for use against particularly unruly or Though their use is avoided at every cost by
violent civilians, nightsticks are slim yet experienced viking crews, firearms are
dense batons made from wood, heavy necessary for survival in the Silent World. Only
plastic, or metal. Their compact design a few warriors possess the skill and audacity to
allows them to bypass most penalties engage monsters in melee on equal footing,
suffered by blunt weapons in cramped necessitating the use of firearms. They offer
combat environments. tremendous killing power at the cost of a
thunderous report and limited ammunition -
Sledgehammer: whenever a gun is fired, expect one’s troubles to
intensify before they relent.
A large, two-handed hammer made from
a reinforced shaft and weighty metal Every kind of firearm in the Known World can
head, sledgehammers are effective as be found custom-made by a number of cottage-
both tools and weapons. Their industry gunsmiths. They do not adhere to the
unwieldiness makes them difficult to use factory precision of many Old World models
swiftly, however, resulting in penalties still in production by the larger manufacturers,
when attacking with a single action. and they vary widely in quality. Post-Rash
firearms can be given names based on their
Warhammer: designer or manufacturer's name or hometown
and vary in naming schemes, with some given
Warhammers are weapons built for unofficial production designations, such as
pitched battle. With broad, piercing head “Birgisson's ‘Haglabyssu’”, “Angurvadal”,
with an armor-piercing pick on its "Legbiter", “Ichaival Mk. 2”, "Dorhammer",
reverse side, warhammers are a rare but “Skellefteå m/92”, or “Vittukivääri”.
peerless choice for melee combat with
monsters or humans. Each class of firearm has a different effective
range based on their construction and caliber.
This usually takes the form of a penalty that is
applied after certain ranges. Pistols
Name Attac Dam Ammo Special Price
Firearms king age Qualities
Mode
All firearms use the Weapons: Firearms skill s
when rolling attacks. Though varying wildly in Glock SA 1d6+ 15/ma Maneuv 150.
size, caliber, and design, the skill of wielding 2 g, 9x19 erable 000
them can carry across most weapons. Parabe kr
llum
Pistols Kongs SA 1d6+ 7/mag, Maneuv 175.
berg 4 .45 erable 000
Small yet utilitarian in nature, pistols make Colt ACP kr
excellent side arms, holdout pieces, or last resort USP SA 1d6+ 15/ma Maneuv 150.
weapons. While their size makes them useful in 2 g, 9x19 erable 000
close quarters combat (especially against human Parabe kr
enemies), they have an extremely limited range llum
compared to other firearms.
Submachine Guns
When firing at targets fifty (50) meters away,
apply a +10 to the attacking d100 roll. For every The tried-and-true balance between size and
10 meters past this, apply an additional +10 to firepower in CQC, submachine guns allow
the attacking d100 roll. vikingr to unleash a storm of bullets without
sacrificing their ability to maneuver in a
Glock: cramped combat environment. Like pistols,
submachine guns are ineffective at long ranges,
A common sidearm for many in the but their longer barrels and two-handed designs
Silent World, the Glock is an old allow for longer engagement distances.
Austrian weapon that sees extensive use
in the Known World. Steadfast and When firing at targets fifty (150) meters away,
reliable despite its plastic parts. Fires the apply a +10 to the attacking d100 roll. For every
standard 9x19 Parabellum. fifteen (15) meters past this, apply an additional
+10 to the attacking d100 roll.
Kongsberg Colt:
Carl Gustav m/45:
A Norwegian copy of the M1911, the
Kongsberg Colt is a vikingr favorite, A common, Swedish submachine gun
enjoyed for its larger caliber cartridge hailing from World War Two. Inevitably
and all-steel design. found among their Cleanser squads as
they prowl their reclaimed territory. Its
USP: simple steel design leads itself well to
mass production, and can thusly be
Mostly found in Known World found across the Known World. Uses the
militaries, the USP is an old world standard submachine gun cartridge, the
standby, and has found its way into the 9mm Parabellum.
hands of many vikingr.
Kriss Vector:
s BF, FA 8 9x19 Fire, ess
An extremely rare and priceless weapon, Vect (9x1 Parabell Short
only six or so models are in active use in or 9) um, Range
the Special Forces of the Nordic 4d6+ 13/mag
militaries. The remainder are found in 4 .45 ACP
private collections or are being studied (.45)
by weapons manufacturers. Featuring a MP SA, 2d4+ 32/mag, Adaptabl 500.0
unique ‘delayed blowback’ system, the 5 BF, FA 4 9x19 e 00 kr
weapon has extremely low recoil and a Parabell
high rate of fire, making it a perfect um
choice for clearing rooms in cramped Suo FA 2d4+ 50/dru - 300.0
environments. Models either use mi 4 m, 9x19 00 kr
9x19mm Parabellum or .45 ACP pistol KP/- Parabell
ammunition. 31 um
Shotguns
MP5:
Name Attacki Dama Ammunit Specia Pri
A storied and useful submachine gun, ng ge ion l ce
the MP5 is commonly found among Modes Qualit
Scandinavian Special Forces and vikingr ies
that prefer urban exploration. Its
reliability and compact design make it a TOZ SS
perfect tool for close-range encounters.
Mossb Pump (2d8)
erg *2
Suomi KP/-31:
(2d4)
*2
Truly an Old World relic, the Suomi (2d4+
KP/-31 was first designed a few years 2)
after the first World War. Featuring a
wooden stock, large drum magazine, and ????? SA (2d8)
innovative design, it had a solid *2
reputation in the Old World, one that has (2d4)
been revitalized in the Known World. A *2
common sight in both Finnish, Swedish, (2d4+
and Danish armories. A useful tool for 2)
vikingr prowling a decrepit ruin.
Saiga SA, FA (2d8)
Na Attac Dam Ammun Special Price SK12 *2
me king age ition Qualities (2d4)
Mode *2
s (2d4+
Carl FA 2d4+ 36/mag Maneuve 300.0 2)
Gus 4 9x19 rable 00 kr
tav Parabell Rifles
m/4 um
5
Kris SA, 4d4+ 20/mag Rapid Pricel
The subcategory of ‘Rifles’ can include assault type of ammunition: 5.56x45mm NATO
rifles, bolt-action rifles, marksman rifles, battle cartridges.
rifles, carbines, and machine guns.
Kalashnikovs:
Assault Rifles
‘Kalashnikovs’ is a catchall term for
Assault rifles are powerful weapons, and Russian-patterned assault rifles, and the
standard equipment for every soldier and most most common assault rifles in the
vikingr. Able to put large numbers of rounds Known World. A common sight in the
down-range, they are effective tools for battling hands of vikingr and low-ranked
monsters, but their noise inevitably draws more. riflemen. Whether an AKM, AK-74, or
an AK-74M, these weapons are easy to
When firing at targets four hundred (400) manufacture, reliable, and use the most
meters away, apply a +10 to the attacking d100 widely available ammunition:
roll. For every twenty-five (25) meters past this, 7.62x51mm NATO.
apply an additional +10 to the attacking d100
roll. M/95:

