Lim Fjord
Lim Fjord
The Beast of Limfjord Inspirations: Beowulf, The 13th Warrior, King Arthur
A game by Nathan Russell
Copyright: This product is copyright Nathan Russell 2011.
Writing and Layout: Nathan Russell
Playtesters: Brad Hockey, Martin Sullivan, Jason Drane,
Editing: Scott Vandervalk Robert Lamborne, Andrew Smith, Peter Blake, Timothy
Ferguson, Fridrik Bjarnason, John Reid and his crew of
Art: Cover Design - Nathan Russell bold warriors, Ryan Shelton and his band of beserkers,
Interior illustrations - public domain images Fabrice & Raul
Influences: John Harper, Rob Lang, Robin Laws’ Rune, This game was created as part of the mad, mad Stockade
Clinton R. Nixon’s Shadow of Yesterday, Matt Timm, John project. I insist you investigate further at
Wick, Savage Worlds http://www.stockade.wordpress.com. www.PerilPlanet.com
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G
ather close and hear the saga of the great warrior,
Hrothgar, and his journey home. Many were his
triumphs in the years that he explored the north,
west and east. Stories of his battle with the Serpent of
Iceland, the defeat of the Tyrant of Wales and his tangle
with the Witches of Rus were spread from fireside to
fireside, wherever men shared tales. But as the weariness
of ages grew upon Hrothgar he (as all men do) longed to
return home and claim the prizes of old age - a welcoming
hearth and a warm woman. So it was that Hrothgar and
his crew of bondsmen set out for home. But the Gods
often have plans for the bold of heart and able of body,
and the north winds were unleashed upon Hrothgar and
his crew, smashing their longship upon the shores of far
northern Jutland, a desolate place of rugged men and
great peril. It was here that the villagers of Lim fjord,
recognizing the warrior in their midst, petitioned
Hrothgar to save them from the Beast that had descended
upon them.
This is the tale of Hrothgar and the Beast of Lim fjord...
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Historic Fantasy
This is a game of historic fantasy - a tale of legend inspired by the Sagas. I admit that my expertise lies far more in the realm of fantasy than his-
tory and I therefore give my sincerest apologies for any offence caused by liberties I have taken or mistakes I have made. Feel free to let me know of
any glaring inaccuracies that you feel must be righted!
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Starting Play
When the rumors have been stated, begin the adventure proper by having
the characters enter the village for the first time. Will they go to see
the Chieftain, visit the tavern, or immediately strike out in search of the
You will now seed the story with details about the Beast and the village beast? Here are a few “scenes” you might paraphrase to start play:
of Lim fjord. Go around the table and ask each player to give one rumor
they have heard about the people, village or beast of Lim fjord. You get to -> It is late and you are tired and weary when you arrive at the village of
add a rumor too. If you want, go around a second time. Tell the players Limfjord. Two warriors, both obviously old and both obviously nervous, stand
that the rumors they share here may affect the story that is about to by the trail into town. They ready their spears as you approach.
unfold. These rumors may or may not be true but you should use them as -> You have made good time and arrive at Limfjord mid-morning. As you
indicators of what the players want to experience in the adventure. Here crest a low rise you see the village spread out before you, a cluster of long
are some examples, if players get stuck: wooden buildings and a dirt track leading to a small frozen bay. Smoke lazily
-> Fire and smoke always accompany the beast drifts from a few houses, but you see no sign of man or beast.
-> The village Chieftain’s daughter has been taken -> Cold and wet and angered by the destruction of the longship, you have
strug gled overland with your handful of possessions, to a small fishing
-> The ethereal singing of a woman always precedes the attacks village. It is late afternoon, but instead of the opportunity to warm yourself by
-> Many villagers have been driven mad with terror a hearth you are stopped by a group of villagers armed with simple weapons
who demand to know your identity and business.
-> Victims have been found drained of blood
-> The village crops have failed and the people are starving
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Prowess Spirit
Prowess [ \ Angry [ \ Trapped [ \ Dazed
d fh k l t Strain
[ \ Scared [ \ Blinded [ \ Injured
[ \ Tired [ \ Hungry [ \ Dying
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Prowess Edges
spread his faith to the unenlightened that the “true” path. Spend a Spirit point to
d fh k l t f [ \
secretly covets wealth. Earn a Spirit point
whenever you do something to im-
ancient languages. Roll an additional d6
when speaking foreign languages and
Strain
d [ \ Monk’s robes prove your own personal wealth. when reading anything.
