Vaesen Pregens

by Sylanael

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Vaesen

Nordic Horror Roleplaying

Game Details

.

Game: Vaesen, Nordic Horror Roleplaying

System: Year Zero (also used for Alien RPG, Mutant Year Zero)

In dark forests, beyond the mountains, by black lakes in hidden groves. At your doorstep. In the shadows, something stirs. Strange beings. Twisted creatures, lurking at the edge of vision. Watching. Waiting. Unseen by most, but not by you. You see them for what they really are ... Vaesen.

Welcome to the Mythic North – northern Europe of the nineteenth century, but not as we know it today. A land where the myths are real. A cold reach covered by vast forests, its few cities lonely beacons of industry and enlightenment – a new civilization dawning. But in the countryside, the old ways still hold sway. There, people know what lurks in the dark.

Note

The next page contains the background and overview of this game's world, however you are not expected to read all of it as I will be explaining it again during the game day. Don't worry so much on the game's lore or mechanics as I will be teaching all on the day itself. If you are interested you may watch the Youtube Trailer the company behind this game put out: https://www.youtube.com/watch?v=n3-ZRwMWdr0

If you are interested in checking someone reviewing this game plus a quick overview I highly recommend this video by Dave Thaumavore RPG Reviews https://www.youtube.com/watch?v=-go3yWMIRV0

Game Setting

Overview

This section offers an overview that might be good to keep in mind. Vaesen takes place in a mythical nineteenth-century Scandinavia. This version of Scandinavia is not historically accurate, but an alternate world where events may correspond more or less to our reality.

As such, the stories do not take place in any specific period of the 1800s – the Mythic North combines phenomena from the entire century. Steamboats, trains, as well as political and philosophical movements from the end of the nineteenth century may well be mixed with earlier phenomena. That said, you would do well to draw inspiration from historical events – much that happened in the 1800s would make excellent starting points for creating exciting mysteries.

Vaesen

Throughout history, humans have shared their land with vaesen; trolls, ghosts, lindworms, and other creatures inhabiting the woods and lakes. Like the humans, these have had their ups and downs with one another.

Many have assisted the farmers in their back-breaking labor and made the dark, winter nights more bearable with enchanted music and gifts in the form of strange handicrafts to blacksmiths and lute players.

Although vaesen have always been present, few have actually seen them. The creatures are imperceptible to the human eye – they choose whether or not to reveal themselves. It is said that their presence may be inferred from something as innocuous as a draft in the room, or from the abnormal behavior of farm animals. Tales and songs tell of rules that must be followed so as not to anger the vaesen. Rural people often think they know how to avoid getting on the wrong side of those who dwell underground, but something has altered the balance between the humans on the surface and the creatures beneath. Vaesen have started attacking villages and destroying homes, factories, and train stations. They no longer behave as they do in the stories. Some think they have gone mad, others that the end times are nigh.

THE SIGHT

You are a person with the Sight, meaning that you have the ability to see vaesen – even when they are trying to remain invisible. You acquired the Sight as a result of some physical or psychological trauma, most likely some form of supernatural event, either during childhood or as an adult.

Those who have the Sight are sometimes referred to as Thursday’s Children. For one reason or another you have sought out other people with the Sight, and together you have decided to use your ability to help those affected by the ill-tempered caprice of the vaesen. You have learned that there used to be an organization known as The Society, and decided to re-establish it. The Society existed for hundreds of years, made up of people with the Sight who devoted their time to studying and expelling vaesen. Its members met at the old Castle Gyllencreutz in Upsala, but some ten years ago the last of them abandoned the organization, locked the castle gate, and left the building to decay. No one knows why.

You and your friends have tracked down a former member of the Society – an elderly woman named Linnea Elfeklint, now a patient at Upsala Asylum. Linnea has told you about the history and traditions of the Society, and given you the keys and deeds to Castle Gyllencreutz. But she refuses to leave the asylum and will not come with you to the castle under any circumstances – and she does not say why. It is up to you to restore the old organization, build your headquarters, and go on expeditions in Scandinavia, solving mysteries and driving off vaesen.

During the game you will have the opportunity to explore and expand Castle Gyllencreutz. The castle is your headquarters, where you may prepare for journeys and heal any physical or mental wounds from your encounters with vaesen. At the same time, you must maintain a façade of normality in front of your friends and relatives in Upsala – if they ever found out about your alleged ability to see supernatural creatures, they would sooner or later have you locked up in the asylum with Linnea.

Astrid Eklund

MIddle-Age Academic


Motivation Proving my critics wrong
Trauma Watched my partner being torn apart by a giant
Dark Secret Hunted by a vaesen
Talents

Bookworm: Gain +2 to LEARNING when looking for clues in books or libraries.