AS Val: The Danish designation for the Colt


Canada C7, M/95s are a common sight
A recent yet exceedingly rare addition to in the Danish military and their colonies,
the armories of the Known World, the with a good deal found in the Norwegian
Avtomat Special'nyj Val is a Soviet-era military as well. Though they do not
assault rifle with an integrated support automatic fire, they make up for
suppressor. Previously limited to a it by possessing remarkable accuracy for
handful models in all of Scandinavia, an assault rifle. Uses 5.56x45mm NATO
manufacturing blueprints found during a cartridges.
long-ranging vikingr expedition to the
ruins of St. Petersburg allowed for Valmets:
resumed production. Almost exclusively
used by the military to quash dissidents The second most common type of
with the utmost discretion, but incredibly assault rifle, Valmet rifles are Finnish
useful for a scout in the Silent World as adaptations of common Kalshnikov
well. Uses the equally rare and patterns. Like their Russian cousins, they
expensive 9x35mm SP5 cartridge. are adaptable, reliable, and easy to
manufacture. They also use 7.62x51mm
HK416: NATO rounds.
A highly modular assault rifle employed
Name Attac Dam Ammun Specia Price
by the pre-Rash Norwegian military,
king age ition l
many HK416s can still be found today,
Mode Qualit
either recovered from warehouses,
s y
handed down, or made anew. The Rapid
AS Val SA, 3d8+ 10/mag Pricel
Special Forces of the Norwegian Fire,
FA 8 , ess
military equip most available models, 9x35m
Integrat
but they beloved by Norwegian vikingr m SP5
ed
Suppres
as well. Uses the second-most common sor,
Short across the world, yet failed to see
Range
extensive use before it was phased out of
HK416 SA, 1d8+ 30/mag Adapt 800. production. However, its ubiquity makes
FA 4 , able 000 it a common find in the Silent World,
5.56x45 kr some still ready to fire a century later
mm (after some minor touching-up).
NATO
G36s SA, 1d8+ 750. HK G3:
FA 4 000
Kalashn SA, 1d8+ 30/mag Rugge 500. The official rifle of the Icelandic
ikovs FA 6 , d 000 Military, the HK G3 is an old-world
7.62x51 weapon that has stood the test of time.
mm Just behind Valmets and Kalashnikovs
NATO, in quantity, their ease of use and
7.62x39 selective fire capabilities make them a
mm, or valuable asset for any Expedition. Uses
5.45x39 the ubiquitous 7.62x51mm NATO
mm cartridges.
M/95 SA, BF 1d8+ 30/mag - 700.
4 , 000 Madsen LAR:
5.56x45
mm A common sight in the Danish military
NATO due to its simplicity, low cost, and
Valmets SA, 1d8+ 30/mag Rugge 500. wooden parts, the Madsen LAR is a
FA 6 , d 000 functional, able weapon that uses
7.62x51
7.62x51mm NATO cartridges.
mm
NATO
Nam Attack Dam Ammuni Speci Price
e ing age tion al
Battle Rifles Mode Qualit
s ies
Striking a balance between assault rifles and FN SA, FA 1d10 20/mag, Reliab 1.500.
marksmans’ rifles, battle rifles provide a FAL +6 7.62x51 le 000
sustainable rate of fire at longer distances, at the mm
cost of short-range capabilities due to their HK SA 1d10 20/mag, - 1.500.
smaller magazines. G3 +6 7.62x51 000
mm
When firing at targets four hundred (400) Mads SA 1d10 20/mag, - 1.500.
meters away, apply a +10 to the attacking d100 en +8 7.62x51 000
roll. For every twenty-five (25) meters past this, LAR mm
apply an additional +10 to the attacking d100
roll. Marksman Rifles

FN FAL: Engaging monsters at maximum range is always


preferable, and marksman rifles are the best way
Once the ‘right arm of the free world’, to accomplish that. Often slow-firing but lethal,
the FN FAL was a weapon that spread they are an excellent choice when engaging both
monstrous and humanoid targets at extreme villages have a case of them for
range. Their slower rate of fire makes them a emergencies, and they are the most
poor choice for close-quarters combat, however. commonly found bolt-action rifle in
every Scandinavian military. Vikingr
When firing at targets five hundred (500) meters that prefer engaging monsters at a range
away, apply a +10 to the attacking d100 roll. also enjoy the Mosin-Nagant’s
For every twenty-five (25) meters past this, reliability. Fires specialty 7.62x54mmR
apply an additional +10 to the attacking d100 cartridges.
roll.
Lee-Enfield SMLE
Barret M82:
Another old rifle pattern recovered from
The largest and heaviest sniper rifle, this the Icelandic Coast Guard storage, the
is an extremely rare and valuable piece Lee-Enfield is the second most common
of equipment, and rarely found outside bolt-action rifle in the Known World.
Special Forces teams. Firing the Well renowned and a veteran of both
enormous .50 BMG cartridge, anything world wars, a Lee-Enfield is a sturdy,
it hits will not be long for the mortal reliable rifle. Uses the specialty .303
realm. British Cartridge.

Unlike most other firearms, this weapon Sako Rifles:


uses Weapons: Heavy when rolling
attacks. A catch-all term for the many lines of
sniper rifles by the Finnish Sako
Blaser R93 Tactical: corporation, they are a mainstay of the
Finnish armed forces, and well regarded
A rare sight outside of the Icelandic for their quality. The relics from the old
military, R93s are an old-world sniper world still have polycarbonate housing,
rifle that has persisted for decades. Their but all models made in the post-Rash
rarity, limited manufacture, and world have replaced it with wood. The
devastating effectiveness make them most common variant is the Sako TRG-
prized possessions for those outside the 22, chambered in both 7.62x51mm and
military. Most are chambered for .338 Lapua Magnum. Some collector’s
7.62x51mm cartridges, but a few are models are chambered for the luxury
modified for the scarce yet highly lethal .308 Winchester Magnum.
.338 Lapua Magnum.
SVD Dragunov:
Mosin–Nagant:
An increasingly popular weapon among
An ancient rifle from the annals of the world’s special forces and
history, this weapon was the mainstay experienced vikingr, the SVD Dragunov
bolt-action rifle of the Soviet military is an old-world designated marksman’s
during the Second World War. So many rifle. Formerly impossible to find, a
were produced that they are still a vikingr expedition in the year 98
common sight in the Known World, recovered several crates of them,
some 140 years later. All but the poorest allowing for examination, study, and
resumed production. Striking a balance Mosi SS 1d8+ 5/clip, Rugged 225.00
between the precision of bolt-action n– 8 7.62x54 0 kr
rifles and the fire superiority of battle Naga mmR
rifles, they are excellent support nt
weapons, and work best in rural Lee- SS 1d10 10/clip( Large 300.00
environments. Chambered for the Enfiel +6 s), .303 Round 0 kr
specialty 7.62x54mmR cartridge, its d British
shared ammo type with the Mosin- SMLE Cartridg
Nagant makes it a popular choice for e
wealthier villages’ elite marksmen. Sako SS 1d8+ 5/mag, Large 215.00
Rifles 8 7.62x51 Round 0 kr
VSS: mm, (Lapua (+250.
.338 Magnu 000
A marksman’s variant of the AS Val, the Lapua m, .308 chamb
VSS is just as valuable, though found in Magnu Winche ered in
even lower quantities than its cousin. For m, .308 ster) .338 or
their most-used purpose (hunting down Winche .308)
criminals and dissidents), most ster
Scandinavian militaries prefer the AS SVD SA 1d8+ 10/mag Long 4.000.
Dragu 8 , Range 000 kr
Val, but the VSS is better suited for
nov 7.62x54
targets outside of the cities, and trolls
mmR
that prowl beyond their nests in the
VSS SA, 2d6+ 10/mag Integra Pricele
winter. A few vikingr swear by its
FA 8 , l ss
integral suppressor and ranged
9x35m Suppre
capabilities, but they are usually very
m SP5 ssor,
wealthy and very experienced. Uses the
Short
equally rare and expensive 9x35mm SP5 Range
cartridge.
Carbines
Nam Attac Dam Ammun Special Price
e king age ition Qualiti
Carbines are often modified and shortened
Mode es
versions of longer rifles, allowing for increased
s
maneuverability and lighter weight at the cost of
Barre SS 2d12 10/mag Massiv Pricele
t M82 +8 .50 e ss
long-range capabilities.
BMG Round,
Extrem M1/M2 Carbines:
ely
Long Fifty carbines in the Icelandic Coast
Range Guard’s storage formed the basis for
Blase SS 1d10 5/mag, Large 1,000 weapons manufacturers in the post-Rash
r R93 +8 7.62x51 Round kr world. M1 and M2 Carbines are
Tactic mm, (with (+1,00 American innovations made before
al .338 Lapua 0 World War Two. Lightweight and
Lapua Magnu chamb capable, they still see use by vikingr in
Magnu m) ered in the Silent World and the Icelandic Coast
m .338)
Guard. Uses the specialty .30 Carbine rips through giants as easily as it can
round. armored vehicles.