Wits d [ \
Wits Crucifix, holy water, bible,
[ \ Healer [ \ Blessing
d fh k l t Strain
donkey, seeds, healer
Aldfrid is skilled in the healing arts and
the use of herbal remedies. Earn a Spirit
Aldfrid can bless the actions of those
around him. Spend a Spirit point to
point when you tend to the sick and raise the Attribute die of a single target
Bearing Conditions
injured. by one step, for one scene.
Bearing
d fh k l t Strain
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Prowess Edges
the men around her. Earn a Spirit point animals. You can use Bearing to com-
d fh k l t f [ \
Signy has a soft spot for those in need.
Earn a Spirit point when you help
avoid danger. You roll an addiitonal d6
when avoiding traps and ambushes.
Strain
d [ \ Battlecry someone who is in danger, or change
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Edges
does not want her or her father to know. swing of his axe. Spend a Spirit point to
d fh k l t Strain
others with your deeds.
Prowess Spirit
Prowess [ \ Angry [ \ Trapped [ \ Dazed
d fh k l t Strain
[ \ Scared [ \ Blinded [ \ Injured
[ \ Tired [ \ Hungry [ \ Dying
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Prowess Edges
and often makes mistakes that others find Spend a Spirit point to levitate, hover
Wits d [ \ different. Earn a Spirit point when your hands, as if swinging a hammer at
d fh k l t Strain
faery glow, endure elements
trouble or is important in a scene.
[ \ Fey Lore
[ \ Sun Fearer Yngvild is a creature that lives apart from
Bearing Conditions
Yngvild has an irrational fear of sunlight the realms of men.. Roll an extra d6 for
Bearing and takes effort to avoid open daylight for any Wits check about fey creatures.
d fh k l t Strain
long periods. Earn a Spirit point when
you make a decision driven by your
fear.
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Hugo Barbosa (Order #41667440)
The Beast of Lim fjord
Play is broken into acts, scenes and turns. The saga of Beast of Lim fjord Players declare what actions their heroes are going to take. The GM
is broken into three acts, or three broad parts. In the first part the then decides what the other characters and creatures are going to do and
heroes arrive in the village of Lim fjord and learn of the terrible beast everyone decides what the most logical order for things to occur will be.
that threatens them. In the second part of the tale the heroes search for Players then act in the order decided. When everyone has had a chance
information about the beast and seek its lair. In the third and final part to act or respond to the actions, the turn ends. A new turn will begin, if
the heroes confront the beast in a dramatic battle. Acts are important as necessary.
they define when a hero refreshes the Edges they have used and some of It is worth pointing out at this point that only players roll dice in The
the Strain they have suffered. Beast of Limfjord. This leaves the GM’s hands and mind free to scheme
Each act consists of one or more scenes. A scene is a period of story and plot and prepare for the next exciting encounter. This means that
involving a specific situation, location or group of characters. Scenes are monsters and other adversaries don’t act against players, so much as
the primary building blocks of the story and can represent anything from respond to the opportunities provided by the actions the heroes take. All
a few seconds to many hours of time. Each scene should have a specific of this is dictated by the roll of the player’s dice!
objective and the scene ends when that objective has been addressed. An
objective can be anything and might include things like finding a piece
of information, defeating an enemy, talking to a village chief, traveling a
small or great distance, preparing for battle, seducing a bold warrior, or
stealing a precious artefact. A scene should advance the plot of the story,
reveal information about a hero, or add background color to the events
being told. Often a scene will do all of these things at the same time.
Players might suggest scenes they would like to see or be involved in, but
most of the time the game master decides what scenes occur and in what
order they happen. Discussion might occur about the order in which
events happen - what is happening, where it is happening and who is
involved before the GM makes a final call on all these matters. During
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Taking Action
Helping: players can help each other in tasks. One character is designated
the “leader” and contributes all their relevant dice to the pool. Any
helping character adds their relevant Attribute die or Edge die (player’s
When a character attempts a dramatic action or tries to overcome an choice). A single roll is made by the player controlling the leading
obstacle, it is time to roll dice. Players will get to roll one of their character, using all dice offered.
Attribute dice and might also be able to roll an Edge die and even a
couple of others. There is no maximum number of dice that a player can
roll. Each Attribute is useful for different things.