Erudite: You can pass a LEARNING test to establish truths about places and phenomena in the game. You may know that a certain location is renowned for its glassblowers, or that a gang of criminals operates in the area. The Gamemaster judges what is appropriate, and what is reasonable for you to know. You should not be allowed to make up things about vaesen.

Knowledge is Reassuring: Ignore Conditions when making LEARNING tests.

Weapons
Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Rapier Close Combat 1 +2 +2
Resources

STRUGGLING [3]: You have a humble home and a fixed income. You have no money for savings, but you can dress your family for special occasions and your children have some access to education – at least for a few years.

Momentos

JOURNAL: Journal of your dead husband with a dried red rose used as a bookmark squashed in between the pages.

Attributes

Physique 2

Precision 4

Logic 4

Empathy 3

Skills

Agility (Physique) 0+2

Close Combat (Physique) 2+2

Force (Physique) 0+2

Medicine (Precision) 0+4

Ranged Combat (Precision) 0+4

Stealth (Precision) 0+4

Investigation (Logic) 2+4

Learning (Logic) 4+4

Vigilance (Logic) 2+4

Inspiration (Empathy) 0+3

Manipulation (Empathy) 0+3

Observation (Empathy) 0+3

Note: The Bonus from the Attribute is already indicated

Torun Lindberg

Old-Age Hunter

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Motivation Live in tune with nature
Trauma Broke your leg in the forest, but was guided home by a Will o’ the Wisp
Dark Secret Has children with a Vaesen (Will o’ the Wisp)

Talents

Bloodhound: Gain +2 to VIGILANCE when tracking your prey.

Herbalist: By utilizing wild herbs, you can use MEDICINE without having access to medical supplies.

Marksman: Gain +2 to RANGED COMBAT on your first turn when successfully ambushing or attacking your enemy

Weapons

Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Rifle Ranged Combat 2 1-3 +2
Hunting Knife Close Combat 1 0 +1
Resources

FINANCIALLY STABLE [4]: You own your own home and have a job that provides a steady income. Most likely you have some money stashed away. Occasionally you may treat yourself to some sweets, a trip, or a beautiful object. In times of crisis there are people to lend you money.

Momentos

PHOTO: You carry around a photo of a Will o’ the Wisp with you at all times.

Attributes

Physique 3

Precision 4

Logic 3

Empathy 3

Skills

Agility (Physique) 0+3

Close Combat (Physique) 0+3

Force (Physique) 0+3

Medicine (Precision) 4+4

Ranged Combat (Precision) 4+4

Stealth (Precision) 4+4

Investigation (Logic) 0+3

Learning (Logic) 0+3

Vigilance (Logic) 0+3

Inspiration (Empathy) 0+3

Manipulation (Empathy) 0+3

Observation (Empathy) 1+3

Note: The Bonus from the Attribute is already indicated

Valentina Backlund

Middle-Age Occultist

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Motivation Learning about Vaesen
Trauma Almost burned alive as a witch by own family
Dark Secret Attracted to the same gender

Talents

Conjuring Tricks: You can use STEALTH instead of MANIPULATION when performing conjuring tricks to influence people.

Medium: You can use OBSERVATION to perform seances where you predict people’s futures and contact the dead. Extra successes provide more information, prolong the contact, or cause spirits to materialize. On failure you are given inaccurate information, attacked, or suffer a Condition.

Strike Fear: You can strike fear with Fear 1. It counts as a slow action and does not work against vaesen. Choose a victim in your zone. Targeted NPCs must pass a Logic or Empathy test. Their roll gains bonus dice equal to the number of friendly individuals in the same zone.

Weapons

Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Whip Close Combat 1 0 +1
Resources

POOR [2]: You live very simply. Most days there is food on the table, but far too little. If you have children, they are forced to live in squalor. You own a change of clothes and a few possessions. Loss of income would be disastrous for you.

Momentos

OLD LOVE LETTER: You carry around a letter written by a woman confessing her undying love to you

Attributes

Physique 3

Precision 4

Logic 3

Empathy 4

Skills

Agility (Physique) 0+3

Close Combat (Physique) 2+3

Force (Physique) 0+3

Medicine (Precision) 4+4

Ranged Combat (Precision) 4+4

Stealth (Precision) 0+3

Investigation (Logic) 0+3

Learning (Logic) 0+3

Vigilance (Logic) 2+3

Inspiration (Empathy) 0+3

Manipulation (Empathy) 0+3

Observation (Empathy) 0+3

Note: The Bonus from the Attribute is already indicated

Equipment
  • Crystall Ball: When used with OBSERVATION to search for clues (gain +1 bonus success)

Johan Almklint

Old-Age Officer

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Motivation Make my father proud
Trauma Almost drowned when your ship was dragged down by a sea monster
Dark Secret Cannot cope with filth and disorder

Talents

Battle-Hardened: You are used to battle. When drawing for initiative, draw two cards and pick one of them

Gentleman: You were raised to control your emotions and behavior in social situations, even under pressure. Ignore penalties from mental Conditions when making MANIPULATION tests.