SKS: Use Weapons: Heavy skill when


attacking with this weapon.
The most common carbine rifle in the
Scandinavian militaries, this old Soviet M249:
standby can also be found in remote
villages or in the hands of retired The Squad Automatic Weapon and its
veterans. Its balance between effective derivatives were once a common sight in
range and maneuverability make it a the Old World, but the Rash hid away
common choice for vikingr. Uses the most of the models, leaving a few behind
7.62x39mm M43 cartridge. in the hands of the Scandinavian
militaries. Its belt-fed capabilities and
Nam Attack Dam Ammuni Speci Price common 5.56x45mm cartridge make it a
e ing age tion al popular choice for wealthy vikingr.
Mode Quali
s ties Rheinmetall MG 3:
M1/ SA 1d8+ 15/mag, - 1.000.
M2 5 .30 000 kr The standard light machine gun of all
Carbi Carbine Scandinavian militaries, this weapon has
nes been in service for decades, and its
SKS SA 1d8+ 15/mag, - 1.000. design has yet to be improved upon.
8 7.62x39 000 kr Firing a blistering 1300 rounds per
mm minute, this weapon will chew through
M43 soft targets with ease. Fires the
ubiquitous 7.62 x51mm cartridge.
Machine Guns
RPK:
Destructive giants of noise and sheer
firepower, machine guns are best used as Cheap and easy to produce, the RPK can
defensive emplacements rather than an be found in the hands of wealthier
assault weapon. They are difficult to fire vikingr or sponsored colonies. Another
from a standing position, and will suffer Soviet standby, this weapon has seen
aim penalties if they are not resting upon considerable use in both pre and post-
a surface. However, once unleashed, Rash worlds. Fires 7.62x39mm M43
they are powerful and effective tools. cartridges.

M2 Browning: Name Attac Dam Ammuni Speci Price


king age tion al
The quintessential mounted machine Mode Qualit
gun, this monster cannot be carried by s y
vikingr, and instead must be mounted in M249 FA 2d8+ 100/belt Belt- 8.500.
order to fire. Its long service and 4 /box, Fed, 000 kr
ubiquity in the militaries of the Known 5.56x45 Bipod
World speak to its effectiveness, as does mm
its massive .50 BMG cartridge, which M2 FA 3d12 -/ .50 Belt- 10.000
Brow +6 BMG Fed, .000 kr High Explosive Explosives 1
ning Massi Grenade
ve
Roun Incendiary Grenade Explosives r-10m 1
d
Moun
ted Molotov Cocktail Explosives r-8m 1
MG 3 FA 2d10 100/belt Belt- 9.000.
+4 /box, Fed, 000 kr
Flashbang Explosives r-8m 1
7.62 bipod
x51mm ,
Rapid
Fire
RPK FA 1d8+ 20- Bipod 2.000.
8 40/mag, 000 kr
70/drum
,
VEHICLES
7.62x39
Weapon Slots
mm
Weapon Slots describes the number of small
Utility Weapons arms, flamethrowers, cannons, or blades that
can be integrated into a vehicle’s design. Most
vikingr cannot afford (or even obtain) pintle-
mounted machine guns, let alone cannons.
Name Attacking Modes Damage Ammunition Special Quality Price
Given enough krónur and dedicated Contacts
Bow Draw 1d6+1 however, some Silent
Arrow experienced vikingr
45.000 can
kr range
out in heavily-armed fighting vehicles rarely
Crossbow Crank 1d6+2 seen outside theSilent
Bolt military. Weaponry
50.000 krcan also
include more esoteric monster-repellant
Sling Draw 1d4+2 strategies, like aSilent
Stone wire cage that thrums
20.000 kr with
electricity, or grenade launchers that shoot out
clouds of white phosphorus. Weaponry can also
Flamethrower Spray 1d8+2 include more Immolator
4/Drum esoteric monster-repellant
strategies, like a wire cage that thrums with
electricity, or grenade launchers that shoot out
clouds of white phosphorus.

Explosives Blades, however, are relatively common


improvements that take minimal technical
expertise to install, and are relatively
Name Attacking Damage inexpensive
Ammunitionto purchase.
Special Ranging from blades
Price
Modes welded to the axels to buzz
Quality saws that mimic the
Dalahästen’s armaments, they can make a
Fragmentation Explosives 4d6+8 (r- 1
colossal difference when facing 45.000
down a horde of
Grenade 15m) beasts. kr
Unlike Equipment Slots, weapons must be 120m SF 10d10 1/120 Anni 80 Pric
placed in specific areas of the vehicle (Top, m +12 AP hilato (Top eles
Front, Sides, Rear), each of which can have a Canno OR r, Only s
different number of Weapon Slots. Every n 1/120 Pierci )
weapon occupies a different number of slots, HEAT ng
representing the amount of refitting and
modification that must be applied to the vehicle Mark
in order to equip it. 19
Grena
Weapons de
Luanc
A list of weapons that can be fitted into Weapon her
Slots. Vehicle-mounted armaments are similar
to infantry-based ones, but also include the Axle Sli 6d4+3 - Hullb 5
number of Weapon Slots occupied, as well as a Blades ce orne, (Sid
few special properties. Keen e
only
)
Annihilator: If this weapon successfully
hits a human, that human is dead. Everyone Buzzsa Sli 8d4+6 - Hullb 15
around them is also dead. w ce orne, (Fro
Keen nt
Hullborne: These are ‘melee’ weapons and
attached directly to the hull of a vehicle, and, as Side
such, require a Piloting skill test when attacking s
with them. only
)
The ‘price’ stat also includes labor fees for
installation. Flamet Sp 2d8+6 Long 10
hrowe ray Rang
r e
Name Att Damag Amm Speci Slot Pric Cattle Mome - Hullb 5
ac e unitio al s e Plow ntum+ orne (Fro
k n Quali Occ 10 nt
M ties upie only
od d )
e
Machi Va Varies Varies Varie 20
Autoc SA, 6d8+12 6/30 Anni 30 ne gun rie s
annon FA mm hilato nest(Pi s
(30m HEAT r, ntle-
m) Pierci mount
ng, ed)
Imm
olato Machi Va Varies Varies Varie 20
r ne gun rie s
nest s
(CRO Cargo Racks +Storage Space
WS)
Titanium Plating
Grena Ga 4d10+5 3/ WP Imm 5
de s Grena olato Depleted Uranium Plating
Screen des r
Animal Pen -Storage Space

Equipment Slots

‘Equipment Slots’ is a catch-all term that


applies to the space available for all non-
weapon modifications that can be made to a Durability
vehicle, and often have an effect on a vehicle’s
other stats. These modifications can include
anything from engine upgrades, reinforced A vehicle’s Durability rating describes its ability
armor plating, comfier bunks, a holding pen, to not only withstand attacks, but function
enhanced radios, ammunition storage, etc. through inclement weather and avoid
breakdowns. Adding armor plating might seem
sirens that draw monster attention (these are like a obvious choice to inexperienced vikingr,
usually mounted on faster, more nimble but veteran explorers of the Silent World know
buggies). that increased armor doesn’t always translate
into more safety.
Each piece of equipment shares the same pool
of Equipment Slots. Ease-of-repair is another function of Durability.
Highly-engineered vehicles with monstrous
performance might seem attractive, but they are
prone to breakdowns and mishaps. Repairing
Name Effect Slots
them can also prove Occupied toPrice
a challenge all but the
Floodlights
most skilled mechanics.
8

Radial Floodlights Crew Capacity 16

Flare Launcher The optimum number10 of vikingr that a vehicle


can support. Since most Expedition trucks are
Proximity Scanner much
Detects living entities within 25m larger than the Armored Personnel
of vehicle.
Carriers (APCs) or Infantry Fighting Vehicles
Pressure Washer Decontaminates clothing. (IFVs) from the Old World (and built for
longer-ranging missions), they often include
Dozer Blade
bunks, seats, and cramped living space for their
Creature Comforts -1 Stress/Week crews.