Difficulty
A player rolls all the dice they can muster and each result of 4 or higher
Strength: lifting, carrying, pushing, jumping, climbing and other
(called “4+”) is a Hit. A player must achieve a number of Hits equal to
feats of athleticism, endurance and power.
the action’s Difficulty in order to succeed at the action.
Agility: dodging, swinging, picking pockets, throwing and catching
objects, balancing and actions that require speed, dexterity or reflexes.
Easy actions 1 Hit Daunting actions 4 Hits
Wits: recalling information, connecting ideas, reading and writing,
Tricky actions 2 Hits Terrifying actions 5 Hits
noticing things, tracking, hunting and generally using one’s brains.
Tough actions 3 Hits Impossible actions 6 Hits
Bearing: seducing, bluffing, intimidating, commanding and charming
people, as well any activity that requires willpower.
An action can fail outright, partially succeed (a “Twist”) or completely
Prowess: swinging swords, shooting bows, wrestling and fighting of
succeed, depending upon the number of Hits the player rolls.
all kinds.
No Hits = Failure. None of the dice rolled come up 4+. This is a
Edges: if a character has a useful Edge they can roll that die along with
total failure and things are about to get worse for the heroes. The
their Attribute die. You can roll any number of Edge dice for an action.
acting hero Strains the attribute used and the scene escalates.
Each Edge can be used once each act “for free”. Check the box next to
the Edge when you have used it. You can use the Edge as many times as Not enough Hits = Twist. Some of the dice rolled come up 4+,
you like during an act, but each use after the first costs one Spirit point. but the total Hits do not equal or exceed the current Difficulty. The
Edges are “refreshed” and ready to use again at the start of each act. hero gets a little closer to success and the Difficulty of the action is
reduced by one. Something happens, though, to twist the situation.
Bonus Die: sometimes a player will attempt an action where there is
some beneficial environmental factor, ally or circumstance. In these Enough Hits = Success. The total number of 4+’s rolled equal or
instances you might lower the Difficulty, or give the player a bonus die. exceed the Difficulty. The action succeeds and the challenge or
This is a single d6 that they get to add to their pool of dice. If there are obstacle is overcome.
multiple beneficial circumstances, increase the size of the die by a step for Extra Hits = Declaration. If an action succeeds, each 4+ beyond
each additional bonus. those needed lets the player make a declaration. This is an additional
Erlend is fighting a pack of wolves (Difficulty 2) but points out that he piece of description or detail that the player can add to the scene.
is standing on a large rock giving him higher ground. The other players Hrothgar attacks an insane berserker - a Prowess action with a Difficulty
agree that the local warrior that was guiding them also helps Erlend. The 2. The player rolls his dice and gets 3 Hits. Two were required to defeat the
GM gives Erlend’s player a bonus d6 for the higher ground and raises it berserker, giving Hrothgar’s player 1 declaration. He decides the blow is so
one step to a d8, because of the help the warrior is providing. mighty that it makes the beserker’s companions pause their attack.
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When setting difficulties, take into account how many heroes are
acting, and whether you want this to be a minor obstacle or a major Escalation
challenge. Any challenge with a Difficulty greater than 3 is unlikely to When a player completely fails a roll, things get very bad. They
be dealt with in a single roll, which means the scene will become further automatically Strain an Attribute and the situation gets much worse.
complicated with Twists or Escalations. The giant they were fighting splits in two; their allies turn on them;
the building catches on fire; they knock the chieftain unconscious - or
Risky Actions anything else your devious mind can think up!
Some actions are inherently more dangerous than others and can An Escalation should introduce an additional challenge, threat or problem
potentially leave you physically or emotionally scarred. Leaping over that characters must overcome in order to succeed.
spike-filled pits fighting terrible monsters; and arguing with your loved
ones are all examples of risky actions. The GM can declare any action as Twists
risky before dice are rolled.
When a character succeeds with a Twist, anything can happen. GM’s
A risky action is attempted like any other. If, however, the acting might let players suggest how things get worse because they are often far
character does not get enough hits (that is, they completely Fail or nastier! Here are some suggestions for what you might do when a player
achieve a Twist) they automatically Strain the attribute used, in addition does not roll enough Hits:
to any Escalation or Twist that is applied.
Strain: whether due to stress or physical injury, the character reduces
Any character helping with a risky action also Strains a related attribute. a relevant Attribute by one step.
Resilient Challenges Conditions: the character sheet lists nine Conditions that you might
apply to a character. There is also a space for you to fill in your own.