Tactician: When you pass a RANGED COMBAT test during combat and get extra successes, you may – in addition to the usual alternatives – issue an order to a friend. Doing so costs one success. If she follows your order, she gains +2 to her next test (can be chosen multiple times to give orders to different people).

Weapons

Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Pistol Ranged Combat 2 1-3 +2
Bayounet Close Combat 2 0 +1
Momentos

Ring: Ring with red jewel in the middle (family heirloom).

Attributes

Physique 4

Precision 4

Logic 3

Empathy 2

Skills

Agility (Physique) 4+4

Close Combat (Physique) 3+4

Force (Physique) 2+4

Medicine (Precision) 0+4

Ranged Combat (Precision) 4+4

Stealth (Precision) 0+4

Investigation (Logic) 0+3

Learning (Logic) 0+3

Vigilance (Logic) 2+3

Inspiration (Empathy) 0+2

Manipulation (Empathy) 0+2

Observation (Empathy) 0+2

Note: The Bonus from the Attribute is already indicated

Resources

WELL-OFF [6]: You have a big house or apartment. You probably have multiple sources of income and several employees. You do not think of money as a scarce resource, but as a game to increase your capital and influence. You keep fine company and have little contact with the poor. Your family can go on vacations and you can afford all the latest innovations.

Helena Skytte

Young Writer

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Motivation Researching a book
Trauma Heard the song of the Neck, but failed to write down the lyrics
Dark Secret Wanted for revolutionary ideas

Talents

Automatic Writing: When channeling spirits through automatic writing you can use INSPIRATION to gain clues. The Gamemaster provides more or less vague clues, predictions about the future, or momentary insights into the thoughts and experiences of your enemies. Extra successes reveal more clues. On failure the Gamemaster decides whether you suffer a Condition, become possessed, or undergo a personality change (you decide what kind) that lasts for 1D6 hours. You can use Automatic Writing once per gaming session.

Journalist: You may use INSPIRATION instead of MANIPULATION when charming or deceiving someone to gain information.

Wordsmith: Ignore penalties from Conditions when making INSPIRATION tests.

Weapons

Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Pet Dog Close Combat 1 0 +1
Equipment
  • Writing utensils and paper,
  • Camera
  • Pet Dog (Swedish Vallhund)

Attributes

Physique 4

Precision 4

Logic 3

Empathy 4

Skills

Agility (Physique) 0+3

Close Combat (Physique) 2+3

Force (Physique) 0+3

Medicine (Precision) 0+4

Ranged Combat (Precision) 0+4

Stealth (Precision) 0+4

Investigation (Logic) 0+4

Learning (Logic) 0+4

Vigilance (Logic) 0+4

Inspiration (Empathy) 4+4

Manipulation (Empathy) 2+4

Observation (Empathy) 2+4

Note: The Bonus from the Attribute is already indicated

Resources

MIDDLE-CLASS [5]: You own a home and a business. You may have one or several employees and know how to invest for the future. You have savings and access to loans. You and your family are living well.

Momentos

DRIED ROSE: You keep a dried rose in between one of the many books you carry

Viktor af Blacke

Young Priest

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Motivation Cleansing my tarnished soul
Trauma Watched a church grim tear apart some thieves trying to steal the church silver
Dark Secret The Devil speaks to me

Talents

Absolution Anyone who confesses to you as an activity heal three Conditions instead of two.

Blessing: Once per session you can bless an object or another player character. The player character, or anyone using the object, gains the Blessed Advantage, adding +2 to a test of their choice. The Advantage expires upon use or when the mystery is over. You can only bless the same character or object once per mystery.

Confessor: You may use OBSERVATION instead of MANIPULATION when having a confidential conversation.

Weapons

Skill Damage Range Bonus
Kick/Punch Force 1 0 -
Dagger Close Combat 1 0 +2
Equipment
  • Musical instrument (Harmonica)
  • Writing utensils
  • Holy water
  • Rosary

Attributes

Physique 3

Precision 4

Logic 4

Empathy 4

Skills

Agility (Physique) 0+3

Close Combat (Physique) 0+3

Force (Physique) 0+3

Medicine (Precision) 0+4

Ranged Combat (Precision) 0+4

Stealth (Precision) 0+4

Investigation (Logic) 0+4

Learning (Logic) 0+4

Vigilance (Logic) 0+4

Inspiration (Empathy) 4+4

Manipulation (Empathy) 4+4

Observation (Empathy) 2+4

Note: The Bonus from the Attribute is already indicated

Resources

MIDDLE-CLASS [5]: You own a home and a business. You may have one or several employees and know how to invest for the future. You have savings and access to loans. You and your family are living well.

Momentos

PERSONAL BIBLE: A Bible written in a mixture of both Hebrew and Greek

 

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