Nitrous Injection System The most common Expedition trucks can


support six people, while larger vehicles, larger
Efficient Engine quarters, and some inventive engineering can
push this number up to ten or more.
Camouflage Netting
Storage Space Vasterstrom crew went viking to recover it, and
managed to salvage most of the original vehicle.
An Expedition (particularly those focused Currently, the Vasterstrom Cat-Tank stands
around research) is centered on a vehicle’s guard upon the front lawn of the Nordic Cultural
storage space. How much supplies, loot, and Council alongside a humble statue of the fallen,
equipment it can carry are critical not only to both serving as monuments to the ceaseless
the Expedition’s success, but its crew’s odds at drive of human exploration.
survival.
Boasting a dependable engine, a dedicated crew
Acquiring additional Storage Space can be done
cabin, and a spacious trunk, the PF/A-77 was
by expanding cargo space, attaching external
designed to be no-nonsense and reliable. Its
racks or netting, and using spare crew space.
main drawback is that does not possess Weapon
Storage Space is measured in ‘Storage Units’, Slots, as it was reasoned that its crew
which can be used to store food, water, fuel, complement could adequately defend the
ammunition, equipment, and loot. Common vehicle when pressed.
Expedition vehicles have 50 available Storage
Units. Name: PF/A-77 “Cat-Tank”
Type: Treaded Logistical Transport
Armor: 40
Armored Car Crew Capacity: 7
Equipment Slots: 30
Speed:
PF/A-77 “Cat-Tank” Storage Space: 50
Weapon Slots:
Developed in year 77 by Danish military Top:0
engineers during preparation for the reclamation Front:0
effort, the Pansrede-Fragtman/Afskiber Side (left):0
(Armored Carrier/Shipper) quickly acquired the Side (right):0
nickname “Cat-Tank” due to its distinctive Rear:0
triangular floodlights and grill-plating. During
the attempted reclamation of Copenhagen, it “Cat-Tank Classic”
played a vital role ferrying soldiers and supplies
to the front lines. Some were equipped with Mountain Buggies
bulldozer blades in order to help dig
fortifications. Once night fell on Kastrup and the Less ‘developed’ and more ‘slapped together’,
slaughter commenced, the PF/A-77 once again mountain buggies are fragile norwegian
came to the rescue (literally). Some crews made speedsters. As horses are too vulnerable outside
multiple trips through the troll-infested warzone of safe areas (and sea-trolls lurk between many
to recover stranded soldiers. By dawn, they had a fjord), these vehicles are built to scout troll-
saved dozens of lives. held territory and bolt at the first sight of
trouble. During the long and arduous process of
Despite its tried-and-true reputation among the establishing a colony, they are often used to
Danish, the PF/A-77 was made famous across carry ammunition from a forward operating base
the Known World by the first Vasterstrom to the frontlines.
Expedition. It carried its crew over most of
Saejelland, and was eventually abandoned after
a fierce battle. Dedicated fans of the
Troll-hunter, daredevil, and all-around madman is being developed as a mage-carrier for an
Arvid Holstad can often be seen hurtling past upcoming military campaign.
settlements in his mountain buggy, the
“Skrikenda Bille” (Shrieking Beetle), his war- Many first generation vikingr have fond
banner and long braided beard flapping behind memories of this vehicle, though often in
him wildly. hindsight - cramped living conditions for larger
crews often brought tensions during expeditions
Mirroring the rugged nature of their creators, to a boiling point. Rarely, however, will a better
mountain buggies are robust creations, usually vehicle be found for a similar price.
built with superb suspension systems and wide,
grooved tires for superior traction. Though very Name: IRV-B7 “Brynjaðurhrútur”
lightly armored, they can mount a single light Type: Treaded Support Vehicle
machine gun for lightning-fast hit and run Armor: 20
tactics. Crew Capacity: 5
Equipment Slots: 20
Name: Mountain Buggy Speed:
Type: Wheeled Scout Buggy Storage Space: 15
Armor: 5 Weapon Slots:
Crew Capacity: 2 Top:15
Equipment Slots: 15 Front:0
Speed: Side (left):0
Storage Space: 5 Side (right):0
Weapon Slots: Rear:0
Top: 10
Front: 0 Jokitela (River-Reptile/Crawler)
Side (left):
Side (right): 0 Made possible by the success of Finnish salvage
Rear: 0 crews, the Jokitela is a heavily armed riverboat
designed specifically for patrolling Saimaa, as
IRV-B7 “Brynjaðurhrútur” well as expeditions into the northern lakelands.

An armored personnel carrier developed by Name: Jokitela


Íslensku Ríki Vopnabúnaður (Icelandic State Type: Riverboat
Arms), the B7 “Brynjaðurhrútur” (Armored Armor: 25
Ram) was designed to profit off the growing Crew Capacity: 5
number of vikingr, specifically those making Equipment Slots: 15
salvage runs into the Silent World. A tracked Storage Space
adaptation of the old world MRAP, the B7 Weapon Slots:
boasts an adaptable design, allowing Top: 15
customization for more specific tasks. Front: 15
Side (left): 15
Though unable to sustain a large crew or long- Side (right): 15
term expeditions, the B7 has sufficient storage Rear: 15
space for assisting and screening slower, heavier
salvage vehicles. Currently, rumors abound that
a heavily-armed version of the Brynjaðurhrútur DRF FFV-99 “Hirdsman”
(Forward-Fighting Vehicle)
For now, only a handful exist - during recent
After the disastrous Battle of Kastrup in Year testing expeditions near Copenhagen, the
80, Danish military analysts reevaluated their Hirdsman performed exceptionally, and many
main battle tank, the superheavy Troldknuser. more will be entering production in the months
Realizing that massive cannons and heavy to come.
armor were completely ineffective - if not
actively self-sabotaging - they completely They are prohibitively expensive for vikingr to
rehauled their stratagems, as well as how to obtain, but they might be commissioned to
wage armored warfare against the Trapped recover one that hasn’t reported in from a test.
Ones. They make poor expeditionary vehicles, as there
is little space within them to store provisions or
The result is the FFV-99. Nicknamed the loot.
‘Hirdsman’ by its developers, the FFV-99 is an
adaptation and upgrade of a British Warrior IFV Armament: 30mm Autocannon, Three
recovered by an Icelandic scouting expedition to Flamethrowers, Three Machine Guns, Smoke
Scotland in Year 93. Existing primarily as a Dispensers.
platform for a rapid-fire 30mm HE/Incendiary Armor 45 Armor Points
autocannon, it is also equipped with crew- Top Speed:72 KPH on road, 53 KPH off-road.
served flamethrowers and machine guns, while (100m/turn, 73m/turn)
also capable of embarking six soldiers in its rear
section.
Expedi
tions
EXPEDITIONS Premise
Planning an Expedition is a critical skill in a vikingr’s
arsenal. Everything must be accounted for in order A wealthy merchant or governmental body wants to
to keep a voyage into the Silent World on track. build something out in the Silent World. This can
Weapons, ammunition, fuel, food, medicine, range from stringing up electric fences, laying train
clothing, must all be managed, to say nothing of the tracks, putting up wind turbines, watch towers,
salaries and expectations of the crew. Sponsors (if a laying troll-traps, to building walls, fortresses, and
vikingr obtains them) must also be appeased, and even entire colonies.
while they understand going viking is dangerous,
returning from an Expedition bloody, broken, and To that end, construction crews and their building
empty-handed will not incline them to provide materials must undergo weeks or months of work
funds again. to accomplish their goal. During this time, they are
vulnerable – the sponsoring group reallocates
However, securing funds and supplies is only one military detachments or hires well-armed vikingr
facet of Expeditions. Resupply drops must be crews to protect the workers.
planned and paid for; a support crew must be hired
to keep the vikingr on-track, and an Extraction must Benefits
be arranged, lest they be left to cruel, violent
deaths. These Expeditions are one of the most common, as
all of Scandinavia is seeking to reclaim what was
All of this can add up rather quickly, and it is up to lost in some way or another. As such, funding and
the vikingr involved to secure the krónur, supplies are readily available – obtaining both is
manpower, and supplies involved. relatively easy.