Some challenges are just tougher than they look. It might be an evil If a Condition would affect a character’s ability to succeed at an
sorcerer that has a magic ward, an enemy fort that is particularly well action, you need to roll a 5 or higher to score a Hit.
defended, or a mountain that seemed much smaller when the heroes first
Edge threatened: the action somehow imperils one of a character’s
started to climb it.
Edges. This might be an item of equipment that is lost, a special
A resilient challenge discards the first Hit made against it each time dice skill impaired, or an ally injured. The Edge might be temporarily
are rolled. It is as if the die was never rolled. If a hero rolled three Hits unavailable, or reduced by a die step. This should last for at least the
against a resilient Difficulty 3 challenge, they would only achieve a Twist. scene or until an action is taken to restore the Edge.
If the same hero only rolled one Hit, then their result would be a Failure!
Allies threatened: friends, family or bystanders are put into danger,
Resilient challenges are very dangerous! Failure results are far more captured or even killed.
common when heroes face resilient adversaries or obstacles. It can work
New threat: a new enemy or threat turns up, or the characters are
well when combined with a low Difficulty (Tricky or Tough). A Game
made aware of its imminent arrival.
Master should only use a resilient challenge on high Difficulty obstacles
if they want a truly epic experience for the heroes. More difficult: the situation changes and the Difficulty
of a challenge increases by one.
Never use more than one Resilient challenge in a scene.
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Both attacker and defender work out how many dice they could roll in
d fh k l t Strain
they have been strained and cannot be used.
Hrothgar’s Bearing is now d6.
the situation, as if they were acting against a normal challenge. This
An Attribute with the d4 strained cannot be used. Actions requiring that
means they count up their Attribute, and Edge, and any dice for any
Attribute will automatically fail, causing the situation to Escalate.
characters helping. The GM can also grant bonus dice to either (or both!)
sides. The attacker will roll these dice, looking for Hits as normal. The Conditions are specific injuries, emotional states or circumstances that
Difficulty of the action is equal to the number of dice the defender has. affect a hero. Nine common Conditions are listed on the character sheet,
but players and GM are free to make up others. Conditions are first and
Play out the scene and roll dice as you would for other challenges. If
foremost cues for roleplaying. If Erlend has Angry marked off, then
the attacker achieves Twists then the defender can work with the GM to
roleplay his furious rage or his quiet fuming.
decide what happens. Hero-versus-hero actions are always Risky, so if
the attacker fails a roll they will Strain their Attribute. Continue until When a Condition might adversely affect a task being attempted, only
one side backs down, or one side wins (the attacker finds their Attribute rolls of 5 or 6 (5+) count as Hits. Erlend’s anger would hinder him being
strained below d4, or the defender’s Difficulty is reduced to zero). diplomatic, so the penalty would stand. If a Condition would prove to be
an advantage, then the GM may grant a bonus die to the task. If Erlend
attempted to intimidate or threaten the subject of his anger, the GM
Alternatives: the above system lets both sides describe the un- might grant the bonus die.
folding action. However, it is not the only way to deal with Hero Vs
Hero conflicts.You might like to try; Recovery
The speed at which Strain and Conditions are recovered is up to the GM
Compare to win: the attacker and defender compare relevent Attri- and what they feel is dramatically appropriate. In general, each Attribute
bute dice or Edge dice (their choice). Highest die step wins. This is should recover one step of Strain at the end of an act (so Hrothgar’s
quick, and stops people getting involved in fights they cannot win. Bearing would move from d6 to d8).
Roll-off: gather dice for attacker and defender as above, but both Conditions should only recover after significant and relevant roleplaying
players roll. Whoever scores the most Hits wins the conflict. If has occurred, or when an appropriate period of time has elapsed. It
neither side scores a 4+ make something horrible happen! will usually be obvious when a character has calmed down from being
angered, or rested enough to no longer be tired.
