Rune - Viking RPG
Rune - Viking RPG
Laws
Roll of Honor AUTHOR AND RUNE RPG DESIGNER
Robin D. Laws
RUNE PROJECT EDITOR COVER DESIGN INTERIOR ILLUSTRATIONS
PLAYTESTERS
Hkan Acekgrd, Malcolm Allison, Brian Aucoin, David Blewer, Urban Blom, Jay Byington, Margaret Casey,
Nick Coucouvinis, Carl Cramr, Chris Czerniak , Matt Devney, Todd Dowling, Dion Dowling, Troy Duffy,
Lionel Dutilh, Mark K. Emmert, Timothy Ferguson, Derek Floyd, Joel O. Fry, Tim Gerritsen, James Harper,
Christopher Haywood, Frank Hix, Scott Holmes, Maya Hopkins, Dana Jacobson, Paul Jackson, Seth Johnson,
Lisa Henn, Peter Jones, Daniel Karlsson, John Kasab, Mark Kay, Alex Knapik, Joel LeBlan, David LeCompte,
Markus Kaipainen, Erick "Brian" Kilmer, Erik King, John Leitheusser, Robin Lim, Dan Madden, Gina Martins,
Josh McNiece, Cat Mercer, Mark Mickelson,Noel Montealegre, Craig Moulard, Michael Moulard, John
Nephew, Michelle A. Brown Nephew, Eric Nieudan, Nicholas Paterson, Jeff Peterson, Jon Peterson, Martial
Puig, Randall Rapp, Erik Richardson, Ted Riding, Scott Rightweiser, Dave Risk, Steve Robertson, Erik Rockwood,
Isabelle Rodriguez, Stphane Rodriguez, Matt Scott, Michael M. Scott, Doug Stalker, Sarah Steward, Scott
Sullivan, Dave Sonden, Kevin Tritz, Alex Truman, Chris Vinson, Roland Vogt, Wendy Wyman, and Alex Young
SPECIAL THANKS
Atlas Games would like to thank Jeff Tidball and Jerry Corrick
Human Head Studios would like to thank Jim Bloom, Devin Winterbottom, and Mike Wilson at Gathering of Developers
AUTHOR DEDICATION
Dedicated to my most stalwart jarls: Paul Jackson, Troy Duffy, and Joel LeBlanc.
The Rune RPG is Copyright 2001-2013 Trident Inc. Robin D. Laws has long pillaged the naked shores of
d/b/a Atlas Games. The Rune RPG is based on the Rune the hobby game market, often under the blood-red
video and computer game produced by Human Head banner of the Atlas Games longship. His victories for
Studios, and contains artwork and other elements that them include the Feng Shui roleplaying game, extensive
are Copyright 2000 Human Head Studios, Inc., used contributions to the Over the Edge line, and the novels
under license. Rune is a trademark of Human Head The Rough and the Smooth and Pierced Heart. His mis-
Studios, Inc., used under license. Rune's game mechan- sions under other chieftains include the cruel and
ics derive from the roleplaying game Ars Magica, 4th devious Pantheon and Other Roleplaying Games
Edition, by Jonathan Tweet and Mark ReinHagen; (Hogshead Publishing), as well as principal design work
Copyright 1996 Trident Inc. Reproduction of this on Hero Wars (Issaries Inc.) and The Dying Earth
work by any means without written permission from the Roleplaying Game (Pelgrane Press.) The Valykries sing of
publisher, except for short excerpts for the purposes of his work on the King of Dragon Pass computer game.
reviews, is expressly prohibited. Robin recently made a devastating incursion into the
pages of Dragon Magazine, seizing the twin mantles of
columnist and contributing editor.
ATLAS GAMES
SAINT PAUL, MINNESOTA
[email protected]
Digital Edition Version 0.9
WWW.ATLAS-GAMES.COM
Contents
Introduction: Grab Your Axe, Viking Warrior! 4
Chapter 1: A Hero is Made 14
Chapter 2: Combat and Other Rules 40
Who Goes First? 42
Who Does What? 43
Performing Actions 48
Back to Step One 52
Chapter 3: Improving Your Hero 59
Chapter 4: Encounters 85
Find Your Budget 89
Encounter Concepts 95
Foes 96
Terrain 120
Difficulties 129
Traps and Hazards 141
Treasure 155
Other Gains 171
Advanced Adventures 176
Recap 183
Quick n Dirty Encounter Design 184
Chapter 5: Running the Game 192
Chapter 6: The Viking World 204
Chapter 7: The Stolen Rune 213
Appendix: Maps, Forms and Cheat Sheets 246
Index 255
INTRODUCTION
Grab
Your Axe,
Viking
Warrior!
On the Threshold
of Blood and Valor
Welcome, young one. You stand on the threshold of
a grim but heroic world, one made for mighty war-
riors. Danger stalks our world. We, the Vikings,
feared by all around us for our lightning raids and
slashing swords, now feel terror in our own hearts!
The trickster Loki, enemy of our gods, has unleashed
a horde of horrors against us. He has turned many of
our own people into his cruel minions, the Dark
4
Grab Your Axe,
Viking Warrior!
Vikings. They have declared grim and blood-spat- lightning will fill your veins, so
tered war upon us. Wave after wave of cruel attacks that you may leap forward and slash your sword
have we weathered. Our greatest warriors have fallen through a raindrop before it hits the ground. Your
on the field of glorious battle. Now they reside in thews will become like unto the gnarly roots of the
Valhalla, feasting, fighting, and perhaps looking world tree, Yggdrasil, granting superhuman strength
down to watch those they left behind. If they could to the swings of your all-hewing battle-axe. And
speak to you, young warrior, they would tell you that when the dread day comes when you, too, are felled
it is now your turn to stand and fight. Against Loki in battle for, like our gods, we Vikings are all
you will battle, against Dark Vikings, and against the doomed you shall stride proudly into Valhalla,
other denizens of our mythic world. You will battle where the greatest fighters ever will gather around
treacherous goblins and mysterious dwarves. You you. They will precisely measure your deeds, so that
will fight your way to the temples of Loki, where you your ranking among them might be proclaimed to
will hack down our foes and put an end to this war. all. Of your great accomplishments in a world of
blood and valor, there will be no doubt.
As you do this, you will rise from your present
station as a scrawny youngling into the ranks of our So step forward, young warrior. Seize this sword by
mightiest heroes. You will win the favor of the gods, the hilt. Place this helm upon your head. Ready your-
deities like wise Odin and battle-loving Thor. As you self for your hallowed destiny. For in mere moments,
prove yourself in battle, they will gift you with ever- you will be smiting our foes.
greater abilities, allowing you to stand against the
most powerful of Lokis demonic brood, the Sark
Amen. Your flesh will harden,
A Game Fit For Valhallas
to withstand axe blows that Feasting Halls
would cut a lesser man in
two. The Rune is a roleplaying game. Depending on how
speed of you came to pick up this book, that term may mean
one of several things to you. Or it might not mean
anything at all. Computer gamers, and complete
novices, should read the next section, and then skip
the section headed Introduction For Experienced
Roleplayers. Experienced roleplayers should read
that section, after first checking out the one imme-
diately below.
Computer Gamers,
Read This
You may have this book in your hands because
you played and enjoyed the computer game of the
same name from Human Head Studios. The Rune
computer game takes you on the first-person adven-
tures of the young Viking warrior Ragnar, who,
when its action begins, has just come of age.
Unknown enemies have launched terrible raids
against neighboring villages; even the women and
children have been slain. Ragnars people know who
is responsible: the cruel chieftain
5
Introduction
6
Grab Your Axe,
Viking Warrior!
acters, mostly enemies for the other players to fight. seizing powerful magical artifacts
You design them and place them in encounters of but mostly for killing monsters. At the end of
your devising. During the encounter, you determine every game session, you determine who the winner
what they do. is, by seeing who has gained the most hero points.
You also keep track of an overall winner from one
This is important because the Rune RPG is dif-
session to the next.
ferent from other roleplaying games in that it is
competitive. You gain victory points for killing mon- A session is one gathering during which you play
sters, uncovering traps, finding useful information, the game. Your session might last for an afternoon or
IMPORTANT TERMS
Because this game cruelly smashes down the simple dis- actually gets used in your game. However, runners dont
tinctions found in other RPGs, leaving them in a bloodied always have to design their own encounters. They can use
heap on the longhouse floor, it requires a few more terms encounters by designers from other groups, by trading for
than usual to keep things straight. If you take a few seconds them on the Internet. Or they can use pre-fabricated
to learn these terms now, the rest of the game becomes encounters, like the sample ones that make up Chapter
much easier to understand at first glance. Seven of this book. You can never be a member of the
Horde during an encounter you designed.
Player is the all-encompassing term for everyone who sits
down together to participate in a game of Rune. Whether The runner always enjoys a competitive advantage using
youre taking charge of your hero or running the encounters hes designed himself. That way, he can be sure
encounter, youre a player. Players read this rule book, roll that none of the Horde will be prepared for his encounters
dice, gain victory points, and choose Divine Gifts for their surprises.
heroes.
The proxy is the member of the Horde who controls the
Heroes, unaware that theyre fictional characters in a role- runners hero while the runner takes charge of the
playing game, swing swords, slay foes, gain glory in the eyes encounter. So, during play, a group of six players will
of the gods, and win their magical boons. include one runner and five pillagers, one of whom will also
be the proxy.
When a player directs his heros actions in the struggle to
avoid traps, scoop up treasure, and cleave enemies in twain, During encounters, heroes will meet supporting charac-
he is called a pillager. A group of pillagers is called a Horde. ters. Some will be friendly, or at least not violently hostile,
but most will be foes. Theyre created by the designer, and
The runner is the player who, for the length of the current
controlled (according to the limits imposed by the rules and
encounter, turns over control of his hero to one of the pil-
encounter notes) by the runner.
lagers (the proxy) so he can take charge of the action, as a
sort of referee. The runner has read the encounter in Collectively, heroes and supporting characters are called
advance and knows its secrets. He springs them on the just plain characters. An opponent is any other player. A
Horde as they charge through it. The runner can win the foe or enemy is a supporting character with whom the
encounter, although he is subject to a different scoring hero will likely do battle.
method than the Horde. Other games might refer to the
During an encounter, both the runner and the pillagers do
runner as the Game Moderator or Game Master (GM), but
things that may earn them victory points. Pillagers get
here hes also a player and competitor so weve creat-
points when they maim or kill foes and when they succeed
ed a special term to avoid confusion.
at actions taken outside of combat. Runners get points
The designer is the player who devised the encounter in when the heroes are badly hurt without being killed, and
the first place. Detailed rules for encounter design start on when heroes fail in non-combat actions. (Both can win
p. 85; theyre the biggest part of this book and the main ele- points for other things, too, as youll see when you get to
ment differentiating Rune from other games. If you design the full rules for victory points.)
an encounter, you will also act as its runner assuming it
7
Introduction
an evening. The average period of play who like killing monsters and taking their stuff are
is about three and a half hours. But you can play for forced to suffer through all kinds of plot develop-
short periods of time if you want, perhaps running ment and play-acting before they get to haul out
one or two fights over the course of a lunch hour. their battle-axes. But, by Odins frosty beard, this is
Likewise, if you want to schedule a day-long Rune a Viking game!
marathon, we will lift our mead flagons to your
Some of you will, after introducing yourself to
courage and endurance.
the roleplaying form through the Rune RPG, want
Each scene, usually involving combat, is called an to try injecting some plot development and charac-
encounter. Once youve all gotten used to designing terization into your diet, despite the disapproval of
and running encounters, your group can start run- the Vikings of old. If that day comes, you can inves-
ning adventures. Each adventure has a beginning, tigate other fine RPGs, such as Atlas Games Ars
middle, and an end, supplied by the runner/design- Magica (a game of medieval wizardry from which
er designated as plotter. (This is described in greater Runes basic rules derive).
detail in Chapter Four.
If the basic concept of roleplaying still seems
A saga is all of the sessions or adventures that you fuzzy to you, skip ahead to the Example of Play at
play as part of a larger whole. As the saga progress- the end of this chapter.
es, your hero grows progressively more capable,
ready to smite ever greater threats to all Odin holds
dear. Each session has a winner, as does the saga as Experienced Roleplayers,
a whole. Throughout a saga, you will vie for first
place with your fellow players.
Read This, Too
Did I hear outraged cries of heresy from some
Here you may have some advantage over sea- quarters as you read the above explanation? Lets
soned roleplayers. Theyre used to seeing roleplaying repeat: by Thors thundering hammer, this is a
games as some kind of Viking game! Rune is about spirited competition
weak-livered cooperative with your fellow players, and about swinging incred-
storytelling nonsense, ibly large axes to hew down goblins and demons.
in which players This is not to say that other roleplaying games which
do not enjoy Valhallas seal of approval are somehow
invalid. Theyre just not this game.
Anyone with any lengthy experience of roleplay-
ing games knows that gamers display a wide variety
of different tastes. Some people like to carefully sim-
ulate the cause and effect of real forces in an imagi-
nary world. Others like to cooperatively create
thrilling adventures like those they know from TV,
movies, and fiction. Still others use roleplaying as a
vehicle for detailed psychological exploration of the
characters they create. And a whole lot of players
just like to tromp through mazes filled with danger-
ous creatures and hack down anything that moves.
You dont have to be one of the all-seeing Norns of
Viking mythology to have guessed by now that
Rune caters to this last group.
The problem you face as a hack & slash player in
a conventional roleplaying game is that your Game
8
Grab Your Axe,
Viking Warrior!
Master will eventually get bored with the style before want to play a robed, gray-bearded
you do. Players can have a grand old time undergoing fop! Clerics? What need have we of god-talkers, when
fight after fight, gradually building up the power of the bravest of warriors are already blessed by the
their characters, but this style of play pales for most gods? Warriors, we say! Warriors, warriors, warriors!
GMs after a while. All they get to do is draw endless
You may also have been trained to think of the
maps, play the role of hapless monsters who do little
word linear as an abomination against all that is
more than attack and get slain, and resolve rules dis-
good and right. The term refers to an adventure in
putes. Sooner or later most of them yearn to intro-
which the heroes are railroaded along a single path to
duce interesting supporting characters and grand sto-
a certain conclusion. Many gamers prefer stories that
rylines to justify their presence. If you dont humor
can branch in any number of directions, depending
them, theyll quit, or start playing another game that
on the decisions they make on their characters
does something completely un-Viking, like de-empha-
behalf. Well, in Rune we clout this time-honored pref-
size combat. So as you go along, you sit in your chair,
erence upside the head with a big old battle-axe. Rune
spending more and more of the session waiting for
is fanatically linear, and proud of it! Here, adventures
the chance to hit something.
dont branch at all. If I, as designer, go to the trouble
Rune solves that problem for you by distributing to create an encounter featuring a fiery ship, a sea ser-
the GMing duties to multiple runners throughout pent, and a whirlpool, the heroes are darn well going
the course of an evening. You can band together to meet up with a fiery ship, a sea serpent, and a
with like-minded gamers to hack and slash to your whirlpool! The idea of encounters constituting a story
hearts content. is one we Vikings accept only grudgingly, with nar-
rowed and suspicious eyes. Although advanced Rune
Gamers who prefer other styles can still enjoy
adventures have set-ups, developments, and climaxes,
Rune, though. It can provide a fun change of pace
individual scenes are almost better seen as an obstacle
in between more story-oriented games. After all,
course through which your heroes must barrel,
most current members of the other groups started
bloody axes held aloft. Runners can even take
out as enthusiastic goblin-slayers. Come on, admit it:
momentary control of your heros decisions in order
some nights, especially after a hard day of classes or
to lead you smoothly to the next event in their
an unending barrage of brain-deadening meetings at
encounters. This approach is essential to the competi-
work, theres nothing you need more than a little
tive aspect of the game.
harmless excursion into an imaginary world of howl-
ing demons and blood-spattering weapons. While were throwing our preconceptions about
the inferiority of non-linear adventures off the side of
Because it is completely episodic, and because
our dragon-headed longship, we might as well deliver
you can create encounters as you go, you can substi-
a few stout blows to the concept of real-world logic.
tute Rune for a session of your regular game if peo-
The biggest part of this book is our Encounters sec-
ple fail to show up. For the same reason, Rune
tion, which provides you with a long list of elements
makes a great pick-up game at conventions, or in
you can build into your encounters, from piles of
other situations where you decide on the spur of the
treasure to fanatical opponents to nasty traps. Each
moment to play a game.
element comes with a specific cost. In order to create
As an experienced roleplayer, you may be expect- and run Rune encounters, you must adopt its curi-
ing the typical arrangement whereby each player ous system of logic. If you want to build in an effect
chooses from an array of very different, but comple- or situation that the rules dont cover, you cant do as
mentary, character types, and each jealously guards you would in one of those namby-pamby other role-
his own unique specialties. Forget that errant non- playing games and just fudge something that seems
sense! Here we will all play stout and well-armored reasonable. Youre competing against the other run-
warriors, our abilities all honed in the forge of ners, and you all have to agree on what costs what. If
bloody combat! Stealthy thieves? Cowards, we say! everybody agrees beforehand, you can add your own
Clever wizards? Bah! No right-thinking player would rules to cover the situation we didnt
9
Introduction
think to cover. Or you can bend your longships to drag their crews down to watery graves.
concept in order to express it within the structure we Giants stride through mountain passes, their noses
give you. Otherwise, youre just screwed. We dont hungry for the smell of manflesh. Elves both light
have special rules for steaming hot mud pits in this and dark dwell in woods too deep for men to live in.
book. You can either create your steaming hot mud Deep in the mountains lie trackless miles of caverns
pit so that it conforms to the general rules for traps, and passageways, infested with all manner of crea-
or you can skip it. Lifes tough, isnt it? Have we men- tures, from lowly but devious goblins to massive
tioned Ragnarok yet? wyrms who can devour an entire raiding party with-
out filling their monstrous bellies.
Dont confuse the rules with the world. The
world of Rune might be chockfull of steaming hot Men are but pawns in a war between gods, a bat-
mud pits that work the special way you want them tle that will reach its catastrophic climax when the
to. Its just that the heroes will never run into them. day of Ragnarok comes. The chieftain of the gods
Not until we release our steaming hot mud pit sup- dwells in Asgard, where he rules over two joined
plement, at any rate. families of gods, the Aesir and Vanir. He is Odin,
also called the All-Father, who cast out an eye and
hung himself from the cosmic ash tree to gain
The World of Rune divine wisdom. His son, Thor of the
thundering hammer, is our
The world of Rune offers both danger and warrior god, spurring
glory to young Viking warriors such as yourselves. us on to win glory
Enormous serpents in battle.
infest the seas,
ready to wrap
their tails
around
10
Grab Your Axe,
Viking Warrior!
Balder is Odins fair-haired and glowing son of inno- Nidavellir, the underground realm
cence and light. The prophecies of the three weird of the Dwarves. Svartalfheim is the dense and woody
women, called the Norns, tell us that someday Balder domain of the Dark Elves, who will march in Lokis
will be slain by his half-brother, the cruel and ambi- armies in the final battles. Though they can be
tious Loki. Loki now writhes in chains in a secret reached by arduous far-travel, shortcuts exist to each
chamber far below the earth, imprisoned by Odin of these realms, and more, by following the network
and Thor in an attempt to stave off this predicted of caves and passageways beneath the earth. Only
murder. For when Balder dies at Lokis hand, the those who enjoy the blessings of the gods may use
final battle between giants and gods will commence. these faster and more hazardous routes. This
The grim ship Naglfar, made from the nail parings of shadowy domain is known by many names, but we
the dead, will lose its anchor as the sea monster call it the Underground.
Jormungandr, one of the monstrous spawn of Loki,
As you delve through the Underground, your
makes its way for the shores of Asgard, the godly
exploits will come to the attention of the many gods
realm. Lokis other progeny, Fenrir the wolf and Hel,
of the Aesir and Vanir. They will gift you with great
queen of the damned, head an army to fight our
powers that ordinary men can only envy. But beware
gods. The prophecies tell us that the forces of both
their machinations. Not all of the gods believe that
good and evil shall be utterly destroyed in this
Ragnarok brings all-encompassing doom. Many of
inevitable conflict, and, with it, our mortal world.
them scheme to position themselves to rule the exis-
You see that our legends are as dark and gloom- tence they believe will follow Ragnarok. Perhaps these
enshrouded as the cold and foggy fjords in which we ambitious gods are correct; if so, it would be wise to
make our homes. We believe in no ultimate victory accept their Gifts, in preparation for the rewards of
of good. Destruction is the ultimate fate of man and this unknowable new day. But if they are wrong, they
god alike. The best we can do is forestall this play merely into the hands of Loki, and hasten our
inescapable doom, by keeping Lokis forces in check. rush towards destruction. At any rate, there are few
This we do with axe and sword, felling those who Gifts that do not come with a price. The more Gifts
serve him, and those who stand in the way of this you accept from a single god, the more his puppet
goal. The winding caverns and passageways beneath you become. At times you will find your sword hand
the mountains and fjords connect our mortal realm moved, or stilled, by your patron god, as he uses you
to the realms of the gods. Those who fight well will to advance his scheme of the moment. It is best to
win the favor of the gods, gaining the superhuman take Gifts only from gods you can trust, or to take but
powers needed to cross over to those mythic places a few Gifts from each god. And though it is possible
and thrive despite their many perils. to earn the dark Gifts of Loki and his monstrous kin,
the perils of such greed are vast.
The world we live in, the place of births and har-
vests and feast days, is called Midgard. We have
explored it widely, having raided the homes of many
other peoples who share the world with us. They are
Rules Basics
ignorant of Ragnaroks approach, and worship gods You are one of the pillagers. Your hero is deep in
unknown to us. Though their beliefs are foolish, it is the underground, in a strange cavern that seems to
not for us to convert them to our ways. They will be swallow up and feed upon the light from his torch.
but bystanders in the ultimate battle between light He steps carefully forward. Suddenly, a net falls upon
and darkness. him! Can he avoid the net, or will he be trapped?
On the edges of these distant realms are found Of course he can avoid the net! He is a hero, and
the places of myth and story, which border between heroes make their own luck by the strength of their
Midgard and the lands of the gods. To the east is backs, the speed of their feet, and the quickness of
Jotunheim, the mountainous place where giants their wit.
stride. Further north than even we dare to dwell is
11
Introduction
Looking at the hero sheet at the Often the difference between your roll total and
end of this book, you can see that your characters the Difficulty becomes important.
game statistics include Characteristics, Abilities, and
So, that net was falling on your hero. The runner
Gifts. Characteristics measure his innate mental and
has decided that it is Tough to evade that is, that
bodily talents, including the strength to wield an axe,
your bonus plus die roll must equal or exceed a tar-
the speed to hit an enemy before the enemy hits him,
get number of 9. The runner tells you which
and the wit to gather information before he enters a
Characteristics, Abilities, or Gifts to derive the
fight. Abilities are the everyday, non-magical skills the
bonus from; you can use the rules to remind him of
hero has learned in the course of his upbringing,
other applicable game statistics he may not have
from sparring to shipbuilding. Gifts are extraordinary
thought of. In this case, you get your bonus from
powers granted him by the various gods. They allow
your Quickness Characteristic (which is 3), plus your
him to do things that ordinary people cant, but may
Swiftness of Sleipnir Gift (which is 2). Thus you add
from time to time cause him to fall under the control
a total of 5 to your die roll. You roll a 3. 5 plus 3 is 8
of the god to whom he owes the greatest debt.
one less than the target number of 9. Looks like
When you try to do something in the game, and your hero will indeed fall prey to that net. But dont
the outcome of your attempt is uncertain, you roll a despair a mighty-thewed Viking has more than
ten-sided die and add it to your bonus, a number one way of overcoming the Undergrounds dangers.
derived from some combination of your heros
Almost any action undertaken by a warrior in the
Characteristics, Abilities, and Gifts. The runner then
heroic but doom-laden world of Rune carries with-
compares it to a Difficulty number listed in his
it the potential for both ovewhelming achievement
encounter notes. The tougher the task, the higher
or devastating misfortune. Whenever you roll a 10,
this number will be.
you score a triumph. Reroll, take the result and add
it to the 10 you already have. Unless, that is, that
TARGET NUMBER CHART
result also comes up as a 10, in which case you reroll
Degree of and add that, too.
Challenge Difficulty
Junie rolls a 10. She rerolls, getting a 3. She adds it
Very Easy 3 to her original 10, for a result of 13.
Average 6
Janie rolls a 10. She rerolls, getting another 10. She
Tough 9 rerolls, getting yet another 10. She rerolls, getting a 6.
Very Tough 12 Her result is a 36.
Nearly Impossible 15 However, if you get a 1 on your initial roll, you
Superhuman 16+ suffer a botch. Reroll and make the result a negative
number. If you get a 10 on the rerolled die, it
Various circumstances set out in the rules may becomes part of your negative total, and you keep
change your die roll either upwards or downwards. A rolling. Further 10s are also rerolled and added.
number added to your die roll is called an increase. A Junie rolls a 1. She rerolls and gets a 4. Her result is 4.
number subtracted from your die roll is a decrease.
Junie rolls a 1. She rerolls, and gets a 10. She rerolls,
Sometimes something bad will happen to your getting a 7. Her result is -17.
hero and he will suffer a decrease to every roll he
makes until the problem is rectified, either by your Botches dont always bring on disastrous conse-
actions or through the simple passage of time. This quences; it all depends on the situation.
state is known as Impairment. Each point of
decrease is called an Impairment point.
12
Grab Your Axe,
Viking Warrior!
Example of Play
Roleplaying games proceed through conversation.
The runner describes whats going on. Players tell
the runner what their characters are doing in
response. When the heroes try to do something con-
crete, they or the runner roll dice and use the rules
to see whether they succeed or fail.
Runner: Okay, so youre deep in the Underground,
near the realm of the goblins. You hear a weird
whooshing sound.
Paul (playing Bork the Stout): Bork listens hard to see
if theres anything special about the sound.
Runner: Roll your Awareness.
Paul: Darn, I dont have that skill.
Runner: Well then youll have to take the penalty for Runner: No.
using an Ability you dont have. Paul: Good! Okay, so thats 32 points, minus Borks Soak
Paul: What is that again? of 6, so he takes a total of 26 damage. Ouch! Thats
[Runner flips through rulebook.] over my Wound Threshold, so it counts as a Wound.
Runner: -3. Runner: So he suffers a point of Impairment.
[Paul rolls a die, subtracts 3 from the result.] Paul: I hate Impairment.
Paul: I got a 2. Runner: Okay, now, on the heels of the wall of water,
Runner: The Difficulty was a 6, so you fail. I add 4 these weird little bent-over creatures come into the
potential victory points to my tally for the difference. corridor. They have webbed feet and fins and they
Okay, so all of a sudden a great rushing flood of water look sort of translucent.
comes barrelling down the narrow passageway. Joel: Hey, these arent in the book!
Troy (playing Asgrim the Obstreperous): Holy snot! Runner: Heh, heh. Everybody roll for Initiative.
Theres got to be a way we can avoid this! Paul: 9.
Runner: There are sturdy-looking stalactites above your Joel: 17.
heads. If you make Jump rolls, you can leap up and Lynne: 7.
grab onto them long enough for the flood of water to Troy: Oh, man, I flubbed the roll! Oh, man, I got a lousy 2!
pass by. Everybody make your rolls Difficulty 6. Runner: Okay, the creatures go on 16, 9, and 15. So
Troy: 7! I made it, and chalk up a victory point! Joel goes first.
Paul: 4! Curses! Joel: I step forward with my mighty battle-axe and slash
Runner: [tallying up another 2 victory points] Okay, at the closest one. My attack roll is 20.
you suffer the hazards effects. Anyone else? Runner: The creatures defense roll is an 11, so you
Joel (as Skarp-Hedin): I got an 11, so thats 5 victory hit him.
points for me. Joel: The difference is 9, my damage is 12, so thats a
Troy: And youre dangling from a stalactite. total of 21.
Joel: You got a problem with that? Runner: Its Soak is 5, so you do 16 points actual damage.
Lynne (as Gunnhild): I got a 7, so thats a victory point Joel: Yes! Another 16 victory points. And its probably
for me. wounded, right?
Runner: So only Bork the Stout gets hit by the oncoming Runner: Uh-huh.
wave and smashed repeatedly up into the sharp stalac- Joel: Yes!
tites. The hazard has a Damage rating of 30, so add that Runner: Okay, now it swings at you
to the difference between the difficulty and your total Joel: Hah! I mock its puniness.
Paul: Does this ignore armor? and so on
13
CHAPTER 1
A Hero is
Made
14
A Hero is Made
15
Chapter 1
COGNOMENS
MALE NAMES Your hero needs a cognomen to separate himself
out from everyone else who shares the same given
Alf Hardbein Sumarlidi Thorod name. At the beginning of his career, this may not
An Helgi Svein Thorolf matter so much. He might be the only Hunbogi or
Ari Hjalti Sverting Ulfar Ganger in his village. So you can leave this entry on
Armod Hord Thangbrand Unn your hero sheet blank.
Arnkel Horik Thorarin Vandrad A beginning character hasnt done much to dis-
Arnor Hoskuld Thorbjorn Vermund tinguish himself. It is likely that his cognomen
Asgaut Hrapp Thorfinn Vigfus will be his fathers name. A male character adds
Asgeir Hrolf Thorgrim -sson to any male name to get a cognomen.
Audun Hunbogi A female adds -sdottir. So a male hero
might be Geirmund Thorkelsson, Helgi
Bard Ingolf
Vilfusson, or Kjallak Olafsson, while
Beinir Isleif
their sisters might be named Alfdis
Bersi Ketil Thorkelsdottir, Helga Vilfusdottir, or
Bjorn Kjallak Osk Olafsdottir.
Bolli Kjari
Most cognomens appear
Eirik Kjartan
after the given name, but
Eldgrim Knut they can appear as adjec-
Eyvind Magnus tives, too. You can be
Ganger Odd Thangbrand Long-Legs or
Geirmund Olaf Long-Legs Thangbrand.
Gest Orm Individuals nicknamed Killer
Gisli Ospak
always get it as an adjective, as
in Killer-Hrapp. (This name
Gizur Osvif
indicates that youre a murderer,
Gorm Ottar not a heroic slayer ofgoblins and
Gudlaug Rognvald dark elves.)
Gudleif Runolf
A beginning hero with a
Hakon Snorri
descriptive cognomen probably
Haldor Stein has an uncomplimentary one,
Hall Stigandi like the Whelp, the Feeble, or
Harald Styr Bent-Leg. If he came to his vil-
lage from somewhere else, he
may be known by his original
FEMALE NAMES homeland, as in Gizur of the Dales or Hakon the
Easterner.
Alfdis Groa Hild Osk
Astrid Gudny Hrefna Thorgunna Like any nickname, cognomens are chosen by
Aud Gudrid Ingibjorg Thorunn those around you; you cant become known by a
complimentary name like The Strong or The Good
Bergthora Gunnhild Ingunn Thurid
just because youd like to. You have to do something
Gerreid Helga Jorunn
to earn your fame-name. Your hero might go by sev-
Gjaflaug Herdis Melkorka eral names as his exploits establish his character to
the people of his area. Norse nicknames are often
16
A Hero is Made
17
Intelligence is sometimes seen as PATRON DEITY REFERENCE CHART
suspect, for it is the trickster Loki
Characteristic Patron Deity
who, of all the gods, possesses it in abundance.
Strength Thor
Perception (Per)
Stamina Tyr
If your hero has a high Perception rating, he is
good at noticing fine details in the world around Dexterity Ull
them. His intuition allows him to sense dangers his Quickness Njord
conscious mind may not be aware of. He might use Intelligence Loki
Perception to see the telltale glint of light that
reveals a sword being drawn in the woods up ahead, Perception Heimdal
or to eavesdrop on a conversation between a priest Presence Odin
of Hel and one of her undead minions. Communication Freyr
Watchful Heimdal, who guards the Bifrost Bridge
linking Asgard and Midgard, is the god of
Perception. BUYING CHARACTERISTICS
Presence (Pre) In a world of clashing swords and cruel battles,
Presence measures a heros Ability to make an not all Characteristics are of equal worth. The fol-
immediate positive impression on others of his kind. lowing chart shows you what it costs to buy each
A high score means that he is considered handsome, possible rating in each Characteristic. The negative
according to the standards of his people, that he ratings for Characteristics below zero mean that you
walks with confidence, and that he attracts the rapt actually gain creation points by picking a lower than
attention of others. In some cases, Presence might normal rating. You may spend these on other
indicate a strong negative impression that nonethe- things. Be warned, though, that competing players,
less commands obedience: a fearsome warrior might when they act as runners, can trip you up by exploit-
be big, mean-looking, and speak in a deep, booming ing your weaknesses. Extremely low ratings can
voice shot through with menace. mean big trouble!
18
A Hero is Made
Note to Beginning Players: Dont try anything you can only carry so many
fancy until you know the game well. Ratings less than things at one time. Load values
0 in the first four Characteristics, or less than -1 in the are explained in greater detail later on in this chap-
latter four, are recommended only for experienced ter; for now all you need to know is that high num-
players attempting tricky concepts in hero creation. bers denote heavy items.
Unless you lose it or otherwise dispose of your
Abilities equipment in the course of the adventure, you will
always have it with you when you need it. Without
After purchasing Characteristics, you buy your it, you suffer a -2 penalty to all die rolls on the
Abilities with the points left over. You are limited to Ability in question. (Exceptions sometimes occur.
a rating of 3 in any single Ability. Abilities divide into If youre using Intelligence + Ski to look at a snow-
two categories: primary and secondary. Primary capped mountain and determine whether its about
Abilities appear in play much more often than sec- to send an avalanche caroming down at you, your
ondary ones. The categories determine the cost of answer doesnt depend on having your skis handy.)
the various possible ratings in each Ability. Each
You can increase Ability ratings during play; see the
point of a primary Ability costs 2 creation points.
chapter on Improving Your Hero for more on this.
Each point of a secondary Ability costs 1 point.
You might not want to spend all of your creation RECOMMENDED ABILITIES FOR
points in the Ability stage, though, because you can BEGINNING HEROES
also use them to purchase hit points, which The Abilities most used in Rune will vary by
increase the number of injuries you can take before group, and change over time. When you design an
things really start to get serious. encounter, you may find it profitable to call on the
In almost all cases, you can try to succeed at any heroes to use Abilities few of them have. If every-
activity even when you do not have the relevant body begins to call on these Abilities, theyll all get
Ability. However, your roll faces a substantial -3 added to the heroes as they progress, making them
penalty. So dont short yourself on Abilities when less useful to designers, who will then pick on other
designing your character. Abilities, and so on.
Each Ability has a Governing Characteristic. Before that vicious cycle begins, however, youll
This is the Characteristic the runner will most often find that certain Abilities tend to crop up repeated-
ask you to pair with that Ability when you roll for ly in basic encounters. These especially useful
success. Runners may call for other Characteristics Abilities are italicized in the Ability List.
when they deem it appropriate. Some Abilities may The various Abilities are as follows. For ease of
encompass a number of common tasks, each of reference, they are divided up by sort of activity.
which draws on a different Characteristic. When this
is the case, examples of tasks are provided for each
Characteristic mentioned. Fighting Abilities
Many Abilities also come with their own There is no set of Abilities more important in
Equipment. This entry describes the gear you need Rune than those that allow you to hew, smite, and
to properly perform the tasks associated with the otherwise slay your monstrous opponents.
Ability. You cant ski without skis, or make a map
without parchment, ink, and a quill pen. At the Equipment is not listed for Fighting Abilities.
beginning of any adventure, unless you specify oth- Instead, youll choose from a vast list of weapons and
erwise, you are automatically assumed to have on armor a little later in the character creation process.
your person all of the listed gear. Some pieces of
gear include a Load value, reflecting the fact that
19
Chapter 1
ABILITY LIST
Heres a list of all of the Abilities, in alphabetical order, for quick reference. The Load column gives you the weight
of the equipment associated with the Ability, if applicable.
20
A Hero is Made
BOWS
Category: Primary CHAIN WEAPON
Governing Characteristic: Perception Category: Primary
You can hit targets with long-range missile Governing Characteristic: Dexterity
weapons, like a crossbow or bow and arrow. (Make There is no arguing with the mystique of the chain
sure you take Brawling, or youll face a serious dis- weapon. Whether you fight with morning stars,
advantage when someone tries to hit you with a flails, or another flexible weapons, the distinctive
close-combat weapon.) clank of the chain links that grant its pummeling
head additional force is in itself nearly as satisfying
BRAWLING as the sound the weapon makes when it impacts
Category: Primary with a goblins skull.
Governing Characteristic: Dexterity
GREAT WEAPON
You are adept at unarmed combat. With fist and furi-
ous kick, you smash your foes. This is the best combat Category: Primary
Ability to use during drunken melees between com- Governing Characteristic: Dexterity
munity members and other friends. You can smash If you need two hands to wield it, and it rains down
one another around, establish who is the superior on its foe in a great slashing arc, its a great weapon,
man, yet still have each participant in fair shape by the whether it be a greatsword,
morning, ready to fight the villages true enemies. pole-axe, or dwarven bat-
This Ability is a must for missile users; you use it tle axe. Although
as the basis of your defense from close-com- cumbersome, any
bat attacks. Without it, you face a nasty hit with such an
penalty to your rolls to avoid blows. enormous
weapon can
be devastat-
ing to a
foe.
21
Chapter 1
Exploratory Abilities
LONGSHAFT WEAPON
A Viking warrior does not establish his reputa-
Category: Primary tion through combat alone. When he leaves the safe-
Governing Characteristic: Dexterity ty of his village, he must be prepared for a range of
You can wield spears, pikes, and other long-hafted situations that might deprive him of life and limb.
weapons intended to be held two-handed and Exploratory Abilities provide that preparation.
jabbed into a foe.
ANIMAL HANDLING
SINGLE WEAPON Category: Secondary
Category: Primary Governing Characteristic: Presence
Governing Characteristic: Dexterity You can tame wild horses and train commonly
You fight well with comparatively small weapons domesticated animals like dogs to perform their tra-
meant to be wielded with one hand, including short ditional tasks. When confronted with wild animals,
swords, clubs, daggers, maces, and battle hatchets. you know how to behave to avoid arousing them to
And what do you do with your other hand? Use a attack you.
great honking shield, of course. Skill with single
weapons also assumes that youve learned to inter- AWARENESS
pose a heavy shield between the foes incoming Category: Primary
blows and your own precious hide. Governing Characteristic: Perception
THROWN WEAPON You are highly attuned to the world around you.
This is the Ability you use to spot the telltale clues
Category: Primary alerting you to danger. In the Underground or
Governing Characteristic: Perception wilderness, any unusual sight or out-of-place sound
You can ably hurl missiles at your enemies, whether can alert you to the presence of hidden enemies.
they be rocks, sling stones, or special daggers or axes You can spot hidden doors, sniff out the first hints
balanced for throwing. of poisonous vapors, notice trip-wires and other
indications of traps.
This Ability makes a nice supplement to your wreak-
ing of mayhem, but is not to be relied on as a pri- Even when your mind is occupied by other things,
mary method of violent self-expression. Thrown your senses are continually on the alert for hidden
weapons are useful in odd situations but not nearly dangers. However, if you want to be even surer that
as deadly as a gigantic sword or axe. you and your allies arent walking into ambushes or
booby traps, you can focus your attention fully on
TWO WEAPONS scanning the path ahead for trouble. This increases
your Awareness by +3 for up to ninety minutes.
