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Valrjar, The Chosen Stain

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Page 1: Valrjar, The Chosen Stain
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Valherjar concept created and developed by Greg Spyridis

Written by: Greg SpyridisCover Art: Ron SpencerInterior Art: Tom Gianni, Matt Kukosky, Roel

Robles, Amanda Sartor, Ron SpencerGraphic Design: Greg SpyridisEditor: Vincent VerheiPronunciation Guide: Charles Anthony BaizeLayout: Greg Spyridis

AOR System created and developed by Greg Spyridis

Playtesters: Carrie Baize, Charles Anthony Baize, Kip Davis, Per Enfield, Joshua Gekeler, Jesse Hart, Douglas Kilmer, Cheryl Myers, Paul Myers, Steven Myers, David Sharma, Erik Tribou, Michael Van Horn, Daniel Wood

Extra Thanks to: Carrie Baize, Charles Anthony Baize, Per Enfield, Steven Myers, Erik Tribou, Dan Wood, and all the folks at The Forge

Special Thanks to:Michael “Kip” Davis: The man most likely to

compare our life-long friendship to a train wreck you can’t look away from, half the time I think his support and encouragement is a machiavellian dare to see if I’d actually do something so insane.

Jess Hart: Never afraid to cause epic pain in the name of progress, his high standards and unwillingness

to let me settle almost killed me, and he never missed an opportunity to remind me that my game is ass.

Paul Myers: Idealism and individuality are unquestionably traits to have on your side. Of course, when sanguineness like that whispers in the ear of a nutjob like me it ends up a bit like throwing napalm on a tire fire.

Michael Van Horn: A perpetual bundle of enthusiasm and optimism as contagious as a rash from the Quick E Mart’s restroom, it’s amazing what happens when you plop a dedicated geek in the smart chair.

Very Special Thanks to:Cheryl Myers: My lady, my love, and my best

friend—who never lost faith in me, even when I did in myself. Who always stood beside me, even when the view looked remarkably like it was from a colonoscopy endoscope. And who loves me, despite the fact that it is automatically grounds for asylum committal in more than a dozen states.

And, Finally, a Thanks Beyond Words to:Pauline Spyridis: My dear mother…she has

redefined “unconditional love” to the extent that her picture’s now in Webster’s. Trusting and supportive, benevolent and boundless, not only would I not be alive without her unwavering devotion, but I also would have missed a life’s worth of unbelievably absurd experiences…that most recently includes creating a series of roleplaying games.

This book is a work of fiction using extensive religious theology, references to magic, and numerous supernatural and mystical elements. It includes adult themes, is intended for mature audiences, and should be used for entertainment purposes only. Reader discretion is advised.

© 2004 Game Monkey Press. All rights reserved. Reproduction without the expressed written consent of the publisher is expressly forbidden, excluding character sheets, which may be reproduced for personal use only, and content used for media review. Valherjar, The Chosen Slain, the AOR System, Game Monkeys, and Game Monkey Press all trademark Game Monkey Press, all rights reserved. All characters, names, places, and text herein are copyright Game Monkey Press.

The mention of, or reference to, any company or product in these pages is not a challenge to the trademarks or copyrights concerned.

For more information on Valherjar: The Chosen Slain or Game Monkey Press please visit http://www.valherjar.com or http://www.gmpress.com

Credits and Acknowledgements

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Prologue: Mortal Fears 7

Chapter 1: Introduction 15An Introduction to Norse Mythology 15

Origins of Norse Theology 15Norse Mythology at a Glance 15

What are the “Valherjar”? 16The World of Valherjar: The Chosen Slain 17

Setting Overview 17Valherjar Year Books 17

Understanding This Book 18The Valherjar CoreRulebook at a Glance 18

Player Gender in the Valherjar Books 18Suggested Source Material 18

Inspiration & Ambiance 18Historical Reference 20

Notes for New Players… 20Overview 20What is a “roleplaying game” anyway? 20Knowing Your Role: Narrators and Characters 20The “D” is for “dice” 21Finding additional help 21

Chapter 2: The Valherjar 23Overview 23Mortal Death and The Valkyrie 24The Gods 26Adapting to an Unanticipated Afterlife 28The Role of the Valherjar 29

The Mission 29The Rules 29Their Structure and Method 31

The Runes of Rebirth 38Overview 39Rune Magic 40

The Jotnar 42A Death Beyond Dying 47

Chapter 3: Gaming System 51The Purpose of Roleplaying Systems 51The AOR Gaming System 51AOR System Basics 51

Tests 51The Target Roll 51Target Numbers 51Difficulties and Modifiers 52

Attributes 52Primary Attributes 52

Secondary Attributes 56Skills 56

Default Attributes 56Specializations 56

Actions and Tests 57AOR Tests at a Glance 57Actions 57The Target Roll 57Target Numbers 57The Action Opportunity Roll 59The Effect Die 59Opposed Tests 60Attribute Only Tests 60Automatic Successand Failures 61The 3-Second Rule 61

Example of Play: Performing an Action 61Combat 62

AOR Combat at a Glance 62Rounds 62Declaration 62The Roll 63Initiative 63Multiple Actions 64AOR Penalties 64

Example of Play: Initiative within a Round 64Notes from the Developers 65

The Intent of the AOR System 65Arranging AOR Dice 65

Action Modifications 66Timing Actions 66Overwatch in Combat 67Stacking Complex Actions 67Redirecting Actions 67

Defense 67Dodge 67Parry 68Evade 68

Damage and Health 68Doing Damage 68Physical and Physiological Damage 68Health Levels 69Taking Damage; Wounds vs. Health Levels 69

Recovering Health 71Armor 71Example of Play: A Round of Combat 72Rune Magic 73

Rune Magic at a Glance 73Rune Magic 73Vitality and Fatigue 73

Table of Contents

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Rune Magic Actions 73Runic Focus 74Boons 74

Luck 74Prestige 75

Prestige Ranks 76Veteran Points 76

Improving Characters with Veteran Points 77Optional Special Rules 77

Attacks at Range 77Rates of Fire andAutomatic Weapons 78Weapon and Armor Concealment 80Recoil 80Penetration 81Dual, Off, Over, and Short Handed Attacks 81Shields 83

Chapter 4: Character Creation 85Overview 85Adding Character to Your Character 85Aettir 85

The Gjall 87The Gleipnir 88The Grimnir 89The Gyllen 90The Hlin 91The Mjolnir 92

Priority Points 93Attributes 93Skills 93Rune Magic 94Prestige 95

Secondary Attributes 95Skills List 96

The Limitations of a Skill List 96Standard Skill Master List 97

Rune Magic List 110Rune Magic Master List 111

Boons List 125Weapons and Armor List 130

Weapon Information 130Ranged Weapons 132Ranged Weapons Master List 133A Note on Firearms 141Melee Weapons 141Melee Weapons Master List 142Armor Master List 142Armor 146

Chapter 5: Narrating 149Role of the Narrator 149

Overview 149The Narrator’s Many Hats 14910 Rules to Narrate by… 149

Creating Believable Stories 151The Three Parts of a Dramatic Story 151Customizing Your Story to Your Audience 151

Plots and Hooks 152What is a Plot Hook? 152How to Use These Samples 152Sample Plot Hooks 152Packing the Plot Hooks in 154Campaign Ideas on our Website 154

Living the Adventure 154A Gaming Overview 154Operations 154Campaigns 155Sagas 155Prologues 155

Customizing the Rules 155Controlling Combat 155Maximizing the Effect of the AOR 156Simplifying and Resolving Discrepancies 157Avoiding the Predictable Enemy Syndrome 157House Rules 158The 3-Second Rule 158Resolving Disputes and Staying on Track 159

Player Rewards 159

Chapter 6: The Jotnar 161Social Structure 161Activities 161Ritual Magic 161

Schools of Ritual Magic 162Ritual Magic in Game 164

Jotnar Profiles 165The Boda 165The Garm 167The Jormun 168The Nidhogg 170The Surtur 172The Ymir 173The Ratatosk 175The Thokk 180The Muspell 185Thugs and Pugs 186

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Chapter 7: OGL Appendix 189Preface 189Overview 189Game Adjustments 189

Rune Magic Feats 189Rune Focus Meta-Feats 189Action Points 189Levels as Prestige Ranks 190

Creating a Valherjar Character 191The Valherjar Template 191

The Aettir 192The Gjall 192The Gleipnir 193The Grimnir 195The Gyllen 197The Hlin 198The Mjolnir 200

New Feats 202Rune Magic Feat List 203Modern Weaponsand Armor 215

Modern Weapons 216Pistols 217Rifles, Shotguns, and Submachine Guns 218Heavy Support Arms 219Modern Armor 220

Sample Jotnar 221Open Game License Information 223

Chapter 8: Quick Reference 224Glossary 224Index 225Guide to Norse Runes 226AOR Combat at a Glance 227Rune Magic at a Glance 227Common Modifiers 227Automatic Fire Table 227Standard Skill Master List 228Rune Magic Master List 229Ranged Weapons Master List 230Melee Weapons Master List 231Armor Master List 231

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7

The only light on the street came from a sparse smattering of stars that managed to penetrate the thick inner-city smog. Darker than any night he could remember, Elias was keenly aware of the blackness that seemed to swallow the road and obscure even the distant edges of the buildings they passed. He shut his eyes tight, binding down so hard that little splashes of color erupted against his eyelids, and then flexed them wide open, hoping that the contrast would force his pupils to drink in the light his mind desperately wanted to be there. Instead he only managed to give himself a headache and unbalance himself enough that he periodically stumbled as they marched nearly blind through the night.

The blackness didn’t seem to phase Adanna, jogging ahead silently on point, and Elias couldn’t help but wonder if her eyes were just that much better than his or if there was yet another nuance of the still mysterious and painfully foreign magics that guided her steps. Periodically she would come to a sudden stop, letting the rest of the group catch up, and her head would whip suddenly from side to side. Equally as mystifying as her ability to intuit their direction was what, exactly, she was looking or listening for. The first few times it happened Elias whipped his rifle on line and scanned desperately into the night for the cause of her consternation. Invariably, though, he would fail to have even the slightest idea what had caught her attention, and before he could even think to ask she would give a little shake of her head, streaming black dreadlocks bouncing from side to side, and then continue her trot forward. So instead he spent each pause trying to stare at the line of her back, partially hidden beneath a thick leather biker’s jacket, and the hilt of the saber at her hip, idly hoping that movement in one or the other would be his best indicator of impending danger.

They had deliberately chosen a night of the new moon in hopes of better concealing their advance, but as Elias spied block after block of shattered light bulbs and demolished streetlights, he couldn’t help but wonder if the darkness was less to their advantage than they had anticipated. He also wondered if the almost palpable quality of this pitch-blackness was natural or some psychotic demon’s machination. But then, he had found himself constantly wondering about the naturalness of the world around him during the last few days. It seemed, despite his best efforts for rationalization, that some great weight had perched itself on his shoulders, and now he couldn’t help calling every little thing that seemed even remotely out of place into question. From their inability to start the van the first couple of times they tried to their luck (or lack thereof) with the traffic lights on the way

PROLOGUE: MORTAL FEARS

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here. From the occasional shifts of summer wind that whipped around their bodies to the smog that blocked the stars. From the inhuman amount of sweat that seemed to be pouring from his body to the frightening way his hands shook. He couldn’t seem to convince himself that the new world of magic and monsters he had been thrust into wasn’t responsible for all of it. Worse, he even wondered if his wondering was of his own device or if someone else was playing a part in that too, and it was slowly driving him mad. He did his best to swallow the paranoia, along with every other thought running through his head that had nothing to do with keeping aware and staying alive, but they constantly forced their way back to the surface of his mind — and he wondered if that, too, was natural or yet another kind of thaumaturgy.

But if anyone else within the Flyn, the six-man team of which he now was a part, thought the same they did an admirable job of hiding it. They had climbed from their dilapidated van some 2 miles back and, with barely a word, had began a slow trot down the abandoned streets of southern Seattle, eyes scanning what could be seen of the deserted industrial complexes, weapons held low and ready.

The area was once a bustling manufacturing district, so much so that Elias could remember when it had to be rezoned to allow for more warehouses and office space. But now it was long since abandoned and there was no such thing as legitimate business between here and the SeaTac airport another 10 miles south. The upside to the desolation —there was little need to worry about civilians being in the line of fire — was starkly contrasted with the fact that the monsters had their run of the area; every building, dumpster, manhole and stormdrain was another potential ambush. Every yard had been tense and stressful, with six pairs of eyes desperately scanning against the night for any signs of trouble, and the worst was still yet to come.

Six blocks from the target, a four-story brick storage building that still remained beyond their view, the group came to a halt behind a series of dumpsters and caught their breath. Angel, her red hair and pale white skin a stark contrast to the dreary night, looked up and down the street one last time before signaling for a quick equipment check. Suddenly the night was filled with the soft tapping of hands on the bottom of magazine plates, packs and straps being adjusted, and swords loosening in scabbards. Absently, she twirled a lock of hair around her finger and whispered to no one in particular, “Strange we haven’t seen or heard anything yet. They must know we’re coming.”

Santino looked up from checking the hoses and igniter of his “special surprise”, his good eye squinting around a cleft-jawed grin, nudged The Priest’s shoulder and pointed at Thorften. “They probably heard the Viking’s knees knocking together the whole way here.”

That brought a sudden rush of hushed laughter and an obscene gesture in reply from the giant Dane, and rather suddenly Elias found himself drawing strength from the confidence and casualness of his brethren. I might be scared out of my wits, he thought, but if they’re even remotely concerned they don’t show it.

But then the moment was done and they were back on the move. The last few hundred yards were the hardest, each person distinctly aware of the imminent threat, and they slowly crept from the single file marching order they had kept initially into a fan-like wave. Instinctively, with habits honed through thousands of hours of training, The Priest with his shotgun, Angel with her twin .45s and Santino with his M4 moved to the center of the formation, scanning the distant street corners and building tops. Thorften, greatsword resting on his shoulder, and Adanna, saber held low and menacing, moved to the outside corners and watched the buildings for ground level attackers. Elias, clumsy by contrast, hovered in the middle of the wedge, his P-90 clutched overly tight in white-knuckled fists.

Tense but uneventful, the lack of the expected ambush actually became more nerve-racking than any attack itself could have been. The Flyn stayed tightly together, creeping shoulder-to-shoulder and exchanging uncomfortable glances, before the alleyway finally gaped before them like a giant maw in the darkness.

Mere feet from the entrance Angel called a halt. After a dozen minutes crawled by, she signaled for Adanna to break rank and scout. Under the watchful eyes of the Flyn she moved deftly forward, sneaking from shadow to shadow, periodically stooping to examine some trace or take note of some sign, each time signaling to the group with an affirming thumbs up. Everything she saw said this was the place, but the lack of activity was confounding.

As Adanna returned to her place on the flank, meeting the group’s questioning stares with a large piece of fresh dung as irrefutable evidence in her hand, Angel fell back to stand beside Elias. Though tall in her own day, by modern standards her 5-foot-4 frame cut a deceptively demure line in the darkness, and she had to crane her

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neck to get a good view of Elias’ face. She tucked the Colt in her right hand beneath her left armpit and flexed her fingers before speaking. “This is the spot, right?”

Elias, shoulders hunched hard over his submachine gun and fingers turning ever more white around the grips, did his best not to shake as he nodded, but the sweat on his brow and look of terror on his face spoke the volumes that his words could not.

Angel pursed her lips in frustration and brushed a scarlet lock from her eyes. “I would have expected them to come at us by now. Buggerred. I hate it when they get smart.” She paused to crack her neck and take up her second pistol. “Alright, we try and draw them out. Elias, you’re with me. Stay close and give me cover if I need it. Santino, Priest, I want fire lines on the high sides. Anything comes off the roofs or down the walls, send it back to hell. Adanna, keep an eye on our flank. Thorften … get their attention.”

As Adanna faded rearward across the street and the two riflemen swung into position on either corner of the alley’s entrance, Thorften simply sauntered straight up the center of the opening like a man on a Sunday stroll. When he reached the opening he paused for a moment, greatsword still barely held single-handedly and lounging lazily across his shoulder, and shouted, “Hello!” then “Come and get it!” and finally “Hey you arse faces!” But when that had little effect he turned back towards the Flyn and shrugged, massive shoulders held comically in a dramatically over-exaggerated pose, before a sinister grin filled his whole face with mirth. Suddenly he spun, with a flourish more suited to an effeminate Victorian courtesan than a 6-foot-6 bearded blond giant, dropped his trousers and began urinating into the alley.

This solicited a hoot from Santino, a catcall from Angel, and an equally melodramatic eye-roll from The Priest, but surprisingly garnered no response from the darkness before them. This time when Thorften turned, despite the fact that his pants remained momentarily around his ankles, the look of confusion on his face was sincere, as were the nervous glances that slowly began to spread among the Flyn. This was uncharacteristic of everything they had ever known of the beasts they hunted. Large and feral, the raptor-like reptilians they expected to encounter should have had a pack-hunting ambush ready or charged them the minute they encroached on the monster’s territory. Their absence was even more disconcerting than their anticipated presence had been.

Once again, Angel turned to Elias. But this time the sternness of her face seemed to hold little understanding for the terror in his eyes. “Sorry, Elias. But this is exactly why we needed to have you along. We’re going to have to go into that alley, and you’re the only one who’s laid eyes on it before.”

He tried to say something, anything, in response but the minute he unclenched his teeth they began to chatter. Scared almost witless, he waited until The Priest had left his post on the corner and come to rest a fatherly hand on his shoulder. “It’s okay, my son.” he began, “We will take it slow, together. Leave the fighting to Santino, Thorften, Angel and Adanna. All you need do is tell me what you remember.”

They had already gone over it a dozen times, and for the life of him Elias still didn’t understand what they expected to gain by having him along, but Angel had be obstinate. The Jarl, the chieftain-like officer who had sent them on this mission, had been even more obdurate. Having eyes that had already seen the alley would be invaluable in this unusual circumstance, they insisted, and even though he was green and terrified, they had demanded he come along.

As the Flyn began to move into the alley, they flowed around each other in a graceful, dangerous wave. Thorften and Adanna hugged the outside edges of the alley, shoulders nearly brushing brick as they watched for activity before or beside them. Santino and Angel, on the other hand, hovered near the middle, firearms raised to their shoulders and eyes probing the rooftops and fire escapes. The casualness and frivolity of the advance had left them, all of them, and even Thorften now carried his blade in an aggressive combative stance. The deviation from form had alarmed them, even if none would admit it, and seeing the shift in their mood did nothing to lighten Elias’ sprit.

The alley was almost totally empty and deathly quiet. There was no wind to rustle the small scattering of refuse that speckled the ground, no rain to echo off the lone dumpster at the alley’s far end and, most notably, no rats or raccoons chittering about. Rats in this part of town should have been thick on the ground and scrounging for even the faintest possibility of food being among the garbage.

As they moved inward, The Priest kept Elias talking. Asking pointed questions based on the myriad of tellings and retellings Elias has done in the past, he gathered information and dispensed it to the rest of the team on their slow advance. “Where exactly did you see the first one?” “What angle did he come from?” “Is that the

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dumpster you saw one perched on?” Mostly Elias just nodded or shook his head, but periodically he used the laser on his P-90 to point and gesture. But even as he did so, and the Flyn continued to advance, confusion ever tightened around them.

The whole reason for this particular hunt, and more specifically for Elias’ involvement in it, was that nothing about it made sense. The monsters they hunted were feral, only semi-intelligent creatures called Jormun. On average only as smart as a dog or a pig, these vicious little terrors could easily rend a man limb from limb or swarm a heavily outnumbered foe, but against a prepared and well armed opponent were typically fairly ineffective.

Then again, there wasn’t much “typical” about what they seemed to be dealing with here.These particular Jormun weren’t acting like normal Jormun do at all. Not only was it remarkably

uncommon to find a pack of them running wild in an inner-city area like this, but reports said they had laid incredibly elaborate ambushes, shown remarkable discretion when engaging targets, and generally were making much more of a menace of themselves than anyone liked to hear about.

So the Flyn had been tasked with going in, determining if in fact they were behaving atypically, and then wiping them out. The assignment had been met with an uncharacteristic lack of enthusiasm from the Flyn as a whole. While slaughtering Jormun was typically the type of cushy, straightforward engagements this particular crew excelled at, the unusual elements of these monsters had put everyone on edge. So when word had come down that there was a witness, someone who had actually been in the proverbial dragon’s den, the Flyn immediately jumped at the opportunity to bring him on board.

It hadn’t mattered to them that the guy was so green he hadn’t even finished with his training or that he was setting a new record for shortest time spent being processed, they had seen Elias as an asset they would be idiotic to ignore. Most frighteningly of all, though, the powers that be had agreed with them.

So here he sat, taking footstep after sanity-rending footstep down a service road which he would rather have endured Hell than even see again, and there was nothing he could do about it. So onward he plodded, watery legged and ready to foul himself at a moment’s notice, answering asinine questions asked by a pot-bellied priest armed with a fully automatic shotgun.

If you asked him again, he could never have recounted what it was exactly that The Priest had pulled from his terror-frozen mind that was so bloody valuable. As far as Elias was concerned everything he could share seemed self-evident just by looking at the alley. Still, the minutes passed like hours in his terror-addled mind, his answers being used to adjust the scope of search and the Flyn’s position in the alley. Finally Angel, eyes scanning the building top, called a sharp “There!” and pointed with her pistols to a spot on the top floor of the building near one of the fire escape landings.

Elias stared at it bewildered, oblivious to the cause for the attention it had elicited, before The Priest looked up from his now aimed shotgun and whispered “Sight.”

Elias winced, embarrassed even through his fear, and then focused on bringing his new talents to bear. He pulled his left hand from his submachine gun and used its fingers to draw a glyph in the air. He closed his eyes and whispered softly to himself. When his eyes opened again, his vision was still dark in the blackness of the night, but now awake with an unnatural clarity. Colors he could have sworn weren’t there a mere second before now managed to poke dimly through the gloom. His Flyn-mates, scattered around him, all had an eerie glow about them, and brightly burning stones of energy imbedded in their wrists, chests and foreheads. But most importantly, the spot on the wall that Angel still pointed to with her pistols no longer appeared as solid weathered brick, but as a gaping and worn hole covered in a blue shimmering veil — and through that veil he could see a small vulture-like head peering back at him.

For a moment no one moved, as the six humans all re-calibrated their brains to what they were seeing. The creature, head bobbing absently within its hide, remained oblivious to its change of state. It apparently had not realized its camouflage had been discovered, and it watched them with intent fascination. Then Angel lowered her pistols and glanced over her shoulder. “Santino, you have the shot?”

He replied through the cleft in his chin, M4 held to his shoulder and eye hovering over the aperture of his Aimpoint scope, “I have the shot.”

“Then take it.”The monster’s head exploded a split second before anyone registered the crack of his rifle. The 5.56

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millimeter slug entered its smooth dome-like skull a half-inch above the beak-like mouth that made up the raptor’s face and spalled, tumbling from its impact with the thick bone and scale of the head and rending flesh and brain. It’s blood, a reddish-green ichor, fountained in all directions and spilled through the illusion of brick and towards the alley floor.

And then the world came alive.Before the first drop of blood hit the street dozens of Jormun — lean, four-legged reptilian nightmares of

scaly, armored bodies and razor-beaked jaws — boiled through the hole and ran in all directions across the face of the brick wall. Some leapt straight towards Santino and Angel, plunging from the four-story height through the dark. Others juked in random patterns to try and confuse their attackers. Normally, their movements would have been more coordinated, resembling the strategies of mammalian pack hunters, but from the moment they erupted from their nest it was clear that the assassinated Jormun was the alpha, and now the beasts were moving without focus — though not without purpose.

The fire began immediately. Angel’s twin 45s leapt to life, firing rounds in short, precise groups at target after target, repeatedly drilling a Jormun until it went limp or fell lifeless, then finding a new victim. The Priest’s USAS roared like a lion, its slow automatic fire pounding the night like a legion of tribal drums. The spray from the shotgun tore into the hole, shredding the demons in flight and then grinding those still vacating into chum.

Then night turned to day with a bolt of white-hot lightning and a gout of bright yellow flame. The lightning jumped from Adanna’s crackling hand and struck the first wall-running hellcat like the fury of the gods, instantly igniting the lightly scaled flesh of its belly, and hurling it across the alley in a slow, lazy arc. While fire, like the tongue of some ancient dragon, spewed forth to lick the wall clean of any raptors in its path. Santino had transitioned to the World War II relic flamethrower he had been carrying on his back immediately after his first shot, letting his M4 lounge quietly on its sling, while he chased down target after target with his funnel of fire.

Thorften growled a defiant incantation, the words coming harsh and guttural from his mouth, while his hand flickered patterns in the air. By the time the first burning monster hit the ground, Thorften had leapt from the far side of the alley, easily clearing the width of the street, and landed like a spider on the wall. He ran

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straight up its sheer face to crash into a mass of Jormun on their way down. The greatsword looked feather-light and flamed a brilliant red in his hands as he cut a swath through them, tunelessly singing through smiling lips.

The Flyn moved like the many heads of some mythical hydra, each lashing out independently but flowing as one. They slid from target to target, instinctively covering each other’s backs and swiftly closing holes that opened in their defenses, and the Jormun were nearly helpless to stop them. Those who stayed on the high wall and rooftops were cut down by scalding lightning or hails of buckshot. The monsters that clung to the building or hovered around the fire escape came face to face with the unlikely rush of a wall-walking Viking or fell under a hail of bullets from Angel’s pistols. While those who tried to rushed the Flyn or reached the ground were kissed by the cone from Santino’s flamethrower.

But animals, especially feral ones, become more vicious when cornered. A sudden rush of scale and claw leaping into the air as a single mass enveloped Santino as they landed, ripping large chunks of flesh from his arms and burrowing piercing talons through the rings of his chainmail. When the other monsters smelled the blood and sensed the opening, they swarmed. Those clamped to his flesh were overrun by their siblings, each vying for a calf, shoulder, or thigh to sink beak into, or a soft bit of exposed flesh to rend. Amazingly, Santino did not scream or even cry out as the swarm ripped the skin from his body and the muscle from his bones, but he did crumple before the onslaught.

The Priest caught eye of the carnage and turned the shotgun to the mass, at first trying to keep the creatures from overwhelming the poor bastard, and then simply to put him out of his misery. He succeeded mere moments before the mass separated Santino’s head from his body, as one of his buckshot volleys managed to strike the flamethrower’s fuel tank on Santino’s back and turned the entire area into a miniature nova. The fire erupting in a ball of death to engulf not only the fallen warrior but the numerous Jormun that swarmed him as well.

So it was, during the chaos and confusion of the battle, with one warrior fallen and ammunition running frighteningly low, that no one was able to keep watch on their youngest member. No one saw him freeze at the trigger of his submachine gun and wet himself as the raptors boiled from their hole. No one saw him watch a lone Jormun run up toward the building top rather than down towards the Flyn, and jump across the top of the alley to come down the opposite side. No one saw it spring at him viciously and roll with him across the ground, beak and talon lashing out while terrified hands finally sprang to life in self-defense.

But they did find him still astride it, completely unaware of how he had managed to roll on top, with his dagger in his hand, plunging the drop point blade into its ribcage over and over and over again. He struck with such a fury and vengeance that it finally took The Priest and Adanna both to pull him, bodily, from the mutilated carcass of the monster and wrench the knife from his hand.

Gathered there, with Elias still held between The Priest and Adanna, they all took note of the Jormun body splayed out across the concrete, and the irony of it partially covering the lines of a chalk drawn image. The drawing, miraculously preserved by a summer of record drought and the partial shelter of the building walls, showed a man’s broken body doubled over backwards in a crushed, unnatural position. And as Elias finally rose again on shaky legs to stand on his own, tears streaming down his face, they all shared in a moment of empowerment unlike anything a mortal could ever know.

It was eight months before, in the middle of an early January night, when dispatch called with a disturbance report. The call itself was odd; the area, already dilapidated and rundown, was mostly empty warehouses, with the closest residential building being better than 5 miles away. Granted, that had made the area ripe for squatters and drinking teens, but there shouldn’t have been anyone around to get disturbed, much less to have called in a complaint. That, combined with the anonymity of the calls, meant that the first two, starting around midnight, had been effectively ignored and bumped down the queue for more pressing issues. But when the third call came in sounding increasingly desperate, and there were no more little old ladies with noise complaints or kids shoplifting at the Gulp n’ Go to occupy them, they didn’t have much choice but to answer it. So Elias Spyrodakis, South Precinct; Seattle Police Department sergeant on duty, checked his roster to confirm everyone else was at least twice as far away as he and Alicia were, then decided to take it himself. They set down their chopsticks, left their beloved all-night Korean restaurant, and headed south of downtown.

They slowed and started panning with the spotlight about a block and a half from the disturbance itself. The area was the definition of dead quiet — not a drunk teen, hobo, or even rat to be found, though it didn’t occur

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PrologueMortal Fears

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PrologueMortal Fears

to either of them to be concerned about it at the time. Quiet is one of those unusual things that you only tend to notice when it’s gone, not when you’re immersed in it. So it wasn’t until Alicia stopped the car and pointed to the severed head lying in the middle of the road that Elias’ got the idea that something was really, really wrong.

He called it in and requested backup, then handed Alicia the riot gun from the lock. “Stay out of the road, keep your eyes on the alley, and don’t look at the head,” he said. Neither of them wanted to get out of the car.

This time, with their breath coming hard and each footstep seeming to crack like thunder down the empty street, the quiet became not only noticeable but palpable. Something was definitely not right, and Elias had the unpleasant realization that a severed head may be the least of his worries.

He had squatted down at what he hoped was a safe enough distance, trying hard not to disrupt any potential evidence, and eyed the grizzly pile with as much detachment as he could muster. It was a hideous site, with one eye missing and the other dangling from a mostly empty socket. The lower jaw had been, as was obvious by the dangling sinew, ripped off, and much of her left cheek had been scraped from her skull. She looked all of 14 and, even from this distance, still stunk of alchohol. Elias found himself whispering a silent prayer that she didn’t feel much of what had happened to her.

Alicia pulled her eyes off the alley and shouted to Elias, “Is it real?” He opened his mouth to respond but suddenly found it filled with a combination of bile and Korean food.

He managed to get out an “Ayah” sound before spinning on his heels, consciously aiming in the direction most away from the head, and projectile vomiting. It was a maddening process, since every time he convulsed his eyes closed and he saw the girl’s face as though it was etched into his eyelids, and he ended up vomiting all the more. How long that lasted he couldn’t be sure but, by the time he’d finally wiped his mouth and turned back around, Alicia was gone.

Where she went and how long ago she’d disappeared he couldn’t be sure, though in retrospect he had heard some kind of sound while on his hands and knees, and so drew his pistol and moved towards the alley mouth she’d been standing at. Again, as it had been before, the street was deathly quiet.

Though there hadn’t been any kind of blast from the shotgun it was obvious a scuffle had taken place. Fresh blood was everywhere around the entrance and the shotgun lay where it had been dropped. Scuffmarks, like those from heels being dragged, led back into the alley. Elias grabbed the mic on his lapel and again called for backup, but this time added the code for an officer down. He began to move for the squad car, and the AR-15 in its trunk, but spun automatically when he heard a scratching sound and some kind of screeching howl behind and above him.

Perceived but not seen, something — something heavy, moving very fast — hit him hard in the chest. His torso collapsed faster than his knees could give way and he felt his spine snap once just below his rib cage from the impact, and again at his neck when he hit the ground. The leap carried the beast past Elias, and for a few dazed seconds he found himself alone on the ground. He stared up at the sky, quietly pondering the stars above him, before a slow rasping hiss drew him back to reality. Suddenly the shock was gone and his mind was clear, but no matter how much he willed them to, his arms and legs wouldn’t respond. Panicked, he jerked his head in the direction the beast likely went, and found himself staring at the instep of his own foot. It was bent oddly, listing hard to one side, and it took Elias a moment to realize that his legs were face down on the concrete even though he was lying on his back. He tried to scream but all that left his throat was a soft, wet gurgle.

Then the beast was back and staring him squarely in the eye. It moved quickly at first, obviously ready to pounce again, but then slowed to a methodic prowl as it evidently started to understand his situation. It drew in close to Elias, making a few rapid snaps with its thick muscular beak towards his face, before finally deciding that he was helpless. It squawked out a high-pitched, raspy cry of victory. Then, suddenly, they were everywhere. Crawling down the walls, leaping from the fire escape, even perched atop the dumpster at the end of the alley. They moved like some kind of monstrous cat, lithe and smooth, bodies arched to unnatural angles, heads whipping back and forth, and long-clawed feet digging effortlessly into the brick beneath them.

The last thing Elias remembered was being jostled by a rhythmically steady pressure that bounced him up and down with slurping and tearing noises. While his body rocked, he watched with a detached fascination as two or three of the creatures next to him barked at each other, apparently arguing over the succession rankings before feeding. Suddenly, the rocking motion stopped. The monster feeding on him pulled its head out from the hole it had dug in his stomach and screeched at the others, evidently setting the order of things to come.

Then, blessedly, Elias’ world went black.

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An Introduction to Norse Mythology

Origins of Norse TheologyLike almost all ancient cultures, the inhabitants

of Danish, Norwegian and Swedish lands developed a deep and rich religion based on their oral traditions and folklore. Also like most pre-medieval societies, the lessons and morals presented, the punishments for heresy and even the gods themselves were representative of the way of life its citizenry embraced.

For the Norse this meant a pantheon that was human in a way few other religions dared to recognize. The gods and goddess were petty and beneficent, hot-blooded and wise, benevolent and cruel, given to nothing more concrete than the whims of their hearts, and as distant from omnipotent or flawless as a divine entity can be. Their world was filled with personal politics, strife and individual need to such a degree as to almost make them unique.

They feared a hell that was barren and cold rather than fiery, which is not surprising given the rugged and algid landscape the Norse dwelled in, and seemed to be perpetually at war with both their enemies and the universe itself. Like the Norse themselves, their gods prized valor, skill at arms, a warrior heart and glorious tales of heroism, but also tamed this love of a martial tradition with simple needs and a connection to hEarth, home, family and wisdom.

This, in a profound way, reflected Norse culture as a whole. Primarily arranged into small villages based on fishing or farming, the Norse spent the majority of their year tending to their domestic duties with passion. Their society was not dissimilar to that of hundreds of other clan-systems throughout the world, with chieftains providing rule and law while the citizenry maintained small homesteads based around both individual and communal interests.

What was relatively unique about the Norse was their propensity to “go a Viking,” or voyage out to foreign lands for primarily financial conquests. A staple of their society, in early Norse history this raiding was primarily performed village to village, but by the 8th century AD was regularly targeted at other European countries including England, Ireland and France.

It is this duality of existence — farmer or fisherman by fall, winter and spring, and vicious raider by summer — that sets the tone for most of their mythology. With both the plow and the sword nearly

equally honored, it is not unusual to find deities who have two distinctly different personalities or duties, one for war and one for peace. They hold a court filled with perpetual contrast; nobility and lust, honor and cunning, love and war, all constantly in competition.

Academically, this is likely what makes the Norse, both as a society and a theology, so intriguing. Like the Greeks, whom they emulate in no few ways, their existence is a tale not of idealism but of reality, with the best and worst of the human condition constantly contrasted not only in themselves, but in their gods as well. And it is this depth of humanity that inspired us to use this theology as the basis for our game.

Norse Mythology at a GlanceFor those of you who are unfamiliar with the

specifics of Norse mythology, a brief primer might be necessary to help you understand the terms and concepts we are working with in Valherjar. If you wish to find out more on the subject there are literally thousands of wonderful books written based on various translations, including a few of which we’ve highlighted in the References section of this chapter.

Unfortunately, as most scholars will agree, one of the greatest difficulties in studying, or recounting, Norse mythology is the decided lack of primary references to draw from. With few period sources, and considerable contradictions within the sources that do exist, it is often left to the reader and translators of these mythologies to put critical pieces together. Thus, there is a considerable level of disparity not only from text to text, but even within the individual myths themselves. Even so, there are some simple “truths” that are almost universally present, and knowledge of those will help you better understand and experience Valherjar: The Chosen Slain.

Based on a polytheistic pantheon, the focus of Norse mythology are the Aesir, a superhuman race of deities that, like many pagan gods, are more fallible than omnipotent. They are used with abandon to present humanizing tales of love, lust, honor, greed and fatalism, most of which have decidedly moral messages.

Primarily developed around a patriarchal family structure, with the foremost of them elevated to the status of “All Father,” the Aesir are a paradigm of familial closeness contrasted with political struggle. They are constantly alternating between helping and hurting each other, and often the moral related through

CHAPTER 1: INTRODUCTION

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given myths or legends is done at the expense of one god who is taught a lesson by their sibling in one form or another.

Foremost among the Aesir is Odin, the All Father, the most wise and vaunted of the gods. A god of wisdom and magic as well as war, Odin is most famous for two decidedly different myths. In the first, which highlights the traditional value of knowledge, he hangs himself from Yggdrasil, the world tree, and casts one of his eyes into a sacred well to gain immeasurable knowledge and understanding of the runes and the magic they held. In the second, contrasting his place of wisdom, he is the ultimate god of war, gathering the souls slain mortals in his great hall Valhalla and periodically even creating chaos and war in the mortal world simply on his whims. Odin is a god most often prayed to for wisdom, strategy in war and knowledge of magic.

Ever in contrast to Odin is his wife, Frigga. While also full of knowledge and honor, Frigga is counted more as a purveyor of love and seer of the future. Her hall, Fensalir, is dedicated to the pursuit of love and knowledge, and her handmaidens are perpetually tasked with the encouragement of amour among the mortals, inciting young love, smoothing disputes between couples and generally instigating activities of the heart.

Beneath Odin and Frigga are a slew of lesser gods whom each serve perfunctory functions within the pantheon. Thor, god of thunder, is a hotheaded deity who revels in conflict and tests of strength, a patron of brash actions and resolving conflict through combat. Sif, Thor’s wife, a goddess of the harvest, is linked to the turning of the seasons and the coming of crops. Tyr, god of justice, is a one-handed deity who sacrificed his hand so that the giant wolf Fenrir could be bound. He is the most faithful to his word of all the gods and is often invoked at trials and in matters of honor. Heimdall, the watcher, guards the mighty bridge that grants access to Asgard and will be the god to signal to the universe that Ragnarok, the apocalypse, has come.

The world of the gods is based around nine realms, or planes of existences, that are inhabited by the various creatures of legend. The highest plain, Asgard, is the home of the Aesir, and the closest thing to heaven for slain mortals. In the middle sits Midgard, the world of humans and mortals, and the plain most featured in the apocalyptic battle to come. Towards the bottom are Jotunheim (the lands of the giants, the nemeses of the gods) and Niflheim and (the hell for the

unworthy fallen). Between these worlds are a number of lesser planes occupied by other, less noteworthy creatures of myths such as dwarves and elves.

Connecting all of the plains is Yggdrasil, the great world tree, a giant ash that actually grew through every realm and is the focal point for the universe. Rooted in Asgard, Jotunheim and Niflheim, Yggdrasil acts as a perpetual link between the worlds and is the focus of a number of rituals and mystical connections for the gods.

This universe is destined to sit in relative harmony until Ragnarok, the apocalypse, arrives. Foreseen by the Norns, the three fates, Ragnarok will bring the end to all life as we know it. Fought between the giants (Jotun) and the gods, it will level the nine worlds and kill almost every living being, god and man alike. In the end the world will be left only to a handful of surviving humans and the god Baldur, killed by a cruel joke of his brother Loki, who will be resurrected and returned to rule among those remaining.

What are the “Valherjar”?The end of the world is coming.Not the happy “the good go to heaven and the

bad go to hell” end so often predicted by the kinder, gentler religions of humanity, but a bleak, dire, catastrophic end in which almost every man, woman, beast, and god is wiped from existence -- leaving only a handful of mortal survivors to carry on the legacy of eons. An end in which mankind will be divided, brother against brother, and will fight side-by-side with gods older than time against nightmarish creatures that gave birth to humanity’s myths and legends. An end when the universe will be consumed by a war in which there can be no winning, only various degrees of losing. This is Ragnarok, the end of almost all existence, and prophecy says it is almost upon us.

But gods, like men, are not inclined to go quietly into that good night. For almost 3 thousand years armies in a conflict as old as the world have been assembling on Earth to try and stop it. Fighting in clandestine conflicts among the mortals of Earth, the Aesir, the gods of Asgard, and their eternal enemy the Jotnar have both sought to gain some kind of an advantage in the battle to come.

Neither side daring to risk open confrontation, they have operated surreptitiously. For the Jotnar this has taken the form of gathering forces through professional corruption. From the highest reaches of government to the lowliest of street gangs, the Jotnar have sought to gain influence, operating under

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the simple principle that they who control the wealth control the power, and will emerge victorious. From corporate society they acquire finances and authority, from social deviants they recruit an army, and as they combine both aspects into a piecemealed militia they hope that numbers, and the riches needed to arm them, will be enough to win when Ragnarok finally comes.