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Tracking & Defeating Challenges Record all relevant details on the sticky-notes, including whether a
challenge is Risky or Resilient. Players appreciate the openness of the
When a new challenge, opponent or threat is introduced, put a sticky- system, being able to see how tough an adversary or obstacle is, as well as
note note (or card, or piece of paper) in the middle of the table with the the effect they have when they achieve Twists and Successes.
challenge’s name and a number of boxes equal to the Difficulty required Use the sticky-notes to help remind players of what is going on, and
to overcome it. When an action is taken and enough Hits are achieved, the where (in relative terms) the action is taking place. Use chits, tokens
challenge is overcome and the sticky-note is removed. If not enough Hits or miniature figures to represent the characters and place them on the
are achieved and the action succeeds with a Twist, mark off one box and sticky-note that each is dealing with. If there are important terrain
introduce the Twist. If no Hits are achieved and the action Fails you will features in the scene, write those on a sticky-note too - it might inspire
probably be adding another sticky-note to the table! players to include these in their actions. Move the sticky-notes around
When a box is marked off, it indicates the characters are on their way to when appropriate, to show how the scene is changing and evolving, and
overcoming the challenge. The new Difficulty to defeat the challenge is to give a sense of dynamism and action.
equal to the unmarked boxes that remain on the sticky-note.
Ignored Challenges
A challenge that is not directly dealt with by one or more heroes does
<- Here we have two challenges, a
not sit still in time, waiting for its moment in the spotlight. If the heroes
pack of wolves that are Difficulty 2
choose to ignore henchmen in order to gang-up on the warlord, then
to overcome, and the Beast itself. The
more fool them because the henchmen are still going to help their master.
beast originally had a Difficulty of 4,
but a character has already taken action An ignored challenge that can take action will take action. Warriors,
against it, achieving a Twist. The Beast creatures and monsters will attack the heroes, bystanders or anything
now has 3 boxes left, so is down to else that has their attention; the rising tide will wash away the half-
Difficulty 3. built levy; lost children will get themselves into even deeper trouble; the
dwarven thieves will carry away the village’s gold; and anything else that
might go wrong will go wrong!
Ignored challenges get a free Twist that may be applied in whatever way
you feel is most appropriate to the scene, situation and story. Challenges
-> Later in the combat the pack likely to cause injury will either Strain an Attribute of a hero or threaten
of wolves have been defeated (all allies. Situations that will get worse will increase in Difficulty or
the boxes are marked off) and the introduce new threats.
beast has been reduced to Difficulty 2.
Something has gone wrong though, and
a new challenge has been introduced
in the form of the dying Chieftain. The
3 in brackets is warning the players
they only have three turns to save the
Chieftain.
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Hugo Barbosa (Order #41667440)
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Searching the village is a Wits 2 challenge. Success will find the girl
hiding under a building or amongst the livestock. Failure will see
the heroes and villagers led on a wild goose chase that could end
tragically, depending upon how grim you wish to make the tale.
Twists might include the application of Tired, Scared or Angry
Conditions, the loss of Fate or an Edge due to some misfortune during,
or a surprise attack by raiders or the Beast.
Aald the Drunkard: the local drunkard is unimpressed with the
heroes, unless they can prove their mettle in a drinking contest. While
this is an easy challenge for Erlend, it would be a very appropriate
one for Signy (Strength 2 challenge). This is a Risky action as the
challenging character might end up unconscious! Success will see Aald
the Drunkard proclaiming the characters “all right” before collapsing
unconscious. A Twist will result in the challenging character suffering
the Dazed condition and further Twists could apply the Angry or
Tired conditions. A Failure could mean Aald becomes angry at the
challenger’s poor fortitude and the situation escalates to a bar brawl.
Diplomacy: in order to find out more about the Beast the heroes
must seek the aid of a wise woman, fey creature (an alfar or dwarf,
perhaps), a giant or bear-man. This usually hostile person or creature
must be appeased and then convinced to help. This challenge should
be met by a single character (probably Hrothgar or Yngvild).
Convincing the character to help is a Bearing 3 challenge. Success
will see the wise woman / fey creature / giant / bear-man provide
information or objects to aid in the coming battle with the Beast.
Failure will cause the character to become angered and take retribution
on the negotiator. This might be the Injured Condition, if the
character is likely to get violent (like a giant or bear-man), or the loss
of an Edge or the application of another Condition if the character is
inclined to trickery or magic (such as the wise woman or fey creatures).
A Twist might result in the loss of an Edge, performing some task for
the character, or a change in the negotiating conditions - a giant might
demand a contest of strength (Strength challenge), a bear-man might
wish to battle (Prowess challenge), the wise woman might ask for an
object to be retrieved quickly (Agility challenge) and a fey creature
might try to use riddles or tricks (Wits challenge). It is up to the GM
whether the same hero must complete this new challenge.
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Attributes: each hero will be very good at something and very poor at Loyal: pick another hero to have this bond with. Earn a Spirit point when
something. Allocate a d4, d6, d8, d10 and d12 to the five attributes. you take action influenced by this hero, or when you demonstrate your
loyalty.
