Professional Documents
Culture Documents
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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.
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.
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.
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
0% 0%
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.
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.
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.
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:
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:
Equipment Slots
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.
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
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
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.
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.”
• 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
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