The first question to ask when considering an Construction projects are rarely distant from
Expedition is an inquiry about its nature. civilization – a hundred kilometers at the most. This
means that support, supplies, and safety are never
Types of Expeditions too distant.

Not every Expedition is a far-ranging plunge into the Successful completion of the mission will often
Silent World. Some only venture a few dozen result in a flat krónur bonus, and a positive
kilometers beyond the safe areas to salvage relationship with the crews vikingr guarded might
resources or construct a temporary fortress for net new contacts, Expeditions, and equipment in
eventual settlement. Every Expedition is dangerous the future.
however, and contains its own set of challenges.
Detractions
Using the right tool for the right job is important,
and the same principal applies to Expeditions. Expeditions such as these are not quiet endeavors.
Supplying, equipping, and gearing up for each type Construction vehicles, saws, hammers, welding
of Expedition will be different, according to what it torches, bricklaying, and concrete-pouring are very,
is trying to accomplish. very loud when played in symphony. This will
inevitably stir any nearby monsters from their
Failure to prepare properly or secure adequate slumber, and set them upon the builders with
funding ends in death. ravenous hunger.

Construction
Experienced and knowledgeable construction crews Purging everything with fire and explosions is safer
are not an expendable asset – if any of them are (somewhat), but valuable loot may be destroyed in
lost during the Expedition, expect a significant the process.
reduction in pay, and negligent vikingr can kiss their
bonus goodbye, even if the construction was No matter what, Cleansing Expeditions are a great
eventually finished. way to earn Experience.

Loot is also very hard to come by during Detractions


Construction Expeditions.
Actively seeking out troll nests is a hazardous
Important Considerations prospect even for the military. Cleansing
Expeditions are seething with monsters, ghosts, and
In order to prevent losing valuable personnel, other dangers.
vikingr must strike a delicate balance between
guarding the crews while they work, and ranging They also occur deep within the Silent World,
out to destroy troll nests or monsters preemptively. meaning that resupplies and safety are often very
If the latter is not accomplished in a timely matter, far away, if not impossible.
the project will likely be overrun.
Important Considerations
Cleansing
Vikingr must also be extremely thorough – leaving a
Premise single scrap of a nest behind will spell disaster for
any secondary crews sent near the area.
Sometimes, troll nests and bestial menageries crop
up where they are least expected. Perhaps some Extraction and Resupplying
scouts found a particularly well-hidden nest but did
not have the means to cleanse it. Maybe hordes of Premise
trolls have been found infesting the ruins along a
critical road or railway. Another team of vikingr has run into difficulties
during their Expedition, and they are in a precarious
In any case, such gatherings cannot be permitted situation. Either food is running low, their vehicle
continued existence. If the military is otherwise broke down or ran out of petrol, a host of trolls is
occupied, unavailable, or disallowed from venturing pursuing them, their original resupply never arrived,
out - vikingr step in. they are trapped in a ruin, or they cannot carry all
the loot they found.
For a tidy sum of krónur, naturally.
Sometimes, vikingr crews are forced to abandon
Benefits their loot in order to return to civilization
unscathed. They will often bury, stash, or otherwise
Doing the military’s job isn’t easy, but it is squirrel away their findings for a second Expedition
profitable. It also helps enhance a vikingr’s to find. The sooner done, the better, and
reputation, granting them a strong negotiating sometimes the original vikingr crew is too tired and
position next time they ply sponsors for Expedition wounded to recover their findings.
funding.
It is up to the vikingr how they approach the Benefits
Expedition. A slow and steady cleansing might net
some loot, but it will be far more dangerous. Unless they are particularly misanthropic, rescued
vikingr are extremely grateful for the arrival of a
relief crew. Extractions and Resupplying is a great
way to form Contacts with other vikingr, or increase Most governments in their infinite, unique wisdom,
a current Contact’s Dedication. believe that sending a surgical strike team from
military out is not a prudent expenditure of
Extraction crews may also be entitled to shares, resources. They prefer to wait for the next cleansing
loot, and completion bonuses from the original cycle, where the monster can be overwhelmed with
party’s Expedition. They don’t have to do the hard superior firepower. While certainly the safer option,
work of scouring ruins – they just have to show up. it is rarely the preferable one – the military will still
be forced to fight this creature, and each skilled
Detractions officer or soldier that falls in the Silent World is a
crippling blow to its efforts.
There’s a reason the original team ran into trouble,
and it is very likely any Extraction or Resupplying Therefore, Hunting Expeditions are mostly funded
team will learn what put them in that position. and supplied by a nation’s military, preferring to
Stranded vikingr are magnets for trouble, and send out expendable vikingr to take care of their
bailing them out will usually require a tense, problem before they are forced to face it
difficult battle. themselves.

There is also the risk that the Extraction crew will Benefits
become stranded themselves, making an already
dangerous situation worse. A nation’s military is always its best-equipped and
well-funded branch. High-ranking officers are often
Important Considerations willing to reallocate funds, equipment, and special
training to vikingr that succeed in their hunts. This
Speed and timing are critical in any Extraction or might also net vikingr very able Contacts for later
Resupplying effort. If a team is in danger, they Expeditions.
cannot last forever against the Silent World. Take
too long or encounter too many setbacks, and the Detractions
team will perish waiting for aid to arrive. They will
succumb to hunger, frostbite, or monsters – A nation’s military is always its best-equipped and
whichever gets them first. well-funded branch. And they do not want to fight
this creature. Monsters that require Hunting
For resupplying, it is important to be at a specified Expeditions are insanely dangerous, and require
place at a specified time. Failing to make a extensive preparation to defeat.
rendezvous might be lethal to the 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 still
Premise wander the earth as a Kade or other such powerful
ghost. Guiding the monster’s soul (or souls) to the
A truly monstrous horror has emerged from the afterlife is the only way to rid the Silent World of
depths. It stalks the Silent World with hatred and this monster permanently.
purpose, feasting upon foolish vikingr that wander
near its ruins. Such a danger cannot be allowed to Intelligence
live, and must be hunted down with all available
haste. Premise
What is not known is dangerous. Exceedingly so.
True to human nature and their ancient ancestors, While many consider Hunts to be the most difficult
the Nordic Council is eager to explore the Silent Expedition, Intelligence runs contain their own set
World. To this end, they commission highly of challenges. Foremost among them is that they
experienced and lethally equipped vikingr to push run far. Well outside radio contact for most of their
the boundaries of the Known world, ranging far and journey, there is little opportunity for resupplying.
striking deep into the unknown. As one of the most Therefore, the primary danger of Intelligence runs
dangerous Expeditions, Intelligence runs are also lies in the very slim room for error – any wasted
one of the most prestigious Expeditions vikingr can resources, any damage to the vehicle, any mistake
pursue. can be the end of the Expedition and the deaths of
its entire crew.
Relying on swiftness, efficiency and specialized
vehicles, vikingr crews on Intelligence Expeditions Furthermore, no one can say what lies beyond the
are sent to scout out areas well in advance of any known regions of the Silent World. The types of
formal governmental body. Returning with maps, monsters known to most vikingr might be totally
photographs and exhaustively recorded journals absent, replaced with fresh horrors, or doubled in
(called rutters), the Nordic Council (or perhaps a number.
curious eccentric with more krónur than sense) can
get a better picture of the Silent World, and This makes looting difficult – though there are many
perhaps begin plans for what to do with the opportunities to explore untouched ruins, the strict
obtained knowledge. timetable of Intelligence Expeditions makes them
precarious opportunities at best.
There still burns a faint but distant hope that
somewhere out there, an Intelligence Expedition Important Considerations
will find survivors from other regions of the world.
Intelligence Operations are the stuff of legend. Very
Benefits few obtain the funding and support required for
departure, let alone success. They are risky
Undergoing an Intelligence Expedition is lucrative investments, and only seasoned, experienced
work for a viking. Not only are they excellently vikingr are suited for their dangers.
funded, but they are often granted extensive
vehicle upgrades and specialty gear. Returning alive Research Mission
can make or break the fortunes of an entire team of
vikingr. Premise