Contrastingly, the Aesir seek to end the battle before it ever begins. Recruiting a force of humanity’s elite they gather information, thwart Jotnar efforts, and take opportunities to strike at the foundations of Jotnar power and their leadership. Their hope is to cut off the proverbial head, crippling the Jotnar machine before it ever gets the chance to reach the battlefield, and so prevent Ragnarok from occurring.

Their weapons of choice are the Valherjar, an elite cast of warriors chosen from the ranks of the mortal dead for their skill and spirit. Gathering in the great halls of Valhalla, the Valherjar are imbued with magical Rune Stones that not only allow them to return to the land of the living, but also give them exceptional abilities and control over the magic of the gods. Though small in number, the Valherjar are the most elite force the world has ever seen, and through covert operations and precision raids they work to keep the Jotnar in check and search for keys that may bring down the enemy’s empire.

The World of Valherjar: The Chosen Slain

Se�ing OverviewSet in a nefarious mirror of our modern world,

the heart of the Valherjar setting strongly resembles our own. In environment, technology, economics, weapons and culture, it is almost indistinguishable from the real modern world. The average person still gets up in the morning and goes to work and the average city is still a bustling metropolis filled with a mix of urban and suburban culture, allowing socialites, blue-collar families and vagrants to all live and interact together. The function of the typical daily life — to live, love and prosper — is almost entirely unchanged. As such, it is possible for players to apply almost any aspect of our current existence to the adventures they embark on within the setting.

Unfortunately for its inhabitants, however, beneath that sublime and steadfast surface is a world that is quickly slipping into chaos. The signs of the apocalypse are building, and across the globe a pressure is mounting that will eventually burst and

envelope us all. This is evident nowhere more than in the increasingly destabilizing international political climate. Wars, both civil and international, have been erupting with increased frequency, and numerous governments find their countries or continents plunged into violent and bloody conflicts. The Middle East, South America, Korea, France, and Indonesia have all been rocked by conflict or unrest. The United Nations has disbanded, and NATO has developed itself primarily into an international counter-terrorist organization.

It is within this turmoil that the struggle towards Ragnarok is being fought. Ragnarok, the battle that will bring the end of the world, is fast approaching and the outlook is grim for all of existence. Prophesized to scour the worlds of all but a handful of individuals, Ragnarok will bring the death of virtually every man, beast, god and monster and will plunge all of the Nine Worlds into chaos and fire.

Thus, the feel of a typical Valherjar game should be a cross between an entirely plausible and easily acceptable modern existence and a grim and dark view of a surreptitiously covert and hostile underbelly. It is on the streets of Valherjar’s cities that special operatives wage furtive wars and fight, bleed and die among people who don’t even know they exist. It is simultaneously a violently dire existence and a delicate game of chess; where the players gamble with their very lives but desperately work to ensure that the game does not spill in to the realm of mundane reality.

Valherjar Year BooksValherjar: The Chosen Slain uses an innovative

“real time” story arc that progresses characters towards the seemingly inevitable end of the world at the same pace that time passes in real life. This means that for each year in reality that comes and goes, a year within Valherjar’s world passes as well. Thus, with each year that passes the clock is ticking, and if the Valherjar can’t find a way to stop the apocalypse from happening the world will be plunged into fire and darkness.

Advancing the storyline and providing the bulk of the game’s setting are Valherjar Year Books, annual updates that enhance and expand the Valherjar world as it progresses from year to year. Each Year Book will include major political events and setting information, relevant non-player characters, updates of Jotnar activities and their most frequently used warriors, and new and exciting rules relevant to the changing Valherjar mission.

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Understanding This BookThe book you currently hold in your hands is

what is known as a Core Rulebook, or the fundamental guide needed to play and understand Valherjar: The Chosen Slain. As the name implies, it will be the primary resource for any game-related rules questions you may have and will be required to play.

For experienced roleplayers, this concept is old hat and little presented herein will be totally foreign or uncomfortable. For new players, however, the whole concept of a roleplaying game may seem a bit daunting. Thus we’ve taken this opportunity to break down the basics of both this book and roleplaying in general.

The Valherjar CoreRulebook at a Glance

Valherjar: The Chosen Slain includes eight chapters addressing the basic information you’ll need to begin playing. We’ve highlighted them here to help you understand what each chapter is designed to give you, a primer on what each chapter is designed to address.

Chapter 1: Introduction gives players information and overviews of the Valherjar setting, source material and roleplaying background for beginners,.

Chapter 2: The Valherjar explores the nature and background of the Valherjar as well as the process for their selection, runic imbuing and role in Ragnarok. This chapter, more than any other, will help create the foundation for future play and is recommended reading for all Valherjar players.

Chapter 3: Gaming System provides the fundamental roleplaying rules for Game Monkeys’ AOR System, the mechanics used for playing Valherjar: The Chosen Slain.

Chapter 4: Character Creation presents information for creating playable characters for Valherjar and defines the Skills, Rune Magic and weapons that characters will use.

Chapter 5: Narrating is designed for Narrator use and provides plotline and story hook information, ideas for running successful games and insights for customizing rules and handling player advancement.

Chapter 6: The Jotnar is for Narrator use only and gives additional information on the Valherjar’s primary nemesis. Included in this section are detailed descriptions and statistics of the beasts, their activities, and suggestions for common usage of each species.

Chapter 7: Open Gaming License Rules Appendix Includes the converted Valherjar rules for players interested in play using the Open Gaming License.

Chapter 8: Quick Reference Guides presents a glossary of important terms with pronunciation guides, a list of Norse Runes and their meanings, and some of the most frequently used Valherjar information in easy to reference highlighted tables.

Player Gender in the Valherjar Books

The use of gender in roleplaying books can at times be a confusing subject. Believe it or not, considerable time and study has been put into determining whether to use “he,” “she,” or “he or she” when referring to players and Narrators (Game Masters, Storytellers, Dungeon Masters, Directors, etc.). In order to keep things as simple and concise as possible, we here at Game Monkeys have decided to use a standard system that should prevent it all from getting too confusing.

When books or other game text refers to a player controlling a character in the game we will refer to them using the male pronouns of “he” or “his” (i.e., If a player wants to challenge Little John for a chance to cross the bridge, then he must beat John in a staff fight).

When that same text refers to the player acting as the game’s Narrator then the female pronouns of “she” and “her” are used (i.e. Before the Narrator allows players to challenge John, she may wish to point out the confident way he holds the staff and his immense size)

Suggested Source MaterialWhile the scope and mood of your Valherjar

game is entirely up to you and your group, we have assembled a small list of resources and reference materials that may help you capture the feel you’re looking for. They are separated into two categories, Inspiration & Ambiance and Historical Reference, to help you gain the most from what they offer.

Inspiration & AmbianceNew players especially might be looking

for some inspiration to help quantify and create experiences and moods for their Valherjar campaigns, so we’ve assembled a list of movies, books and CDs to help draw you in to some of the potential concepts your games may address.

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300 by Frank Miller (Dark Horse Comics): The ultimate story of sacrifice and defiance of destiny, 300 is based on the true story of 300 Spartan soldiers in 480 BC who, with almost no resources or support, held off an army of Persians many times their number so that Greece could rally its defenses.

Anita Blake; Vampire Hunter; a series by Laurell K. Hamilton (various publishers): Based around a woman who is a freelance necromancer by night and a state-sanctioned vampire hunter by day, the Anita Blake series is a wonderful view of a mortal trying to deal with her supernatural abilities and enemies.

Blackhawk Down (Columbia/Tri Star Home Video): One of the most realistic movies ever made in terms of military tactics and relative violence, Blackhawk Down will both help set an authentic tone to your in-game combat and give you ideas for the horror of a small group of combatants facing many times their number.

Midnight Syndicate CDs and soundtracks: Often used as ambiance for haunted houses and other mood specific events, the Midnight Syndicate combines music, audio samples and voice work to create the perfect background soundtrack for your game.

Saving Private Ryan (Dreamworks): The quintessential “small band on a mission” movie, not only is Saving Private Ryan incredibly realistic and gritty, but it conveys numerous social and emotional

aspects of a soldier’s life that previous movies have missed. But even more importantly, from a gaming perspective, is the way the small squad is perpetually resentful of their mission and are detoured from their goal by a number of uncontrollable factors. This is powerfully inspirational for a number of potential roleplaying hooks.

Song of Ice and Fire; a series by George R.R. Martin (Bantam Books): One of the deepest and most brilliant fantasy series ever written. These books offer political intrigue and conflict with enough hooks and inspiration to fill thousands of hours of gaming.

Sonja Blue; a series by Nancy Collins (White Wolf): The story of a vampire assassin/vigilante on the prowl, the series is full of ideas for playing a super-powered character in the world of mortals.

The Crow (Dimension Home Video): A dark revenge fantasy dealing with a dead hero returning to the mortal coil, The Crow includes some wonderful inspiration for dealing with the loss of a character’s mortality and their desire to return to their former life, as well as some original ideas as to how a person will adapt to new super powers.

Underworld (Columbia/Tri Star Home Video): A gothic tale of a war between vampires and werewolves, Underworld deals heavily with the concept of clandestine battles being fought in the modern world.

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Historical ReferenceFor those looking for a more historical angle, or

an understanding of the resources that helped inspire us, some historical references may prove invaluable. Obviously this is just a taste of the volumes you could draw from, but it should be enough to get you started.

The Havamal: Supposedly the words of Odin himself past down to mortal man, the Havamal is a series of proverbs that help define a “proper” life. Drawn from the Elder/Poetic Eddas, numerous translations can be found in bookstores or online.

The Little Giant Encyclopedia of Runes by Sirona Knight (Sterling Publishing): One of the most detailed and in-depth guides to runes we’ve encountered, it includes definitions and historical insight, numerous divination layouts, ceremonial practices and much, much more.

The Norse Myths by Kevin Crossley-Holland (Random House): Though there is no shortage of books on Norse mythology, this is one of our favorites. Retold in a simple and easily understandable style and including an accessible glossary and index, it’s a good choice if you want more detailed information.

The Warrior and Men at Arms series of books (Osprey Books): Invaluable for players wishing to create historically accurate characters, both of these phenomenal series of inexpensive books deal with the weapons, armor, strategies and mentalities of the soldiers they portray.

Notes for New Players…Overview

If you are a beginning gamer, welcome to the wonderful and fascinating world of roleplaying games — and thank you for choosing Valherjar: The Chosen Slain to begin your journey!

Enclosed within this game, and other games like it, you will find a marvelous gateway not only into lush worlds, intense drama, exciting action and harrowing adventure like you’ve never seen, but also to the creativity so often locked within our own minds. As you roleplay you will find that a part of your imagination is freed to explore the possibilities and experiences of another world, and it can be an incredibly rewarding experience. It’s also a wonderful excuse to gather around a table with some of your favorite people and be thoroughly entertained for a few hours.

That being said, there are a few things we should let you know up front. First and foremost

(and we know we don’t actually have to tell you this but it’s good to remind those readers who might be a bit confused), Valherjar is a work of complete fiction dreamt up in our dark little monkey minds for your entertainment only. All of the ideas, images, events and theology contained herein are only meant to give you an exciting and compelling world in which you can immerse yourself for a few hours. Our goal is to give you a brief but energizing access to your creativity, sense of drama, swashbuckling heroism and fantastical problem solving capabilities that can so often go unused in our daily lives.

What is a “roleplaying game” anyway?

Often described as combining the dramatic elements of a novel with the action and adventure of a movie, a roleplaying game is entertainment like almost nothing else out there, one part acting, one part storytelling and a whole heap of imagination. Players of a roleplaying game create elaborate stories set in a fictional world and then develop characters to experience them. The story, not unlike a good novel or movie, will be composed of various acts and segments, will include numerous twists and turns, have strong plot hooks, and likely contain more than its fair share of action. But unlike a movie or novel, because the players experiencing it create the story, the only limits to its depth and excitement are your own imaginations.

Typically, these games are played by gathering a group of friends around a table and unleashing the creativity of everyone involved. But in addition to some friends and a few hours to kill, you’ll also need a few easy-to-find supplies. These include:§ A nice quiet place to play. § This core rulebook, which includes the vital rules and information needed for play.§ A copy of a character sheet for each player.§ Dice. Ideally six 6-sided dice per player.§ Pencils and scratch paper to help you keep track of important names, locations and numbers.§ For players prone to poor rolling or who play characters that get in trouble a lot we also suggest sweets or other goodies to bribe the Narrator with.

Knowing Your Role: Narrators and Characters

As a player in Valherjar you will assume one of two roles; either a Narrator or a character. As a Narrator, you will be responsible for creating,

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adapting and portraying in narrative form (thus the term Narrator) the events, scenarios and adventures the other players will experience. It is the Narrator who creates and runs the game. Additionally, the Narrator also takes the role of the supporting cast of characters and creatures whom the other players will encounter, be they allies who help the players in their journey or antagonists who attempt to thwart their efforts.

As a character you will embark on a fictional journey in the world of Valherjar based around the events created by the Narrator. You will control your character, mentally adopting their traits and attitudes, and maneuver through the world doing battle with the Jotnar and attempting to stop Ragnarok; the coming apocalypse.

Regardless of which role you play, your goal is always the same: to have as much fun in as creative and exciting an environment as possible. As the Narrator invents and describes the detailed environments and unusual encounters the heroes experience, the players react to the situation in game, interacting with each other and the various Narrator-controlled creatures to resolve whatever task acts as the focus of the game.

The “D” is for “dice”Dice Values

In the majority of roleplaying games dice are used to add an element of chance to a dramatic situation. Typically, the most common aspect of this is to determine whether or not an action being performed by a character succeeds, but it can also be applied to determining damage from an attack, checking the depth and scope of a character’s knowledge, creating random events within the game world, or for resolving any other situation where an aspect of randomness is required.

To indicate this, games use a very simple dice equation that tells you both the number of total dice and the polyhedral value (number of sides) of the dice to be used. This equation consists of either one or two numbers separated by the single letter “D”. The number before the letter indicates the number of dice that should be rolled and the number after designates the type (in number of sides) of the dice to use. So, for example, the term “2D6” means that you should roll two 6-sided dice (or a single 6-sided die twice).

For the AOR System, Valherjar employs 6-sided dice only (these are your “run of the mill” dice used in most board and casino games and are available at any general store). These dice are employed in one of three ways to produce dramatically different results.

D2: A hybrid roll used most often for determining damage. When a D2 is required, a 6-sided dice is rolled, with a face value of 1, 2 or 3 indicating a game value of 1 and a face value of 4, 5 or 6 indicating a game value of 2.

D3: A hybrid roll used most often for determining damage. When a D3 is required a 6-sided dice is rolled, with a face value of 1 or 2 indicating a game value of 1; a face value of 3 or 4 indicating a game value of 2; and a face value of 5 or 6 indicating a game value of 3.

D6: A general-purpose roll which makes up the backbone of the AOR System, the D6 is a standard 6-sided dice with the roll taken at face value.

Dice ModifiersIn certain instances you may find one of two

additional variables included with a dice equation; the plus or minus and the multiplier. If there is a multiplier listed after the dice value (i.e. D6x2) the number after the multiplication symbol multiplies the value that appears on the dice. So, using our example, if you needed to roll D6x2, you would roll one 6-sided die and double the result; if the die showed 4, then the game value would be 8. If there is a static plus or minus modifier listed with the equation (i.e. D6+2) simply add or subtract the modifier from the total dice roll. (If the die on a roll of D6+2 came up 3, the game value would be 5).

If the equation ends in or involves a fraction always round down to the nearest whole number. This is common with activities that include partial bonuses for a character’s Attribute Ratings (i.e. +1⁄2 Strength).

Finding additional helpIf you find that you’re having trouble

understanding the concepts we present here, we suggest a couple of different options. First and foremost, feel free to visit the Game Monkey Press website (www.gmpress.com) for rules clarifications and errata, easy gaming guides and to ask questions of our Rules Monkey.

Second, and in a move that may prove to make your gaming a more rewarding experience in general, we would encourage you to visit your local game store to find other gamers and to get involved in some of your area’s gaming groups.

Finally, find the various Valherjar communities and fan sites online that host newsgroups and bulletin boards or participate in MUSH/MUDD gaming. A small list can be found at the Game Monkeys’ website, but a good Google search should turn up several as well.

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What is Ragnarok? Well, child, the easiest answer is an end to everything we know...but that’s probably not what you wanted to hear, is it? You want details, you want your curiosity sated, because just telling you that it’s a bad thing worth all of our lives to avoid isn’t enough for you, is it? Well, truth be told, I probably don’t have the answers you want … but I’ll tell you what I do know if it’ll get you to stop asking.

Like so many things to do with this damned war, the gods haven’t seen fit to enlighten us about the particulars ... but what we have managed to glean was more than enough to convince me it must be stopped.

It begins with a war and a winter. The war will be horrible like nothing mankind has seen before. Brother turning on brother, sons slaying fathers and bedding their mothers, cats and dogs living together — total anarchy. And it will destroy most of the world as we know it.

Then will come Fimbul, the winter of winters. Three years long and a thousand times as mean as anything we’ve ever seen, the Earth will be plunged into a darkness black as night. Crops will die and leave the world barren, oceans will rise and scour the land to desolation, ice will blanket it all, from mountain to deserts, and billions upon billions who managed to survive the war will freeze and starve to death.

But don’t worry too much about that, ’cause it’s all just the beginning. To this nightmare comes three catastrophes, each like its own apocalypse. The sun and moon will be devoured by twin wolves, who spa�er the world with their fiery slaver and set aflame the very ground itself. A great serpent will rise from the depths of the oceans, spewing venom from abominable fangs, to poison the soil, water and air. Then will come Earthquakes. Like the mighty jaws of a lupine, they will rend the very fabric of the nine worlds: opening great chasms that will spill the planes into each other and melt them into chaos.

Amidst this carnage our ba�le will begin. With all the worlds as one there will be no space to separate the Jotnar from the Aesir, and the living from the dead, and we will wage epic war for the salvation of both gods and man. The Hraesvelg, the forlorn dead of Niflheim, a hell of cold and punishment, led by the god of betrayers, will cross to the land of the living and exact revenge for their eternity of torment. The gods will take the field and exchange mighty blows with the Jotnar of old, the monstrous sires that gave birth to the very races we have combated for centuries, and one by one they all will fall — god and giant alike. On that day we will be called to ba�le beside the gods themselves, tasked with eradicating the minions of the enemy and the carrion of Hel, though they outnumber us hundreds, or even thousands, to one. And

though we fight valiantly, and with the fury of heaven on our side, it eventually is all for not. Inevitably our lines will crumble and fall. With every sword dulled from overuse, our last arrow loosed and forgo�en, the blood of our brethren drowning us in a torrent, and the onslaught of abominations overwhelming our last stand, the final few will fall clutching at the throat of our enemy.

In the end, only a sma�ering of people, a few dozen at most, will be le� to rebuild all that was destroyed. Forsaken to scrounge the ashes and fend on rubble, they will resurrect life from a world more infertile and sterile than anything you or I could imagine.

So you ask me what is Ragnarok, and why must it be stopped? And I say because not only will you, I and almost every other man, woman, and child be eradicated in an inferno of blood and pain … but life itself will be all but snuffed out. Unless we can stop it now, before it begins, and save the world from a torment more abominable than anything you or I could imagine, that is what awaits us.

Hlaford-Jarl Shirow Masamune Lecturing between engagements in Valhalla

OverviewAs long as mankind has walked the Earth there

have been the Einherjar. Symbolically named “They Who Fight Alone,” the Einherjar are chosen from the ranks of the mortal dead for their acute sense of purpose and willingness to persevere by an entity known only as “The Valkyrie.” Arriving unaware and confused, they are taken to the ranks of former mortals who live among the Aesir, the gods, in their realm named Asgard.

In Asgard the Einherjar spend their days among two of the great halls. The first is Valhalla, the hall of Odin the Allfather, foremost among the gods, where the Einherjar learn and refine the arts of war. An amazing accomplishment of both architecture and magic, originally the field of Valhalla bore only an open plain lightly grassed and sparsely populated by trees.

As time progressed in the mortal world, however, Odin saw the benefit of adjusting the training to meet the environments of Earth’s new battlefields, and so the field is now ever changing. As the sun within the hall rises with the morning, the field morphs and changes to create a new environment each and every day, complete with buildings, mountains, variable slopes and unstable weather systems. It is in this ever-changing world that the Einherjar train in the art, and with the weapons, of war, waging battle each day against themselves or others in disguise as the Jotnar and their minions.

CHAPTER 2: THE VALHERJAR

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The other place in which the Einherjar pass their days is Fensalir, Frigga’s great hall. In Fensalir they learn the essential non-combat skills that make them an effective army. From Runic Magic to first aid, weapon smithing to military theory, dozens of talents are taught and refined. Fensalir is also the place the Einherjar can go to enhance artistic skills and seek personal development.

It is from the Einherjar that the Valherjar, literally “The Chosen Slain,” are selected. Patroned by one of the gods and imbued with magical Rune Stones, the Valherjar are given the ability return to the mortal realm and act as the hands of the gods on Earth.

Mortal Death and The Valkyrie

There’s an interesting dichotomy in all our experiences with the Valkyrie, though especially so for those of us born past the industrial age. Regardless of what type of warrior you were — whether you swung a sword on a ba�lefield or tended to wounds made by those who did; or whether you bucked the establishment or kept the peace — we all shared a common dilemma. We all spent inordinate amounts of time, exerted an incredible amount of effort and dedicated an unfathomable amount of our soul in the pursuit of training most of us hoped we’d never to have to use. Let’s face it, it doesn’t ma�er if you’re a cop walking the beat or a freedom fighter bucking some kind of psychotic dictator, there’s a bit of you that hopes, wishes and prays that somehow, magically, the whole thing will just take care of itself, that you won’t have to fire a shot, that you can just stay at home and eventually everything will be as it should be.

But that never seems to happen, does it? If it did there wouldn’t be people like us in the first place.

And that’s the struggle you live with for the rest of your life. I want to make a difference, but I hope I don’t have to. I want to go to war but I don’t want to kill anyone. I want to be right even while I do horribly wrong things. I want to make a difference but I don’t want it to cost more than I’m willing to spend. Or at least it was for me. And though I never really thought about it while I was alive, I realized it in a hurry a�er I was dead. Hell, I figured it out the moment that I saw her and knew that, one way or another, I was well and truly screwed.

A lot of guys (and gals) up here don’t like talking about her. Him. It. Whatever. They think it’s too personal, like telling the rest of our world that secret you kept since you were a kid. Personally, I don’t really get it. But it makes them uncomfortable, so as a general rule, the rest of us don’t push them. Others feel it’s a part of their new existence, like coming into a new birthright, and

they want to make sure everyone knows what they saw and understands its importance. Me, I just think it was what it was, a primitive connection that let that thing, whatever it is, ask me the biggest question ever posed in the history of life — or a�erlife.

My last few moments as a mortal were unpleasant to say the least. I was mauled, torn apart, by a creature I didn’t even know existed two minutes before. I remember it landing on me, breaking my spine with its weight, and tearing huge chunks of flesh out of my belly with sharp, jerking motions, kind of like a dog yanking on a pull toy. Actually, funny enough, that’s what I thought of as it was happening. No, not at first — at first there was just panic and pain. But a�er I’d lost the feeling in most of my limbs and I’d slipped well and truly into shock, I looked down at its beaked head and vulture eyes. I watched it tug roughly against my uniform, then my kevlar and finally my stomach, and all I could think of was Buck, the half German Shepard/half Husky mix I had as a kid, tugging on this kno�ed towel we used to play with. He’d lean way back, raise his rump up while lowering his head down, and jerk backwards into his shoulders. I thought of that until its beak worked its way up to my lungs and then I really didn’t think anymore. I just stared at the sky until it went gray and black.

Then it was gone and I was si�ing up against the alley’s brick wall with my arms folded across my chest and my head slowly waking from a dream. It was a bright, sunny day and flowers were sprouting from several inches of dust and dirt I didn’t remember being there when I went to sleep. Straight ahead of me was worn graffiti that looked decidedly familiar, though at the time I couldn’t place it, and all the buildings I could see had an aged, almost ancient, dilapidated feel that reminded me loosely of the foundations they always show in those ‘a�er the bomb’ sci-fi movies.

Bright-eyed and, as the old saying goes, feeling quite bushy-tailed, I got up, dusted myself off and started wandering around. Had I been thinking, had it been possible to really think in those moments, I might have noticed not only the lack of people but the complete lack of evidence of recent people. There were no pop cans or footprints in the dust, only husks of old buildings that were whole when I fell to the street, 200-pound monster on my chest.

I wandered that way for a while, whistling an old Greek folk song that had for some reason come to mind and staring at the brilliantly beautiful sun before I finally found her. She was at the end of the road I was on, where the buildings abruptly ended and a beautiful knoll began, si�ing on a picnic blanket set shaded by a group of oak trees.

Listen to me — I keep saying ‘she’. I know she’s not a “she,” that she’s not an anything we can

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understand, but she was so beautiful and so completely radiant that I think she was permanently seared into my brain that way.

Anyways, there she was, laying out two sets of dishes and utensils, and for a moment I hesitated, not wanting to disrupt her carefully laid out meal. But she looked up at me then, emerald green eyes so deep they looked liquid peering out from under luminescent hair the color of burning alder embers. And I knew, unequivocally, that she was there to see me.

What we talked about, honestly, I can’t possibly be sure of, but I know that we sat there for quite a while discussing the world and eating some absolutely fantastic home-fried chicken. Actually, what I do remember is that it was in those moments that I got my first real inclination that something was wrong. Here I was, eating good food, drinking some amazing Metaxa brandy and staring at a woman that fit every ideal I’d ever had and I wasn’t feeling the slightest bit frisky. Ruby-lipped, pale-skinned and voluptuous, she was probably everything I’d ever imagined I’d wanted in a woman, and the thought of crawling over to give her a kiss didn’t even occur to me. And some deep, primal, reptile part of my brain knew that was just plain wrong.

But the moment was good and the chicken was great and so I didn’t give it too much of a thought. Then the sun started to set. As it dipped and waned, her expression began to change and I knew something was wrong. Finally, she stopped my talking with an intimately laid finger on my lips and timidly raised her gaze until we were looking eye to eye.

“This is nice, Elias,” she whispered, “more fun than I usually let myself have. But our time is almost up and we have important things to discuss. Do you remember why you became a police officer?”

The question, contrary to whatever conversation we were having before it, came out of nowhere and caught me off guard. I stammered for a moment before finally replying, “To make a difference, I guess. I know that sounds corny, and it’s not usually what I tell people who’ve asked, but to be honest I think it’s the truth. When I was a kid, really young, about seven or eight, I snuck out of the house to hang out with some older boys. We got on our bikes and ended up at this old abandoned mine one of them knew about. Well, the damned thing was dark and scary and I didn’t want to go in, so they ditched me. By that point, though, I didn’t really have any idea where I was or how to get home, so I just peddled down random streets hoping to figure out some way to get home or at least find a phone I could call my parents from. By the time I’d given up I was tired, hungry and scared so badly that to this day I still hate not carrying a compass with me. You know, some way to figure out how to get back home.”

“So, in a classic show of seven-year-old bravado,

I finally sat down on a curb and bawled my eyes out,” I said. “Who knows how long I was there, but eventually I looked up and saw an old man with a thick mustache and one of those ancient chauffer-looking cop hats staring down out the window of his patrol car. Of course, when he took me home I caught absolute hell for sneaking out and being brought home by the police, but I’ll never forget the feeling, the total hope and relief, I had when I first looked up and saw him. It was a moment of pure security, of rescue, and I knew from that second on that I wanted to spend my life giving other people that feeling.”

She smiled at me then, lips like over-blossomed roses curving up, and asked, “And have you?”

“Truthfully? I really don’t know. I’ve tried, I’ve done my best, but times are different now. When I was a kid being lost was about the worst thing you had to worry about; now they’re packing Uzis and raping each other. I don’t know, I want to say yes, but have I seen it? Have I looked into someone’s eyes and seen that appreciation or felt their world come together in a moment I helped give them? Probably not. Not that I can remember, anyways. And I think that if that did happen I’d remember it.”

“No, nowadays it’s just about keeping them from killing each other,” I said. “Or, more o�en, making sure they get caught when they do. And with that I know I’ve done some good, that I’ve made a difference, but it’s just not the same.”

Imperceptibly she moved closer to me, and suddenly one of her arms was around my shoulder, and directly into my ear whispered, “It’s not what you set out to do.”

“No.”I felt her fingers run through my hair. “It’s not

enough to fill your soul.”“No.”“So would you like another chance? To make that

difference?”I blinked at her, the confusion showing on my face.

“I don’t understand.”“It’s really quite simple, Elias,” she finally

said, her gaze meeting mine again. “You set out to do something with your life, your very existence, and now that you’ve done it, was it enough?”

I thought about it for a long moment, thought so hard my brow furrowed and my stare turned glassy, before finally conceding, “No. No, it wasn’t. If I had it to do again, if I could do it again, I’d want to make damned sure I saw that look in someone else’s eyes.”

She shook her head then and hugged me, and sometimes when I think back on it I’m almost positive she was crying so�ly, and then spoke the three words that would haunt me forever: “Then you will.”

Herre Elias Spirodakis Coaxing shocked new Einherjar into talking

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Throughout history the encounter has always been the same. A warrior, defined in spirit more than in action or profession, awakes from their own death to a meeting with the Chooser of the Slain. Though the Asgardians call “her” The Valkyrie, in fact the apparition is independent of both the Aesir and the Jotnar, and appears as an idealization of each fallen’s own philosophy or theology, in a scene designed to make the dead as comfortable and peaceful as possible.

Though the environment may differ and the script may change, at some point in that meeting is always the same basic question. The conversation, typically warm but platonic, turns to the course of the person’s life — the good they’ve done, regardless of its nature, and their dedication to their convictions. During those moments The Valkyrie leans in, looks the fallen straight in the eye, and asks, “Was it enough?”

More often than not the dead don’t even understand what they are being asked. It’s a simple question, without context, that carries ramifications they cannot even imagine. If the answer is yes, they’re content with the role they’ve played, no one is quite sure what happens to them; they move on to whatever untold else may lie among the heavens.

If the hapless bastard happens to say no, say that they wish they could do more or stay involved, then the next thing they know they’ll find themselves in what has affectionately been termed “Purgatory,” a room within Valhalla in which the newly dead arrive. While still in Purgatory the new Einherjar are met by a Jarl who attempts to explain their new afterlife. Unfortunately for the chosen, more often than not Valhalla and the gods will clash not only with their anticipation of death but also likely with their personal beliefs and theology. Most people, especially in modern times, not only don’t expect to meet the gods but absolutely don’t believe they exist. This can lead to some pretty significant emotional confusion or trauma and a reasonable effort is made to accommodate those who go into psychological shock.

Once the initial jolt passes, however, the average Einherjar manages to integrate themselves nicely into their new world. Though some remain resentful or confused, the majority of the fallen were warriors in life and freely embrace the zeal of their newly found death, quickly developing camaraderie and affection for their brethren.

The GodsIt doesn’t ma�er what you believed would happen

in life, you are here now and you’d best get used to it. Truthfully, it doesn’t much ma�er what you choose to believe in now that you’re dead either. All that’s important is that here you are and that the gods are real. No, not in any way you heard about from old wives or legends in your precious books, but in a way none of us could have imagined before we saw it ourselves.

They are vast, and towering, and obviously not real in the way you and I like to think we are. When you see them — and you’ll see them soon enough — you’ll start to know what I mean. They watch us, if they feel like paying a�ention to us at all, like we’re gamecocks, with a distracted air of amusement. And it doesn’t ma�er what we’re doing — whether we’re fighting, feasting or lying dead on the ground — they always regard us with the same nearly fixed expressions. When they speak — if they speak — it’s never to us directly. Instead, one of their animals will deliver the word or one of the Jarls will pass it along. Some say it’s because if you heard them directly their voice would crush you like a rabbit under a wagon wheel. Others say it’s because they don’t feel we’re worthy of direct a�ention. Honestly, I think it’s something different, something about the true nature of what a god is. I don’t think we could understand what it is they’re really saying even if we heard them.

Part of it’s because of the way they move — or rather, the way they don’t move. They don’t move like us or like anything I’ve ever seen before. When you and I move our arm it just moves; one straight line that’s easy for the eye to follow. But when the gods move it’s like something in a blur, like their arms or legs or heads are actually moving in a hundred directions at once and then just kind of comes to rest where they want it to be. It’s creepy as all hell the first hundred times you see it.

Then there’s the way language works here in general — or really, the way language doesn’t ma�er here at all. We all speak the same thing even if you don’t know it when you’re talking. It seems that no ma�er what came out of our mouths when we were alive, now that we’re dead the others will hear it in a way they understand. Somehow it all just ends up being the same when one of us says it.

You’ll find that out about a lot of things ’round here. It just works, and it’s probably best not to wonder why. Like the fact that you’ll never get cold — doesn’t ma�er if you’re covered up or not, or if there’s a sun in the sky or snow on the ground, it just won’t ever bother you. Another is the eating. Sure, we still love to wolf it down, and for some reason when we do at the great table a�er ba�les it helps to heal us up, but we won’t starve if we don’t and you’ll never really get hungry or thirsty. Still,

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I’m glad we can eat and drink — I’d hate to spend the rest of forever without ale or a good mu�on joint.

Beyond that, everything else will start to make sense a�er a while. You’ll spend almost all of your time, if not the rest of forever, in one of two great halls: Valhalla, the domain of Odin, and Fensalir, which is Frigga’s province. Though we refer to them as “halls,” they’re in fact much more than any building or fortress you could imagine. The sun rises and sets within both, the days passing as they do on the mortal plane. Each experiences its own brand of weather and time, and the land held within is vast beyond any enclosure I’ve ever heard of. The lay of both is constantly changing, with towns rising and falling, Earth periodically moving, forests sprouting and disappearing, and seas filling and ebbing, all simply to create new and more elaborate training environments for us. The only constants in each are the other Jarls like me, masters of your training and daily ba�les; the great tables where all of you Einherjar feast; the antechambers of the factional gods, the ones to whom we may gain patronage to; the giant doors which lead to realms beyond the halls; and the gods themselves si�ing in providence

on their giant thrones. They loom over the horizon like mountains and keep us ever vigilant to our work.

Within Valhalla we learn to hone our cra� for war. Each morning the countryside changes while we sleep, and you will rise to meet a glorious day of ba�le against both your fellow Einherjar and we Jarls in disguise as our would-be enemies, the Jotnar. We wage campaign in every imaginable terrain and with all manner of weaponry, though it is the weapons of old that let us embrace our ancient heritage the most. Though you and your adolescent siblings may embrace the deafening and impersonal feel of the firearms from the current age — and indeed we all must train in their use and become familiar in their ways — we old dead have a greater appreciation for the intimacy and skill required by the tools of times past.

At days end we remaining gather ’round the great tables in feast and nightly celebration. We share tales of the day’s glory, honor the poor bastards strewn out as corpses ’round the ba�lefield, partake in magnificent meals which tend aid to our wounds, and enjoy the intimacy of our brothers and sisters. It is a marvelous

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event, each and every day, and is a gracious reward for the trials of the morn. At the rising of the sun comes the final miracle we experience: the return of the previous day’s fallen. Unscathed and wiser for their failings, they rejoin us on the ba�lefield for a new engagement.

But while we learn war under Odin, it is with Frigga that we are taught the ways to stay alive. In Fensalir we are shown the enemy and exposed to their weaknesses. We see the ways of the new world and how we may function within it during the great ba�le, and our most elite, the Valherjar, learn the subtle nuance of the magics they are imparted with for their return to Earth. We aid them as opposition and in the process learn much about the powers that only the gods ever truly know. It is also there where we are taught the skills that we may not have mastered in life which will make us be�er warriors — reading, writing, the fine arts of medicine (for when we no longer have the magic of the gods to revitalize us) — and are given opportunities for other mortal pleasures that keep us at one with the world we le� behind, those of songs, stories and cra�smanship.

In all, it is a pleasant — if not expected — existence, and an a�erlife far be�er than the most of us hoped for. With the Einherjar you have earned a family the likes of which no mortal has ever known, and as one of us you will fight with and against the most elite born throughout history, hone skills to levels you could never have hoped to achieve in life, and nightly feast and embrace the most noble humanity has ever offered.

All in all, Not a bad way to spend eternity, eh? Greifi Cornelius Agustus

During an Einherjar orientationOmnipresent and uncannily withdrawn, the

gods contribute to the fantastical air of Asgard and the confusion of both the Einherjar and Valherjar. A constant presence in their respective halls, the gods sit in repose on giant thrones the size of mountains. Rarely moving and never speaking, the gods observe the warriors in their halls with nearly fixed expressions, their chosen animals and prized weapons by their sides.

Adapting to an Unanticipated A�erlife

Unquestionably one of the most personal and individual processes for each Valherjar is adjusting to their new state of “near life.” The situation is typically hard enough for the Einherjar, many of whom take years or even centuries to adjust to the reality that they will spend the rest of eternity separated from loved ones, immersed in a theology that is often not their

own, and fighting a war that, until their death, they didn’t even know existed.

That alone is often enough to drive a person mad, but for the Valherjar the reality is much worse. Not only are they plagued with the same doubts and frustrations as the Einherjar, but they must also deal with the potential loss and pain of returning to their former world time and time again.

How and if this dichotomy impacts the Valherjar is as unpredictable and individual a concern as any faced in the history of man. For some it is a non-issue. Those who expected a warrior’s afterlife are often comfortable and content with their new undead status and can often relish in the new powers and abilities granted them, revel in the excitement and glory, and marvel at the strides of progress man has made in the years between visits to Midgard. For the majority of others, however, the circumstances are far less encouraging.

The newly dead, especially, tend to have a hard time adapting to their new status as an immortal avatar. Returning to a world still identifiable as their own, often still inhabited by loved ones, can be extraordinarily painful and will wear heavily on a person’s psyche, occasionally even to the point of madness. There have been numerous cases of Valherjar needing to be pulled from assignments because the proximity to their old lives proves to be too painful, and there are even examples of a few errant individuals attempting to reconnect with, or even rejoin, their former lives. These incidents are always handled quickly and severely, most often with the Valherjar at minimum loosing their Runes and occasionally even with a form of banishing that removes them from Asgard all together.

But it is not only the recently fallen who may take issue with the return to Midgard. Man, being a product of his environment, can often be horribly resistant to change, and history is full of Valherjar who had a remarkably difficult time adapting to the radical change the world has undergone in the last few centuries, or simply couldn’t adapt at all. The move from feudalism towards a global democracy; cars, guns and other technology; and the radical adjustment in customs and environments can all make the world confusing and frightening to those born in the days of bronze armor and broadswords.

How each Valherjar adapts to their new reality is often personal and individual. For some the transition is smooth and brings little grief. For others the discomfort and fear of a new world may linger. Others may find the burden too much to bear and

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may eventually demand to be pulled from their duties. The only absolute in the whole process is that each Valherjar will react to the situation uniquely and that there is no way to predict how they will adapt.

Typically, the extent of the psychological damage directly corresponds to the individual’s religious conviction. Generally speaking, the more devout a person is in the faith they had elected to follow in life, the more difficult the transition is in death. Believers in monotheologies, reincarnation and tribal spirituality tend to take the transition especially hard. Discovering that at best your faith in an absolute was wrong, and at worst that your devotion was completely in vain, tends to be a bit of a blow to the fundamentalist mindset.

But it is not just the fanatics who have trouble adapting to Asgard. Just about every mortal has some kind of resistance and consternation to their new un-life. From simply accepting the reality of their new existence to adapting to a life of war, chaos and serial immortality, there is always an acclimation period for the newly dead. Much to the bewilderment (and amusement) of their Einherjar brethren, however, some of the most starkly resistant to the reality of a near immortal existence are the pragmatists. Belief in life that nothing would meet them in death as well as firmly grounded foundations of conventional reality have left them totally unprepared for a world of gods, monsters and magic. Forced into the unenviable task of accepting what was believed to be patently fictitious, they often go through extreme bouts of denial and long periods of shock.

Added to this general difficulty in acceptance and adaptation is the frustration and confusion of understanding the Aesir as a whole and the war which they are now a part of. Being taken from a world you understand, and the afterlife you expected, and then being placed integrally within a theology you didn’t even believe existed can be disconcerting at best, and psychologically damaging at worst, for even the most well adjusted individual. Einherjar and Valherjar are drilled excessively on the urgency of their situation and the dire price of their failure, which is held like the sword of Damocles over their collective heads. Should Ragnarok occur as prophesized, each Valherjar — along with their Einherjar brethren, the gods themselves and almost all of humanity — will be destroyed, and life as history has known it will be shattered forever. Thus they are tasked, in a manner befitting the most holy of quests, not only with stopping the Jotnar advance and winning an advantage in the coming war, but also with maintaining the clandestine nature of their

own existence. Expressly forbidden from revealing themselves to the mortal coil, drawing attention from the mundane population, or leaving evidence of their existence, the Valherjar have strict codes of conduct that they must adhere to.