Category: Primary Unfortunately, this level of sustained concentration
Governing Characteristic: Dexterity is mentally wearying. After you drop your concen-
You can fight with a single weapon (see above) in each tration, you rub your bleary eyes and allow your
hand, forgoing the protection of a shield for addi- mind to wander. You suffer a -3 penalty to Awareness
tional opportunities to strike your foe. The two- for the same amount of time you maintained your
weapon combinations are the fastest in the game, and concentration.
thus the most likely to give you multiple attacks dur- Sometimes the runner will secretly roll your
ing each round of combat. Awareness for you. Otherwise, the mere fact that he
asks you to make a roll would tip you off to the fact
22
A Hero is Made
that something is awry, even if you fail the roll. worked to suppress your survival
Clever runners keep records of the Awareness rat- instinct, and can wade unmoved
ings of all other players heroes. into situations that would cause an ordinary mans
conscious mind to seize up completely. You never
BALANCE need to roll in order to stay in a run-of-the-mill com-
bat, even when your comrades die like flies around
Category: Secondary
you. However, your extreme Bravery can still be test-
Governing Characteristic: Dexterity
ed by supernatural manifestations, the presence of
You are blessed with a natural sense of balance. You malign deities, or other gruesome sights. Successful
can walk across narrow beams suspended over raging Bravery rolls allow you to keep your free will in the
rivers, fight confidently on the edge of a cliff face, face of these mind-crushing influences.
and avoid slipping in muddy or snowy terrain.
The chart below shows you the maximum distance
in paces you can move in a single round, if the sur-
face youre navigating is tricky enough to require a
Balance roll. (Actions and half actions are explained
in the next chapter, on p. 47.)
Your
Balance Half Full
Ability Action Action
0 3 paces 6 paces
CLIMB
1 5 paces 10 paces
Category: Secondary
2 7 paces 14 paces
Governing Characteristic: Strength
3 9 paces 18 paces
You can climb cliffs, walls or rocky surfaces without
4+ 9 + 2 paces for 18 + 4 paces for
falling. You can find and tightly grip available hand-
each point over 3 each point over 3
holds in all but the sheerest surfaces.
BRAVERY The chart below shows you how far, in paces, you
can climb during a single combat action. This
Category: Secondary assumes movement up a sheer face with plenty of
Governing Characteristic: Stamina handholds. (Actions are explained in the next chap-
The difference between a mewling babe and a Viking ter, on p. 47.)
warrior is that you have trained yourself over many Your
years to ignore the natural feeling of terror that Climb Half Full
grips a man in the face of danger. Like animals, ordi- Ability Action Action
nary people operate under the compulsion of pow-
erful survival instincts. They may think that their 0 7 paces 15 paces
minds exercise control over their actions, but, in the 1 10 paces 20 paces
face of danger, realize that these instincts, rooted 2 13 paces 25 paces
deep in the body, prevent them from doing as they
3 16 paces 30 paces
promised themselves they would. Even though they
may wish to stand and fight in the course of a dead- 4+ 16 + 3 paces for 30 + 5 paces for
ly battle, they are often seized with the irresistible each point over 3 each point over 3
urge to flee. Under such terrible stress, the ordinary
man fights only when cornered. You, however, have
23
Chapter 1
Equipment: 50 feet of rope, pitons, The chart below shows you the maximum distance
grappling hook. Load: 2; Assuming in paces you can jump on a successful roll.
a surface with reasonable handholds, you dont need
Your
equipment to climb any distance equal to or less
Jump Jump Jump
than that listed above for your full action.
Ability Upwards Forwards
DODGE 0 1 pace 2 paces
Category: Primary 1 2 paces 5 paces
Governing Characteristic: Quickness 2 3 paces 10 paces
This Ability allows you to evade blows, rolling 3 4 paces 15 paces
rocks, bolts of arcane energy, and other swiftly
4+ 4 + 1 pace for 15 + 5 paces for
incoming threats to your continued existence. Chief
each point over 3 each point over 3
among these threats are missiles like arrows and
crossbow bolts. Although youre not a total sitting
duck for missile users if you forgo your Dodge skill, LORE
you may find yourself gazing enviously at your Category: Secondary
Dodge-adept comrades at the end of a fight, as you Governing Characteristic: Intelligence
pull one arrowhead after another from your bruised
and lacerated flesh. You listened carefully to the stories told by the older
warriors of your village when they returned from
HEALER their raids of foreign lands and forays into the dank
and dangerous underworld. As a result, you know all
Category: Primary sorts of odd and interesting facts about the hazards
Governing Characteristic: Perception (to diagnose an that await explorers. It isnt book learning by any
illness); Dexterity (to bandage a wound or set a splint) means, but that sort of nonsense is for the pillaged,
Wounds, from the merely vexing to the spectacularly not for the pillager. You know practical things, like
gaping, are a part of life for the Viking warrior and, the ways and wiles of your peoples usual enemies.
unless a man trained in their repair is at hand, a part
of death. With this skill, you can identify illnesses, MAP
stop wounds from bleeding, find healing herbs, brew Category: Secondary
primitive medicines, and otherwise save the lives of Governing Characteristic: Intelligence
your companions. You can even patch up your own
minor injuries. You can make reasonably accurate sketch-maps of
areas you explore. This Ability is especially useful in
For rules on healing injuries, see p. 54. the Underground, a maze of underground passage-
Equipment: Bandages, splints, grain alcohol, poul- ways in which it is easy to get lost. You can use the
tices, catgut, needle, and a variety of medicines. maps you create to find your way home when you
Load: 1 would otherwise lose your way.
24
A Hero is Made
25
Chapter 1
SLEEP Your
Sprint Half Full
Category: Secondary
Ability Action* Action**
Governing Characteristic: Stamina
0 8 paces 15 paces
You guffaw now that you see Sleep listed as a skill, but
1 10 paces 20 paces
when you end up in a bone-chilling dungeon, your
eyes gummed over with mucus and your head swim- 2 12 paces 25 paces
ming with near-hallucinatory exhaustion, youll real- 3 15 paces 30 paces
ize that the Ability to fall asleep quickly and remain 4+ 15 + 2.5 paces for 30 + 10 paces for
in deep slumber is one any explorer covets. You can each point over 3 each point over 3
grab revivifying naps even in the direst of surround- (drop fractions)
ings, and can drift off to dreamland even when you
havent been awake for long. In this way, you can * Distance You Can Move and Still Take an Action
** Distance You Can Move By Forgoing All Other Actions
store up your sleep, remaining bright-eyed when your
companions eyelids begin to droop all around you.
STEALTH
If you want to fall asleep when you shouldnt be
Category: Primary
tired, roll Stamina against a Difficulty equal to 16 -
Governing Characteristic: Dexterity
the number of hours since you last woke up. You
may remain happily asleep for a number of hours up By carefully placing one foot in front of the other,
to the difference between the Difficulty and Sleep and moving with painstaking slowness, you can
total after rolling. advance into enemy territory without attracting the
attention of those who wish to slay you. You can step
Like any character, you can automatically fall asleep
on a twig without breaking it, slosh through water
once youve been awake for sixteen hours or more.
without splashing, and swat at a marauding biting fly
This Ability also helps you to wake up quickly after so that even it doesnt know youve killed it.
being knocked unconscious.
SPRINT
Category: Primary
Governing Characteristic: Strength
You can run very quickly for short distances. This
Ability is best used to outdistance pursuing foes, or
to leap upon enemies foolish enough to try to
escape your wrath. You may also have occasion to SURVIVAL
outrun other things, such as cascades of boulders or
eruptions of red-hot lava. Being able to run quickly Category: Secondary
is also an offensive advantage; without this Ability, Governing Characteristic: Intelligence
you cant properly charge into your opponents You are well versed in a variety of practical techniques
midst, hacking and slaying as you go. to keep yourself and your companions healthy, dry,
The following chapter shows you how far you can and relatively comfortable outdoors or underground.
action in one round if thats all youre doing (full You can keep torches dry, find safe places to camp, and
move) and how far you can move and still do some- tell beneficial plants and fungi from poisonous ones.
thing else, like attack a foe. Your crafty ways keep yourself and your allies from suf-
fering various minor complaints that can dull the edge
Heroes never have a move lower than that given for of your preparedness for battle. With this skill, you can
a Sprint rating of 0. feed yourself and your companions during journeys
26
A Hero is Made
through the surface world. You know how to locate ally with Awareness, above), your
game animals and, after youve used a fighting skill like supple fingers and knowledge of
Bows to kill your prey, butcher them. trap construction pair up to allow you to dismantle
the trap without triggering it.
Equipment: Flint, three days worth of dry sticks
suitable as torches, magnetic compass, and a small You can also build traps. This becomes useful when
knife for butchery. Load: 0.25 youre hiding your loot in a hostile locale for later
pickup; your spikes, blades, and falling rocks deter
SWIM others from disturbing your treasure caches.
Category: Secondary Equipment: Rudimentary pliers, scissors, hammer,
Governing Characteristic: Strength (to cross a and pick. Load: 0.5
river or lake); Stamina (to tread water for long peri-
ods without going under)
Interaction Abilities
Whether tossed by the raging storms of the Nordic
oceans or dumped into the icy pools that dot the Sometimes success is not so easy as merely
cavernous passageways of the Underground, the descending into the hostile depths of the
Ability to swim keeps you from drowning. Underground to shatter the foemans bones. On cer-
tain occasions, you will have no choice but to inter-
The chart below shows you how far you can swim act with others in search of information or assis-
during a single combat action. This assumes a body tance. Once youve used interaction Abilities to gain
of water with a tranquil surface, at a temperature equipment, knowledge of your route, or clues as to
that will neither scald or freeze you. (Actions are the nature of your foes, then you can return to the
explained in the next chapter, on p. 47.) Mildly chop- hewing and hacking for which you were born.
py waters reduce these numbers by 50%; raging
waves or strong current by 25%.
BARGAIN
Your
Category: Secondary
Swim Half Full
Governing Characteristic: Communication
Ability Action Action
0 7 paces 15 paces Use this Ability when negotiating any reciprocal
arrangement, whether you be dickering with a smith
1 10 paces 20 paces
over the cost of a battle axe, convincing a dwarven
2 13 paces 25 paces chieftain to lend his forces to a sally against the dark
3 16 paces 30 paces elves, or trading political favors with the chieftain of
4+ 16 + 3 paces for 30 + 5 paces for a neighboring village.
each point over 3 each point over 3
TRAPS
Category: Primary
Governing Characteristic: Dexterity
The byways of the Underground are laden with
booby traps meant to maim or even kill unwary
intruders. The forest homes of the elves are similar-
ly larded with traps. This skill allows you to safely
proceed through areas your enemies wish to bar you
from. Once you or an ally have spotted a trap (usu-
27
Chapter 1
The Viking era considerably pre- heavy wagers might be placed. Use it also when you
dates a time of printed catalogues need to quickly shake off the leaden-bellied after-
and comparison shopping. Although people know effects of a feast to engage the enemies who burn
whether an item is common or rare, no one has your steads.
memorized a list of exact prices that pertains
throughout Midgard. The precise value of any given DECEPTION
item can be determined only in the course of a hag-
Category: Secondary
gling session between a prospective seller and an
Governing Characteristic: Presence
interested buyer.
Like the trickster Loki, warriors with this skill have
When exchanging equipment for treasure, or vice
made careful study of the art of lying. They know
versa, you engage in a contest (explained on p. 57) in
how to present themselves as kindly and sincere indi-
which you pit your Bargain roll against that of your
viduals who have only the best interests of others at
negotiating partner. If the buyer wins the contest, he
heart. They speak with conviction, looking into the
gets a price on the upper end of the range for an item
eyes of those they address, as they tell outrageous lies.
of its availability category (either common or rare). If
the seller wins, the price is on the lower end of the
DEMEANOR
range. The range for common items is from 1 to 4 oz.
of silver; rare items are from 5 to 20 oz. of silver. Category: Secondary
Governing Characteristic: Communication
The degree of difference between the victors and
losers rolls determines the price. The chart below You know how to present yourself to others in the
shows the price of any item in ounces of silver, manner most likely to create a favorable impression.
depending on who won the contest and by how In most cases, this is accomplished by adopting an
much. The loser is never obligated to go through attitude of confidence in yourself and respect
with the transaction. towards those you address. You speak clearly and
boldly, with a sense of passion. You defer to your
Availability of Item betters without mealy-mouthed flattery. Naturally,
your sense of decorum is that of a Viking. The
Common Rare
Difficulty of most Demeanor rolls is the subjects
Buyer Wins By 6 + 1 oz. silver 5 oz. silver Communication + Insight. This will be modified
Buyer Wins By 2-5 2 oz. silver 10 oz. silver according to the subjects knowledge of your repu-
Buyer Wins By 1 3 oz. silver 15 oz. silver tation and actions. If you just killed a chieftains son,
Seller Wins By 1 4 oz. silver 20 oz. silver the Difficulty goes through the roof. If you just
Seller Wins By 2 - 5 5 oz. silver 25 oz. silver
saved his son from otherwise certain death, the
Difficulty decreases to 1.
Seller Wins By 6 + Difference Difference
between totals between totals x5 When dealing with foreigners or the inhuman races,
in oz. of silver in oz. of silver you find that your forthrightness and pride may not
be as well-received as among your own kind. You
CAROUSE face +6 Difficulty when trying to follow the rules of
decorum in a culture youre not familiar with. Each
Category: Secondary
time you succeed for that particular culture, the
Governing Characteristic: Stamina
Difficulty penalty decreases by 1 for subsequent
Vikings are impressed by a prodigious capacity for attempts. So after three Demeanor successes in deal-
food and alcohol, which this Ability allows you to ing with goblins, say, your Difficulty will be +3. You
demonstrate. Use it to ingratiate yourself with cant reduce the Difficulty penalty below 0. If you
Vikings from other villages or lands. It is also useful dont keep track of your successes, your Difficulty
to win contests of drinking or eating, on which remains at +6.
28
A Hero is Made
Eccentric individuals may reject the usual rules of on a particular person can often
decorum for their cultures, adding a Difficulty increase your chances of success
penalty determined by the designer. You can reduce when you then go on to use other interaction
or eliminate this penalty by first making a successful Abilities on him. This increase is determined by the
Insight roll to see how the supporting characters designer of the encounter.
preferences depart from the norm. Each point of
difference between Difficulty and Demeanor total LEADERSHIP
after rolling reduces the penalty against the subse-
Category: Secondary
quent Demeanor roll by 1.
Governing Characteristic: Presence
DISGUISE You can convince others to follow your instructions.
Your chances of success increase if the people you
Category: Secondary
use your Leadership Abilities on already know and
Governing Characteristic: Intelligence
trust you, or if you hold some legitimate authority
You can disguise your appearance so that you appear over them.
to be someone other than a Viking warrior. Disguise
Minions of Loki and other villainous characters
gets harder as the difference between your true
exert Leadership by making others fear them, and
appearance and the one you wish to adopt increases.
you may on occasion be forced to resort to crude
Also, it is extremely difficult to impersonate a spe-
intimidation against potential followers who cant or
cific person if the people you want to fool are even
wont respect your heroic qualities.
slightly familiar with him.
MUSIC
GAMBLE
Category: Secondary
Category: Secondary
Governing Characteristic: Communication
Governing Characteristic: Intelligence (to win
honestly-run games in which skill is involved); You can play the lyre, a stringed instrument which
Perception (to spot cheaters); Quickness (to cheat often accompanies the rude and boisterous songs
yourself). Use without a contributing Characteristic the warriors sing as they carouse. Your spirited (or,
if the game is determined purely by luck. on occasion, soulful) playing can win the hearts of
hard-hearted battlers and dewy-eyed maidens alike.
You are good at winning non-physical games, includ-
ing die-rolling, stone-dividing, and board games. Equipment: A lyre. Load: 3
Card games dont really exist yet. Typically you con-
test (see contest rules on p. 57) against other charac- RUNES
ters Gamble Abilities.
Category: Secondary
Equipment: A set of bone dice and a game board Governing Characteristic: Intelligence
with pieces. Load: 0.5
Unlike most of your people, you can read. Your
alphabet is composed of runes, no doubt handed
INSIGHT
down to you by wise Odin.
Category: Secondary
Governing Characteristic: Communication If your rating at Runes is 3 or more, you can also read
Latin, a language shared by many of the peoples you
After spending a few moments in conversation with periodically raid. You may have noticed some similar-
an individual, you gain a sense for his character and ities between the runes and the Roman alphabet.
motivations. You can predict how he will react to
hypothetical situations, and what sorts of things he Unlike all the other Abilities in this chapter, you cant
wishes to hear from you. A successful use of Insight try to use this Ability if you have no rating in it.
29
Chapter 1
Miscellaneous Abilities
SING
The following doesnt fit neatly into the other
Category: Secondary categories, and so it set off by itself.
Governing Characteristic: Stamina
A foreign visitor to Scandinavia once described the DIVINE AWARENESS
singing of the Norse as hoarse and barbaric yowling
Category: Primary
fit for no civilized ears. Your singing skill permits
Governing Characteristic: Presence
you to uphold that proud tradition. Spirited, pas-
sionate singing may create a favorable impression A few people are especially attuned to the workings
among your own people, or frighten away spirits of the gods. You are one of them. When the gods
and goblins. are watching you, or their handiwork is nearby, you
can tell. Perhaps the hair on the back of your neck
stands up. Maybe you feel a chill, or smell burning
metal in the air. When this happens, you know that
those among your raiding party who have been
blessed by the gods are soon likely to pay the some-
times terrible price their Gifts exact.
Divine Awareness also reflects your general luck, or
favor of the gods. When an encounter designer cant
think what the heck might help you in a given situ-
ation, but needs you to roll something, Divine
SKALD Awareness is the handy-dandy Ability of last resort.
Category: Secondary
Governing Characteristic: Presence (to impress Hit Points
others with poetry performance, or to deliver sting- A fight where a Viking warrior does not get
ing satire against a rival); Intelligence (to remember bloodied is hardly a fight at all. Your hero begins the
myths, historical facts, and laws) game with a number of hit points, which represent
The Viking people are heirs to a great tradition of his ability to keep going even while injured.
poetry. Poetry, passed down orally from one genera- Your starting hit points are determined by your
tion to the next, is the means by which your people combined Strength and Stamina Characteristics, as
remember their history, recount the deeds of the per the chart below.
gods, and preserve their ancient laws. You not only
recite the poetry of the past, but create your own. Strength + Starting
Poems are often expressed as kennings, brief and Stamina Hit Points
rhythmic phrases using strange metaphors. -4 or less 37
Kennings can damage your rivals; if you compose a -3 to -1 40
suitably scalding satire of another Viking and per-
form it ably, you bring dishonor and ridicule upon 0 44
him. He can erase this shame only by composing a 1 to 3 48
better kenning aimed at you (or hiring another skald 4 52
to do so for him), or by besting you in a duel.
5 56
Beware: Viking duels have few rules, and are often
fatal to the loser. 6 60
30
A Hero is Made
You can buy additional hit points by spending bowels in an instinctive, yet hope-
creation points. The number of extra hit points you less, attempt to stuff them back
get for each creation point spent varies according to into your body cavity. Especially nasty hits are called
your Stamina rating. Wounds. Wounds make it harder for you to keep
fighting, and are tougher to heal than the run-of-the-
mill cuts, bruises and contusions you get from less-
Extra er hits. You suffer a Wound when the damage you
Stamina Hit Points take from a single blow, after your Soak has been
-3 +1 hit point taken into account, equals or exceeds your Wound
Threshold. The value of your Wound Threshold
-2 +2 hit points depends on your Stamina, as per the chart below.
-1 +3 hit points
Wound
0 +4 hit points Stamina Threshold
1 +5 hit points -3 2 hit points
2 +6 hit points -2 4 hit points
3 +7 hit points -1 6 hit points
0 9 hit points
A word of warning: the hit points of the enemies 1 12 hit points
you face are determined in relation to the hit point 2 15 hit points
ratings of the heroes. So if everyone buys huge num-
bers of hit points, no one benefits: you just make 3 18 hit points
your enemies tougher. (Students of game theory will
recognize this as a variant of the prisoners dilem-
Further details on Wounds and their delightful
ma, where it is good to be the only person claiming
consequences appear in the next chapter, starting
a benefit, but bad to be one of many.)
on p. 54.
Injuries can temporarily reduce your hit points
below your normal, or maximum level. Most injuries
you receive are purely picturesque punctures, abra- Weapons
sions, and contusions which make you look appro-
A mighty warriors weapons become an extension
priately courageous but do nothing to impair your
of himself. Your warrior begins the game equipped
actions. That is, unless you receive a Wound, an espe-
with a selection of common weapons created by his
cially nasty hit described immediately below.
villages smith. In the course of his adventures, he will
The specifics of the various conditions, and ways gradually accumulate even more powerful weapons.
to recover hit points, are covered in the next chapter. Some are so large that hell be able to use them prop-
erly only through the blessings of the gods.
Wound Threshold (Wnd) Weapons, just like heroes, have game statistics.
These are as follows.
With a few battles under their belts, young war-
Initiative Rating (Init)
riors will soon realize that the precise effect of being
The bigger the weapon, the shorter the distance
clouted by a gigantic battle axe, or skewered with a
between its killing surface and the skulls of your foes.
rusty-headed crossbow bolt, can vary considerably
The shorter the distance, the sooner you act. The
from one instance to the next. One hit might be a
faster the weapon, the higher the Initiative rating.
mere scratch, where another leaves you groping
downwards to grab up your exposed and looping
31
Chapter 1
32
A Hero is Made
33
Chapter 1
* On a successful hit, the barb-net encircles the subject and remains there. The subject suffers 20 points of damage each time he takes
an action. He can free himself by rolling Str vs. a Difficulty of 6 + the difference between the attackers ATK score + roll and his own
DFN score + roll. Each attempt to free himself, naturally, counts as an action and causes him to take the damage.
**Prepare to be mocked if you carry a flagon around with you for the express purpose of increasing your Brawling damage. This
is listed for its usefulness in impromptu, drinking-table altercations between (relatively) friendly Vikings.
34
Init Atk Dfn Dam
Rating Rating Rating Rating Load Ability Availability
Shortsword +4 +2 +3 +3 0.5 Single Common
Shortsword + Dagger +6 +5 +6 +5 0.75 Two Weapons Common
Sling +2 +2 n/a +3 0.1 Thrown Common
Spear (thrown) +0 +2 +0 +6 1 Thrown Common
Spear/Lance +5 +6 +4 +6 1 Longshaft Common
Throwing Axe +1 +1 +0 +4 0.5 Thrown Common
Throwing Knife +1 +1 n/a +3 0.2 Thrown Common
Two Hand Axes +4 +5 +3 +7 1 Two Weapons Common
Two Short Swords +6 +3 +5 +7 1 Two Weapons Common
Viking Axe +5 +3 +4 +10 1.5 Great Common
Viking Broadsword +5 +3 +4 +6 1 Single Common
War Maul +5 +2 +5 +10 1.5 Great Common
Whip +0 +6 +0 +2 0.5 Chain Common
35
Chapter 1
36
A Hero is Made
If a character is not trying to attack during the Initiative using a melee or thrown weapon, use
phase, but instead will be doing a non-combat move such as the formula below.
Healing or changing position, he makes a non-combat INIT
roll. His non-combat INIT score is figured using the non- Missile weapons use the straight Dam rating of the
combat initiative formula. particular weapon.
SOAK SCORE:
Your Sta + Your Arnors Prot Rating
37
Chapter 1
three choices: a quarterstaff, a war maul, or a Viking axe. The axe is by
far the coolest choice, so we take that without even looking at its game
Example of Character Creation statistics. We also take a war maul, just in case we come across something
we want to bash instead of slash. And, of course, theres always our fists
if we end up in unarmed combat.
1. NAME YOUR HERO Now on to our armor choice. We can pick one common shield and one
Our character will be named Ragnar, after the hero of the Rune common armor type. The trade-off here is that our Init goes down as our
computer game. Prot goes up: the less damage we take from enemy blows, the less likely
it is that we can score multiple attacks against our foes. Our choice,
2. BUY CHARACTERISTICS heavy leather, strikes a balance between these two things. We dont both-
er with a shield, because Ragnar needs both hands for his great weapon.
We start with 60 creation points.
Our first step is Characteristic purchasing. Given that Rune
is about combat, we want to focus on the first four Characteristics,
3
which matter in battle. Dexterity is the governing Characteristic RUNE HERO SHEET FIGHTING ABILITIES
of most combat skills, so we decide that Ragnar will be as dexter- 1 Rating Notes
Bows (Per) 1 1 1
ous as any mortal. Getting the price from the chart on p. 18, we HEROS NAME: Ragnar Brawling (Dex) 1 1
1 1
spend 16 creation points to give him a Dexterity of 3. That leaves WINS: TOTAL VPS: 1
Chain Weapon (Dex)
Great Weapon (Dex) 1 3 1
us with 44 points. We see him as a tough guy who can take plen- 1
Spent VPs: 1 Longshaft Weapon (Dex)
Single Weapon (Dex)
1
1
1
1
Free VPs: 1
ty of punishment, and so buy him maximum Stamina as well: a Thrown Weapon (Per) 1 1
1 1
2
Two Weapons (Dex)
rating of 3, costing us another 16 points. We buy him ratings of 2 CHARACTERISTICS HIT POINTS EXPLORATORY ABILITIES
in the other two physical Characteristics, Strength and Quickness. Rating Maximum Current
Rating Notes
That costs us another 16 points, all told. Were down to 12 cre- Strength (STR) 12 1
77 1 Animal Handling (Pre) 1 1
Stamina (STA) 13 WOUND THRESHOLD: Awareness (Per) 1 1
ation points. Uh-oh! Wed better get some points back by giving Dexterity (DEX) 13 18
1 Balance (Dex) 1 1 15/10
1 1 1
Ragnar below-average scores in the less important Characteristics. Quickness (QIK) 12 WOUNDS
Bravery (Str)
Climb (Str) 1 1 1
10/20
Intelligence (INT) 1-1 1
We give him -1 in each of these, giving us back 8 points for a total Perception (PER) 1-1 33333
33333
Dodge (Qik)
Healer (Per, Dex)
1
1
1
1
of 20 creation points left Presence (PRE) 1-1
-1 -2 -3 -4 -5 Jump (Str) 1 1 12/5
(INCAP)(DEAD) Lore (Int) 1 1
Communication (COM) 1-1 Map (Int) 1 1
1 1
3. BUY ABILITIES IMPORTANT NUMBERS IMPAIRMENT/INVIGORATION
Pick Lock (Dex)
Pursuit (Per) 1 1
Light 1 1
We now have 20 creation points to buy Abilities and extra hit Encumbrance (ENC) 1
33333
Repair (Dex)
Ride (Dex) 1 1
ENC Decrease None
1
points, should we want them. We start by picking a weapon Move 120 -2 -1 0 +1 +2 Seamanship (Sta, Int)
Ski (Dex)
1
1
1
1
Ability, Great Weapon, which we buy at the maximum, 3. Its a Soak 1 6 Sleep (Sta) 1 1
Response (RES) 1 5 Sprint (Str) 1 1 1
10/20
primary Ability, costing us a total of 6 creation points. Stealth (Dex) 1 1
5 Survival (Int) 1 1
Because it is much better to have a rating of 1 in an Ability than Swim (Str, Sta) 1 1 10/20
1
COMBAT SCORES Traps (Dex) 1 1
a rating of 0, we decide to get as many other Abilities as we can, ATTACK INIT ATK DFN DAM
never buying more than 1 rating point in any single one. We select Score Score Score Score INTERACTION ABILITIES
Viking Axe 9 9 9 12 Rating Notes
the following primary Abilities: Dodge (to avoid traps and missiles), War Maul 9 8 10 12
Bargain (Com) 1 1
Carouse (Sta) 1 1
Bows (to have missile capability when necessary), and Sprint (very Short Bow 2 0 2 Deception (Pre) 1 1
1 1
useful in allowing you to move about a battlefield). A rating of 1 in Demeanor (Com)
Disguise (Int) 1 1
each costs us a total of 6 points. Were now at 8 creation points left, Gamble (Int, Per, Qik) 1
Insight (Com) 1
1
1
and we want to save 3 points to buy hit points, giving us 5 left to Leadership (Pre) 1 1
Music (Com) 1 1
spend on secondary Abilities, which cost 1 point for a rating of 1. Runes (Int) 1 1
Sing (Sta) 1 1
We choose Balance, Bravery, Climb, Jump, and Swim. When its Skald (Pre, Int) 1 1
appropriate, we write down the half and full action values of our MISC. ABILITIES
skills in the notes column. Rating Notes
Fist or Kick -1 0 -1 2 Divine Awareness (Pre) 1 1
Now we spend our last 3 creation points on extra hit points.
Non-Combat Action 2
Checking the chart on p. 31, we see that, with a Stamina of 3,
each character point gets us 7 more hit points. So our bonus
will be 21 hit points. Looking at the chart on p. 30, we see that
the standard hit points for a character whose Strength and
Stamina add up to 5 is 56. 56 + 21 = 77.
Next we make note of Ragnars Wound Threshold. The chart on p. 31 5. IMPORTANT NUMBERS
tells us that a Viking with Stamina 3 gets a Wound Threshold of 18. Encumbrance: Now we figure out Encumbrance. Together,
Ragnars gear has a Load value of 5. His Strength is 2, and we see by the
4. CHOOSE YOUR WEAPONS chart on p. 35 that as long as the stuff hes lugging has a total Load less
Now we pick our weapons. We can have three common weapons. We than 8, his Encumbrance is Light. He suffers no Encumbrance Decrease.
want weapons which match Ragnars Abilities a great weapon and a
bow. Common bows are hard to find; the short bow is really our only Initiative Scores: Now we calculate Ragnars Initiative score for
choice. As far as common great weapons go, we have each weapon he wields. Initiative is Qik + weapon Ability + your
38
A Hero is Made
weapons Init rating + armor/shield Init rating - your Enc Decrease. Attack Scores: Now for Attack ratings,
Ragnars Qik is 2. His Ability in Great Weapon is 3. His Viking axes which are again calculated for each weapon.
Init rating is 5. The rating for his armor is -1. His Enc Decrease is 0. 2 The formula for melee weapons is Dex + weapon Ability + weapon Atk
+ 3 + 5 - 1 - 0 = 9. His INIT score with the Viking axe is 9. rating + shield Atk rating - Enc Decrease.
His war mauls Init rating is the same as his Viking axe, so it too For his Viking axe, his rating is 3 (his Dex) + 3 (his Great Weapon
carries a combined INIT score of 9. Ability) + 3 (the Viking axes Atk rating) + 0 (since he doesnt have a
Ragnars Ability in Bows is 1. His short bow is rated at 0 for Init. shield) - 0 (his Enc Decrease), for a total of 9.
His Qik, Enc Decrease and armor Init rating remain the same. 2 + 1 + For the war maul, its 3 (his Dex) + 3 (his Great Weapon Ability) +
0 - 1 - 0 = 2. His Init rating with the short bow is 2. 2 (the war mauls Atk) + 0 (for having no shield) - 0 (his Enc Decrease),
To find Ragnars unarmed INIT score, we take his Qik + Brawling + for a total of 8.
Bows substitute Perception for Dex. So for his short bow,
the Atk rating is -1 (his Per) + 1 (his Missiles Ability) + 0 (the
short bows Atk rating) + 0 (no shield) - 0 (his Enc Decrease),
4
for a total of 0.
EQUIPMENT DIVINE GIFTS
WEAPONS Init
rating
Atk Dfn Dam Ability Load
rating rating rating Patron Level Unarmed, Ragnar gets 3 (Dex) + 0 (Brawling Ability) + 0
Viking Axe +5 +3 +4 +10 Great 1.5 (fist/kick Atk rating) + 0 (since he has no shield) - 0 (his Enc
Short Bow +0 +0 NA +6 Missile 0.5 Decrease), for a total of 3. But he also takes the -3 penalty for
War Maul +5 +2 +5 +10 Great 1.5
not having Brawling, so he ends up with 0.
Defense Scores: The next step is calculating DFN scores
for each weapon. The formula is Qik + Weapon Ability +
weapons Dfn rating + shield Dfn rating - Enc Decrease.
For the Viking axe, this is 2 (Ragnars Qik) + 3 (Great
ARMOR Prot Init Load Weapon Ability) + 4 (Viking axes Dfn rating) + 0 (he has no
rating rating
Heavy Leather 3 -1 1.5 shield) - 0 (Enc Decrease), which totals to 9. For the war maul,
this works out to: 2 (Ragnars Qik) + 3 (Great Weapon Ability) +
5 (war mauls Dfn rating) + 0 (rating for no shield) - 0 (Enc
SHIELDS Init
rating
Atk Dfn Dam Ability Load
rating rating rating
Decrease), or 10.
Missile weapons dont provide Dfn ratings, so we ignore the
short bow here.
Unarmed, Ragnar has 2 + 0 + 0 +0 - 0 = 2. Then he sub-
OTHER ITEMS Load
HELMS OF POWER Patron Level tracts 3 for not having Brawling, which gives him an
unarmed DFN score of -1 (were really wishing wed taken
Brawling at this point).
LEGENDARY ITEMS Patron Level
Damage Scores: A step near to any Vikings heart is
next. It is Ragnars Strength + the Damage rating of each melee
weapon. Ragnars Strength is 2, and both great weapons have
Dam ratings of 10, so the total for both is 12.
DIVINE CONNECTIONS
The missile weapon, the short bow, uses its Damage rating
LOOT number damage value in Load
of items modifier oz. silver
Deity Rating Deity Rating alone. It happens to be 4.
Angrboda 1 Odin 1 Unarmed, he gets his Strength of 2 + 0 Dam rating for
Asjandr 1 Thor 1
Freyja 1 Tyr 1
fist/kick, which equals 2.
Freyr 1 Ull 1
Ounces Silver Heimdal 1 Urd 1 Other Important Numbers: Now figure Ragnars
Ounces Liars Silver
Hoder 1 Soak rating, which is Stamina (in Ragnars case, 3) + his
Loki 1
TOTAL LOAD: 5 Njord 1
armors Prot rating (again, a 3), for a total of 6.
Ragnars full move is based on his Sprint Ability, which is
1. Looking on the chart on p. 37, that gives him a Move of 20
paces. His highest overall modifier (governing Characteristic +
Ability rating) is his Engagement modifier of Str + Great
the fist/kick Init rating + his Init rating from armor and/or shield - his Weapon, which equals 5. That means that his Res is a 5.
Enc Decrease. 2 + 0 + 1 - 1 - 0 = 2. But since he didnt take Brawling,
he gets a -3 penalty for using an Ability he doesnt have. This gives him
an unarmed INIT score of -1.
And lastly, his non-combat INIT score is Qik + Sprint + armor/shield
Init ratings - Enc Decrease. That comes out to 2 + 1 - 1 - 0 = 2.
39
CHAPTER 2
Combat AND
Other Rules
40
Combat and
Other Rules
slashing. Theyre content to call out numbers, roll each die roll and damage alloca-
dice, and rack up their point scores. They may be tion with detailed narration.
vividly imagining goblins flying left and right as
Were not here to tell you that one approach is
their implacable heroes wade through columns of
right and the other wrong. Who are we to instruct
cave-dwelling enemies, but they keep such images to
you in the proper way to have fun? Decide for your-
themselves. For these players, elements of play-act-
selves what you best enjoy. Youll show which type
ing are just a distraction from the game.
of players you are by what you do in the course of
Other groups find it more entertaining to share the game. Youll either naturally gravitate towards
their play-by-play of the action, describing dashing lots of description, or to a by-the-numbers approach.
maneuvers, devastating blows, and the agonizing cries
In fact, what will most likely happen is that, in
of the wounded. They want to do with narration what
each group, some runners will use plenty of descrip-
the computer game does with 3-D animation: create
tion and others will not. Dont let one faction pres-
an intensely imagined experience in which they con-
sure the other to conform. Find a middle ground.
trol the action. These groups will want to supplement
When a description-oriented player dons the run-
ners mantle, the limbs will fly and the halls
of the Underworld will echo with the battle
cries of furious Vikings. When a die-rolling
enthusiast replaces him, num-
bers will take center stage. Dont
blame yourselves for failing to
live up to someone elses stan-
dard of proper gaming fun.
ANATOMY OF A ROUND
A round is an approximate chunk of
time in which each character gets to do
one interesting thing, like rain a flurry of
blows upon a cringing goblin, throw a
spare axe to a disarmed ally, slide
down a rocky slope to dive upon
enemy reinforcements as they join
the fray, or rummage through a
stuffed pack in search of the per-
fect weapon for the job at hand. A
round is about five to twenty
seconds long. Thats all the precision
a true Norseman needs!
41
Chapter 2
42
Combat and
Other Rules
43
Chapter 2
ENGAGEMENT ROLLS
You may make an Engagement roll whenever you wish to Engagement roll represents a whole series of moves the
make a slight change in your heros position to gain an advan- combatants make throughout the round.
tage over an enemy. You may want him to jump up onto the
You may make one, and only one, Engagement roll per
lip of a platform, or move to the dry, stable paving stones
round. It will be difficult, for example, for your hero to
bordering a section of muddy ground. Add your Str +
keep the high ground when fighting off multiple oppo-
weapon Ability to a die roll to get your Engagement
nents.
total, and compare that against a similar roll by your
opponent. If youre Engagement roll is against a supporting You must make an Engagement roll even when your oppo-
character, compare your total to a Res roll made by the run- nent cannot or will not do so. If you botch and get a negative
ner on its behalf. If youre acting against an inanimate object, result, youve still done worse than the non-resisting oppo-
use the default Difficulty of 6, unless the encounter design- nents default Engagement total of 0, and he will still prevent
er pays for a higher one. you from making your desired move. However, if your result
is positive against a non-resisting you always succeed.
Engagement rolls do not require an action; theyre just a
part of the give and take of a combat exchange which you, On a successful Engagement roll, you can force your adver-
for rules purposes, need to determine separately from the sary backward in a direction of your choice. He always trav-
roll to hit. You can make them either on your Initiative, or els in a straight line. The distance you can shove him
prior to an enemy ATK roll. equals 1 + (your STR x 2) paces. You can move him less
than this distance if you want. If you put his back to a solid
When you contest Engagement with an enemy, youre try-
object, he stops, even if the distance youve shoved him is
ing to jostle, body-check, shoulder, shove, and otherwise
less than your maximum.
manhandle him so that he either gets out of your way or
remains in his present inferior position. (Picture a basket- Sometimes youll find yourself wanting to move your hero
ball player blocking the guy with the ball.) Dont let the fact past one or more of his fellows to get to a favored position
that we require just one roll fool you into thinking that the or be the first to perform a particular task. The runner
Engagement contest is a discrete thing that occurs and is determines who wins by requiring all contesting pillagers
then resolved, with the loser meekly accepting his loss. The members to make Engagement rolls against one another.
44
Combat and
Other Rules
up to 15 paces backwards. (This supersedes the nor- within 3 paces of at any point
mal movement rules, because youre cautiously back- during his reckless move gets a
ing away.) free ATK roll against him during your own action.