Setting foot where no living human has gone in a The type of Expedition first featured in Stand Still,
hundred years is not only rewarding in a spiritual Stay Silent, Research Missions might be conducted
sense, but it can be rewarding in a loot sense too – to recover lost knowledge, specific items of cultural
any ruins the Expedition discovers are untouched, or scientific import, and help piece together the
providing a wealth of treasures for vikingr to find. past.

Being the first explorers of a region also makes the Enterprising skalds, researchers, or historians might
Expedition crew experts on that region by default. It assemble a crew of vikingr to investigate a specific
also makes them famous (if the mission is public in region of the Silent World, or hunt for certain
nature). artifacts. Particularly eccentric academics might
insist on accompanying the vikingr on their
Detractions Expedition.
Benefits Focused on stripping down ruins, abandoned
vehicles, or recovering assets from failed
Research Expeditions are one of the most profitable Expedtions, salvage teams prowl the Silent World
runs vikingr can make. Books are extremely valuable for anything useful in civilization. They are mobile
scientific, cultural, and historical artifacts. operations, requiring constant relocation and
Governments and wealthy merchants will pay lightning-fast disassembly to avoid monsters.
krónur out the nose to obtain them, occasionally
entering bidding wars to purchase the best loot Benefits
from viking expeditions.
Salvaging Expeditions are excellent opportunities to
Should a viking crew return with particularly useful obtain materials and resources valuable to any
information, they will gain a significant boost in viking. Since they are the primary party responsible
reputation, and will be known world-wide - songs for the safety of the Expedition, vikingr are often
will be sung about their bravery. allowed shares of the Expedition, payable in hard
krónur or raw materials.
Detractions Though not nearly as close to civilization as
Construction Expeditions, Salvaging operations
It goes without saying that the Silent World is rarely over-extend themselves, meaning that
dangerous, but that goes double for Research resupply drops and reinforcements are never too
Missions. Every ruin that is best at preserving books far away.
and other such artifacts also make perfect troll
nests. Burning down a ruin during a research They are also ideal for securing valuable materials
mission destroys valuable data, so room-to-room, that might be difficult to find in the Known World.
close-quarters combat is paramount. This will help upgrade any Contacts that regularly
use raw materials.
And every experienced viking knows that close-
quarters combat with monsters is never ideal. Detractions

Important Considerations Also like Construction Expeditions, salvaging crews


are extremely loud. Buzzsaws, metal cutters,
Vikingr that possess a wealth of Old World chainsaws, jackhammers, and plasma torches
knowledge are exceedingly useful during Research clearly advertise the Expedition’s location. Expect
Missions. They can prioritize items and books to trouble. If any of the vehicles in the convoy break
return with, evaluate how much each is worth, and down, the Expedition is in dire position.
better decide what comes back if space runs out.
Valuable loot is also hard to come by – most of the
Salvage areas deemed safe enough to launch salvaging
crews into have been picked clean of the most
Premise valuable and easy-to-haul stuff by other
Expeditions.
Much like Construction Expeditions, a wealthy
merchant or governmental body requires Important Considerations
protection for crews about to enter the Silent
World. Unlike construction projects however, Keep moving. Salvaging teams need as much cargo
Salvage Expeditions are mobile, and often require space as possible in order to maximize the
large hauling vehicles. Expedition’s success, so preparing intelligently is
necessity.
In Stand Still, Stay Silent, the Västerström
Planning an Expedition Expedition (as it came to be known) was criminally
underfunded, mostly due to poor communication
The Basics during its pitch. The sum total of krónur provided
for vehicle rental, personnel, fuel, ammunition,
Putting together an Expedition is no easy task, and food, and other miscellaneous supplies reached
rarely happens the same way. Usually, a group of 6,450. Twenty years later, a Research Expedition of
vikingr are looking to go raiding, so they talk to their their scope and ambition would be considered fully
Contacts, see if they can’t scrounge up some funded at 10,000 krónur.
funding for a Research Expedition. Occasionally,
their Contacts come to them with offers. Vehicles

Less often, wealthy merchants, skalds, or The second most important facet of any Expedition
governments post viking contracts, seeking is the vehicle (or vehicles) attempting it. They are
experienced raiders to conduct an Expedition. also the most expensive part, as they are extremely
Sometimes they only accept full crews, other times valuable pieces of equipment. Governments usually
they choose from the best applicants. reserve them for their own purposes, so obtaining
one can be a challenge. Salvaging runs in the past
Regardless of how the Expedition begins, however, fifteen years have allowed some privately owned
the next steps are always the same - once the manufactures to open up business, but these are
vikingr know what kind of Expedition they are rare.
embarking upon, they must allocate their resources
to maximize their chances of success. After the repair of the Øresund Bridge and the
soaring profitability of Expeditions was confirmed,
Funding armored, fuel-efficient, track-based personnel
carriers became the vehicles of choice for vikingr.
The amount of krónur funneled into an Expedition is They provide protection, storage, and relative
always its most crucial component. Provided by the comfort out in the Silent World, and enable teams
government, Contacts, friends, family members, or to reach distances that would otherwise be
even the vikingr themselves, each króna is valuable. impossible to reach. Not to mention the certain
It is used to purchase everything in an Expedition, death that awaits any vikingr determined to walk.
and pay the vikingr who staff it.
All vehicles, from the rattiest scouting buggy to the
Some vikingr are tempted to reallocate some of the heaviest tank, have seven primary considerations:
provided funding to the ‘salary’ section of the weaponry, durability, crew, storage space, top
ledger. While this can be a handy way of filling one’s speed, and fuel efficiency.
purse, the extra krónur within it are only useful if
their owner is alive. A full list of vehicles that vikingr can rent (or
purchase) can be found in the ‘Equipment’ chapter.
Vikingr must also consider the support crew for the
upcoming Operation. Without properly arranging Weaponry
resupply drops or an Extraction, an Expedition is
doomed. Arranging these things also costs money, Weaponry describes any small-arms, cannons, or
as very few individuals possesses the temerity to blades that are integrated into a vehicle’s design.
risk their lives freely. Most vikingr cannot afford (or even obtain) pintle-
mounted machine guns, let alone cannons. Given
Typical Expedition Costs enough krónur and dedicated Contacts however,
some experienced vikingr can range out in heavily-
armed fighting vehicles rarely seen outside the some inventive engineering can push this number
military. up to ten or more.