The Role of the Valherjar The Mission

The Valherjar act as the hand, and will, of the gods on Earth. Their charge is broad and can include a number of operation types and activities, though their primary objective is always to prevent the Jotnar from acquiring assets that could give them an advantage in the conflicts to come. This most often involves the destruction of Jotnar organizations, the disruption of essential operations, the assassination of Jotnar personnel and the gathering of information on Jotnar plots and future actions.

Each Valherjar’s individual role can be as varied as the Valherjar themselves, and the gods have tried to avoid establishing strict doctrine as to how their champions should be used. If the Valherjar in question is little more than a combat machine, they may find themselves stuck in Asgard the majority of the time, being delivered back to Midgard (the word the Aesir use for Earth) only when their particular skills are required. If the Valherjar shows a proclivity for subtlety, they can be returned to Earth to live the life of a mortal, integrating themselves as information gatherers, observers or even spies in key positions in Jotnar organizations. Typically, however, the Valherjar occupy a role somewhere in between the two extremes, becoming a covert force that spends the majority of their time in Asgard but that can be returned for days, months or even years to pursue specific objectives.

The RulesMan is not privy to the mind of the gods,

however much we may want, or even need, to be. The thoughts of the Aesir are forever out of the reach of former mortals. Even the most vaunted and esteemed Jarls, the highest ranked mortal generals of the Aesir army, only get scarce glimpses at the workings of the grand plan, and they are strictly forbidden from passing their knowledge on to their brethren.

So it is that much of the whys and what-fors of the gods’ activities and intentions are hidden from the Valherjar. Officially, and ostensibly, this is to protect the greater strategy involved in the ancient war. Since nearly the beginning Valherjar have been captured and corrupted by the Jotnar, and, as the old saying goes,

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what you do not know you cannot reveal. But it is not just the lack of information that complicates the Valherjar’s mission; a number of explicit rules are also drilled repeatedly into the Valherjar during training and briefings.

Firstly, and easily the most emphasized, is that their very existence must remain a secret. When on Midgard the Valherjar are expected to maintain low profiles, blend with mortal society and erase any evidence they may create while on assignments. Thus great care must be taken to ensure weapons and equipment are recovered, that Magics are not used in view of the public, and that the bodies of both fallen brethren and of inhuman looking Jotnar are disposed of appropriately. Though the Valherjar’s mortal frame may burn to ash with the morning sunrise, it would cause great alarm among mortal authorities if either the same bodies kept turning up over and over again or if corpses in morgues kept erupting in flames. So too with the Jotnar corpses, as leaving what appears to be the carcass of a medieval dragon or science fiction monster lying on a city street would be, to say the very least, cause for great concern. Thus it is the responsibility of each Flyn to “clean up their messes”

and minimize the evidence left by their raids and other activities.

So, too, is there a strict prohibition on any contact with possible remnants of a Valherjar’s mortal life. Originally allowed in limited circumstances in which the Valherjar’s status as immortal was not revealed (such as exercising contacts who may not know the individual had died or when they could claim status as their own descendant), such contact has now been outlawed. Valherjar are to have no interaction with their former existences whatsoever.

Finally, and most confusingly of all, is the ban on open conflict. Even in regions and countries where such events would go relatively unnoticed, the Valherjar, as of a few hundred years ago, were forbidden to openly engage Jotnar armies. Instead, all conflicts must take place on the “skirmish” level, rarely involving more than three Flyns, and should be resolved within a few short hours. Situations in which this rule would be violated, and would require either a considerable force or a prolonged battle to succeed, are sent up the chain of command and are either ignored or handled by some force other than the Valherjar.

Even more interestingly, and equally surprising,

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is that the Jotnar, too, seem to adhere in essence to the same rules. With the single, and often notable, exception of the psychotically insane Nidhogg, the Jotnar do take considerable pains to ensure their existence stays secret, only revealing themselves to devout followers and trusted allies. Even the Nidhogg, whose penchant for sadism and general dementia often blind them to the greater effects of their actions, do not violate the tacit secrecy of their existence intentionally and are often kept hidden by the governing of other Jotnar.

While in some cases this makes obvious sense, why the overall fanatical adherence to these rules exists is still a mystery. To many of the Valherjar the protocols seem counterproductive. After all, the Jotnar know the Aesir and Valherjar exist, and the Aesir and Valherjar know that the Jotnar exist, so why the secrecy and covertness must be observed even beyond the eyes of mortal society has been the cause of considerable frustration and conjecture.

Officially it is to prevent the final conflict from occurring prematurely. Many speculate that there was an event or series of events in the last millennium that may have led the powers-that-be to believe their open strife was speeding Ragnarok towards erupting. Though what exactly those events would have been and why they would lead to that result is unknown. Others assert that some tumultuous peace was struck between the leaders of each side, as rarely, if ever, do the elite elder Jotnar or the gods seem to actively interact with Midgard and the struggles there. Finally, dissenters within the Einherjar and Valherjar population suggest that fear may play a significant role. Gods, like humans and Jotnar, are not truly immortal, but simply incredibly difficult to kill. Legends say, and evidence in Asgard confirms, that at least two of the gods, Baldur and Loki, have in fact perished or disappeared in millenniums past. Some feel that the ploy of limited engagements, and the existence of the Valherjar themselves, is little more than a coward’s shield to protect the gods at all costs.

Regardless of the truth, however, the rules exist and are adhered to religiously. Valherjar who openly expose themselves, fail to keep their activities covert or renew contact with their former lives are punished harshly. They may lose the prestige associated with their much vaunted titles, fall into disfavor and receive increasingly less desirable assignments or endure creatively extreme punishments (one Flyn who failed to successfully dispose of a Ymir corpse in a Brazilian jungle was returned to Midgard in Antarctica and forced to walk back to get it). They may even lose

their Valherjar status and have their Runes removed, a process even more painful and prolonged than having the Runes ensconced.

Their Structure and MethodOverviewThough strongly militaristic and often quite

disciplined, the Valherjar have rejected both modern and historical sophistries of rigid organization in exchange for a more simplistic and less rigid structure. Essentially divided into three main conceptual facets, the Valherjar structure tends to only be concerned with the absolute basics of a given Valherjar’s role. It includes the Aett, or the clan-like followers of a given patron god; the Fylka, which indicates a Valherjar’s given job and responsibility; and the Geledd, which is the Valherjar’s title, representing their overall prestige.

The AettirThe first, and unquestionably most important,

defining factor of a Valherjar is their Aett. Similar to a clan or family group, each Aett (plural Aettir) indicates which patron god or goddess has adopted the Valherjar and, thus, which Rune is inserted within their forehead. Though technically only governing the sixth Rune given to each Valherjar and the accessibility to various Magics and Boons, as often as not the individuals chosen for each Aett also subscribe in varying degrees to the stereotypical values of their patron god.

But while the Valherjar may vary from the stereotypical views of their Aett, often quite strongly, when the time comes to assemble a force to return to Midgard, it seems as often as not that it is the Aett more than the individual who is chosen for the assignment. If warriors are needed in excess, the more martial Aettir will be looked at. If the mission is stealth and guile, diplomacy, or information gathering, then those Aettir will be weighed more heavily than the others.

Though reasonable in the majority, this does occasionally cause significant issues as atypical Valherjar are assigned to fill a role they are not ideally suited for. And while the Jarls appear to be sympathetic to the plight of those who are put at disadvantages because of this oversight, they have made numerous attempts to explain, in their own cryptic ways, that the issue is out of their hands and beyond their scope of influence.

Frigga’s Hlin“This war may be between god and Jotun but

the battle is waged at the price of Earth and man. And like all wars to come before it, it won’t matter

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who eventually crowns themselves the victor. If both the world and the seed from which we all sprang isn’t protected at all costs, there will be no prize left worth claiming.”

Hlaford-Jarl Roman Vasquez

Generally cheerful and optimistic, the Hlin maintain themselves with a constant air of vibrancy and love. Often thought of, or referred to, as “matronly” by their fellow Valherjar, the Hlin endure the jibes and barbs of their brethren with good humor and typically find lighthearted jabs to return in kind. Their attitude often bordering on lofty, the Hlin seem to think of their siblings more as children who have yet to find their way, not as equals. As such, they often treat their brethren as you would an ignorant child: with patience, gentle chiding and understanding. Rarely showing temper or losing control, the Hlin strive to be at one with everything in the Nine Worlds and demonstrate their universal compassion regularly.

Often erroneously thought of as pacifists, when a Hlin is brought into the planning stage of an operation they often demonstrate a perspective commonly lacking and regularly expose key flaws in strategies. Approaching any conflict from the standpoint of minimizing damage, the Hlin maintain a keen awareness of long-term effects and potential outcomes, and thus can provide invaluable insight into a situation.

Heimdall’s Gjall“Man has done just fine for over five-thousand

years, even with the Jotnar nibbling at his heels, and there’s no reason to risk it all now. Our job should be to stay vigilant and keep the monsters at bay — not to start a war that may not need fighting. After all, it’s entirely possible that if we keep things on the straight and narrow long enough the mortals will figure it out on their own and drive the Jotnar down without starting a universal war.”

Hlaford-Jarl Irimi Pantelious

Generally balanced and worldly, the Gjall pride themselves on being aware but not overly judgmental. Over the centuries the Gjall have come to believe that circumventing the war is primarily their responsibility, and so they often conduct themselves as though their decisions carry exceptional weight. Often quick to take charge and firm in conviction, they seldom brook debate once a course of action has been decided and will rarely default to another’s conclusion.

When returned to Midgard, their philosophy is to minimize the effect of their interaction, and they’ll

avoid conflict under all but the most essential of circumstances. Should violence erupt, their goal is to end hostilities as quickly as possible and withdraw as soon as the crisis is resolved.

Their demeanor towards the other Valherjar is often indifferent, and they do not adhere to the spirit of camaraderie the way most of their brethren do. The Gjall themselves mostly attribute this to their constant vigilance, remaining perpetually aware for the sparks that could potentially inflame a situation. However, to most of the other Valherjar, they simply seem condescending and aloof.

Odin’s Grimnir“This war will not be won by any show of force

or on some open battlefield where our enemy can muster its forces and mount a full resistance. If we are to succeed then we must fight now as though we were besieging a city. We will corner their industry and deprive them of resources. We will cut their supply lines so that their soldiers wither and starve. And, most importantly, we will peck at them like giant ravens as they dare to peer from their parapets; dwindling their numbers one by one until they have no strength left to fight.”

Hlaford-Jarl Geffon Stark

Solitary and enigmatic, some say the Grimnir are groomed from their mortal birth to carry the weight of being Hersir. Typically operating for long periods of time isolated from their brethren and submerged in enemy ranks, most Grimnir remain distant even when in the company of other Valherjar and usually appear withdrawn and remote. Though their individual personalities vary from the brash to the subdued, there is commonly an air of distance in a Grimnir.

Starkly contrasting this desolation are the various and convincing facades they are so accustomed to putting forward. Having spent lifetimes playing roles so convincing that even the most suspicious of targets have no cause to doubt them has turned the Grimnir into the warrior of a thousand faces. They can appear rambunctious, care free, disoriented, geekish or half-witted if the moment calls for it, but as soon as the spotlight is removed they will usually revert to their subdued selves.

Sif’s Gyllen“Though the prophecies seem obdurate we have

to believe there’s another way. The world has changed and with it has come new hope and what must be opportunities to make things right. The path is unclear, and there’s no question that the way will be difficult,

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but everything we’ve ever fought for will be lost if we don’t at least try.”

Hlaford-Jarl Temazcalero

For many, too much of the war has been spent jockeying for position and playing to political agendas, and the Gyllen feel the time has come to change the rules. Generally passionate and sincere, as a whole they view the right way as the way that best accomplishes a given goal, and there need not be too much discussion beyond that. This is not an “at all costs” mentality by any stretch, but rather one reflecting their belief that the Jotnar are a plague, and to decry something that works even as a temporary vaccine would require some significantly negative side effects. They also carry a legendary temper, and sagas have been written about a Gyllen’s wrath. Easy to insight and consuming once inflamed, to question the judgment of a Gyllen can often be more exhausting than war, and using trickery to unleash their wrath on an unsuspecting or undeserving sibling is a favorite prank of the Valherjar.

Beyond their irritability, the Gyllen are noble in disposition without quite being chivalrous, and balance a passion for results with a legitimate sense of responsibility. It is that contrast, along with their exceptional love for their brethren, which makes them natural leaders and quite often it is a ranking Gyllen who is placed in charge of a Flyn.

Thor’s Mjolnir“This prattling and saber rattling is pointless.

The war is upon us and the time to strike is NOW! The Jotnar are a pestilence both man and god have suffered far too long and we are duty-bound to take the field and drive them back to the caves they slithered from.”

Hlaford-Jarl Bolverk Eyegouger

If bravado were land, each Mjolnir would have a kingdom to themselves. The epitome of self-confidence and machismo, if the Mjolnir know they can be defeated, they haven’t let on yet. Most often loud, brash, tactless and obnoxious, they have the “right” opinion about everything and the world is entitled to hear about it. Rarely concerned about the trivialities of life (or death), most Mjolnir spend their time engrossed in both the aggressive and hedonistic pleasures of the flesh: drinking, fighting, feasting and fornicating.

When on assignment in a Flyn they frequently become distracted by the myriad of activities available to a near immortal and are often the cause of great consternation to their fellow Valherjar. It is not at all uncommon for a Mjolnir to get the whole crew

involved in bar fights or other heated situations, and many Flyns have developed codes and lots for determining who is going to keep track of the Mjolnir while on Midgard. That being said, when the combat starts the complaining about the Mjolnir tends to stop, as they are quite possibly the most combat-effective and martially powerful of the Valherjar.

Tyr’s Gleipnir“Let wiser and hotter heads debate the merits

and flaws, we humble chosen were bred to bare the nobility of the Aesir, not question their design. Our lot is to accept the glorious mission charged us and we will conduct ourselves accordingly: with integrity in action, purity of purpose, skill of arms, and gallantry in battle.”

Hlaford-Jarl Aadi Aakarshan Sachchit

Like a romantic vision of some gallant medieval knight, the Gleipnir pride themselves on nobility and chivalry above all else. Believing they can transcend the horrors of war through civil and gentile behavior, the Gleipnir view violence as a last (but still highly

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accessible) resort. Given to solving disputes through words and compromise, they are often erroneously viewed as weak among the Valherjar. However, it is this very compulsion towards serenity that warns of the Gleipnir’s true potential. As the old adage goes, they believe firmly in “walking softly and carrying a big stick” — and what each of them possesses rivals the might of all but the most accomplished Valherjar.

Commonly thought of as antedated by their brethren, the Gleipnir subscribe to values and philosophies that disappeared from the world generations ago, such as offering quarter and accepting single combat. Socially, especially towards those of the opposite sex, they tend to be reserved and pedantic, and morally they are often chaste. Still, despite any awkwardness they might endure while back on Midgard, they are prized once the battle is joined and display a bravery and valor that few others are capable of.

The Fylka and FlynsThe second aspect of the Valherjar

organizational structure has to do with the specific role a Valherjar plays. This role, known as their Fylka, primarily defines what types of tasks they are assigned to, and generally falls within one of two categories: Hersir, who are the spies and information gatherers, and Huscarls, the foot soldiers and shock troops of the gods. And while within each of these categories there are a number of specializations and sub-jobs, it is most prevalently the Hersir/Huscarl distinction that determines a Valherjar’s role as well as how and when they are grouped with other Valherjar into units called Flyns and sent on assignments.

HersirThe information gatherers and spies of the

Valherjar cadre, Hersir is a term given to warriors who excel at espionage and spend the majority of their time returned to Earth. Most often acting as forward observers for shock forces to come, the Hersir fill two primary roles: They work alone or in small teams to gather intelligence and relay it so that greater assaults may be planned, or they act as “guides” and are attached to larger groups of Valherjar to provide familiarity with the area the operation will occur in and the world in general. Typically placed back into a mortal life, a Hersir develops a deep cover and background so that they may operate free from suspicion, and may go months or years without acknowledging or contacting of their own kind.

As they gather information they report back to

the Burh commanders, the Jarls, who communicate with Asgard and determine the best course of action. Usually this means adding the information to a greater database of events in the hope of revealing a pattern of activity or the goal of specific Jotnar movement. Often this also includes dispatching a Flyn, a team of Valherjar, to further investigate the situation and eventually eliminate the threat.

A Hersir’s involvement in these Flyns may be varied and is never assumed. Depending on the situation the Hersir may be viewed as a key asset to the mission’s success and is joined with Huscarls and other Hersir to create an appropriately skilled force to deal with the issue in question. Equally as often, however, the Hersir are simply thanked for their effort and returned to their cover so that they may continue their mission.

HuscarlsThe shock troops of the Valherjar, Huscarls

are individuals who have shown the necessary skills, abilities and aptitudes for action on Earth, but who are used on an assignment-specific basis. Often possessing individual specializations, Huscarls can be proficient in a number of areas that may prove invaluable during operations. Whether they are elite combatants; especially adept with their powerful Magics; particularly knowledgeable in the politics of the world; or are jacks-of-all-trades with universal applications, Huscarls are chosen for specific operations based on their particular assets and may be combined with any manner of other Huscarls and Hersir to make an effective team.

When Huscarls are needed, they are summoned from their training in Valhalla or Fensalir by the Jarls and are introduced to the other Huscarls that will be joining them during the operation. These other Valherjar may or may not be from the same Aett or share the same specialties — a reality that has been known to cause a certain level of strife among particularly zealous Valherjar — but they are expected to work together all the same. Once assembled the Huscarl travel through a Burh, or gateway to Midgard, to typically meet with one or more Hersir who will join them and are sent on assignment.

FlynsOnce all Valherjar involved in a mission have

gathered on Midgard they are united into a Flyn. Named for the flying spears of the Viking battlefield, Flyns perform the direct actions demanded by the gods. More than just a squad in name, members of a Flyn

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are linked through their Rune Stones for the duration of their mission. This link grants the Flyn additional abilities so that they may more effectively work as a team.

The gifts of the Flyn primarily involve organization and communication, and Flyn members immediately gain an awareness of the approximate location of their brethren. Each Valherjar in a Flyn, through concentration, can identify the direction to a fellow Flyn-mate, and can pinpoint their location if they are within 100 yards of each other. Additionally, the Flyn allows a Valherjar to be aware of the general mortal-status of other members of the Flyn, be they essentially healthy, seriously injured or dead. There are also instances in which Valherjar who have been in a Flyn with the same people for decades or more have developed limited telepathy and the ability to share magical assets, but these situations are not the norm.

Once a Flyn is formed, the most prestigious of the group is typically assigned as their commander, or Agnar, and they are briefed on their assignment. The function of the Flyn Agnar involves reporting to the Jarl Burh Commander as well as directing the group’s activities, and it is expected among all Valherjar that the more prestigious a warrior the more respect and authority they will be given.

Prestige, Geledd, and the Chain of CommandThe final aspect of the Valherjar structure

deals with their individual prestige based titles, called Geledd. Though the Valherjar do not adhere to a militaristic chain of command that acknowledges chiefs and subordinates, they do employ a title and rank system that at times fills much of the same role.

Based primarily on Valherjar’s battlefield prestige, they have adopted ten titles to correspond to levels of accomplishments and heroism in deed. While those of a lower Geledd are not expressly forced to abide the requests and wishes of the higher ranks, the Geledd do represent a considerable level of respect and it is tacitly understood that words of “greater” Valherjar should carry more weight and be more honored than those of lower titles.

A Valherjar’s Geledd also reflects the general affectation the gods, Jarls and Burhs will have for the individual and the amount of resources they will be willing to dedicate to helping the person succeed. Often anachronistic and occasionally downright cruel, the powers-that-be have developed an almost depraved attitude towards the warriors they send on assignment. It’s not that the Valherjar are poorly valued or that their success isn’t viewed as paramount — in fact it’s quite the opposite — but the gods and Jarls have assumed an attitude of extreme presumption when it comes to their warrior elite. The very fact that the individual has managed to achieve Valherjar status and has been granted the incredible gifts thereof indicates they are capable of achieving remarkable tasks and that they do not require “excessive” support to succeed, and that perhaps they will benefit from a more vigorous and challenging (read: difficult) experience. This often means that lower ranked Valherjar will find themselves in the unenviable position of being expected to perform the same tasks, or occasionally even more difficult tasks, as higher ranked Valherjar who carry more favor among the gods, but with significantly less or vastly inferior support.

Geledd RanksMasculine Title Feminine Title Equivalent

Konungr-Jarl Drottning-Jarl Near godlikeHertogi-Jarl Hertogafru-Jarl MajesticHlaford-Jarl (same) KinglyGreifi Greifafru LegendaryGodi (same) HeroicHEarthweru (same) InspirationalMeistari Mesterinde Noble and ReveredRiddari (same) AccomplishedHerre Fru Respected but unremarkableHeera (same) Shamed and inferior

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Base of OperationsThough the vast majority of all Valherjar

remain garrisoned in Asgard, spending their time in either Valhalla or Fensalir, there are a number of different types of bases of operations on Midgard itself. Primarily focused on the duties of transporting and sheltering the Valherjar, as well as disposing of the evidence they generate, these outposts can be homes away from home for Valherjar in need. There are three primary types of locations that a Flyn will interact with: Burhs, which transport them to and from Asgard; Sals, which temporarily shelter Valherjar on assignment and Gårds, which help them dispose of evidence.

BurhsThe focal points for movement from Asgard

to Midgard, Burhs act as gateways of transportation for Valherjar and other creatures who can not shift themselves between worlds. Requiring incredible amounts of magic to create, and capable of being raised only on “Ley Lines” or key magical points on Earth, the Burhs are a closely guarded asset of the gods and are kept secret and protected at all times.

Typically hidden within a mundane cover such

as a business, residential home or industrial park, a Burh is operated by a Hlaford-Jarl and an elite squad of six to ten Greifi or Godi. These Valherjar have a vast arsenal as well as a number of non-traditional weapons at their disposal to ensure the Burhs safety, but as a last resort can collapse the gate to keep undesirables from crossing into Asgard. Still, secrecy is the Burh’s first line of defense, and their locations must be guarded at all times.

Only capable of transporting living beings between the worlds, Burhs have also, by necessity, become arming stations for the Valherjar who return to Earth. Often underfunded and critically protective of the weapons and equipment in their possession, most Burh Jarls use extreme discretion in determining what gear gets distributed to a Flyn — and can have frighteningly long memories for those who lose or abuse hard-to-replace items.

SalsEssentially safe houses, Sals are small and

inconspicuous locations set up throughout the world for lodging and tending to Valherjar on assignment. Much more prolific and far less conspicuous than a Burh, a

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Sal is a simple shelter from the rain where a single Valherjar, or entire Flyn can, have their wounds tended to, find meat to help them heal and generally hide out or sleep for a day or two. Often disguised within existing domiciles such as hotels, motels or boarding houses, Sals generally only have a minimal amount of equipment or defensive capabilities and so are easily abandoned should they become compromised.

GårdsEssentially elaborate rendering plants, Gårds

are primary disposal points for the corpses and other byproducts that may be generated during a Flyn’s operations. Containing processing machinery capable of disposing of even the most stalwart Jotnar; vaults for securing Valherjar bodies before sunrise; and recycling facilities for spent brass bullet casings and broken equipment, Gårds are fairly common in most of the world’s industrialized nations. They can be concealed within manufacturing plants, factories, urban farms and most commonly slaughterhouses — though the capacity of distribution said slaughterhouses have versus their volume of actual cattle has created a running joke about what exactly is being done with some of the Jotnar they dispose of.

“Well I am shit out of ideas.” Renos cursed as he came to a stop under a red traffic light. As the car idled there was a decided odor of carbon monoxide, and Renos smacked the heater vents closed much harder than the broken down Ford Granada could have been expected to endure. “What do we do?”

Stick, brooding in the passenger seat, glanced at the now cracked vent and then to his partner, “Dunno, man. Go beg for bribe money?”

Renos spared him an excessively dirty look and then spat sarcastically, “Yeah, right. That’s exactly what Jarl Artis is going to do, just hand us a couple hundred bucks from pe�y cash and send us on our way. We’ll head over there right now, but I think I’ll wait in the car while you ask him.”

Stick cringed and looked again to the grimy floor of the 30-year-old sedan. It had been lousy luck that the two warriors had been sent back to the Columbus Burh, and he was fairly sure that showing his face around Artis again with anything but a life-redeeming accomplishment was going to be just plain ugly. “This sucks,” he sighed.

It wasn’t exactly their fault that they were likely on Artis’ bad side for the rest of eternity, but that didn’t mean that the Hlaford-Jarl was likely to forgive them anytime soon. It had been as much bad luck as soldier error that had put the two mopey Valherjar in the hot seat, but neither of them really expected that to ma�er.

It had started with what should have been an easy assignment to keep track of a corrupt Columbus PD sergeant. The man was taking bribes to deliver seized weapons from the police department vault to a Garm who was selling the automatics on the black market. A�er only a few hours of investigation, and viewing a sneakily acquired surveillance tape that showed the officer marching brazenly into the evidence room and then out again with four converted AR-15 assault rifles, the duo had verified their target and were ready to make the score. They had stormed into the Burh, full of arrogance and impetuousness, and demanded enough hardware to declare war on a third-world nation. Their plan was simple: Scare the sergeant into giving up the Garm and then storm his cache before the Jotnar could be alerted to their presence.

Artis, the Burh commander, had been reluctant to release the weapons, but Stick, a Meistari with a reputation for good instincts and quick resolutions, had thrown his previous accomplishments (and some fictitious connections) around and convinced Artis to take a chance. The two le� the Burh feeling indestructible, armed with an incredibly expensive M60 machinegun and enough ammunition to fire the thing for three weeks straight.

Unfortunately for Renos and Stick, the cop managed to get the drop on them as they entered his home early one June morning, and he killed Renos and wounded Stick before escaping out a back window. To make ma�ers worse the Columbus PD SWAT team, inconveniently holding a training session that morning at a range barely 5 miles away, responded to the sergeant’s call before Stick could gather up Renos and get out of the house. Surrounded and uncharacteristically panicked, Stick had responded instinctively rather than intelligently to the SWAT assault by opening fire with the 60 and wounding two very innocent SWAT officers before taking a sniper round to the head.

Now all that was bad enough, and certainly would have been hard to live down just on its own, but had the duo actually bothered to really investigate the situation they would have known that the evidence the�s hadn’t stopped even while the sergeant was on suspension, and so would have figured out that the perpetrator was actually the smuggling Garm in disguise — who cut town as soon as the word spread that the Valherjar knew what was going on. The end result; two wounded cops who didn’t deserve to get shot; one prized and very expensive machine gun lost forever; a major gun-running Jotun still on the loose; and two again deceased Valherjar being wheeled out of a Columbus PD officer’s house live on the 6 o’clock news.

By the time they awoke in Valhalla the next morning, word was already out and it was a long ways from being good. Summoned back from Midgard so that

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he could get his ass chewed in person, Artis had caught hell for allowing it all to happen and was happy to help the shit roll downhill. Since then the two had been on what could only be described as “garbage duty” and so were pulling bo�om-of-the-barrel assignments with li�le or no support.

So it was especially unfortunate when they realized they had gone back through the Columbus Burh and were expected to find out who was outfi�ing a local gang that had suddenly jumped from selling weed on street corners to being a major player in the cocaine business. Artis had met them at the gate personally and failed to hide a grin as he handed each of them a pocketknife and matching shirts reading “I’m with Stupid.” Now, with no real weapons to speak of and no way to gather leads, they were almost out of options. Their only hope lay in a high-profile player who was a regular snitch for the Burh but whose information came at a pre�y steep price. They had approached him and tried to whine out their sob story, but had le� with the “hard luck” price of 500 bucks for the goods they needed. They could sell the car and everything else they had in their possession still wouldn’t be halfway there.

“Sucks bad,” Stick started to reiterate, when he was suddenly struck by an idea. “Hey! What time is it?”

Renos looked at him quizzically, “How the hell should I know? About seven, I guess. Why?”

Stick perked up and got excited, “Seven’s about dinner time! Head for the Burger Time down there on the le�.”

“What?!? Burger Time? We don’t need to eat… and we don’t have any money… so what the hell are you going to do at Burger Time?”

Stick grinned and nodded at the restaurant down the street, “Trust me, I have an idea.”

They had barely pulled into the parking lot when Stick started to get out. He ran towards the drive-through, circled around so he was on the le� side of all the cars and jogged down the line, reaching in through the rolled-down driver’s windows and snatching the wallets from unsuspecting hands. He was almost finished before the first patron was leaping from his car and was back in the Granada by the time anyone was near catching up to him. “Drive!” he called to Renos, still closing the door behind him.

Punching down the accelerator and leaving a throng of pissed off diners in their wake, Renos looked incredulously over at his partner and shook his head. “Not exactly noble hero behavior, you jackass.”

The Runes of Rebirth“Pain. In a word, pain. Agonizing, horrifying,

dehumanizing pain. So extreme that it took days to

recover from, and not only physically, but emotionally as well.

You are stripped naked and strung up on a rack, similar to crucifixion, with your hands bound at the wrists and your legs at the ankles in a spread eagle fashion. Then a noose is put around your neck and you are hung from a great tree, with both the weight of your body and the considerable girth of the rack dragging on you, making your tongue jut from your mouth and your eyes bulge in your skull.

They leave you there for hours, if not days, waiting until you reach some seemingly mystical degree of separation. It, truthfully, reminded me a bit of the vision quests that tribal cultures have pursued for eons. During that time I cramped and struggled, became ravenous and thirsty — though we’re not supposed to need to eat or drink anymore — and finally began to hallucinate. I imagined animals before me, animals that looked vaguely like people, assessing and analyzing me like I was some kind of butcher-block pig at an auction. They discussed my strengths, picked at my weaknesses, and when they had finally go�en all of the ‘facts’ on the table, entered into a negotiation that can only be described as bartering.

A great wolf with a piercing stare erupting from its sole eye said my knowledge of modern affairs would be useful and claimed a right to me. So, too, did a giant bear, but through more specious reasoning, simply saying that I was ‘big enough to swing a vicious hammer.’ A ram with a third horn hung by silver chain around its neck made a dispirited play based on my worldly resources, but conceded early that I really wasn’t suited to its needs. Finally, a beautiful golden swan reminded them that she needed my knowledge and compassion most and that, evidently, it had been her idea to string me up in the first place. With that decided, the beasts withdrew and I was again le� to hang while the sun both rose and set and, though I was not aware of it at the time, I slipped into a deep, dreamless sleep.

I awoke to a combination of giggling and cackling, and opened my eyes to find three women of distinctly different ages before me. In their hands they held small silver daggers and a needle a�ached to a spool of gli�ering thread. They, too, were entered into a discussion about me, but this one seemed to be a combination of a debate as to who would go first and a rather humiliating diatribe about my exposed genitalia.

Finally the order was se�led and the three approached. The youngest girl, a very pre�y blond in her mid-teens, knelt to access my feet while the other two moved into positions to keep my hanging body from swaying. The girl then swabbed the interior of my ankles with a damp cloth, dried me thoroughly, and began cu�ing into my ankles with the knife. It was sharp, as sharp as any instrument I had ever seen or felt in my life,

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but still the pain was excruciating and I tried to scream. My lungs, long since devoid of air, were barely able to conjure a whimper that was never the less barred from escaping by my swollen tongue. She cut for a remarkable amount of time, long past when I would have thought she’d work her way completely through my leg, and was quietly singing in a language I did not understand all the while. Eventually she stopped cu�ing and I felt the stiff, rough pressure of something being forced through the holes under my skin, followed by the sound of thread being drawn through taught leather or fabric.

When she finally finished her cuts and sewing she swapped places with the middle aged redhead who was holding the le� side of the frame. She giggled so�ly as the redhead emulated her work, this time on my inner wrists. Likewise, when she finished, she exchanged positions with the silver-haired crone, who granted a rather disturbing kiss to my swollen and purpled lolling tongue before carving into the center of my chest between my pectorals. In all, the process seemed to take days and, absently, I counted three risings and se�ings of the sun as they worked.

Then, with the rising of the fourth sun (though I can’t guess at how many total had passed since my being put there), a woman appeared of such incredible beauty that, truthfully, I couldn’t possibly describe her. She seemed to simultaneously be a picture of every hormone-driven longing I experienced as a pubescent youth and every passionate desire I’ve had as a man. She, like the old hag, kissed me firmly and caressed my cheeks, but her affection was of possession and compassion, almost like a mother kissing her child, more than of lustful passion as the hag’s had been. When she drew her face from mine she was whispering to me, something sweet and melodious about a rebirth, then bore into my skull with the tip of a broad bladed sword.

The last I remember I screamed, though where the air and power to do so came from I’ll never know, and over both it and the scraping in my head I could still hear her speak. ‘Be whole again, Elias,’ she said, ‘and forever in my heart as my beloved Gyllen.’”

Herre Elias Spirodakis Recounting his Runic imbuing

OverviewThough in Asgard they have material form, the

Einherjar are the spirits of the dead and would be little more than incorporeal ghosts even if they could return to Earth. What separates the Valherjar from their sky-bound brethren are the six Rune Stones that allow them to travel through the Burhs and return to the land of the living.

Legend says Odin learned the magic of the Runes as he hung by a noose from the branches of the

world tree, but why it can only be applied to the former mortals of humanity and how the magic actually works only the gods know. Regardless, it is this magic that reforms their mortal body when the Valherjar pass through the gateways to Earth and that whisks them back to the halls of Valhalla should their mortal frame expire again. It also gives them a number of abilities beyond those they possessed in life.

The Runes of the BodyThe core of this power actually lies in the five

Runes located in the Valherjar’s inner wrists, inner ankles, and centered on their sternum. It is these Runes, burned into oval stones sunken beneath the skin of their bodies, that tie their spirit to the life lines of the Valherjar’s mortal body, that create the flesh from whatever ether it is drawn from, and that force the heart and nerves back to life.

Each Rune of the body is tied to a Norn, or Fate, who lends her blessing to the Valherjar’s task. Cryptic and omnipotent, the three Norns are a figure of mystery and magic even among the gods, and it is they who have prophesized Ragnarok. It is often whispered that the gift of creating the Valherjar was given to the gods by the Norns themselves and that each Rune within a Valherjar’s body is directly representative of that individual fate’s contribution.

In each wrist is the Rune Nauthiz. The Rune of the Norn Skuld, Nauthiz represents the urgency of the Valherjar’s quest and their opportunity to prevent the apocalypse.

In each ankle is the Rune Isa. The Rune of the Norn Verdandi, Isa represents the drive of the Valherjar to overcome the prophecy.

Finally, set into the center of each Valherjar’s chest is the Rune Hagalaz. Belonging to Urd, the oldest of the Norns, Hagalaz is an ancient Rune signifying life and the oneness that draws the energy that allows rebirth.

The 6th RuneThough it is the five runes of the body that

return the Valherjar to the mortal coil, it is their Sixth Rune, the stone set deep within their forehead, which binds the Valherjar to their patron god and gives them the ability to channel the magic within them externally. The Sixth Rune each Valherjar possess is dependent on their Aett and, as a young Valherjar, determines which Runic Magics they are taught and initially have access to.

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Runes on MidgardWhen in Asgard, the Rune Stones set within

a Valherjar’s body blaze perpetually bright and are almost always visible. So too glows, for those who have the ability to see, the energy flowing within them like veins of electrical fire.

On Midgard, however, the power of the Runes is substantially more subdued. Though the actual stones linger a few inches beneath the surface, the Runes typically remain invisible

When Rune Magic is used, however, the Runes come to life in varying degrees depending on the intensity of the magic being focused. Typically, for subdued magics that only make small adjustments to the Valherjar’s perception or natural abilities, the Rune Stones will take on a softly glowing hue that is perceptible, but incredibly subtle, and could well be missed or dismissed as a trick of the eye by people not paying direct attention to the Valherjar. As the potency and power of the magic increases, however, so does the spectacle of the Runes creating it. During a moderate invocation of power the Runes will glow considerably, though not necessarily brightly, and will unquestionably draw the attention of those looking in the direction of the Valherjar. A dramatic use of power, such as the calling forth of lightning or shifting shapes, will cause the Runes to burn brightly, casting shadowing light and clearly illuminating the stones beneath the Valherjar’s skin.

Rune MagicThrough intense physical and mental

concentration, the Valherjar are able to draw from and direct the Magic of their Rune Stones to create remarkable effects. Though in truth barely understood by even the oldest of the dead, Runic Magic has become a staple of Valherjar effectiveness and is among the most prized and diversely applicable tools in their arsenal. Capable of being intensely focused into powerful attacks, altering the perception of both the Valherjar and others around them, and in extreme cases even causing physical shifts in the wielder’s body, Runic Magic has been developed into a formidable force constantly at the warrior’s disposal.

Though functionally universal (meaning that all Magics are drawn from both the Runes and life energy within the Valherjar’s body), the effects of Runic Magic can be quite diverse and are still being explored. Originally thought to be of little value beyond conventional direct-force attacks and altering the thought process of select targets, over the last few centuries the Valherjar have become aware of fantastic

new capabilities hidden within them. Occasionally discovered by accident, or often learned from the most unlikely of sources (including from Elves, Dwarves, Dragons and occasionally even the Jotnar), new and even more exotic abilities have been developed. Select Valherjar have dedicated their time in Fensalir to not only refining the basic skills the gods have taught them but also exploring the seemingly infinite possibilities contained within them.

The process for using Runic Magic is deceptively simple, though physically draining, and through training can be honed to second nature. The basis for the thaumaturgy lies in the combination of a gesture and a word, and every form of Rune Magic the Valherjar employs incorporates these two concepts. The gesture consists of Carving, or drawing with the hand, a series of Runic symbols similar to those found in the Norse alphabet. Basic Magics require only a single Rune to be Carved, but more elaborate or derivative uses may require up to three or more.

Similarly, the phrase to be uttered, called a Dikt, varies in length based on the complexity of the Magic being used. Unlike a Carving, however, the specific Dikt uttered are unique to each Valherjar. A reflection

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of their personal philosophy and training, the given Dikts are developed when each Magic is first learned. Though individuals will always repeat the same words when casting any given Magic, those words my vary dramatically from another Valherjar performing the same thaumaturgy.

When these actions are combined with an intense focus the Runes glow brightly and shift their energy from the body of the Valherjar towards the target. During this shift both the Runes and the energy lashing out from them becomes visible to the naked eye to varying degrees depending on the strength of the Magic.

Gifts of the ValherjarIt had been 16 days in a dank culvert beneath

a crumbling irrigation bridge but finally things were starting to look up. The nights had been bi�erly cold in the desert, dropping to near freezing and turning the shallow water and mud that pooled around their prone bodies into a congealed icy gelatin, while the day’s heat steamed and roasted the galvanized torture tube in which they were trapped.

The small Cessna they had rented to fly surveillance with hadn’t survived one pass before someone from within the sweat shop unleashed a large caliber machine gun and tore their port wing clean off. Barely surviving the crash, they hobbled their way beneath the nearby bridge. If not for their magics they would be dead again, or worse. The joy of survival was short lived, however, as the Jotnar running the shop had tripled patrols around the 100-acre ranch the factory was perched on. There was almost no chance of escaping on foot undetected. So here they sat, alternately freezing and frying, stuck in a tube barely wider than themselves, with muck and mud trapped well behind the curve of the drain so that it could neither evaporate and escape nor drain out.

Fortunately, the heat, while sweltering, wasn’t sufficient to cause much more than blisters and heatstroke, while the cold exposure gave them li�le more than discomfort and fuel for their exceedingly morose senses of humor. The lack of food was also cause for amusement, as both of them had gone hungry at one time or another in their mortal lives and were ecstatic not to be experiencing it again. Hunger notwithstanding, however, both had come to the realization that death from either the heat or cold (though not starvation) would have been preferable at this point since conventional escape seemed improbable and their bodies were almost sure to remain undiscovered throughout the day following their deaths. Even more problematic was the inability to slay themselves or each other, as neither had more than the clothes on their backs and death outside the culvert exposed their bodies to the

risk of discovery. Regardless, they had tried, jabbing each other ferociously with sticks they had snuck out of the drain to obtain, bashing one another with rocks, and once even capturing a ra�lesnake and forcing it to bite them repeatedly. Unfortunately, they had managed to heal again before any of the injuries proved fatal.

It wasn’t until the a�ernoon of the 16th day that a solution presented itself. As the sun crept ever slowly across the blazing sky, a small pickup truck trundled across the prairie plowing through the brambles and weeds that had a�empted to overgrow what was le� of an old dirt road heading for the town that they had flown from some 200 miles away.