(See above for further details, and Attacks of
Withdrawals are most often tactical. Youll usually
Opportunity on p. 46.) You must make a Fatigue
use them so that your hero can temporarily duck
roll after moving recklessly, adding 5 to the
out of the fight in order to return to it with a posi-
Difficulty (see p. 12). He may not take additional
tional advantage of some kind. With this kind of
actions during a round in which he makes a reck-
cautious backing-off, youll find it hard to perma-
less move.
nently escape from a foe who truly wishes to con-
tinue bashing your hero. Administer Healing: Your hero can try to use his
Healer Ability to patch up an injured ally. If you are
Fleeing: Your hero turns tail and runs from the
not within range of him, you may make a half move
fight. He travels a distance equal to twice his normal
to get there.
maximum for a full move, allowing every enemy he
comes within range of the opportunity to make a Changing Weapons: Your hero may put a weapon
free attempt to hit him during your action (See in its scabbard or in his pack, and withdraw a new
Attacks of Opportunity on p. 46). Taking the free one, ready for use. He can combine this action with
shot does not prevent them from completing their a half-move, or can duck and weave.
own actions later in the round. Nor does it stop ene-
He can carelessly chuck a weapon on the ground
mies who have already taken their actions from
and grab another one at his belt without taking an
attacking. Any enemies Engaged with your hero
action. Heroes can have only one weapon on their
when he turns and runs are most definitely included
belts at any one time.
in the list of foes who get that free shot. So are any
missile users on the field. He must travel in a straight Wait for Opportunity: You can forgo your action
line and may not take the time to maneuver around when your Initiative turn comes up. Then, after any
foes waiting to smack him. Unengaged foes may other character completes his action, you may inter-
freely move up to ten paces to intercept his flight. rupt the Initiative order and then have your hero
take any action.
Fleeing supersedes the usual movement rules.
(If an Initiative total over 20 has given an extra action,
Your hero cannot flee in a direction that would take
you cant delay your first action past Initiative step 20
him through, or leave him in the middle of, anoth-
without losing your second. Likewise, if you have
er Engagement.
three actions you cant delay the first past step 40 or
the second past step 20, and so on.)
ENGAGED You score an Initiative total of 32. You decide that
your hero, Ragnar, will wait for a goblin freak to
If your hero is within 3 paces of an enemy, he is con-
sidered to be Engaged with him, whether or not crawl down from its perch before whacking it. The
either has yet tried to hit the other. Heroes can be goblin finally moves on step 25. On step 24, Ragnar
Engaged by multiple enemies at the same time. takes the action he would normally have gotten on
step 32. He may still take a second action 20 steps
later, on step 4. If the goblin had come down on step
18, and Ragnar had acted on step 17, hed have lost
Reckless Move: A hero can travel a distance equal
the second action.
to twice his normal full move, taking no precau-
tions to stay out of the range of enemy blows. He Other: Special circumstances may motivate you to
travels in a straight line only, and cannot maneu- try some other action trigger a rock slide, set a
ver around traps or other terrain obstacles. As in fire, sing a demoralizing battle song, or whatever.
the case of fleeing (above), every enemy he comes The runner must judge whether your
45
Chapter 2
46
Combat and
Other Rules
The runners map provides an excellent visual aid in can perform a half action and
showing you the possibilities for movement and still make a plain, old, ordinary,
action. He should show it to you when asked, and unmodified attack roll, as well.
explain which of his squiggles represent which fea-
Sometimes youll be called upon to make rolls,
tures of the encounter area.
usually in reaction to another characters action,
which dont cost you time or otherwise cut into the
Actions, Half Actions, actions your hero can make. Usually we say this
and Free Rolls does not require an action. If we wanted to come
up with yet another game term, we could call them
When your hero gets to act, he normally gets to free rolls. But who wants that?
perform a single action, such as an attack. We some-
times call this a full action. The following chart lists some common rolls
heroes make in combat, and tells you which of the
Sometimes he can do things that take up only above categories they fall into.
half an action. If he is already Engaged with a foe, he
47
Chapter 2
48
Combat and
Other Rules
victim of the hit. Determine damage as usual, ignor- and +3 for Vreek. Your ATK total is
ing the 3 added Difficulty points. a 9, just as it was when Ragnar first
pierced Meelus gobliny flesh. In other words, without
Later, Ragnar fires another arrow at Meelu the gob-
the 6 points of additional Difficulty for firing into a
lin, who is now warily facing off against one of Ragnars
melee and having another character in the line of sight,
fellow Vikings, Thurid Blonde-Braids. She is much clos-
his hit would have succeeded. Either Thurid or Vreek
er to the goblin than five paces, and so will also be a pos-
could take the hit meant for Meelu. The runner rolls a
sible target for Ragnars shot if it goes astray. A second
random die to pick the unfortunate victim. An odd roll
goblin, Vreek, is scampering towards Ragnars other
will mean Vreek; even, Thurid. The runner rolls a 6,
comrade, Thorleik. The runner can draw a straight line
meaning that Ragnar hits his friend Thurid! When cal-
on the miniatures map between Ragnar, Vreek, and
culating the damage, he uses the 9 Difficulty, not the
Meelu. Thorleik is more than fifteen paces away, and is
15. His Damage total is therefore 4, as before. Thurids
not in danger of being hit by a possible misfire. The
Soak is 3, so she loses only 1 hit point. However, she gri-
Difficulty, originally 9, now goes up to 15; +3 for Thurid
maces meaningfully at her reckless ally as she turns to
The following steps determine the results of an attackers attempt to hit a defender. For the purposes of this exam-
ple, lets say that the attacker is a hero and the defender is a foe. (It works the same if the roles are reversed.)
1. The attackers player rolls and adds his ATK score and any attack modifiers to the result. We call this the ATK Total.
2. Determine the defenders DFN Total:
For melee attacks the runner rolls for the defender, adding his DFN score to the result.
For missile attacks which are not dodged, the runner adds any Attack Modifiers to the default Difficulty of 6.
If the defender opts to dodge a missile attack, the runner rolls and adds the defenders Dodge and Qik scores to the result.
3. If the attackers total equals or exceeds the defenders, the attacker has hit the defender.
4. Subtract the defenders total from the attackers. The difference between the two numbers is called the Thwack
Margin, or TM.
5. Add the TM to the DAM score the attacker has with his weapon. The result is called the Raw Damage.
6. Subtract the defenders Soak from the Raw Damage. The result is the number of hit points the defender loses. Now
compare that to the defenders Wound Threshold to see if he gets a Wound.
7. When we put everything together the process looks like this:
MELEE ATTACKS:
{[(Attackers Roll + ATK Score) - (Defenders Roll + DFN Score)] + DAM Score} - Soak = Hit Points Lost
MISSILE ATTACKS:
{[(Attackers Roll + ATK Score) - (6 + Attack Modifiers)] + DAM Score} - Soak = Hit Points Lost
49
Chapter 2
Melee Combat
HANDY DIE-ROLLING HINT If you want your hero to attack an enemy with a
melee weapon, roll a die, which is modified by your
Every group has a different tolerance level for die ATK score. The runner responds with a die roll, mod-
rolling. Some players feel you can never have too many
ified by the enemys DFN score. The enemy gets the
die rolls; others feel you can never have too few. Youll
need to find a balance that suits the tastes of your own
DFN score associated with the weapon hes carrying
group over time. Our basic assumption is that people when attacked. Situational modifiers may adjust
who want to play a competitive Viking RPG want to either combatants relevant score. If your total match-
roll lots of dice. es or exceeds his, youve hit him. Add your DAM
One handy way to cut down on the die rolling is to score to this Thwack Margin. To get the number of
have the pillagers roll two dice of different colors when hit points the enemy loses, the runner subtracts its
they make ATK and DFN rolls. One color always rep- Soak rating from this Raw Damage total. Results of
resents the hero; the other always represents the less than zero are ignored; characters cant gain hit
enemy of the moment. (If you like, you can see the points by soaking damage. See the Hitting and
heros die as positive and the enemys as negative.) The Maiming at a Glance sidebar for more discussion on
player, equipped with the enemys game statistics as
the formula for hitting foes.
well as his own, does all the math, reporting only final
results to the runner. MELEE ATTACKS:
Other groups may wish to make DFN static. In this {[(Attackers Roll + ATK Score) - (Defenders Roll +
method, you simply add 5 to all Dfn ratings in the DFN Score)] + DAM Score} - Soak = Hit Points Lost
game. ATK rolls become standard rolls, not contests,
against that set number. In our opinion, this sacrifices Anxious to prove himself to Thurid, Ragnar drops
too much fun for the benefit, because it decreases by his bow and rushes into the melee to Engage another
half the chances that something remarkable (that is, a goblin which is advancing on his friend. You roll a 2,
botch or triumph) will happen. adding 9, the ATK score for his Viking axe. The gob-
Especially bloodless runners may wish to use a com- lins DFN score is 3. The runner rolls a 2. Ragnars
puter program to generate pages full of die results, and attack total of 11 is better than the goblins defense
simply go through the list crossing them off as rolls are total of 5. The goblin is hit. You combine the Thwack
called for throughout the evening. This seems most Margin (6) with his Viking Axes DAM score (12), for
un-Norse to us, but your tastes may vary. 18 Raw Damage. The goblin subtracts his Soak of 3,
losing a total of 15 hit points.
cleave the goblin in twain. Ragnar shudders. He knows For a melee combatant, a round represents more
hell face Thurids fiery temper when the battle is done. than a single swing with a weapon, which either con-
nects or doesnt. Youll be spending the round cir-
In some cases, you are more likely to hit your actu-
cling and watching your foe. Damage your hero deals
al target if you fire at your friend next to him. Except
may represent the results of several pinpricks, or a sin-
for this rule right here, which states that any such
gle decisive blow amid a flurry of feints.
attempt to hose the rules automatically fails.
Remember that your character is doing more in GOING BERSERK
the course of a round than engaging in the split-sec-
When your hero attacks, you may choose to have
ond action of loosing a missile at a target. Hes fol-
him go berserk, provided his current hit point total is
lowing the foes movements with his eyes, waiting for
at least 21. (He isnt consciously making this decision,
the best moment to fire. Hes keeping an eye out for
but you are.) You may add your DFN to your ATK
the other combatants, making sure that none of them
score for a single attack. However, once that attack has
come crashing into him. Although hes not concen-
concluded, the enemy (should he still be standing) gets
trating exclusively on dodging, he is on the lookout
the chance to make a free additional attack against your
for incoming missiles and weapon blows.
hero, as part of your action. In fending off his coun-
50
Combat and
Other Rules
terattack, your DFN is 0. You can never take advantage of the other heroes. If more than
of any additional increases, whether from other tactics one ally qualifies for this dubious
like charging, or from various Divine Gifts, when going privilege, the one with the lowest INIT total suffers the
berserk. You cant do anything but attempt to deal good, hit. (The runner rolls randomly when all candidates
honest, Odin-approved damage to the foe. You get your share the same INIT total.) Your ally takes damage equal
ATK score plus your berserk modifier, and thats it. to your straight DAM score with that weapon, with no
additions or subtractions for your ATK roll. He may
Only heroes can go berserk.
apply Soak to this, as usual.
CHARGING If an ally stands directly between your hero and a tar-
get who is otherwise within your weapon range, your
If your hero must travel more than 20 paces towards
hero can take a shot at that target, but the penalty to avoid
an enemy to Engage him in melee combat, consider
hitting your ally is -6. If you take no precautions against
charging him, especially if you won Initiative or the
hitting him and fail your ATK roll, your hero hits him
enemy is holding off and waiting for you to act. The +3
when the difference is less than or equal to 6.
Attack increase for charging more than compensates for
the time hes had to stand his ground or duck and
THE DREADED RIPOSTE
weave. However, if he braces with a longshaft weapon, a
charge might not prove fruitful. On a very bad ATK total, a combatant not only fails
in an embarrassing manner, but opens himself up to an
Characters can only charge when the path
opportunistic return blow from his adversary. The
towards their foe is as the raven flies that is, more
adversary gets a free attack against him, which does not
or less straight.
count as an action and occurs regardless of the adver-
sarys Initiative status. The riposte does not permit him
FOG OF WAR to take additional actions, moves, or Engagement rolls.
When allies are within 3 paces of your hero, there is
The defender becomes eligible to make a riposte
a small chance youll hit them when you miss your tar-
when the Thwack Margin is -20 or lower. If it is -40 or
get. If you botch, reroll; if the rerolled total would have
lower, he gets two ripostes. At -60, he gets three
been good enough to hit your target, you instead hit one
ripostes, and so on.
* after the first combatant to hit him with its melee weapons. No more than 4 opponents can ever
gang up in melee combat on a single human-sized defender.
51
Chapter 2
52
Combat and
Other Rules
pinned your opponent. Keep track of the Thwack Difficulty levels suffered by mis-
Margin, if any. This is added to your victims sile users, as seen in the Melee
Difficulty if attempts to break free. In the case of Modifier Chart, p. 51.
a hold, you may force your opponent to drop his
If a hero jump outs from behind cover in order
weapon. If he carries an object in each hand two
to fire missiles of his own, enemies may ignore his
weapons or a weapon and a shield you may force
cover advantage by waiting for opportunity until
him to drop both.
immediately after he makes an attack. If more than
(Foes making Brawling maneuvers do so with one enemy is waiting for the opportunity to fire at
their Res ratings, which are explained on p. 99.) the exposed hero, all of them get to do so during his
split-second of full exposure.
The victim may take no further actions until he
breaks free or the other combatant releases him. The If no solid cover presents itself, a hero can still
successful brawler may release him at any time; make himself harder to hit in missile combat by
doing so does not cost an action. If you want your occupying an area where the vision of missile users
hero to keep his foe pinned, you must devote all of might be confused. He might hide in a useful patch
his actions to the effort. Your hero cant both pin of fog, position himself so that enemies are blinded
and pummel his enemy, for example. by the rays of the sun, or stand under branches that
continually shift in the wind, casting ever-moving
Heroes restrained by enemies may not jockey for
shadows that confuse the eye. In such cases, heroes
Engagement, move, or do anything else before coun-
are obscured. The benefits of being obscured equal
tering the restraint. Breaking free requires an action.
those of one-third cover.
If your hero is in a hold, you can break him free
In melee combat, it can also be helpful to put
by rolling Dex + Brawling, plus the Dfn rating of his
barriers between your hero and his enemies. Barriers
weapon or shield, if he still has one in hand. (Be sure
provide an advantage to the defter combatant. If
to subtract his Armor Dfn rating and his
your combined ATK score + DFN score exceeds the
Encumbrance Decrease, as well). If his is pinned,
combined ATK score + DFN score of your oppo-
you can break free by rolling this same formula, but
nent, you gain a +1 bonus on both ATK and DFN
substituting Str + Brawling.
rolls made against that opponent fighting you across
In each case, the Difficulty is 6, plus the Thwack a barrier. If your opponents ATK score + DFN score
Margin originally scored by your opponent when he are better than yours, he gets the bonus.
put you under restraint.
Examples of barriers include barrels, crates,
Allies can try to hit an opponent your hero has piles of driftwood, fallen logs, small streams, gul-
in a pin or hold; the enemys DFN score is halved. lies, pits, and monster carcasses. Your runner will
A risk awaits the unlucky: each miss is counted as decide how a barrier might be neutralized. For
a hit against your hero. He suffers damage equal example, a boulder can be easily ignored your
to your allys weapon DAM score, plus the differ- opponent just goes around it to get at you. A
ence between his failed total and the opponents trough blazing with unearthly fire might be a more
DFN total. difficult barrier to ignore.
53
Chapter 2
54
Combat and
Other Rules
Ignore all botches when making this roll (its a Your roll for Ragnar triumphs,
quality die roll). When you roll a 1, just add it to your with a total of 24 when his Dex is
rating as you would with any other die result. added and 5 subtraced for not having the Healer
Although medical malpractice was probably worse in Ability or equipment that goes with it. Although
the real Viking world than in our own, it really bites greater than Thurids Wound Threshold, the result is
to die just because another character screwed up his not twice the Wound Threshold. Thurid is cured of 1
healing roll, so a healer working on a patient other Wound and regains 24 hit points. Her hit point total
than himself is immune from botches. Yeah, were a is now 45.
bunch of sentimental old softies.
Heroes may attempt to heal themselves, but should
A healing attempt takes one round in combat, or remember that their healing rolls will take place under
about a minute otherwise. Impairment penalties. Its generally better to have an
unimpaired healer bind a heros Wounds.
Recovery works differently for the wounded and
unwounded. Upon a successful a Healing roll,
unwounded characters regain hit points equal to (1
+ the difference between the roll total and
Difficulty) x 4.
Thorleik has lost 29 hit points, none of them from
Wounds. His healthy hit point total is 76, but now he
has only 47. Ragnar tries to heal him. The Difficulty,
as we see from the above chart, is 4. You roll for
Ragnar, with a result of 6; a success that totals 10
when his Heal of 1 (which hes raised from the 0 he
chose in character generation) and Dex of 3 are
After a healing attempt, successful or otherwise,
added. The difference is 6; to which you add 1 before
the healer must wait for a period of time before he
multiplying by four, getting a 28 . Thorleik gets back
can fruitfully try again. That period depends on the
28 hit points. He goes from 47 to 75 hit points.
patients Wound count after the most recent healing
Healers can instead choose to remove Wounds. If attempt. Only one healer may attempt to patch the
the healer exceeds the Difficulty on the chart above, patient up for each interval. If one fails, another
the patient is cured of a single wound. He also cant immediately step up to make his own attempt.
regains a number of hit points equal to his Wound
In the above example, Thurid is left with 1 Wound
Threshold, or the margin between the Difficulty and
at the end of the healing attempt. She must wait 3
the healers total, whichever is greater.
hours before anyone can attempt to heal her again.
It is possible, if unlikely, for a healer to cure
An exception occurs if the patient suffers further
multiple Wounds at the same time. Where the mar-
damage while waiting for the next healing opportu-
gin is equal to or greater than twice the patients
nity. A healer may then immediately attempt to treat
Wound Threshold, he is cured of 2 Wounds. Where
the new injuries. Heroes cant, however, deliberately
it is equal to or greater than three times the
injure a patient simply so they can try to heal him
Wound Threshold, the patient is cured of 3
again right away.
Wounds, and so on.
Before the 3 hours expire, Thurid is mauled by a
Ragnar tries to heal Thurid, who has a maximum
rabid wolf. She loses 6 hit points before she and her
of 76 hit points, and a Wound Threshold of 21. Right
allies beat the thing off. Ragnar may immediately
now shes suffering from 2 Wounds, and has only 21
attempt to heal her.
hit points. The runner checks the above chart and
determines that the Difficulty of Ragnars roll is 6.
55
Chapter 2
56
Combat and
Other Rules
He finds his friends, Ragnar and Thurid. Thurid tries. He gets, say, three attempts
has something for him a special potion that can be at the lock. If he fails all three, the
poured into a lock to assist in its opening. Thorleik, acid burns him.
grumbling that she should have provided it to begin
with, heads off to the lock to try again. This change in CONTESTS
circumstance gives him one more try. Joel can roll
Although deadly combat is clearly the best, most
again. If he fails it, Thorleik must either give up or
important, and most heroic form of conflict in
seek yet another new advantage before a third attempt.
which your hero might become involved, it is not
This rule does not apply to actions undertaken in the only kind. Sometimes he will need to overcome
combat. If you miss your opponent with a sword, the active resistance of foes or opponents in non-vio-
you can always hack at him again the next time you lent situations. When this happens, the runner spec-
get a chance to act in combat. ifies the Ability each participant will contest with.
Another exception to this rule occurs when the The elfin queen offers a mighty sword to the
hero must act in a short period of time to stave off Viking warrior who convinces her hell do the
a disaster of some kind. In this case, the runner may most to bring peace between the Norse people and
specify, in designing his encounter, the number of hers. Thorleik the Shrewd will speak up for the
consecutive tries allowed before the bad thing hap- heroes of his home village. Contesting against him
pens. Usually he will get one try per round, often is Osk, a treacherous Dark Viking. Thorleik knows
during a combat situation. that if she gets the sword she will simply take it
and sacrifice it to Loki, as part of her sinister plan
If Thorleik has to pick the lock in order to pop to summon a host of Sark Amen to ravage Norse
behind the door before a torrent of acid comes crash- and elfin lands alike. The runner says that this
ing down the corridor at him and reduces him to a will be a contest of Demeanor.
collection of bones, the runner may allow multiple
A contest consists of a single roll. You roll and add
your Ability and its Characteristic, trying to beat the
total the runner gets rolling for the other contestant,
a supporting character. The character with the high-
est total wins.
The difference between your results indicates
the degree of success.
If your results are exactly the same, the
tie goes to the hero.
57
Chapter 2
Joel rolls and gets a total of 8 for both ATK and DFN rolls made against pedestrian
Thorleik after his Demeanor and opponents. Add your Ride skill as a further bonus
Presence ratings are added. The runner rolls and gets a to Initiative. The full move of a steed is 200 paces.
total of 7 for Osk. Thorleik wins.
For more information on
Designers cant build contests between heroes horses and mounted com-
into their encounters. However, pillagers may bat see page 182.
choose contests between heroes as a way of resolving
disputes. They might, for example, arm-wrestle for
coveted magical items, in a contest of Brawling rolls.
Ties between heroes are resolved by rerolling until
somebody wins.
More Than Two Contestants
Contests can include multiple partici-
pants. Everybody rolls; the character
with the highest total wins. Ties
between supporting characters are
resolved with rerolls.
Thurid and Thorleik gamble
with two dwarves, Casin and
Foldo, for the right to smash
down a door and confront the
creatures inside. The game is an
honest one, so each rolls and adds
his Intelligence + Gambling. Joel rolls
for Thorleik; Paul, for Thurid; and the
runner, for Casin and Foldo. Their totals
are as follows: Thurid 8, Thorleik 10,
Casin 13, and Foldo 13. Thurid and
Thorleik are easily out-played by the two
dwarves, who are no doubt relying on their
advanced mathematical skills. Now the con-
test is between the two of them, so they
reroll. Casin gets an 8, while Foldo scores a
12. Foldo is the winner, and may lay first
claim on any treasure possessed by the crea-
tures behind the door.
MOUNTED COMBAT
Mounted combat is rare in Rune. Youll
spend most of your time crawling around
a dank network of underground passage-
ways no sensible horse would even con-
sider entering. You may find yourself
fighting on horseback during the occa-
sional wilderness encounter, though. If
mounted, you gain +3 to
58
CHAPTER 3
Improving
Your Hero
59
Chapter 3
60
Improving Your Hero
Ability Increases
In addition to the various Divine Gifts listed Additional Gear
above, you can spend victory points to increase Lost or damaged weapons are easy to replace by
your heros everyday Abilities. You can increase looting slain foes (see p. 164). Armor is another
Abilities in two ways: through experience, or matter. You may also gain new common equip-
through training. ment (or replace destroyed equipment) by return-
There is no mundane way to increase ing to your home base and bargaining for it with a
Characteristics. local craftsman or trader.
EXPERIENCE
Whenever you do something important with
Divine Gifts
your Ability, and succeed, you get a chance to learn Divine Gifts are powers from the gods. The
by experience. The Ability increase represents your gods use their limited powers of omniscience to
capacity to repeat the new trick you discovered in sense the activities of mighty heroes. When they
the heat of the moment. Whenever you succeed at become aware of these heroes, a connection estab-
an Ability roll listed in the runners encounter notes, lishes itself between hero and god. If the god
and you think you might be interested in increasing approves of the heros actions, the god sends him
the Ability in question, make a note of it. At the end a tiny fraction of his divine essence. Not only does
of the encounter, you may spend victory points to the hero not seek out the divine favor, it comes to
immediately increase any such Ability by 1. him without his conscious knowledge. However,
the first time he finds himself in a situation where
You may increase any weapon Ability if you the Gift might prove useful, he uses it involuntari-
beat a foes DFN total during the encounter, the ly, as if by instinct. In many cases, Divine Gifts are
Healer Ability if you used it to help a hero recov- not obviously supernatural: the hero might simply
er, or any Ability you successfully used to gain a become stronger, faster, more resistant to cold, or
battlefield advantage. whatever. Thus, the hero may not know that he has
Your best Fighting Ability costs 150 victory points gained a Divine Gift even after he begins to make
to increase by 1. Any Fighting Ability lower than that use of it. In other cases, anyone can see that a
costs 75 victory points for 1 point of increase. Other power is by nature divine. When you can make
primary Abilities cost 45. Secondary Abilities cost 30 your lost weapon fly through the air and leap into
victory points. your palm, it doesnt take a priest to know that the
gods are at work.
If youre lucky enough to successfully use an
Ability you dont have, you can use this procedure to Although your hero doesnt pick which Gift he
gain your first point of it. gets and might not even know hes gotten it; you,
the player, are still steering the longship. Each
TRAINING Divine Gift has a cost listed in its description. You
may at any time spend the requisite number of
If you want to learn a new Ability, and you points to gain a Gift. (Provided, of course, that you
havent been able to use it successfully during play, have them to spend in the first place.) And when we
you must train in it between adventures (not say any time, we mean any time, by Odins
encounters). You must pay 30 for secondary Abilities beard! If you want to buy a Gift between your
or 125 for primary Abilities. Initiative roll and your Attack roll during a combat
situation, you may do so. Just be quick about it
your fellow players have every right to hurl crushed-
up potato chips at you if you interrupt a
61
Chapter 3
DIVINE GIFTS
Gift Cost Patron Levels Page
Agony Postponed 30 Heimdal 5 64
Aura of Phlegmatic Acceptance 75 Heimdal 4 65
Banish His Blade 45 Loki Unlimited 65
Berserks Blessing 150 Odin Unlimited 65
Boon of Angrboda 150 Angrboda Unlimited 66
Bone Setters Blessing 30 Freyja Unlimited 66
Buffeting Gale 75 Thor Unlimited 66
The Chattering Squirrel 45 Loki Unlimited 66
The Clenched Jaw of Vengeance 45 Thor 4 67
The Clatter of Rushing Boots 250 Thor None 67
Comeuppance Postponed 250 Loki None 67
Craven Departure 250 Loki Unlimited 67
Curds of Utgardaloki 100 Thor 8 68
Destiny Reversed 400 Urd Unlimited 68
Dying Blow 30 Odin Unlimited 68
The Eager Arrow 75 Heimdal Unlimited 69
The Eight-Legged Horse 100 Odin Unlimited 69
The Ever-Flowing Cup 45 Freyja Unlimited 69
Eyes like Glowing Coals 45 Odin Unlimited 69
Flesh Cries Out for Piercing 150 Loki 8 70
From Lofty Asgards Peaks 125 Thor 8 70
Frost-Speeded Heels 75 Njord Unlimited 70
Gathering Thunder 40 Thor Unlimited 70
Gilded Tongue of Freyr 75 Freyr Unlimited 71
The Gnawing Stags 30 Loki Unlimited 71
Golden Apples Sweetness 75 Freyja Unlimited 71
Implacably Braced 75 Heimdal Unlimited 71
Imprecation of Doom 250 Odin Unlimited 71
Indefatigable Determination 75 Heimdal 10 71
The Knitting of Meat 45 Thor Unlimited 72
The Lie Turns to Truth 75 Loki Unlimited 72
Like a Wind-Tossed Leaf 125 Thor Unlimited 72
Like the Leaping Stag 75 Ull Unlimited 72
The Loyal Hilt 250 Thor Unlimited 72
Mantle of Odin 100 Odin Unlimited 73
Many-Impaling Spear 75 Thor 11 73
Might of Thor 300 Thor Unlimited 73
Mjolnir Awakes 30 Thor Unlimited 73
62
Improving Your Hero
63
Chapter 3
fast-moving combat to thumb inde- A character with the Divine Awareness Ability
cisively through this chapter looking can, by rolling Perception + Divine Awareness
for the perfect Gift to buy. against a Difficulty of 6, tell how much divine favor
a character enjoys; that is, he can glean the total of
To repeat: the hero gets no choice of his Divine
all of the characters Divine Connection ratings. By
Gifts, and does not know he has them until he uses
rolling against a Difficulty of 8, he can identify the
them. The player is completely in charge of which
characters primary god. Against a Difficulty of 10,
Divine Gifts his hero gets.
he can identify all of the gods from whom a charac-
ter has received Gifts.
CONSEQUENCES OF DIVINE GIFTS
The essence fueling a Divine Gift enters into the
heros body and soul, infusing him with a specific List of Divine Gifts
power. The psychic link between god and hero
remains active. You must keep track of which gods The list of Divine Gifts appears below. The for-
are associated with the Gifts youve chosen for your mat for describing Divine Gifts is as follows:
hero, and how many levels worth of Gifts each has Cost: This tells you how many victory points you
granted you. Each of these scores is called a Divine must spend to gain the Gift.
Connection rating.
Patron: Here we name the god who provides
After many game sessions, Ragnar has the follow- the Gift.
ing Divine Gifts: Curds of Utgardaloki (1 level, Thor),
Destiny Reversed (1 level, Urd), Implacably Braced (1 Levels: Most Gifts allow levels, meaning that
level, Heimdal), Imprecation of Doom (2 levels, they can be bought multiple times, with cumulative
Odin), Like the Leaping Stag (2 levels, Ull), Lofty effects. If they allow unlimited levels, this entry says
Asgards Peaks (1 level, Thor), and Vigilance of Unlimited. If they allow only a certain number of
Heimdal (1 level, Heimdal), levels, the number is given. If a Gift does not allow
levels, this entry says None.
His Divine Connection ratings are as follows: Odin
2, Thor 2, Ull 2, Heimdal 2, and Urd 1.
AGONY POSTPONED
Your highest Divine Connection rating indicates
who your primary god is. If you have more than Cost: 30
one deity tied for first place, each counts as your pri- Patron: Heimdal
mary god. (An exception occurs if your Divine Levels: 5
Connections are all rated at 1; in that case, you have Sometimes a Wounded warrior must keep fighting,
no primary god.) even if he must worsen his own injuries to fight at
Odin, Thor, Ull, and Heimdal all count as maximum skill. It is uncomplaining Heimdal who
Ragnars primary god. teaches this ability to the Norsemen. Your hero
may ignore one point of Wound-derived
Gods pay special attention to particular places Impairment for each level you possess in Agony
and situations in Midgard and the Underworld. If Postponed. When he stops fighting, he suffers 6
your hero encounters a place or situation of interest points of armor-ignoring damage (see p. 142) for
to his primary god, he may be compelled to act in each Impairment point he ignored.
accordance with the gods desires. He may find him-
self unable to do certain things, such as harm anoth-
er favored hero of the god. (To see how to build such
situations into an encounter as designer, see In
Defiance of the Gods, on p. 140).
64
Improving Your Hero
65
Chapter 3
attack you if he succeeds; otherwise Buffeting Gale. If he fails the roll, the foe has fallen
he thinks youre one of his com- down. See p. 53 and 127 for the dire consequences of
rades. He automatically succeeds (no need to roll) if falling in mid-fight. Add 20X victory points to your
there is no other legal target for his attack, or if tally each time you knock a foe down, and for each
youve already attacked him. subsequent round he stays down, where X is your
level in Buffeting Gale. You can choose not to use
this power on any given blow your hero strikes dur-
ing its duration.
66
Improving Your Hero
CRAVEN DEPARTURE
Cost: 250
THE CLATTER OF RUSHING BOOTS Patron: Loki
Levels: Unlimited
Cost: 250
Patron: Thor Loki reserves his most potent powers of escape only
Levels: Unlimited for those minions performing direct service for him.
When events go against his favorite servitors, he may
There is nothing Thor takes greater delight in than whisk them to safety. With this Gift, your hero dema-
the headlong charge towards a foe. His throat sings terializes, instantly and permanently disappearing
with fury and laughter as his hammer whirls from the current event. When the next event rolls
through the air, picking up force, and his enemy around, he rejoins the adventure, catching up with his
freezes in fear, blasted by the wind from his comrades after having been transported to a safe loca-
approach. Your hero, too, finds wild delight in the tion. In order to activate this power, you must succeed
charge, channeling it towards his foes destruction. in a contest against an enemy who is currently engag-
Extra-long charges add to your ATK score. A charge ing you in melee combat. Roll your level in Craven
must be at least 10 paces long; you gain an increase Departure against your foes Res. If you are currently
of 1 to your ATK score for every 3 paces by which Engaged by multiple foes, the runner picks the enemy
your charge exceeds that basic number. This increase with the best chance of success against
67
Chapter 3
you. The foe is not aware of the fact equals your level in this Gift, you can reroll a die
that his innate magic is working to immediately after you see how it comes up. The orig-
suppress your attempted departure. Your hero must inal result is ignored; those around your hero do not
spend an action to activate the power, but your oppo- notice anything awry. He, however, is left with two
nent doesnt spend one to thwart it. memories: one of what actually happened, and one
of the disaster that nearly was.
CURDS OF UTGARDALOKI
Cost: 100
DYING BLOW
Patron: Thor Cost: 30
Levels: 8 Patron: Odin
Levels: Unlimited
When he visited Utgardaloki, the king of Jotunheim,
Thor fought one of the giants champions, a suit of There is no surer way to join Odins company of
shield-carrying armor that walked by itself and make warriors in Valhalla than to die executing one last,
the ground quake whenever it took a step forward. self-sacrificing stroke against a bitter foe. Though
Knowing that he could not defeat this foe with the Odin would never dream of depriving his worship-
blunt striking face of his war-mallet, Mjolnir, Thor pers of their chance at glorious death, he will guide
bit off its pommel. With his teeth, he sharpened their hands so as to make their final blows strike
Mjolnirs hilt to a point, which he then used to truer. When your hero takes damage that would deal
pierce the armor, defeating the giants champion a fifth Wound, or take him below 0 hit points, he
and winning from him a pot of magic cheese curds. may continue to fight for a number of rounds equal
Though Thor was at first angered to win such a mea- to his level in Dying Blow. You may add your level
ger-seeming treasure, he was later grateful when he in Dying Blow to any roll you make during your
learned that the curds could revive a dying warrior, heros final moments on earth. Further, any Wound-
so enabling him to win even greater glories before derived Impairment he suffered at the moment of
his inevitable journey to Valhalla. Your hero, too, the final blow is not only removed from your ATK
can partake of the magic of the curds when you total, but converted to a bonus.
receive this Gift. At any time, including when you
Hallgerd is at -3 Impairment from Wounds and suf-
are reduced to 0 or fewer hit points, you may spend
fers her final blow. Although the -3 Impairment is
25 victory points to regain 4X hit points, where X
still applied to her other rolls, all of her ATK rolls will
equals your level in Curds of Utgardaloki.
now be made at +3.
DESTINY REVERSED No power or action, not even the hand of Odin him-
Cost: 400 self, can rescue you from death once youve
Patron: Urd embarked on this final, fatal display of courage. As
Levels: Unlimited soon as the duration of the effect runs out, or the
fight ends (whichever is sooner), you are dead. But
Urd is one of the three mysterious Norns, the god- the keening song of the Valkyries who come to bear
desses of fate. Urd owns one of the two magical wells your soul to Odins hall will resonate with a special
at the foot of Yggdrasil, the world tree, where the ring of ultimate victory. Your contribution to the
Aesir meet in council. She is the Norn of the past. final battle of Ragnarok will surely be a mighty one.
Indifferent to the woes of men, she sometimes
accepts favors from mortals, asking them to perform If a player subsequently creates a new character to
inexplicable tasks that somehow bring foreordained replace the deceased instead of using death insurance,
events closer to fruition. In exchange for these the new hero starts his career with a pool of unspent
favors, she may allow for just-elapsed moments to be victory points equal to X times the total damage the
unraveled and rewoven, often producing a different previous one dished out after invoking Dying Blow,
result. X times per session, where X where X is the deceaseds level in this Gift.
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Improving Your Hero
69
Chapter 3
roll against a Difficulty equal to your foes will fight in Asgard, defending the high ground
level in Presence + Eyes Like Glowing at the end of Bifrost Bridge. Add 1 per level in From
Coals. If their Threat Category is Inferior or less, they Lofty Asgards Peaks to your ATK, DFN, DAM, and
must add the difference between the two ratings to Soak scores when your hero occupies high or supe-
their Difficulty. This roll does not require an action. rior ground.
Would-be missile users cannot fire at you, though
your fellow heroes remain perfectly suitable targets. A FROST-SPEEDED HEELS
foe attempting to target your hero after having failed
Cost: 75
this roll in a previous round must add 3 to the
Patron: Njord
Difficulty for each past failure. This Gift lasts for X
Levels: Unlimited
rounds once activated. If your hero Dodges a missile
during its duration, the power ends prematurely. When others are only thinking of drawing their
swords or leaping towards their enemies, your heros
FLESH CRIES OUT FOR PIERCING hand is already on his blades ready hilt. His chill eyes
already stare into the terrified faces of your foes.
Cost: 150
Patron: Loki For every level in Frost-Speeded Heels, add 2 to your
Levels: 8 INIT score. This Gift does not aid you in
gaining additional attacks. Subtract your
Clever Loki strikes best by waiting
Frost-Speeded Heels bonus from
for his foe to err. He blesses you when you fol-
your Initiative total when determin-
low his example. You may add 1 per level in
ing whether you can take additional
Flesh Cries Out for Piercing to
actions in the current round.
your ATK score when your
hero strikes out of Initiative
order, after Waiting for
GATHERING THUNDER
Opportunity. If you wait to Cost: 40
strike an opponent who has Patron: Thor
just failed to hit his adversary, Levels: Unlimited
you may add 1 per level to
Your heros fury builds,
your ATK score and 2 per level
as a thunderstorm gathers
to your DAM score.
strength in reaction to
the intolerable heat of
FROM LOFTY ASGARDS
PEAKS summer. After an initial
round of Engagement
Cost: 125 with a foe, you may add
Patron: Thor (your level in Gathering
Levels: 8 Thunder) + (the length of
When the day of Ragnarok comes, the the current combat, in
forces of darkness will fight at a disad- rounds) to your ATK
vantage, for their Aesir score. The effect lasts
for a single ATK roll.
You may activate it
once per session.
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Improving Your Hero
71
Chapter 3
him from his mission. Or so claiming to have had it all along. X times per session,
Heimdal teaches the legion of fierce where X is your level in The Lie Turns to Truth, you
attendants who aid him in his watch on the Bifrost gain an increase of X to a die roll when using an
Bridge. X times per session, where X is your level in Ability you dont have (The usual -3 penalty is still
Indefatigable Determination, your hero may ignore factored in when determining your modifier, so this
any Impairment penalties that would normally Gift does not completely negate it until you have
accrue to a single roll. If you then succeed, you gain reached its 3rd level).
5X victory points, provided that the removal of the
Impairment penalty made the difference between LIKE A WIND-TOSSED LEAF
success and failure.
Cost: 125
Ragnar has 4 levels in Indefatigable Determination Patron: Thor
and suffers from 3 points of Impairment. He uses Levels: Unlimited
Indefatigable Determination to ignore it during an
Your movements are both swift and unpredictable;
Attack roll against a wild-eyed wendol. His ATK total is
you are no easier to strike with a sword than a leaf
a 12; the wendols DFN total is a 10. The two-point
caught in the wind. Add 1 per level in Like a Wind-
spread between ATK and DFN is less than the ignored
Tossed Leaf to your ATK, DFN, DAM, and Soak
Impairment, so Ragnar adds 20 victory points (5 times
scores when your hero is ducking and weaving.
his 4 levels) to his plus column.