Blades on the other hand are relatively common Storage Space


improvements that take minimal technical expertise
An Expedition (particularly those focused around
to install, and are inexpensive to purchase. Ranging
research) is centered on a vehicle’s storage space.
from blades welded to the axels to buzz saws that
How much supplies, loot, and equipment it can
mimic the Dalahästen’s armaments, they can make
carry are critical not only to the Expedition’s
a colossal difference when facing down a horde of
success, but its crew’s odds at survival.
beasts.
Acquiring additional Storage Space can be done by
Weaponry can also include more esoteric monster- expanding cargo space, attaching external racks or
repellant strategies, like a wire cage that thrums netting, and using spare crew space.
with electricity, or sirens that draw monster
attention (these are usually mounted on faster, Storage Space is measured in ‘Storage Units’, which
more nimble buggies). can be used to store food, water, fuel, ammunition,
equipment, and loot. Common Expedition vehicles
The full range of Vehicle weaponry can be found in have 50 available Storage Units.
the Equipment Chapter.
Food: Enough food to feed a fit, active
Durability viking for a week consumes 4 Storage Units,
provided the food is composed of tasteless,
tightly-packed military rations. Tastier,
A vehicle’s Durability rating describes its ability to
more nutritious food will consume more
not only withstand attacks, but function through
storage units, per the Game Master’s
inclement weather and avoid breakdowns. Adding
discretion.
armor plating might seem like a no-brainer to
inexperienced vikingr, but veterans of the Silent Water: Though water is rarely hard to come
World know that increased armor doesn’t always by (most Expeditions can take place during
translate into more safety. the Winter, and snow can always be boiled),
it is important to keep a supply of sanitized,
Ease-of-repair is another function of Durability. purified water on hand for emergencies.
Highly-engineered vehicles with monstrous Enough drinking water to sustain a crew of
performance might seem attractive, but they are six for a single day consumes 1 Storage
prone to breakdowns and mishaps. Repairing them Unit. The same number of Units applies to
can also prove a challenge to all but the most skilled other liquid consumables, such as mead,
mechanics. ale, or juice.

Crew Fuel: The petrol that keeps the vehicle


running, it is a precious and expensive
The optimum number of vikingr that a vehicle can commodity. Enough fuel to run an average
lodge. Since most Expedition trucks are much larger Expedition vehicle for three days of ranging
than the Armored Personnel Carries from the Old consumes 1 Storage Unit. Higher-grade fuel
World (and built for longer-ranging missions), they might be purchased from Contacts,
often include bunks, seats, and cramped living increasing the efficiency of the fuel stored.
space for their crews.
Ammunition: Rifles are useless if their
The most common Expedition trucks can support six magazines are empty. A crate (100 rounds)
people, while larger vehicles, larger quarters, and
of the most common caliber (7.62mm)
consumes 2 Storage Units. Vikingr are the most common members of any
Expedition into the Silent World. They might be
Equipment: Most weapons are stored in warriors, healers, mages, or scholars, but they are
personal compartments, but sometimes, vikingr for a reason – they like money. Now, this
larger pieces of equipment like RPGs or might necessarily be true, but humans have always
grenade crates can take up significant space been drawn to high-risk, high-reward professions.
in a cargo hold. Since equipment sizes and That reward might not always be krónur, but very
weights vary widely, the number of Storage few vikingr turn down the opportunity to make
Units expended should be left up to the some money. As such, they will expect to be paid
Game Master’s discretion. for their skills, whether in hard cash or shares of the
expedition’s total loot.
Loot: Much like Equipment, what
constitutes ‘loot’ varies substantially. A
Vikingr usually accept a salary of 1,000 krónur for an
stack of books might be worth the same as
Expedition, half paid in advance, half paid upon safe
a section of a famous Old World statue, but
return. Green and fresh-faced vikingr can expect a
they will take up very different amounts of
salary of 600+ krónur. Hardened and experienced
Storage Units. Again, this is best left up to
vikingr are akin to celebrities. They will expect
the Game Master’s discretion. It should be
around 3,000+ krónur for their efforts.
noted that a crate of books (given that they
are not textbooks or massive
encyclopedias), takes up the same amount NPC characters and specialists might also be
of Storage Units as a week’s worth of present during expeditions. Depending on why they
rations. have joined the Expedition, their profession, and
their personality, they will expect differing amounts
Top Speed of krónur. Some expect an equal amount to vikingr,
others might be funding the Expedition themselves,
The maximum numbers of kilometers covered per and thusly do not require compensation.
hour is not an often-considered statistic when it
comes to expeditionary vehicles, but it is still an Support Crew
important one – putting distance between pursuing
monsters and everything else that lurks in the Silent The term ‘Support Crew’ envelops everyone
World is completely dependent on how fast a involved in an Expedition that does not enter the
vehicle can move. Silent World. This can be as few as two people who
keep in radio contact with vikingr, waiting for word
Measured in km/hr.
for how they can help. It can also mean a dedicated
Fuel Efficiency crew of skalds, advisor, and helpful Contacts that
keep the Expedition well supplied and functioning
How efficiently a vehicle’s engine converts fuel into at peak efficiency.
distance. Vehicles with high fuel efficiency might
seem attractive at first, but they are usually more This also covers costs of shipping out coastal supply
expensive and highly engineered models, leading to drops and calling in favors from friends and
lower durability scores and increased repair times. Contacts.