Meigui immerged first, grumbling obscenities as her eyes a�empted to adjust from the darkness of their hole, before finally signaling the all-clear. Small Tom, ever slow, rushed as quickly as he could into the light, screamed and then rolled around on the ground, shielding his eyes until the white-blinding cleared. Once on their feet, the mismatched duo hid beneath the moorings of the bridge until the truck approached. Meigui’s eyes locked with Small Tom’s and she spoke slowly directly into his head in hopes he’d be�er understand.

“Tom, when he comes by I’m going to run out and shout for him to stop. Stay hidden until I give you a thumb’s up. Otherwise you might scare him off.”

The giant looked at her with an obvious lack of understanding. “But May-Gee,” he replied just as slowly, though not intentionally, “You’re Chinese and that guy probably only speaks Mexican. How’ll you tell him what we need?”

Meigui stood on her tiptoes and slapped the man affectionately, but roughly, on his monstrous jaw, “The same way you didn’t have to eat for the last two weeks and didn’t freeze in the middle of the night.”

Small Tom looked at her for a moment and then nodded in understanding, “Magic make it right?”

“Magic make it right.”Tom smiled proudly, happy to have go�en it

figured out, before a sudden burning had him scratching viciously and vulgarly. “Magic make this stop itching, too?” he pleaded.

An uncharacteristic burst of laughter shot through Meigui’s lips as she adjusted her own irritating undergarments and readied herself to dart into the road, “Sorry, Tom,” she chuckled, “but two weeks worth of gu�er fungus takes more magic to cure than they’ve seen fit to give me.”

In addition to returning them to the mortal coil and imbuing them with the ability to conjure magic, a Valherjar’s Runes also give them some unexpected, but extremely advantageous, physiological abilities.

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Exalted Immortality: The primary purpose of a Valherjar’s Runes has always been twofold: First to allow them to return to Earth, and second to bind them to Valhalla, allowing them to return to Asgard should they die again. This gives the Valherjar a limited, but highly prized, form of immortality. Though on Earth they are as mortal as any man, once killed they simply awake in Valhalla on the next sunrise, and are then free to return to Midgard and their Flyn

Mimir’s Tongue: The Valherjar may speak and understand any language of mortal man. This knowledge, gleaned from the universal life force that all Valherjar share in Valhalla, is inherent to all the dead of Asgard but is not gained equally. Directly tied to the individual’s intellect, the higher the Valherjar’s Intelligence rating the better the command of the language they will have, including the knowledge of cultural dialects, slang, obscure references and irregular verb usage.

Boundless Physiology: With death comes the end of many mortal necessities and so freedom for the Valherjar from many of the trappings of life. Valherjar do not need to eat, drink or in any other way digest nutrients in order to survive (protein does aid in their supernatural healing, however), though they are still vulnerable to poisons if administered directly into the bloodstream. They also do not need to breath (thus inhaled toxins have no effect) and are immune to cold.

Accelerated Healing: A Valherjar heals at several times the normal mortal rate and, given sufficient time and protein, can recover from almost any wound. The protein is absorbed immediately, being used as a form of raw material to knit and patch the injuries, and is crucial to ensuring that the healing occurs. Without it the Valherjar still heals faster than normal, but not at near their maximum potential.

Needless to say, these advantages are highly beneficial, and the Valherjar are ever refining methods to maximize their effect. From performing underwater insertions to frequently throwing their bodies voluntarily into harm’s way, the fast healing and basic lack of necessities has eliminated a number of the fundamental problems that warriors have faced throughout time, and when combined with the ability to speak virtually any language gives them an unprecedented amount of operational freedom.

Unquestionably the most valuable gift of all, however, is the Valherjar’s totally unique ability to die — often and repeatedly. While still more or less mortal when returned to Midgard — stabbing them through

the heart or slicing them open and bleeding them out will still kill their new mortal body just as surely as any regular person — what truly sets them apart is the fact that they will be reborn the following morning.

After dying again a Valherjar’s body will, in almost every way, shape and form, appear to be just like those of a standard person’s. The only truly remarkable thing about them is the mysterious presence of six small, carved oval stones set below the flesh of their wrists, ankles, chest and forehead (but even these will only be apparent if physically exposed). And for the remainder of whatever day they have perished on, the corpse will continue to be just that: a generic dead body.

Upon the following sunrise, however, a rather dramatic transformation occurs as the Valherjar’s Rune Stones spontaneously combust. The heat and flames created are truly awesome, and almost immediately consume the Valherjar’s body in a brilliant pyre. All that is left when the fire finally subsides, typically 30 seconds to a minute later, is a pile of ash shaped like the body’s silhouette, a serious scorch mark on whatever they were laying on, and any equipment that managed to survive the fire.

But all that is typically irrelevant to the Valherjar in question. Though their soul evidently stays trapped within their body for the duration of the time before that sunrise, all they will remember is their death on Midgard and then their rather peaceful awakening among their fellow slain in Valhalla. Stirring as if from a deep sleep, the Valherjar find themselves in what is affectionately known as a “Meat Locker,” a kind of reception room that is specifically designated for the returning of fallen Valherjar souls to Asgard. Once revived they are typically taken to a senior Jarl for a debriefing and are then returned to their Flyn on Midgard or rejoin their Einherjar, and Valherjar, comrades in training.

The Jotnar “Legend says that the universe started as a dark,

cold nothingness filled with only chaos and confusion. Within this void was a single landmass whose landscape was unimaginably bleak and whose emptiness was daunting and corrupt. At the center of this continent, in a pit worn by its own weight, sat a frozen glacier split by a giant cle� within which existed an abyss known as Ginnungagap. Anything that fell into Ginnungagap was said to fall forever, and the temperature within was so cold that it would instantly freeze a man solid.

To the north of the great glacier was Niflheim, a dark and foreboding land perpetually shrouded in mist

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and rain whose air was so toxic that no living thing could possibly survive. It was from within this desolation, however, that the root of all life sprang. The rains, gathering on the plains of Niflhelm, eventually formed pools, and from those pools flowed streams, and those streams eventually ran together to form eleven great rivers that wormed their way from barren Niflheim, across the slopes of the glacier, and finally emptied into Ginnungagap. As they flowed across the gaps edge they froze instantly and fell into the abyss in gigantic blocks of ice and slowly, over the course of the countless eons before time began, they began to fill the gap and spill on to the lands to the glacier’s south.

The land to the south was called Muspellsheim and its surface burned in perpetual fire, fueled by the acrid sulfur and thickly oils that seeped through its grounds. As the ice from Ginnungagap slowly crept into Muspellsheim it met with the fire of the burning land and melted, forming heavy steam that rose upward into the night sky. As it climbed, the steam le� the heat of Muspellsheim and met the frigid air of the universe, reforming into dense hail-like snow that again fell on the plains of the three lands. At first it fell again on Muspellsheim and the snow, lighter than the ice that had created it, flashed in the unimaginable heat. From that explosion Surt, the first of living creatures, was born. Alone he sat for many centuries, wandering his fiery domain in boredom, until the snow eventually reached the frigid ice of Ginnungagap and solidified into a dense creature roughly the shape of a giant woman — and so Ymir was created. Finally, yet many more centuries later, the snow dri�ed north to the rain and mire of Niflheim and mingled with the mud and muck to form Audhumbia, an enormous cow who fed night and day on the water of the eleven rivers and the sparse and sickly grass that grew on their banks.

As the time passed Ymir and Surt slowly became aware of each other and formed a union, living together on the tumultuous wasteland that formed the border between the glacier and Muspellsheim. Not long a�er, with a family in bloom, the two creatures caught scent of the cow Audhumbia and journeyed north to feed their ravenous brood on her milk.

Though many of their offspring, such as the Dwarves and Elves, were kind and respectful towards Audhumbia and the gi� of her milk, Ymir and many of her sons were exceptionally cruel to the cow, tormenting her with words, abusing the teats that bore the life-giving extract, and using her for measures beyond that of only their sustenance. Soon a�er, Audhumbia gave birth to Buri, the father of the gods, and Audhembia kept him safe and hidden, nursing him on the richest and most nutritious of her milk, until he grew to a fine and protective son.

Buri’s passage into adulthood marked the end of Ymir’s abuse of Audhembia and all but the most gentle and loving of she and Surt’s children were dubbed Jotnar and banished to the south. Buri developed a respectful, and even loving, relationship with those who remained, eventually taking one of them as his wife. In the time that passed Buri sired a son named Bor, who was raised with an all-consuming loathing and hatred of the Jotnar. As he became an adult, Bor gathered weapons and a throng of his followers and headed south to build a city on the edge of Ginnungagap so no Jotun would ever cross north of it again.

During his vigil on the edge of the abyss, Bor’s wife, Bestla, became pregnant and soon gave birth to three sons; Odin, Vili and Ve. During their upbringing on the frontier of the abyss, Bor instilled in them the same hatred of the giants to the south and fashioned them into generals capable of leading armies from the north across Ginnungagap to destroy the Jotnar to the south.

The war raged for eons, with neither side able to gain an upper hand or score a decisive victory. The army of Odin, Vili, and Ve, known as the Aesir, were remarkably skilled, quick to heal and nearly impossible to kill, but were few in number. The Jotnars, while much more vulnerable and less skilled in the arts of war, bred quickly and constantly had new children to fill their ranks.

It seemed that the war would last through eternity until Odin, the eldest and most deviously clever of his brothers, cra�ed a plan. Late at night, a�er a celebratory feast of the Jotnar, he snuck across Ginnungagap and ambushed the matriarch Ymir while she slept. Awoken in the night by their mother’s screams and torrents of her blood, which threatened to wash them off the edge of the world, the Jotnar fled beyond the edges of the known realms and se�led in a land they called Jotunheim, the land of the giants.

As a final insult, the Aesir, who would come to be known to we mortals as the gods, fashioned Ymir’s corpse into both a warning and a barrier to her brood should they choose to wage war against the children of Bor again. From her blood, which had run into thick pools, they created the oceans. From her flesh, lumpy and gnarled, they fashioned the Earth. From her bones and hair they spun the bushes and trees, from her nails and teeth they created the poles and glaciers, and they raised and cultured the parasites on her back to form the creatures and animals of the world. They dubbed the land Midgard and placed it south of the great Ginnungagap, so that any Jotnar that wished to reach the gods would first have to travel across Midgard and be reminded of their failure and the loss of their mother.

So it is in Jotunheim that they sit, beyond the reach of the Aesir, consoling themselves and their devastated father and plo�ing their revenge against their hated

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enemies, the sons of Bor and the Aesir.Or, at least, that’s how the legend goes. We will

never truly know what it is that has happened between they and our beloved gods, but it serves well enough to justify the reasons they hate us and we them. Besides, if there is more truth beyond the legends it is of no ma�er to us. All you need know now is who they are, what they want, and why it is, my Valherjar brother, that you must not fail in your quest to destroy them.”

Hertogi-Jarl Dilios; Master Skald of Fensalir

One of the interesting byproducts of the aloofness of the gods is the vacuum it leaves the Valherjar in for forming opinions. Though often called upon to wage war against the Jotnar, the Valherjar are, as often as not, left to form their own thoughts and beliefs on them. This practice, often ridiculed for the lack of consistency and occasional inaccuracy of the information gathered, has lead to some interesting and unpredictable mentalities among the Valherjar.

Generally drawing on their own personal experiences or the words of particularly trusted brethren, each Valherjar has their own general attitudes towards the various Jotun, and so most are swayed to make brash generalizations based on their often limited interactions. That being said, there are a number of generally accepted Jotnar stereotypes that new Einherjar are taught and that most Valherjar hold to be true.

The first involves the two basic and broad terms that are used to define the sides in the war itself: the Aesir and the Jotnar. While technically speaking, under the traditional teachings of the mortal Norse religions the Aesir were actually a specific group of gods among a host of other god types, the lack of proper definitions in Asgard has led the Chosen Slain to redefine the word and now use it to refer to any supernatural creature who is, or is in service of, a god. That means that, in addition to the gods, Valherjar and Einherjar, Dwarves, Elves and a number of other seldom-if-ever seen creatures are collectively referred to as the Aesir for simplicity’s sake.

On the other side of the proverbial battlefield are the Jotnar. The term Jotnar, or in the singular Jotun, is also a technically inaccurate collective term, but this time is used to refer to all of those who are either actively combating the gods now, or who have opposed them in the historic struggles of the past. It would be wrong to assume that every Jotnar the Valherjar encounter are evil or even enemies, however; many of the species’ direct conflicts with the gods occurred long

before humanity was even a factor in the great war, and varying levels of peace, and even congeniality, have been achieved since.

The Boda“Beautiful. If I had to sum it up in a single word, I

would say the Boda are beautiful. Legend says they were ‘designed’ that way, that somehow, someway, they were created for their beauty and intelligence. Regardless, they are what they are, and that is a race of incredibly radiant, and entirely feminine, creatures. We don’t know too much about them — and when I say ‘we,’ really what I mean is us Valherjar — except that they have some kind of really weird past involving our beloved gods and that they haven’t dined to tell any of us mere mortals about it.

I guess it doesn’t ma�er much anyway as any kind of fraternization is expressly and strictly prohibited. Odd, since that rule doesn’t exist with any of the other Jotnar. Then again, who can imagine taking a Surtur to bed? Regardless, you’ll have a li�le interaction with them from time to time, since they excel as information peddlers and political players, but they won’t like you as a general rule and it’s definitely best not to try and get close to them. The one man I know who did is the only Valherjar I’ve known who completely disappeared from Asgard and we never found out why.

Still, with the Boda I’ve seen, it just might be worth risking it.”

HEarthweru Vincent Aaron About to regret his choice of pillow talk

The Garm “Of all the Jotnar, it’s the Garm that are the most

like us. Not so much in appearance, but in a�itude. Sure, now that we’re dead we play the high and mighty heroes, but in life most of us were only a�er what was best for our family, our countries or ourselves. Sure you’ll find the diehards or the fanatics, but most Valherjar were just plain old people down on Earth and, as people, we wanted what was in our own best interest.

The Garm are much the same way. They have honor, and a love of whatever it is each of them holds dear, but mostly they just want their own piece of the pie. Most of the time you meet them they’re either mercenaries for one side or another, or in business for themselves — with the emphasis on the word ‘business’. I’ve fought with Garm and I’ve fought against Garm. Some of them have become friends and others I think of as hated enemies. But in general, the golden rule with the Garm is that each one’s unique, and just like we were, most of them are just in it for the money or prestige. They have some kind of a warrior culture that prizes nobility and trophies earned on the ba�lefield, and so it doesn’t ma�er so much who or what they give their allegiance to so long as that they keep

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their word once they give it.That can lead to some pre�y odd situations…one

time I actually ended up partnered with a Garm whose arm I had chopped off barely two weeks before. His boss changed sides, and so that meant he changed sides, and though I was expecting some kind of trouble, all he did was shoot me a smile and compliment me on the cut. Strange stuff, to be sure, but that makes them at least OK in my book.”

Hlaford-Jarl Zanta Orientating a new Flyn-mate

The Jormun“I don’t want to say that I enjoy fighting the

Jormun — that sounds bad. But going up against them reminds me of that Sigourney Weaver flick I saw back in high school. You know, the one about the big black aliens that bleed acid? They’re kind of feral, see, like wild cats or some kind of weird dog. They’re not that smart, almost mindless as an animal, and they hunt in packs like wolves or those velociraptors from that dinosaur movie.

I know, it sounds corny, but usually when you fight them they’re boiling out of a hole or running on the walls. It’s scary as shit, don’t get me wrong, but it’s also

kinda cool, gunning them down while they try and swarm you. I’m two for three against them. One time they tore me apart, and damn did that hurt, but they weren’t working for anyone so once they ate what they wanted they just le� me there until sunrise.

They’re armored, so it usually takes some heavy caliber or a lot of shots to do the trick, but if you’re armed and on your feet they’re really only dangerous if there’s a lot of them — or if they’re working for someone. Sometimes the other Jotnar like to use them as cannon fodder, minimum wage soldiers who are disposable but really effective. If that’s the case then you’d best get your bu� out of Dodge, because the last thing you want is to have them tear your ass apart and leave your tasty bits for some Nidhogg to play with.”

Heera Snorri Thorson Waxing bravadic to a group of new Einherjar

The Muspell“In a way I have a certain amount of pity for the

Jotnar themselves. They, a�er all, can’t help it…they’re born that way. Just like a dingo that’s feral from birth, they can’t help biting at everything they see. Now, granted, also like that same dog it usually means you have to put a bullet in the back of its head for its own good, but I still can’t manage to hate them. They just don’t know any be�er.

But the Muspell — that’s a totally different story. Muspell are mortals who have given themselves to the Jotnar willingly, usually happily, just to get some small cut of the power they think the Jotnar have. Sometimes this means the Jotnar make them rich, sometimes they’re put in position of power, and occasionally it even means that the Nidhogg or Surtur perform some kind of ritual on them and teach them how to harness the Magics. Regardless, it all says the same thing to me: These assholes knew what they were ge�ing into, and who they were siding with, but they still signed on the do�ed line anyway.

That means that I, personally, have the most apathy for the Muspell. Anyone who has the choice and still signs up with the Jotnar anyways deserves nothing more than a sharp stick in the eye and a nice shallow grave.”

Greifafru Naqi Nassu While brutalizing a Muspell captive

The Nidhogg“Truthfully, my young friend, there’s not much

to tell you about the Nidhogg. They are evil, the most vile, corrupt, contemptible things ever to roam the nine worlds, and they should be killed on sight. That’s really all you need to know. Sight them in, pull the trigger several times, and check to make sure there aren’t any

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more since they usually travel in groups of two or three.In their human forms they look a lot like scrawny,

sickly, old men, and if not for the twisted grin they seem to perpetually wear, they could likely lull you into a false sense of security. But do not mistake them as docile or harmless; the Nidhogg possess the greatest control over Magics of any of Ymir and Surt’s creatures, and their abilities are twisted and terrifying. O�en clad in mortal guises, they prowl for the young and misfortunate and use their magics to breed them with other Jotun-spawn to create horrific abominations of nature.

It was also the Nidhogg who first discovered how to poison the Magic of our very Rune Stones and create the Draugr, nightmare creations that turn we Valherjar into flesh-hungry and near indestructible zombies. And it was that offense that earned them an edict from Odin himself that any Nidhogg found anywhere among the nine worlds is to be slaughtered immediately.”

Godi Esson Darby Answering a question on Nidhogg protocols

The Ratatosk“When I was a child in Norway I was told stories

of Ratatosk, a squirrel who lived in the World Tree that spent his days running insults back and forth between the eagle who lived in the branches at the top and the dragon who dwelled beneath the roots. I think the stories were to express the contempt good had for evil, but for me the lesson was more poignant: That we will go to great lengths to wage war with that which is not like ourselves.

I believe that is why we call these demon spawn ‘Ratatosk.’ Created through perverted and aberrant unions between the Jotnar and other creatures, sometimes even with humans, the Ratatosk are abominations whose very existence is a mockery of all of nature’s designs. They are truly twisted things, as diverse and numerous as grains of sand on the sea shore, and will be your most common and most hated of all enemies of the gods. They are typically bred for purpose, fulfilling some perverse role that the Jotnar need a tool for, and are used as crassly as if they were a simple saw to be tossed aside when dull and no longer effective. In my mind they act as the ultimate insult, created as a tool of war, and the ultimate representation that Aesir and Jotnar will never live in peace.”

Riddari Bjorn Jorgensen Explaining the term “Ratatosk”

The Surtur“If the gods had a nemesis, could have any one

creature that’d stand toe to toe and duke it out with them, the Surtur would be it. Awesome. Totally, amazingly bad-ass. The Surtur look like bloody demons and are just about as indestructible as the wrath of hell, and it doesn’t

help that they’re probably the smartest of the Jotnar, too.The only time I’ve ever seen one in person was

a FUBAR down in California when we were supposed to just be clearing out some kind of coastal smuggling operation and Ratatosk nest. No one guessed there’d be a Surtur in the building and that almost cost us more than I care to think about. I didn’t personally see him until he came barreling out of a fi�h story window riding the soon-to-be corpse of one of our best and brightest like a damned sur�oard. He hit the ground right in the middle of two full squads of us, eight Valherjar, and had killed six before we really even knew what hit us. .223, .308, .45, they all bounced off him like they were flies, and even a round from a Barre� light 50 didn’t seem to do more than annoy his ass.

I finally got the bright idea to shove a phosphorous grenade, and my arm with it, straight down his throat, and that seemed to do the trick. Still, if he hadn’t have been the last baddy on site, or if he hadn’t picked me up to take a nice big bite out of me, we’d all have been laying there waiting for him to do gods know what to our bodies.

So take my advice, you see a Surtur coming and you’ve got anything less than a M1 Abrams, you haul ass the other way. He is not to be messed with by the puny li�le likes of you and me.”

Godi Marcus Sinclair Warning off young Einherjar

The Thokk“When I was a lad in Sussex I got, and recovered

from, the plague, and so was forced to become a watchman and death cart laborer. As a laborer, it meant that it was my job to gather bodies from red-crossed houses a�er they had succumbed to the Black Death. Sometimes they were fresh, covered in boils and puss and bleeding inside. Sometimes they were dead for weeks, ro�ed and rat gnawed, and barely holding together when we’d pick them up. We’d toss them onto a cart, wheel them to the cemetery and toss them in a pit with a couple hundred others. It was vile, vomitous work and gruesome like nothing I’d ever seen.

That is, until I saw a Thokk. I heard one of them book-learned younger lads call them ‘constructs,’ and that makes a kinda sense since they’re constructed of all kinds of horrible things. Ye see, Thokks, plain enough, just shouldn’t be. They’re made from other things that aren’t alive, or that weren’t alive anymore, and are nastier than anything I ever wanted to imagine. I’ve seen one that was just animated flesh — no bones, no muscles, no nothing else. I’ve seen another that was one body and ten or 12 limbs sown onto it. And I’ve seen one that was mostly made out of whicker but that had a man’s eyes sown into it so it could see.

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They’re horrible things, like walking piles of pain and misery, and what they do to people can be even worse. We caught a Thokk once, made from sewing wolf parts onto a young boy, which had killed a man and crawled inside him to live like he was a giant bedroll. It stayed there, nibblin’ meals out of his guts when it was hungry and sleepin’ there when it was tired, until the skin was too bri�le to handle it climbing in and out of his belly. That thing still gives me the shakes when I think about it.”

Herre William Hancock Telling young Einherjar ghost stories

The Ymir“In the legends Ymir is the mother of all the

Jotnar, and there’s been a running bet about whether they are really the matriarchal species among the Jotnar or if that whole story is just designed to put them in the worst possible light. Truthfully, it doesn’t much ma�er which one ends up being right; the Ymir are the single most aggressively hostile race towards us Valherjar that you will likely encounter. The way we treat the Nidhogg, the death-on-sight orders we have pertaining to them, the Ymir seem to have for us. We’ve seen a number of occasions where a Ymir will blow cover, desert their posts and even cause mass panic if it means they might put one of us down.

Especially active as assassins and for ‘wet works,’ the Ymir are terribly brutal and effective as killing machines. Surprisingly integrated among mortal society, they are o�en employed as bodyguards to high-profile targets, like third world dictators or underworld bosses, and every time I have ever come in contact with them they have either been trying to kill something I’m trying to keep alive or trying to keep alive something I’m trying to kill.”

Greifafru Sarena Smithson During a briefing on Jotnar capabilities

A Death Beyond Dying“I see that look in your eyes and I know what it

means, so let me stomp it out of you before it has time to grow any idiotic ideas in that pea-sized brain of yours. Yes, you are immortal. You can’t get sick or catch a disease, you won’t ever get hung over, and you won’t die if you pass out bad enough that you should choke on your own vomit. And you will, as most of us have, eventually abuse those privileges. Hell, you wouldn’t be much of a Valherjar if at some point you didn’t get a li�le rowdy with your new gi�s. We wouldn’t expect any less.

So we’ll get that out of the way first, so you know upfront that’s not what I’m worried about. As long as it doesn’t interfere with your mission or get your Flyn-mates in trouble, no one will probably care.

But the fun stops at dying. Yes, you can — and from the looks of you, you will — die a thousand more mortal deaths, but don’t think that just because you get reborn next sunrise that it’s some kind of damned free ride. First off, when you drop you leave behind all that very expensive gear we issued you, which doesn’t make us the least bit happy. Each pistol, each rifle, hell, even the clothing on your back cost us money, and Jarls tend to be very hard on people who give it up for no good reason. Next there’s your Flyn who, le� a man shy just because you weren’t smart enough to duck, may not be so happy with you leaving them hanging in the breeze. Then there’s the hassle of your damned body that the rest of your Flyn has to get rid of. We’re trying to fight a clandestine war here, not running a body count competition. Each time you leave your corpse Earth-side you make a giant trail that arouses suspicions and makes the rest of our jobs harder. The gods don’t like that and neither do we. Each and every death you die carries consequences you’ll never bother to comprehend.

And since you look like everything else I’ve said has just bounced off that brick skull of yours, I’m going to try and put a li�le fear into you to drive the point home.

Yeah, that’s right, there are still things to fear. Things that will scare you enough you might wish to be mortal again. It’s the soul, you see. It don’t ma�er what you call it or where you think it came from, what’s important is that it’s locked to you always, even in your Magical frame. When we return to Midgard it goes with us, tied to our Rune Stones, and some say when we die again it stays trapped in our bodies until first light, when it’s brought back home to Valhalla. The Jotnar, they know that too, and some of them — the vicious, the sadistic — they use it to their own aim. They keep you, use you and turn you into things that no sane man should ever have to see.

The Garm play the nicest. When they’re your enemy, they mostly just keep you alive. They’ve learned about drugging, about brain death and about trapping us. You can’t starve and you don’t need fresh air, so they prefer to just toss you in a pit somewhere and forget about you. Some of the warlords, the ones who have been under Jotnar employ for centuries, we know keep dozens of our brothers in hidden wells, sealed off tunnels of darkness filled with neck-deep water and no way out. The poor bastards are le� with li�le options but to try and kill themselves, but we heal too fast to just beat our heads against the wall ’til we’re dead, and the Garm are damned thorough about leaving no weapons behind. We know because we found some during a skirmish back in 1903. They were moving out and were making sure the pits were unnoticeable in the rest of the building rubble. We searched all we could but still only found a few of the ones we knew were missing. That means the rest could be

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somewhere else out there, buried alive and us having no way of tracking them down.

What the Surtur do is scary on an entirely different level. With the Garm your trapped but you always have the hope of ge�ing out — but the Surtur have brought magic into it. They’ve developed an incantation, a frighteningly simple incantation, that when combined with a blessed blade called a Laevateinn will cut the Runes from your body. The good news is that they almost always kill you first so you probably won’t be around to feel it, but the nasty bit is that each of the Runes they cut out takes a li�le bit of your soul trapped with it. That means that until all six stones are returned to your body you’ll sit in a kind of limbo forever, not quite dead but a hell of a long way from alive. And since most royal Surtur can do it, and many of them carry a Laevateinn with them constantly, you’d be�er be damned careful where you leave your body. Evidently it’s not enough that they’re the biggest, meanest bastards to ever walk the Earth, they have to be able to banish your soul to boot.

But worst of all, without question, are the Nidhogg. As with everything else, once those grinning abominations sink their claws into something it goes from bad to worse in a hurry. We didn’t even know they were up to anything until about 12 hundred years ago, when the first Draugr was found, and ever since then hunting the ’hogg down has been every Val’s top priority. The problem is the Runes themselves — the energy that gives us life and drives our bodies, it doesn’t stop even a�er we’ve been killed. It sits there, in a kind of idle burning, like a nuclear ba�ery, until it gets put to use again. The thing is, as we were all horrified to discover, the Runes themselves aren’t particularly choosey about who uses the energy or how.

The first was one of our most esteemed and heroic, a Jarl named Diefski. He had been on Midgard as a Hersir some 30 years, floating from assignment to assignment keeping an eye on the rising Jotnar activity when he suddenly disappeared. We sent out search parties and shook down informants but couldn’t find out anything, except that his last lead had put him watching a secret barrowland in west England where the Nidhogg had been conducting some rather unusual magical experiments. No sign of him had ever been found.

That is, until Diefski turned up in rural town outside of Edinburgh. He was… different. They had changed him. You could tell it was him — the flesh on his face wasn’t blackened and bloated so badly that you couldn’t identify him and some ta�oos he had go�en back in the Roman invasion were still visible — but the rest of him was a monstrosity. They had killed him eventually, a�er years of torture and experimentation, but first they made sure that they had the right spells to keep him from going anywhere. On the way to making him dead they

pulled his lungs through his rib-cage like giant wings and carved out his Runes with a large, shovel-like thing made of silver and stuffed the holes full of some kind of herb. Once he was finally gone from the body they did something — we still don’t know what — to his stones and finally placed them in a bag made from his own flesh. The result was a new life of sorts, animated by the very power that had once made him whole, born of pain and disease. He became a shambling zombie of a thing, somewhat intelligent, full of an unbelievable loathing and hatred, and, worst of all, still imbued with some of his Rune Magic.

When the ritual had been done the Nidhogg buried him in the center of the small town and waited. It seems they, too, were unsure of what they had created, but they were fairly certain they didn’t want to test it all on their own. Three days a�er being buried Diefski rose, a blackened hulk of a corpse that immediately began waging war on anything living within his reach. We arrived two days later and the town was well on its way to being obliterated — Diefski had slaughtered and eaten most of the inhabitants and all of the buildings had been torched. Terrifyingly, he recognized us on our approach and leveled his awesome fury straight at us, unleashing not only the magic given him by the gods but horrific new powers as well.

Even with a full Flyn in action, the ba�le raged hours into the night and he succeeded in sending several of us back to Asgard. Unimaginably, he demonstrated time and time again through hissing gibes and pursuit of our personal weaknesses that he was still very much aware of us and that the Diefski we knew was gone but not forgo�en. He delivered no mercy, showed no quarter, and most terrifyingly of all, seemed intent on forcing several of us into joining his sloughing half-life. We tried to a�ack in almost every way imaginable — from using our own magic to limbing and burning him — but found that his regenerative abilities were beyond words and he seemed immune to pain. We might still be there fighting to this day had Malton not discovered the Nidhogg animating him in hiding. Malton was on the town’s perimeter, trying to whip up some kind of siege weapon, when he caught scent of the Nidhogg bastard and, with him, Diefski’s Rune Stones. With their destruction Diefski’s soul was freed from the Draugr but did not return to Valhalla. He disappeared from the 9 worlds and we have found not a trace of him since.

So keep all that in mind when you think it’ll be funny to jump in front of a damned bus or catch the first bullet someone shoots at your ass. Leave your Flyn in the lurch and you may not get to come back at all — or, at least, may not want to.”

Godi Cheryl D’Angelo Reprimanding a Valherjar during training

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Death carries an interesting, and often confusing, weight among the Valherjar. Returned to mortal bodies that almost identically mirror those they possessed in life, they experience the many aspects of mortality as rich and fully as any person ever has. Indeed it is not uncommon, especially among the Hersir who have lived incognito for years or even decades, to “forget” that they are immortal and resume totally normal lives. Though they don’t have to eat, they still take pleasure from it and are free to do so. Though they don’t need to breathe, they can still smell the flowers on the wind or the dampness after a rain. And though they may never get sick or grow any older they still progress emotionally and experience the changing of the seasons just as any mortal does.

So it can be something of a shock when a Valherjar dies again. Even if it is expected, they never seem to get used to the idea or results. First there is the loss of time. For the Valherjar time seems to just stop before their rebirth, and even though up to a full day can pass they have no accounting for that time. Odder still are the “dreams” some seem to experience. Though likely only figments of some idle subconscious vision, recollections of cold wastelands and grim pale figures glaring at them mournfully are the proverbial ghost

story of the Valherjar, occasionally being reported and often spoken of in hushed and scared whispers. Finally, for many simply ceasing to exist for a period of time can be quite disheartening and is certainly an experience to be avoided.

The Valherjar’s corpse also poses something of a problem for both their Flyn-mates and for the secrecy of Valherjar operations in general. Not including the considerable threat involved should the Jotnar acquire the carcass, there are a number of other concerns that must be dealt with. The husk of the fallen remains like any other body, at least until the next sunrise, and creates an interesting “trail” for mortals to follow and can jeopardize operational security. Further, the body is only truly “disposed of” once the next sunrise occurs when it spontaneously bursts into flames, reaching an incredible burning temperature that scorches surroundings and leaves six distinct, and permanent, impressions in literally any material the body lays on.

Add it all up and you’ll understand why most Valherjar try to die as little as possible. Not only is it unnecessarily difficult for their Flyn-mates, and a jeopardy to operational security, but it is also a philosophically and theologically unpleasant experience they tend not to relish.

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The Purpose of Roleplaying Systems

Regardless of what roleplaying game you play or what system it uses, the purpose of those rules are twofold. The first is to add an element of dramatic chance to a gaming experience, and the second is to give a neutral way for both players and Narrators to resolve those dramatic chances. This, essentially, means that in those times when a character attempts an action with an outcome decided by a mixture of skill and luck the game’s system is employed to determine the action’s success or failure.

This is not to say, however, that a system ever needs to be used or that the rules it provides are set in stone. Regardless of whether you are playing Valherjar using the AOR system, or something of your own device, we would strongly encourage you to use the rules of the game only so much as they benefit and enhance your gaming experience. It is entirely possible that a number of actions characters will perform can be automatically successful, automatically fail, or have whatever dramatically appropriate outcome the Narrator sees fit. It is also encouraged that each individual gaming group modify or create rules to make their gaming experience as personally rewarding as possible. Thus, try and view the mechanics included in this book as guidelines rather than rules, and never consider them to be inflexible or required.

We strongly suggest that you take them apart, roll them around, toss them back and forth, and modify them in whatever manner you see fit to make your games as fun and entertaining as possible. Cut stuff out, add things in, adjust and modify until you get something that really works for you. The better the system plays for your personally the more fun you’ll have — and fun really is the name of the game.

The AOR Gaming SystemGame Monkeys’ AOR Gaming System is based

on fluidity of action and realism, and is designed to bring a fast paced and authentic feel to your game’s action. Using the AOR System, players will resolve all aspects of their actions on a single roll of three 6-sided dice, and play will progress quickly through round after round of politics and combat. It is designed to be fast, exciting, realistic and brutal (the average character life expectancy will be much shorter than with many

other roleplaying systems). It also maximizes player control and pressure, with a revolutionary system for allowing them to decide how exactly their character’s action is resolved.

AOR System BasicsDesigned to provide a simple but functional

tool for resolving and determining the effects of character actions, the AOR System utilizes a very basic combination of character statistics and random dice rolls to create results. Its use requires that a player participate in a Test to determine if an action succeeds or fails. In these Tests players combine their character’s Attributes, or inherent abilities, with their Skills, or learned talents, and then add the random element of a dice roll to create a Target Roll, which is then compared to a Target Number to determine success.

Tests Much like any magnificent movie, novel or

fable, the heart of any great gaming experience is conflict. The tension associated with the encountering of conflict and the drama of its resolution is the backbone of good storytelling, and any Valherjar Operation or Campaign should be rife with surprising and uncertain clashes.

To resolve these events Valherjar employs a system involving Tests to determine the event’s outcome. To perform a Test, players combine a character’s appropriate Attribute and Skill rating with any potential environmental modifiers and the random element of a dice roll. That total is then compared to a Target Number, and its success or failure is determined by the result.

The Target RollThe Target Roll (abbreviated TR) represents

a character’s attempt to perform an action in game. A Target Roll is composed of a dice roll, plus the character’s Ability, plus a modifier based on their Skill, and is compared to either a Target Number or another character’s Target Roll to determine the action’s success.

Target NumbersWhen a player declares that their character

intends to perform an action, the Narrator will assign them a Target Number (abbreviated TN). That Target

CHAPTER 3: GAMING SYSTEM

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Number is composed, at the Narrator’s discretion, of a number of factors including the action’s overall difficulty, any environmental factors (such as blinding light or lack thereof, high winds or unstable ground), and any direct opposition to the action (from a character making attempts to resist, defend themselves, or taking cover from an attack).

Difficulties and ModifiersThe default Target Number for dramatic actions

(typical player performed actions) such as shooting a gun in combat or driving a car at high speeds can be modified by both external and internal factors. Slippery floors, high winds, injury and a number of other issues can all affect how difficult the action is to perform. These are applied as either positive or negative modifiers that make the action easier or more difficult respectively.

A�ributesCharacters in Valherjar, like any person in

real life, are a complex mesh of both natural talent and learned abilities. Attributes represent the former in that equation, the natural and instinctive strengths and weaknesses that a character is born with and grows through a lifetime’s worth of development and experience. They represent a character’s inherent ability and are used as the base to which skills and other learned talents are added.

Valherjar uses two sets of Attributes, one Primary and one Secondary. Each set of statistics serves distinctly different purposes, but both act as defining characteristics.

Primary Attributes represent the core, raw and inherent factors that govern every action — physical, social, mental and emotional — that a character attempts. They are the key qualities in determining how effective a character is, and are used in every action a character performs.

Secondary Attributes also represent innate abilities, but are derived from combining Primary Attributes. Unlike Primary Attributes, they are not used directly in Tests but instead act as defining characteristics for ancillary traits.

Primary A�ributesThe AOR System uses eight primary Attributes

to create the physical, mental and emotional make-up of a character. Each Attribute represents a specific category of physiological effectiveness, and they can be used in conjunction with a Skill rating to determine

the character’s overall effectiveness in performance of that type of task or on their own for a picture of the character’s raw ability.

Dexterity (Dex)Paul watched absently as the muzzle of his rifle

rose and fell hypnotically in time with his breath and vibrated so�ly to his heartbeat. Down the line of the barrel, some 850 yards away, was his target and in his very unprofessional boredom he alternated between glancing at him through his 20-power scope and painting li�le pictures in the air with the muzzle break. He knew the signal and was on guard for it, but he’d been in this same hide for almost 13 hours and buggard if he wasn’t bored out of his skull.

Then, abruptly, it happened and he snapped to a�ention. The Hersir plant meeting with the target accepted a small plain envelope from one of the target’s bodyguards, slid it into his suit’s breast pocket, and tapped it twice. As the Hersir turned to get into his limo Paul brought the rifle to a near statuesque steadiness, focused all of the muscles in his lower arms and hands into position and centered his world on the Garm. He flexed and then relaxed his eye around the scope, took in a slow, smooth breath, and exhaled, reciting the mantra that guided his hands: “sight alignment, breath control, trigger squeeze.”

Touted by world-class marksmen, racecar drivers and video game players as the most critical of Skills, Dexterity represents a character’s fine motor skills and hand-eye coordination. It is the Attribute used for any activity that requires manipulation with the hands or fingers and is applied to activities such as shooting, driving and lock-picking.

Agility (Ag) The entry was dark, near black, and made moreso

by the transition from the noon-day sun. Jesse gripped the longsword tighter than was healthy, but it gave him comfort as he stood just inside the doorway waiting for his eyes to adjust to the light. His le� hand snaked out, trying to touch the wall that he hoped was just beyond his shoulder, and that’s when he saw it — a flash against the darkness, the reflection of the open door off the wetness of a bright yellow eye.

Instinctively he slid back and swung the blade, drawing his elbow to the inside of his body and his hand, palm up, across his torso in a rising 45-degree arc. The steel made solid, biting contact as it hit scaly flesh, but the momentum of the creature’s leap was too strong and their bodies collided in the darkness. Winded from the impact and pitching backwards out of control, Jesse released the sword hilt and pivoted his weight. As they rolled to a stop in the light of the entry, he was straddling the monster

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and driving his elbow into the side of its snout over and over again.

The cornerstone of gold medal athletes and martial prowess, the Agility Attribute governs a character’s nimbleness, grace, balance and adroitness. Applied to such activities as martial arts, melee combat and gymnastics, Agility is the Attribute used for most physically active Tests.

Strength (Str)He could see the group screeching to a halt before

him, and if he’d had the oxygen le� in his lungs he’d have shouted “What the hell are you doing?!?” Instead, he slowed to a trot and wormed his way through the crowd. The throng, still naked except for the surgical robes they had managed to find on the way from the holding cells, were enraptured in cries of alarm and panicked mewings as the foremost repeatedly pounded with futile fists and jiggled the knob of the steel fire door. Locked despite a “Must remain open during business hours” sign, the door loomed impenetrable before them and seemed to seal the small group of human guinea pigs in their doom.

Absently, Michael stared into the empty breech of his shotgun, wishing pointlessly for just one more round to blow the lock. That miracle failing to materialize, he told the huddled mass to back away, handed one of them his shotgun, planted his foot, and spun low and hard into a thrusting side kick. The door shu�ered, a concaved dent appearing where his foot impacted, and he cursed to himself.

He was strong enough to get through it, no doubt about it, but it was going to take time — and he could only pray that they had enough to spare.

Vitally important to more than just body builders and fitness gurus, Strength is a measure of a character’s total body power for lifting, towing, pushing and carrying. It is essential in determining the amount a character can be encumbered with and how much unarmed and melee damage they inflict.