LIKE THE LEAPING STAG
THE KNITTING OF MEAT AND BONE
Cost: 75
Cost: 45
Patron: Ull
Patron: Thor
Levels: Unlimited
Levels: Unlimited
Ull the Hunter has learned to emulate the animals
Thor gives the most favored of his warriors the
he stalks. When others seek to pierce him with
Ability to cause their torn flesh, smashed bones, and
arrows, he leaps like the stag, bounding into the
severed nerves to flow back into place, so that his
densest woods in an eyes blink. When your hero
champions might return quickly to the field of bat-
successfully Dodges missile fire (rather than accept-
tle. Roll Stamina + your level in The Knitting of
ing the standard base Difficulty of 6), you gain 20X
Meat and Bone against a Difficulty of 9. If you suc-
victory points, where X is your level in Like the
ceed, your hero regains a number of lost hit points
Leaping Stag.
equal to X times the difference between Difficulty
and the total of the roll, where X equals your level
THE LOYAL HILT
in this Gift. You must spend your entire round
doing this; unless you are behind cover during this Cost: 250
time, missile-using foes gain a +6 bonus to their ATK Patron: Thor
scores. You may do this as many times per Levels: Unlimited
encounter as you have level in The Knitting of Meat
Your weapons, like loyal hunting dogs, do not care
and Bone.
to part from you, and will return to your side if
some foe tries to drive you apart. By throwing your
THE LIE TURNS TO TRUTH weapon, you can make melee attacks against foes
Cost: 75 who are as far as 3 + 3X paces away from you, where
Patron: Loki X is your level in this Gift. If your ATK total is suc-
Levels: Unlimited cessful, your weapon flies out of your hand, hits the
foe, and flies back to your hand, ready to be used
Loki is so skilled at imposture that he can gain an
again. If it botches, the weapon flies 3X paces away
Ability, at least temporarily, by falsely
from you, following a straight line between you and
72
Improving Your Hero
the foe you tried to hit. The weapon stops prema- the same sequence of blows. X
turely if it hits a wall or other solid object along this equals your level in Many-
trajectory, as determined by the runner in consulta- Impaling Spear.
tion with his encounter map. It is possible in some
cases to botch and still hit; when that happens, you MIGHT OF THOR
hit the foe but dont get your weapon back.
Cost: 300
You are not considered to be Engaged with foes you Patron: Thor
hit in this way, assuming theyre more than 3 paces Levels: Unlimited
from you.
The incomparable physical power of Thor fills your
heros veins and muscles. Each level you purchase in
MANTLE OF ODIN Might of Thor increases your Strength by 1.
Cost: 100
Patron: Odin MJOLNIR AWAKES
Levels: Unlimited
Cost: 30
You project an air of authority and gravity, as if Patron: Thor
Odin himself has lent you his robes of rulership. Levels: Unlimited
Each level you purchase in Mantle of Odin increas-
As the wondrous hammer of Thor leaps to his hand
es your Presence by 1.
at its masters merest whim, your heros weapons
speed to his grip with unearthly immediacy. X times
MANY-IMPALING SPEAR per encounter, he may switch one weapon for anoth-
Cost: 75 er at the speed of thought, without delaying any
Patron: Thor other action. Both weapons must be on his person
Levels: 11 when you invoke the Gift. X equals your level in
Mjolnir Awakes.
One day Thor strode through Jotunheim, to show
the giants that they should fear him. Two giants,
NAGLFAR PLOWS THE WAVES
Grjotgaard and Skagalam, stood in his path and
mocked him. So Thor took out his mighty spear, and Cost: 30
told Grjotgaard that he would wound both of them Patron: Njord
with a single throw. The giants laughed, until Thor Levels: Unlimited
did what he promised to do, and their blood ran out
The most powerful vessel ever to ply the waves of
on the ground. When your hero throws a spear at an
Midgard was the dread ship Naglfar, made from the
enemy and does more than 12 - X points of damage
nail parings of the dead. Now it lies moored near
to him (after his Soak is taken into account), the
Asgards shores, where it will remain until loosened
spear travels right through your foe and into a sec-
from its anchors by the upheavals of the Midgard
ond opponent, provided that one is appropriately
Serpent, during Ragnarok. Njord, who yoked the
positioned to receive the blow. The two opponents
ship to its anchor and is the patron of seafarers,
cant be further apart than 5 paces times your level
lends your hero a portion of its power to cut
in Many-Impaling Spear. You must make a new ATK
through the waves. For each level you possess in
roll against the second opponent. If you do more
Naglfar Plows the Waves, you gain a bonus of 3 on
than 12 - X points of damage to the second oppo-
any Swim attempt.
nent, the spear may continue its journey to a third,
should another enemy be appropriately positioned.
If you continue to be successful, the spear keeps
going until it runs out of new opponents to burrow
through. It never hits the same character twice in
73
Chapter 3
ON VALKYRIES WINGS
NJORDS CRUST Cost: 45
Cost: 75 Patron: Odin
Patron: Njord Levels: Unlimited
Levels: Unlimited By the time the Valkryies, the winged warrior-
Njord hardens your heros body, just as the gods women who bear the honored dead to Valhalla, lift
chill breath hardens the top layer of mountain snow, their cargoes, they have become light as feathers,
turning it into a crust of ice. Each level of Njords shorn of the cares and terrors of mortal existence.
Crust permanently adds 10 to your maximum hit Odin sometimes lightens the load of his followers
point total. Other gods provide similar Gifts: Tyrs when they are still alive. For each level you possess
Forbearance, Ulls Hide, and Thors Thews. in this Gift, you may reduce the Init rating of your
armor by 1. You may not decrease it below 0.
NURTURING OF YGGDRASIL
THE NORTHS COOLING SIGH
Cost: 150
Patron: Freyja Cost: 30
Levels: 4 Patron: Njord
Levels: Unlimited
Although they often seem unsympathetic to the
doom faced by mortals and gods alike, the three Njord, god of icy slopes and chill winds, shields
Norns do sustain life and ensure the continuance of favored heroes from heat and flame. Each time your
the various realms of existence. It is they who water hero is damaged by heat, fire, flame jets, or lava, you
the world tree, Yggdrasil, keeping it alive despite the may subtract 3X from the damage he would other-
destruction wreaked by the various animals that wise suffer, where X is your level in The Norths
infest it. In tribute to the Norns, Freyja rewards heal- Cooling Sigh. Also, any heat, fire, flame or lava dam-
ers, who strengthen the fallen so that they might rise age that would otherwise be armor-ignoring (see p.
again. Whenever your hero successfully uses the 142) is now reduced by the Prot rating of your armor.
Healer skill to restore 12 more hit points to an injured
ally, you get 20X victory points, where X is your level THE OWL HEARS THE VIPER
in this Gift. When you revive a dying hero reduced Cost: 30
below 0 hit points, you gain 30X victory points. You Patron: Heimdal
do not qualify for extra points by healing yourself. Levels: Unlimited
OBSCURING MIST Because Loki is the patron of traps and trap makers,
his nemesis, Heimdal, lends his acute senses to those
Cost: 30 who must brave them. Add 3 per level in this Gift to
Patron: Loki any Awareness rolls you make to detect the presence
Levels: Unlimited of traps. The trap need not be mechanical in nature,
Loki, as god of deception and trickery, cloaks you in a but must have been put in place by some intelligent
mantle of obscuring mist, which protects you from force with the intention of harming others. Thus, a
the slings and arrows of outraged foes. Once per naturally occurring lava pit wouldnt trigger this Gift
encounter, you may spend an action to call up Lokis under normal circumstances. But if someone loos-
cloak of fog; it lasts for a number of rounds equal to ened the rocks around the lava pit in the hopes that
your level in this Gift. When it is in effect, your hero approaching heroes would trigger a slide and fall in,
counts as obscured for the purposes of your enemies it would activate the Gift.
missile combat modifiers, no matter what he is doing.
74
Improving Your Hero
75
Chapter 3
tured hero decides which foe takes ter of many weird magics. The magic granted by the
the arrow in his place. His choice is other gods of Asgard is but a reflection of his.
limited to foes within 20 paces of his current posi-
When at a shrine of Heimdal, Thor, Ull, Freyja, or
tion. Both you and the player of the near-victim
Freyr, the hero may roll Divine Awareness +
count the damage dealt to the foe towards your vic-
Presence versus a Difficulty of 6. If successful, he
tory point tallies; each gets the full victory points.
can also gain any benefit from the shrine that he
would from a shrine to Odin.
While at any shrine to Odin (or shrine function-
ing as a such, thanks to this Gift), he adds 5X vic-
tory points to his tally each time any pillager
(including his own) purchases death insurance or
a level in a Divine Gift, or repairs a damaged
Helm of Power. X is his level in Ripples from the
Well of Knowledge.
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Improving Your Hero
77
Chapter 3
78
Improving Your Hero
RUNE POWER: FOUR-BLADED MACE age. You may also ignore the
effects of the following terrain:
Cost: 400
barriers, slippery ground, uneven ground, slopes,
Levels: Unlimited
and tube-strikers.
When your hero activates this power, he becomes
Add 4X to your DFN score and Soak, where X is your
the center of a raging fire (see fire rules on p. 152)
level in this power. Your heros weapons become
with a radius of 10X paces, where X is your level in
insubstantial, too, so subtract 4X from ATK and DAM
Rune Power: Four-Bladed Mace. The conflagration
scores. This power remains active for X rounds. It acti-
continues for one round for each level you possess
vates at the beginning of a round (when you roll for
in this power. If you move the mace, the conflagra-
Initiative) and deactivates at the end of the Xth round.
tion moves with you. Your hero is immune from the
Activating it does not require an action.
flame damage it causes, but his friends are not.
RUNE POWER: MACE
RUNE POWER: GOBLIN AXE
Cost: 75
Cost: 75
Levels: Unlimited
Levels: Unlimited
Your hero may cause his mace to emit a single blast of
When your hero activates this power, he may once
radiating force that buffets the X characters closest to
per round create a magical duplicate of his goblin
him. X equals your level in this Rune Power. You dont
axe, which he can then throw at an opponent using
choose the victims, and can hit your heros fellows if
his Thrown Weapons skill. The duplicate gains the
youre not careful in choosing when to let loose. Each
game statistics of a throwing axe. It can disregard all
victim is picked up and carried 10X paces through the
obstructions to missile fire. As soon as you either hit
air in a direction of your choice. When landing, each
or miss with a magical duplicate, it vanishes. The
must make a Balance + Dexterity roll Difficulty of 6.
power remains active for 2X rounds, where X is your
Those who fail fall down (see p. 53).
level in this power.
RUNE POWER: ROMAN SWORD
RUNE POWER: GOBLIN SPIKE CLUB
Cost: 75
Cost: 75
Levels: Unlimited
Levels: Unlimited
Your heros sword ignites, sheathed in fire that
When your hero activates this power, a cone-shaped
burns his enemies and other flammable things.
barrage of rocks fires outwards from the business end
This Rune Power activates automatically, without
of his outstretched club. You must make an ATK roll;
the need for a roll. When lit, your hero and every-
everyone in the area of effect responds with a DFN
one within 200 paces of him can see clearly in the
roll. The Dam rating of this attack equals your level
dark. When you strike an opponent, he must check
in this power. The cone is 10X paces long and 5X
to see if his clothing lights on fire, as per the rules
paces wide at its base, where X also equals your level.
on fire found on p. 151. Also, add your level in
You cant exempt allies from the attack; everyone
Rune Power: Roman Sword to your DAM score.
inside the cone suffers its effects.
The sword remains alight for a number of rounds
equal to your levels.
RUNE POWER: HAND AXE
Cost: 75
Levels: Unlimited
When your hero activates the Rune Power inherent
in his hand axe, he becomes insubstantial. He is
still visible, but is partially immune to most dam-
79
Chapter 3
80
Improving Your Hero
You may prevent enemies from fleeing or Your blows rain down upon your foes with the
retreating by besting them in an Engagement speed and suddenness of a Njord-brewed storm.
roll (to which the above bonus applies). Whenever you roll an INIT total higher than 20, you
may add another 2X to your INIT total for that roll,
By making a successful Engagement roll, you where X equals your level in Sudden as a Mountain
may jostle aside an ally who intends to slay an Storm. This may grant you even more additional
opponent whose death you have already ear- attacks (see p. 42).
marked as your own. The ally is unhurt, but loses
his opportunity to attack.
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Chapter 3
82
Improving Your Hero
83
Chapter 3
WRESTLERS BLESSING
Cost: 75
Patron: Thor
Levels: Unlimited
WILES OF LOKI Though Thor takes rough joy in proving his superi-
Cost: 75 ority in battles of all kinds, he need not draw blood
Patron: Loki or do fatal damage to gratify his war-like urges. He
Levels: Unlimited takes as much pleasure from rough shoves and leap-
ing maneuvers as he does from the final hammer-
Your heros mind is like the ever-turning labyrinth
blow to his opponents skull.
of the Underworld, always ready to spring a new sur-
prise on your foes. Each level you purchase in Wiles Add 20X to your victory tally whenever you win an
of Loki increases your Intelligence by 1. Engagement contest that either grants you a terrain
advantage, or prevents your foe from gaining the
WITH EITHER HAND same. X is your level in this Gift.
Cost: 30
ZEALOUS SINEWS
Patron: Ull
Levels: None Cost: 45
Patron: Tyr
During his long nights on the hunt, Ull trained
Levels: Unlimited
himself so that his left hand was as skillful with a
blade as his right. When you gained his blessing, Tyr, who continues to struggle against his foes even
he passed the trick along to you. You have no off- when severely injured, has blessed the meat on your
hand, and can wield single weapons in either hand heros bones with strong memories of their proper
with equal facility. arrangement. When a Healer attempts to bring about
your recovery, your very flesh cooperates with his
efforts, as if eager both to please, and to rejoin the fray.
A Healer attempting to patch up your injuries adds 3
times your level in Zealous Sinews to his Healer roll.
84
CHAPTER 4
Encounters
85
Chapter 4
a single encounter before passing Paul, Troy, Alex, Mark, and Dan show up for a
the baton to the next. The order in session of Rune. Paul begins the game by running
which you take the turns doesnt matter much you an encounter in which the Vikings come to the aid
can go clockwise around the table, counter-clock- of a nearby village, whose herds are being raided by
wise, mix it up so long as everyone takes on an mysterious creatures. Troy, Alex, Mark, and Dan
equal share of the runners burden. play their heroes as normal. Paul assigns Dan to
play his hero as well. The heroes investigate the cat-
When you run an encounter, you turn control of
tle thefts and soon find themselves in a pitched bat-
your hero over to another player of your choice.
tle with goblin marauders. When the fight turns
Dont worry too much about your heros fate the
against the goblins, they flee, and the heroes pur-
rules give the other players powerful incentives to
sue them to a tunnel entrance. This provides the
play him honestly, so that he survives and prospers.
exit point for Pauls encounter. Troy now takes over
They may even have their own heroes risk their
and runs the following encounter. He assigns Paul
hides to keep him alive.
to control his hero. Troy, picking up on the ending
When your turn as runner ends, you retake con- of Pauls encounter, chooses an Underworld setting
trol of your hero. Another player for his scene. The
becomes runner, and administers the heroes trek down-
next encounter. You, or one of the wards into the
other players, take control of his tunnel, where
hero for the encounters dura- they narrowly
tion. When he finishes his
encounter, he retakes control
of his own hero, a third
player assumes the runners
duties, and so on.
86
Encounters
stop themselves from falling down a natural slide into to face. You also have a limit
a raging underground river. Then they fight a wyrm. on the total number of points
When they kill the wyrm, Troys encounter is over. you can spend, depending on the encounters
Alex says that one of his encounters would fit in real- place in the overall adventure, and on the experi-
ly well at this point, so he takes over. Troy takes his ence level of the group. The Budget section starts
hero sheet back from Paul. Alex gives his to Mark, who on p. 89.
he assigns to run his hero. Mark and Dan take their
turns as runner after Alex. Now its Pauls turn again. 2. DEVISE YOUR CONCEPT
If you have played, but not Game Mastered, in Either way, before actually spending any points,
other roleplaying games before, you might be mut- you come up with the basic idea behind your
tering to yourself that running a game is too much encounter. The Concept section begins on p. 95
work. You just want to hit things! Well, rest easy.
This section is designed to break down the process 3. FOES
of devising encounters into a simple, formulaic No encounter is complete without enemies for
process. You dont have to invent encounters from the heroes to smite. See the Foes section, begin-
whole cloth just follow the step-by-step procedure ning on p. 96, for details on including them in
and youll have a bunch of encounters ready before your encounter.
you know it. You even have the option of devising
encounters randomly, so that you can quickly whip 4. TERRAIN
them up on the spur of the moment.
Adding interesting terrain to your encounter not
DESIGN TO WIN! only makes it more difficult for the players, it
makes combat more interesting for the runner, as
Just because youre the runner is no reason why well. The Terrain section begins on p. 120, and
you cant win an encounter. Although you shouldnt gives various different kinds of terrain designed
worry about it too much when youre just starting to frustrate even the most worthy heroes.
out, the choices you make when creating an
encounter influence your chances of collecting 5. DIFFICULTIES
more of those all-important victory points than your
players. Accordingly, we explain how victory points Heroes do not prosper by combat alone; they
are awarded before we go on to the basics of must face other tests, whether to avoid traps or to
encounter design. The section on Victory Points find treasure. All of these tests follow the same
begins on p. 89. rules and costs, which are explained in the
Difficulties section, p. 129.
87
Chapter 4
do here is choose how many points use point form descriptions, if it werent for the
you want to gain from each treasure. fact that we also want to encourage you to swap
See the Treasure section, p. 155. encounters with other groups over the Internet.
For the purposes of trading encounters with oth-
8. OTHER GAINS ers, youll want to make your descriptions clear,
though still brief. If youre just creating encoun-
In addition to treasure, you can gain encounter
ters for your own use with no thought of trading
points by including various other elements favor-
them, all your notes have to do is remind you of
able to the heroes, ranging from clues to chances
what you plan to say to the players when describ-
to trade in silver for gear, or vice versa. More on
ing the events. Even if you do prefer to write com-
this is in the Gains section, p. 171.
plete sentences, try not to just read the text
straight from your notes (or the notes of others, if
youre using an encounter someone else designed).
Some players read very stirringly, but most people
are more interesting to listen to when speaking off
the top of their heads. Notes should serve as cues,
not as a script.
Advanced Elements
To begin with, we assume that all encounters take
place in the Underground, and that the connection
between them is tenuous. Once your group becomes
Your Encounter Notes experienced with the basics of encounter design,
The runners encounter notes must make sense you can add a semblance of plot and continuing sto-
not only to him, but to his fellow players. After an ryline by designating one designer as plotter, who
encounter is over, pillagers can demand to look at creates a set of encounters that sets up a situation,
the designers notes. He may refuse them only in develops it, and finally resolves it in a great axe-
advanced play, when the encounter contains clues to swinging climax. The rest of the designers create
later encounters. Even in this case, he must turn unconnected cushion encounters that fit in
over his encounter notes after all of the encounters between the plotters encounters; all of these
hinted at have been played out. encounters combine into what is called an adven-
ture. With the addition of this innovation, you can
Encounter notes should look somewhat like expand the setting of Rune to the realms of the var-
those used in the sample adventure on p. 213. This ious non-human races, to foreign countries, and
isnt a civil service exam, though; as long as the even to the mythic realms of the gods.
runner and pillagers can understand them, theyre
fine. When designers create encounters, they Rules for adventures start on p. 176; but should be
should be thinking about the actual game play, not ignored until you and your fellow players are confi-
losing themselves in highly detailed passages of dent designers of simple encounters.
text that will either never come to the players
attention, or will glaze their eyes over with bore-
dom. Were not knocking other games in which Running Encounters
GMs are encouraged to read aloud or paraphrase Having created your encounter, its time to run it
long sections of descriptive text before proceeding for your opponents. Notes on doing this are provid-
to the hacking and slashing, but Rune is not that ed beginning on p. 192.
kind of game. Wed even advise you to
88
Encounters
89
Chapter 4
90
Encounters
91
Chapter 4
3. WHOOPS, DIDNT MEAN TO KILL The death of a hero at the hand of another pil-
YOUR HERO, MR. RUNNER! lagers character does not trigger this penalty.
If the runners character dies, his proxys score is
automatically 0.
7. ODIN PUNISHES THE SLOTHFUL
If it was your turn to run but you punked out
4. LOSS OF STATUS and passed the duties onto one of your oppo-
nents, you lose 50% of your victory points.
Sometimes the encounter penalizes heroes for
Further, you will lose 50% of all victory points
dishonorable behavior. They might face a
from now on, until you actually run an
deduction for pausing to heal when your vil-
encounter. You face no deduction on the
lages reputation demands immediate action, or
encounter you finally run.
for wantonly slaying a bargainer or friendly sup-
porting character.
92
Encounters
93
Chapter 4
his imaginary battle-axe. (This behavior is not oblig- The total number of positive points a designer
atory.) However, it is possible that the group might can spend (or negative points he can earn, if you
feel a bit disappointed, having invested many hours want to look at it that way) starts at 350 points.
in building up their heroes, to bid them farewell. If
Everything that has a cost counts towards the
youre of the school that contends one should never
designers limit; he cant circumvent the limit by
retire a roleplaying character until, impaled on an
bundling items together.
enemys lance, he coughs up gouts of frothy blood
and painfully expires, the open-ended approach is Michelle creates a trap that, on its own, balances
probably for you. You and the other players can at out to 0 points. The trap includes features that cost
any time end the campaign by mutual agreement, 30 points, but also features that gain her 30 points.
but until that day comes, you still have a chance of The trap takes up 30 points of her budget, not 0.
surpassing your rivals scores and you get to keep
your hero in play until the valkyries claim him for A designers budget increases in step with the
Valhallas halls. players victory point totals. The chart above shows
how many encounter points a designer gets when
Alternately, you can compromise between the building encounters for experienced players. The
two approaches, carrying your characters over from value in the first column is a number of total victo-
one finite campaign to the next. ry points; if the majority of players (including the
designer/runner) have reached that benchmark, you
may increase your limit for any encounter by the
Encounter Points value provided in the second column.
Just as you built your hero using a set number of Limit increases are not cumulative.
points, you pay for the elements of each encounter
The Horde includes five players, three of whom
you design with encounter points.
have more than 750 victory points. You can spend
To gain positive encounter points which you 375 points per encounter.
will spend on things that harm or challenge the
heroes, the designer must earn at least as many
negative points by including elements which help
or reward them.
The encounter point cost of a slope that covers two
thirds of a combat area is 20. If you include one in
your encounter, it gives you another 20 points to
spend on risks and challenges.
94
Encounters
This ones easy: until you get to the advanced The heroes fight a bunch of goblins who live
adventure options described on page 176, everyones under a fiery waterfall.
encounters take place in the Underground, the
An old crazy guy tries to hypnotize the heroes
sprawling subterranean network of caverns, tunnels, and take their equipment.
passageways, and chambers that connects the vari-
ous mythic realms to the Dwarves challenge a hero to fight their new
everyday world of robot, with a big treasure as the prize.
Midgard. Any foe you
At least one event in any encounter must include
can think of can
a combat sequence.
be found in the
Underground.
Now, Fill In Your
Encounter
Having answered these
questions, youre ready to
populate your events with
the desired mix of ele-
ments, spending and
gaining points as
necessary.
95
Chapter 4
96
Encounters
Some of the foes we describe can never exceed a heroes survive the encounter.
given Threat category; rock goblins, for example, can Runners may also find themselves
never be better than Inferior foes. However, as wanting to whittle down the winning players hero.
youre about to see, each category is relative to the
Foes bound by the Foe Target Choice Flowchart
current strength of the heroes. So the party might
on p. 196 (which is the default option) are referred to
fight a Superior wendol in one designers encounter,
as Predictable.
and then a Terrifying one in the next.
You decide that your Terrifying combatant will be
a mechadwarf, your Equal one a dwarven centurion,
STEP FIVE (OPTIONAL):
THE ADJUST
and your Inferior one a dwarven laborer.
When using the standard foe types found later
When you get to the foe type descriptions at the in this section the runner can add a second step,
end of this chapter, youll see that some foes have the Adjust, which specifies changes to the com-
special Abilities to deploy against their prey; these batants game statistics, giving him recognizable
increase their Mix values. traits for his type. This adds flavor to the game, but
is not mandatory.
STEP FOUR: Adjusts for standard foes are given in their entries
SELF-WILLED, OR PREDICTABLE? in the Gallery of Fearsome Foes, in the second half
As explained on p. 197, runners dont normally of this section. When designers create their own
get to decide which heroes a particular foe will creatures, they can give them Adjust ratings, using
attack; instead, a flowchart makes the choices for the rules given on p. 119.
them. However, a designer can make any individual
Checking the entry for dwarven centurions on p.
foe Self-Willed by paying a number of encounter
108, you see that their Adjust values are: INIT -2,
points pegged to its Threat Category.
ATK -2, DFN -3 , DAM +7. You write these values in
Threat your encounter notes, so youll have them right at
Category Cost hand when you eventually run the encounter.
Terrifying +50 encounter points
Exceptional +35 encounter points STEP SIX (OPTIONAL):
Superior +25 encounter points MISSILE WEAPONS
Equal +15 encounter points You can arm certain foes with missile weapons.
Check the game statistics for this type of foe to make
Inferior +10 encounter points
sure it has the arrow icon (see the insert on p. 102),
Weak +5 encounter points which means that it can use them. (You decide
Pitiful +2 encounter points whether foe types of your own creation qualify.) Then,
decide whether the foe uses a bow or a crossbow.
A Self-Willed foe may attack any hero of the run- The designer gains 10 encounter points if none of
ners choice, unless the hero is already Engaged by the foes in a combat event use missile weapons, pro-
another Self-Willed foe. Self-Willed foes may even vided that at least half of the opponents (as mea-
break away from their current Engagements in order sured by their percentage of the total Mix value)
to switch opponents, if the runner so commands. have the arrow icon.
Self-Willed foes allow runners more control over Checking the game statistics for the foe types above,
the damage dealt in combat; this is advantageous you see that mechadwarves cant use missile weapons, but
because runners get victory points for reducing that centurions and laborers can. You decide to give the
heroes to 10 or fewer hit points, but only if the centurion a crossbow and the laborer a bow.
97
Chapter 4
The one column heading that isnt self-explana- Init Atk Dfn Dam Soak HP Res
tory is Res (which stands for Response). This is the 9 11 10 9 10 119 3
heros highest bonus for any action undertaken out-
side of combat. Usually this will be the bonus for an Init Atk Dfn Dam Soak HP Res
Ability, paired with its governing Characteristic. In 8 7 11 8 7 70 3
odd cases, it might be the roll used to activate a
Init Atk Dfn Dam Soak HP Res
Divine Gift or magical treasure.
9 7 7 12 7 58 4
If a heros Divine Gifts allow him to increase any
of the listed game statistics, his pillager must write Init Atk Dfn Dam Soak HP Res
down the maximum possible game statistic, with 10 12 12 9 7 52 4
Gifts taken into account, for each entry. If a Gift
Init Atk Dfn Dam Soak HP Res
permanently increases a stat, include it on the Roll;
2 7 1 7 7 48 2
ignore Gifts that temporarily boost a heros numbers
After everybody has filled it out, the runner cir- Init Atk Dfn Dam Soak HP Res
cles the second worst number in each column with
a highlighter or other marker. Treat ties as the
Init Atk Dfn Dam Soak HP Res
same number.
Check out the sample Roll of Valor, opposite. In
the ATK column, the lowest score is a 7; 3 heroes
share it. That makes the second-lowest number a 10, TALLY
not one of the 7s. (to be filled out by the Runner)
Init Atk Dfn Dam Soak HP Res
In the DAM column, the lowest score is a 7. The 8 10 7 9 6 52 3
next score up from that is a 9. It doesnt matter that
two heroes share it. Nor does it matter
98
Encounters
Now comes our Equal dwarven centurion. Thats INIT ATK DFN DAM Soak HP Res
8 8 6 18 6 52 3
easy; we just copy the same numbers from the Roll of
Valor tally.
When adjusting, treat all HP results below 10 as
10, and all Soaks and DAM scores below 0 as 0. INIT,
INIT ATK DFN DAM Soak HP Res
8 10 7 9 6 52 3 ATK, DFN, and Res can all go negative.
99
Chapter 4
100
Encounters
101
Chapter 4
3 held weapons and can be disarmed. able Norseman is the best that is left to them.
102
Encounters
103
Chapter 4
104
Encounters
105
Chapter 4
Dwarves are literal-minded, blunt- limbs of battling, metallic mega-dwarves. Despite dwar-
spoken people whose sense of ven condescension towards humans, Viking warriors
humor (if you can call it that) is mostly confined to might be able to enter into useful negotiations with the
puns and cleverly-worded threats of violence. factions of Nidavellir. In particular they might profit by
Dwarves lust after money, silver especially. They finding fragments of
hoard it in ingeniously-trapped mechanical safes, or the schematics for
simply spend it on new equipment. Dwarves can buy Hugirs robotic
their way into prestigious bloodlines, so silver pro- body, which
vides them their only means of advancing through the slain
the social hierarchy. They thrive in underground
environments amid noise, darkness, foul vapors, and
extremes of temperature. They like machinery and
events with predictable outcomes. They loathe
sunshine, flowers, forests, the sound of chirping
songbirds, and mild weather. They believe
that nature exists only to be mined for
ore and smelted down. Although they
respect the power of the Aesir, they
look down their prodigious noses at
the gods human worshipers, who
they consider superstitious weaklings
with no proper sense of self-reliance.
Goblins they see as nothing more than
potential slaves. Elves are totally useless,
not even good at forced labor.
Although dwarven society is rigidly orga-
nized, with few surviving dissidents, it is not
always unified. Several competing bloodlines
have for ages fought over the dwarven throne.
Dwarven wars of succession make feuds
between Viking villages look like a childs
game. Lately the heads of these dwarven clans
have taken to converting themselves into
mighty, gigantic mecha-dwarves to more effec-
tively battle one another in single combat. The
late dwarven king, Hugir, dispatched his
other cyborg opponents and then clamped
down on the technology to prevent their
relatives from also reconstructing
themselves as giants to challenge
him. Now that Hugir is dead, the
heads of the various ancestral lines
are racing to rebuild the technology
and themselves. Soon the massive
subterranean chambers of Nidavellir
will once again ring and shake with
the clashing
106
Encounters
107
Chapter 4
108
Encounters
109
Chapter 4
110
Encounters
ingly suck them free of marrow. Any hero making an armed, they attack with sweep-
Awareness roll with a Difficulty of 6 can identify a ing swipes of their oversized,
set of bones, human or otherwise, as having been clawed hands. Theyre about four and a half feet
gnawed upon by goblins. long from snout to toenail, and weigh about a hun-
dred and twenty pounds.
Bound goblins drag their catches back to the
throne rooms of their leaders, turning them over to a Rock goblins dont speak Norse, or any other lan-
typically well-fed functionary who mediates between guage, for that matter. Even if you could communi-
the monarch and his followers. The meat is then split cate with them, theyre not capable of thoughts
up and divided amongst the tribe. The hunter who more complex than, You smell like food, We kill
caught the meat may get an extra share, but the and eat you now, or We kill and eat you later. It
leader and his immediate circle get the best cuts. is therefore virtually impossible to interact with
them. Best just to cut off their freaking heads.
Goblins do not worship Loki but sometimes obey
his minions, out of fear. They are also sometimes
used as expendable troops by elves, dwarves, and
ROCK GOBLINESSES 2467
giants. Though sometimes they are overcome by Max. Threat: Inferior
their bloodthirsty instincts and will roil into battle Benchmark: 4
with headlong ferocity, theyre usually reluctant Adjusts: none
fighters when pressed to fight for others. Move: 15
Mix: 0
ROCK GOBLINS 2467 Goblin females are generally bigger, stronger, and
smarter than their rock goblin brothers born to the
Max. Threat: Inferior
same litter. Though similarly bestial and incapable of
Benchmark: 3
sophisticated judgments or meaningful interaction,
Adjusts: none
they are a bit cleverer than their male kin. They are
Move: 15
also somewhat more dangerous in combat.
Mix: 0
Female warriors sometimes lead parties of rock gob-
Vikings refer to the standard male warrior-hunters of
lins. Other packs avoid male company except when
goblinkind as rock goblins, because theyre often
in heat. Some Vikings swear that female goblins
found skulking around on the rocks of underground
hunt and eat their male counterparts, but this prob-
passageways. They cant resist attacking anything
ably isnt true. Its more likely that free-ranging
vaguely meat-like, even if their bellies are swollen
females defend themselves against gang attacks by
from previous kills.
rock goblins with unwelcome mating urges. They kill
Rock goblins are stupid and will rush forward to to protect themselves and then eat the corpses, as
attack a target even after seeing their predecessors any goblin would.
horribly mangled by him. Theyll also lope
Female warriors share the body type and character-
through an obvious trap one after another, the
istic movements of the rock goblin, but are about
later ones in the chain seemingly oblivious to the
five feet long and one hundred and forty pounds in
fact that every one of them gets slashed to tiny
weight. Whereas rock goblins rarely groom them-
chunks on the way through.
selves, female warriors are fastidious creatures, tak-
Rock goblins are small, grey humanoids who move ing special care to gnaw and sculpt their nails to
with a quadrupedal lope. Their movements com- maximum sharpness.
bine the hopping motion of the bullfrog with the
tentative, shivering energy of the squirrel. They can
stand up on two legs, but are better balanced on
four. They run and fight from this position. Rarely
111
Chapter 4
Goblin warriors are bigger and stronger than rock SLAYERS 1357
goblins. They know how to use weapons and show no
particular propensity for stupidly suicidal actions. Roving Slayer
They usually wear ragged armor of scrap leather. Max. Threat: Equal
Their stance and movement is less animalistic than Benchmark: 6
the rock goblins; they run and stand on two legs. Adjusts: none
Move: 15
Some of them form into free-ranging bands that sur- Mix: 0
vive by hunting and scavenging. Goblin warriors,
though as carnivorous as their more bestial cousins, Senior Slayer
can restrain their instincts. They might hold off on Max. Threat: Equal
attacking a foe until a terrain advantage presents Benchmark: 7
itself. A few of them even learn to interact with oth- Adjusts: none
ers. They learn bits and pieces of Norse as well as the Move: 15
languages of the non-human races. They use these to Mix: 0
bargain for food, trading scavenged equip-
ment, silver, potions, charms, and amulets. Slayers are the swaggering guardsmen who enjoy ele-
These goblin traders are only too happy vated status in goblin communities. As loyal guards-
to cheat travelers. Theyll also shadow men and lackeys to the leader class, they are permit-
and ambush trading partners after tak- ted to grow distinctive tufts of hair that run up the
ing leave of them, center of the head, from the base of the neck to the
hoping to crown of the skull. They dye these in wild colors to
increase their appearance of ferocity. Slayers usually
lead groups of goblin warriors into battle. Goblin
leaders have only so many of these bully-boys at
their disposal at any one time and feel queasy send-
ing them all off to fight and die. Though nowhere
near as stupid as rock goblins, slayers tend to puff up
with vainglory and are prone to overconfidence.
Though they grovel and whine in the presence of
their leaders, most slayers are sufficiently ambitious
to want to lay weapons and silver away for future
use. Each hopes to one day become a leader himself,
and dreams of a time when he will sit upon a couch
of moldering velvet, surrounded by green-skinned,
bulbous concubines, having become so corpulent
that he can scarcely exert himself to shift his bulk
from one lounging position to another. The key to a
112
Encounters
rise through the goblin ranks to leader status is to cal smokes and vapors into the
become popular with ones fellow goblins. cage. These slowly pacify the
Ambitious types cultivate allies by secretly feeding freak, allowing it a modicum of self-control in the
them with meat captured out in the dangerous cor- presence of other goblins. At the end of this time, it
ridors of the Underground. The hope is that theyll reaches full maturity and is able to leave the cage
fight for their benefactor on the day when their without immediately setting upon and devouring
leader finally turns blue from apoplexy or chokes to the members of its own tribe. However, even the
death on his own spit-up. Slayers therefore often bravest slayer must still treat the freaks in their midst
stage raids without the knowledge of their leaders, with delicate respect, as the merest slight can drive
hoping to secretly gain food for this purpose. them into killing frenzy.
Leaders remember only too well how they schemed
Goblin leaders value freaks as their ultimate war-
to displace their predecessors, and are greedily alert
riors. They loose the creatures into the corridors
for signs that their slayers are holding out on them.
around their underground domains, allowing them
Slayers have to strike swiftly to evade their spies.
to eat whatever they kill. Their predations keep out-
Knowing what they risk, they tend to fight with a
siders at bay. Leaders command the freaks to stick to
nervous and desperate ferocity. When fighting on
the outlying areas of their realms; no one wants a
behalf of their leaders, on the other hand, they care-
creature with the hair-trigger unpredictability of a
fully preserve their own hides, ordering underlings
freak as bodyguard. Freaks are too bestial-minded to
into the fray to soften up their prey before risking
be interested in goblin politics or matters of succes-
their own entry into battle.
sion. They just want to kill and eat things. Although
most are too blood-hungry to do anything but leap
FREAKS 2467 immediately at anything that smells warm and alive,
Max. Threat: Superior a few of them exhibit a sadistic cunning. These
Benchmark: 8 unusual specimens like to play with their food
Adjusts: INIT +6, ATK +1, DFN -3, before killing it.