The Helvegen Chapter also expands upon Fuel Most Support Crew only require a few hundred
Efficiency, lowering it according to the amount of krónur for their services, vital though they are.
Storage Units used. Depending on how much they contributed, their
role in establishing the Expedition, and their
Personnel
personalities, they might require more. They might
also request non-monetary compensation for their • Targeting the armor deliberately -
efforts. all possible Wounds inflicted will
destroy the targeted armor’s ability
Maximizing support on minimal resources is a to nullify Wounds. Any overflow
critical skill when it comes to vikingr support crews. (where the total number of Wounds
inflicted destroys the target’s armor
Equipment and has some left over) will treat
Wounds normally.
The weapons, armor, gear, gadgets, and other • Targeting what lies underneath –
miscellaneous items employed by vikingr during an the character deals standard
Expedition. Wounds and subtracts one from the
total. If only one Wound is scored,
A complete list of equipment available to vikingr do not subtract it.
can be found in the ‘Equipment’ chapter. • Incendiary: These rounds detonate on
impact with a target, dealing reduced
Weapons Wounds but reliably inflicting the [Burning]
Status Effect. Ludicrously expensive, but
Most vikingr own their own weapons, though it is worth every króna.
possible to rent more advanced rifles through • Whenever Incendiary rounds score
Contacts and other official channels. Wounds, subtract half of the
Wounds inflicted, and inflict
Experienced raiders know that one weapon is not [Burning] Status Effect. If only one
enough – more is always better. Well-equipped Wound is scored, it Wounds
vikingr will often carry one rifle, a sidearm, and a normally.
melee weapon (usually a knife). • Runic: Cartridges blessed by a Seiður, these
must be specially made by the handful of
Ammunition mages that are also powdersmiths. These
can deliver a custom-ordered effect, but are
Rifles, pistols, submachine guns, and light machine extremely expensive, and best saved for
guns all require ammunition in order to fire. Each only the most pressing threats.
types of cartridge fired produces a different effect • Effects vary EXPAAAAAAAND
on the target.
Explosives
• Hollow Point: The most common form of
ammunition, this type of bullet is designed A common (if dangerous) tool of many intrepid
to cause the maximum possible damage to vikingr, explosives are perhaps the best example of
organic targets. Deals Standard Wounds, a ‘last resort’ measure. They are deadly and
and might cause the [Bleeding] Status Effect immensely effective, but attract even more
to humanoid and beast targets. attention from monsters. Use sparingly.
• Armor Piercing: Full metal jacket rounds
designed to cut through metal, chitin, bone They can also be used as tools to enter otherwise
plating, and similarly tough material. They inaccessible areas, again at the cost of broadcasting
might not have the flesh-tearing power of one’s location within a kilometer+ radius.
hollow points, but they do have the ability
to rend or ignore armor. Before making an Gadgets
attack with Armor Piercing, the Player must
decide how to use their ammunition. Various gadgets and pieces of equipment can help
fill out a viking’s arsenal, adding an extra degree of
lethal force, adaptability, or maneuverability. This The weather is often quite pleasant, making for
may also include weapon attachments such as easy travelling.
upgraded sights, magazines, stocks, and barrel
attachments. Unlike winter, many monsters are still active during
this season. They will not range far from their nests,
These can range from the high-tech and heavily but they are as deadly as ever.
restricted night vision goggles, thermal sights, and
suppressors, to simple but inexpensive items like Spring
grappling hooks, tactical webbing, or noisemakers.
The third most common season to depart. During
Misc. Equipment this time, monsters are awakening from their
hibernation, as well as many uninfected fauna.
This describes common or otherwise unremarkable Hunting should be plentiful during the spring, but
gear like sewing kits, tents, skins, splints, bulbs, expect frequent rains.
jumper cables, lighters, quarantining equipment,
candles, whetstones, pens, ink, cameras, sampling Summer
vials, maps, motion sensors, spare parts, flashlights,
etc. The least common time to depart. During this time,
most monsters are active, patrolling the Silent
When to Depart World with unknowable purpose. This presents an
extreme danger to any vikingr on an Expedition, but
Choosing when to depart is another crucial choice at least they won’t have to contend with too many
for vikingr to make. Each season can have a radical of their comrades. Optimal weather.
effect on how the Expedition plays out, and how it
is planned.
Weather
Winter
Blizzards
By far the most common season for vikingr to
depart. Winter may be cold, but it keeps many Downpour
monsters dormant, and they will allow Expeditions
to pass by undisturbed, provided their nests are not Fog
encroached upon.
Storms
However, there is also the chance for a blizzard,
which can stall Expeditions for days, and might Survival
leave it stranded. Crews undergoing winter
Expeditions will also have to compete with many of “An axe-age, a sword-age. Shields shall be cloven; a
their fellow vikingr. wind-age, a wolf-age, ere the world’s ending.”

Fall Thus spake the Vǫlva, that the gods’ suffering in


their twilight shall be matched on Earth.
The second most common season to depart, this is
the most active season for Cleansers, who purge Whether due to an unfortunate miscalculation,
infected lands with fire. Hibernating monsters are shortsightedness, or bad luck, an Expedition must
building their nests, and slowing down for the year. occasionally stretch its resources – and its vikingr –
thin in order to survive. Not succeed.
Survive. is not a ‘pass or fail’ check – the check can
be attempted as many times as needed
Losing money, reputation, a truck, and months of until the Threshold is met, with the
planning might sound disastrous, but a failed drawback that each check simulates two
Expedition might still save its remaining members. hours of hunting.
The vikingr forced into a survival situation are facing
dire odds, and must treat the Silent World with • Abundant: This area of the Silent
dread respect, or die. World is either relatively untouched
by the Rash, or full of animals that
Given extenuating circumstances or an incredible are immune. +4 to dice pool.
stroke of luck, they still might be able to succeed in • Good: This area of the Silent World
their Expedition, but it is unlikely. has more than the usual number of
healthy hares, deer, or dogs
Survival situations typically arise when an around. +2 to dice pool.
Expedition’s vehicle is broken beyond repair, most • Standard: This area of the Silent
of its crew are ill or wounded, or lax preparation has Word is typical for the endless
left Expedition with little to no food remaining. wastes - game is very difficult to
They must haul their remaining supplies to the find. Not an overly-concerning
closest shore or riverbed and prey to every god they problem for the discerning
know that the Extraction arrives on time. pathfinder, but things could always
be better.
More challenging and realistic rules for survival can • Stark: There are very few animals
be found in the Helvegen Chapter. here, if any. Perhaps a few cats
survive, but beyond that, it is
Hunger difficult to say. -2 to dice pool.
• Desolate: Here, nothing lives.
One of the most pressing issues in a survival Barren, lifeless wastes stretch out
situation, vikingr must eat to continue their trek (or until the horizon. -4 to dice pool.
vigil) in the Silent World. When a character has not
eaten for more than a day, they will suffer stat • Foraging - Pathfinding + Intelligence check.
penalties that mount over time. Baseline hit Threshold of 4. For Every viking
that must be fed, add +3 to the Threshold.
Supplementing Food Stocks Like hunting, this is not a ‘pass or fail’ check
– the check can be attempted as many
They can supplement their remaining rations by times as needed until the Threshold is met,
hunting, foraging, or fishing, but this is not always with the drawback that each check
easy. Any wild animal large enough to sustain a simulates an hour of foraging.
crew of vikingr is likely infected with the Rash, and
therefore less than useful. Foraging can be difficult • Lush Forest: +4 to dice pool.
as well, as only the most experienced woodsman • Good Harvest: +2 to dice pool.
know which berries, mushrooms, and roughages are • Standard Foraging: +0
edible. Fishing is easier, but Expeditions rarely have • Stark Vegetation: -2 to dice pool.
time to stop and wait for a bite. • Desolate Wasteland: -4 to dice pool

• Hunting – Pathfinding skill check. Baseline • Fishing – Pathfinding check. Baseline hit
hit Threshold of 5. For every viking that Threshold of 3. For Every viking that must
must be fed, add +1 to the Threshold. This be fed, add +3 to the Threshold. Like
hunting and foraging, this is not a ‘pass or
fail’ check – the check can be attempted as
many times as needed until the Threshold is A week or more without food – starvation is now in
met, with the drawback that each check full effect. -5 Fitness, -3 All other Core Attributes.
simulates two hours of fishing. Without hunger relief, the character will die by the
second week.
• Hungry Fish: +4 to dice pool.
• Good Fishing: +2 to dice pool. Thirst
• Standard Foraging: +0
• Polluted Waters: -2 to dice pool. If characters are trapped somewhere and have
• Desolate Waters: -4 to dice pool exhausted their available water supply, they will
begin to feel thirsty. This is an annoyance at six
The Yawning Hunger hours. At seventy hours, it is lethal. Vikingr can
resupply their water supply by boiling snow or river
When a character has not eaten, they begin to water, and collecting rain.
suffer stat penalties that will affect their ability to
function in combat. Go too long without food, and Dehydration
the character will begin to starve. Death comes
shortly afterwards. Much rarer than starvation due to the abundance of
rivers, purification tablets, and snow, dehydration
One day without food – the character is really must still be confronted during a survival situation.
hungry, but nothing more. Its effects set in much faster than hunger, and it is
far more deadly.
Two days without food – weakness sets in, faintly at
first. -1 to Fitness. One day without water – the body is struggling to
Three days without food – slowly, they succumb. -2 adapt, and the thirst is unbearable. -2 to all Core
to Fitness Attributes.

Four days without food – the hunger is maddening Two days without water – the character is weak and
now. They will eat anything in an attempt to sate faint, barely able to function. -4 to all Core
their bellies. -3 to Fitness, -1 Wisdom. Attributes.

Five days without food – the body begins to digest Three days without water – the character is dead.
itself in an attempt to secure nourishment. -4
Fitness, -2 Wisdom.
Magi
c

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