Endurance (End)It had been a long, hard walk up 18 flights of stairs

and the thrashing, whining ball of effeminate punches and kicks thrown over his shoulder like a sack of potatoes wasn’t helping any. Periodically a stray blow had caught Kip in the head or groin, but truthfully, he didn’t mind all that much. The asshole pusher he was carrying wouldn’t tell him where the shipment was coming in, hadn’t believed him when Kip threatened to crush the li�le shit like a bug, and so this gem of an idea inspired by an old Frank Miller comic book had suddenly popped into his head.

So a�er a quick and disabling bash to the side of the

guy’s neck, Kip had grabbed him fireman’s style, kicked in the office building’s back door, and was now huffing his way up. Finally hi�ing the roof, he booted the access door open, giggled like some kind of homicidal schoolgirl, and tro�ed to the building’s edge on now surprisingly light feet.

By then the pusher had go�en his wits back and was about to make a good show of it when suddenly one hand tightly gripped his ankle and another grabbed his groin. He heard a huff of both exertion and glee, then found himself thrust out over the ledge and hanging facedown, looking at a 200-foot drop.

Sweat beading on his face, Kip smiled, nodded and whispered to himself, “What do you know, the scream is worth the work.”

Though most directly applied to a distance runs and withstanding consistent physical exertion, Endurance represents more than just a character’s cardiovascular health. It also includes their potential for receiving punishment and maintaining stamina. Essential to anyone who anticipates prolonged activity or extensive effort, Endurance is directly applied to Tests involving physical fatigue and to determine health-related secondary Attributes.

Intelligence (Int)There was a pa�ern here — she knew it! The

problem was finding it.Pauline again scanned the papers spread out on

the table before her and cursed under her breath. More than 40 hours of inspecting the parking garage inch by inch with all manner of high-tech gadgets — days spent reviewing surveillance tapes, suspect trails and the persistent hacking of the Aganti Corporation’s firewalls and passwords to monitor for any kind of unusual activity — had not go�en her any closer to figuring out how, and why, people were disappearing from their parking garage. Initially she had thought it was a plot by the corrupt bastards who composed Aganti’s corporate management, but now she wasn’t so sure. The whole company was scared shitless by whatever was happening, and the execs did not seem to be exempt.

She leaned back, ran her hands roughly through her hair, and exhaled in frustration, her breath ruffling the papers and sliding them on top of each other — and that’s when she saw it. The locations of the abductions had all occurred in an angle stretching through the floors and leading to a small equipment locker, unnoticed and barely marked on her blueprints, stuffed away in the lowermost southeast corner of the garage. She was right, there had been a pa�ern, and now she knew exactly where the victims were being taken.

Including all forms of knowledge and analysis,

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Intelligence is directly applied to any Test or Action that requires intellectual thought. Used in activities ranging from solving enigmas to programming computers, Intelligence indicates the character’s overall intellectual capacity.

Perception (Per)Larry spo�ed the darker-than-normal shadow

under the table as soon as he walked through the back door, even in the darkness of the kitchen. He made note of it, positioned himself so that he could keep his peripheral vision on it as he hung his keys on the wall hook, and started towards the sink. Whoever it was had been watching him long enough that they knew he would come in through the back door and likely thought he’d follow his usual pa�ern of going straight for the home-office computer down the hall. The juke to the sink was to buy time as his mind desperately raced over his options.

He grabbed a mug off the novelty tree on the counter, opened the fridge door towards the intruder to mask his actions, and felt a wash of energy as his Runes came to life. Below the fridge door, across the kitchen, he could now see a thick leathery foot ju�ing from beneath the table and decided to hedge his bets. He grabbed the frame and pulled hard, bringing the refrigerator down across the kitchen floor, and bolted for the broadsword above the hEarth.

Perception represents a character’s total awareness of the world around them and includes their ability to see, hear, smell or sense items that are of interest or out of place. It is used any time a character wishes to pick out a path to move stealthily, notice occurring events or gather environmental information.

Charisma (Char)Though the room didn’t actually come to a stop

when she entered, Cheryl knew that most of the eyes had turned to meet her and that her next few movements would be critical. She entered gracefully, seemed to nod and smile at no one in particular, and flowed in among the partygoers. She sauntered to her target, moving delicately through the crowd, and made direct eye contact with the man at the center of the room.

She paused just long enough to make sure he (and the three women fawning over him) were sharply aware of her presence, then interrupted him with a gentle clearing of her throat. “I think now would be a good time for you to join me for a drink, Monsignor O’Riley.”

The women, offended and appalled, murmured questions and challenges amongst themselves. Each wondered who the newcomer was, but none were brazen enough to confront her directly. She, in turn, smiled knowingly at O’Riley and waited. It only took two breaths

for him to respond, “Ladies, if you’ll excuse me…”“Cheryl.” she said lightly“…Cheryl and I must make a trip to the bar.”

Far more than mere physical beauty, Charisma represents the overall allure and appeal of a character and their presence. While a high Charisma can indeed indicate an attractive or even beautiful character, it may also demonstrate a particularly charming personality, an enthralling aura or a simply likable demeanor.

WillThe knife was surprisingly shiny in the dim

streetlights and shook visibly in the young man’s sweaty hands. His stance was low, but obviously more suited for running than fighting, and Constance couldn’t help but laugh a li�le under her breath. He mistook the laughter for some kind of whining fear and was somewhat emboldened by it.

“Your money, bitch!” he choked out, “ Give me your money or I’m gonna cut you!”

Her eyes flowed up his arm from the blade, across his acne-ridden face, and locked firmly with his own. In that brief moment there was a ba�le, so subtle he may not have even been aware it occurred, that was over before it began. She relaxed, drew her hand from her pocket, and extended it as she spoke. “No, I like my money and think I’ll keep it. But I’ll make you a different deal instead. Give me that knife, and promise me you’ll be in school tomorrow, and I won’t turn your knees to powder and make you spend the rest of your life selling food stamps from a wheelchair.”

He gazed at her, slowly shrinking beneath his black baseball cap turned sideways, juvenile li�le brain desperately trying to figure out what had gone so horribly wrong, then dropped his knife and ran.

A combination of mental tenacity and capacity for quick thinking, Will represents a character’s overall intellectual alacrity and steadfastness. Governing resolve, speed of thought, and indomitableness, Will indicates how difficult a character is to intimidate or outthink.

The values associated with each Attribute not only express the character’s relative ability but are also the actual ratings used when performing a relevant Test. Each Attribute is typically rated on a scale of 0 to 6 to determine its potency and acuity.

At a rating of 0 an Attribute is considered under-developed and below average. This means it is not a legitimate contributing factor to a performed action’s effectiveness and does not enhance a character’s attempt at a Test. A character with a Dexterity of 0 tends

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to have “stiff hands” and is likely to drop things or have difficulty with things requiring fine motor skills. An Agility of 0 indicates a clumsy character who is heavy on his feet and slow. A Strength rating of 0 means that a character is exceptionally weak and muscularly underdeveloped. A character with a 0 Endurance will be easily winded and fragile. A 0 Intelligence belongs to a character who is slow-witted and dense. A Perception of 0 means a character is unaware and fairly oblivious to their surroundings. A Charisma rating of 0 means the character is not particularly likeable and is generally unappealing. Finally, a character with a Will of 0 is easily pressured and decidedly unassertive. Character’s with an Attribute rating of 0 may, at their Narrator’s discretion, be prohibited from performing, or receive additional penalties when attempting, actions dependant on that Attribute

Ratings at 1 are considered the universal average in the AOR System and will be the bulk of a mundane character’s Attributes. A rating of 1 gives a character reasonable Perception, Intelligence, and Dexterity. It means that they can manage basic feats of balance and Agility, maintain Endurance to sprint short distances or combination walk and jog approximately a mile, and have the Strength to bench press 150 pounds, or carry a 30- to 40-pound load without exceptional struggle. Character’s with an average Charisma are basically likeable but unremarkable, and an average Will means

they are grounded but are still vulnerable to peer and social pressure.

Attributes rated at 3 are considered extraordinary and are indicative of professionally elite abilities. It is also the highest rating that a starting character in the AOR System may have. A Dexterity of 3 would belong to a precision stunt driver or Special Forces sniper. A champion martial artist or Olympic gymnast has an Agility of 3. Marathon runners have a 3 Endurance, PhD research scientists have an Intelligence of 3, and Charisma of 3 makes a character exceedingly likable, a natural center of attention and easily memorable. With a 3 Perception characters are aware of subtle and easily missed details or movements; with a 3 Will they’re inspirational and extremely difficult to dissuade; and with a 3 Strength a character can bench press 400 pounds and comfortably carry more than 100.

Ratings of 4 belong only to “adepts” or exceptionally gifted people, and effectively represent the maximum of human potential. Ratings of 4s may indicate record breakers and historically remembered masters of their abilities.

Among the Valherjar, where it is not uncommon to find characters who have trained for several hundred years or are magically enhanced, ratings can reach 5 or even 6, but this is well beyond mortal capabilities.

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Secondary A�ributesThe Secondary Attributes included within the

AOR System combine Primary Attributes to create essential character information that, while not used directly as the basis for Tests, are essential to giving a broader picture of your character’s effectiveness and well-being.

Initiative Base (IB)The most arbitrary of all the AOR Attributes,

Initiative Base acts as a gauge for how inherently fast a character is to act and at what rate they process information in high-stress conditions. It is used as the basis for determining the timing and frequency of character actions, and is derived from their Intelligence, Agility, Will and Perception.

HealthBased on a combination of Strength, Will and

Endurance, Health represents the general condition a character is in and how much abuse, damage and fatigue they can endure. It is recorded in check boxes on the character’s sheet, and characters suffer penalties as they take damage and become wounded, or overexert themselves and become fatigued. There are two measures of Health; Fortitude and Vitality. Fortitude governs physical injury, as from falls or attacks, while Vitality indicates the character’s level of general weariness and exhaustion.

LuckThe hallmark of gamblers, con men, explorers

and adventurers throughout history, the Luck Attribute represents that inexplicable dash of good fortune that has let the auspicious occasionally escape peril. Luck both serves as a relative quantifier for how randomly fortunate a character is as well as allowing them to “cheat” certain encounters to produce a more desirous effect.

SkillsWhere Attributes represent inherent abilities in broad fields of scope, Skills quantify very specific learned talents and knowledge that a character has spent time to acquire. Each Skill further refines and defines a character’s strengths and weaknesses, but is only relevant to a very specific task. They are applied exclusively to Tests that involve their use and thus are much more finite in scope than Attributes, but are significantly easier to advance. Their ratings apply

directly to relevant Tests and will prove to be one of the most defining aspects of any character. There are 32 default Skills in Valherjar and space for an additional one of your own design listed on each character sheet.

Along with the Skill name and description, a number of defining factors are also listed. Immediately below the Skill name is the standard Attribute used when Testing with that Skill. Next there is a default modifier that is added to any Test in which you’re using a Skill that your character is not proficient in. Finally, there are options and details for Specializations.

In the AOR System, Skills are individually rated in a manner virtually identical to Attributes, and most of the same rules apply. A Skill rated at 1 is considered average, at 3 is expert, and at 4 is effectively the mortal human maximum. Valherjar and other supernatural creatures can gain Skills at ratings of 6 or more.

Also listed with each Skill are descriptions of character proficiencies at “average,” “exceptional” and “expert.” These descriptions are meant to be used as comparative references only and correspond to the relative proficiencies. Thus, an average Skill rating would be 1, an exceptional rating would be 2 or 3, and an expert rating would be 3 or 4, while a 5 or 6 would represent supernatural talents.

Default A�ributesThe term “default Attribute” is used above

because, in certain situations, the Narrator may elect to pair a Skill with a different (non-standard) Attribute for specific Tests. Using this method she can create a number of exceedingly effective Testing methods for actions or events that the rules do not directly cover. For example, she could combine the Athletics Skill with Endurance to determine how long a character can run, or pair the Driving Skill with Strength to gain command of a vehicle that has lost its power steering and is out of control. In those events simply replace the default Attribute value with that of the appropriate Attribute and Test as normal.

SpecializationsWhen a character becomes professionally

proficient in a Skill, having a rating of 3 or higher, the character gains access to Specializations. They gain one Specialization automatically when their rating reaches 3 but can also acquire more through spending Veteran Points (see Veteran Points later in this chapter for more details). Each Specialization gives the character a specialized ability within the Skill and can often provide additional modifiers to Skill use.

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Actions and TestsAOR Tests at a Glance

1. Declare the action to be performed2. Roll 3D63. Arrange the dice into a D6 Action Opportunity Roll and a 2D6 Target Roll within 3-seconds4. Add the character’s relevant Attribute and an appropriate Skill to the 2D6 Target Roll5. Compare the total Target Roll (dice roll plus applicable Attribute and Skill ratings) to the Target Number and determine Degrees of Success

The AOR System is designed so that characters may perform actions and make Tests with a combination of simplicity, maximum player control and frenetic pacing. It uses a number of factors that are unique to the system and allow for fast and exciting gameplay.

All Tests in the AOR System are resolved using a single roll of 3 six sided dice (3D6). Of these three dice, one should stand out by size, pattern or color as being different than the other two. This is critical as the odd dice plays a vital role during Test resolution.

To begin a test the player will declare the action and its intended effect to the Narrator. He then rolls 3D6 and arranges them into both a 2D6 Target Roll and a single D6 Action Opportunity Roll (AOR) in any manner he sees fit and at his total discretion. The Target Roll is compared to a Target Number and is used to determine if the action succeeds or fails, the AOR determines the action’s speed, and the odd-colored die, called the Effect Die, determines how effective the action performed was.

ActionsMeaning more than just a physical motion, the

term “action” is used to describe any complex activity that a character attempts to perform within the context of a dramatic moment. Shooting at an enemy, seducing an information source, making a mad dash across an alley opening, intimidating a snitch, leaping a crevice, hacking a computer or solving a trigonometry equation are all examples of actions. With each action a character attempts, a number of factors enter into play. What is their innate/inherent ability level? How skilled are they in its performance? How difficult is the task in general? Are there any adverse conditions affecting them? Once the action is declared, and the contributing factors are determined, the player rolls his dice.

The Target RollOnce the three dice are rolled, two of them,

strictly at the player’s discretion, are separated for use in the Target Roll. The total value of these two dice is combined with the character’s relevant Attribute and Skill ratings, along with any additional modifiers, and the total becomes the Target Roll (abbreviated TR). The Target Roll is compared to the Target Number to determine the action’s Degree of Success.

Target NumbersTarget Numbers represent the relative difficulty

of an action and indicate the total number that a Target Roll will have to meet or beat in order to be successful. Assigned by the Narrator and modified through a number of factors, Target Numbers (abbreviated TN) will range from 6 to 20 depending on the complexity, desired effect and opposing factors of the action.

The default Target Number for any dramatic action is 12. We use the term “dramatic action” as it is meant to include the actions that a typical heroic character will wish to do over the course of a normal game, such as firing a gun in combat, picking a complicated lock, hacking a computer or using Magic

Other tasks of varying difficulties have different standard Target Numbers. As a general rule, each time an action becomes considerably more difficult it requires an extra 2 points to succeed, while each time the action becomes easier it loses 2 points from its difficulty. This concept is known as the Degree of Difficulty, and may range considerably depending on the task being performed. Some standard examples for each Degree of Difficulty are as follows:

Easy: Target Number of 6

An easy task is a near-daily activity that is only typically Tested when a character is distracted or otherwise lacking focus. Examples include navigating a cluttered floor or operating a TV remote control.

Simple: Target Number of 8

A simple action is an activity that is accomplished nearly daily, but that requires a level of attention to ensure its completion. Examples could include backing out of a driveway or using a padlock.

Routine: Target Number of 10

Routine actions are activities that characters

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typically accomplish but still have a reasonable chance of failure. Shooting a gun at a firing range or sweet-talking a person who has no reason to help you are routine challenges.

Dramatic (Standard): Target Number of 12

The typical difficulty in Valherjar Tests, dramatic actions are easy, simple or routine activities that are performed under stress, or that a normal person would have a moderate chance of completing in any circumstances. Shooting a weapon in combat, using keys to open a lock while being chased or lying to gain information are examples of dramatic challenges.

Challenging: Target Number of 14

A challenging action is one in which a normal person has a high chance of failure but that is fairly standard for a professional in the field, such as weaving through traffic or arguing a losing position in court.

Exceptional: Target Number of 16

Only possible by someone exceptionally proficient in the activity, an exceptional difficulty could include shooting a weapon accurately at its maximum range or hitting a major league fastball.

Heroic: Target Number of 18

Heroic actions are the performances that even experts brag about and are viewed on as impossible by anyone not both incredibly gifted and professionally skilled. Inventing a form of cold fusion or driving 100 mph in rush hour against traffic could be heroic events.

Nearly Impossible: Target Number of 20

Impossible for the normal mortal doesn’t always mean impossible for a Valherjar or their supernatural enemies, and tasks with this difficulty would appear as nearly magical to anyone viewing them. Impossible actions could be shooting down a plane with a rifle or landing on your feet after a 10-story fall.

These numbers are entirely at the Narrator’s discretion, however, and players are encouraged to avoid assuming the Target Number they need to succeed. It is entirely possible that when performing an action, players will have not accounted for various known or unknown factors. These factors, called Modifiers, can affect the difficulty of the action a number of ways (both positively or negatively) and are added (or subtracted) from the Target Number. Some examples of Modifiers are listed below

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Common ModifiersAction being performed in high winds, in rain, on slick surface TN +1Character is crawling or in other disadvantageous position TN +2 to +4Character is moving excessively or is on an unstable surface TN +2 Character is under extra pressure TN +1Other characters are helping performing character TN -2 per characterTarget is caught unaware or is blindsided TN -2 or -4 Target is immobilized TN -2 or -4 Target is in heavy cover (3/4 of the body covered) TN +4 Target is in partial cover (1/2 of the body covered) TN +2 Target is laying prone at a distance TN +4Target is partially concealed (obscured from view) TN +1 or +2Target wants to cooperate TN -1 or -2There is bad, distracting or insufficient light TN +1 to +6

Degrees of SuccessEach point by which a Target Roll beats a

Target Number represents an increased level of accomplishment in performing the action and counts as a Degree of Success (abbreviated DoS). Degrees of Success allows both players and Narrators to determine not only if the action succeeded or failed, but by what margin.

During play both Narrators and players should use Degrees of Success as a quintessentially defining factor for action outcome, and a number of game mechanics will incorporate DoS during their resolutions (most notably when determining an attack’s damage).

A Target Roll that has no Degree of Success (and so is even to Target Number) is considered performed at the minimum and is a bit stodgy in its accomplishment.

A single Degree of Success (1 more than the Target Number) indicates a respectably successful action. Other characters will look on the activity as being completely accomplished.

Two Degrees of Success (+2) represent a task accomplished perfectly. There is little room for debate or dissatisfaction with the performance of the action.

Three or four Degrees of Success (+3 or +4) represent an exceptionally performed task and one worthy of praise. You have not only done what was expected of you but also improved on the process or gone the extra mile to smooth out any rough transitions.

Five or more Degrees of Success (+5 or more) represent an artistic brilliance in the task, which is to be held up as an example of maximum accomplishment.

The Action Opportunity RollFor each Test a character participates in a player

rolls three dice. Two join with a character’s Attributes and Skills and become the Target Roll to determine if the action succeeds or fails. The other, also chosen at the player’s discretion, becomes the Action Opportunity Roll (abbreviated AOR) and represents the dedication a character has to accomplishing the action quickly, the overall speed of the action and the likelihood of a character getting additional actions within the Round.

In play the AOR will serve two distinct functions. First, it will determine how fast relative to the character’s maximum speed the action occurs. Whether the action is swinging a broadsword or hacking a computer, an AOR of 6 indicates the character’s maximum focus on speed, while a 1 demonstrates a decided lack of relative speed on the action. Narrators should implement this effect in game (for example, forcing a character who scores low on their AOR to take significantly longer than normal to pick a lock or hotwire a car). Secondly, in combat or other situations in which characters are all vying for the fastest actions, the AOR is added to a character’s Initiative Base to determine their total Initiative. This determines what order within the Round the action occurs and can be critical in a combat situation.

The Effect DieThe final aspect of resolving an AOR Test lies

in the single distinguished die among the three: The Effect Die. During the rolling of a Test the special properties of this dice are ignored (it can be used as either a Target Roll or an AOR with no restrictions) but once an action is determined to have succeeded the Effect Die comes in to play. It is designed to determine

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the basic effect of the action and adds a final bit of luck and chance to the equation.

The Effect Die, much like the Action Opportunity Roll, can serve two distinct purposes. First, it demonstrates the relative effect of the action and indicates the action’s outcome in a vacuum. Secondly it combines with the action’s Degree of Success to determine the action’s absolute resolution. This gives a wide range of possible effects for even the simplest of actions and allows for a considerable depth in its resolution, and thus can have a profound impact within the game. It could mean, for example, that a gunshot was placed straight and true, right on target, but happened to miss any vital internal organs and so did minimal damage. Or it could mean that a hacker flew by a computer’s encryption but unfortunately missed some vital information during his search.

Opposed TestsMost of the time a character performs an

action it will exclusively involve their roll against a Target Number to determine success or failure. Even though many of these actions will have effects on other characters, they still rely exclusively on that player’s roll and the character’s attributes and skills. Performing standard attacks (such as shooting or stabbing a person, for example) are not Opposed Tests even though they directly affect another person.

In some instances, however, Tests can be directly opposed by another character, and the formula for their resolution changes slightly. In the event that two characters are in direct opposition to each other, then the resolution is determined by who succeeded more. These actions can be directly opposed (such as when two characters are arm wrestling) or indirectly opposed (such as when a character is trying to sneak quietly and unnoticed past a set of guards).

To perform Opposed Tests, both players make a complete Target Roll for their characters, including

all modifiers, and compare the results. The highest Target Roll wins, and the difference between the two becomes the Degree of Success. Note that all standard modifiers still apply (though they may not apply to all participants equally) and if the action would still require a Test if unopposed, then the Target Roll must also beat the appropriate Target Number to succeed.

Finally, in certain cases there are Automatically Opposed Tests. Generally this occurs when one character is attempting to perform an action on or against another character who will naturally and automatically try to resist it. In these cases the Automatically Opposing character (the one whom the action is directed towards) gets a free Target Roll for their Opposed Test (one that is independent of their Action’s TR). This is done to allow a character a natural chance of resistance without distorting their intended action. In these cases, for ease of tracking the multiple effects occurring, it is suggested that each player have an additional 2D6 available to make this simultaneous roll without disrupting their action AOR and Target Roll.

So, for example, let’s say Tyler and Ryley are both rushing to be the first through a door. Because they are both in direct competition of a single goal the Narrators decides it is an Opposed Test. They both declare their actions and make Athletics Tests as normal, but then compare the totals. Whoever scores highest manages to get to the door first and the difference between the two is the Degree of Success.

If, on the other hand, Ryley wanted to sneak up on Tyler and take him unawares, the Test is resolved slightly differently. Because Ryley’s ability to sneak quietly will be directly contrasted with Tyler’s ability to hear/detect him, the action will still require an Opposed Test. However, since Tyler won’t be spending his action to try and detect Ryley, and will instead be using his innate awareness passively, the Narrator may decide it is an Automatically Opposed Test. In this case, Ryley will be declaring his action and resolving his Stealth Test normally, but Tyler will be given an automatic 2D6 + Attribute + Skill Target Roll and will not have to use a declared action within the Round.

A�ribute Only TestsIn certain situations it may not be appropriate

to add a Skill Rating to an Attribute during a Test. To preserve equity in these situations, it is recommended that the Narrator either allow the player to double the relevant Attribute Rating or lower the Target Number required by 2 (one full difficulty level).

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Automatic Successand Failures

In addition to the standard system used for resolving Tests there are three other results the dice themselves can impart on the action: Automatic Failure, Critical Failure and Critical Success. An Automatic Failure is a roll that will not allow the action to succeed, while Critical Success and Critical Failures are rolls that produce extremely dramatic situations.

Critical Success: When all three of an action’s dice are rolled as 6s (both Target Dice and the AOR), it is always considered a Critical Success, a successful action with a minimum DoS of 2. With a Critical Success a character can accomplish an action that might normally be impossible (within reason, of course), and it should be roleplayed as a considerable and noteworthy action.

Automatic Failure: Should the two dice of a Target Roll be composed only of 1s, or total 4 or less when added with the Attribute and Skill being used, the action automatically fails. This effect is regardless of the total after modifiers and is included for any type of action the character may be performing.

Critical Failure: A roll producing three 1s is the antithesis of a Critical Success. Where a Critical Success guarantees success of an action, a Critical Failure not only guarantees failure but also indicates failure in a dire or even catastrophic sense. A Critical Failure could indicate a character loosing their footing and falling, a sword breaking or a gun jamming or exploding.

The 3-Second RuleThe AOR System is designed for a combination

of speed and realism and incorporates a number of facilities designed to enhance its gameplay. One of the rules we suggest, but that is by no means required, is the use of a 3-second time limit for players to arrange their dice. Once any players acting have declared their action, the Narrator tells them all to roll simultaneously and slowly counts to three. By the end of the three-count players must have their dice arranged and distinctly separated on the table. This adds a strong element of pressure to the gameplay, maintains a fast clip of play and prevents more methodical gamers from performing long calculations to determine what arrangement would be best. Characters whose players fail to arrange their die within the limit “seize up” under the pressure of the moment and fail to perform any actions that round.

We feel this 3-second rule helps represent the real-life stress of a dramatic environment, forces players and characters to make imperfect choices and “best guess” actions and enhances gameplay considerably. Of course, if members of your group resent the pressure or are not capable of managing their actions within the three seconds, the time limit can be extended or eliminated.

Example of Play: Performing an Action

Narrator: The footprints lead around the corner and then stop at the base of a 20-foot-tall broken wall. You can’t be sure, but the odds are whoever you’re following climbed it.

Sarena: I’m going to pause for a second to catch my breath and examine the wall. What’s it made of?

Narrator: Mostly old cinder brick and very decayed mortar. It is eroded and battered so that the edges protrude at irregular angles.

Sarena: Enough for me to be able to climb it?Narrator: It will be difficult to find perches

deep enough for your fingers and toes, but you’re pretty sure you can make it up.

Sarena: Great. Then I’m going to holster my pistol and climb.

Narrator: Okay, climbing is an Athletics Skill Test, so make your roll.

Sarena: All right, my dice rolls are 3, 5, and 4. I have a pretty good Athletics Skill, and I need to get up this wall as fast as I can and stay on this person’s trail, so I’m going to use the 5 for my AOR and the 3 and 4 for my Target Roll. I add my Athletics Skill Rating, which is a 3, and my Agility Attribute Rating, which is a 2, to my Target Roll Dice for a total of 12. So my total Target Roll is a 12 and my AOR is a 5.

The Narrator then evaluates Sarena’s rolls for the task of climbing the wall. First she compares Sarena’s Target Roll of 12 to the difficulty of the climb, which she determines is a typically dramatic difficulty action, and so is a 12 Target Number. That means that Sarena will succeed, but not with much of a margin of success. Then the Narrator looks at the AOR, which is a very respectable 5, which means that even though she just barely managed to find the right perches and grips, Sarena will be making good time up the rock face.

Narrator: So after stopping for a quick breath and running your hands over the rough wall, you feel

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around for a perch and then start climbing your way up. The climb is tough, but you have a surprisingly easy time finding places to grip as you go. At a few points you’re worried your fingers might give out, but you make great speed up to the top.

Combat AOR Combat at a Glance

1. Narrator announces beginning of a Round2. All players declare their actions3. All players simultaneously roll 3D6 for their actions/attacks; adding 2D6 to their Attribute and Skill Ratings to create a Target Roll and using 1D6 as their Action Opportunity Roll and adding it to their Initiative Base4. Actions occur in order of Initiative

The foundation for violent conflict within Valherjar, the AOR System uses a very simple combat system that is designed to emphasize player choice and swiftness of action. Combat occurs within the course of Rounds, arbitrary junkets of time in which characters take actions. Almost all characters within the scope of a combat will be allowed to perform at least one full Action (consisting of one Free and one Complex Action) per Round. More advanced characters may be able to act two or even three times.

A Free Action is an activity so uncomplicated that it simply should not, within dramatic purposes, have any significant chance of failure. We keep track of them only because they have a noteworthy effect on other events occurring, and because a character is only allowed a limited number of them in any given moment. Some examples of Free Actions include moving up to a character’s Agility Rating in feet, changing facing, and dropping a weapon in hand.

Complex Actions are Actions that are difficult to accomplish, requiring significant concentration, and thus either necessitate a character focusing only on that action for the moment or that may have a reasonable chance of failure. Complex Actions are the core of what these rules are designed to address and will make up the meat of any dramatic event. Weaving a car through tight obstacles, shooting at an opponent, throwing a desperate punch, parrying a sword strike, running up to twice a character’s Agility Rating in yards and attempting to hurl magical lightning would all be examples of Complex Actions.

At the start of a Round all players will declare

the intended Actions (Free and Complex) for their character. Once all Actions are declared, all players roll and are allowed to arrange their Action dice (the Target Roll and the AOR) as they see fit. Actions then occur in order of Initiative, with characters who act sufficiently quickly being eligible for additional Actions, which are rolled immediately upon completion of the last action. When all characters have resolved all of their Actions and the Round ends, a new Round begins.

RoundsThough real life combat occurs as a constant

flow of actions and events, Valherjar breaks periods of time in which combat or other intense action occurs into Rounds. Each Round represents the period of time in which each character involved in the combat is allowed to perform at least one, and up to three, actions. Typically a Round represents approximately 3 seconds of in-game time, but this is flexible and arbitrary. The length of a Round can be expanded or shortened to best suit the current play.

DeclarationAt the beginning of any combat Round all

characters involved declare their actions. During this declaration players indicate, in as specific and dramatic a fashion as possible, what it is their characters are doing and what the intended outcome is. Remember that the more vivid the description, the more exciting the roleplaying experience will be, so players should avoid bland descriptions such as “I shoot him.” Instead they should elaborate to make the moment as realistic as possible, saying things such as, “I swing around the box, scan the area, and decide that Thomas is the best target. So I draw my front sight down on him, grin and pull the trigger”. Players will quickly find that the more intricate the explanations, the more fun and dynamic playing will be.

In the event that order of declaration matters (such as in a player vs. player situation), players declare in ascending order of Initiative Base (the character with the lowest Initiative Base declaring first, then the next lowest, and so on). Typically, however, this will not affect the game overall and so Narrators are recommended to use whatever manner suits them best.

Regardless of the order in which actions are declared, at any point before the dice are rolled for the Round a character may discard their intended action to defend themselves instead. At no other time, however, may a character’s action be changed once declared.

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The RollOnce all actions by all involved characters are

declared, all players pick up their dice (3D6), and on the Narrator’s command they simultaneously roll and begin arranging them into their Target Roll and AOR die. Typically, the Narrator should allow 3 seconds for the dice arrangement to occur, counting slowly out loud down from 3 (although more time can be allowed at the Narrator’s discretion). If any player has not finished arranging their dice by the end of the count their character is considered to have “frozen” in the moment, marred by indecision, and they do not get to perform any action that Round.

This is designed to emulate the real life pressure the character would be experiencing and simulates the limited window a person has to make decisions in combat. A player’s failure to arrange their dice in time translates into their character over-thinking their options in the moment and represents the indecisiveness that can occur in high stress situation. In this Round they have “choked” and fail to perform but may act again as normal next Round.

InitiativeNot all characters in a combat Round act with

the same speed or the same number of times. To represent this, Valherjar uses a concept called Initiative to determine both when, and how often, a character’s actions occur.

Each character has a Secondary Attribute called their Initiative Base. This represents their innate action speed and how fast both in mind and in body that character is, and functions as the foundation for the actions they will perform in combat. When the character performs an action their Action Opportunity Roll is added to their Initiative Base. These two numbers combined become the character’s total Initiative and determine when their action will occur within the Round.

Once all players have declared their character’s actions, made their Target Rolls and determined their character’s Initiative, action proceeds in descending order from highest to lowest Initiative. For example, if Patti, a character involved in a gunfight has an Initiative Base of 8 and rolled an AOR of 4, her actual

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Initiative would be 12 (8+4). If within that Round the other characters participating had a 14 Initiative and a 9 Initiative, Patti would go second. The 14 would go first, then Patti’s 12, then the 9.

This order is most easily determined by having the Narrator begin counting down from the highest possible total Initiative for the characters involved and to continue until all characters have had their actions. When the Narrator reaches a character’s Initiative, their action occurs.

Actions are considered to occur sequentially and are resolved immediately at their Initiative levels, with ties occurring simultaneously. Thus, the effects of an action at a given Initiative level effect all actions that occur after it, without the later performing characters being able to adjust their actions in any way.

Multiple ActionsSkilled or lucky characters may find themselves

in the position to perform more than one action in the 3-second period of a Round. In short, this allows any character whose first action Initiative is 10 or higher to act twice, and a characters whose Initiative is 14 or above to have the potential of acting three times.

To determine if a character gets a second action, once their existing action is resolved, subtract 10 from that action’s total Initiative. If this result is 0 or higher, then this number becomes their new temporary Initiative Base and a second action can be performed. It is declared and rolled immediately, before the Round continues.

This second action functions exactly as their standard resolved first action, with the new AOR being added to the new Initiative Base to determine the second action’s total Initiative, and it is inserted into Round as normal. When the Narrator calls out that second action’s Initiative, it occurs as any other action would.

Once that second action is resolved, the same process can be repeated again to potentially give the character a third and possibly even a fourth action. Each time, once the action is complete, 10 is subtracted from that action’s total Initiative, and so long as that sum remains greater than or equal to 0, it becomes a new Initiative Base and another action can be performed.

AOR PenaltiesA number of actions, especially weapon attacks,

can suffer AOR Penalties. There are several reasons why actions may have penalties, ranging from the inherent time the action takes to complete to the recoil or balance of a weapon when used. Regardless, any

situation that causes an AOR Penalty does not deduct it from the first attack or action, but instead subtracts it, in addition to the standard –10, when determining the character’s new Initiative Base for any additional attacks that round. For example, if a character makes an attack with a weapon that has an AOR Penalty of –2, to determine their second attack’s new Initiative Base they would subtract 12 from their current Initiative rather than the standard 10.

Example of Play: Initiative within a Round

Let’s create a mock Round using three characters: Geoff, Charles and Steven. Geoff’s Initiative Base is 8, Charles’s Initiative Base is 7, and Steven’s Initiative Base is 6. The three characters are all at a firing range trying to see who can hit their target the most times in 3 seconds (one Round).

Each character declares shooting at the target for their action and then rolls are made simultaneously. Once everyone’s dice are arranged, Geoff has rolled a 3 AOR, Charles a 2 AOR, and Steven a 6. When these Action Opportunity Rolls are added to the character’s Initiative Bases we find that Geoff’s first shot has an Initiative of 11 (8 IB + 3 AOR), Charles has a 9 Initiative (7 IB + 2 AOR), and Steven has a 12 (6 IB + 6 AOR). Steven goes first, Geoff second and Charles third.

Once Steven’s action is resolved, he then determines whether or not he can make a second action. He subtracts 10 from his current Initiative, finds that he can indeed make a second attack with a 2 Initiative Base (12 Initiative – 10). He immediately declares a second shot at the target and makes his roll. This time he rolls a 2 AOR, and so his second action will occur at a 4 Initiative (2 Modified IB + 2 AOR).

Geoff takes his action after Steven’s first action. Once Geoff’s action is resolved, he also determines whether or not he can perform a second action. He subtracts 10 from his Initiative and finds that he can indeed perform a second action, this time with an Initiative Base of 1 (11 Initiative – 10). He immediately declares and rolls his second attack, this time rolling an AOR of 3. This gives him a total Initiative of 4 for his second action (1 IB + 3 AOR).

Charles’s initiative was 9, lower than Steven and Geoff’s first actions, but higher than their second actions, and so is resolved next. Once his action is resolved, he too checks to see if he can perform a second action. Because his new Initiative Base would

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be below 0 (9 Initiative – 10 = -1), he can not perform a second attack and must be happy with the one shot he got.

At a 4 Initiative, Geoff and Steven’s second actions occur simultaneously. Neither is eligible for a third action because the 10 subtracted from their current Initiative puts them well below 0.

Notes from the DevelopersThe Intent of the AOR System

The Action Opportunity Roll aspect of our gaming system may prove to be a bit confusing, especially to veteran roleplayers, as it is a decided departure from how Initiative and actions are handled in most roleplaying games. We had several goals when designing the AOR System, things that we felt a game’s mechanics should address, and these mechanics are the culmination of considerable research and discussion on how best to incorporate them. We offer some insights here to help you gain a better appreciation of the intent of the system, and to aid you in understanding why the mechanics occur the way they do, so that you may more easily adhere to the spirit of the rules.

The first concept we wanted to address is the simple fact that in combat, there’s never enough time to do everything you want to. More often than not you are given a choice between trying to line up the perfect shot or getting that shot off in the time allotted to you. In this respect the AOR System offers a balance between the two concepts. As players make their action rolls they will likely see an imperfect arrangement of numbers and will be forced to decide what matters more to them: taking their time for the best chance of a hit, getting the shot off as fast as they can or a balance between both. We feel that players being able to arrange the dice as they see fit maximizes their involvement in that decision making, while the time limit to make those decisions forces them into a hectic and imperfect pace.

The second thing we really wanted from our system was to give a more skillful character a better chance of acting faster within the Round and having additional actions, but not guarantee them an arbitrary number of multiple actions. This balance is represented with the application of a character’s Attributes and Skills to the Target Roll. Imagine that two totally different characters, a veteran and novice, make identical three-dice rolls. The veteran will have more leeway in arranging lower valued dice since there is a better chance that they will succeed or manage a

second action anyways despite a poor roll. The novice, on the other hand, must use higher rolls more sparingly, often being forced to choose between a successful action or a quick one.

Finally, we wanted the game to have an energetic pace. We felt too often that countless die rolling and plodding Rounds broke up the flow and drama of a good roleplaying session, and so wanted to give players a quick and easy way to resolve actions. And though for new players the pause after each action while players determine their character’s second and third actions may be a bit unnatural, the learning curve tends to be fairly short. Soon players will be resolving their actions in a matter of seconds, giving the game itself a smooth flow and easy transition from action to action without breaking up the roleplaying experience.

When these elements were combined we felt it gave the game a unique and realistic feel, with actions occurring fluidly and naturally and the game progressing briskly. Further, we felt that the tension inherent in resolving actions had a wonderfully dramatic feel and lent itself to all manner of roleplaying.

But then, what do we know. We’re only monkeys, after all.

Arranging AOR DiceDuring play there is a considerable amount

of player strategy involved in arranging the Target Roll and AOR die. Assuming the total roll does not consist entirely of high numbers, the player will have to determine how best to divvy up the higher (and thus most effective) rolls so that a character’s intentions are best served. Arranging the highest rolled dice as a Target Roll will result in a more successful action, but will make the action slower and decrease the character’s possibility of additional actions in the Round. Placing the highest die as the AOR means the action will be performed as fast as possible and give the character a higher likelihood of additional actions, but also means that the Target Roll is not as successful as it could be and that the action is doomed to a lesser Degree of Success.

Players will quickly develop their own strategies for themselves, and their characters and will be in constant conflict over the choices they’re faced with. It is strongly suggested that new players, especially, gain the opportunity to view alternate outcomes of their actions by re-arranging their dice for the first couple of actions they perform. It is this balance and freedom that the AOR System was founded on, and thus where it derives its name, and so is critically important that players understand its effect on the game.

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Action ModificationsA number of subtle changes to the standard

resolution to an action may be appropriate at select points during a game. In these cases, the actions are still essentially resolved as normal, but have a few specific alterations.

Timing ActionsSavvy Narrators and players alike will quickly

realize that many actions characters will perform may take up to, or longer than, the allotted three seconds of a standard Round, regardless of how many actions the player’s rolls says their character should have. In these events the Narrator should absolutely pull the character out of the normal timing of the Round and explain that the action will take a given time longer (however much

time is appropriate). To preserve the feel and focus of the game, the amount of time an action takes should be affected by the Action Opportunity Roll. A higher AOR means the action occurs faster and finishes more quickly than a lower roll would.

In these cases, the character no longer participates in the declaration and rolling of the Rounds that occur until their current action is complete, but of course are still vulnerable to the actions and effects generated by other characters. Once committed to the prolonged action, the character cannot change their mind and attempt a complex action midway during the Round, but may always either abandon their action to perform a defensive reaction or to participate in the opening declaration of a new Round.