DAM +3 , Soak -1
Move: 15 SHAMANS 1357
Mix: 0
Max. Threat: Inferior
Freaks are the drooling, ferocious berserkers of gob- Benchmark: 3
linkind. Brightly-banded, sleek, fast, and primed for Adjusts: none
slaughter, these creatures are as formidable as gob- Move: 15
lins get. About one out of a hundred goblin whelps Mix: 0
is born a freak. To witness the birth of a freak is a
Goblins fear the gods and avoid their schemes
horrible thing; they usually tear their way out of
whenever possible. They know that the magic of
their mothers wombs, in a gush of putrid blood. As
the divine realms comes with a price. If they
the mothers dying shrieks echo off the cavern walls,
accept aid from either the Aesir or from Loki,
nervous, well-armored slayers dash about, attempt-
theyll have to fight in the final battle of
ing to corner the hissing, sharp-clawed newborn and
Ragnarok, a conflagration they want nothing to
whip a chainmail sack over its head. (Regular burlap
do with. The goblins expect to be skulking and
bags wont do; infant freaks can slash their way
scavenging long after the gods and their foolish
through cloth in an instant.) The baby freak is borne
followers succeed in killing each other off. So they
to a special feeding chamber and slapped into a
settle for the more modest magics that can be
metal cage rimmed with closely-spaced, barbed bars.
gained by calling on the ghosts and spirits of their
For a period of three to four years, perspiring atten-
ancestors. They also harvest subterranean plants
dants toss meat into its cage, watching in horror as
and fungi with magical properties, fermenting and
its razor-sharp teeth strip flesh from bone. During
drying them to make various burnable
this time, goblin shamans waft foul-smelling, magi-
113
Chapter 4
powders. They ignite these powders attempting to do so must have at least a bucket full
to create smokes and vapors with of water or sand on hand, must get to the brazier
magical properties. past probable opposition, and must then take an
action to douse the burning herbs. Burning braziers
Only a few goblins are born with the capacity to
bear the usual encounter point costs of weird magic.
become shamans. Theyre physically weaker than
But the same magic summoned up by chanting
warriors, but much smarter, and more greatly
shamans costs only half the usual amount. Goblin
attuned to the hidden world of shades and spirits.
magic is always attuned to benefit only them, or to
Shamans who follow goblin leaders enjoy privileged hamper only non-goblins.
status. They get some of the best meat, choosing
their cuts only after the leaders themselves, or some- LEADERS 2457
times the tribes top slayer. Goblin leaders tend to
Max. Threat: Weak
get stupider over time, as they grow ever grosser and
Benchmark: 2
more bloated, becoming increasingly dependent on
Adjusts: HP +50
their shamans for advice. In scenes of negotiation
Move: 5
with goblin leaders, it is often the tribal shaman who
Mix: +0
does the talking, as the leader grunts his assent or
punctuates the conversation with the occasional low, A goblin leader is an overgrown slayer who has out-
rumbling belch. Shamans speak proudly, as if they survived his fellows and seized the throne upon the
are the aides to great heads of state. They regard death of his predecessor. On rare occasions, hell be
Viking warriors with haughty disdain, but quickly a shaman whos maneuvered his way to power. He
turn to sweaty-browed wheedlers when their lives are rules a tribe of anywhere from several dozen to sev-
threatened. Then they show their true cowardly col- eral hundred rock goblins, female warriors, slayers,
ors. In their hearts, they feel simmering contempt freaks, and shamans. When he is not gorging himself
for the leaders they serve, and will without a gulp of on food provided to him by his wretched subjects,
conscience betray them in exchange for their own he carefully monitors the activities of his inner cir-
continued survival. cle of slayers and shamans, alert to signs of treach-
ery. Knowing that they want to succeed him, he
Some shamans are solitary, either by preference or
plays them off against one another, so that they
because theyve been exiled from their tribes by
spend their time trying to do one another in,
petulant overlords. They hide away in well-disguised
neglecting to consider just how soft his belly is, and
lairs protected by rings of traps, most powered by
how difficult it would be for an individual of his
their strange magic. They may barter potions or
bulk to dodge a surprise spear-thrust. Surprisingly,
knowledge of the Underground for precious, juicy
few goblin leaders are killed in coup attempts. Their
fresh meat.
leading cause of death is, naturally, the axes and
Shamans are best included in encounters as sources swords of righteous Viking warriors. Apoplexy,
of support for other goblin attackers, like warriors brought on by gross obesity, competes with choking
or slayers. Their braziers of smoking herbs generate as the number two cause of death.
weird magic (see p. 128) which typically benefits only
Constant eating causes great cascades of fat to sluice
the goblins. The cost and nature of these magics are
up into the goblin brain. Goblin leaders are struck
left up to designers, and must be paid for separately.
with a lethargy of thought as well as action. Their
Shamans can also call down weird magic simply by
favorite shamans often do the talking and governing
chanting to their ancestors. The disadvantage of this
on their behalf. (Especially cunning shamans know
is that the effect goes away if the shaman is slain or
that its safer to rule by proxy than to make them-
otherwise stopped from chanting, while the effect of
selves the target of jealous slayers by seizing the
the smoke braziers survives them. The braziers can
throne themselves.)
be extinguished, too, but its harder to
do this than to kill a shaman. A hero
114
Encounters
Even a comatose Viking warrior could probably best bring his revelations first to their
a goblin leader in combat. It is the leaders many own people, and then to men,
bodyguards, and the various traps that lace his giants, and dwarves.
throne room, that should give a hero pause. Leaders
If vegetarian goblins encounter Viking warriors, they
know much about their areas of the Underground,
may waylay them in hopes of making them into
and have caches of treasure secreted away to buy off
fungi-happy envoys bearing Hoders message of
the hostile intentions of Viking marauders. They
peace and repentance to Scandinavias fjords. Theyll
therefore serve as splendid non-combat opponents.
use their special attacks (see below) to render the
A goblin leader counts as a terrain feature for victo- heroes unconscious. Then theyll carry them off to
ry point determination purposes. their indoctrination chambers. Vegetarian goblins
always strip captured Vikings of all weapons, shields,
VEGETARIANS 2457 and armor. Any other Underworld denizens would
use the equipment themselves, or keep it in order to
Max. Threat: Inferior barter away later. The vegetarians regard the accou-
Benchmark: 4 trements of war as obscene and unclean, and do
Adjusts: INIT +1, DAM -3 their best to immediately destroy them, or at least
Move: 15 hide them where no one will find them. Theyll toss
Mix: 0 even the most precious of magical weapons into lava
Not all goblins are ravening, half-bestial fiends pits, or into bottomless wells.
whose lust for meat keeps them in a near-constant Captured Vikings face prolonged sessions of mush-
homicidal frenzy. A breakaway group of goblins room ingestion, after which theyre subjected to
seeks to convert its people from their lives of car- lessons in meditation. The new acolytes, as the
nivorous violence. The vegetarian goblins preach a vegetarians like to call them, are kept imprisoned in
doctrine of peace and goodwill towards all. They stout metal cages throughout this process.
subsist not on the hacked-off limbs of their enemies, Vegetarian goblins always seem not just surprised
but on the various herbs and luminous fungi that but shocked when the Vikings escape and begin to
light the otherwise darkened paths of the pummel them to death.
Underworld. These are often the same plants that
the shamans use to concoct their arcane powders They most especially want to convert the dwarves,
and potions, and, indeed, the vegetarian goblins who regard the vegetarians as easy pickings for their
seem to acquire both strange powers and a halluci- slave raids. Ironically, it is dwarven slavery that
natory view of the world. allows Vegetarians to spread their doctrine to other
tribes. In the mills and presses of Nidavellir, they
Though hostile to standard goblins, vegetarian gob- rub elbows with goblins from all over. Their preach-
lins cannot be considered the automatic allies of ing finds eager ears among enslaved goblins, who are
Viking warriors. They despise all killing, and look fed only on fungal ooze and are anxious to believe
with tongue-clucking disdain on the pursuit of mar- that their state is not as wretched as it seems.
tial glory that motivates any self-respecting hero. Ordinary goblins become demoralized and slack-wit-
They regard most of the Aesir as crazed and dan- ted under the yoke of slavery, leaving the vegetarians
gerous promoters of senseless murder. However, to maintain their dignity and organize sabotage and
they do profess to worship Hoder, the blind Aesir escape attempts. When escapes succeed, slaves
god who accidentally slew Baldur, as part of Lokis return to their home tribes to secretly promote the
attempt to accelerate the onset of Ragnarok. After vegetarian cause. Eventually they leave their tribes to
ingesting large quantities of glowing mushroom join all-vegetarian communities, often bringing their
paste, vegetarian goblins believe that they look own converts with them.
upon the face of sorrowful Hoder, who now
preaches against any use of arms. They wish to Goblin leaders mock the vegetarians as nave and
doomed, but see any hint of vegetarian-
115
Chapter 4
the boundaries of their kingdom, are the ancient Remarkable camouflage abilities make land crabs
rivals of the gods. Although they seem peaceable difficult to avoid, especially in the Underworlds
now, content to drink, eat, gamble, and engage one gloom. Theyre capable of mimicking the color and
another in good-natured battles, the giants have a sin- textural appearance of virtually any surface they rest
ister side. Vikings caught by giants will upon for more than an hour. They retain these pat-
116
Encounters
TROLLS 1357
Max. Threat: Terrifying
Benchmark: 10
Adjusts: DFN -1, DAM +3
Move: 15
Mix: 0
Trolls, exiled from their shattered land of Trollheim,
long, whip-like neck, which bears a head resembling a
now scour the Underground for useful weapons and
lizard or dragon. Sometimes the jaws bite deep into a
magics to use in a coming war of liberation, in which
targets flesh. Alternately, the head grabs its prey and
their enslaved kin will be freed from thralldom in
lifts it up towards the top of the tube. Its tentacles
Svartalfheim. Or so theyll tell you. In truth, many of
contain receptors sensitive to both the weight of an
these hulking, thick-skinned, brutish-looking beings
object, and whether it is organic or not. If it succeeds
have given up on their dream of vengeance, and act
in grabbing and lifting an inorganic object, or a living
merely as petty bandits and waylayers.
thing too big to stuff down the two-foot diameter of
Trolls are human-shaped, but tend to be anywhere the tube, it then flings away the rejected prey. Tube
from ten to twelve feet high. Their hands, teeth, and strikers dont eat heroes, but they may well grab their
feet are out of proportion even for their size. weapons and toss them away, or toss the heroes
themselves into nearby lava pits, gorges, or flame jets.
TUBE STRIKERS 247 Whenever a tube-strikers Initiative rolls around, roll
Max. Threat: Terrifying a die to determine which of the two attack types it
Benchmark: 12 will use. It makes a bite attack on an even roll, and a
Adjusts: none grab attack on an odd roll. This random determina-
Move: 0 tion does not represent an action taken by the crea-
Mix: NA ture; its just a way for runners to simulate the
unpredictability of its instinctive reactions.
Tube strikers are overgrown, air-breathing relatives of
the coral polyp. Encased in upright, rock-hard skeletal A bite attack is like any other attack and requires no
tubes, they wait for moving prey to rumble past them. further explanation.
Fleshy suckers attach them to the floor of an under-
On a successful grab attack, roll another die: on an
ground chamber. These are sensitive to vibrations.
odd result, it grabs the hero; on an even result, the
When a creature passes by, the tube striker unfurls its
tube-striker grabs an object on his per-
117
Chapter 4
118
Encounters
Designers may pay an additional cost equal to that of tougher, slower, or more damag-
making the wendol Self-Willed in order to specify that ing than the standard foe of its
it will attack other non-wendol foes in the course of a threat category, he can specify one or more adjusts.
combat encounter. The creature treats all non-wendols
Creatures whose adjusts balance out are the easi-
on the battlefield as possible legal targets, according to
est to include in an encounter. To balance a crea-
the Foe Target Choice Flowchart. To make the wendol
tures adjusts, decrease one game statistic for each
both Self-Willed and capable of attacking other foes,
one you increase. Some game statistics are more
the designer must pay twice the normal cost of mak-
equal than others. The exchange rate between statis-
ing him Self-Willed. These wendol attacks are exempt
tics is as follows.
from the usual rules governing collateral damage to
foes (p. 197); in this case, the foe loses hit points or 3 INIT = 1 ATK = 1 DFN = 3 DAM =
possibly even dies, but none of the players gain victo- 1 Soak = 10 HP = 3 Res
ry points as a result. By including this feature, the run-
ner enjoys the benefit of depressing the possible vic- You want to increase the creature types INIT by
tory point tallies of his opponents, the pillagers. 3. You can balance that by reducing its ATK, DFN,
or Soak by 1, its DAM by 3, or its hit points by 10.
Creating Your Own You want to increase its HP by 60. You could
Creatures reduce its ATK and DFN by 3 apiece. You could just
as well decrease its DAM by 6 and its Soak by 4.
To invent a creature of your own, first write out a Downward adjustments to INIT, HP, and/or Res
brief description of its appearance and habits. This is a cannot be used to earn countervailing statistic
game of combat, so you dont need a scientific treatise increases, because including foes who are weak in
on its role in its ecological niche or the sociological sig- those areas does not pose a significant disadvantage
nificance of its mating rituals. You should, however, to the clever designer/runner.
think of at least one thing about it that makes it dif-
ferent from the creature types the game already has. Balanced creatures are preferable, especially if the
The game statistics of Rune are sufficiently fungible designer wants to use them again, or encourage oth-
that you dont need to create slight variations on exist- ers to use his creatures. Still, designers can create
ing creatures just to get a foe with the right power level. unbalanced creature types. Unbalanced types must
reflect their departure from normal game statistics
If it is an intelligent humanoid, it can probably with an adjusted Mix value. If the creature is weaker
use missile weapons; if it is of animalistic intelli- than the norm, its Mix decreases by 0.1 for each
gence or lacks standard human shape, it cant. point of difference. If it is stronger, its Mix value
Craftwerks, undead, magical beings, and creatures increases by 0.1 for each point of difference. A point
with very strange anatomies cant be knocked uncon- of Mix difference equals 3 INIT points, 1 ATK, 1
scious. Any other type of creature probably can. DFN, 3 DAM, 1 Soak, 10 HP, or 3 Res.
Decide whether the creature uses its natural Your new creature, the Pulsating Spew-Rat, has an
weaponry, or relies on equipment. Adjust of INIT +9, ATK -2. 3 points of INIT are
worth 1 point of ATK, leaving +3 INIT unpaid for. 3
Creatures at least as intelligent as the heroes points of INIT equals 1 point of Mix difference. The
can generally wait to attack. Otherwise, they rush Mix value of a Pulsating Spew Rat is +0.1.
in headlong.
A Skittering Mudfish has a -6 DAM rating, and no
ADJUSTS positive adjustments to offset it. 3 DAM equals 1
point of Mix difference, so this creatures Mix value
Just because a designer can work adjusts into is -0.2.
your new creature doesnt mean he should. But if
his concept of the creature really requires it to be
119
Chapter 4
Barriers
As seen on p. 93, a runners chance of winning A barrier is any object that can interfere with one
increases if terrain features come into play during combatants attempt to hit or defend against another
fight scenes. This is our way of bribing designers to in melee combat; as seen on p. 53, it magnifies the
make the fights more fun and interesting. In order advantage of the defter combatant. Barriers also force
to cash in on this bribe, youre going to have to combatants to alter their routes as they charge
include terrain features in your encounter. This sec- through the battlefield. A combatant can either run
tion tells you how. around the barrier, or jump over it. Jumping a barri-
Designers can include as many terrain features er takes a half action, effectively halving the total dis-
in a combat event as they want, but only get tance a combatant travels that round.
encounter points for three features. They get to Examples of barriers include rotting timbers,
pick which three count. As you saw on p. 95, run- chairs, rolled-up carpets, braziers, chicken cages,
ners receive no victory points for terrain features piles of rocks, and trenches. The designer gets 3
that have no hope of coming into play. So design- points for each barrier he places in an encounter, up
ers should either bunch them close together, to to a limit of four.
make sure that the heroes at least come close to
them, or should add extra terrain features so the Unless the designer specifies otherwise, the
heroes will use or approach enough features to Difficulty of jumping a barrier is 6. The designer can
cover the points earned. make the Difficulty higher by paying the standard
costs for an increased Difficulty. When a designer
Encounters without combat opponents do not increases or decreases the Difficulty of jumping a
provide extra points for terrain features. barrier, he qualifies pillagers for victory points when
Some point costs vary depending on the percent- they score successes, and runners for victory points
age of the combat area the terrain feature takes up. If when they miss. As usual, the addition to the victo-
the affected area is sizeable, but does not cover the ry point tally equals 3 times the difference between
entire area, characters will have good reason to maneu- Difficulty and result.
ver their way in or out of it, depending
120
Encounters
Cover
Any object that a character might hide behind
to expose less of himself to missile fire is consid-
ered cover, and can provide encounter points.
Examples include large trees, walls, piles of
rocks, fallen support columns, half-buried
ships, and large items of furniture.
The points the designer gets depend on the
number of people who can conceal themselves
behind the object, and the degree of cover it pro-
vides. An object that provides one-third cover earns
3 encounter points. If it grants half cover, the run-
ner gets 6 points. If it covers almost all of a target, it
is called full cover and the runner earns 12 points.
Multiply the points garnered by the number of char-
acters who can hide behind the object (or objects),
to a maximum of 36 points.
During the running of an encounter, a
player might make a convincing case that
an object the designer included for
some other purpose ought to serve as
cover. Of course, the runner doesnt
retroactively gain encounter points for
this revelation.
Heroes can also use cover to conceal themselves
from Predictable foes, who ignore their existence for
the purposes of the Foe Target Choice Flowchart (p.
196.) Self-willed foes can spot them behind their hid-
ing places only by making Res rolls against the
Difficulties listed on the chart below. Unless they do
so, they arent allowed to run behind the cover and
Engage the hero.
For pillagers (and, conversely, runners) to qualify Degree of Cover Res Difficulty
for victory points, one of the following situations One-third cover 3
must apply: Half cover 6
The hero is moving towards an opponent, and the Full cover 9
straightest route towards him is over a barrier.
The hero is fleeing or retreating from an oppo- If the hero lies prone behind cover, he increases
nent, and the straightest route between him the Difficulty by 3. He can lie down only if a) the
and an exit, or him and an item of cover, is over cover could shelter three or more heroes and b) no
a barrier. other heroes are hiding with him.
121
Chapter 4
122
Encounters
123
Chapter 4
124
Encounters
But when it is dark, heroes must carry torches. er gains 5 encounter points for
This limits at least some of them in combat, forcing each area of varying intensity
them to choose between torch and shield. A torch within his combat area, up to a maximum of 3. He
reliably illuminates an area with a radius of twenty- should make each a good size to increase the chance
five paces. Heroes can act without penalty even with- of earning victory points when they affect play.
out a torch, provided that they are within that dis-
Designers may also use darkness and obscured
tance of someone elses light source.
vision as a justification for increased Difficulties
If the heroes face opponents who can see in very to non-combat rolls, for which they pay the stan-
low light, your decision to make a combat area dark dard cost.
actually costs you points, unlike most other terrain
features. If the heroes face opponents who must also
use torches or some other light source, it becomes a Obstructions to
regular terrain feature that gains you points. Missile Fire
Full darkness costs (or gains) a designer 10
The encounter area may present numerous
points. Heroes operating without a light source in
objects in the way of missile users, like multiple sup-
full darkness suffer a decrease of 4 to all rolls based
port columns, trees, jets of flame, or water spewed
on Strength, Dexterity, Quickness, Perception,
in an intricate pattern from an ancient fountain.
Communication, or Presence. This includes rolls
Whatever its nature, the obstruction forces the mis-
of game statistics derived from Abilities based on
sile user to spend an action moving whenever he
those Characteristics, such as INIT and DFN.
switches to a new target, or whenever his current tar-
Gloom costs (or provides) 5 encounter points. It get makes a move. Missile fire obstructions earn 10
is hard, but not impossible, to see in gloomy condi- points if theyre located throughout the area, or 5
tions. Characters without light sources suffer a 2 points if they obstruct only about half of it.
point decrease to all rolls based on the above-men-
Alternately, the entire area may be affected by a
tioned Characteristics.
condition which increases the Difficulty of missile
Various situations can render the use of torches fire no matter the where shooter moves. It might be
impossible. Other effects, like high winds or ongoing covered in fog, rendering all possible targets
and heavy snow or rain, douse torches and keep them obscured. Or perhaps conditions are too windy to
doused. These cost (or gain) an additional 10 points. accurately predict the missiles arc. Because missile
combat is contrary to the spirit of Rune, which
Darkness is not the only thing that obscures holds that the only truly glorious fight is one in
vision. Heavy fog reduces visibility in a way that which your foe gets a chance to bleed on you as he
torches wont deal with. So might thick swarms of goes down, designers get 5 encounter points for each
insects, or clouds of smoke. (Smoke may also cause penalty point they levy on missile users in this way.
damage if inhaled; remember to pay for any damag- The maximum penalty is 4. Designers may change
ing effects of smoke as a trap/hazard.) The degree to the Difficulty and the corresponding point, creating
which the low visibility hampers rolls based on the especially dense fog or high winds.
above-named Characteristics varies from one vision-
obscuring effect to the next. It might even vary in If you use this terrain feature, you cant also earn
intensity within areas of an encounter, as the heroes encounter points for including arrow icon-type foes
move from the source of the effect to its periphery, who dont have missile weapons. (See p. 102.)
or vice versa.
Anything that obscures vision in a way that the
heroes cant address costs (or gains) 5 encounter
points for each point of decrease it exerts. A design-
125
Chapter 4
126
Encounters
fallen down see p. 53. If he fails the second DFN If, while rolling, a combatant
roll (which takes as its Difficulty the opponents hits another character, he might
original ATK result) by more than 5, he not only falls knock him over, too. The standing character may
down but begins to roll down the sloped surface. He make a Dodge roll (Difficulty 6, no action required)
comes to a stop at a distance of 3 paces for each to avoid falling down. If he fails the Dodge roll by 5
point of difference between Difficulty and result, or or less, he lands on top of the rolling character,
at the end of the slope, whichever comes first. bringing both to a halt. The two characters end up
tangled together. While each can get up as normal
The direction a combatant rolls in is determined
(see falling down rules, p. 53, fallen combatants suf-
by a roll as marked on the diagram below. The run-
fer an extra penalty if attacked while entangled in
ner rolls a die. On a result of 13, the victim falls
one anothers limbs. Their DFN rolls decrease by 9,
backwards at a 45 degree angle, to his adversarys left.
not the normal 6, and they cant attack at all, even if
On a result of 46, he falls directly backwards, ass
armed with a longshaft weapon.
over Viking teakettle. On a 710 result, he falls back-
wards at a 45 degree angle to his adversarys right. When moving up a slope, the maximum distance
a character can travel is halved. When moving down
a slope, it is doubled.
FALLING DOWN No more than two characters can enjoy higher
ON A SLOPE ground advantage over a single opponent.
Ragnar smites his opponent, dealing a mighty 17 points of Raw Designers gain 15 points if an entire area is sloped,
Damage. The goblin fails its second DFN roll by 6 and loses its
20 points if two-thirds of it is sloped. They gain 5
footing. The runner rolls a die to determine which way it rolls.
unless it reaches the end of the slope first, the goblin will roll points for each ramp, grade, or other slope placed
18 paces in this direction before coming to a stop. within a generally flat combat area, provided that each
sloped area covers at least 6 hexes of space. Were
4-7 assuming here that the designer picks a hex size thats
actually useful when it comes time to use the map, so
1-3 8-10 that his sloping areas arent just little tiny dots.
Tube-Strikers
In some circumstances, the creature known as
the tube-striker acts as a terrain feature. See its
description on p. 117 of the Foes section.
Uneven Ground
Uneven ground impedes movement but poses lit-
tle falling risk. Examples of uneven ground include
rubble-strewn ruins, the slopes of hills or ravines,
and Underworld passageways whose flooring stones
have heaved up.
Uneven ground reduces the maximum distance of
full and half moves by 50%. It costs -7 points if it cov-
ers one-half to two-thirds of an area, -3 points if it
covers all of an area or less than half of it.
TOP OF SLOPE
127
Chapter 4
128
Encounters
129
Chapter 4
130
Encounters
131
Chapter 4
132
Encounters
More Singular Rolls Successful rollers still qualify for victory points,
but the bad consequences of the roll come to pass,
or the good consequences fail to materialize.
SCRAMBLE
A Scramble roll is just like a Rush, except that
any number of heroes can choose to try the roll, and Weak Link Rolls:
each hero suffers or enjoys the consequences of his When All Must Succeed
own roll.
In some situations, every hero must succeed at
Valykries show up to challenge the heroes to a spar- the same roll, or everyone fails. No one gets the gain
ring match. The winners each get 20 victory points, or treasure, or everyone falls victim to the trap or
while losers suffer damage. Heroes not willing to take hazard. These are called Weak Link rolls. They cost
the risk can sit out; they neither suffer nor gain. an extra 40 encounter points. Designers may or may
not find this a price worth paying, depending on the
DOGPILE number of heroes in their groups.
A Dogpile allows each hero to try the task simul- The elf queen looks at the heroes through her
taneously. However, the failure of one hero means magic lens to see if they are worthy of receiving her
failure for all. silver cup. Each must succeed at a Demeanor roll in
Ragnar, Thurid and Thorleik all decide that their order to win the prize.
Bravery Abilities are high enough to earn them a In the case of certain traps, some heroes may still
shot at a juicy encounter-point award, so they all have a chance to evade the ill effects of a Weak Link
troop out to the middle of Hrapps marooned ship to roll, depending on their position in relation to the
wait for the albatrosses to come. The Difficulty is 8. failed heroes. In neither case does the runner have
Alex, rolling for Ragnar as your proxy, gets an 11 to tell the pillagers which Ability hell be testing
and becomes eligible for 3 victory points (the dif- when he asks what order the heroes are marching in.
ference between Difficulty and result). Paul, rolling
for Thurid, gets a 12, earning 4 victory points. But LINE OF DOOM
Joel, rolling for Thorleik, botches, scoring a -8.
Thorleik not only flinches when the albatross If all heroes standing either immediately in front
comes: he squirms and whines like a little baby! of or behind the failed rollers are automatically
Hrapp frowns, comments that Vikings are much spared the effect, the designer has specified a Line
more cowardly than they were in his day, and tears of Doom roll. The designer must specify whether
the much-needed map into tiny little pieces before the source of the danger is to the front or rear-guard
the heroes disappointed eyes. of the party. If the source of the danger
133
Chapter 4
is to the rear of the party, all heroes the gremlins station, and out of the range of the boil-
ahead of the failed roller who is clos- ing oil. When Canute fails, the gremlin jumps on the
est to the front of the line are spared. If the danger trigger, hitting him and everyone behind him.
is in front, all heroes behind the failed roller who is
A Line of Doom roll costs 10 points, not the
closest to the back are spared.
usual 40 for a regular Weak Link roll.
Amundi, Bjarni, Canute, Dagfin, and Ufnal,
marching in that order, must make Stealth rolls to DOMINO
avoid alerting a gremlin hidden in the walls. If he
If all heroes either in front or behind of the failed
hears them, hell pull a lever, dropping molten oil
rollers are forced to make a second roll to avoid the
down on them from above. Canute and Ufnal fail
original trap, the designer has called for a Domino
their rolls. The source of the danger is behind the
roll. Note that in some cases this last option may
party. Canute is failed roller closest to the front of the
cause a Domino effect, where a hero succeeds at his
line. This means that the heroes ahead of him,
first roll, is forced to make a second, fails it, forcing
Amundi and Bjarni, managed to creep quietly past
the next hero in line to reroll, and so on.
CONDITIONAL ELEMENTS
CONDITIONALLY AVOIDABLE specifying that it remains in effect provides 0 points.
TRAPS AND HAZARDS If it fits the situation at hand, the designer can specify that
Designers can create traps and hazards that heroes can a hazard that remains in effect can only be triggered a cer-
avoid automatically, provided that their pillagers make cer- tain number of times before its ability to harm the heroes
tain choices. Most commonly, the pillagers choose not to is exhausted. This option is included for purposes of atmos-
do certain things, like touching a booby-trapped object or phere and garners the designer no extra points.
entering a dangerous area. If the designer forces the heroes
to fulfill the triggering condition, whether through his CONDITIONALLY AVAILABLE GAINS
description or by requiring a roll, the roll is not condition-
Designers can also declare that heroes can secure gains
ally avoidable.
without having to make a roll of any kind. The pillagers
Even when they make the choice that triggers the hazard, may have to figure out what simple choice to make in order
the heroes still get a roll to avoid its effects. to claim the gains, however. Note that the designer cant
If a Standard roll is conditionally avoidable, a single hero create complex puzzles, riddles, or other brain-twisters for
can make the choice that triggers the trap, but all heroes the pillagers to solve: those are the sorts of things heroes,
must roll to avoid its effects. Making a Standard roll condi- not their players, do, and they do them with die rolls.
tionally avoidable gains the designer 10 encounter points. The choice must be one that is achievable in the normal
If a Singular roll is conditionally avoidable, only heroes course of the encounter without having to succeed at any
who make the triggering choice must roll, and only they rolls or risk any damage. An exception to this general rule
suffer the ill-effects of failure. Designers gain an additional occurs in the aftermath of a battle; it is perfectly legal to
20 encounter points by making a Singular roll conditional- state that the heroes automatically secure any gains after
ly avoidable. killing their foes and undertaking an inspection of their
corpses and belongings.
The designer must specify whether the triggering condi-
tion works on first exposure (in which case only the first For that matter, the designer can always leave treasure or
hero or group of heroes to trigger the condition must roll) other tangible gains out in plain sight.
or remains in effect (in which case a hero could theoreti- Designers get no points for this. The advantage they get is
cally make the choice several times, exposing himself to in minimizing the number of rolls they require, thus
danger and requiring a new roll in each instance). First thwarting the Rule of Escalating Buffness (p. 136).
exposure gains the designer 5 additional encounter points;
134
Encounters
135
Chapter 4
136
Encounters
137
Chapter 4
The additional cost of making an If there is more than one way to do a particular
Opposed roll into a Scoreboard roll thing, the designer gains 10 encounter points for
depends on the modifier the opponent applies to each method after the first.
his rolls.
In the above example, you allow two methods the
Opponents Cost Per Success Divine Awareness plus the missile attack and there-
Total Modifier Required After the First by get 10 encounter points for the second method.
3 or less +5 encounter points
3-5 +10 encounter points
Simultaneous Rolls
6-8 +20 encounter points
Sometimes the designer will want to force heroes
9 or more +40 encounter points
to make two separate rolls, each against a different
Ability, at the same time.
Extra Rolls Allowed You create an encounter in which the hero must
If the designer allows a character to make mul- stand on a rolling log and shoot at a target with a mis-
tiple attempts at a non-combat action (including sile weapon. He must roll both Balance and the mis-
rolls of non-combat Abilities during a fight), he sile Ability of his choice.
gains 5 encounter points per Extra rolls allowed The designer first pays the usual costs for both
after the first. rolls as if they occurred separately. Then he suffers a
If there is no set limit to the number of rolls a 15 encounter point charge for each new Ability roll
hero can make, the designer nets 20 encounter points. after the first.
If simultaneous rolls occur in combat, only one
can require an action. The others must all be possi-
ble without spending an action.
DISTANCE: CLOSING
A LOOPHOLE In the above example, the missile shot could
require an action, but the Balance roll cant.
If a hero must reach a particular spot before he can
make a roll, that spot may not be more than 60 paces
from any other spot on the map.
Combo Traps
One trap can have more than one bad effect. For
example, a trap might make noise as it damages the
Alternate Methods heroes, so that it also serves as a stick (see p. 144)
granting INIT bonuses to foes in the next room.
Some tasks can be completed in more than one way. The cost of a combo trap is a surcharge equal to 50%
The mocking visage of Loki appears in a cavern to of all points the designer must pay for the traps
mock the heroes. If they dont dispel this apparition, Difficulty and roll type.
they suffer Impairment. They can avoid the trap You create a trap that deals both damage and
either through a successful Divine Awareness roll (in Impairment. The Difficulty is 9 (cost 30) and your
which the hero wills the apparition to vanish by roll type is Weak Link (cost 40.) The combo surcharge
invoking the name of Odin) or simply by hitting the is (30 + 40) 2 = 35.
floating visage with a missile.
If a cost the designer pays for the roll type applies
Designers may include up to three ways of only to one of the effects of the trap, he may ignore
accomplishing any particular goal. it when calculating the surcharge.
138
Encounters
Combo Gains
The designer can create a single roll that leads to
more than one gain if the hero scores a success. The If the hero is only allowed to add his
cost of doing this is the (positive cost of the Characteristic to a roll (that is, if no Ability can log-
Difficulty, if any) times the (number of separate ically be applied to it), add 20 to the cost.
gains.) This can be an advantage when the designer
wishes to cut down on rolls in order to stay clear of If the roll requires an Ability none of the heroes
the Rule of Escalating Buffness (p. 136). Clever have, add 40 to the cost.
designers may find other uses for it. Its also a time- If the game statistics of the runners hero are
saver when an event includes a long list of gains. such that the number hell add to his roll is greater
than that of any other character, we call it a Stacked
roll. Add 75 to the cost of any stacked roll.
Lady or Tiger?
If the designer calls for a roll of INIT, ATK, or
Most traps grant a hero only an addition to his DFN, he does not predetermine a specific
victory point tally when he succeeds. Likewise, most Difficulty when creating the encounter. Instead,
gains do nothing bad to the hero when he fails the he chooses a modifier to the baseline. That modi-
roll. However, in a Lady or Tiger roll, the hero fier can range from -2 to +8 for ATK and DFN. The
scores a gain on a success but suffers a trap/hazard runner determines what the baseline is just before
on a failing roll. There is no cost associated with a the roll is made; it equals the number for the rel-
Lady or Tiger roll. evant statistic on his Roll of Valor. (The Roll of
Valor, explained on p. 98 of the Foes section, gives
the runner a sorta-kinda-not-really average of the
Exotic Rolls heroes game statistics, from which he derives the
stats for their opposition.) Costs for baseline mod-
If a roll calls for anything other than a
ifiers are listed in the chart below.
Characteristic + Ability roll, its cost increases.
139
Chapter 4
140
Encounters
141
Chapter 4
You create an alpine encounter in 4, and a 9. She adds the 4 point difference to the total
which the heroes are at risk of suffer- of the damage rolls, getting a raw damage tally of 29.
ing 20 points of damage from an avalanche. Your cost
The cost of random damage depends on the
is 25 encounter points; 20 points for the Dam rating,
number of dice a trap deals out.
plus the +5 surcharge.
Dice Cost
ARMOR-IGNORING DAMAGE 1 +2 encounter points
If a hazards effects ignore armor, pay an addi- 2 +7 encounter points
tional 10 encounter points. The character may not
3 +15 encounter points
subtract the Prot portion of his Soak score from the
damage dealt. 4 +22 encounter points
5 +26 encounter points
Ragnar triggers a poison needle trap and suffers
14 points of raw damage. Because the poison deals 6 +30 encounter points
armor-ignoring damage, Ragnar may deduct his Soak 7 +43 encounter points
rating (3 points) but not his armors Prot rating (3 8 +50 encounter points
points). He loses 11 hit points.
RANDOM DAMAGE No trap may dish out more than 8 dice of damage.
To create a trap/hazard that deals a random RECURRING/ESCALATING DAMAGE
amount of damage, choose any number of d10s. When
the damage is dealt, roll that number of d10s sepa- After a hero is exposed to recurring damage, he
rately for each victim, totaling the values. Damage dice continues to lose a set number of hit points per
can botch or triumph, just like most other rolls. The round until someone performs an action (usually
difference between the result and the Difficulty of the requiring a roll) to put a stop to it. If a roll is
heros roll is added to the result of the damage roll. required, the designer must always allow unlimited
retries, for which he does not earn the usual
Ragnar encounters an avalanche that does 4 dice encounter point gain.
of damage. You roll for him, failing his Ski roll by 4
points. The runner rolls four dice, getting a 3, a 9, a Ragnar is constricted by a craftwerk snake of
dwarven manufacture. It has a damage rating of 4,
and recurs. Ragnar is allowed a Strength roll to avoid
its grip, against a Difficulty of 6. You, his player, fail
the roll by 2. He takes 6 points of damage (the Dam
rating + his difference between Difficulty and result)
immediately, and will take 6 points of damage each
round after that, until he can make a Traps roll to
deactivate the craftwerk.
To get the cost of recurring damage, the design-
er takes the normal cost for the amount of the
damage rating and multiplies it by 2.5. Take into
account any surcharges before multiplying. Lop off
fractions, as usual.
A trap with a recurring Dam rating of 2 would
cost 5 encounter points; 2 x 2.5 = 5. A rating of 21
points of recurring damage would cost 77 encounter
points; (21 + surcharge of 10) x 2.5 = 77.5.
142
Encounters
Sometimes a hero will suffer an effect that Some Impairments are specific; they affect only
decreases all of his rolls by a set number for a par- one Ability or another type of roll derived from an
ticular period of time. The effect may be physical or Ability (like Engagement). In this case, the designer
mental, but it is so distracting that it affects every- pays for only the affected rolls. If the Impairment
thing he does. The shooting pain in his leg may effect directly or indirectly affects INIT, ATK, DFN, or
make it harder for him to concentrate on his map- Engagement, you pay +10 for each combat sequence.
ping. The hallucinations of Ragnarok that haunt his Note: Once you include an Impairment effect in
mind blur his vision when battle comes, making it an encounter, you never gain points for low Difficulties
harder for him to strike his foes. in tests to which the Impairment will apply.
143
Chapter 4
Sticks
A stick is any roll that, if the pillager fails, sticks
him with a penalty to a roll appearing later in the
SLEEP DEPRIVATION same encounter.
One splendid source of general Impairment is sleep Examples of sticks include:
deprivation. Heroes in the midst of long journeys
learn to take their rest in all sorts of unlikely places. Alarms, such as trap that warns enemies of the
They learn to sleep like logs in dank underground cav- heroes approach, giving them time to prepare for bat-
erns, on the decks of ships plying the roiling waves, tle. If an alarm goes off, all foes in the upcoming fight
or in the frosty embrace of Jotunheims mountains. get a bonus to their Initiative rolls which lasts for a
Unless theyre anxious to join the ranks of the restless given number of rounds. Different alarms might be
dead, theyll set up sentries to keep enemies and
predators from assailing them while they slumber.
avoided by various Abilities, like Awareness, Stealth,
Only in extraordinary situations will they be unable or Traps.
to sleep at all.
A Demeanor roll which, if failed, enrages the
Such situations might include: heros foe, giving him an ATK bonus.
proximity to dwarven machinery emitting an ear-
pounding racket
A Bravery roll which, if failed, causes the heros
hands to shake, decreasing his chances of picking a
an area so heavily populated with enemies that crucial lock.
any attempt to camp will soon be interrupted by
attackers The cost of a stick equals (the penalty to the sub-
a place haunted by unseen ghosts and spirits who sequent roll x 5). If, as in the alarm example above,
give off an aura of fear so strong that even the it affects a series of rolls taken over a set number of
bravest cannot rest rounds, multiply the cost by the number of rounds.
Begin counting sleep deprivation after 16 hours of The basic decrease cant exceed 6.
being up, when he would normally go to sleep. After
18 hours of sleep deprivation, heroes suffer 1 point of A stick may also give foes a bonus to INIT,
Impairment. After 36 hours, they suffer 2 points. Sleep ATK, or DFN rolls. If the designer wants the
deprivation obeys the standard costs for traps causing bonus to benefit all of the foes in his encounter,
general Impairment. the roll to avoid must be a Weak Link roll (see p.
133). ATK and DFN bonuses for foes cost (bonus x
5 x number of rounds the bonus remains in
effect). INIT bonuses cost five points for each +3
You design an encounter. A hazard generating 2 increase, times the number of rounds the bonus
points of general Impairment appears at its begin- remains in effect.
ning. Later in the encounter, you create a trap that
(Designers who want to create alarm traps that
the heroes can roll Dodge to avoid. You consider mak-
alert foes to the heroes presence can do so with
ing the Difficulty of that roll 4, in order to earn the
sticks that increase foes first-round INIT rolls.)
usual 10 encounter points. But then you remember
that the Impairment prevents you from snagging Sticks are an important part of Runes unusually
those points. Might as well make the Difficulty a 6. linear approach to roleplaying. In many games, you
might include a roll that leads to a branch in the
You go back and turn the Impairment event into
plot. If the heroes succeed in breaking down the
2 points of specific Impairment to the heroes DFN
door to the vampires castle, they can explore it and
rolls. You can now earn the 10 encounter points from
face a number of plot complications. If they dont,
the Difficulty 4 Dodge trap, as the heroes rolls to
they never go down that branch, and none of those
avoid it wont be lowered by the preced-
events happen.
ing Impairment effect.
144
Encounters
Loss of Status If the designer makes the increase from the carrot
equal to the decrease from the stick, the cost balances
to 0. Neither increase nor decrease can exceed 6, or
When among their own people, the heroes may remain active for more than 3 rounds. A designer is,
sometimes risk a loss of status if they do not under- however, free to make the two asymmetrical. If the car-
take a particular dangerous action. For example, they rots increase exceeds the sticks decrease, the designer
might want to stay at home and heal up, but are gains 5 encounter points per point of difference. If the
urged by their village elders to get a move on and imbalance goes the other way, he pays 5 encounter
points per point of difference.
track down the enemies who threaten them all. If the
heroes flout their wishes, they lose some or all of the The designer pays (or gains) only once for the
victory points they would otherwise gain for the cur- Difficulty associated with the roll.
rent encounter. The cost equals the victory point
deduction. Deductions come in increments of 5, and
Example of Choice Method: A parasitic worm
cant exceed 20. 20 is the maximum per encounter.
lurks under the lid of a chest full of silver. Only the
hero who opens the lid risks falling prey to it. The
Special Cases actions of the players, not the decisions of the runner,
determine who meets the worm.