Edges: particular talents, notable skills, life experience, equipment and
allies are all encompassed by Edges. Choose six edges for the hero, Selfish: earn a Spirit point when you take an action that advantages
one rated at d10, one d8, two d6 and two d4. Each Edge should be a you but disadvantages your allies.
specific “thing”, skill or advantage. “Sword” is better than “Weapon”, Trophy Taker: earn a Spirit point whenever you defeat an adversary
but “A sword I stole from a dead warrior” is even better! Each Edge and take a trophy from them.
should be specific enough to be useful in a particular type of situation
(combat, talking, hunting) and not so broad that many ways to use it Woman: only appropriate for female characters! Earn a Spirit point when
in a range of situations immediately spring to mind. your gender causes a problem or is important in the scene.
Drives: choose two Drives for your hero. They should hint at the
kinds of things you want to do with your character - taking trophies
Legends
from defeated foes would be good if you want to get into combat and Artefact: you possess a valuable heirloom or object of power. Choose
show off your prowess, but not so good if you want to be more of a one edge that is a thing and increase its die step by one.
thinker. There are 15 Drives on the characters already provided, and
some more below. Picking one Drive that is connected with another Berserker: you can become a wild, frenzied whirlwind of death. Spend a
hero is often a good idea. Spirit point to increase your Prowess by 1 step for the rest of the scene.
You also gain the Angry Condition.
Legend: heroes have amazing abilities and incredible talents. Choose
a Legend for your character, either from the 15 described on the Command: you are a great leader, adept at directing your allies. Spend a
characters, or from those below. You can even try your hand at creating Spirit point to allow another hero to re-roll an Attribute die.
your own Legend if you wish. A good Legend will provide a bonus d6 Skald: you are a lore gatherer and tale teller. You may roll an additional
in specific circumstances, or grant a specific advantage at the cost of a d6 when making any check related to legends, history or rumors.
Spirit point, or allow the rules of the game or “reality” to be broken in
a single specific situation. Wolf Kindred: you shape shift into the form of a wolf. Spend a Spirit
point to change forms. You are for all intents and purposes a wolf until
With this done all you need to do is give the hero a name and introduce the end of the scene.
him or her!
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Hugo Barbosa (Order #41667440)
The Beast of Lim fjord
[\ [\
Strength
Prowess Edges
d fh k l t Strain
k[\
[\
Agility h [\
Agilty f [\
d fh k l t f [\ [\
Strain
d[\
Wits d[\
Wits [\
d fh k l t Strain
Bearing Conditions [\
Bearing
d fh k l t Strain
Prowess Spirit
Prowess [ \ Angry [ \ Trapped [ \ Dazed
d fh k l t Strain
[ \ Scared [ \ Blinded [ \ Injured
[ \ Tired [ \ Hungry [ \ Dying
Risks and Rewards Conditions: When a roll is Failed, or when the situation Drives: these are character motivations and goals. When
When attempting dramatic actions or trying to overcome warrants it, the Attribute is Strained. A strained Attribute you act in accordance with one of your Drives you gain
obstacles, determine which Attribute you are using and roll counts as one die lower (a strained d4 means you don’t a Spirit point. If you put yourself into a particularly
that die. If you have an Edge that might be useful you can roll a die). Sometimes a character will suffer a Condition dangerous situation because of a Drive, you earn two Spirit
roll that die too. Each result of 4 or higher is a Hit. You instead, in which case you mark off the relevent box. points.
need Hits equal to the Difficulty to succeed.
Recovery: Each Attribute recovers one step of Strain at Advances: spend Spirit at anytime to improve your char-
Difficulty: Easy = 1 Tricky = 2 Tough = 3 Daunting = 4 the end of an act (or at the GM’s discretion). Conditions acter. To raise an Attribute or Edge to the next die type it
recover at the GM’s discretion, usually after significant costs a number of Spirit points equal to the current die (so,
No Hits - Failure. Situation escalates. roleplaying. to raise an Attribute from d6 to d8 it
Not enough Hits - Twist. Partial success. would cost 6 points). It costs 5 Spirit
Enough Hits - Success. Player gets what they want. Spirit points: spend Spirit to (a) recover a Condition; (b) to add a new Drive or Legend.
Each additional Hit - make a declaration. recover all Strain from one Attribute; (c) refresh a used
Edge; or (d) add a detail to a scene.
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Hugo Barbosa (Order #41667440)