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Overwatch in CombatOften in a combat situation a character may

wish to enter what is known as “Overwatch,” or a state of readiness to perform an action without actually doing it. This is especially useful when covering teammates, guarding against anticipated threats or awaiting a signal before acting. When a character declares an Overwatch action, they roll as normal, but instead of having their action occur on their total Initiative they may have it occur at any later time in the Round. When the action finally does occur, that Initiative place is treated as though it was the rolled Initiative, and any subsequent actions occur as normal from that point on.

For example, let’s say Ryley wants to cover Tyler’s back as Tyler runs between buildings. Ryley announces “I’m going to scan down the road and shoot anyone who pops up,” and rolls as normal. His total Initiative is a 16, so if anyone appears on the road at 16 or lower, his attack roll is applied to them. And it’s a good thing, too, because a quick second later, at an Initiative of 11, a group of thugs does appear from a doorway and the first one onto the street faces Ryley’s attack. Once that attack is resolved, Ryley is allowed other additional actions as though he had rolled an 11 Initiative for his first action (thus giving him a new IB of 1 for his second action).

The conditions for an Overwatch should be as specific as possible and should include only enough activity to be defined as a single action. For example, “I stand next to the door and swing at anyone who comes through” would be a good Overwatch action, while “I keep an eye on the crowd ready to shoot, throw a grenade, or draw my knife and stab someone” would not.

Stacking Complex ActionsThere may be times within the course of a

combat or other Initiative dependent situation when a character may wish to stack two actions together, first taking an Initiative-free action (such as setting up for a shot, running from cover to cover, drawing and then firing a shot or taking time to speak with another character), and then taking the standard action second. In these situations, the character declares both their first and second action for the Round and rolls, but adds only half of their Initiative Base to the Initiative dependent action.

For example, let’s say Kristi wants to shoot a man across the battlefield with her rifle, but first wants to set up its bi-pod for extra accuracy. She declares, “I’m going to lay down, set up my bi-pod, and drill the Garm in the black trench coat.” She then rolls her dice,

but the shot only adds half of her Initiative Base, since she is first setting up the bi-pod and then firing.

Redirecting ActionsDuring the course of a Round it may be desirable

and reasonable for a character to adjust the focus of their action. Most commonly this will occur as a character notices that their teammate accomplished a task they were also attempting, such as killing a target that they were going to attack as well, and so doesn’t want to “waste” their action on something already done. In these situations the Redirected action must be identical to the originally intended action but may have a new focus (for example shifting the target for a pistol shot from one enemy to the next) and will suffer a –4 AOR penalty.

It is worth noting, however, that while we have included rules for Redirecting it is totally at the Narrator’s discretion to determine whether or not a Redirection is warranted. While you, as a player, may know that the shot your partner put into a bad guy incapacitated him and so he isn’t worth your bullet, it might not be so clear for your character. Not only is it rare for an action to yield an immediately recognizable result, but in the very fast and chaotic pacing of a combat Round, you may simply not have time to Redirect before your action occurs.

DefenseWhile some people may wish to stand toe to toe

with their opponents and duke it out, characters with a more decided sense of self preservation will wish to prevent harm from coming to them by defending themselves. To do so characters can declare one of three “defensive actions” in place of a standard action.

DodgeA dodge is simply a character’s attempt to get

out of the way of a specific incoming attack. It can be used against unarmed, melee or manually propelled projectile attacks (such as a bow or spear), but not against bullets or other high-speed attacks. A dodge takes the place of a character’s standard action and is rolled as normal. During the Opposed Test the defender uses their Agility Attribute and may add either their Unarmed or Athletics Skill rating. The attacker must then beat both whatever the Narrator assigned Target Number was and the dodge roll total as well. Unless specific circumstances dictate otherwise, a single dodge only takes the place of a single action and is only useful against a single attack.

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ParryA parry functions almost identically to a

dodge, except that rather than getting out of the way, the defender tries to intercept an incoming attack with a weapon or other improvised object. Instead of the character’s Unarmed or Athletics Skill, they must use the appropriate melee weapon Skill (Blade, Pole or Chain). Certain weapons also have “Defense Modifiers” which represents their natural defensive capabilities (the Narrator may also add defense modifiers to other objects at her discretion). These modifiers are added or subtracted to the defending character’s Target Roll for the Opposed Test.

Characters may also use shields or other parrying implements in their off hands while they attack with their primary weapons. For more information see the “Shields” section under “Optional Special Rules” at the end of this chapter.

EvadeEvading represents a character’s attempt to avoid

being hit by high-speed projectiles (such as bullets) or unseen attacks (i.e., being attacked from behind). In these cases the attacks cannot be dodged or parried specifically and so the character must take general defensive actions, such as running in a random pattern or diving behind cover, and pray that they succeed. An Evade can be employed in one of two ways: like a parry or dodge, taking the place of a single action and only protecting from a single incoming attack; or as the only action being performed for the Round, which then protects from all ranged attacks. An Evade adds either the character’s Agility or Athletics Rating (whichever is higher) to any attacker’s Target Number.

Damage and HealthDoing Damage

Each time a successful attack occurs it has the potential of wounding the target. Standard attacks which do damage through a single point of impact — such as punches, swords, maces or bullets — have a damage that is listed as a D6 derivative value (either D2, D3 or D6), followed by a comma, and then a single digit number (i.e. D3,2 or D6,1). Calculating damage for an attack is simple, but occurs in two steps. These correspond to the two pieces of information listed.

The first step, once an attack is successful, is to compare the Effect Roll to the dice value indicator on the attack style or weapon. A “D2” means to treat the dice as though it has only two sides, scoring a roll

of 1, 2, or 3 as 1 point of damage while a roll of 4, 5, or 6 indicates 2 points. In a D3 roll, 1 and 2 are worth 1 point, 3 and 4 are worth 2, and 5 and 6 are worth 3. “D6” means there are six possibilities and the roll is taken at face value. Included with the dice value may be static or Strength bonuses as well (i.e. D6+2). That value is added to the sum of the Effect Roll.

Finally, the weapon’s Degree of Success modifier must be applied. The number after the comma in a weapon’s damage listing indicates the additional damage done per Degree of Success above zero, and is almost always listed as one of four ratings: 1/2, 1, 2 or 3. For example, if a weapon’s damage was listed as “D6,2,” for each DoS the attacker scored, 2 would be added to the damage. If the weapon’s damage was “D6,1,” for each DoS the attacker scored, 1 would be added to the damage. And if the damage was “D6,1/2,” only 1/2 of a point would be added per Degree of Success (always rounding down).

The sum of these two numbers is the total damage of the attack and is compared to the victim’s Health Levels to determine the type of wound done.

Physical and Physiological Damage

In Valherjar there are two types of damage a character can suffer, physical and physiological. The most easily quantifiable, physical damage represents actual physical harm occurring through inflicted injuries. Including cuts, bruises, punctures, breaks, tears and crushings, most of the time ill befalls a character, especially at the hands of another character, it will be in the form of physical damage.

Physiological damage, on the other hand, represents the loss of energy, general fatigue and exhaustion that a person can suffer. Primarily self inflicted (though occasionally certain stunning attacks may do physiological damage), a character typically takes physiological damage from “overdoing it,” pushing themselves too hard through exertion or in the use of Rune Magic, and is less permanent and recovered much faster than physical damage.

Both forms of damage are referenced against a character’s Health Attribute and are tracked on the character’s Health Meter, but each is addressed separately. Physical damage, such as from a knife wound, punch or gunshot, is related to their Fortitude Ratings. Physiological damage, such as from running excessive distances, using Rune Magic, or from being stunned, is measured against the character’s Vitality Rating.

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Health LevelsEach character has a series of boxes on their

character sheet arranged into four rows representing their health and wound status. Each row represents a level of damage (called “Health Levels”) a character can achieve.

CriticalIncapacitated

Serious-3 -3Moderate

-1 -1 -1Light

Light wounds are generally superficial and represent damage that achieves no more than surface lacerations or bruising to the skin or outer tissue physically, and do little more than force the character to pant and draw deep breaths physiologically. Each character has four boxes of Light Wounds and suffers no penalty when a box is marked off.

Moderate Wounds are considered to be a significant, but still not an alarming, level of damage and could include cuts, abrasions, and other wounds that could require light stitching to heal physically, or a considerably exhausting but not debilitating level of fatigue physiologically. Each character has three boxes for Moderate Wounds and each box checked incurs a –1 penalty to all character rolls.

Serious Wounds are considerably more severe and represent an acute but not immediately threatening harm, generally involving a serious puncture wound or significant impact trauma inflicted to a nonvital or semi-vital portion of the body physically, and a significant level of exhaustion physiologically, of the type that would normally be treated with oxygen and bed rest. Each character has two boxes of Serious Wounds and receives a -3 to all rolls for each box of Serious Wounds that is checked.

Finally, Critical Wounds represent grave injuries inflicted either en masse or to an essential part of the body physically, and to a degree that the character loses consciousness physiologically. Each character has only 1 box for Critical Wounds and is considered effectively incapacitated when the box becomes checked. Failure to receive immediate medical attention for a Critical Wound will likely lead to the character’s death

The negative effects from taking a Health Level wound are immediate and accumulative. Thus, a character that takes two Moderate Wounds (-1 each) and one Serious Wound (-3) would be at a total of –5 to all rolls that they attempt, including those for actions occurring later in the same Round.

Taking Damage; Wounds vs. Health Levels

To the side of each Health Level is the Level’s Rating for both Fortitude and Vitality. This Rating represents the number of points of damage/fatigue that must be inflicted in order to score a wound at that Level.

When a character takes damage, or performs a task that generates considerable fatigue, the total damage score is compared to the four Level Ratings. The character will score a single box at the highest level that the damage/fatigue meets or exceeds the Rating of. A character can continue to take damage at a given Health Level until all of the boxes in that level are marked off. Once that happens, any additional wounds taken at that Level are automatically advanced to the next highest Health Level. For example, if a character has taken all four boxes worth of Light Wounds and then takes another Light Wound, he would record it as a Moderate Wound instead.

Physical wounds, compared to the Health Level’s Fortitude rating, are recorded with an “X” in the relevant box. This indicates that the damage is semi-permanent and may require medical attention to heal.

Physiological wounds, compared to the Health Level’s Vitality rating, are tallied with a single diagonal slash (“/”). In the event that a health level has already taken physical damage, and has an X in one or all of the boxes there, fatigue is stacked on top of it as normal, increasing the modifiers for that level or even advancing to the next level up if all of the available boxes are filled. Should the character take additional physical damage, however, the new “X” can only stack with other physical damage markers and so will overwrite a box already filled with a physiological slash.

For example, let’s say a character has 1 Moderate wound caused by physical damage (an “X” in the first Moderate Wound box), and thus is at a –1 penalty. Their Health chart would look like this:

CriticalIncapacitated

Serious-3 -3Moderate

-1 -1Light

That character then exerts him or herself excessively, or casts a Runic Magic, that gives the equivalent of another Moderate wound, but this time in

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Vitality. Since one Moderate Level box is already filled with physical damage, the fatigue would be added to the next box in line, adding another –1 penalty.

CriticalIncapacitated

Serious-3 -3Moderate

-1Light

The character is then shot again, and so takes another Moderate wound, but this time, since one of the boxes is filled by fatigue injury rather than a physical one, the fatigue slash is overwritten with a physical X, and so the character remains at a –2 penalty.

CriticalIncapacitated

Serious-3 -3Moderate

-1Light

Area Effect WeaponsThough it is applied to the same Health Levels

and ratings, damage from area effect weapons, such as flamethrowers and grenades is handled slightly differently. Similarly to a standard attack, damage ratings for area weapons are listed with two sets of values. The first is a dice value (and potential static bonus). However, instead of a comma, the second

value is separated by a vertical slash (i.e. “D6|4”). While the dice value is still handled normally, the number after the slash, rather than a DoS modifier, indicates the blast radius of the attack in yards. Anyone caught within the radius takes the Effect Dice value of damage for each yard within the radius they are. This is most easily calculated by starting from the outside of the blast and working inwards, with each person taking a die of damage for each yard they are from the exterior. So, using our example of D6|4, anyone on the outskirts of the blast (between 3 and 4 yards away) would take D6 damage; anyone between 2 and 3 yards away would take D6x2 damage; anyone between 1 and 2 yards away would take D6x3 damage; and anyone less than 1 yard from the blast would take a staggering D6x4 damage!

Unarmed AttacksAlmost all creatures are capable of a number

of unarmed attacks. In order to simplify game play, Valherjar uses a very straightforward system for determining damage from them. Punches inflict the total of the attacker’s Unarmed and Strength Ratings, divided by 2, plus one point per Degree of Success. Kicks inflict half the attacker’s Unarmed Skill Rating, plus their Strength Rating, plus one point per Degree of Success, but the attack suffers a –2 AOR penalty.

Punch Damage: (Unarmed + Strength)÷2, plus one per DoS

Kick Damage: (Unarmed ÷ 2) + Strength, plus one per DoS; -2 AOR

Vitality Draining ActivitiesUnlike physical damage, which is generally only

received after an attack or injury, there are a number of ways that a character can accumulate physiological drain on their own. Several activities, such as sprinting or using Rune Magic, may cause a character to take exhaustion-based damage. Below are some examples of activities that may drain on a person’s Vitality. Periodic resting or Tests of appropriate difficulties against relevant abilities (such as the Athletics Skill) may alleviate or prevent fatigue from occurring. The effects may also be considered cumulative and can be applied repeatedly at the Narrator’s discretion. For example, sprinting 150 yards may be tallied as a 9 against Vitality).

Sprinting: 3 per 50 yardsJogging: 1 per 100 yardsMarching/walking: 1 per 1/2-mileSwimming: 1 per 50 yards

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Recovering HealthFortitude: Physical InjuriesWhether mortal or Valherjar, a person is little more than fragile flesh and bone and is remarkably

vulnerable to all manners of harm. Once wounded, only time and rest will restore their health and make them whole. Where mortal man and Valherjar differ, however, is in the amount of damage they can recuperate from and the time it takes them to do so.

A normal mortal, without significant medical or magical assistance, will heal one Light Wound per 8 hours bedrest and may recover from Light or Moderate Wounds without medical attention. Serious or Critical Wounds, however, can only be mended with intensive medical care and there is a 50 percent chance that the wound will never heal properly, leaving the victim with permanent negative modifiers.

Valherjar, enhanced with the energy of the Rune Stones within them, heal much faster and require far less attention than their mortal counterparts. Though they must eat considerable amounts of protein to assist in their healings (approximately 4 pounds of pure protein will heal one moderate wound), they are capable of recovering two Light Wounds per six hours of rest, and only require medical attention or magical assistance to recuperate from a Critical Wound. If medical attention is provided a Valherjar can heal at twice the standard rate.

Fortitude Recovery RatesWound Type Valherjar Healing Time Mortal Healing Time

Light Wound 2 healed per 6 hours of rest 1 per 8 hours restModerate Wound 1 per 12 hours rest 1 per 32 hours restSerious Wound 1 per 36 hours rest 1 per 4 days medical attentionCritical Wound Requires 72 hours rest Three weeks of medical attention

Vitality: ExhaustionThough resolved similarly to physical healing, a body recovers much faster from fatigue and exhaustion

than it does from physical injury and so healing times are greatly reduced, although there is a greater disparity between levels of injury. Light Wounds can be healed simply by resting for a few minutes. Moderate Wounds require relaxing, meditating or sleeping for an hour, Serious Wounds heal after a day or two’s bed rest, and Critical Wounds with minor medical care. Should a character have a greater level of rest available to them (i.e., sleeping to heal a Light Wound) their recovery time is doubled or tripled, at the Narrator’s discretion.

Vitality Recovery RatesWound Type Valherjar Healing Time Mortal Healing Time

Light Wound 1 healed per minute of rest 1 per 2 to 3 minutes restModerate Wound 1 per hour rest 1 per hour of sleepSerious Wound 1 per 8 hours sleep 1 per 2 days sleep and restCritical Wound 1 day of sleep and rest 3 days of medical attention

ArmorIn the AOR System, armor acts as a static barrier between the character taking the hit and the damage

being done to them. When a character wearing armor receives damage, first the Armor Rating for that damage type is subtracted from the damage total; then the remainder is applied normally. Not all armor, however, is equally effective against all attacks. Kevlar, for example, is fantastic for stopping bullets but does nothing to protect the wearer from blunt impact trauma, and while chain mail provides excellent protection against a cutting attack, its open form makes it nearly worthless versus chemical damage.

To account for these realities, all attacks in the AOR System do one of four types of damage: Ballistic, Edged, Impact and Chemical. Ballistic attacks (bullets) come from essentially blunt objects that are propelled

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at such a high velocity that they develop incredible amounts of kinetic energy. Edged weapons (knives, swords, spears) carry sharp sides or points that can be used to cut or pierce a target. Impact weapons (baseball bats, clubs, maces) deliver crushing, bludgeoning blows. Chemical damage (fire, electricity, acid) is something of a catchall term used to describe weapons that have a caustic or cellular energy effect.

Each piece of armor has a rating for each of these four damage types, and only the rating versus the type of damage being done can be applied. Also, only one Armor Rating value may be applied to a single attack’s damage — so in the event of multiple layers of armor, use only the single best rating.

Armor PenaltiesMankind has always been plagued by one

simple rule about armor: Generally speaking, the more it protects, the more bulky, awkward and restricting it is. As such, stouter, more damage-reducing armors impose penalties on the wearer. Typically, these will come as Attribute penalties to the character’s Dexterity, Agility and Endurance. In these instances, for the duration the character wears the armor, the penalties are imposed on any actions or Tests that involve the relevant Attributes.

Example of Play: A Round of Combat

Narrator: Two of the ratty thugs take the bait and follow you into the alley. As they turn the corner one of them hangs back a bit, hands wringing nervously in front of his ample belly, while the larger of the two continues to advance. He’s winking and looks like he’s going to try and grab you.

Justine: As soon as he gets close enough I’m going to stomp on his knee while drawing my pistol using the Quick Draw Specialization.

Narrator: Okay, roll your attack.As Justine rolls for her attack the Narrator does

the same for the two non-player characters. Justine begins by rolling to see how well she can kick the larger thug. She rolls her three dice and gets a 5, 6 and 3. She decides that this guy isn’t going to be too much trouble and so uses the 6 as her AOR and the 5 and 3 as her Target Roll. This gives her an incredibly fast attack, plus a better chance for additional actions, but still leaves her with a nice enough Target Roll that she thinks she’ll hit.

So now that she’s decided how she wants

to arrange her dice, she adds her AOR of 6 to her Initiative Base, which is 10. That gives her a total Initiative of 16 and a guaranteed second action this Round, and possibly a third. To her Target Roll of 5 and 3 she adds her Unarmed Skill of 2 and her Agility of 3 for a total attack roll of 13.

The Narrator does the same for the two thugs. The first thug, the one closest to Justine, is in fact going to try and grab her and so makes his roll, coming up with a 2, 4 and 5. The thug wants to do the best job he can grabbing her, so uses the 4 and 5 as his Target Roll and takes the 2 for his AOR. The 2 is added to his Initiative Base of 3 for a total Initiative of 5, while the 4 and 5 are added to his Unarmed Skill of 2 and his Agility of 1 for a total of 12. The other thug is spending this Round just waiting to see what happens and so doesn’t need to roll yet.

Narrator: Okay, counting down Initiative. 20, 19, 18, 17, 16…

Justine: I go at 16. I draw up my foot and jam it down hard into his knee, with a 13 to hit.

Narrator: That is a standard difficulty attack action, so you only needed a 12 to succeed. You have 1 Degree of Success.

Justine: A kick’s damage is my Unarmed Skill (2) divided by 2 (bringing the damage to 1), plus my Strength Rating, which is 2 (damage total of 3), plus 1 per Degree of Success (for a total damage of 4). So he takes 4 damage. As for my next attack, I want to drill the guy at the end of the alley with my Sig-Sauer.

Narrator: Okay, roll your next attack while I tend to the thug

The Narrator compares the damage to the Thug’s Health Meter.

You stomp down hard on his knee and see it buckle under your boot. He screams in pain and appears to be hobbling.

As the Narrator determines the damage to the kicked thug, Justine rolls for her follow-up attack. To determine this second action’s Initiative Base, she takes her current action’s Initiative (16) and subtracts 10, for a total of 6. To that new Initiative Base she will add the AOR for her new action, and it will be resolved as normal at that Initiative.

She rolls a 2, 4 and 5. She decides to use the 4 for her AOR and the 2 and 5 for her Target Roll. When she adds her AOR to her new Initative Base of 6, she discovers that she has an Initiative of 10 for her second action. The 2 and 5 are added to her Pistol Skill and her Dexterity for a total of 12.

Once the kicked thug has been dealt his damage

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and Justine is done arranging her second attack roll, the Narrator continues to count down.

Narrator: 15, 14, 13, 12, 11, 10…Justine: My second attack goes at 10. I aim

down on the guy at the front of the alley and pull the trigger. My total Target Roll is 12.

The Narrator decides that since the Thug is just standing there and wasn’t expecting trouble, he is an easier than average target to hit, thus assigning a Target Number of 10 for the shot.

Narrator: That hits him square in the stomach and has two Degrees of Success.

Justine: Okay then, my pistol does D6+1,1 damage. Starting with my Effect Die, which is the 5, I do 6 damage (the Effect Die + 1). To that I add 1 for each Degree of Success, which is a total of 8 (5+1 base damage +1 per DoS).

Narrator: He doubles over and falls to the ground, squealing in pain and crying. He appears to be out of the fight. What’s your final action going to be?

Justine: I’m going to shoot the guy right in front of me to make sure he’ll never bother anyone again.

She rolls and comes up with a 6, 3, and 2. She decides that she really doesn’t want to miss this guy, so she assigns the 6 and 3 to her Target Roll and the 2 to her AOR. The AOR is added to her new Initiative Base, which is her old Initiative minus 10, for a total of 2 (her old Initiative of 10 minus 10, plus her AOR of 2).

Once Justine is done rolling, the Narrator begins counting down Initiatives again until she reaches the thug’s Initiative of 5. On his turn, he finally gets to try and grab Justine, but with the modifiers from taking a Moderate wound from her kick he fails miserably. Finally, at an Initiative of 2, Justine’s third and final attack of the Round occurs, and she manages to finish the thug with a well-placed shot from her pistol.

Rune MagicRune Magic at a Glance

1. Declare the Rune Magic use as, or in conjunction with, a standard action2. If used as a complex action, roll as normal; separating the dice into a 2D6 TR and D6 AOR3. Resolve the Rune Magic as if a normal action4. Subtract any Degrees of Success from the Magic’s Fatigue and then apply remainder to the character’s Vitality Health Meter

Rune Magic Runic Magic, in general, is used exactly like a

Skill. In its use the Valherjar’s Rating in that Magic is added to the appropriate Attribute (typically Will) and the Target Roll, then is compared to a Target Number. Generally speaking, DoS resolutions and modifiers are calculated as normal.

There are three notable points that distinguish Rune Magic from Skills. First, there is no possible use of Magic without a rating of at least 1. Second is the fact that most Rune Magic can, in a pinch, be executed as a Free action. Finally, there is an additional risk of Fatigue.

Vitality and FatigueRunic Magic is extremely powerful and

Fatigue represents the physically exhausting aspect of channeling the enormous energies generated. Acting as a measure of the character’s mental fortitude and general condition of rest, each time a character uses their Magic it may decrease the character’s Vitality, move them closer to a state of extreme exhaustion and decrease their general ability to function.

With each Rune Magic’s description is a Fatigue listing, which represents how innately exhausting the Magic is to use. These points are applied similarly to damage and are tracked on the character’s Vitality in their Health Meter. When a Magic is used the Fatigue is compared to the Vitality ratings, and a box is marked at the highest level that the Fatigue is equal to or greater than, exactly as though the character had taken that many points worth of Vitality damage.

This drain can be balanced through a character mentally and physically preparing themselves and focusing on the control of the Magic. Thus, if a Rune Magic is used as a Complex Action, the Degree of Success from the Test is subtracted from the Magic’s Fatigue before it is applied to the character’s Vitality.

Rune Magic ActionsUnlike most Skills, many types of Rune Magic

can be performed in a variety of different Action types. In the Magic’s description, under “Action Type,” it will list which types of action a given Magic can be executed as. Regardless of its listing, a Magic can always be used as a Complex action (meaning that, as with any other action, it is performed in a Round as normal with the DoS being applied to the Magic’s Drain rating to determine if the character suffers Fatigue). However, several types of Rune Magic also include a listing for Free Action. If Magic has a listing of “Free” it may be performed, without test,

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as a character’s Free Action within the Round. If the Magic is used as a Free action it occurs automatically and does not impede the character’s ability to perform a Complex Action in the same Round. The drawback, however, is that since the Magic is being done on the fly, with no focus being dedicated to it, the fatigue is taken automatically, without a DoS modifier to apply. Thus, the fatigue from any Magic used as Free accumulates automatically on the Vitality Health Meter.

Runic FocusThough in part the gods imbue the Valherjar

with Runes so that they may gain both the offensive and defensive capabilities of Runic Magic, there is a mysterious and frustrating lack of divine instruction in their use. Often only providing tuition in only the most basic of applications, much of the utilities the Valherjar have developed over the centuries in the Magic’s use have come through self-applied research and discovery. Countless day-lives have ended abruptly (and often quite dramatically) in Valhalla during these periods of experimentation, and many Valherjar will gather in small groups to dedicate their “down time” to applying theory or random exploration to the Magic they already know. More often than not this will either have no effect whatsoever or unleash the energy of the Runes in a random and unstable way, usually destroying the practitioner and leaving them to resurrect the following day. Nonetheless, these practices have lead to some very impressive, and often surprising, alterations to the abilities the gods have given them and are now a generally accepted part of the Valherjar arsenal.

Thus, as Valherjar progress in their magical talents, and gain a greater control of the Magics within them, the ability to Focus the Magic in new ways gradually occurs. Foci represent the capability to create a modified effect when a Magic is used by manipulating both the energy drawn through the Runes and the process of use. Typically, these Foci will strongly resemble the Magic they are derived from, but will have a unique presentation and effect.

Once a Valherjar gains a rating of 3 or higher in a primary Rune Magic, they gain the opportunity to purchase a Runic Focus using Veteran Points. Often having prerequisites of Rank or sufficient proficiencies in other abilities, the choice to pursue Foci is an individual one and is not embraced by all Valherjar. Frequently viewed as excessively time-consuming, overly difficult or unnatural (since Foci are not taught by the gods), many Valherjar only experiment with Foci sparingly and do not integrate them into their training.

In terms of game mechanics, a Focus is used just like, and with the Rating of, its parent Magic. The modifications will often affect the amount of Fatigue, the Target Number, and the general mechanics of the Magic’s use, however.

BoonsPrestigious Valherjar will be given access to

special blessings called Boons. Unlike traditional Rune Magics, in which the Valherjar draws the energy of the Runes forth to create an effect, Boons, once learned, become as natural as breathing. A talent as much as a Magical power, Boons function similarly to Rune Magics but have a few fundamental differences.

First and foremost, the Boons available to a Valherjar are rigidly dependant on that Valherjar’s Aett and will essentially never change. Unlike Rune Magic, which can be learned by any Valherjar as they advance, Boons are individual blessings given to the Aettir. Though occasionally the same Boon will be taught in separate Aettir, they are not universally available.

Secondly, Boons do not draw on the Valherjar’s life force to function, and so generate no Fatigue. Thus, each Boon can be used automatically and without penalty.

Thirdly, unlike standard Rune Magics, which begin with a Rating of 1 when taken, Boons are automatically learned at a Rating of 2. Thus the Valherjar is automatically highly proficient with the blessing as soon as it is gained.

Finally, Boons are reserved for high-ranking Valherjar only, and while other Magics also may have a Prestige requirements, the prerequisite for a Boon will be much higher. Though Boons are traditionally not taken away should the Valherjar fall from grace and loose a Prestige rank, it is not unheard of, and Boons will absolutely never be taught to a lower ranking Valherjar.

LuckPeriodically any character in as dramatic a

world as Valherjar’s will find themselves in a near hopeless position with only one shot to turn things around. Whether they lie direly wounded and horribly outnumbered with no chance at escape or are just betting it all on the next card, extraordinary fortune will occasionally play a role and allow them to succeed when it should be impossible. To incorporate that remarkable sense of chance that makes the stuff of myths and legends, the AOR System includes a Luck Attribute. This Attribute acts as a very finite pool that

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a character can draw from so that they can attempt the impossible and pull it off by the skin of their teeth.

Simply put, Luck acts as a limited number of automatic successes that a character can use at their player’s discretion. Each point of Luck is the equivalent of a Degree of Success that can be applied to any action they perform, or that can subtract a Degree of Success from any action performed against them. They can be spent at any time, in any quantity desired (up to the character’s Luck total), up until the resolution of an action is determined. Each point spent removes a point of Luck from the character’s Attribute (effectively making them that much less lucky) and acts as a +1 DoS for any action by them or a –1 DoS for any action against them.

Situations in which characters use Luck must be reasonably possible (a character couldn’t use Luck to knock down a building with their bare hands or throw a car) and all Luck is used at the Narrator’s discretion. In times where two or more characters wish to use Luck to oppose each other, the players “bid” Luck against each other, with the highest total Degree of Success being victorious. Regardless of who succeeds in the action, however, the Luck bid by both players is lost.

Once spent, Luck is lost until the character performs an action dramatic or bold enough to net them more. Luck is gained exclusively through Narrator discretion and can be awarded for particularly dramatic

actions, for exceptional roleplaying, or — under the idea that luck begets luck — as an ironic reward to something exceedingly improbable or lucky, either positive or negative, occurring to the character.

For example, we find Colleen in a position where she has been shot in the knee by a Muspell and is now on the run from a pack of Jormun. As she flees down an alley she notices a barred shutter that has been left unlatched and has swung open, exposing the window beneath. She pauses to examine the shutter, realizes that the bars should be just heavy enough to stall the Jormun while she escapes, and glances over her shoulder to make sure she has enough time to make it up and through. Unfortunately, the window is almost 10 feet off the ground and she has a shattered leg; there’s almost no way she can make it. But,with a little Luck (specifically, 2 point of it, spent for the equivalent of 2 Degrees of Success), she manages to not only find a series of ledges to grab on her way up, but also discovers the window is unlocked, so slips in and pulls the shutter closed with ease.

PrestigeAmong the Asgardians in general, and the

Valherjar specifically, prestige, honor and nobility carry a great deal of weight. The actions you took in life — the trials you endured, the tribulations you suffered, and the battles you won — account for quite a bit. Even moreso does the way you’ve conducted yourself since you became an Einherjar and then Valherjar. Not everything you do on the ethereal battlefield or on assignment to Midgard bodes well and earns prestige among your brethren. Thus, all Valherjar characters have a Prestige Rating.

Prestige is established by the actions of your past (during character creation) and is gained through valor, nobility and selflessness in play. But just throwing your immortal ass in front of a bullet isn’t enough. It takes true selflessness, an act of great courage or a feat of note to increase your Prestige. Likewise, behaving in a manner that is less than heroic or not quite noble depletes your Prestige. Almost an Attribute unto itself, the higher your Prestige, the more your brethren respect you and the further out of their way the gods will go to making your job easier.

In gameplay, Prestige serves three purposes. The first is as your Prestige Rank, or Geledd, which represents your title and status within the Valherjar community. A character’s Geledd establishes how likely they are to be respected, appreciated and listened to by other Valherjar, and also acts as a loose chain of

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command. In the event that a Valherjar’s Prestige falls to the Rank of Heera (less than 5), they are typically considered shamed and will lose their god’s patronage. This leads to an incredibly painful process in which their Rune Stones are removed and they are forever more returned to the armies of the Einherjar.

Secondly, Prestige Rank also determines which Rune Magic Boons will be made available to you (as only esteemed Valherjar are shown the most difficult and powerful Magics), how likely you are to be sent back again if you die on assignment and the manner in which you get to go.

Finally, Prestige determines your available weapons and equipment on assignment. Money and the difficulty in finding black market items play a factor in equipment availability, even for the gods, and so lower Prestige characters will find they have a greater difficulty in acquiring the equipment they may want. A successful Test of your Prestige plus Target Roll vs. the Item’s Availability means you are able to procure it. Failure means it is simply not available to you.

Prestige RanksPrestige Masculine Title Feminine Title

50 Konungr-Jarl Drottning-Jarl45 Hertogi-Jarl Hertogafru-Jarl40 Hlaford-Jarl (same)35 Greifi Greifafru30 Godi (same)25 HEarthweru (same)20 Meistari Mesterinde15 Riddari (same)10 Herre Fru5 Heera (same)

Veteran PointsVeteran Points represent the advancement of Valherjar characters through the use of skills and the gaining

of experience. A somewhat arbitrary system, Veteran Points reward a combination of successful activities, erstwhile effort and good roleplaying. As characters progress these points can be spent to increase Attribute ratings, enhance or learn new Skills or further develop Runic Magic.

Though technically there are no restrictions on Veteran Point use, Narrators are encouraged to help players come up with plausible, story-oriented ways to justify the upgrades gained from Veteran Points, and should not be shy about restricting their overall usage. In reality, people gain experience in the things they do and practice, and so players who want to spend their points on learning Skills or Magics should attempt to pursue the interests in game by having their character spend time practicing existing crafts, finding teachers to learn new ones, or seeking those more experienced to expand their horizons.

Though Narrators may choose to strictly control the distribution of Veteran Points, or adjust the cost requirements of various upgrades so as to better establish the mood and scope of game they wish to create, there are general guidelines for how best to award points. Regardless, the distribution of Veteran Points should be based on a combination of player participation, character achievement and rational concepts of advancement — with the emphasis at all times put on participation above all else.

As a general rule, players who are present and participating in a given game session should earn 1 or 2 Veteran Points just for contributing to the gaming environment. Players who spend the session in deep roleplaying and who contribute heavily to the mood and ambiance of the game should earn an additional 1 to 3 points (for a total of 2 to 5). Very often in gaming groups, especially those composed of beginners, it can be difficult to create the proper atmosphere and effect for the game. Narrators are encouraged to reward those who contribute.

Performing successful activities as characters should also be rewarded, but only if they have a plausible basis for improvement. Accomplishing a given set of tasks successively, repeatedly attempting a failed task until completed, making a major discovery or providing the winning strategy for overcoming obstacles could all earn a character some small range of points

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Overall, Narrators are encouraged to be liberal, but not outlandish when awarding points. Remember that character advancement will give players a sense of accomplishment and allow them to see progress, but excessive Veteran Point awards will lead to vastly overpowered characters and can force players into ridiculous encounters just to maintain difficulty.

Improving Characters with Veteran PointsVeteran Points are used to increase the relative proficiency a character has in given Attributes, Skills,

Rune Magics and Boons. These can be “spent” in any manner the player wishes, but players and Narrators alike are encouraged to find rational, plausible, story-oriented explanations for why the character is advancing.

In order to advance their character, players must have accrued a number of Veteran Points equal to a modifier, listed on the chart below, multiplied by the new, intended rating of the asset. For example, the cost of raising an attribute by 1 point is equal to ten times the new attribute. If a character was increasing an Attribute from 1 to 2, it would require 20 Veteran Points (10 x2). In the event a player wishes to advance two levels, the points must be spent to advance to each level separately. For example, if a player wanted to learn a new Skill and then raise it to a rating of 3, it would cost them a total of 31 Veteran Points — six to learn the Skill, 10 to advance it to rating 2 (5 x2), and then 15 to reach a rating of 3 (5 x3).

Character Advancement Veteran Point CostsIncreasing an Attribute 1 point 10 x New RatingLearning a new Skill at a rating of 1 6Increasing a Skill Rating 1 point 5 x New RatingGaining an additional Specialization 6Learning a new Runic Magic 10Increasing a Runic Magic 1 point 8 x New RatingGaining an additional Rune Magic Focus 10Gaining a new Boon 12Increasing a Boon Rating 1 point 10 x New Rating

Optional Special RulesThe rules that follow are designed to enhance the realism of your Valherjar game but should be considered

optional and only employed when and if they are appropriate and will not slow gameplay. Each is designed to address common, but infrequently referenced and not universally desired, rules issues.

A�acks at RangeEach projectile weapon has two different range values — Point Shooting and Increment — that

correspond to the two primary methods of aiming in combat. The Point Shooting Range (PS) represents the weapon’s inherent ability to be instinctively aimed and indicates the furthest distance, in yards, a target can be consistently hit simply by “pointing” the weapon. The Point Shooting Range takes a number of factors into account, including the weapon’s balance, ergonomics, weight and any target acquisition advantages (such as lasers, red dot sights or high visibility front sight blades), and may vary dramatically from weapon to weapon.

Contrastingly, the Range Increment, also listed in yards, indicates the natural break points in a weapon’s accuracy at which it becomes significantly harder to hit a target during an actual aimed shot. Most weapons, especially firearms, can hit targets at many times their Range Increment, but the shot becomes increasingly difficult for each value of that Increment between the target and the attacker. Typically, the Range Increment is exponentially further than its Point Shooting Range, as most weapons are accurate at much greater distances when the sights are utilized.

These two values give players a choice when making ranged attacks. Obviously, since it relies on little more than instinctively bringing the weapon in line with the target, point shooting is considerably faster than an aimed attack. Thus, any target within a weapon’s Point Shooting Range can be engaged as a standard action within the Round with no penalties. Targets beyond Point Shooting Range, however, are considered to be far enough away from the attacker that aiming is necessary to ensure a reasonable chance of hitting.

Unfortunately, aiming takes time. The attacker must gauge the distance, align their bodies, control their

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breathing, and acquire a proper sight picture before making the attack or risk a greater chance of failure. To simulate this, the AOR System forces a character to sacrifice points from their Initiative or suffer penalties to hit.

For each Range Increment between the target and the attacker, the shot will suffer a –2 Target Roll penalty, unless AOR points are spent to aim. Each two AOR points spent aiming will negate one point of the penalty. Thus to negate the entire –2 penalty from a single Range Incremented shot, 4 AOR points must be deducted from the attacker’s total Initiative.

This is handled similarly to delaying an action within a Round, with the attacker announcing during the declaration of their action how much AOR is being spent to aim. A character may spend as much, or as little, time aiming as they wish, though surplus aiming (spending more AOR points than there are Range penalties) will not increase the character’s chance to hit. And if at any time a player declares that they are spending more AOR points than they actually have total Initiative remaining in the Round, the character is considered to “over aim” the target, waiting so long for the perfect shot that they actually lose focus and miss the opportunity to shoot, and so must start over again next Round.

For example, let’s say Mary needs to engage three targets: one at 5 yards, one at 40 yards and one at 120 yards. She is carrying an M4, which has a Point Shooting Range of 25 and a Range Increment of 75. She declares that she’s going to drop the closest guy first, since that will be a pretty straightforward shot and prevent the guy from rushing her. Because the target 5 yards away is within Mary’s Point Shooting Range, she suffers no penalty and does not need to spend any time aiming. She rolls her attack as normal, hits, and incapacitates the target.

For her second action within the Round, Mary engages the second target. Because the target is further away than her Point Shooting Range, Mary knows she will have to aim or suffer a penalty to hit. But because the target is within one Range Increment (being less than 75 yards away), she only has to deal with a –2. As she declares the attack, Mary decides to spend 4 AOR points to aim, which will eliminate the Target Roll penalty. As she rolls her attack, she scores a 3 on her Action Opportunity Roll, which is added to her 6 Initiative Base. But before she can declare her total Initiative, she must first subtract the 4 AOR points she spent aiming. So her new total Initiative for her second action is now 5 (3 AOR + 6 IB – 4 Aiming), but she suffers no penalties to hit.

Finally, at the start of the next Round, she turns her attention to the target 120 yards away. Because this target is two Range Increments away (greater than 75, which would be one Increment, but less than 150, which would be the maximum for two Increments), Mary is at a –4 to hit it. Unfortunately, this time, Mary is in a hurry and can’t waste the 8 AOR points she would need to spend to eliminate the penalty entirely. So instead she decides to spend 6 AOR points when she makes the shot. Because she can ignore a point of penalty for each two points of AOR she spends, she is able to subtract 3 from the Target Roll Penalty, leaving her with only a –1 to hit.

Rates of Fire andAutomatic Weapons

Rates of FireMost modern arms, those that use cartridge

ammunition, occur in one of seven rates of fire; One-Use, Single Shot, Semi-Automatic, Burst Fire, Low-Rate Automatic, Medium-Rate Automatic, and High-Rate Automatic. These rates determine how fast a weapon can fire and can greatly influence the way in which they are used. Their descriptions and abbreviations are listed below.

OU: One-Use. A one-use weapon only carries a single round at a time and so must be reloaded, or disposed of, after each use. Loading or reloading with a fresh round is a Complex action.

SS: Single Shot. Single shot is the designation for firearms that must be manually cycled (ejecting the old cartridge and loading a new round) but load from an internal or box magazine. Cycling a round from a magazine for the next shot is a Free Action, while replacing/reloading a magazine is Complex.

SA: Semi-Automatic. Semi-automatic weapons fire one round per trigger pull until the magazine is empty. Reloading the magazine is a Complex Action.