Here are some oddball options advanced design-
Example of Random Roll: A poisonous bat will fly
ers will want to consider.
from its perch to bite one of the heroes. The runner
rolls a die to decide which one gets fanged.
LIMITED TARGETING
Designers pay less for limited targeting, depend-
If the trap or hazard affects all of the heroes, use
ing on the maximum number of heroes who can
the encounter point costs unmodified.
suffer the effects of the trap.
Limited targeting comes into play when a trap
# of Heroes Cost
affects less than the entire party, but the runner
cant tell in advance from his encounter notes which 1 -15 encounter points
of the heroes will be at risk of falling victim to it. 2 -10 encounter points
The victim is chosen either when the players decide 3 or more +0 encounter points
to have their heroes do things that trigger the trap,
or via a random roll by the runner.
145
Chapter 4
146
Encounters
AMBUSH OPPORTUNITIES
An ambush is an attack made against an unsus-
pecting foe. Heroes can ambush foes, or vice versa. In
the first case, the designer gains points; in the latter,
he pays points. Ambush opportunities for heroes are
gains; those for foes are traps. But it saves space to dis-
cuss both situations in one place, so here we go.
There are two kinds of ambush opportunities:
hiding places and lax sentries. A hiding place is
a well-concealed area in which either the heroes or
their opponents can hide themselves
147
Chapter 4
148
Encounters
149
Chapter 4
150
Encounters
for a result of 4. Thats 8 less than the Difficulty of Damage to Legendary Items
12 (the acids Dam rating). Her difference is 8, which When a legendary item is dam-
makes her gear mostly damaged. Until she can get a aged, the cost of buying levels in its power doubles. It
new mapping kit, her cartographic skills suffer 2 cannot be repaired.
points of Impairment.
FALLING
Gambling kits are an exception to the general
rule. If a hero has even a slightly damaged kit, oppo- Damage ratings for falls vary by height. Designers
nents will refuse to play with him unless they have pick the amount of damage they want a fall to dish
a kit of their own, which they will insist on using. out, and choose its length accordingly. Falling
heroes are permitted a Jump roll (Difficulty 6); if
Damage to Potions, Charms, and Amulets they make it, they enjoy the benefits of a good land-
Potions are completely destroyed by a failed roll. ing. If they fail, they suffer a bad landing. Falling
A damaged charm or amulet has its bonus reduced damage ignores armor, which, along with the vari-
by 1, plus 1 for every 3 full points of difference able damage, is already accounted for in the costs
between Difficulty and result. If its bonus is reduced listed at the bottom of this page.
below 0, it becomes completely useless.
Were not going to lie to you and tell you that
Damage to Helms of Power this chart accurately reflects the real-world hazards
A damaged Helm of Power loses 1 level of the of falling from great heights. We tried throwing
Divine Gift levels it grants, plus 1 for every 5 full suitable subjects off the top of a tall building and
points of difference between Difficulty and result. scientifically recording the results, but rapidly ran
If the number of Gifts it grants is reduced below 0, out of Norsemen.
it becomes completely useless. It can be restored to
its full potency by a hero whose main deity is the FIRE
god who grants the helms Divine Gift; to do so,
the hero must roll Divine Awareness against a Vikings respect fire as a terrible weapon. When they
Difficulty of 6. This may be attempted once per feud with one another, they strike at their rivals by
encounter. Damaged Helms of Power can also be burning down their houses. Sometimes they wait out-
fully repaired simply by entering a shrine (p. 174) side a burning longhouse for the terrified people to
dedicated to the governing deity. emerge. Then they cut them down as they try to flee.
FALLING TABLE
Dam rating: Dam rating:
Good Landing Bad Landing Length of Fall Cost
5 10 10 15 feet +17 encounter points
10 20 16 20 feet +25 encounter points
20 30 21 25 feet +42 encounter points
25 30 26 30 feet +52 encounter points
30 35 31 40 feet +62 encounter points
35 40 41 60 feet +72 encounter points
40 45 61 80 feet +82 encounter points
45 50 81 100 feet +92 encounter points
50 55 100 feet or more +102 encounter points
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Chapter 4
Fire is frightening because it not The escalating damage starts at 12 points. The
only ignores armor, but feeds upon Difficulty of the Dex roll is 6. Raging fire hazards
it, doing further harm to its victim. If allowed to cost 36 points.
catch fire, the quilted cloth beneath a heros
The designer must still give the hero a roll to
armor will ignite. For victims wearing flaming
avoid exposure to flame in the first place!
clothing, or otherwise in constant contact with
fire, the damage escalates. Encounter terrain may offer other ways of
putting out fires. Immersion in water (or other non-
flammable liquids) immediately extinguishes flam-
ing clothing. If a designer places a water source large
enough for a hero to completely douse himself near
the fire trap, he gains encounter points. If the water
is within 20 paces, he gets 15 points. If it is within 40
paces, he gets 5 points.
Flame Exposure If the fire trap goes off during combat and a
When a hero is first exposed to flame, the runner flaming hero moves towards the water feature, or if
rolls an unmodified die against a Difficulty of 6 (4 if a hero douses himself in it in the course of a fight,
the hero is wearing quilted/fur armor) to see if the it counts as a terrain feature coming into play and
Norsemans clothing catches fire. If it does, the victim helps the runner earn victory points.
suffers escalating damage (as explained on p. 142),
starting at 6 points plus the difference between the Fire is impossible to reliably use against foes in
Difficulty and result. To end the escalating damage, melee. While it is easy to set a wooden house aflame
the hero can spend an action to smother the flames (assuming youve crept up to it without alerting the
by pressing the burning clothing against a wall or by people inside), there is no good way to directly set
rolling on the ground. This requires a Dex roll against people aflame. Lantern oils of the Viking age do not
a Difficulty of (4 + the number of previous failed make for good molotov cocktails.
rolls). Flame exposure hazards cost 16 points.
GETTING LOST
Ragnar is hit by a trap that spits flame at him. He
Heroes suffer a variety of consequences when
wears fur/quilted armor, so the runners Difficulty
they lose their way. Getting lost costs them time,
when determining whether his clothing catches fire is
energy, and morale, and exposes them to wander-
4. The runner rolls a 5. The difference between the
ing monsters.
Difficulty and result of the roll is added to the fires
starting damage of 6 points, and so Ragnar suffers 7 Heroes avoid getting lost by making successful
hit points of damage as one of his sleeves begins to Map rolls. Every failed roll means that the heroes
catch fire. He tries to dash the fire out against a damp have gone off in an incorrect direction, wasting time.
nearby wall. You roll his Dex versus a Difficulty of 4. In order to get back on the right track, the map-draw-
He fails. On his next round, he takes 9 points of dam- ing heros must make X consecutive successful Map
age (last rounds damage plus 2) and must roll against rolls, where X is the number of rolls failed in the
a Difficulty of 5 (base of 4 plus 1 failed round) to put course of the current incident, plus 1. X is capped at
it out. This time he rolls a 7, adds his Dex of 3, and 4, no matter how many times the heroes roll. Any tri-
puts the fire out with plenty of margin to spare. umph is treated as two consecutive successful rolls.
Raging Fire The Vikings descend into a twisting network of
Heroes in the midst of a raging fire automatical- narrow, interconnected passageways. Paul rolls
ly suffer escalating damage, regardless of what Thurids Map skill versus a Difficulty of 6. He fails
theyre wearing. They must leave the conflagration his first roll. The value of X is now 2; he must score
before trying to smother the flames. 2 consecutive successes before getting out.
152
Encounters
Heroes can trade off mapping duties. You botch Ragnars Stealth roll,
for a result of -4. Because the
You convince the group to let Ragnar try. You roll
Difficulty was 4, this leaves a difference of 8. This
and fail. Now someone has to roll three consecutive
means that the group was attacked by Inferior wan-
Map successes for the group to get out of the mess.
dering monsters.
X is now 3. Paul keeps rolling for Thurid. He rolls
Designers pay a base cost of 30 for any threats of
a triumph, then a success. The triumph counts as 2,
getting lost. If the Difficulty of the map roll exceeds
so the group has its 3 consecutive successful rolls.
6, the designer must pay an additional surcharge
After the heroes find their way again, the pil- equal to twice the Difficulty cost.
lagers roll twice for each hero.
Troy designs an event with a hazard of getting lost.
The first roll is Stamina + Bravery. The Difficulty The Difficulty of the mapping rolls is 7. He pays the
for this roll is the total number of mapping rolls base cost of 30, plus the normal fee of 10 for a
attempted (whether successfully or not) while lost Difficulty of 7, plus a surcharge of 20, which is twice
and trying to get oriented. The runner should keep the Difficulty cost, for a total of 60 points.
track of this while its going on. On a failed roll, the
hero suffers armor-ignoring damage; the pillager GRABBER TRAPS
rolls a single die, treating the result as the damage A grabber trap holds its victims in place, pre-
rating. This represents the general exhaustion he suf- venting them from leaving their current positions
fered from stumbling around lost, plus various until it is disarmed. Designers will find them of lit-
nicks, scratches, and other minor hurts he incurred tle use outside of combat. Examples of grabbers
on the trail. include bear traps, snares, quicksand pits, land
On a botch, the hero suffers 1 point of clams, and glue traps. To free himself from a grab-
Impairment from demoralization. ber trap, a hero must spend an action and make a
roll, usually STR + Traps. Another hero, assuming
The Difficulty for the Bravery roll after getting that hes not grabbed himself, can spend one of his
lost is 4; Thurids first failure + Ragnars failure + own actions to make the roll on the trapped com-
Thurids triumph + Thurids final success. You roll rades behalf. (Okay, it could happen ) Heroes can
Ragnars Stamina + Bravery, and fail by 1. You roll a spend as many actions as they require to free them-
d10, getting a 7, which is the Dam rating. You take 8 selves or others.
points of armor-ignoring damage.
A grabber trap may or may not do damage in
The second roll is Stealth, also with a Difficulty addition to its immobilization effect. If so, the
of the total number of map rolls made while lost. designer pays for its Dam rating, as normal.
For each hero who fails, the heroes suffer one wan-
dering monster encounter. The Threat Category of Heroes caught in grabber traps cant make
each encounter is determined by the difference Engagement rolls. Missile-using foes gain a +3 ATK
between Difficulty and result, as per the chart below. bonus when shooting at them. In melee combat,
trapped heroes suffer a -3 modifier to both ATK
Difference Threat Category and DFN.
13 - 15 Superior
Grabber traps cost 40 points. The Difficulty of
10 - 12 Equal getting out of the trap is 6, unless the designer spec-
7-9 Inferior ifies otherwise, paying the normal cost for
4-6 Weak Difficulties other than 6. Costs for the roll to avoid
the trap in the first place are also as normal. These
3 or less Pitiful
rolls are always Standard or Singular. In the first
instance, the entire group runs into a number of
grabber traps at least as great as the size
153
Chapter 4
of the party. The latter case describes flight from the creatures. To avoid fleeing, characters
a single trap, or a number of traps must make a Bravery roll, the Difficulty of which is
less than the size of the party. 6 plus the number of points of damage theyve suf-
fered from the creatures during the current
(You can figure out what a land clam is, right?)
encounter. Even if they succeed, they suffer a
decrease of 1 to all rolls, as a result of the distraction
NUISANCE ANIMALS caused by the movement of the animals and the
Not all creatures are created equal. While some pain of their bites or stings. The Bravery roll must be
are big and dangerous enough to count as combat made once per round.
opponents, others are merely nuisance animals. If
The basic encounter point cost of nuisance ani-
given the chance to gnaw on, sting, or infect a group
mals is keyed to the damage they can collectively do
of heroes, theyll obey their instincts and do so.
to a hero in the course of a single round.
However, the damage they mete out is minor.
Further, theyre too small to fight as one would a DAM Score Cost
proper combat opponent. It is very hard to kill a 1 1 encounter point
fast-swimming barracuda, buzzing wasp, or scuttling
rat with a gigantic battle-axe. Nuisance animals gen- 2 2 encounter points
erally appear in swarms. Heroes get no victory 3 4 encounter points
points for dispatching them. If they want to avoid 4 6 encounter points
their teeth or stingers, their best course is simply to
5 10 encounter points
leave the area they infest.
6 15 encounter points
Examples of nuisance animals include: rats, bar-
7 20 encounter points
racudas, small jellyfish, wasps, horseflies, and vam-
pire bats. 8 25 encounter points
9 30 encounter points
Even though the actual harm they do is minimal,
most people find that their instincts take over when 10 35 encounter points
they are attacked by swarms of hostile creatures.
Unless they can check their natural impulses, theyll
Nuisance animal damage is armor-ignoring. It
run away from the crea-
assumes that most of the attacks made by the
tures. While fleeing,
swarm are deflected by the armor, but that so
theyll suffer a decrease
many separate bites or stings occur that a few of
of 3 to all rolls devoted
them must inevitably find their way through gaps
to any action unrelat-
in the armor to the victims flesh. Heroes with an
ed to immediate
armor Prot rating of 2 or less suffer triple damage
from nuisance animals.
Characters may take an action to attempt to
evade swarming nuisance animals. They roll Dodge
against a Difficulty equal to 6 plus the possible dam-
age. Any success negates all damage.
Many nuisance animals are territorial and will
attack only characters who enter a particular area.
Others are confined to a single environment: bar-
racudas and man-o-war jellyfish are found only in
the water, for example. Nuisance animals never
attack the heroes foes.
154
Encounters
155
Chapter 4
vated, a hidden tube-striker reaches assume that their share of a cache of liars silver is the
forward and zaps the treasure away. real thing. Each pillager must make a roll for his own
The heroes have no chance of recovering it, so you gain hero. The players know its liars silver, but cant make
no points for including it. But you got the discount for their heroes jettison it unless their Encumbrance
making the trap conditionally avoidable after all, the class is Better Put Something Down or worse. Even
heroes didnt have to go up that staircase, did they? so, if they have real silver as well, they must abandon
the true and the false in equal quantities. Liars silver
PALTRY AMOUNTS & LIARS SILVER can be left at a loot cache, but must be picked up at
the same time as the rest of its contents.
Designers can place up to 9 ounces of silver in
any single event, gaining 1 encounter point for each Designers may include 9 or fewer pieces of liars
ounce. You can also place 9 pieces of liars silver in silver in any encounter; otherwise it appears only as
any single event. You can leave these paltry caches a result of dire rolls on the treasure charts.
out in plain sight, or require a roll to get at them.
Any greater treasure must use the treasure categories Lokis creation torments even us, because it does-
and random charts. nt really fall into any of the categories on our check-
list: its neither trap nor terrain feature. So weve put
Loki finds great amusement in the lust for wealth it on the Gains sheet, even though it costs encounter
that plagues mortal men. As a jape, he creates false points and is not a thing to be desired.
silver and sends his minions forth to seed it in places
where treasure-seekers might find it. If fooled by its MIX UP THOSE CATEGORIES!
luster, explorers haul it back to their home villages,
Designers may gain encounter points for no
struggling against its weight when goods of real
more than 3 treasures of the same category in a sin-
value could instead be filling their packs. When they
gle event, and for no more than 5 of any one cate-
open their sacks of booty to show to their excited,
gory in an entire encounter.
gathered relatives, the coins turn to crawling and fly-
ing bugs that bite and exude a noxious substance
that burns eyes and fouls crops.
Random Treasure Charts
Each piece of liars silver looks and weighs
exactly like a regular ounce of silver. Like the gen- The random charts for the various treasure cate-
uine article (see p. 158), its Load value is 1 for every gories are listed below. After certain charts, youll see
thirty-two pieces. a line that looks like this:
Although it is easy to fall for this ploy of Lokis, Modifiers: A: -4, B: -2, E: +2, F: +4
explorers suffer losses to their reputation when they It shows the roller what to add to, or subtract
haul back sacks full of liars silver. Those whove from, when determining the nature of treasures in
been too long in contact with money touched by certain categories. In this example, a Category A
Loki are thought to be cursed with ill luck, especial- treasure requires him to subtract 4 from the roll;
ly in matters of livelihood. Many villagers believe hed add 2 for a Category E treasure.
that their business affairs will suffer if their relatives
bring them back coins touched by Loki. Heroes may Even with these modifiers, results cant go above
therefore lose victory points when they take liars sil- or below the values provided on the chart. Unless
ver back to their home bases. They must deduct 1 otherwise specified, treat all results of less than 1 as
victory point per piece of false silver from any victo- 1s. If the chart goes up to 10, roll 1d10 and treat all
ry point gains they get from returning real silver to results greater than 10 as 10s. Likewise, if the chart
their villages. (See Gaining Victory Points, p. 91.) goes up to 100, roll 2d10, specifying one die as the
tens place and the other as ones, and treat any result
Unless they make successful Lore rolls versus a higher than 100 as 100.
Difficulty of 8, heroes automatically
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The actual nature of a treasure is determined when CATEGORY D
a hero first lays eyes on it. Although the runner can Roll Treasure
do the rolling, its generally more fun if a pillager
01-10 100 + (2d10 x 4) ounces of liars silver
does the rolling. The runner should give the nod to
11-40 loot worth 100 + (2d10 x 4) oz. of silver
the one whose hero first saw or gained the treasure.
41-45 Equipment
CATEGORY A 46-47 2 pieces of Equipment
48-49 3 pieces of Equipment
Roll Treasure
50 4 pieces of Equipment
1 1d10 ounces of liars silver
51-55 Potion
2-5 loot worth 1d10 ounces of silver
56-57 2 Potions
6 loot worth 2d10 ounces of silver
58-59 3 Potions
7 Equipment
60 4 Potions
8 Potion
61-65 Charm
9 Charm
66-67 2 Charms
0 Roll on Category B chart instead
68-69 3 Charms
CATEGORY B 70 4 Charms
Roll Treasure 71-75 Amulet
1 (2d10 x 2) ounces of liars silver 76-77 2 Amulets
2 loot worth 2d10 ounces of silver 78-79 3 Amulets
3-5 loot worth (2d10 x 2) ounces of silver 80 4 Amulets
6 Equipment 81-85 Helm of Power
7 Potion 86-90 Legendary Item
8 Charm 91-00 Roll on Category E chart instead
9 Amulet CATEGORY E
0 Roll on Category C chart instead
Roll Treasure
CATEGORY C 01-10 200 + (2d10 x 20) ounces of liars silver
Roll Treasure 11-40 loot worth 200 + (2d10 x 20) oz. of silver
1 (2d10 x 4) ounces of liars silver 41-45 2 pieces of Equipment
2-4 loot worth (2d10 x 4) ounces of silver 46-47 3 pieces of Equipment
5 Equipment 48-49 4 pieces of Equipment
6 Potion 50-52 2 Potions
7 Charm 53-55 3 Potions
8 Amulet 56-60 4 Potions
9 Helm of Power 61-63 2 Charms
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158
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159
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160
Encounters
161
Chapter 4
Roll on the following charts to determine the Modifiers: A: -5, B: -3, E: +3, F: +5
game statistics of equipment treasure. Ordinary piece-
ABILITY
Roll Ability Roll Ability Roll Ability Roll Ability
01-02 Music 23-24 Animal Handling 45-46 Pick Lock 70-72 Bravery
03-04 Sing 25-26 Demeanor 47-48 Stealth 73-76 Disarm Trap
05-06 Repair 27-28 Sleep 49-50 Bargain 77-79 Healer
07-08 Disguise 29-30 Brawling 51-52 Awareness 80-82 Sprint
09-10 Pursuit 31-32 Insight 53-54 Divine Awareness 83-85 Dodge
11-12 Seamanship 33-34 Runes 55-56 Bows 86-88 Longshaft Weapon
13-14 Ski 35-36 Survival 57-58 Swim 89-91 Two Weapons
15-16 Ride 37-38 Skald 59-60 Chain Weapon 92-94 Thrown Weapon
17-18 Carouse 39-40 Lore 61-63 Balance 95-97 Great Weapon
19-20 Gamble 41-42 Leadership 64-66 Climb 98-00 Single Weapon
21-22 Deception 43-44 Map 67-69 Jump
Modifiers: A: -30, B: -15, D: +5 E: +10, F: +15
CHARACTERISTIC
Roll Characteristic Roll Characteristic
01-15 Quickness 57-68 Perception
16-28 Stamina 69-80 Intelligence
29-44 Dexterity 81-90 Communication
45-56 Strength 91-00 Presence
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Encounters
RARE EQUIPMENT
Roll Item Roll Item Roll Item
01-05 Barb-net 36-40 Goblin Spike Club 71-75 Four-bladed Mace
06-10 Gauntlet 41-45 Composite Bow 76-80 Dwarven Work Sword
11-15 Billhook 46-50 Double-bladed Axe 81-85 Dwarven Work Hammer
16-20 Morningstar (2 handed) 51-55 Roman Sword 86-90 Dwarven Battle Axe
21-25 Polearm 56-60 Heavy Crossbow 91-95 Dwarven Battle Sword
26-30 Pike 61-65 Light Crossbow 96-00 Dwarven Battle Hammer
31-35 Goblin Axe 66-70 Long Bow
Modifiers: A: -20, B: -10, E: +20, F: +40
MAGICAL EQUIPMENT
This chart specifies what kind of magically-potent equipment appears. If the result is a shield or weapon,
then go to the Shield/Weapon Potency chart to see just how its game statistics differ from a normal item of
the same type. For Armor, consult the Armor Potency chart. Kits give a bonus to the relevant Ability, so go to
the Kit Potency chart to find out what it is.
Roll Item Roll Item Roll Item
01 Barb-net 31-32 Shortspear 71-72 Steel Scale Mail Armor
02 Billhook 33-36 Heavy Leather Armor 73 Tower Shield
03-04 Knife 37-38 Mace 74-75 Skis and Accessories
05 Sap 39-40 Hand Axe 76-77 Gambling Kit
06-07 Dagger 41-42 Studded Leather Armor 78-79 Repair Kit
08 Net 43-44 Short Bow 80-81| Mapping Kit
09 Gauntlet 45-46 Shortsword 82-84 Survival Kit
10 Whip 47-48 Spear 85-86 Lock Picking Kit
11 Buckler 49-50 Throwing Knife (set of 5) 87-88 Trap Disarming Kit
12 Morningstar (2 handed) 51-52 Leather Scale Armor 89-90 Climbing Kit
13-16 Goblin Axe 53-54 Throwing Axe 91-92 Healers Kit
17-19 Goblin Spike Club 55-56 Composite Bow 93 Four-bladed Mace
20 Pike 57-59 Kite Shield 94 Roman Sword
21 Polearm 60 Light Crossbow 95 Double-bladed Axe
22 Quarterstaff 61 War Maul 96 Dwarven Work Sword
23-24 Quilted/Fur Armor 62 Long Bow 97 Dwarven Work Hammer
25 Flail (2 handed) 63-66 Viking broadsword 98 Dwarven Battle Axe
26 Sling 67-69 Viking Axe 99 Dwarven Battle Sword
27-30 Round Shield 70 Heavy Crossbow 00 Dwarven Battle Hammer
Modifiers: A: reroll results over 80; E: reroll results under 30; F: reroll results under 60
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Encounters
*Note that when using a helm that gifts your hero with a Rune Power, he still needs to use the applicable weapon. The helm
just gives him the power without your having to spend victory points on it.
Modifiers: A: reroll any result higher than 18; B: reroll any result higher than 76; D: reroll any result lower than 19;
F: reroll any result lower than 77
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Legendary Items
Legendary items were made by the dwarves
back when they were allied with Odin. Though not
IDENTIFYING unique, each one is very rare, and the mere posses-
MAGICAL TREASURES sion of one significantly enhances a warriors repu-
tation. Roll on the chart below to determine which
Although it would be realistic to say that heroes cant legendary item the players have found.
use these items until they identify them, it turns out
to be a pain in the butt to administer this kind of Roll Legendary Item
secrecy. We therefore assume that Vikings are suffi- 01-05 Armor of Inflexible Surety
ciently attuned to the acquisition of loot that they can
automatically identify all magical goodies on sight. 06-10 Absorption Armor
11-15 Axe of Glory
16-20 Blade of Fair Title
21-25 Blinding Armor
If a Gift has a level restriction, a helm can, at 26-30 Blood Tribute Armor
most, bring the user up to the maximum level, no 31-35 Blue Cloak of Treachery
matter how many levels it normally provides, or how 36-40 Blunting Armor
many your hero has without it. If the random rolls
41-45 Demon Maw Helm
determine that a helm provides a number of levels
46-50 Einherjars Armor
in excess of the Gifts maximum, it provides only the
maximum levels. 51-55 Even-Handed Torc
56-60 Golden Blade
Helms of Power increase their users rating in the
61-65 Light-Treading Boots
worship of the deity associated with their Divine
66-70 Loki-Thwarting Armor
Gifts. Even when removed, this effect continues
until the beginning of the next event. 71-75 Loki-Trouncing Wand
76-80 Mantle of Grim Justice
A helm which grants 2 levels of Agony Postponed
81-85 Ring of Alberich
increases its users Heimdal rating by 2, provided
86-90 Shield of Fury
that the user is wearing it, or only removed it during
the current event. 91-95 Spitting Armor
96-00 Torc of Alberich
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Encounters
169
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170
Encounters
171
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172
Encounters
Invigoration
Invigoration is the exact opposite of
Impairment; it increases all of the heroes rolls by a
given number over a number of rolls. Perhaps the
heroes become divinely inspired, blessed by magic,
or just confident.
Invigoration cancels out Impairment, and vice
versa. Heroes lose any Invigoration they might enjoy Reason to Go Home
when each encounter ends. In a standard roleplaying game, the players
Like Impairment, Invigoration costs vary accord- decide when their characters haul themselves out of
ing to the number of rolls still to come in the the dungeon environment in order to heal up, bar-
encounter, like so: gain with local craftsmen for new gear, and invest
their mountains of coins in unicorn futures.
For each combat sequence: -30 encounter points
The doughty Viking heroes of Rune arent so
For each roll to avoid a trap: -5 encounter points cooperative. Maybe you, the players, want them to
go home, but they, the characters, almost always
For each roll to trigger a gain: -5 encounter
prefer to stay down in the deep, dank dark, looking
points
for more enemies to slaughter and greater treasures
For each Freestanding Ability roll (see p. 172): -3 to haul home. After all, if they go home theyll have
encounter points to take baths and listen to their nagging parents.
The troves of silver are always fatter around the
Multiply this base cost by the number of
next passageway.
Invigoration points.
To have their heroes return home at the end of
If for some reason you want the Invigoration to
an encounter, all players must roll Lore versus a
end before the conclusion of your encounter, just
Difficulty of 10. The runner adds together the dif-
specify the point at which it ceases. Naturally, you
ferences between Difficulty and result for all of the
gain points only for rolls and combat sequences
successful heroes, and compares it to the same
prior to that point.
number for the ones who fail. Only if the first
Some Invigorations affect only one Ability or number is greater than the second do the Vikings
another type of roll derived from an Ability, like decide to go home.
Engagement. We call this a Specific
Designers gain encounter points by making the
Invigoration. In this case, you gain for only the
decision to return home easier. This is expressed as
affected rolls. If your Impairment effect singles
a bonus applied to each heros roll. The designer gets
out INIT, ATK, DFN, or Engagement, you gain 10
5 encounter points for each point of bonus. The
for each combat sequence.
maximum bonus is 5.
A designer may use this gain only if hes
included at least 75 points worth of treasure in
the encounter.
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176
Encounters
This assumes that you have three or more players designers. Most of the time, the
in your group. In two-player games, the plotter hook should simply be a broad
should run cushion encounters, too. setting where a bunch of fights and other interesting
things take place as the heroes progress through a
Runner Encounter Type
series of encounters.
Player 1 (the Plotter) Plot: Set-Up
The plotter must give the other players advance
Player 2 Cushion #1
word of the hook, so that they can keep it in mind
Player 1 Cushion #2 when devising their own encounters.
Player 2 Cushion #3
The default hook in a Rune game is the
Player 1 Plot: Development Underground. This means that all of the encounters
Player 2 Cushion #4 take place in the vast underground tunnel complex in
Player 1 Cushion #5 which the computer game is set. The Underground is
the ideal hook because its really easy to connect one
Player 2 Cushion #6 encounter to the next. Each encounter is simply set
Player 1 Plot: Climax in a different room of this enormous complex. The
heroes can get from one encounter to the next just by
walking down a corridor or kicking in a door. This is
The starting budget depends on the type of how youve been playing all along; the only difference
encounter. Dont forget to up the point limit for is that youll be adding a semblance of narrative to
experienced characters, as seen on p. 94. the familiar setting.
Encounter Type Point Limit
Plot: Set-Up 350 encounter points
Cushion 300 encounter points
Plot: Development 350 encounter points
Plot: Climax 450 encounter points
Plot Encounters
As shown in the adventure maps above,
each adventure includes three plot
encounters: the set-up, the development,
and the climax. But before designing
these, the plotter needs to determine
what his hook is.
THE HOOK
The first thing the plotter
determines, before designing
his encounters, is the hook for
the story. The hook is a very
basic concept uniting not only
plot encounters, but the cush-
ion encounters of the other
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178
Encounters
to one another. Once youve all mastered the tricks landmarks in it to lead them
in this chapter, you can start working together in to the isolated fjord where
innovative ways. the deep pit, smoking with the fumes of the
Underworld, is located.
Once a plotter has chosen and announced the
hook, he needs to actually create his plot encounters. Not Dead Enough. The dead are rising from their
graves, at the behest of Hel, the death goddess.
SET-UP The empty graves connect up to a network of
tunnels, which lead the heroes to the portion of
The set-up is the very first encounter in the plot.
the Underground that is Hels.
It takes the heroes from their home base, introduces
them to a problem, and transports them to a con- Paid to Avenge. A wealthy trader from another
frontation with forces arising from or related to that village promises the village a new longship if
problem. The default beginning for any story will be: the heroes will track down and take vengeance
Youre all training, drinking, and perhaps wooing against the man who besmirched his daugh-
prospective spouses, when something mysterious ters honor.
happens. You go to investigate The story gains
impact if sympathetic characters face some kind of Stolen Child. A child with great potential as a
potential harm which the heroes can prevent. priestess has been kidnapped. The heroes must
Finding the source of the trouble should start the retrieve her from the minions of Loki who
heroes on a journey that will take them to the loca- took her.
tion youve chosen in your hook. The situation Having established a motivation and a goal for
should be such that the heroes will be able to tell the heroes, the plotter then proceeds to design the
when their job is done and they can return home to storys first encounter, using the same process you
tell people that the threat has passed. would for any other.
Set-ups should be very simple. Plotters shouldnt After you finish running your set-up, each of the
be trying to outdo Tolstoy or Dickens. All theyre other players runs a cushion scene.
doing is creating a very basic story idea to make fun,
but otherwise unrelated, scenes of adventure hang DEVELOPMENT
together in a coherent (okay, semi-coherent) whole.
The next time the plotters turn to run rolls
Here are some set-ups for you to plunder as needed: around, he deploys a development encounter. In
Call of the Slain. Ghosts of the dead haunt a the development, the heroes are reminded of their
heroes hall, demanding that the Vikings avenge original goal, and advance towards it. Typically, their
their murders. The ghosts lead the heroes to the reward for surviving the dangers of the encounter is
camp where they were slain. From there they fol- a clue or a definite step towards eventual victory.
low clues to the first encounter. Perhaps the heroes fight and defeat an identifiable
henchman of the main villain. Or they might be
Cruel Assault. Raiders attack the heroes village. rewarded with information directing them towards
They follow the raiders trail to the adventures the final scene.
starting point.
Lets look at possible development scenes for the
Dread Affliction. A prominent person in the various set-ups listed above.
village has been laid low by an incurable dis-
ease. The village god-talker says that the dis- Call of the Slain. The heroes travel to the hall of
ease was sent by the minions of Loki. When the family that the ghosts blamed for their
she concentrates, she has a vision of the demise. After a furious fight, they slay the most
heroes entering a deep pit, and later fighting hot-headed of the defenders. Only then, from the
Lokis demon minions. The vision has enough surviving noncombatants, do the
179
Chapter 4
heroes learn that the family couldnt ought to be able to do according to the rules. In this
possibly have committed the crime. game, if you let your primary villain appear before
They explain that a cruel band of elves, which has the climax, you cant cheat to keep him alive. If the
hated them ever since they heedlessly cleared a heroes dispose of the villain during the develop-
holy grove, must have assumed their shapes and ment, there will be nothing interesting for them to
gone off to kill someone who they knew would do during the climax.
be avenged. The falsely accused family tells the
Plotters who take this risk will need to have a sec-
heroes how to find the elves.
ond villain to substitute for the original when the cli-
Cruel Assault. The heroes find and defeat some max rolls around, should the first one succumb to
of the mercenaries who participated in the raid. the heroes axes. In this case, the plotter must quick-
Interrogating them after the fight, they learn ly change his conception of the story so that the now-
who ordered the raid and get directions to his dead character who seemed to be the main villain
home village. turns out to be a mere henchman of an even more
diabolical fiend. This can be unsatisfying, though, if
Dread Affliction. After defeating a wyrm, the
the new main villain just turns up out of the blue.
heroes sort through its treasure trove. They find
a magic book containing the incantation that Most of the time, plotters should allow their vil-
caused their village elders illness. In the front of lains only indirect appearances during the develop-
the book is a map, which may take them to the ment. Here are some ways to do this:
books owner.
The heroes meet a witness to the villains das-
Not Dead Enough. A gate of skulls around the tardly acts, which are recounted in vivid, first-
entrance to the next encounter warns the hand detail.
heroes that theyre close to Hels home. The
The heroes find clues like a map or journal
heroes gain a magic scepter that will protect
revealing the villains sinister plan. Make sure
them from Hels wrath, and force her to grant
that the bad consequences of the villains acts
them one favor.
upon innocent or sympathetic characters are
Paid to Avenge. The heroes reach the village where clear to the heroes.
the despoiler of the womans honor lives, only to
In place of the main villain, an equally nasty but
find it swarming with dwarven slavers who
somewhat weaker henchman leads a battle
attack them. The heroes defeat the slavers but
against the heroes. During the fight, he taunts
learn that many captives have already been sold
them with threats detailing what his boss will do
to the elves of Svartalfheim.
to them.
Stolen Child. The heroes find one of the girls
The fight takes place in one of the main villains
slippers in a pile of junk gathered by a goblin
hideouts, against his lesser minions. The objects
scavenger.
in the hall torture implements, bloody altars,
gigantic statues of hideous, grinning Sark Amen
ESTABLISHING YOUR VILLAIN
establish the villains evil nature. Their massive
When possible, plotters should use the develop- scale huge staircases, vaulted ceilings, enor-
ment to allow the heroes to better know and hate mous tapestries creates a sense of his power
the main villain behind the story. It is dangerous and importance.
to have the villain show up in person, because the
heroes will do everything in their power to kill him The heroes fight unwilling opponents whove been
right then and there. Unlike traditional single-GM coerced by the villain into defending him against
roleplaying games, Rune doesnt let you cheat by the PCs. In the battles aftermath, they discover
just declaring that the villain gets away, this, and, through their opponents fear of the vil-
in spite of what the player characters lain, begin to understand how loathsome he is.
180
Encounters
CLIMAX
The final encounter you run wraps up the adven-
ture with a satisfying concluding battle, followed by
a resolution of the plot. The battle is invariably with
the main villain. If possible, it occurs mere moments A SENSE OF
before he sets his evil plan in motion. Clues found PROGRESS
in the aftermath of the battle answer any questions If your group is well into a saga and the heroes have,
posed in the set-up or development. Pull out all the over time, presented their community with bushel
stops to make this the most nail-bitingly exciting after bushel of silver pieces, plotters should remember
action sequence possible. A plotters best and tricki- to take this fact into account when devising the hooks
est ideas should go here. and plot encounters for their adventures. They should
describe the changes the village has gone through
Here are possible climaxes for our sample since the heroes first started their careers of glorious
adventures: plunder. It will build fortifications of ever-increasing
strength, from ditches lined with stakes to massive
Call of the Slain. The heroes hack through the stone walls equipped with high watchtowers and stur-
gnarled briars guarding the elven tribes strong- dy battlements. Its cattle herds will be large, fat, and
hold, and do pitched battle against their chief- healthy. Its men will don the finest cloaks; women will
adorn themselves with jewels.
tain and his finest warriors. As they fight, they
learn that the elves intend to seed the area with Your communitys newfound wealth does not fore-
killer plants which will choke out the pasture- close adventure possibilities; it just changes them. The
richer you are, the more inviting a target you become
land and starve out human farmers including
for rival plunderers, Dark Vikings, dwarven raiders,
the people of their own village. and other fortune-seeking foes. Wealth may make your
people complacent, or create strife as they begin to
Cruel Assault. The heroes enter the home village
squabble over the distribution of your spoils. In short,
of the killers in disguise, and feast with them abundance leads to as many interesting and dangerous
until their hosts reveal that they performed their situations as poverty.
acts of cruelty in order to win the favor of Loki.
Their headman, bristling with new Gifts bestowed
on him by Loki, sniffs out the heroes subterfuge
and lays an ambush for them.
and the magic scepter is taken from them. They
Dread Affliction. The heroes follow the map to a battle her undead minions, recovering the
lair of trolls, where the shamans boast of their scepter at the last minute. They use it to force
ability to cause diseases among humans. They her to withdraw the plague of undead. Angered
intend to sicken the greatest leaders in your but unable to harm them, Hel expels them
area, to leave the Norse people weak and from her domain, returning them to their
unready for an all-out troll invasion. The heroes home village.
must destroy the scroll containing the disease
incantation. When they do so, they not only set Paid to Avenge. After fighting many battles on the
their village elder on the road to recovery, but road to Svartalfheim, the heroes discover that
remove the trolls chance of weakening the the rightful lord of an elfin domain has been dis-
Viking people. Naturally, they must fight the placed by a murderous usurper who just hap-
biggest, baddest trolls to get the scroll away pens to be advised by the man the heroes hunt.
from them. A force of loyalist elves gathers to retake their
lords castle and rescue him. This gives them the
Not Dead Enough. The heroes enter the halls of chance to slip in through a secret passageway
Hel and gain an audience with the goddess her- while the elves launch a distracting frontal
self. She tricks them into lowering their guard, assault on the captured stronghold.
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182
Encounters
183
SPECIAL SECTION
Event Number 1
The first event includes one or more traps. Use Trap Chart 1 chart to see how many-
traps there are: Then roll on Trap Chart 2 to determine their difficulty.
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Quick and Dirty Encounter Design
* In encounter Points
185
Special Section
Total the cost of the trap so far. Subtract that from 30. Spend the remaining amount
on the traps damage. Remember, the first 15 points of damage cost 1 encounter point
each, and higher amounts of damage are 1 encounter point each plus a surcharge, as
shown on this chart, repeated from the Traps section:
Dam Rating Surcharge Cost
0 15 None +0 to +15 encounter points
16 20 +5 encounter points +21 to +25 encounter points
21 25 +10 encounter points +31 to +35 encounter points
The surcharge may mean that no Dam rating costs exactly the number of points
you have to spend. If so, buy the highest Dam rating you can with the number of
points you have.
Repeat as necessary for the number of traps youve chosen for this event. Keep
track of the total number of encounter points youve spent.