BF: Burst fire (Short Burst). Burst Fire arms use a mechanically regulated system that fires bursts of two or three rounds each time the trigger is depressed. This subtracts 2 from the player’s Action Opportunity Roll, but hits with D3 rounds within the Point Shooting range and D2 rounds out to 1 Range Increment. This firing style is designed to achieve maximum weapon effect through multiple hits.

LRA: Low-rate automatic. A low-rate automatic weapon continuously fires at a rate of 500 to 800 rounds per minute as long as the trigger is depressed. Please see the Automatic Fire section

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below and the Automatic Weapons Fire table for more information and modifiers for low-rate automatic fire.

MRA: Medium-rate automatic. A medium-rate automatic weapon continuously fires at a rate of 900 to 1,200 rounds per minute as long as the trigger is depressed. Please see the Automatic Fire section below and the Automatic Weapons Fire table for more information and modifiers for medium rate automatic fire.

HRA: High-rate automatic. A high-rate automatic weapon continuously fires at a rate of 1,300-plus rounds per minute as long as the trigger is depressed. Please see the Automatic Fire section below and the Automatic Weapons Fire table for more information and modifiers for high rate automatic fire.

Automatic Weapons FireAny weapon with an automatic fire listing

(LRA, MRA or HRA) is capable of three styles of fire. It may fire a Short Burst (functioning exactly like a Burst Fire weapon), a Long Burst (firing twice the rounds of a Short Burst, effectively doubling both the AOR modifier and rounds per target of a Short Burst), or it may spray.

Spraying fire is a technique used for engaging multiple targets in a single action. It relies on volume

of fire rather than aimed accuracy to achieve hits and is often employed in covering or suppression fire. A spray consists of a 20- to 30-round torrent (typically one full magazine for assault rifles) that is scattered within an arc of fire up to 20 degrees. When declaring a spray, the player chooses the arc (up to 20 degrees) and then applies their single Target Roll, modified by the value on the chart below, to all people and objects within the arc at 2 range increments or closer (whether friend or foe; individual targets can not be designated). Any target hit takes a random number of rounds as indicated by the Rounds Per Target (RPT) listing on the Automatic Fire Table below. Additional actions may be assigned to additional spray firing (effectively increasing or focusing the firing arc) up to the maximum ammunition of the weapon.

During the attack, the player’s Effect Die in their action’s roll indicates the Rounds Per Target. If the attack is successful, roll a separate die for each round that the Effect Die indicates hits the target to determine their individual damages, applying the Degree of Success modifier to Burst Fired, but not to spray attacks.

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Automatic Fire TableAOR Point Shooting One Range Increment

TR RPT TR RPTShort Burst -4 -- D3 -- D2Long Burst -6 -2 D6 -- D3LRA Spray -10 -4 1 -6 1MRA Spray -12 -4 D2 -6 D2HRA Spray -14 -4 D3 -6 D3

Weapon and Armor ConcealmentEach weapon’s or armor’s detailed information includes a listing for Concealability representing how

difficult the object is to conceal on a standard person. This rating indicates both what level of clothing coverage is required to conceal the item and how difficult it will be to spot when that coverage is enhanced.

Pocket: A weapon that is pocket concealable is, generally speaking, flat, thin and smaller than the palm of an adult’s hand. These items are almost impossible to spot, even to a trained observer, and can be hidden easily or in any number of places on a person’s body including within the waistband of their pants or undergarments, in a sock, up a sleeve or in a pocket. A weapon of this type, properly concealed, requires an exceptional Test to spot (TN 16) and a Routine Test (TN 10) to discover during a pat-down.

Inner Waist Band (IWB): Inner waist band concealability indicates a weapon designed to be concealed under a standard t-shirt and pants, but that still has a reasonable profile and a level of bulk to it that can be spotted by the trained eye. Spotting an IWB concealable weapon is a challenging Test (TN 14), while a simple Test (TN 8) will reveal it during a pat-down.

Over Shirt (Shirt): Not designed to be concealed, but small and thin enough to be easily hidden or covered by an over-shirt or jacket, over shirt concealed weapons or armor can be spotted on a standard difficulty Test (TN 12) and will always be revealed during a pat-down. Weapons with this level of concealability may also be easily concealed in a standard purse or backpack without drawing attention.

Trench Coat (Trench): Trench coat concealable weapons or armor are those that are really not designed to be concealed but are small enough to be hidden beneath a heavy jacket or trench coat and not much else. Firearms in this group are typically long guns shortened more for ease of carry than for concealability and can be spotted with a routine or simple Test (TN’s 10 or 8) depending on the bulk of the item.

None: Weapons and armor with no concealment listing are too large and bulky to be concealed and will be immediately spotted even if hidden under a coat or other heavy garment.

Items concealed either more or less effectively — for example by carrying a pocket concealable weapon in an inner waist band holster, or trying to conceal a trench coat concealable piece of body armor under an over shirt — gain a +2 difficulty to a spotter’s Target Number for each level of concealability they gain and a –2 to the spotter’s Target Number for each level they lose. For example, concealing a Kel-Tec P32 with pocket concealability in an inner waist band holster would give it a +2, making the Target Number to spot it 18; concealing it under an over shirt would add an additional +2 for a TN of 20; and under a trench coat would add a final +2 for a total TN of 22! Likewise, trying to conceal a Colt 911 with over shirt concealability in an IWB holster would incur a –2 penalty, making the TN to spot it only 10, and carrying it in a pocket would add another –2 for a TN of 8.

RecoilMany firearms capable of multiple shots per gameplay Round include an AOR penalty. This number

represents the amount of recoil, or “kick,” a weapon has and how difficult it is to bring back on target once fired. Recoil has no practical effect on the first shot fired each Round, but once that bullet flies the AOR Penalty is applied. It is subtracted from the character’s Initiative, in addition to the standard –10 penalty, for determining when, and if, they are capable of making another action in the Round. The greater a weapon’s recoil, the harder it is to make multiple follow-up shots.

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PenetrationCertain weapons and ammunition are better at

defeating armor (and other solid objects) than others, and Penetration represents how proficient the attack is at doing just that. When an attack with a Penetration modifier hits armor, subtract that modifier from the armor rating first, and then resolve damage normally. For example, if a bullet with a Penetration modifier of 1 struck Ballistic armor with a rating of 3, then the 1 would be subtracted first, only allowing the armor to stop 2 points of damage. In some cases, where the attack is actually more easily defeated by armor than normal, this modifier may be negative — effectively adding to the amount of damage the armor stops.

Dual Wielding and Off-, Over-, andShort-Handed A�acks

In certain situations characters may wish to fight with a weapon in each hand, use a weapon or object with their non-dominant hand (i.e., a right-handed man weilding a knife in his left hand), or use a two-handed weapon one-handed. There are numerous instances where this may be dramatically appropriate, or simply fulfill a player’s concept for their character, but such activities should not be entered into lightly. Despite the depictions of action movies or the romanticism of elaborate dual-weapon fighting styles, as a general rule people are only truly functional with their dominant hand. And typically, if a weapon or object is designed to be used two-handed (such as rifles, great swords or polearms) it is exceedingly difficult to do so one-handed. Thus the rules below are presented as suggestions for ways to balance both the statistical advantage and the considerable difficulty of such actions and should be used as guidelines for creating dramatically appropriate solutions.

Balance AdjustmentsIt is a common misconception that just because

a weapon can be used one-handed that it is equally effective as using it with two. Pistols, for example, are generally fireable using only one hand, but any experienced shooter will tell you that having a second hand available to grip and manipulate the weapon with will increase your accuracy exponentially. Even with single-handed melee weapons, such as a short sword or knife, having a free hand aids in balance, defense, and your ability to bring power strikes to bear. Thus all statistics listed in Valherjar, even for small and one-handed weapons, assume that the combatant is free to

use both hands as needed for maximum effectiveness.Thus, the first mechanic for addressing the issues

of off-handed/short-handed/dual-handed combat we’ve added is a Balance Adjustment. This rating, listed with each weapon, indicates how inherently stable a weapon is and how well it translates into single- or off-handed use. This rating, either positive or negative, is used to adjust any penalties the Narrator may choose to issue.

Typically, this means that a weapon that has good balance will be easier to use, through reduced penalties, either one-handed or off-handed, while a weapon that is inherently unwieldy will be even more difficult to use and thus have even greater penalties.

Dual-Handed FightingAs long as man has hunted and waged war he

has sought to maximize his potential by using both hands to fight. This has occurred in a number of forms but is most commonly thought of as wielding separate weapons with each hand. Traditionally, these two weapons styles have served distinct purposes, such as using a shorter weapon in one hand to parry and attack infrequently while the other is used as the primary attack, or by dual-wielding two shorter weapons to create a flurry of blows.

These styles, however, typically come with two distinct drawbacks. First and foremost, given the inherent inequality that most people have in handedness (having one decidedly dominant hand) it is intrinsically more difficult to use a weapon in your off hand, and thus few people are ever equally proficient with one as the other. Secondly, and equally as important, is the simple reality that by having two weapons to be aware of, your focus is split, and so abilities with both decrease considerably. To represent this the AOR System uses a simple set of rules that provide balance and a realistic interpretation of dual-wielding difficulties. Please note that these rules only apply if the character is using both hands at the same time. If the character has a weapon in each hand, but is alternating their use (such as using the axe in one hand to attack with this action and the pistol in the other to attack next action), simply resolve attacks as normal.

The advantage to dual handed fighting is that the character will effectively double the number of attacks they’re making per action. They may parry with the dagger in one hand and attack with the rapier in the other, fire off twice as many pistol rounds, both kick and punch simultaneously, or make two devastating hits with whirling cudgels. In these situations the player makes two full attack or defense rolls per action,

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and resolves each individually as though they were the only action being performed. Each attack has its own Target Roll with DoS, occurs on its own Initiative (with its own chance of additional attacks), and does its own damage, effectively doubling the amount of carnage created within a round. These attacks do not come without cost, however, and a number of penalties apply to dual-handed fighting.

Firstly, effective dual wielding requires a commitment of focus and can only be done if both

weapons are being used in the same fashion for the entire round. Thus, a character can only perform a single type of action (melee attacks/defenses, ranged attacks, etc.) for the duration of that entire round. They cannot, for example, fire a pistol and swing a broadsword simultaneously, or shoot two pistols at the beginning of a round, and then kick someone at the end of it).

Secondly, all attacks within that round suffer a single level of difficulty penalty for their dominant hand and two levels of difficulty penalty for the non-dominant hand, effectively implementing a -2/-4 penalty to all Target Rolls. These penalties remain in effect the entire round, even if the character stops attacking with one or the other of their dual-handed weapons. They also stack with any additional existing penalties (such as from taking damage or fighting in difficult terrain), may be reduced through certain Skill Specialties, and at the narrator’s discretion may be adjusted by weapon Balance modifiers.

Finally, because of the increased focus requirement, all actions performed in a dual wielding

round incur a –1 AOR penalty as well. As with the difficulty penalties, the AOR penalty stacks with any additional modifiers.

Off-Handed ActionsOff-handed actions (any action performed using

the character’s non-dominant hand) receive a penalty similar to dual-handed actions, but it is reduced because

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the character still remains focused on the single action. All actions performed off-handed are considered to be at a single level of difficulty greater than normal and so receive a -2 penalty to their Target Rolls.

Over-Handed AttacksPeriodically it may behoove a character to use

two hands to make an attack that is normally done with just one. From swinging a one-handed (or hand-and-a-half) sword two handed to using two hands gripped together in a mighty hammering blow, over-handed attacks are an attempt to focus more power and energy into an assault than is normally comfortable. When making an over-handed attack, the character looses 5 from their AOR in exchange for an extra two Degrees of Success worth of damage on a successful hit.

Short-HandedIndicating that an action is being performed with

one hand instead of the required two (such as trying to wield a polearm one-handed or carry an awkward load with only one hand), a short-handed activity significantly inhibits a character’s possibility for success. All short-handed actions incur a minimum of a –2 penalty and automatically incorporate a weapon’s Balance Adjustment.

ShieldsFighters trained in certain melee weapon styles

utilize shields in their off hands to parry incoming attacks. Often designed to compliment swords or axes used offensively, they give the warrior an enhanced ability to simultaneously attack and defend, and also often increase the difficulty opponents have in landing blows. Generally speaking there are two types of bonuses a shield can impart: 1) A passive defense bonus, which is automatically added to an attacker’s Target Number, and 2) An active parry bonus, which adds to a defender’s attempts to parry. And though in reality literally thousands of variations in shield size, strength, and technique exist, for simplicity we have included only a single set of rules here to be applied to all shields.

A passive defense bonus represents the inherent protection a shield gives its wielder just for carrying the object in combat. The passive defense bonus is added to the Target Number of any opponent who is attacking the defender from the front or shield-side of the character. To gain this bonus, the defender must dedicate a portion of their attention to controlling and maintaining the shield, and so all actions they attempt are at a –2 AOR penalty.

The other type of possible defense with a shield or parrying weapon is an active parry, which deliberately attempts to intercept incoming attacks on the shield. At the start of each Round of combat, a character who is carrying a shield or parrying weapon may declare that they are actively parrying with the object, and so are attacking with one hand and defending with the other. Actively parrying with a shield functions similarly to dual-wielding weapons, with both the attacks and defenses being rolled separately and simultaneously during the Round, and has many of the same restrictions. A character can only actively parry with a shield if they are exclusively performing melee attacks or parries with their primary hand and parrying with their shield for the duration of the Round. While parrying, they add their Agility Attribute and the melee weapon Skill they are using for their primary hand to their shielding Tests. They also suffer the same –2 penalty to all primary hand actions as a dual-wielding character, but do not receive any off-hand penalties to parry.

A typical shield will impart a +1 passive defense bonus (thus raising the TN for an attacker by one) and a +3 active parry bonus (which gives the wielder a +3 to parry incoming attacks), though more customized modifiers may be employed at the Narrator’s discretion. These bonuses are non-cumulative. may only be applied to melee attacks and hurled weapons and do not protect against area effect weapons, high-speed projectiles (i.e. guns) or magical attacks.

So, for example, let’s say Mary is using a shield and a sword in melee combat. During each Round of fighting, she has three options for shield use. She can ignore the shield entirely, and so receive no penalties of any kind with her sword. She can passively use the shield, which effectively gives his opponent a –1 to hit her (since the +1 passive defense bonus is added to their Target Number), but also putting her sword strikes at a –2 AOR penalty. Finally, she can actively parry incoming blows by rolling a separate attack for her sword and defense for her shield each action. This would give her a +3 to parry with her shield, would limit her to melee fighting for the entire round and would give her sword attacks a –2 to hit.

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CHAPTER 4: CHARACTER CREATIONOverview

Character creation in the AOR System is designed to give the player maximum flexibility and customization so that a persona meeting their exact specification can be created. It is composed of seven simple steps:

1. Create a Character Concept2. Choose an Aett3. Assign Priority Points to determine:

a. Attributes Valuesb. Skills Pointsc. Rune Magics Pointsd. Prestige and Boons

4. Select Skills5. Choose Rune Magics6. Pick Boons (if applicable)7. Request Weapons and Equipment

Adding Character to Your Character

It is essential for a good roleplaying experience that you begin with a concept and background that molds your archon into an actual person, rather than just lines and number on a piece of paper. This is easily the most important aspect of any character. Included in their development should be their hopes, dreams, fears and motivations. Decide what makes your character tick and what type of history they have. Imagine what their childhood was like, how they spent their youth, what jobs or careers they may have held, and how they died.

Especially important within the world of Valherjar is determining what it was your character did in life that would attract the attention of the gods. Typically being robbed of their mortality at a relatively early age, the Valherjar represent the apex of their fields and were not chosen by simple chance, but rather to serve very specific purposes. Also vital to your character’s creation is their interaction with the Valkyrie at their death. This entity saw through the veils of mortality to offer a choice, and how that question was posed, as well as what your character answered, is a key look into their psyche.

What follows is a basic character-building guide that we encourage you to explore for any character you create. Remember, however, that this is just a basic outline of the character, and you should feel free to elaborate as much as possible on these designs.

Part 1: Create an overall concept for your

character. Encompassing his or her basic motivations, your character’s concept should act as a fundamental skeleton that you can flesh out. Don’t worry about making it too elaborate, just a simple sentence or two will do, but establishing now that your character is a “stoic warrior struggling to accept the conflict he’s been thrust into,” for example, will help you maintain continuity and focus.

Part 2: Develop a background. The more elaborate, the better. Your character’s background should be more than just a history, but also an insight into their motivations and psychology. At a minimum, it should include their birth, life, death, their meeting with the Valkyrie and what it was that drew their patron god’s attention to them, raising them from the ranks of the Einherjar into those of the Valherjar.

Part 3: Determine their personal philosophy. By its very nature, the process of becoming a Valherjar can be incredibly stressful on a mortal’s psyche. First they had to die, quite probably in a thoroughly unpleasant and possibly traumatic way. Then they had to encounter the Valkyrie, which is often a deeply religious experience. After that was their arrival in Valhalla, which may well have been contrary to whatever theology they embraced in life. And finally, they had to adapt to the war and their new role in it. All of this tends to have a very dramatic effect, which may well be of critical importance to your character.

Part 4: Flesh out your look and appearance. Just like their background, the more elaborately you develop your character’s physical appearance, the more “real” they will seem. Establish their gender, eye and hair color, height, weight, distinguishing physical characteristics, habits and lifestyle — anything that will make them more alive. If you’re so inclined you may even want to try sketching your character on the back of your character sheet.

Ae�irDuring your time in Valhalla as an Einherjar,

prior to being chosen as a Valherjar, your character’s attitude, mentality and spirit are assessed. Both the Jarls and the gods themselves observe your character’s potential and capabilities very closely, and in a process not understood by any but the gods themselves, choose him or her as a member of their Aett. Once chosen, it is not uncommon for an individual to be “tested,” and your character may be assigned some uncharacteristic or unusual task to perform or endure.

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After a future Valherjar has been chosen and any tasks have been completed, they are then subjected to the Ritual of Rebirth, a horrific process of torture and magic that sees them hung, mutilated, murdered and reborn dozens of times. Finally, near the end of the ceremony, a group of women identified by the old world pagans among the Valherjar as the Norns (or fates) imbue the warrior with the Runes in their ankles, wrists and chest, while the patron god or goddess themselves imparts the final 6th Rune in the Valherjar’s forehead. The process is beyond excruciating, and often traumatizes the individual for days or even months thereafter, but leaves them with powers and abilities unimagined by mortal man.

From that day on your character is bound to a god or goddess through their Aett, and they are bound to your character as well —or at least that’s what your character is told. Contact with the god or goddess is limited to that one fateful day hanging from the tree, and from that point on your character will be solely at the mercy and direction of the Jarls above them. It is they, and your fellow Aettir brothers and sisters, who will then take a more active interest in your character’s learnings and teach them to harness the magics they possesses.

But more than just giving your character a more finite chain of command, with their Aett and patron god also comes a number of specific roleplay and gameplay

elements that will help mold them, and in some cases determine what options they have available. First and foremost of these is the 6th Rune; the Rune Stone set above the Valherjar’s brow which acts as the true source of both the powers of Runic Magic and of their ability to walk again among the lands of the living. The 6th Rune will govern which Boons your character will have access to, as well as which Rune Magics they can start with. Once a character is created, however, they may learn any Rune Magic they desire through the expenditure of Veteran Points (unlike Boon availability, which is fixed).

Also included with each Aett are some stereotypical personality qualities and some standard roleplaying notes. These represent the most common and universal view of a member for each Aett, but should in no way be considered obligatory or rigid. They are just abstracts that represent the most common archetype of each Aett. Your own character can as strongly resemble, or be as distant from, these concepts as you would like. It is encouraged, however, that you consider what it was, specifically, about your character that gained the attention of your patron god and caused them to choose your character from among the throngs of potential Einherjar in Asgard. This may be especially important if your character differs diametrically from the more traditional Aett paradigm.

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Suggested PrioritizationsAttribute 3 / Skill 4 / Rune Magic 3 / Prestige 2

Available Starting MagicsFallacious Senses Flying HammerGangrad’s Cloak Hellig ArmorMark of the Hunter Runic EyeSight from Hlidskjalf Windspeak

Available BoonsBearding Hammer HandHarlequin Jotun SenseOpportune Failure Owl EarsRunic Blade Sly Look

The GjallPatron: Heimdall6th Rune: MannazProvince: Easily the most

modernized and practical of all the Aettir, the Gjall represent the voice of rationality and patience among the Valherjar. Painfully aware of the ramifications of Ragnarok, the Gjall have made it their duty to defuse what they feel is not the inevitable. In place among the mortals for the last several centuries, the Gjall feel that they are the best barometer for where the conflict lies and that, like their mythological namesake — the warning horn that will announce the start of Ragnarok — they will be the ones to best identify when the war should begin, and so avoid it.

In function the Gjall assume roles that let them feel the pulse of the mortal world. Primarily composed of Hersir, the Gjall ranks form the largest of the Valherjar information networks on Midgard. Their purpose is to act as an initial dissemination point for political, social and cultural intelligence and to anticipate potential Jotnar risings before they happen. They are the true watchers of the mortal plane, and there is little that occurs on any continent that they do not know about.

Ironically, the Gjall choose to rarely take part in large scale actions themselves, instead preferring to divide potential conflicts into two categories: the ones small enough that the Gjall themselves can take care of and the ones too large for them to burden themselves with. Should the situation be deemed small enough to handle,

the Gjall will mobilize a force primarily of their own Aett and will often conduct the operation without the other Valherjar even knowing it occurred.

This is due, in large part, to their intrinsic belief that the other

Aettir tend to overreact to situations; by handling it

themselves, the Gjall feel they can better give exactly the

response required. Inversely, if they feel the condition is beyond their control they will encourage a unilateral action

from other Aettir but commit only one or two Huscarls of their own.

The inclusion of the Gjall Huscarls are obviously so that the event can be monitored and reported on later, though the cause for the limited

level of commitment remains a mystery to all but the highest ranked Gjall.

In training the Gjall keep diversification foremost in mind, and the typical Gjall is trained in a considerable number of different social, political and martial techniques. This often leads to criticism from the other Valherjar, who seem to feel that the lack of specialization deprives the Gjall of true effectiveness,

but the Gjall would rather be a jack-of-all-trades than a master of one. It is this diversification that allows them to operate in virtually any environment relatively proficiently and has given them the edge in global intelligence.

In combat the Gjall are given to precision and

minimalism rather than massive assaults. There is a strong emphasis placed on limiting chaos and,

thus, Gjall tend to favor covert style operations and often place themselves on sniper or scout duties.

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Suggested PrioritizationsAttribute 4 / Skill 1 / Rune Magic 3 / Prestige 4

Available Starting MagicsBlade Kenning Gangrad’s CloakGift of the Wild Hellig ArmorMark of the Hunter Mother’s TouchSight from Hlidskjalf Windspeak

Available BoonsBated Blade BerserkerBone Blades FamiliarityFearsome Visage Predator’s PounceRegeneration Runic Blade

The GleipnirPatron: Tyr6th Rune: TeiwazProvince: Bound by duty more than political

inspirations, the Gleipnir view their role in both the current and future conflict as one of moral obligation. They are descended from the mortal stock of the Earth, and those still on Midgard — especially those who are incapable of defending themselves — deserve protection. They perceive themselves as noble champions that act as the line that safeguards innocent life from the great lurking evils, just as the mythical rope of their namesake was used to bind Fenrir’s massive jaws and feet. To the Gleipnir the battle is holy, and they have committed themselves mind, replenishing body and soul to the cause.

That duty can take the form of virtually any role, but the Gleipnir psyche is best suited to fairly short-term Huscarl assignments. Their high moral grounding and love for the downtrodden tends to lead them to trouble if left on Earth for too long and, as often as not, they will become distracted by the plight of some accessible lost soul. It is this philosophical inclination that can quickly become the source of a Gleipnir’s troubles (and those of their accompanying brethren). Other Valherjar will often need to work hard to keep Gleipnir reigned in and out of other people’s business.

In training they are dedicated and fastidious and subscribe to one of the most universal educational regimes among the Valherjar. They value all aspects of a warrior’s disposition, not merely their skill with blade or rifle, and thus are often accomplished poets, singers, craftsmen or artisans as well as phenomenal soldiers. In battle the Gleipnir frequently lead the charge and will often put themselves in significant harm to aid their brethren or any vulnerable mortals.

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The GrimnirPatron: Odin6th Rune: Othala Province: The Grimnir were the first Hersir

sent to Midgard and have been there since the dawn of recorded time. They are Odin’s main informants and secret police, gathering information and affecting covert actions in almost every major event the Jotnar have developed. Their role is almost never one of open combat or major engagement, preferring instead to use stealth, cunning, deceit and sabotage to accomplish their goals. The ultimate testament to their skill is evidenced by the fact that, in the majority of the actions taken by the Grimnir, the Jotnar never even know the gods are involved.

Like their mythological namesake — the hooded guise used by Odin on his walks among the mortals — the Grimnir are adept at maintaining low profiles and operating unnoticed. Whether working alone or within small Flyns, the Grimnir specialize in infiltrating a Jotnar organization or environment, gathering any intelligence available and then destroying it from the inside. To accomplish this they use an amazing amount of guile, with subtle and patient incursions, and often take months or years, meticulously developing deep covers to conceal their activities. They are masters of deception and subterfuge, and are often the most feared of all Valherjar among the Jotnar.

Enhancing their threat are the considerable capabilities they carry for mass destruction. Often adopting a “scorched Earth” philosophy should their cover be blown, the Grimnir understand that once discovered by the Jotnar they effectively become useless in the region, and so will leave no stone standing in their wake. They will destroy everything, including their current mortal coil, before being re-assigned. As a point of honor, many Grimnir will even return to wipe out the objects of previous assignments should their discovery have them dispatched before

the job was completed.As soldiers, their training is

exhaustive but polar, often focusing on the two secular

objectives of infiltration and clandestine

d e s t r u c t i o n . Though they usually spend

the most time of all their brethren

under the watchful eyes of the Jarls, they are exclusively Hersir and thus are generally less skilled in the arts of open warfare and

rarely engage in sweeping conflicts. When required to do battle, the Grimnir prefer to perform ambushes

or surprise attacks and try to take their opponents unawares.

Suggested PrioritizationsAttribute 4 / Skill 2 / Rune Magic 4 / Prestige 2

Available Starting MagicsBattle Fury Blade KenningGangrad’s Cloak Gift of the WildHellig Armor Runic EyeSight from Hlidskjalf Wrath of Thunder

Available BoonsBackbiter BeardingBone Blades Call the LightningFerret’s Fingers Sleipnir’s JourneySly Look Ufhednar

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The GyllenPatron: Sif6th Rune: JeraProvince: Personal opinions notwithstanding,

the war until now has not gone as well as it should have — and the Gyllen think they have a firm grasp on the reason why. They feel that secular tactics and narrow vision have taken their toll on the Aesir, and that if victory is to be achieved it will be through a combined balance of all the strategies available to them. In mythology, Gyllen was a powerful battle boar who possessed the thoughts and soul of a man, and the children of Sif believe the solution to the conflict is in the philosophy of their namesake. Balancing raw

power with compassion and intelligence, the Gyllen pursue a unilateral approach to victory, believing that no one Aett possesses the ability to orchestrate a victory alone.

More importantly — and most strongly differentiating the Gyllen from their brethren — is their belief that the war can actually be won, and that history can be written contrary to the prophesies. The Grimnir, Mjolnir and Gleipnir look to circumvent the war; the Gjall to avoid it all together; and the Hlin to merely to survive it. The Gyllen, on the other hand, believe that the prophecy is but a warning, and that with sufficient planning, preparation and pre-emptive action, the Aesir can take the battle field and be victorious. As such they position their Hersir throughout Midgard to achieve clandestine goals as well as involving their Huscarls directly in any skirmish they feel is tactically significant. This diversity has led to an amazingly effective network of both information gathering and

action, and is responsible for much of the Aesir headway over

the last few decades.This total war philosophy is

reflected nowhere more than in the Gyllen training, and they manage one of the most

rigorous curriculums imaginable. Constantly adapting and evolving, their training includes some of the most modern and advanced tactics available and is constantly contrasted against the old traditions

to determine viability. In battle the Gyllen are intelligent and diverse, attempting to find the perfect balance of intellect, power and applied chaos for any situation.

Suggested PrioritizationsAttribute 4 / Skill 2 / Rune Magic 3 / Prestige 3

Available Starting MagicsBattle Fury Flying HammerGangrad’s Cloak Gift of the WildHellig Armor Mother’s TouchSight from Hlidskjalf Windspeak

Available BoonsFerret’s Fingers Floating FeetOwl Ears Padded StepSif’s Quiver Thrust of the SpearUfhednar Vipers Glare

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Suggested PrioritizationsAttribute 3 / Skill 2 / Rune Magic 5 / Prestige 2

Available Starting MagicsFallacious Senses Gangrad’s CloakHellig Armor Maiden’s BlessingMark of the Hunter Mother’s TouchSight from Hlidskjalf Windspeak

Available BoonsBackbiter FamiliarityFloating Feet Honest EyesInspiration Jotun SenseThrust of the Spear Voice of the Trickster

The HlinPatron: Frigga6th Rune: BerkanaProvince: Among most of the Valherjar, the

consensus, simply enough, is that the war must be won at all costs and the Jotnar driven back or obliterated. The how’s and why’s may differ, but those points remain hard and fast. To the Hlin, however, there is no need to sacrifice everything in a conflict that they don’t believe needs to happen at all. Instead the Hlin believe that there are other, less destructive ways to accomplish the goals of the Aesir, and they have made it their duty to both push for a more peaceful resolution and to safeguard the millions of civilians already caught in the crossfire.

The third Aett to return to Midgard, the Hlin have pursued this end for hundreds of years and have watched more of the struggle unfold than most. Through this they have gained an understanding of the nature of war, developed a doctrine for aiding the wounded, and have moved into a position to preserve as much life as possible. Though they bare no great love of the Jotnar, and though they are warriors to be sure, they are keenly aware of the impact the war has had, and will continue to have on Midgard, and wish to prevent more significant destruction.

Contrasting this is their deep and spiritual love for their brethren, and many feel the Hlin joined the fight simply to fill the roll of protector for the fallen Valherjar.

Almost fanatical in their devotion, the Hlin will risk all to protect their siblings, but at the same time carry a significant doubt that the actions being taken are called for. On assignment and in planning, the Hlin are the voice of reason and admonition, and constantly push for more diplomatic solutions. They justify that, more

than anything, through their understanding of life and the healing arts, for they, like the protector aspect of the goddess which they are named after, have seen what it takes to both create and destroy in the mortal world.

Once combat is joined, however, the Hlin have a decided and powerful role to play.

Having greater control of the Runic Magics than any of the other Aettir, the Hlin ability to use and manipulate the energy of the gods is awe-inspiring. During battle they

will always tend to fallen brethren and maintain a special vigilance towards

bystanders who may happen into the fray. When

the battle is done, it is most often the Hlin who aid the wounded and deliver the final blow to any

being —mortal, Jotun or Valherjar — who

cannot be saved.This duality is reflected

in their training, which is primarily focused on the controlling of Magics. Spending the vast majority of their time in Fensalir, the Hlin feel little need to hone the barbaric arts of conventional war and often look upon man’s modern tools for destruction with contempt. Philosophically, they are constantly clashing with the Mjolnir and the Gyllen about the manner the war is waged. Though always

considered wise council, they are often at loving odds with their more radical siblings.

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Suggested PrioritizationsAttribute 4 / Skill 2 / Rune Magic 2 / Prestige 4

Available Starting MagicsBattle Fury Blade KenningFlying Hammer Gangrad’s CloakHellig Armor Maiden’s BlessingSight from Hlidskjalf Wrath of Thunder

Available BoonsBated Blade BerserkerHammer Hand HolmgangHonest Eyes Predator’s PounceUnbreakable Viper’s Glare

The MjolnirPatron: Thor6th Rune: ThurisazProvince: Not all soldiers feel that war

is something to be fought in shadows. The Mjolnir, like the mythological hammer they are named after, prefer the direct and blunt approach. Frustrated by the lack of progress made by the other Valherjar, the Mjolnir were the last of these Aettir to return to Midgard and had hoped to delay their descent until Ragnarok was upon them. Now that they’ve joined the struggle, however, they feel that changes should be made and that the fight should be taken straight to the Jotnar, and they are exceptionally brash and vocal about that fact.

Exclusively marshalled from Huscarls, and thus more often involved in the execution than planning phase of an operation, the Mjolnir are constantly squabbling with their brethren about which tactics should be employed and how engagements should be conducted. Their choice is always the direct approach, despite the odds or any potential adversity, and they view the clandestine actions taken by some of the Valherjar as cowardly and unworthy.

In battle the Mjolnir’s ferocity and bravery are unmatched. Favoring the old weapons in honor of their ancestors and the gods, every Mjolnir has a blessed

melee weapon that they carry and, if at all possible, that is the tool they choose to

implement. More often than not, hammer, axe, spear, or sword in hand, they will wade chest-deep into the fray, laughing and singing old dirges, with little or no regard for their safety — and are famed for

triumphing against numbers and opponents that should have been impossible to overcome. They are without equal in combat among the Valherjar, and

because of that few Flyns will enter into combat without at least one Mjolnir

among their ranks. Post-battle they can most often

be found tallying their kills and illustrating how their compatriots

would have fared better should they have spent more time training.

Perhaps that’s because while in Asgard the Mjolnir engage in martial training almost exclusively. Though by

force they are periodically taken to Fensalir for additional education, the Mjolnir as

a whole wish nothing to do with such pleasantries, often disparaging the usefulness of such lessons vocally to their instructors, and returning as quickly as

possible to their daily engagements. On the fields of Valhalla they attack viciously and relentlessly and are commonly found to have achieved most of the day’s destruction of both

opponents and structures.

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Priority PointsThe AOR System uses an innovative character

creation system designed to give players as customized and unique a character as possible. The core of this process involves assigning Priority Points, arbitrary values that allow you to adjust the levels of importance of each primary area of character development.

When you begin the creation process you are given 12 total Priority Points. These 12 points are to be distributed among the four key defining aspects — Attributes, Skills, Rune Magic and Prestige — with each category being given a minimum of 1 and a maximum of 5 Priority Points. As a general rule, 3 Priority Points is considered to be average development in a given area for a Valherjar. Each point placed within a category represents a greater amount time spent in development of that area and gives you the potential for more options or higher ratings.

During your assignment of Priorities to Attributes, Skills,and Rune Magic, you will be given a number of pre-calculated options to choose from. We highly recommend that new players especially select one of those choices and assign the ratings accordingly. For advanced players who wish to fully customize their characters, and don’t mind doing a considerable amount of math, approximate Veteran Point equivalents, also listed at each Priority Level, can be spent independently using the same values as listed for character advancement. When using this method no rating may be above 3 and any points not spent during creation are lost.

A�ributesPriority Points spent in Attributes give your

character the opportunity for a greater number of highly rated statistics. Within each Priority level you are given a number of options for determining how your character’s Attributes will look. Choose the arrangement that best suits your character and distribute them among the 8 Attributes as you see fit, then determine your Secondary Attributes as listed below.

1 Priority Point(80 VP Equivalent)You have (choose one of the following):• All Attribute ratings at 1.• One Attribute rated at 2, five Attributes

rated at 1 and two Attributes rated at 0.

2 Priority Points(160 VP Equivalent)You have (choose one of the following):• Four Attributes rated at 2 and four Attributes

rated at 1.• One Attribute rated at 3, one Attribute rated

at 2 and six Attributes rated at 1.• Two Attributes rated at 3, four Attributes

rated at 1 and two Attributes rated at 0.

3 Priority Points(240 VP Equivalent)You have (choose one of the following):• All Attributes rated at 2.• Two Attributes rated at 3, three Attributes

rated at 2,and three Attributes rated at 1.• Three Attributes rated at 3, one Attributes

rated at 2, three Attributes rated at 1 and one Attribute rated at 0.

4 Priority Points(300 VP Equivalent)You have (choose one of the following):• Two Attributes rated at 3 and six Attributes

rated at 2.• Three Attributes rated at 3, four Attributes

rated at 2 and one Attribute rated at 0.• Four Attributes rated at 3, one Attributes

rated at 2 and three Attributes rated at 1.

5 Priority Points(360 VP Equivalent)You have (choose one of the following):• Four Attributes rated at 3 and Four

Attributes rated at 2.• Five Attributes rated at 3, two Attributes

rated at 2 and one Attribute rated at 0.

SkillsPriority Points spent in Skills gives your

character a far greater range of learned knowledge and an increased opportunity to add Skill ratings to future Tests. With each Priority Point level you are given a number of options for determining how your character’s Skills will look. Choose the arrangement that best suits your character and distribute them among the available Skills listed below. Also remember that for each Skill in which a character has a Rating of 3, they gain one free Specialization automatically.

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1 Priority Point (80 VP Equivalent)You have (choose one of the following):• Five Skills rated at 2 (5 total Skills).• Two Skills rated at 2 and eight Skills rated

at 1 (10 total Skills).

2 Priority Points (160 VP Equivalent)You have (choose one of the following):• Seven Skills rated at 2 and eight Skills rated

at 1 (15 total Skills).• Two Skills rated at 3 and six Skills rated at

2 (8 total Skills).• Ten Skills rated at 2 (10 total Skills).• Two Skills rated at 3, two Skills rated at

2 and eleven Skills rated at 1 (15 total Skills).

3 Priority Points (240 VP Equivalent)You have (choose one of the following):• Fifteen Skills rated at 2 (15 total Skills)• Two Skills rated at 3, ten Skills rated at 2

and three Skills rated at 1 (15 total Skills)• Four Skills rated at 3, seven Skills rated at 2

and one Skill rated at 1 (12 total Skills)• Five Skills rated at 3, five Skills rated at 2

and one Skill rated at 1 (11 total Skills).

4 Priority Points (300 VP Equivalent)You have (choose one of the following):• Eight Skills rated at 3, three Skills rated at 2

and one Skill rated at 1 (12 total Skills).• Six Skills rated at 3 and seven Skills rated at

2 (13 total Skills).• Four Skills rated at 3 and eleven Skills rated

at 2 (15 total Skills).• Two Skills rated at 3 and fifteen Skills rated

at 2 (17 total Skills).

5 Priority Points (360 VP Equivalent)You have (choose one of the following):• Eleven Skills rated at 3 and one Skill rated

at 2 (12 total Skills).• Eight Skills rated at 3 and seven Skills rated

at 2 (15 total Skills).

• Five Skills rated at 3 and thirteen Skills rated at 2 (18 total Skills).

• Four Skill rated at 3, fourteen Skills rated at 2 and two Skills rated at 1 (20 total Skills).

Rune MagicPriority Points spent on Runic Magic gives your

character a deeper understanding of the life-giving Runes and more ability to harness their awesome power. With each Priority Point level you are given a number of options for determining how many Magical abilities your character has. Choose the arrangement that best suits your character and distribute them among the available starting Magics listed with your Aett and described below.

1 Priority Point (80 VP Equivalent)You know the following Magics (choose one):• Three rating 2 Magics (3 total primaries).• One rating 3 Magics and three rating 1

Magics (4 total primaries).

2 Priority Points (160 VP Equivalent)You know the following Magics (choose one):• Six rating 2 Magics (6 total primaries).• One rating 3 Magics and four rating 2

Magics (5 total primaries).

3 Priority Points(240 VP Equivalent)You know the following Magics (choose one):• Four rating 3 Magics, one rating 2 Magics

and one rating 1 Magic (6 total primaries).• Three rating 3 Magics, two rating 2

Magics and three rating 1 Magics (8 total primaries).

4 Priority Points(300 VP Equivalent)You know the following Magics (choose one):• Five rating 3 Magics and two rating 2

Magics (7 total primaries)• Four rating 3 Magics (with a total of five

Foci among them) and two rating 2 Magics (6 primaries, 5 Foci).

5 Priority Points(360 VP Equivalent)You know the following Magics (choose one):• Seven rating 3 Magics and one rating 1

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Magic (8 total primaries).• Six rating 3 Magics (with a total of six Foci

among them) (6 primaries, 6 Foci).

PrestigeUnlike Attributes, Skills and Magic, the Priority

Points placed in Prestige do not give you ratings to allocate, but rather determine your starting Prestige directly. Each point put into Prestige is worth a varying number of Prestige Points that earn your character rank, title, reputation, Boons and access to more desirable equipment when on assignment. Players, especially those whose character’s Prestige is exceptionally high or low, are encouraged to create specific events in their character’s past to explain their Prestige. If your Prestige is high enough that you start with Boons you may select them from the list later in this chapter.

1 Priority PointYou begin with 5 Prestige and are a shamed, and

near-ostracized, “Heera.”

2 Priority PointsYou begin with 8 Prestige and, though bearing

the title “Heera,” are still accepted.