You start by rolling on the first chart. You get a 2, indicating a single trap for
this event. You roll a 2 on the Difficulty Chart: the Difficulty will be 4. You roll
on Trap Chart Three, getting a 50. The roll to avoid is a Standard one, testing the
entire groups Jump Ability. Heroes succeed or fail based only on their own rolls.
You decide that steel wheels with razor-sharp protrusions will appear at the top
of a ramp, roll down towards the heroes, and slice the ones who cant jump over
them. Now you total the cost of the trap so far: 30 - (-20) = 50. (Subtracting a neg-
ative number is like adding a positive one.) There is no Dam rating you can buy
for 50 points, according to the surcharge and cost chart; the closest you can come
within your limit is a Dam rating 30, for 45 points.
Now youll purchase off-setting treasures/gains to earn the encounter points you
spent on traps. The number of treasures/gains in the event equals the number of traps.
On a result of no roll required, the gain is automatically available to any hero who
performs a simple act (say, searching the area) after the gains accompanying trap goes off.
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Quick and Dirty Encounter Design
TREASURE/GAINS CHART 2: WHAT GETS ROLLED
If the treasure/gain carries a Difficulty, roll here to see what kind of roll it is.
Roll Ability Roll Type Cost* Example
01-03 Animal Handling Singular +0 Train a foreign earls truculent falcon
04-08 Awareness No-Fault -15 Spot disturbed ground
09-11 Balance Standard +0 Grab treasure suspended from high ceiling
30-32 Deception Singular +0 Convince a dwarf his treasure gives off toxic fumes
33-35 Demeanor Dogpile +0 Impress a valykrie
36-38 Traps Singular +0 Disarm a booby trap for caverns new inhabitants
39-41 Disguise Singular +0 Impersonate a merchant expecting payment from moronic goblins
42-44 Divine Awareness No-Fault -15 Impress a pious jarl
45-47 Gamble Singular +0 Win at dice
57-59 Lore No-Fault -15 Recall the spot where your grandfather cached loot
60-62 Map Singular +0 Present a well-made map to a wealthy sage
63-65 Music Singular +0 Outplay a hermit musician
75-77 Ride Standard +0 Advise a jarl on the likely winner of a horse race
78-80 Runes No-Fault -15 Read a letter for an illiterate goblin
81-83 Sing Singular +0 Entertain an elfin duchess
* In encounter Points
Examples given in italics suggest situations that might be better handled as opposed
rolls against a supporting character. If you do want to use an Opposed roll, you can get
the bonus applied by the supporting character by subtracting 4 from the Difficulty
you got on Traps/Gains Chart 1.
187
Special Section
Event Number 2
For Event #2, repeat the instructions for Event #1. Whew, that was simple.
188
Quick and Dirty Encounter Design
Event Number 3
Event #3 is a bit more complicated, as it features our climactic battle.
If you get a result of other, just think up a weird visual description for the creature.
It gets no adjusts or other distinguishing features.
Look up the foe type you get, finding out which threat categories it can belong to.
189
Special Section
Taking into account the number of heroes you expect to go through the encounter,
pick the proper number of foes using the Mix value rules on p. 96. Add in other foes
of lesser or greater threat categories to reach the correct Mix value total.
You roll a 55 on Combat Chart 1, which tells you that the heroes will be fight-
ing elfin courtiers. You check their description on p. 110 and see that they can
belong to any Threat category. You roll on Combat Chart 2, and get Equal oppo-
nents. Checking the ratio for that category, you see that you must include 3 elves
for every 4 heroes. You happen to have 4 heroes in your group, so your total num-
ber of foes is 3.
190
Quick and Dirty Encounter Design
25-36 Hiding Place, allows heroes to ambush foes, Awareness Difficulty 15 -30
37-48 3 additional levels -15
49-60 Slippery ground, 2/3 of area -15
You roll on the above chart for three terrain features. Your first roll is a 74,
which gives you four tube-strikers, and grants you 28 encounter points. Next
you get a 37; 3 additional levels, for 15 encounter points. Finally, you roll a 70,
specifying 6 sloped spots, each at least 6 hexes in area, which gives you 30
encounter points.
MAP
Draw a map showing the combat area. Mark the entrance through which the heroes
will charge, several exits, the relative locations of the terrain features, and (if you want)
the starting locations of the foes.
191
CHAPTER 5
Running
the Game
192
Running the Game
193
Chapter 5
194
Running the Game
195
Chapter 5
FOE
TARGET CHOICE ARE YOU
FLOWCHART BEING
WHALED
ON? *
YES NO
IS MORE IS THERE AN
THAN ONE UNENGAGED
HERO HERO TO
DOING THE ATTACK?
WHALING?
YES NO
YES NO
* Note that whaled on includes being peppered with missile fire or targeted with thrown weapons.
196
Running the Game
The drawback of house rules is that they reduce Sometimes youll reach the
your competitive edge when you play outside the entry Hit The One Who
confines of your usual group. You may make deci- Went 1st This Round but all of the potential
sions based on your extensive knowledge of rules targets have yet to act in the current round. In
unknown outside your own circle. this situation, pick the one with the highest ini-
tiative result.
Choosing Foes Targets In melee, once a Predictable foe has chosen his
target, he does his best to continue attacking
Although runners make most decisions for sup- until his adversary is dead. If a hero breaks away
porting characters, they cant always choose who from his engagement with the foe, the runner
foes attack. Unless the designer paid encounter consults the flowchart to see if he pursues the
points to make a particular foe Self-Willed, the tar- disengaging hero or switches to another.
gets of its attacks are determined by the following
If firing missiles, Predictable foes check the flow-
procedure, which is also outlined in the flow chart
chart with every new attack, and may, depending
on the opposite page.
on circumstances, pick a different target each time.
Not all foes are necessarily thinking the exact
Self-Willed foes switch targets at the runners
thoughts implied by the flowchart. Nor are they nec-
whim, provided that the target still has 30 or
essarily conscious of the initiative order or the exact
more hit points and less than 4 Wounds.
amounts of damage being dealt out by particular
blows. They make their decisions instinctively. A runner can only send Self-Willed foes after
his own hero (being played by the proxy) if a
The runner must supply the players with the
Predictable foe, in the same situation, would
opponents game statistics whenever he is asked for
attack the runners hero.
them. This is not remotely realistic chaos and con-
fusion reign on real-life battlefields but Rune is a Foe types bearing the howling goblin icon must
game in which the runner is competing for points always seek to attack the heroes. Crafty foes
with the players, and so must keep his cards on the (with the smirking goblin icon) neednt attack,
table. Face-up, that is. but, when they do, use the flowchart (unless
theyre Self-Willed, of course). No foe ever flees
If the number of foes equals or exceeds the
the area delineated by the encounter map.
number of heroes, foes always attempt to engage
Runners may, however, make any other decisions
every single hero on the field.
for the foes, such as when to take advantage of
In general, foes divide up their attacks according terrain conditions, disengage in pursuit of an
to who moves first. During the first round of a advantage, make Engagement rolls, wait for
battle, each enemy picks his chosen target. His opportunity, and so on.
choice of target is determined by the flowchart.
The questions are written in the second person,
as if addressing the foe. When Foes Suffer
At the beginning of every round, the foe again Collateral Damage
uses the flowchart to choose his next target. This Runners cant deprive heroes of their rightful vic-
allows foes to divide up their blows when tory points by whittling away the foes hit points on
engaged by multiple heroes. We admit that this their own.
rule isnt realistic, strictly speaking. But it pre-
vents one player from losing an encounter and Some situations that come up during play may
probably his hero just because he had the lousy suggest that a foe ought to be injured by a force
luck to be singled out by a ravening wendol. other than the heroes. For example, he
197
Chapter 5
198
Running the Game
199
Chapter 5
Threat
Roll Category DAM Difficulty Run Away! Run Away!
1-2 Superior 36 7 Sometimes, despite the runners best efforts to
3-4 Equal 28 6 hurt the heroes without killing them, the pillagers
5-6 Inferior 24 5 will decide that their heroes are on the brink of
death, and that running like stink is the better part of
7-8 Weak 20 4
valor. Realistically speaking, foes that move as quickly
9-0 Pitiful 16 3 as they do should pursue the heroes, smash them to
a crimson pulp and, depending on their predilec-
Ragnar meets Superior wandering monsters. He tions, possibly eat them. However, thats not very
rolls a 5, 2 less than the Difficulty. He suffers 38 much fun. Instead, we assume that when the heroes
damage (36 plus the difference). He does not Soak decide to cheese it, they get away from their foes.
this damage, nor does he earn a Wound. On the other hand, it would be a shame to let
The heroes always defeat the wandering mon- them do so without the possibility of taking some
sters. If more heroes than not score positive results, further lumps. When the heroes wish to flee all at
they slaughter the interloping creatures gruesomely. once, the runner calls for a Standard Opposed roll of
Otherwise, they drive them off. the heroes Sprint Abilities. Any hero who does not
200
Running the Game
meet or beat a Res roll by the fastest-moving surviving When youre running short on
foe is reduced to 5 hit points in the course of his time, you can grab an encounter
escape. (Heroes already below 20 hit points are from the Internet and bring that to the game. Of
immune to this effect.) Pillagers must therefore weigh course, this system will only work if everyone is as
the risks of remaining in the fight against those of generous with their time as they wish others to be
allowing the runner to rack up additional almost with theirs. Make sure you contribute your own
down, but not out victory points at their expense. encounters to the rest of the Rune community.
(This is the designers equivalent of winning status
If foes are crafty (they have the smirking gob-
by bringing silver back to his home village.)
lin icon in their listing), the runner may choose,
instead of reducing a hero to 5 hit points, to strip
him of one or more treasures. This indicates that
the hero was briefly captured by the foes, then
League Play
rescued by his comrades before the enemy could If absolute, crushing victory over a small circle of
strip him of armor or weapons. (Or maybe he friends tastes sweet, then victory over a larger group
had to drop the treasures to slow their pursuit, or is like drinking the honeyed mead of Asgard itself.
was just clumsy. The exact justification is up to In league play, you can strive to prove yourself the
the pillager in question.) The number of pieces of most capable Viking of them all.
treasure he loses equals 1 + (the difference
between his Sprint result and the lead pursuers Your league may consist of attendees at a con-
Res result 3). As usual, discard fractions. He vention, fellow habitues of a single game store, or
cant lose more than he has, obviously. If the employees of a big information-economy company,
hero carries more treasures than hes supposed to ready to stomp through its bleached and forbidding
lose, the runner rolls a random die to see which cubicles in search of mighty-thewed opponents.
ones are spared. The runner is never obligated to League play requires an organizer to coordinate
strip his own hero of Treasure. play and settle disputes. The league coordinator is
If the designer included limited exits as a ter- called a Champion of Heimdal. Like Heimdal, he
rain feature (p. 124), only one hero can flee per must keep his eyes forever peeled for dishonorable
round, per exit. The others must continue to stand and treacherous activities, and must be prepared to
and fight. The first hero to get to an exit is the one mercilessly cut down unworthy souls who seek to
who gets to go through it. enter Asgards gates by foul means. Metaphorically
speaking, of course. To preserve his impartiality, the
Like any roll not called for in the designers Champion of Heimdal does not actually play. You
encounter notes, successful flight rolls dont add to should therefore show great gratitude to your local
heroes victory point tallies; nor do failures pump up Champion. Buy him much mead. Or, if he is a game
the runners tally. store proprietor, you might wish to reward him by
purchasing a great many Rune products from him.
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Chapter 5
League play is best organized person game, only the winner scores. In a four-per-
around a central location, like a cof- son game, only the winner and runner-up score.
fee shop, game store, or the meeting place of a role- For all three top finishers to score, you need at
playing club. If all members of the league place a least five players. Two-person games never qualify
high degree of trust in one another, actual play can for a league score.
happen anywhere. If dishonorable wretches dwell
After each session, the plotter submits a score
among you, it may be necessary to hold all sessions
sheet to the Champion of Heimdal, accompanied by
in the central location, so that the Champion or one
the verifying signatures of the other participants. If
of his deputies can verify that the sessions took
the Champion, in his eternal vigilance, senses that
place, the game was played in good faith, and its
all is on the up-and-up, he adds the scores to the
results are valid.
players tallies.
League members should announce play sessions
Inexorable Death Trudges always last for a set
ahead of time. The person announcing the session
period of time. You can hold an entire Death
serves as its plotter, letting participants know the
Trudge over a single long weekend, or throughout
hook so they can prepare cushion encounters for it.
the length of a game convention. Or you can drag it
Naturally, he also specifies the time and place for
out to truly heroic proportions, stretching it out as
the game.
long as three months. Needless to say, the Death
There are two types of league play: Inexorable Trudges deadline must be determined by the
Death Trudge and Weak-kneed Outlanders Rules. Champion of Heimdal and announced to all partic-
ipants before play commences.
INEXORABLE DEATH TRUDGE
When the deadline arrives, the player with the
The Inexorable Death Trudge rewards your highest score is the winner. You may also want to
lunatic persistence in setting aside all other activities recognize the second- and third-place finishers.
and family relationships to play Rune until you start
to sound, look, and smell like an authentic Viking war- If you are true Vikings, you will wish to compete
rior. The more sessions you play, the better your for booty of some sort. Perhaps league members can
chances of winning. The scoring system compensates all chip in to buy a gift certificate or other prize to
for the fact that individual sessions may vary widely as sweeten victorys coppery tang.
to their length and the number of participants. In a It is also possible to run an open-ended
display of Viking generosity, it also recognizes run- Inexorable Death Trudge. Players keep the same
ners-up and even third place finishers. The winners heroes, periodically stopping to recognize a winner,
league score equals the sessions total number of and reset the overall scores, then keep playing. Some
encounters times 4. The runner-ups score equals leagues may wish to keep track of their ber-
twice the number of encounters; the third-place Winner, the player who scores the largest number of
Viking gets a score equal to the number of encounters. periodic victories throughout the course of an open-
Joel, Troy, and Paul, all stalwart members of the ended Inexorable Death Trudge.
Beverley Street Bashers, come out on top in a league
play session which was five encounters long. Joel comes WEAK-KNEED OUTLANDERS RULES
in first, and gets 20 points (three times the number of This set of rules, which we naturally include only
sessions). Troy, in second place, gets 10 points. Paul, in under protest, recognizes that some people, non-
third, gets 5. Robin and Alex, who played valiantly but Vikings to a man, are fixated on thin-blooded
did not prosper, are left out in the cold. notions they call fair and reasonable. In a Weak-
kneed Outlanders league game, players are limit-
In order to qualify for your league score, how-
ed to a number of sessions predetermined by the
ever, there must be at least two other participants
Champion of Heimdal. All sessions must be the
who did worse than you. So in a three-
same number of encounters in length. Players get 4
202
Running the Game
203
CHAPTER 6
The Viking
World
204
The Viking World
the design and mood of the computer game than convert to Christianity. (In the
to what we know about real-life Norse sites. Were real world, this process began in
having fun with a gleefully whacked-out, gorgeous- the seventh century; most of the records we have of
ly-rendered, fantasy version of Viking myth. So, Norse religion are by writers looking back on it from
kids, dont mistake this for the real thing and write the Christian era.) With Odin, Loki, and the other
any history assignments on the role of vegetarian gods routinely manifesting themselves in the lives of
goblins in the economic development of medieval men, it is possible that the Christian era will never
Norway, okay? come to Runes version of Scandinavia. After all,
Ragnarok is brewing; perhaps the entire world will
Seriously, we know that there exists a vociferous
be destroyed when the gods battle. Or maybe
cadre of Viking enthusiasts eager to play a histori-
Ragnarok will mark the passing of the old gods, cre-
cally accurate game of Norse culture and mythology.
ating an opening for Romes missionaries. Who
We hope you like Rune for other reasons, but rec-
knows? The real point here is that the Rune era is
ognize that this may not be the game you may be
both no time and every time. Outside the Viking
looking for. You might want to consider playing Ars
world, our portrayals of other cultures also mix ele-
Magica, a more sober-minded fantasy roleplaying
ments spanning from the Dark Ages to the Medieval
game, also published by Atlas Games, using its excel-
Period. What year is it? Who cares, when there are
lent Ultima Thule: Mythic Scandinavia supplement, by
plenty of goblins left to behead?
Paul Williams.
And yes, we know that real Vikings didnt wear
horned helmets. Your Upbringing
You grew up in a village on the banks of a fjord
Mythic Time somewhere in Scandinavia. (You and your group can
agree to get more specific about your homeland if
The action of a Rune game takes place in a myth- you want, using the information given later in this
ic time-frame with no exact parallel in history as we chapter on regional differences between Norse cul-
know it. The state of technology matches the later tures.) Since childhood you have thrilled to the tales
medieval period, but the Norse lands have yet to told by the men of your village when they return
from their raiding expeditions. The raiders, led by a
chieftain, would be your villages most admired men
even if they didnt go off to engage in wild and
bloodthirsty adventurers. Theyre the brave and able-
bodied men from the villages richest families, who
can afford the silver needed to equip them with
weapons, armor, ships, and horses. Luckily, your
own ancestors assured your family a small bit of
wealth, by risking their lives in foreign lands and in
the Underground. Now that you are old enough to
swing a sword and to attract the attention of watch-
ful Odin and battle-eager Thor, you intend to join
their ranks.
Your village houses a few hundred people. They
live together as extended families in large wooden
buildings called steads or longhouses. These hous-
es have few interior walls; everybody lives, eats,
drinks, and farts together, in a spirit of true Viking
togetherness. You grew up in these
205
Chapter 6
crowded, raucous circumstances, defend the village from enemies, but rarely go out
with a roof of turf above your head. raiding. Though they are laborers, they are also free
You would feel strange if forced to sleep in a room men, and can vote when the village meets in its
all your own. Only the wealthiest villagers sleep in things. At the thing, the villagers decide matters of
beds; the floor and a blanket is enough for any stur- law, choose targets for the jarls sons to raid, and, on
dy young warrior. rare occasions, depose foolish leaders. The murder of
a karl is a serious matter, but the compensation due
The village women take wool sheared from the
for it is rarely more than one horse or thrall. Feuds
sheep baa-ing on the pastureland outside your vil-
that erupt over slain karls tend to remain in families,
lage and weave it into clothing. Men wear cloth
and wont necessarily embroil entire villages.
trousers and leather jerkins over long woolen shirts.
Women wear dresses of pleated linen. When it is Thralls are indentured laborers who enjoy few
cold, you don fur hats and heavy cloaks for warmth. rights. They may be captured hostages from foreign
When a man dons a blue cloak, it means that he lands or rival villages, outlaws stripped of their free
intends to murder an enemy. status, or unfortunates born to this wretched status.
A thing may grant an especially admired or worthy
thrall the status of a karl, but it will mean little
Jarls, Carls, and Thralls change in his circumstances unless he can also some-
how acquire a small landholding. Thralls are not
There are three types of people in your village: trusted with weapons and dont participate in village
jarls, karls, and thralls. You are lucky enough to be defense. The murder of a thrall is treated as a prop-
the son of a jarl, the wealthy class that equips its erty crime against the jarl or karl holding his inden-
young men and sends them out raiding. One day ture; it is more serious to kill a mans horse than to
you might be the leader of your village, or a gray- slay one of his thralls.
bearded priest of Odin and the other Aesir gods. If
you live that long. Because only one son from any In their skalding (satiric verse) contests, jarls
family can fully inherit its lands and silver, it is per- mock karls as cowardly, bumpkinish peasants. Carls
haps convenient that many young men of this in turn make fun of the jarls arrogant airs and
favored class meet premature ends at the hands of adventure-shortened lifespans. However, the power
mecha-dwarves and wendols. of each group is well-balanced, and the people you
grew up with accept their respective lots in life.
Killing a member of the jarl class is a major crime Thralls, naturally, are excluded from such considera-
one likely to start a feud between villages. Only by tions; if one of them engaged in satiric verse against
paying a hefty fee of compensation, called wergild, his better, hed be slain out of hand.
numbering many horses or thralls, can tempers be
cooled and years of bloodshed averted. Among jarls and carls, women are accorded great
respect. At the thing, their voices are at least as impor-
Another layer of authority knits together your vil- tant as the mens. In the world of Rune, a jarls
lage with those around it. You are ruled by a king, daughter is as likely to don armor and clank off into
elected by the jarls of each village, who in turn must the trap-laden byways of the Underground as his son.
listen to the voice of the village assembly, or thing. No one has trouble believing the stories of the fierce,
Both jarls and kings must take care to rule wisely, winged Valkyries, because everyone knows a warrior
and with the consent of the freemen under them, or woman he wouldnt dare face on the field of battle.
theyll be deposed. Although it is good to be wealthy
and to descend from a line of valorous leaders, HOLMGANGS AND BLOOD EAGLES
authority means nothing unless it is properly used.
As you grew up, you learned that the best way to
Carls are the peasants who work the land. Like settle disputes between equals was through a duel,
the jarls, they are landowners, but their holdings are which is called a holmgang. This roughly translates
small. They take up sword and shield to as going off to an island to beat the crap out of each
206
The Viking World
207
Chapter 6
Viking Places
THE VILLAGE RUNE
Just because a neighboring land is Viking is no
In a central courtyard stands your village Rune, reason not to raid it. Maybe its bad to raid other
an artifact gifted to your ancestors in the ancient Aesir-worshippers when Loki is strong. But when
past by Odin himself. It is a large slab of rock with Odin has the upper hand, your neighbors are as
one of the letters of Odins runic alphabet carved good a target as any. If you can successfully raid
into it. When the gods are near, or when Lokis them, that means theyre weak. Once youre long
machinations bring Ragnarok another step closer, gone, and their women are done lamenting the
the rune pulses and glows. By giving his people destruction youve left in your wake, theyll strength-
proof of his existence and concern for them, Odin en their defenses and better train their young men.
strengthened his position against Loki. Perhaps it is Youre doing them a favor, really.
true that the gods depend as much on their wor-
shipers as the other way around, and that, without NORWAY
belief and prayer, they would wither and die. This
could be why Loki recently sent his Dark Vikings to Norway is a place of pleasant climate and poor
attack nearby villages and destroy their Runes. Stone farmland. Everyone knows that Njord has blessed
carvers throughout Scandinavia now work to recre- the place that bears his name, and blows mild winds
ate the Runes, in the hopes that rituals by village across it. Alas, its soil is mostly rocky or boggy; all
priests can reach Odins ears and cause their power right for pasture but little else. Its only good land is
to be rekindled. The few villages still guarding intact around rivers and on a few isolated plains. Its war-
Runes now protect them with added ferocity, for riors have been toughened by this deprivation, and
fear that Loki might finish the job before the new are aggressive raiders. Its biggest town is called
Runes can be finished and properly dedicated. Trondheim; many exotic foreign items, gained as
plunder, can be found in its marketplace.
Geography DENMARK
When you listened to the Viking raiders of your Denmark is a land of islands, and its people, like
fathers generation, you learned of the other places all islanders, become a little crazy at times and are as
in the world. Your sense of geography is determined happy to slay one another as outlanders. Its biggest
by which places are good to raid, and which are not. island, Jutland, is sparsely populated because its land
When you play a Rune hero, you must forget your is poor. (We addled moderns would call Jutland a
modern conception of geography. You know that peninsula, but whos counting?) Denmark is
the world is flat, and that Scandinavia is the center Scandinavias gateway to the rest of Europe, so it is
of the world. Ringing the Viking lands are a number good that its people are mad and stubborn, for they
of foreign places, which are good to raid. They are are better able to resist the cunning ways of foreign-
ringed in turn by the realms of myth, from dwarfish ers. Or perhaps it is proximity to outlanders, and not
Nidavellir to dread Nifleheim. The exact relation- island living, that has crazed them. They have erect-
ships between these places is unknown, though, and ed a great earthen wall called the Danevirke to keep
complicated by the fact that they are best reached the weak-kneed outsiders in their place. Its major
through shortcuts that run through the settlements are Ribe, Aarhus, Malmo, and the twin
Underground. By tramping through subterranean border region towns of Slesvig and Hedeby.
passageways, you can reach the land of the giants
faster and more safely than youd get to Britain or to SWEDEN
France, which require journeys across treacherous, The Swedes are really two nations: the Svear and
storm-tossed seas. the Gotar. The Svear used to live in the east; the
Gotar, in the south. Now they have intermingled
208
The Viking World
209
Chapter 6
To Nidavellir
GREENLAND
Rus
Trondheim
Trollheim
SWEDEN
ICELAND Sigtuna
Uppsala Finland
NORWAY
Birka
The Baltics
Sarka
Malmo
Arhus
Ribe
DENMARK
Hedby
England
Svartalfheim
Ireland Germany
To Rome
Vinland
Normandy
210
The Viking World
211
Chapter 6
212
CHAPTER 7
Sample Adventure:
The Stolen
Rune
213
Chapter 7
The adventure hook is the Narration: Passages of text for the runner to
Underground, except for the first read out (or paraphrase) to the pillagers are
encounter, which takes place in Scandinavia. accompanied by the chanting skald icon.
They describe what the heroes see on a cursory inspec-
Like an advanced adventure, The Stolen Rune tion of an area when they first enter it.
includes set-up, development, and climax encoun-
ters. Until your group learns the ropes of
encounter design, your own encounters should Closer Inspection: Passages of text appearing
skip this element. with the magnifying glass (a cunning dwarvish
invention) icon contain information the pil-
Note that these adventures are intended to teach lagers can discover if their heroes take a closer look
the game to your group in a fun and entertaining around, or undertake certain specified actions such as
manner. We do not claim that they are built to max- making a roll called for in the encounter notes.
imize the runners chance of winning. For that,
youll have to apply your devious nature to the
design of your own encounters. Background: These sections of text contain
information the heroes could never logical-
ly learn, but which explain the underlying
Format Notes situation. The runner can use this information when
called upon to react to unexpected actions by the
heroes. The pillagers may enjoy reading it after the
This adventure adheres to the following format. encounter has finished.
You can replicate it if you want when designing
encounters of your own, but neednt feel obliged to Instructions for the runner, including descrip-
do so. Do what works for you. Just remember that tions of traps, gains, and foes, appear in unboxed
you have to show your encounters to the pillagers text. Theyll often include bold-faced text to remind
when you finish running them, so they should be the runner of the paragraphs contents at a glance.
understandable by others. A clear format also makes
When combat maps are necessary, you can find
your encounter more valuable to other runners
them in the photocopy section on p. 246 - 249.
should you choose, as we fervently desire, to make it
available on the Internet. So, on second thought,
adhere precisely to this format or well burn down
your longhouse and steal your horses.
214
Sample Adventure:
The Stolen Rune
Encounter 1: Taken In the Night Type: Plot Set-up Encounter Hook: Scandinavia.
Points Spent: 0 (Difficulty 6); 90 (Impairment Whether or not the heroes guess the significance
affects 1 combat sequence [30] and 3 rolls to avoid of the tracks, they can certainly follow them up
traps or trigger gains [3 rolls @ 5 pts each], for a the hillside.
total base cost of 45, which is then multiplied by
2 [the number of points of Impairment])
215
Chapter 7
Event 3: Goblin Dupes raised scars that run across each ones torso; the
heroes deduce that dwarves have surgically
installed explosive devices inside their chest cavities.
Narration: The heroes encounter a group of
goblins skulking about on a flat area outside Points Spent: 0 (Difficulty 6)
their village. Moonlight is bright enough to illu-
minate the battlefield, eliminating any darkness penalties. Points Earned: -20 (+4 increase @ -5 encounter
points each)
Background: The rune has been stolen by
dwarves, who intend to use it in the construction TERRAIN NONE
of a mecha-dwarf. The dwarves brought enslaved Because this is an introductory encounter, there is
rock goblins with them to slow the progress of any pursuers.
no terrain.
Theyve been promised their freedom if they just wait for
twelve hours and fight any Vikings who come their way.
TRAP BOMBS IN GOBLINS
GAIN CARROT #2: RAISED SCARS Background: The goblins stayed to fight
Standard roll; roll Awareness vs. Difficulty 6, +4 because they know that their surgically-
increase for winning last carrot, heroes who make implanted explosive devices will blow their
heads off if they leave the area before the time their cruel
the roll see the following: dwarven masters specified. One of their number did try
They gain a +4 increase to the Dodge rolls they to escape. He exploded all over a thornbush, and the sur-
vivors had a heck of a time getting at his tasty, instantly
must make if they inspect the bodies in the wake of cooked flesh without being pricked by thorns. The gob-
the battle. lins fight to the death, because they know theyll also
blow up if interrogated.
Threat Predictable/
Name Type Mix Move Category Adjusts Self-Willed
Gull Rock Goblin 0 15 Inferior none Predictable (+0)
Shreek Rock Goblin 0 15 Inferior none Predictable (+0)
Blomp Rock Goblin 0 15 Inferior none Predictable (+0)
Thornweed Rock Goblin 0 15 Inferior none Predictable (+0)
Daza Rock Goblin 0 15 Inferior none Predictable (+0)
Cringe Rock Goblin 0 15 Inferior none Predictable (+0)
Points Spent: 0
Before the encounter begins, use this table and a Roll of Valor to determine the goblins statistics and note them
on a Foe Sheet. For the example below, we used the sample Roll of Valor from page 98.
216
Sample Adventure:
The Stolen Rune
217
Chapter 7
Narration: The heroes trudge through dark and gloomy underground corridors for a long time without seeing any-
thing of interest. They hear skittering noises, which might be goblins following them, but they never get attacked. A
banging sound echoes through the corridors, shaking the floor beneath their feet, but nothing comes of it.
Event 1: Kill Me, Before I food for the land crabs. They have taken Eldgrim up yon-
der, no doubt for further torture. His family is rich, and
am Further Shamed! will reward you if you rescue him.
When you fight your captors, know that the biggest troll,
Narration: The heroes continue along, reach-
the leader, favors his left side. Fight him with a dagger or
ing a part of the Underground composed of
other small weapon, and thrust up into his ribs, hitting
rough, unfinished caverns. Ahead, they hear
him on his right side. Stick him a good one, for me.
human screams of pain. The corridor ahead widens. They
see a pair of large land crabs feeding on a man stuck on
a wooden door by two spears that impale him at the Points Earned: -25 (5 point increase @ 5
shoulders. As soon as they sense movement from the encounter points each)
heroes, they attack, instinctively protecting their kill from
other predators. GAIN VICTORY POINT AWARD: KILLING LEIG
Singular, no roll required; pillagers may use Rush
GAINS CARROT #1: TROLLS DID THIS! rules (p. 132) to see which hero shoulders aside the
others to perform the deed, hero adds 20 to his vic-
No roll required, conditionally available for
tory point tally.
killing the land crabs; +5 increase to Single Weapon
rolls made against Haurapir, the lead troll who
appears in Event #4. Heroes learn the following: Closer Inspection: As for me Im done for.
I ask that you put me out of my misery, so that
Closer Inspection: If the heroes do kill the I might die honorably, and not in shame. A
land crabs, they see that the creatures have fed man eaten by land crabs while helpless ends up not in
heavily on the unfortunate victims belly. The Valhalla, but in dismal Hel. Cleave my neck from my
sight is a horrifying one. He doesnt have long to live, but shoulders with one of your bold axes! Kill me, before I
sputters out a warning: am further shamed!
Points Spent: 0
218
Sample Adventure:
The Stolen Rune
219
Chapter 7
Background: The troll brigand Haurapir Points Earned: -12 (-3 per barrier; does not count
knows that a Viking stole his map to a fabu- against 3-feature limit)
lous treasure. Because all Vikings look alike to
him, he captures them whenever he finds them, torturing TERRAIN LAVA PIT
them for information they dont actually have. The crane
is abandoned dwarven technology. Haurapir thinks that
Lava pit acts as Damaging Place, Dam rating 25
all Vikings are united in their attempt to keep him from (p. 122). Heat damage occurs on hexes adjacent to
his rightful treasure map. Hell attack on sight. the lava pit, as well as in the pit itself.
Points Earned: -30 (Damaging Place, Dam rating 25)
TRAP FALLING DEBRIS
As heroes charge into the room, Haurapir will TRAP LAVA PIT
spring another falling debris trap, showering the Singular roll, conditionally avoidable (by staying
heroes with more shards of metal. out of the actual lava itself), remains in effect (p.
Standard; Dodge vs. Difficulty 8, failed heroes 134); roll Divine Awareness vs. Difficulty 6, or suf-
suffer Dam rating 18. fer Equipment Damage (p. 149).
Points Spent: 20 (Difficulty 8); 23 (Dam rating 18) Points Spent: 0 (remains in effect); 0 (Difficulty 6);
40 (Equipment Damage)
TERRAIN CRANE Points Earned: -20 (Singular: Conditionally
Crane offers full cover, can shelter 1 extra com- Avoidable)
batant.
Points Earned: -12 (full cover); -12 (shelters extra
combatant)
Threat Predictable/
Name Type Mix Move Category Adjusts Self-Willed
Haurapir Troll 2 15 Superior None Self-Willed (+25)
Zalnaup Troll 1.3 15 Equal None Predictable (+0)
Urjordir Troll 1.3 15 Equal None Predictable (+0)
Mikko Troll 1.3 15 Equal None Predictable (+0)
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Sample Adventure:
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221
Chapter 7
222
Sample Adventure:
The Stolen Rune
GAIN HEALING ROLL Weak Link roll; roll Stamina vs. Difficulty 4, gives
foes +6 INIT for 1 round if tripped.
Singular: No-Fault, Freestanding roll; Healing vs.
Difficulty 6, equipment not needed, successful Points Spent: 40 (Weak Link), 20 (Exotic Roll:
hero learns the following: Characteristic Only); 10 (6 points of INIT bonus
to foes @ 5 points for each +3 increment)
Closer Inspection: The healer diagnoses the
cause of the wendols death. The oozing mate- Points Earned: -20 (Difficulty 4)
rial is its brain, mushed to a pulp by the inces-
sant pounding of the drums. GAIN CORPSE TRIGGERS
FREESTANDING ROLLS
Points Earned: -10 (Freestanding, Difficulty 6); -5 Narration: Up ahead, curled up into the fetal
(Equipment Not Needed) position, lies the corpse of a man in Viking
armor. Sticking out of him at various points are
TRAP/HAZARD MAGIC DRUMS six-inch long crescents of some strange, highly worked
metal. The edges of the crescents are extremely sharp.
The drums will do the same to the heroes unless One of the crescents pierced his helmet, although it
destroyed. looks like the wound it inflicted was only minor. It was
the several crescents piercing his guts that doubtless
Standard roll; Stamina vs. Difficulty 6, or suffer
claimed his life.
Dam rating 2, escalating damage.
Points Spent [roll to avoid damage]:
0 (Difficulty 6); 20 (Exotic Roll: Characteristic
Only); 2 (Dam rating); 20 (escalates [original
Dam rating of 2 x 2.5] + 15)
223
Chapter 7
Closer Inspection: The crescents look like Closer Inspection: Although he clearly died
dwarven work. The successful roller remembers in terrible agony, alone and without comrades
hearing the hoary-bearded older warriors of his to recount his epic deeds, his corpse still gives
village talking about strange dwarven machines that move off the aura of a worthy hero. He is doubtless in Valhalla
around like living things. Some of them are like guard even now, feasting with Odins champions.
dogs, who react to Norse raiders by trying to kill them.
Some fire bolts of lighting. Others might well throw
Points Earned: -10 (Freestanding Difficulty 6);
these crescent things.
0 (No-Fault)
Background: This cavern was once the experimental headquarters of a dwarven engineer intent on proving him-
self to the clan that exiled him by building a bigger and better spider-werk. These off-the-shelf models were his
guardians to protect him while he worked. Unfortunately, he succumbed to pneumonia, leaving behind these
robots to protect his bones. They attack anything that moves, provided that its bigger than themselves. Their sensors are
sophisticated enough to ignore ambient movement, such as the continual action of the waterfall in this chamber.
224
Sample Adventure:
The Stolen Rune
TERRAIN COVER
The equipment provides 1/3 protection, shelters 5 Narration: Theres a large machine that
extra companions looks like a big upright box with a pivoting,
pointy head.
Points Earned: -3 (1/3 cover); -15 (extra combatants)
When any target enters the cavern, the craftwerk
TRAP DROWNING HAZARD
senses it and starts firing razor-sharp crescents. The
The river is a drowning hazard. craftwerk strikes at the beginning of each round, as
Conditionally avoidable (stay out of river), if it were a character that wins Initiative every time
Drowning, Choppy Waters (off-the-rack, see p. 148). out. It uses the Foe Target Choice Flowchart (p. 196)
to choose its target. Although it will be firing at the
Points Spent: 30 (Drowning Hazard, Choppy heroes during the fight, its sensors are good enough
Waters) to avoid ever hitting a spider-bot.
225
Chapter 7
To stop repeat shots: Singular: Rush; roll Disarm Points Earned [disarm blades]: -20 (unlimited
Trap vs. Difficulty 7, unlimited extra rolls extra rolls)
allowed, requires combat action
226
Sample Adventure:
The Stolen Rune
Event 1: Picking Up the Trail allowed one roll per item. The dogpile only comes
into play if two heroes are simultaneously trying
to dicker with LeClerc over the same item.
Narration: The heroes enter a large cavern
Because he is not a foe, the heroes gain no victory
with a floor largely covered in wet, sandy soil. It
is the first stretch of raw flooring theyve points for any damage they inflict on him. He is
passed in quite a while. An underground river flows qui- not an especially formidable opponent. He fights
etly through the cavern, depositing banks of silt. In the with a shortsword.
silt, the same kind of tracks the heroes saw back at their
home village are clearly visible. Closer Inspection: When asked about the
The cavern is inhabited. A stooped-over figure in tracks, LeClerc knows nothing useful. He was-
burlap robes has a bunch of weapons laid out on a nt in the area when they appeared and knows
threadbare velvet cloth. Several big goblin slayers stand nothing about them. He usually keeps his ear to the
across from him, stroking their chins as they contem- ground for good gossip, because that lubricates many a
plate his merchandise. transaction.
If the heroes tell him the story of their missing rune, he
ventures that its probably the minions of Loki at work.
GAIN BARGAINING OPPORTUNITY He knows that there is a temple to Loki down to the left
and past the waterfall.
Closer Inspection: The man in the burlap
robes is LeClerc, a crazy foreigner who decided
hed rather live in the Underground than in his
homeland. He makes his living by scavenging items and
CARROT WATERFALL WARNING
then trading them to dwarves, goblins, and human If the heroes impress LeClerc as upstanding sorts
explorers. LeClerc is willing to exchange silver for good unlikely to come back and bushwhack him for the
weapons. He waits until the goblins have gone before goods theyve sold him, he volunteers some handy
revealing his stash of money.
advice. He judges only those who attempt to
impress him.
Singular: Dogpile; roll Bargain vs. bonus of 3. Singular: Dogpile; roll Demeanor vs. Difficulty
Points Spent: 10 (Opposed roll vs. bonus 3) 8, to gain +6 increase to Awareness roll in the
next event.
Points Earned: -15 (bargaining opportunity)
Points Spent: 20 (Difficulty 8)
Each item the heroes wish to sell is treated as a
separate situation; as normal, the heroes are Points Earned: -30 (- +6 increase x 5 x 1 round)
227
Chapter 7
Event 2: The Water Nymphs Grave Event 3: Hard Days for Minions
Narration: The heroes trudge through gloomy Narration: As the heroes continue past the
Underground corridors until they begin to hear waterfall, the flames from the torches on the
the sound of a waterfall. As they approach it, it walls around them begin to gutter and flicker,
sounds like a typical loud and relentless sound of falling throwing eerie shadows all around. What might be the
water pounding against rocks. But when they turn the cor- sound of laughter echoes in the distance.
ner and actually see the waterfall, the sound changes.
Suddenly they hear not crashing water but a sweet, soothing
song that makes the water seem inviting. A beautiful woman GAIN LOKIS HERE!
rises up from the swirling waters at the base of the falls and Some characters may feel the presence of Loki rais-
holds out her arms in a beckoning gesture.
ing the hackles on their necks.
228
Sample Adventure:
The Stolen Rune
Points Spent: 0
Background: The minions of Loki in this temple are the survivors of a recent attack by the legendary Viking war-
rior Ragnar, who fought them with the aid of Odin himself. Theyre dispirited and desperate but will fight fanat-
ically, because theyre cornered. They start out the fight hiding behind the southeast barricade.
229
Chapter 7
230
Sample Adventure:
The Stolen Rune
Closer Inspection: Although it was wise to Singular: No-Fault; rollers must specify theyre
assume that the theft of your rune was the searching the chasm, roll Awareness vs. Difficulty
work of cruel Lokis minions, these pathetic 8, success finds 1 Category F and 2 Category C
wretches are clearly in no shape to have stolen even a treasures in a scooped-out shelf inside the chasm.
spavined pony. Curse it! The sinister dwarves must be
working on their own! Points Spent: 20 (Difficulty 8)
Points Earned: -75 (Category F Treasure);
Paoints Earned: -10 (Freestanding Difficulty 6) -60 (2 Category C Treasures @ 30 each)
231
Chapter 7
Narration: The heroes find themselves in a If no heroes have fallen, the point man in the marching
corridor that slopes downwards at a 45 angle. order can peer down into the cavern and see the goo and
the feeding centi-werks. The robots pay no heed to the
Vikings peering down at them from the hole in the ceiling.
At this point, make the players specify the order in
which their heroes are standing.
GAIN TO JUMP OR NOT TO JUMP?
There is room for the heroes to walk two abreast,
Freestanding roll, Singular: No-Fault; roll
though they can choose to go single file if they want.
Awareness vs. Difficulty 6, to note the following:
Narration: As the heroes progress through it, Closer Inspection: The goo looks bouncy
the corridor becomes more like a tunnel. Then enough to break your fall if you leap down into
it gets damp. Moss slicks its walls and floor. it. (In game terms, your characters will auto-
Finally the combination of slope and slick surface com- matically succeed and dont have to make Jump rolls to
bine to turn the tunnel into a slide that threatens to dump avoid falling damage.) Heroes voluntarily jumping into
the heroes into the mucky midst of the next fight scene. the goo wont suffer the effects of ambush, as theyve
already seen the centi-werks and will be ready for them.
TRAP/HAZARD MOSSY SLIDE
This is actually an ambush trap that works in an Points Earned: -10 (Freestanding roll, Difficulty 6)
unconventional way; instead of forcing the heroes to
make Awareness rolls to spot their foes in advance, TRAP/HAZARD PROTOPLASM AVOIDANCE
they must make Balance rolls to avoid being plopped However, the heroes may still, for other reasons, be
right in the middle of their enemies. The effect is reluctant to go goo-diving. They may fear all sorts of
the same, though. hazards that arent actually in play, worrying that the
Domino roll; roll STR + Balance vs. Difficulty goo is acidic or damages armor or whatever. The goo
8, or suffer ambush effects (p. 147) during combat counts as Slippery Ground (see below) but is other-
that follows. wise pretty benign. Your players have probably grown
up watching horror movies, in which an eternal rule
Points Spent: 20 (Domino); 20 (Difficulty 8); of survival is: Dont touch the gooey stuff! If so,
50 (Ambush) they may wish their heroes to descend to the floor of
the battle scene without landing in the goo. This is
What Happens To Non-Sliders more easily said than done. The opening is right over
the goo pile. Theyll need to climb down on ropes
Closer Inspection: Heroes who finish this (Climb roll) and then swing the rope (Jump roll) to
sequence still on their feet can carefully approach land outside the goo perimeter. (I signed on to write
the endpoint of the tunnel, which is in the ceiling
this game only so I could use the phrase goo perime-
of a big cavern. If their comrades have tumbled down into
the cavern, they see that theyve landed in an enormous (as ter in a sentence, by the way.)
in twenty feet in diameter and twelve feet high) blob of semi- Singular, conditionally avoidable (by choosing to
translucent sticky goo. They also see a number of centi-werks
turn from seemingly feeding on the goo to moving towards
fall), first exposure; roll Climb vs. Difficulty 7
their friends, mechanical mandibles menacingly a-clicking. Then also make a simultaneous roll; Balance vs.
Difficulty 6, or suffer 21 25 foot fall, dam rat-
ing 20/30.
232
Sample Adventure:
The Stolen Rune
Background: These centi-werks were altered by a dwarven researcher so that theyd go out and gather interesting pro-
tein samples. He intends to use them to make a food-like paste especially nutritious to mecha-dwarves. Not that the
heroes will ever know this; they just see the centi-werks feeding on the blob.
When the centi-werks sensors sniff out the heady presence of sweating Viking, theyll stop gnawing at the blob and try to kill the
heroes in order to collect their tissue samples. Their owner kept their poison bites intact for just this sort of eventuality, hoping to
catch some big, strange creature rich in food value.
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Chapter 7
Any character can make the healing roll necessary to GAINS BUCKET TREASURE
find the parasite after it has burrowed under the vic-
tims skin, cut an incision, and then drug the slug Closer Inspection: Down the old well is a buck-
with medicine in order to make it go limp. It can et, covered over with burlap. Under the burlap
then be pulled out in one piece. are some treasures and some pieces of silver.
234
Sample Adventure:
The Stolen Rune
235
Chapter 7
236
Sample Adventure:
The Stolen Rune
Points Spent: 0
237
Chapter 7
heroes who scored highest INIT results this round; TERRAIN ADDITIONAL LEVELS:
roll Dodge vs. Difficulty 11 to avoid 1 point of DECKS OF LONGSHIP
Impairment, specific to DFN; extra rolls There are three additional levels. The outer deck of
required, every round until one of the two the longship is 10 feet from the ground; the center
Dishonored operating each of the three cannons is deck is five feet lower than that, and the front deck
drawn into melee combat. 5 feet higher.
Points Spent: 50 (Difficulty 12); 0 (Limited target- Points Earned: -15 (3 levels @ 5 per level)
ing: 3 heroes); 10 (1 point of specific Impairment
for 1 combat sequence @ 10 points each); TERRAIN WEIRD MAGIC
25 (extra rolls until condition is met)
The ancient longship gives +2 to both sides DAM
scores
TERRAIN BARRIERS: JUNK ON DECK
1. Discarded planks Points Earned: -10 (+2 increase @ 5 each)
2. Corpse of slain Dishonored, decapitated in a
recent argument
3. Rocks
4. Empty amphorae (ancient clay jugs)
5. Rotting crate
6. Chair
Points Earned: -12 (-3 per barrier [up to 4]; does
not count against 3-feature limit)
238
Sample Adventure:
The Stolen Rune
Narration: As the heroes continue on through further natural limestone caverns, none of which betrays signs of
the precision engineering and workmanship typical of the dwarven realm, they begin to hear crashing and banging
noises which definitely do remind them of dwarf machinery. The sound seems to come from all around them, yet
they spend many fruitless hours following the noises down dank and circuitous passageways, none of which end up at an
entrance to a dwarven area.
A clattering noise of metal on stone periodically repeats. On several occasions, they spot its source: spider-werks, nosing
around after them. They keep moving and avoid the spider-werks.
If a player gets over-eager and wants to go charging after the spider-werks in search of victory points, remind
him that these count as wandering monsters.
Event 1: Ill Have Vegetarians Background: Indeed, these goblins are here
With That, Please to send one of their number off on a holy pil-
grimage. He intends to go to the truth-forsak-
en land of Nidavellir, where the ignorant, benighted
Narration: Finally the heroes reach a promis- dwarves live. The pilgrim, whose name is Vuja, will preach
ing-looking chamber. The room is typical lime- to them, bringing them enlightenment which will inspire
stone cavern, but smack dab in the center of them to abandon slavery, the eating of meat, and the use
one of its walls is a fifteen-foot-high door, made of some of helpless living creatures in their strange experiments.
unfamiliar gleaming metal. The door seems to vibrate, as Or so the plan goes.
if rattled by some enormous thrumming machine on the
other side. Enthusiastic about their cause, the goblins are only
Gathered around the door are about half a dozen sickly- too happy to share the above information if asked.
looking goblins, all wearing robes and walking with an Until the Vikings make clear their nonviolent inten-
upright posture more typical of men (well, effete out- tions (assuming they exist), the vegetarians will eye
landers) than of goblinkind. them warily, as they would any blood-maddened,
predatory beasts.
GAIN SPOT THE VEGETARIAN However, a friendly approach will not only put the gob-
Freestanding roll, Singular: No-Fault; roll Lore lins at their ease, but bring about an invitation to trade.
vs. Difficulty 6 to learn the following: GAIN BARGAINING OPPORTUNITY
Points Earned: -10 (Freestanding Difficulty 6)
Singular: Dogpile; roll Demeanor vs. Difficulty 6
to get bargaining opportunity (vs. +1 bonus) with
Closer Inspection: Heroes making successful
Lore rolls identify these goblins as vegetarians. Vujas comrades.
Their strange religious beliefs cause them to Points Earned: -15 (Bargaining opportunity);
forswear violence and the consumption of flesh includ-
ing that of wary explorers. The goblins might try to bore
-10 (Opposed bonus 1)
the Vikings with annoying talk of their false beliefs, but The goblins are traders. Cashing in silver for equip-
will not attempt to harm them.
ment and vice versa supplements their meager living.
It also gives Viking raiding parties motivation not to
kill them. They will buy any equipment the heroes
wish to sell, exchanging it for silver. The oldest-looking
goblin, whose name is Bluvon, does most
239
Chapter 7
of the talking. He requires the Vikings down into the ground. If he is with Vuja, the goblin is
to swear on their gods to trade honest- pulped, as above. If he took the device from Vuja, he
ly, and that they will not engage in ambush during the feels the thing vibrate in his hand as he gets closer to
exchange. Thus if the heroes do decide to kill the gob- the door. It wont work except within the trap range.
lins and take their stuff, the displeasure of their gods
cancels out any victory points theyd otherwise get for TRAP/HAZARD CRUSHING TRAP
the silver. (The Aesir have no problem with their peo- Singular: Rush, conditionally avoidable (by let-
ple killing outlanders and taking their goods, but look ting Vuja open the door himself) on first exposure;
on oath breakers as the spawn of Loki.) roll Dodge vs. Difficulty 6, or suffer Dam rating
If the heroes wont swear on their gods, the goblins 25, ignores armor.
wont trade with them, revising any favorable Closer Inspection: If the heroes prevented
impression created by the above Demeanor roll. The Vuja from approaching the door, he, naturally,
goblins are non-combatants; killing them yields no survives this incident. He tells them that they
victory points, either. If the heroes decide to attack have obviously been sent by the martyred prophets of
anyway, despite all indications of the worthlessness vegetarianism to aid him in his holy quest.
of the attempt, dont waste time rolling up the fight.
Just describe the gruesome, piteous deaths of the Points Spent: 35 (Dam rating 25); 10 (Ignores Armor)
defenseless vegetarians in a few sentences, and then
get on with the adventure. Points Earned: -25 (Conditionally avoidable, first
exposure)
Narration: When all trading is taken care of,
Vujas comrades bid him a solemn farewell, If Vuja is alive, get the players to specify their march-
wishing him luck on his heroic pilgrimage. ing order as they cross the threshold of the now-open
Bluven says he looks forward to the valiant tales he will door into the passageway beyond. Make sure you find
tell upon his return. Then the others depart. Vuja stands out where Vuja is in this order. As soon as he crosses,
in front of the big door, in nervous anticipation. He with- he is targeted by another trap. A pair of craftwerk ten-
draws a glowing wand and points it at the door.
tacles shoot out from the walls towards him. This hap-
pens no matter where he is in the marching order.
Closer Inspection: If asked, he explains that
they found this key in a gremlin lair, and reck- GAIN TENTACLE DEFLECTION
on that it might open the door.
The hero either directly in front of or right behind
What happens next depends on how controlling the Vuja can make a Freestanding roll to catch the ten-
heroes wish to be. tacles with a shield or parrying weapon, deflecting
them from Vujas head and saving his life.
If Vuja is allowed to proceed unmolested:
Freestanding roll; roll Single Weapon, Great
Narration: Vuja approaches the door, points Weapon, Longshaft Weapon or Two Weapons vs.
the wand at it, and furrows his brow, as if try-
ing to work the thing with his mind. The gigan-
Difficulty 6.
tic door then slams down flat on the ground in front of Points Spent: -10 (Freestanding Difficulty 6)
it, like a drawbridge, crushing Vuja to pulp. Orange-tint-
ed goblin blood oozes slowly out from under the door. If the heros roll fails (or is not made), one of the
tentacles scythes forward with its bladed business
The heroes may now waltz in across the lowered end and, in one bloody stroke, pops Vujas head off
door, entering Nidavellir. its shoulders. The other tentacle grabs his severed
head by the hair and repeatedly bashes it against the
If the heroes interfere with Vujas actions:
metal walls until it is just a red, meaty ball.
Any hero standing directly in front of the door, with-
in 15 feet of its threshold, is himself The heroes face no danger from this trap. This next,
caught under the trap when it slams one, however, threatens everyone.
240
Sample Adventure:
The Stolen Rune
To take advantage of his +7 Initiative bonus, the dwarf in the lead attacks right away, so that at least the ini-
tial exchange takes place in the doorway. His companion wont be able to fight until he moves or falls; like-
wise, only one hero will be able to attack the point man. However, if the hero retreats back into the room, both
dwarves will enter, brimming with foolish overconfidence.
Threat Predictable/
Name Type Mix Move Category Adjusts Self-Willed
Deugrasch the Eager Centurion 0.6 15 Inferior INIT -2. ATK -2, DNF -3, DAM +7 Self-Willed (+10)
Thembrodt of the Varicolored Robe Centurion 0.6 15 Inferior INIT -2. ATK -2, DNF -3, DAM +7 Predictable
Yarosh of the Questioning Gaze Centurion 0.6 15 Inferior INIT -2. ATK -2, DNF -3, DAM +7 Predictable
Zangschidt the Humorless Centurion 0.6 15 Inferior INIT -2. ATK -2, DNF -3, DAM +7 Predictable
Florian the Fleet Centurion 0.6 15 Inferior INIT -2. ATK -2, DNF -3, DAM +7 Predictable
241
Chapter 7
TERRAIN LIMITED EXITS We figure that the blood ought to cover about
There is only one exit, the other door will lock half of the area, but this will vary from one run
behind them; two heroes can exit per round. of this encounter to the next. Blood spills can,
naturally, overlap.
Points Earned: -10 (1 exit, 2 heroes per round)
If youre playing quick and loose, without a hex
TERRAIN SLIPPERY GROUND map or miniatures, just designate roughly half of
the area as blood-covered.
The floors of the steel room are made slippery by
the heroes own blood, as extracted from them by Points Earned: -10 (slippery ground, half of area)
the impact damage of the shaking-room trap. For
every hero who suffers actual damage from the trap,
one area of the floor is bloodied. The size, in hexes, GAIN POCKET CHANGE
of the blood pool, depends on the amount of dam- Between them, the centurions have 7 ounces of silver.
age the donating hero suffered.
Points Earned: -7 (7 silver @ 1 per)
Heroes suffering actual damage of 10 or less
create splatter pattern #1, as seen in the dia-
gram below.
11 to 19 lost hit points leads to splatter pattern #2.
20 to 29 hit points arrange themselves into pat-
tern #3.
Hit point losses of and 30 and up manifest them-
selves in pattern #4.
PATTERN 1
(10 HP or less)
PATTERN 2
(11-19 HP)
PATTERN 3
(20-29 HP)
PATTERN 4
(30 or more HP)
242
Sample Adventure:
The Stolen Rune
243
Chapter 7
* Helmspur is the technician in charge of the experiment and the mastermind behind the rune theft. He cackles maniacally whenever
he acts in combat.
** Prototype Y doesnt deliver the extremely nasty damage typical of his kind. Hes tough enough as it is. Perhaps his blades are due for
a sharpening or something.
244
Sample Adventure:
The Stolen Rune
Standard roll; roll Sprint vs. Difficulty 7, or suffer Tell the hero with the highest rat-
effects of raging fire (p. 152). ing in Traps or, failing that, Pick
Lock, that hes succeeded in starting the thing up.
Points Spent: 10 (Difficulty 7); 36 (raging fire)
Dont require a roll, as this is just background detail.
GAINS TREASURE Narration: The heroes follow the vehicles tracks
After this final outburst of destruction, the heroes out through the other exit and manage to retrace
can search the smoldering wreckage for various trea- its trail out of Nidavellir, through the
Underground, and home. Although a few monsters appear
sures. They find 1 treasure each from Categories A, to briefly menace them, most would-be enemies seem
C, D, and F plus two Category B Treasures. intimidated by the giant vehicle and give them a wide berth.
Points Earned: -10 (Category A); -40 (2 Category B); When they arrive back in their home village, a throng of
-30 (Category C); -40 (Category D); -75 (Category F) hopeful relatives await them. When they see that the
heroes have recovered the rune, there is much rejoicing.
Central to the celebrations is the ritual burning of the
Finishing Touches foul and unclean dwarven vehicle. Thatll show them!
The heroes are toasted long into the night. Soon even the
Once the heroes have dispatched the dwarves and heavily injured ones look forward to finding an excuse to
located their loot, they can rev up the strange trudge back into the mysterious world of the
dwarven vehicle and head back to Scandinavia. Underground so they can kill things and take their stuff.
245
Appendix
ENCOUNTER 2, EVENT 3
ELDGRIM AND THE LAVA PIT
Rock
Pile
Iron Maiden
Crane
Hardened
Magma Flow
Trolls
Haurapir
Metal ENTRANCE
Debris
Lava Pit
Lower Level
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
ENTRANCE
Sloped Banks
Turbines
(No Cover)
Waterfall
Spider-Werks
Prototype
Craftwerk
Rusting
Dwarven
Contraption
ENTRANCE
Busted Door
ENCOUNTER 4, EVENT 3
HARD DAYS
FOR MINIONS Barricades
Dark Vikings
and Dishonored
Trash
Barricades
Glowing
Thing
Chasm
Statue of Loki
1 HEX = 2 PACES
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
ENCOUNTER 5 1 HEX = 2 PACES
JELLYFISH,
GLORIOUS JELLYFISH
Centi-werks
ENTRANCE
(From Ceiling)
Well
ENCOUNTER 6 EVENT 3
THE DREAD SHIP ITSELF
Body
Chair
Outer Deck
Front Deck
Planks Ballista Center Deck
Longship
Dishonored Crate
Amphorae
Rocks
ENTRANCE
1 HEX = 2 PACES
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
ENCOUNTER 7 EVENT 2
1-1 1-2 1-3 1-4 1-5 1-6 1-7 1-8 1-9 1-0
THE SHAKING ROOM
2-1 2-2 2-3 2-4 2-5 2-6 2-7 2-8 2-9 2-0
3-1 3-2 3-3 3-4 3-5 3-6 3-7 3-8 3-9 3-0
ENTRANCE
(Locked During 4-1 4-2 4-3 4-4 4-5 4-6 4-7 4-8 4-9 4-0 Centurions
Combat) Enter Here
5-1 5-2 5-3 5-4 5-5 5-6 5-7 5-8 5-9 5-0
6-1 6-2 6-3 6-4 6-5 6-6 6-7 6-8 6-9 6-0
7-1 7-2 7-3 7-4 7-5 7-6 7-7 7-8 7-9 7-0
8-1 8-2 8-3 8-4 8-5 8-6 8-7 8-8 8-9 8-0
9-1 9-2 9-3 9-4 9-5 9-6 9-7 9-8 9-9 9-0
0-1 0-2 0-3 0-4 0-5 0-6 0-7 0-8 0-9 0-0
1 HEX = 2 PACES
ENTRANCE
ENCOUNTER 7 EVENT 3
SAVE THE RUNE!
Centurion
Centurion
Technician
Scaffold Partial Mega-dwarf
(3 Levlels) and Rune
(suspedned above)
Technician Technician
Strange
Dwarven Medic
Machinery
Tracked Vehicle
(Extra Level)
Mecha-dwarf
1 HEX = 2 PACES
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
RUNE HERO SHEET FIGHTING ABILITIES
Rating Notes
Bows (Per) 1 1
HEROS NAME: Brawling (Dex) 1 1
Chain Weapon (Dex) 1 1
WINS: TOTAL VPS: 1 Great Weapon (Dex) 1 1
Spent VPs: 1 Longshaft Weapon (Dex) 1 1
1 Single Weapon (Dex) 1 1
Free VPs: 1 Thrown Weapon (Per) 1 1
Two Weapons (Dex) 1 1
MISC. ABILITIES
Rating Notes
Divine Awareness (Pre) 1 1
Fist or Kick
Non-Combat Action
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
EQUIPMENT DIVINE GIFTS
WEAPONS Init Atk Dfn Dam Ability Load Patron Level
rating rating rating rating
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
RUNE DESIGNERS NOTES
EncounterTitle:
Type: Event Title:
Hook: Event Number:
Cost Sheet
Item Notes and Details Cost
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
RUNE FOE SHEET
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission granted to photocopy for personal use.
ROLL OF VALOR
Init Atk Dfn Dam Soak HP Res Location
Contents
Init Atk Dfn Dam Soak HP Res
Date
Copyright 2001 Trident Inc. d/b/a Atlas Games. Permission Granted to photocopy for personal use.
TALLY
(to be filled out by the Runner)
Trap Bonus
A Blade of Fair Title 166, 167 courtier, elf 101, 110 drowning 148 149 free victory points 60
Blinding Armor 166, 168 cover 53, 121 122 ducking and weaving 43 freestanding Ability rolls 172
Ability chart for treasure 162 blood eagle 206 207 cover, seeking 44 dwarf foes 105 108 From Lofty Asgards Peaks
Ability descriptions 19 30 blood splatter diagram 242 crabs, land 101, 116 117 dwarven battle axe 34 62, 70
Ability increases 61 Blood Tribute Armor 166, 168 craftwerks, dwarven 108 109 Dying Blow 62, 68 Frost-Speeded Heels 62, 70
Ability table 20 Blue Cloak of Treachery 166, Craven Departure 62, 67
Ability, penalty when lacking 168 E G, H
19, 56
Absorption Armor 166, 167
Blunting Armor 166, 168 D Eager Arrow, The 62, 69 gains, combo 139
Bone Setters Blessing 62, 66
acid 147 bonuses, victory point 175 creating new creatures 119 Eight-Legged Horse, The 62, Gamble 20, 29
Action Sink rolls 135 Book of Iron Law 195 196 creating new Divine Gifts 65 69 Gathering Thunder 62, 70
actions, full and half 43, 47 Book of the Norns 203 creation points 17 Einherjars Armor 166, 169 gauntlet 34
actions, non-combat 44 47 Boon of Angrboda 62, 65 creation, hero 14 37 elevation 122 gear (see also equipment)
actions, performing 48 51 bow, composite 34 crescent moon icon 102 elf foes 110 61, 155
adjusts for foes 97, 99, 102, 119 bow, long 34 crossbow, heavy 34 elf lands, description of 212 Germany 210
adventure, sample 213 - 245 bow, short 34 crossbow, light 34 Emissary of the Norns 203 getting lost 152 153
adventures, advanced 88, 176 Bows 20, 21 Curds of Utgardaloki 62, 68 encounter design recap 183 giants 101, 116, 211
182 Bravery 20, 23 cushion encounters, def. 176 encounter design, quick 184 Gilded Tongue of Freyr 62, 71
Agony Postponed 62, 64 brawling maneuvers 52 53 dagger 34 191 Gnawing Stags, The 62, 71
alternate methods, rolls for Brawling 20, 21 damage dealt to foes, victory encounter notes 88, 200, goblin foes 110 116
138 broadsword, Viking 35 points for 90 appendix goblin spike club 34
ambushes 147 148, 171 broken arrow icon 102 damage dealt to other heroes, encounter points 94 gods 10 11, 140, 207 208, 212
ammunition 33 buckler 35 victory points and 92 encounters 7, 85 - 91 Golden Apples Sweetness
amulets 150, 160 161 budget, encounter 94, 176 damage from traps and haz- encounters, sharing 201 62, 71
Animal Handling 20, 22 Buffeting Gale 62, 66 ards 141 142 Encumbrance (Enc) 36 Golden Blade 166, 169
animals, nuisance 154 Damage rating (Dam) 32 Encumbrance Decrease 36 grabber traps 153 154
Damage score (DAM) 37 Encumbrance table 35 Great Weapon 20, 21
Armor of Inflexible Surety
166, 167
C damage suffered by heroes, Endurance Test rolls 136 Greenland 209
armor table 35 cache, loot 174 victory points and 92, 93 enemy, def. (see also foes) 7 Hand of the Norns 203
armor 32 33, 35 Carouse 20, 28 damage to equipment 149 Engagement 37, 44, 45 hazards, traps and 141 154
armor, chain mail 35 carrots 145, 171 151 England 209 Healer 20, 24
armor, damage to 150 categories of treasure 155 damage to foes, collateral 197 equipment as treasure 162 healing opportunities 24, 45,
armor, heavy leather 35 caustic substances 147 198 164 54 56, 172 173
armor, quilted/fur 35 centi-werk 101, 108 109 damaging places 122 123 equipment damage 149 151 Hel 212
armor, steel scale mail 35 centurion, regular dwarf 101, Dark Vikings 101, 102 103 equipment not needed 135 Helms of Power 150, 165 166
armor, studded leather 35 108 darkness 124 125 equipment, penalty when hero sheet 38 39, appendix
armor-ignoring damage 142 chain mail 35 death blows, victory points for lacking 19, 56 hero, def. 7
arms, severed 34, 52 Chain Weapon 20, 21 91 Escalating Buffness, Rule of hiding places 147
arrow icon 102 chair as weapon 34 death insurance 60 136 high ground 126
Asgard 212 champion centurion, dwarf death of hero 56, 92, 93 escalating damage 142 143 hit points 30 31
ATK Total 49 clan 101, 108 death, foes and 100 Even-Handed Torc 166, 169 hitting 49
Attack rating (Atk) 32 Champion of Heimdal 201 Deception 20, 28 events, def. 95 holding ground 43
Attack score (ATK) 36, 37 changing weapons 45 decoys 123 Ever-Flowing Cup, The 62, 69 holmgang 206 207
attacks and modifiers, melee character, def. (see also default Difficulties 199 exits, limited 124 home base 173
50 51 hero) 7 Defective-Hunter, dwarf 101, Exotic rolls 139 140 hook 177 179
attacks and modifiers, missile Characteristic chart for trea- 107 experience 61 Horde, def. 7
48 50 sure 162 Defense rating (Dfn) 32 Exploratory Abilities 22 27 horses 58, 182
attacks of opportunity 46 Characteristics 17 19 Defense score (DFN) 37 extra rolls allowed 138 hostages 124
attacks, brief summary of 49 charging 51 Demeanor 20, 28 29 extras 123 124 house rules 196 197
Aura of Phlegmatic charms 150, 160 Demon Maw Helm 166, 168 Eyes like Glowing Coals 62, howling goblin icon 102
Acceptance 62, 65 Chattering Squirrel, The 62, Denmark 208 69
availability of weapons 32 66 designer, def. 7 I, J, K
Awareness 20, 22 23 clan champion, dwarf 101, 108 designers budget table 94 F Iceland 209
Awareness, Divine 20, 30 Clatter of Rushing Boots, The designers notes 88, 200,
62, 67 appendix failure leads to trap 140 icons 102
axe icon 102 falling damage 151 identifying magical treasures
Axe of Glory 166, 167 claw icon 102 Destiny Reversed 62, 68
Clenched Jaw of Vengeance, development encounters 179 falling down 53 54, 127 166
Axe Ritual, The 194 Fighting Abilities 19 22 Impairment 54 56, 143 144
axe, double-bladed 34 The 62, 67 180
climax encounters 181 182 Dexterity (Dex) 17 Finland 210 211 Implacably Braced 62, 71
axe, dwarven battle 34 fire 151 152 Imprecation of Doom 62, 71
axe, goblin 34 Climb 20, 23 24 DFN Total 49
club, goblin spike 34 Difficulty cost chart 129 first exposure 134 improving heroes 59 84
axe, hand 34 fist/kick 34 Indefatigable Determination
axe, throwing 35 clumping penalty 139 Difficulty modifiers, melee 51
cognomens 16 17 Difficulty modifiers, missile flagon as a weapon 34 62, 71
axe, Viking 35 flail 34 Inexorable Death Trudge 202
axes, two hand 35 collateral damage to foes 197 48 50
198 Difficulty 12 flame exposure 152 Initiative rating (Init) 31
combat action required 135 Difficulty 129 140, 199 fleeing 45 Initiative score (INIT) 36 37
B combat, melee 50 51 Disguise 20, 29 Flesh Cries Out for Piercing Initiative situational modifiers
Balance 20, 23 combat, mounted 58 Dishonored 101, 103 104 62, 70 42
Baltics, The 211 combo gains and traps 138 disputes over rules 195 196, foe sheet 216, appendix Initiative, rolling for 42
Banish His Blade 62, 65 139 203 Foe Target Choice Flowchart injuries 54 56
barb-net 34 Comeuppance Postponed 62, distance loophole 138 196 Insight 20, 29
Bargain 20, 27 28 67 Divine Awareness 20, 30 foes and collateral damage 197 insurance, death 60
bargaining opportunities 171 common weapons 32 Divine Connection rating 64 198 Intelligence (Int) 17 18
barriers 53, 120 121 Communication (Com) 18 Divine Gifts 61 84 foes 7, 96 119 Interaction Abilities 27 30
battle axe icon 102 composite bow 34 Divine Gifts, creating new 65 foes, creating new 119 intolerance 209
beetle-werk 101, 108 computer gaming 5 8 Divine Gifts, table 62 63 foes, looting 164 Invigoration 173
benchmark 102, 103 conditional elements 134 Dodge 20, 24 foes, table of 101 Ireland 209 210
berserk 50 51 Constantinople 211 Dogpile rolls 133 fog of war 51 jarls 206
Berserks Blessing 62, 65 contest rolls 57 double-bladed axe 34 freaks, goblin 101, 113 Jotunheim 211
billhook 34 Countdown rolls 137 dreaded riposte 51 free rolls 47 Jump 20, 24
255
Index
jumping over cover 122 moon icon 102 Quickness (Qik) 17 set-up encounters 179 Thors Thews 63, 82
karls 206 morningstar 34 quilted/fur armor 35 severed arms 34, 52 thralls 206
kill-stealing 91 mounted combat 58, 182 shamans, goblin 101, 113 114 Threat Categories 96, 100
knife, puny 34 Move for foes 102 R sharing encounters 201 Through the Cracks 63, 82
knife, throwing 35 Move 37 Shield of Fury 166, 170 throwing axe 35
Knitting of Meat, The 62, 72 move, reckless 45 raging fire 152 shield, kite 35 throwing knife 35
multiple levels 124 Ragnarok 10 11 shield, round 35 Thrown Weapon 20, 22
raiding 209 211
L Multiple rolls 56 57, 135
random damage 142
shield, tower 35 Thwack Margin (TM) 49
138 shields 33, 35, 150 time, mythic 205
laborer, dwarf 101, 107 Music 20, 29 range 33, 43 shortspear 34 Tireless Joy-Shout, The 63, 82
Lady or Tiger rolls 139 mutual award of victory rare equipment chart 163 shortsword + dagger 35 Torc of Alberich 166, 170
land crabs 101, 116 117 points 175 rare weapons 32 Shoulders Wide as Bifrost 63, tournament play 203
lax sentries 147 myth, lands of 211 212 Raven Plucks an Eye, The 63, 81 training 61
leaders, goblin 101, 114 115 mythic time 205 75 shrines 174 175 traps and combat 147
Leadership 20, 29 mythology, Viking 10 11, 207 Raw Damage 49 silver 156, 158 traps and hazards 141 154
league play 201 202 208, 211 212 recap of encounter design 183 simple potions 159 Traps 20, 27
legendary items 150, 166 170 reckless move 45 Simultaneous rolls 138 traps, combo 138 139
levels, multiple 124 recurring damage 142 143
liars silver 156 N, O Relentless Gales of Njord, The
Sing 20, 30 traps, grabber 153 154
Single Weapon 20, 22 treasure categories 155
Lie Turns to Truth, The 62, 72 Naglfar Plows the Waves 63, 73 63, 75 singular award of victory treasure charts 157 158
Light-Treading Boots 166, 169 names 15 16 religion, Viking 207 208 points 175 treasure 155 170
Like a Wind-Tossed Leaf 62, 72 net 34 remains in effect 134 Singular rolls 132 133 trifecta victory points 93
Like the Leaping Stag 62, 72 Nidavellir 211 212 Remorse of Hoder, The 63, Skadis Ermine Cloak 63, 81 trollheim 212
limited exits 124 Niflheim 212 75 Skald 20, 30 trolls 101, 117, 212
limited targeting 145 146 Njords Crust 63, 74 Repair 20, 25 Ski 20, 25 26 Trumpets Commanding
Line of Doom rolls 133 135 No-fault rolls 132 repeat shots 146 slaver, dwarf 101, 107 Blast, The 63, 83
Load 32, 35, 158 non-combat action 44 47 Resist the Serpents Tears 63, slayers, goblin 101, 112 113 tube strikers 101, 117 118, 127
Loki-Thwarting Armor 166, Normandy 210 76 sleep deprivation 144 Two Weapons 20, 22
169 Norths Cooling Sigh, The 63, Response (Res) 37, 98, 99 Sleep 20, 26 Tyrs Forbearance 63, 83
Loki-Trouncing Wand 166, 169 74 Ride 20, 25 sling 35
longhouses 205 Norway 208 Ring of Alberich 166, 170
Longshaft Weapon 20, 22 notes (see encounter notes) Ripples from the Well of
slippery ground 126 U-Z
sloped surfaces 126 127
loot cache record 174, appen- nuisance animals 154 Knowledge 63, 76 smirking goblin icon 102 Ulls Hide 63, 83
dix Nurturing of Yggdrasil 63, 74 Roaring Shout of Rage 63, 76 Soak 37 Ulls Sure Hand 63, 83
loot 91, 155, 158 obscured 53, 124 125 rock as a weapon 34 social hierarchy, Viking 206 Underground, The 11
looting combat opponents Obscuring Mist 63, 74 rock goblinesses 101, 111 spear (thrown) 35 uneven ground 127
164 obstructions and missile fire rock goblins 101, 111 spear/lance 35 upbringing 205 206
Lore 20, 24 125 roll failures, victory points and special section, encounter Valor of Tyr 63, 83
lost, getting 152 153 On Valkyries Wings 63, 74 93 design 184 191 vegetarians, goblin 101, 115
Loyal Hilt, The 62, 72 opponent, def. 7 Roll of Valor 98, appendix Specific Invigoration 173 victory points 60, 89 94, 175
opportunity, attacks of 46 rolls, chart of types 130 131 spent victory points 60 Vigilance of Heimdal 63, 83
M opportunity, wait for 45 rolls, contest 57 spider-werk 101, 109 Viking foes 101, 102 104
Opposed rolls 129 rolls, Engagement 44 Spitting Armor 166, 170 Viking life 204 212
mace 34 overall victory score 60 rolls, free 47 Viking religion 207 208
mace, four-bladed 34 Sprig of Mistletoe 63, 81
Owl Hears the Viper, The 63, rolls, freestanding Ability 172 Sprint 20, 26 villains 180
magic, weird 128 74 rolls, Multiple 56 57 vision, obscured 124 125
magical equipment chart 163 Stacked rolls 139
rolls, types of 129 140 Stamina (Sta) 17 wait for opportunity 45
magical items, minor 158
159 P, Q Rome 211 Standard rolls 129 wandering monsters 199 200
round, def. 41 status 92, 145, 206 warriors, goblin 101, 112
magical treasures, identifying paltry amounts of silver 156 Rule of Escalating Buffness Weak Link rolls 133 135
166 Panic Button rolls 135 steads 205
136 Stealth 20, 26 Weak-Kneed Outlanders
Mantle of Grim Justice 166, panicked decoys 123 rules disputes 195 196, 203 Rules 202 203
170 patron deities (see gods) 18, steel scale mail 35
rules, brief 11 13 sticks 144 145 weapon availability 32
Mantle of Odin 62, 73 64 Rune Powers 76 80 weapon table 34 35
Many-Impaling Spear 62, 73 Penetrating Lightning 63, 75 Strength (Str) 17
Rune Weapons 77 studded leather armor 35 weapons 31 32, 33, 34 35,
Map 20, 24 25 Perception (Per) 18 rune, village 208 45, 150
maps for sample adventure Pick Lock 20, 25 successful rolls, victory points
Runes 20, 29 for 91 weird magic 128
appendix pike 34 runner, def. 7 wendols 101, 118
maps, drawing 128 pillager, def. 7 Sudden as a Mountain Storm
running away 45, 200 201 63, 81 wergild 206
maul, war 35 pit boss, dwarf 101, 107 running encounters and victo- whip 35
Maximum Threat Category placement of treasure 155 supporting characters, def. 7
ry points 92, 93 Survival 20, 26 27 Wiles of Loki 63, 84
100 156 running the game 192 203 winning 93
mecha-dwarf 101, 109 player, def. 7 Survive the Lake of Flame 63,
Rus 211 82 With Either Hand 63, 84
medic, dwarf 101, 107 plot encounters 176 Rush rolls 132 withdrawing 44 45
mega-dwarf 101, 109 Plumed Up by Njordsbreath Svartalfheim 212
Sweden 208 209 women, Viking 15
melee combat 50 51 63, 75
Midgard 11 polearm 34
S Swiftness of Sleipnir 63, 82 world-tree 212
Swim 20, 27 Wound Threshold (Wnd) 31,
Might of Thor 62, 73 potions 150, 159 sap 34 54
Might rating 100 Power, Rune 76 80 Sark Amen 101, 104 sword, dwarven battle 34
sword, dwarven work 34 Wound Threshold for foes
miniatures 46 predictable foes 97 saving characters 60 100
Miscellaneous Abilities 30 Presence (Pre) 18 Scoreboard rolls 137 138 sword, Roman 34
swords, two short 35 Wounds Close Quick, The
mischief-maker, elf 101, 110 priests 207 Scorn the Bite of Treachery 63, 84
missile attacks 33, 48 50, 125 primary god 64 63, 80 Wounds 54 56
missile weapons for foes 97, progress 181 Scourging the Fell Spirits 63, T Wrestlers Blessing 63, 84
100 Protection rating (Prot) 32 81 target choice for foes 196 197 Yggdrasil 212
Mix value 96, 102 33 Scramble rolls 133 target conditions, missile 48 Zealous Sinews 63, 84
Mjolnir Awakes 62, 73 proxy 7, 91, 93, 194 195 Seamanship 20, 25 target numbers 12
modifiers, melee 51 puny knife 34 seizing ground 44 targeting, limited 145 146
modifiers, missile 48 50 Pursuit 20, 25 self-willed foes 97 terrain 93, 120 129
modifiers, positional 146 147 quarterstaff 34 sentries, lax 147 thing 206
256