3 Priority PointsYou begin with 12 Prestige and are a respected,

but relatively unknown, “Herre.” You also gain 1 additional Luck point.

4 Priority PointsYou begin with 18 Prestige and are deeply

revered and semi-well known as a “Riddari.” You

also begin with one available Boon of your choice (automatically Rated at 2) and 3 additional Luck points.

5 Priority PointsYou begin with a 24 Prestige and carry the

vaunted title “Meistari.” You also begin with three available Boons of your choice (all automatically Rated at 2) and 5 additional Luck points.

Secondary A�ributesSecondary Attributes, which include Health

(both Fortitude and Vitality) and a character’s Initiative Base, are derived from the statistics you assigned to your Primary Attributes. Simply refer to the Attribute ratings to determine the Secondary Attribute values. Once you have distributed the ratings gained through Priority Points, use those numbers to calculate the following:

HealthBoth Fortitude and Vitality are determined and

tracked the same way and on the same chart. Fortitude, the Attribute that determines your Level ratings for taking physical wounds, is a product of your Strength and Endurance Primary Attributes. Vitality, the Attribute that governs Fatigue, is a product of Will and Endurance. To find both, simply add the two relevant Primary Attributes together (Strength and Endurance for Fortitude, Will and Endurance for Vitality) and compare the totals to the chart below.

Strength/Will and Endurance Attributes Total

Fortitude and Vitality Level RatingsLight Moderate Serious Critical

1 1 2 4 62 1 3 5 73 2 4 7 94 2 5 7 95 2 5 8 106 3 6 8 107 3 6 9 118 3 7 9 119 4 7 10 1210 4 8 10 1211 4 8 11 1312 5 9 11 1313 5 9 12 1414 5 10 12 1415 6 10 13 1516 6 11 13 1517 6 11 14 1618 7 12 14 16

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Initiative BaseRepresenting a character’s overall speed of

thought and quickness of action, Initiative Base is determined by combining the character’s Agility, Intelligence, Will and Perception Ratings.

LuckEach character, by default, starts with 1 Luck

point. This represents the general and universal possibility that, at some point when any hero really needs it, a single miracle can come through and allow them to triumph. Further Luck can be gained at the Narrator’s discretion or by highly prioritizing Prestige during character creation.

Skills ListRepresenting the talents a character has learned

over the course of their life, and death, Skills act as quantifiers to determine how proficient they are in a given specific area. The appropriate Skill Rating is added to the relevant Attribute when making Target Rolls. With each Skill are four categories that provide information on how it is used.

Attribute: The Attribute typically added to the Skill Rating when making Tests.

Description: A description of the Skill, it’s use, and the relative Skill level for an average, advanced and expert rating.

Default Unskilled Modifier: This is the suggested default modifier added to the Target Roll of

a character who is attempting to perform a task using a Skill that they are untrained in. It represents the inherent difficulty, typically through a penalty, that a character will face when being totally unproficient with the Skill. This value, as well as the opportunity to let a non-Skilled character attempt a Skill use, is solely at the Narrator’s discretion, however. Bear in mind, this modifier is only applicable to character’s attempting a Test without the Skill, and is not applied to characters who possess the Skill nor does it affect the Veteran Point starting cost in any way.

Specializations: When a character reaches an expert level in a Skill (Rating of 3) they automatically gain a Specialization. Each Specialization represents a particular aspect of the Skill’s use that the character has focused on, and more can be purchased using Veteran Points. Listed with each Skill is a number of Specializations a player can choose from.

The Limitations of a Skill ListThough presented within these rules and on

player’s character sheets are a given number of Skills and Specializations, these should in no way, shape or form be considered to be a definitive or inflexible list. In certain situations players may find that their characters have developed Skills or abilities that are not covered by this list. In these cases, Narrators are encouraged to work with their players to create Skills or Specializations that are effective, without being overly powerful, and in spirit with the other rules provided with Valherjar.

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Standard Skill Master List

Skill Name AOR Attribute Default Mod.Animal Ken Will -1Athletics Agility 0Computer Intelligence -4Concealment Perception -1Crafting Will -1Demolition Intelligence NADiplomacy Charisma -1Driving Dexterity -4Finance Intelligence 0Gambling Will 0Investigation Perception 0Larceny Dexterity -4Law Intelligence -1Leadership Charisma 0Lore Intelligence -2Mechanics Intelligence -2Medicine Intelligence -2Navigation Intelligence -1Observation Perception 0Performance Charisma 0Persuasion Charisma 0Resolve Will -1Stealth Perception -1Streetwise Charisma -1Unarmed Combat Agility 0Weapon: Bladed Agility -1Weapon: Chain Agility -4Weapon: Heavy Dexterity -4Weapon: Hurled Agility -2Weapon: Rifle Dexterity -2Weapon: Pistol Dexterity -4Weapon: Pole Agility -1

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Animal Ken Attribute: WillDescription: Animal Ken represents a

character’s ability to interact with all manner of animals and perceive their states and beings, allowing characters to train, control, intimidate and encourage them. It is the Skill used whenever an interaction with an animal is necessary. Characters with an average Animal Ken rating can administer basic obedience training; with an exceptional rating can teach advanced tricks and patterned behavior; and as an expert can train show-quality performance animals.

Default Unskilled Modifier: -1 Specializations: • Whisperer (specify animal type): You have

always had an affinity to this specific species and have an uncanny ability to interact with it. As a result you may add your Charisma rating to any attempts to interact with it.

• Trainer: You are especially adept at teaching animals to perform basic tasks and have learned an effectively commanding presence. You gain a +1 to any Tests involving gaining control of or intimidating/asserting dominance over an animal.

• Equestrian: You are an experienced rider of all manner of animals and gain a +1 to any Test involving riding, controlling, interacting with or utilizing a mount.

Athletics Attribute: AgilityDescription: Athletics indicates a character’s

affinity for athletic activities and general physical exertion. Athletics is used in any Test involving general athletic ability (running, jumping, climbing, swimming, acrobatics, gymnastics) not covered by another Skill. With an average Athletics Skill a character can make a decent show in a Sunday-afternoon ball game; with an exceptional Skill they work out regularly and run the occasional marathon; and at expert could compete as a triathlete.

Default Unskilled Modifier: 0 Specializations: • Climbing: You are an exceptionally

experienced climber and get a +1 to any Test involving climbing.

• Running: You are an exceptionally well-conditioned runner and get a +1 to any Test involving running.

• Swimming: You are an exceptionally

accomplished swimmer and get a +1 to any Test involving swimming.

• Acrobatics/Gymnastics: You developed considerable skill in the greater gymnastics arena and are adept at tumbling, spinning and aerial maneuvers. Add a +1 to any Test involving jumping, tumbling or falling.

Computer Attribute: IntelligenceDescription: The Computer Skill represents

a general but established understanding of all things related to the greater use and operation of computers. It is used for any Test involving personal computers, mainframes and operating systems. With an average Skill a character can handle basic programs and functions; with exceptional Skill they know the ins and outs of most operating systems; and at expert have an easy time building and rebuilding machines from scratch.

Default Unskilled Modifier: -4 Specializations: • Software: You have spent most of your time

behind a keyboard exploring programming and gain a +1 to any Test involving computer software.

• Hardware: Boards and circuits have always intrigued you and you have developed considerable skill in the art of computer construction and repair. You gain a +1 to any Test involving computer hardware construction, diagnostics and repair.

Concealment Attribute: PerceptionDescription: Concealment is the art of hiding

something and keeping it from both casual and exploratory view. This Skill is used by characters to palm objects, hide weapons, smuggle items and camouflage gear. A character with an average Concealment rating can find a decent spot to hide their valuables in a hotel room; with an exceptional rating can manage to keep a large pistol out of view on their person; and at expert feel comfortable sneaking contraband across the border.

Default Unskilled Modifier: -1 Specializations: • Mule: You are adept at keeping things

hidden on your person and gain a +1 when concealing an object on yourself .

• Smuggler: Often relying on given locations to provide hiding places, you gain a +1 when

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concealing anything in an environment.• Sleight of Hand Expert: The hand is quicker

than the eye, and you often use that fact to make objects disappear up your proverbial sleeves. You gain a +1 to any Test involving palming or sleight of hand techniques.

Crafting Attribute: WillDescription: The art of creation is as old as

time, and a character with the Crafting Skill enjoys it. Crafting is used for any Test involving the creation of an object from raw material, whether it’s the forging of a sword or the building of a house. Characters with an average Crafting are at home with minor repairs and basic arts and crafts; with exceptional ability can handle renovating a deck; and at expert can build their own home additions.

Default Unskilled Modifier: -1 Specializations: • Contracting: You are a builder and it

plainly shows. You are skilled at the arts of construction and development and gain a +1 to any Test involving building.

• Artist: You are adept at the finer side of Crafting and gain a +1 to any Test involving the creation of utility or artistic items.

• Bladesmith: You love the forge and derive great joy from crafting high quality martial equipment. You gain a +1 to any attempt at forging a melee weapon.

Demolition Attribute: IntelligenceDescription: Often described as “the art of

destruction,” characters with the Demolition Skill are fluent in the half-science, half-art nature of explosives and their usage. The Demolition Skill is used for any test involving placed, pre-positioned explosives. With an average Demolition Skill a character can build light explosives from household ingredients; with an exceptional rating can mine a perimeter; and at expert can drop a reasonable sized building.

Default Unskilled Modifier: NA (the Demolition Skill can not be used without proficiency)

Specializations: • Anti-Material: Buildings and other fixed

positions are your canvas, and reducing them to rubble is your art. You gain a +1 to any Test involving the destruction of an object.

• Anti-Personnel: You have developed an important understanding in your Demolition

experience: The body is frail and responds negatively to things that explode. You are adeptly proficient at devising all manners of anti-personnel explosives and gain a +1 to any Test involving them.

Diplomacy Attribute: CharismaDescription: There are techniques as old as time

for smoothing over conflicts or bringing the two sides of a dispute into agreement, and Diplomacy represents their use. More art than science, a character with the Diplomacy Skill understands the nature of politics, the egos involved in matters of principals and the obstacles and rituals of the diplomatic process. At an average rating a character with Diplomacy is smart enough to rarely stick their foot in their mouth and can mediate simple disputes; at exceptional will be perceived as a rational reconciliatory voice; and at expert could act as a diplomat between warring nations.

Default Unskilled Modifier: -1 Specializations: • Bureaucracy: Ritual, pomp and

circumstance have always played huge roles in both local and national politics, and the Bureaucracy Specialization is dedicated to their understanding. Characters with this Specialization gain a +1 to any Test in which intricate knowledge of protocol is required.

• Fundamentalism: One of the prime difficulties faced in politics is getting inside the various party’s heads, especially if the people involved are zealots. A character with the Fundamentalism Specialization is adept at understanding the fanatic’s mind and appearing as one of their own, gaining a +1 to any socially oriented Test dealing with them.

• Gunboat Diplomacy: Not all politics can be resolved through logic and gestures of faith; sometimes a show of force is needed. Characters with the Gunboat Diplomacy specialization have an intricate understanding of these principals and gain a +1 to any Test in which veiled threats of force are used.

Driving Attribute: DexterityDescription: The bread and butter of all modern

transportation, characters with the Driving Skill are proficient at the helm of a car, truck, motorcycle or big rig. Driving is used to Test any action involving the piloting of wheeled vehicles. With an average

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Driving Skill you are competent in pretty much any conventional rig; with an exceptional rating, basic high-speed driving comes easily; and at expert you could handle driving a taxi in Bangkok.

Default Unskilled Modifier: -4 Specializations: • Precision Driver: You have an excellent

grasp of performance at speed and are adept at performing tight turns, hard stops and pushing your rig to the limits. You gain a +1 for any high-performance driving Tests.

• Tailing: What better use could there be for a car than following an unsuspecting target? You are skilled in the arts of ghosting other vehicles and remaining unseen while doing it. While tailing a target you and the subject make an opposed Test (your Dex + Driving vs. their Perception + Observation) every 5 miles. If you win you remain undetected.

• Evasive Maneuvers: Driving is more than just a way to get from point to point; it’s also an important tool to stay alive. You excel at the art of vehicle combat and avoiding taking damage while driving. If a vehicle you are driving is under attack, you may perform defensive actions using your Dex + Driving.

FinanceAttribute: IntelligenceDescription: Whether we want to admit

it or not, money makes the world go round, and characters with the Finance Skill have a firm grasp on its application and capabilities. Finance is used for any Tests involving money’s greater uses, including investing, accounting and laundering. With an average Finance rating you can do your own taxes without breaking a sweat; with an exceptional rating can handle independent business accounting; and at expert, you play the market as someone else’s broker.

Default Unskilled Modifier: 0 Specializations: • Investment Accounting: Business is your

forte and you are well aware of the greater applications of finance. You gain a +1 to any Test involving investing, accounting or business economics.

• Launderer: In your eyes money has no providence; once gained it doesn’t matter where it came from. You are well skilled in the arts of cleaning “dirty money” and gain

a +1 to any Test involving laundering, book-fixing or embezzlement.

Gambling Attribute: WillDescription: Though some games rely strictly

on chance, the majority of both legal and illegal gambling games use a level of skill and strategy. Characters with the Gambling Skill have become adept at such competitions. While all gambling requires some level of luck, these characters can minimize their risk by maximizing their skill. An average gambler understands the rules of most games; an exceptional gambler usually leaves a casino with more money than they entered with; an expert gambler wins million dollar tournaments.

Default Unskilled Modifier: 0 Specializations:

• Card Games: You have a keen understanding of card games of all types and gain a +1 to any Test using them.

• Dice Games: More than just about the luck of the bones, dice games carry with them elaborate sets of rules and keen betting strategies based on odds, and this Specialization give you a +1 when participating in them.

InvestigationAttribute: PerceptionDescription: Going beyond basic common

sense, Investigation is the Skill of searching for and uncovering clues and information, as well as discovering forensic patterns. It is used in all manner of Tests where a character may be looking for clues or attempting to find hidden indicators. With an average investigation a character can find the bloody glove behind the couch; at exceptional will know to make prints of the tire tracks leaving the scene; and at expert can match carpet fibers.

Default Unskilled Modifier: 0 Specializations: • Para-analyzation: The art of dredging

through tomes of information, this specialization gives you a +1 in any Tests involving the Investigation of documents, books, computer files, or other text- and file- based sources.

• Forensics: You are adept at discovering the minutia hidden in a field of information and gain a +1 in any Test involving micro-research of an environment or object.

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• Profiling: The world speaks through patterns, and you have mastered the rhythm and flow of events. You gain a +1 to any Test that is aimed at discovering repeating themes or factors of items or events.

LarcenyAttribute: DexterityDescription: Some times it’s easier to take from

others than to earn it yourself, and characters with the Larceny Skill are adept at doing so. Larceny represents all manner of theft and related activities and is used for Tests including pickpocketing, lock-picking, disarming security systems and planning robberies. With an average Larceny rating a character spent some time as a petty criminal; at exceptional knows how to stay alive off other people’s dough; and with an expert rating may never have to work another honest day in their life.

Default Unskilled Modifier: -4Specializations: • Lock-Picking: Tumblers are your friends,

and unlocking them has always come naturally. You gain a +1 to any Test involving manual locks (such as padlocks, key locks,and combination locks).

• Pickpocketing: What easier way to get what you want than to take it off an unsuspecting

target? And you get a +1 when doing so.• Security Systems: The finer arts of security

hold a sincere fascination for you and defeating them has always been a passion. You get a +1 to any Test that involves creating, altering or defeating any electronic security system.

Law Attribute: IntelligenceDescription: The laws of man have been

around since recorded time, and characters with this Skill find it in their favor to be knowledgeable in them. This Skill involves all aspects of law and is used for all Tests involving knowledge of them. A character with an average Law rating has seen enough cop shows to know the basics about the legal system; at exceptional took a couple of classes in college; and as an expert was likely either a lawyer or police officer.

Default Unskilled Modifier: -2 Specializations: • Criminal: You have a firm understanding of

all aspects of criminal law and gain a +1 to any Test involving knowing or arguing it.

• Civil: You are well versed in civil law and gain a +1 to any Test involving knowing or arguing it.

• International: You understand the intricate workings of international law and gain a +1 to any Test involving knowing or arguing it.

LeadershipAttribute: CharismaDescription: The ability to lead is more than

just whether people like or trust you; it’s about a power of the personality you exhibit and your ability to instill your conviction and attitude in others. The Leadership Skill represents that potential and is used to Test any action in which your character attempts, through presence, potence, and charisma, to motivate other people to follow his ideas or examples. An average rating indicates a character that can convince others already interested to follow their lead; at exceptional can sway people into doing what’s right in a moment even if they don’t much want to; and at expert represents the ability to get someone up and out of a foxhole even when the bullets are flying by.

Default Unskilled Modifier: 0 Specializations: • Command: You especially thrive in one

of the truest tests of real leadership: Orders given while under fire. Your forte is any

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situation where the pressure’s on, and you gain a +1 to any Test where you get to bark orders on the fly.

• Convince: More than just a good leader, you excel at convincing those around you that your commands are intelligent and logical. You gain a +1 to any Test that lets you explain the numerous pros of your leadership.

Lore Attribute: IntelligenceDescription: Myth and legend have always

gone hand in hand with history, and a character with the Lore Skill is well versed in the myriad of ritual, rumor and speculation that been with man since the beginning. This Skill is used for any Test involving occult references in history, myth, legend and even the Einherjar lore of the Jotnar. An average Lore Skill means a character has considerable gathered knowledge on basic and fundamental mythology and legends; an exceptional rating indicates a studied passion on the subject; and an expert is likely a published author with a firm grasp of the majority of pagan cultures.

Default Unskilled Modifier: -2 Specializations: • Legend: The myths of the world are rich

with wonder and you have learned all you can about them. You gain a +1 to any Test involving historical myth or legend knowledge.

• Jotnar: Since your death the Jotnar have been a source of particular fascination, and you have learned all you can from any who would teach or tell you. You gain a +1 to any Test involving Jotnar knowledge or theory.

Mechanics Attribute: IntelligenceDescription: The Mechanics Skill represents

an understanding in mechanical systems and electrical workings, and characters with this Skill can affect repairs, disrupt systems, and rewire machinery. It is used in all Tests involving hard-wired electrical and combustion systems. With an average Mechanics rating a character can change the oil in a car and do a basic tune-up; with an exceptional rating they can build their own ham radio; and at expert they feel at home overhauling an engine.

Default Unskilled Modifier: -2 Specializations: • Combustion Engines: You have a firm grasp

of the workings of an internal combustion

engine and gain a +1 to any Test involving their repair, modification or alteration.

• Electronics: You have a firm grasp of electrical engineering and system wiring. You gain a +1 to any Test involving creating or modifying electrical systems.

Medicine Attribute: IntelligenceDescription: The human body is vastly

complex, and keeping it functioning is a valued and revered Skill. Medicine is used in any Test involving diagnosing, developing or administering medical care. Characters with an average Medicine rating understand basic first aid; at exceptional are considered emergency paramedics; and with an expert rating have the knowledge (and likely the credentials) of a doctor.

Default Unskilled Modifier: -2 Specializations: • Emergency Medicine: You are great at

keeping things together and can apply any number of emergency measures on the spot. You gain a +1 to any Test involving triage and emergency care.

• Surgery: The internal workings of the body are your game and you do your best work on the inside. You gain a +1 to any Test involving surgical activities.

• Healer: You have profound emotional and physiological ties to your patients and have found the harmony of using your knowledge of medicine with your magical ability to heal. You may add one-half of your Medicine Skill rating to Tests involving the use of Healing Rune Magic.

• Sadist: Knowledge of anatomy and body functions can be used for more than just healing; they can also be used to encourage a person to cooperate or give information. You may add one-half your Medicine rating to any Persuasion Test involving torture.

Navigation Attribute: IntelligenceDescription: A character’s capacity to maintain

directional awareness, recognize landmarks and features and read and interpret maps and navigational aids are all represented by the Navigation Skill. This Skill is used any time a character wants to intuit direction, read a map or recognize land features. An average Navigation rating means a character has a basic inherent awareness of compass headings; with

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an exceptional rating they can find their way through a forest with nothing but a map; and at expert it’s just about impossible for them to be lost.

Default Unskilled Modifier: -1 Specializations: • Map Reading: You are well studied in the art

of map reading and gain a +1 while doing it.• Directional Awareness: Your inherent sense

of direction is superb and you have honed it to be incredibly dependable. You gain a +1 to any Test involving determining direction.

ObservationAttribute: PerceptionDescription: Observation indicates the

learned ability of a character to maintain awareness of the events, objects and activities around them. It represents a conscious effort put forward by the character and is often used when attempting to find things out of place, notice hidden or concealed items and test overall awareness. An average Observation Skill indicates a character that is mildly attentive in day-to-day life and will likely notice something significantly out of place; an exceptional rating means that the character is generally aware and will notice even moderate discrepancies; while at expert the character is perpetually alert and swill pick up the slightest thing out of the ordinary.

Default Unskilled Modifier: 0 Specializations: • Tracking: All manner of movement and

activities leave marks on the Earth and the environment around them, and you are skilled at recognizing and following the signs. You gain a +1 to any Test involving the discovery or following of such ciphers.

• Scouting: The art of identifying and cataloging situations is as old as war itself and you have always believed in its usage. Adept in Scouting, you have a gift for range-finding, cataloging fields of view and identifying choice targets within them. You get a +1 to any Test involving these subjects.

• Passive Search: Sure, any schmoe who stares hard and long can find a moderately concealed object, like the piece the guy walking towards you has stuffed under his coat. But you’ve developed the subtle ability to find such things without being obvious about it. You may perform any Observation Test with an average difficulty or less without

those around you being aware that you have been searching things out.

PerformanceAttribute: CharismaDescription: A character’s Performance Skill

indicates their knack and ability for demonstrating prowess and entertaining through dramatic art forms, and includes any kind of performance art, such as acting, singing, playing a musical instrument, dancing or comedy. A character with an average Performance Rating is marginally talented and can likely act as entertainment at a college party; an exceptional rating means they are just shy of professional and can likely fill a small coffee house; and an expert rating indicates a talent of professional show caliber.

Default Unskilled Modifier: 0 Specializations: • Improvisational Performer: You are one of

those people who are always on the ball and do your best work on the fly. You gain a +1 to any Performance Test made when you are springing your talent on the audience.

• Renowned: Your reputation in life was noteworthy and it has, in various forms, survived your death. With this Specialization people within your field will have heard of your accomplishments on a Test with a TN of 10 (i.e., a fellow guitar player); people related to but outside,your field on a TN of 12 (such as a well-traveled roadie); and the average interested citizen on a 14 (a person who regularly listens to the type of music you used to play).

PersuasionAttribute: CharismaDescription: While Charisma is your innate

social presence and ability to interact with people, Persuasion represents your learned capacity to manipulate the influence you generate. It can be used to cajole a response, socially pressure an opinion or just generally convince another person to feel or act a certain way. It is the default Skill associated with all social interactions and is used any time a character wishes to positively convince someone to do, feel or say something. It is also the Skill used when a character wishes to convincingly lie or keep their intentions hidden. With an average Persuasion a character knows, more or less, the right things to say and will generally make easy friends; with an exceptional Persuasion they are good in a discussion and can usually win people

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to their point; while at expert they have an easy time getting strangers to trust them.

Default Unskilled Modifier: 0 Specializations: • Con: Just because you’re smooth doesn’t

mean your honest, and your preference for getting your way is through obfuscated trickery. You gain a +1 to any Persuasion Test in which your target’s belief is under false, and thus more enticing, pretenses.

• Seduction: Oftentimes the easiest thing to sell is yourself, and you are one hell of a huckster. You gain a +1 to any Test where the idea you want to win over is you.

• Politics: There’s a fine art to the science of communication, and you are incredibly proficient in pushing your thoughts and ideas while remaining uncommitted and neutral. You gain a +1 to any Persuasion Test in which you can make a separate argument appear related to the target’s beliefs.

ResolveAttribute: WillDescription: The ability to dominate a person

should never be underemphasized, whether through intimidation or obduracy. The Resolve Skill represents

a character’s ability both to do so and resist having the same done to them. With it a character can intimidate people into or out of action, brashly force a position, and generally get results despite opposition. Any Test involving asserting social dominance, forcing another through sheer will or threat of action or resisting the same uses Resolve. A character with an average Resolve will generally win social arguments (whether or not they’re right); with an exceptional Resolve can back most people down from a fight; and at expert can make other people cross the street to avoid them.

Default Unskilled Modifier: -1 Specializations: • Interrogation: Information is power and

you are skilled at taking that power from other people. You gain a +1 to all actions involving the gaining of information from unwilling subjects.

• Intimidation: Fear is a powerful motivator and you can use it like a toy. You proficiently use your air of authority as a factor in getting the job done and you get a +1 to all Tests in which you are using intimidation.

• Iron Willed: Your stubbornness is legendary and your personal resolve remarkable. You gain a +1 to any Test in which you are resisting social domination.

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StealthAttribute: PerceptionDescription: The Stealth Skill indicates not

only a character’s ability to move quietly within the shadows, but more importantly their capacity to maintain awareness of what actions lead to discovery and how to avoid them. It represents a capacity to delicately pick footpaths as to minimize noise, to shadow other people and stay unnoticed, and to use whatever natural camouflage is available to remain unseen. It is used any time a Test is required to become or remain undetected. At average this Skill demonstrates a natural affinity for moving silently; at exceptional indicates a character who is easily capable of ghosting an unsuspecting target; while a character at expert can move within feet of people unnoticed.

Default Unskilled Modifier: -1 Specializations: • Ambush: The best victim is one who has no

idea they’re about to be attacked, and you exercise this philosophy as often as possible. You gain a +1 to any attack made on an unsuspecting victim.

• Escape and Evade: Stealth is good for more than sneaking up on people; it’s also wonderful for getting you away. This Specialty shows you are well practiced in the art of disappearing and gain a +1 to any Test involving throwing someone off your trail.

Streetwise Attribute: CharismaDescription: While they can prove intimidating

and barren to those unfamiliar with their ways, ghetto urban sprawls are a world unto themselves for those who know how to walk the streets. This Skill is used for any Test in which you are attempting to interact, gain information or blend in an urban environment. With an average Streetwise a character knows the lingo and may be aloud to pass; with an exceptional rating they may have spent some time on the down low and won’t be noticed much; while at expert they “walk the walk” and are inseparable from the myriad of other urbanites.

Default Unskilled Modifier: -2 Specializations: • Street Creds: You’ve been there, done that,

and most people worth knowing saw you do it. You’ve got a solid rep for being on the level and get a +1 to any Test that pushes your credentials of being trustworthy.

• Informant: It’s not what, but who you know,

and you know all the right people — all the people who’ll squeal if you lean on them hard enough. You have a nice little network of contacts and get a +1 to any information gathering endeavors.

• Hard Rep: You grew up on the streets and your rep is legend. You gain a +1 to any Test in which you’re pushing yourself as a person who shouldn’t be messed with.

Unarmed Combat Attribute: AgilityDescription: The fine art of hand-to-hand

combat, the Unarmed Skill is used in any conflict in which a character is defending themselves with their own bodies (heads, hands, feet, knees, elbows, teeth, etc.) or with weapons that do not effectively modify their natural attacks (sap gloves, brass knuckles, etc.). With an average Unarmed Combat rating a character is considered to have been in a few fights or briefly studied a martial art; at an exceptional rating the character has earned a high-ranking martial arts belt or is a veteran street fighter; while an expert Unarmed Combatant escalates personal violence to the level of both an art form and a science.

Default Unskilled Modifier: 0 Specializations: • Brawler: A Brawler is a fighter who feels

that all that fancy martial arts crap is fine and dandy, but there’s just no way it stands up to the ability to take a punch and throw a good heavy hook. As a Brawler, a character is much more interested in results than in form and will often trade blow for blow to get the job done. With the Brawler Specialization you gain the ability to use the following special attacks:o The Haymaker: Nothing says “I love

you” like a heavy hamhock to the face, and this is one punch that lets them know exactly how much you care. Thrown heavy and wide, you can declare a haymaker punch and sacrifice a –4 to your AOR in exchange for +3 damage.

o The Low Blow: Why fight fair when you can just kick them in the groin? This Specialty represents your sadistic tendency to play dirty and gives you a +2 on both surprise attacks and on opponents who are down.

o Makeshift Weapons: Never hit anyone with your bare hand unless you absolutely

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have to — especially not when you can use a bar stool or pool cue instead. This specialization lets you use your Brawling Skill to make an attack with any simple club or improvised weapon.

• Grappler: Sixty percent of all street fights end on the ground, and characters with Grappling are just fine with that. As a Grappler, they are versed in the fine arts of takedowns, submissions and escapes, and do their best work when prone. With the Grappler Specialization you gain the ability to use the following special attacks:o Takedowns: You are especially adept

at closing the distance in a fight and excel at putting people on the ground — preferably with yourself on top of them. As a standard unarmed attack you may declare a takedown against an opponent and, if successful, they are considered prone and in a grapple with you. While in a grapple they may not draw a weapon, use any two-handed weapons, participate in any action that could not reasonably be considered to be counter-grappling, or engage any other opponent.

o Submissions: Few things get your point across like twisting a person’s arm 90 degrees in the wrong direction, and you love to use the argument. During a grapple you may add one-half of your Will rating to any attempts at making an opponent yield or surrender.

o Chokes: Air is a wonderful luxury your opponent just doesn’t need, and the numerous chokes in your arsenal will gladly deprive them of it. If you can perform three successful and sequential Choke actions while grappling with an opponent (opposed if they are directly fighting back, against a TN of 14 if they are not), they will fall unconscious.

• Striker: A Striker thinks that a stand-up fight is definitely the way to go and is skilled at using fist, feet, elbows and knees to pound opponents into oblivion. They are adept at the various and creative ways that the human body can be abused and gleefully drive strike after strike into vital points and organs. With the Striker Specialization you gain the ability to use the following special attacks:o Kicking: One of the great quandaries to

the Striker is why so many fighters in the world leave two of their best weapons rooted uselessly into the ground. Kicking is your forte and you love to do it, gaining a +1 to your kick damage.

o Boxing: Float like a butterfly and smack like a sledgehammer with your lightning fast pugilistic skills. You love the intricate dance of a cross and uppercut and gain a +1 damage on any punch

o Flowing Defense: Every attack is a defense, every defense is an attack. The Flowing Defense Specialty demonstrates an incredible aptitude for applying that philosophy. You gain a +1 to any defense made while your character is engaged in hand-to-hand combat.

Weapon: Bladed Attribute: AgilityDescription: The weapon of soldiers since

the early Bronze Age, swords have found their way into every conflict waged up to and including World War II, and knives into every war ever fought by man. Underappreciated in the modern age, the way of the blade has begun to fall to the wayside, but there still remains no better tool for getting an unpredictable job done in tight quarters without waking up the neighbors. This Skill is applied for any hand-held weapon that primarily uses a blade and includes knives, broadswords, great swords, katanas, epees, rapiers or sabers among its uses. With an average Skill a character is considered to have some light strip fencing experience; with an exceptional Skill has spent some dedicated time in activities like historical reenactment; and an expert rating demonstrates a character that has a firm and professional grasp of the blade, such as an internationally ranked fencer or martial artist.

Default Unskilled Modifier: -1 Specializations: • Single-Handed Sword: There is a beauty and

precision in the single-handed sword that is hard to match in the martial world. It moves with grace, with balance, and can find its way to a target the size of a quarter anywhere on your opponent’s body. You have learned to embrace that control and elegance and gain a +1 to any Test using a single-handed sword.

• Double-Handed Sword: Flow with a weapon may be fine and dandy, but there’s definitely a lot to be said for delivering the blow on target with as much force as possible. It’s with this

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philosophy in mind that you’ve Specialized in the larger bladed weapons the world has to offer and gain a +1 to any Test involving a hand-and-a-half or two-handed sword.

• Knife: In tight, up close and extremely vicious, knife fighting is one of the most brutal forms of personal combat imaginable. Characters with the Knife Specialization are exceedingly proficient with blades under 12 inches long and gain a +1 to their use.

• Counter Attack: There are few things as dangerous as getting into a blade fight. Each and every time an attack is made it gives the opponent a prime opportunity to strike at your exposed flesh. With the Counter Attack Specialization, a fighter has become proficient at meeting an incoming attack with a counter blow. Each time a character with this Specialization is attacked in melee or unarmed combat they may declare a Counter Attack as their defensive action and attempt to strike with their blade in defense. Each combatant rolls their Test (with appropriate modifiers) and the DoS are compared. If the defender’s roll (making the Counter Attack) is more than 2 DoS below the attacker’s, the defense fails and the attacker’s hit is resolved as normal. If both attacks succeed and are within 2 DoS of each other then both attacks hit as normal. If the defender beats the attacker by 2 DoS or more, then the Counter Attack not only does damage as normal but also interrupts the incoming attack.

• Dervish: Used frequently by martial arts such as Escrima or Arnis, the Dervish Specialization gives the fighter a distinct advantage in dual-wielding short-bladed weapons. If the character is using bladed weapons less than 3 feet long (such as daggers, stilettos, or shortswords) they suffer one less level of difficulty for the off-hand of their dual-handed attacks (effectively giving them a -2 / -2 penalty instead of -2 / -4).

Weapon: Chain Attribute: AgilityDescription: One of the most difficult, but

also one of the most effective, combat styles invented by man. The diverse chain grants its wielder options available with no other weapon. This Skill is used for a character wielding manriki gusari, kusari gamas, nunchaku, 3-piece rods or any weapon that is or

includes a rope, chain or other flexible connection. A character with Chain at an average level is mildly proficient and can generally keep from clubbing themselves; at exceptional has grasped the strong fundamentals and can present a real danger; and as an expert has developed the chain into an extension of their own body.

Default Unskilled Modifier: -4Specializations: • Entangle: One of the primary uses for any

chain or rope weapon is to entangle, and you have chosen to focus an exceptional amount of time on training in that art. As your attack you may choose to attempt to entangle an opponent’s limb (using either a standard opposed Test or a TN of 14). If successful in entangling a hand or arm, the opponent may not use that arm (or anything held by it) until they can perform a successful action escaping. If successful against a leg, the opponent is tripped and now lays prone.

• Counter Attack: The defensive options of a chain are surprisingly diverse, and a combatant with this Specialization has spent considerable time exploring them. With the Counter Attack Specialization a fighter has become proficient at meeting an incoming attack with a counter blow. Each time a character with this Specialization is attacked in melee or unarmed combat they may declare a Counter Attack as their defensive action and attempt to strike or entangle with their chain in defense. Each combatant rolls their Test (with appropriate modifiers) and the DoS are compared. If the defender’s roll (making the Counter Attack) is more than 2 DoS below the attacker’s, the defense fails and the attacker’s hit is resolved as normal. If the both attacks succeed and are within 2 DoS of each other then both attacks hit as normal. If instead the defender beats the attacker by 2 Degrees of Success or more then the Counter Attack not only does damage as normal but also interrupts the incoming attack, thwarting it.

• Choke: Following the long and noble tradition of nooses and garrotes, you have learned to choke opponents with your weapon. You may use any chain or rope weapon to make a choke attack as though you had the Grapple Specialization.

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Weapon: Heavy Attribute: DexterityDescription: Weapons aren’t just limited to the

handheld, and the Heavy Skill represents a character’s ability to use arms that are shoulder-carried, emplaced or allow indirect fire, such as rocket launchers, grenade launchers, mortars and personal artillery. It is used to Test any attack involving a weapon that can not be fired with conventional “over the barrel” sighting, that weighs in excess of 20 pounds or is in a fixed emplacement. With an Average Heavy Skill a character is considered to have undergone basic military training and can avoid blowing themselves up; with an exceptional rating they have developed a solid understanding of indirect sighting; at expert they are capable of delivering tight shots even to moving or small targets.

Default Unskilled Modifier: -4 Specializations: • Indirect: Few things in battle are as effective

as lobbing fire down on top of a target, and you are a master of delivering death from above. You gain a +1 to any Test involving grenade launchers, mortars or other lobbing or indirect firing weapons.

• Shoulder Mounted: Ever since their invention some hundred years ago, the shoulder-fired rocket has become a staple of the modern battlefield. An explosive charge delivered directly on target defeats armor and emplacements like few other things can, thus you have become adept with all manner of shoulder mounted weapons. You gain a +1 to the use of any rocket launcher or direct fire heavy weapon system.

Weapon: Hurled Attribute: AgilityDescription: Including bows, thrown spears,

throwing knives and other manually propelled projectiles, the Hurled Skill continues to be a mainstay of modern combat. Though often considered antiquated by many modern warriors, the bow and its cousins continue to have uses both recreationally and martially. Their quiet firing ability, wide range of available ammunitions and reliability give them an edge over even the most modern of firearms. The Hurled Skill represents proficiency in not only the firing of all forms of bows, crossbows, spears and throwing axes and knives, but also their creation, maintenance and repair. With this Skill at an average level a character has some basic understanding of hurled weapons and

can generally hit a stable target; at exceptional has the accuracy to be a competent hunter; and at expert can proficiently hit all manner of targets even if moving or firing through dense vegetation.

Default Unskilled Modifier: -2Specializations: • Drawn Bow: You prefer the feel and control

of drawing the long string yourself and are well practiced in its usage. You gain a +1 to any Test involving manually drawn bows.

• Crossbow: Technology is a wonderful thing and the marriage of old-world simplicity and a rifle-style stalk suit you perfectly. You gain a +1 to any Test involving a crossbow.

• Throwing Blades: Axes, knives, shuriken — if it has an edge and spins when you throw it the air, Throwing Blades Specialization will let you do it at a +1.

Weapon: PistolAttribute: DexterityDescription: Representing the use of what

many consider to be the ultimate evolution of man’s desire for delivering death to his fellows, the Pistol Skill is a character’s ability to use any single-handed firearm. Including not only semi-automatics and revolvers, this Skill also applies to larger guns that have been reduced to pistol size (like extremely sawed-off shotguns). An average rating represents a character familiar with but not particularly proficient in pistol usage; an exceptional rating demonstrates reasonable skill and an ability to shoot competently at a variety of ranges; while an expert rating indicates a character extremely comfortable behind a pistol and capable of all manner of shooting, including at targets moving or at great distances.

Default Unskilled Modifier: -4 Specializations: • Quick draw: Speed in presentation is one

of the key elements of a good gunfighter and you’ve learned the lesson well. You may draw your pistol from any easily available position (such as a holster) as a Free Action.

• Double Tap: The simple truth of pistols is that one shot isn’t always enough, so you’ve learned the common practice of aiming once and firing twice. You may thus declare any attack with a semi-automatic pistol to be a Double Tap, subtracting 5 from your AOR in exchange for striking a target at up to 1 Aimed Shot Increment away with D2 rounds.

• Fast Hands: Out of ammunition is no place

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for a gunfighter to be, and you’ve become adept at reloading your weapon on the fly. Thus you may reload any magazine fed automatic pistol as a Free Action.

Weapon: Pole Attribute: AgilityDescription: Easily the most common among

all of the weapons used throughout history, the pole is still used in a thousand shapes and fashions today. Included within this Skill is the use of any hafted weapon including cudgels, baseball bats, axes, staves, maces and pole arms. A character with an average Pole Skill is likely to have some limited experience with hafted weapons from non-combative sources like playing baseball or lumberjacking; at an exceptional rating a person with limited understanding of the martial aspects of a pole and might include police officers or historical re-enactors; while a Pole expert is a person who is well practiced and proficient with these weapons such as a martial artists.

Default Unskilled Modifier: -1

Specializations: • Short Hafted: Be it short sticks, hand axes,

baseball bats or kubatons, you prefer the speed and intimacy of a short pole weapon. You gain a +1 to any Test involving a hafted weapon of 4 feet or less.

• Long Hafted: Range and power are critical in any fight, and you have trained hard to maximize the advantages a long pole arm gives you. You gain a +1 to any Test using a hafted weapon greater than 4 feet long.

• Counter Attack: The defensive uses of a pole are amazingly diverse, and virtually every culture in history has acknowledged them as the most effective personal defense weapon. With the Counter Attack Specialization a fighter has become proficient at meeting an incoming attack with a counter blow. Each time a character with this Specialization is attacked in melee or unarmed combat they may declare a Counter Attack as their defensive action and attempt to strike with

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their pole in defense. Each combatant rolls their Test (with appropriate modifiers) and the DoS are compared. If the defender’s roll (making the Counter Attack) is more than 2 DoS below the attacker’s, the defense fails and the attacker’s hit is resolved as normal. If the both attacks succeed and are within 2 DoS of each other then both attacks hit as normal. If the defender beats the attacker by 2 DoS or more, then the Counter Attack not only does damage as normal but also interrupts the incoming attack, thwarting it.

• Dervish: Used frequently by martial arts such as Escrima or Arnis, the Dervish Specialization gives the fighter a distinct advantage in dual-wielding short-hafted pole weapons. If the character is using pole weapons less than 3 feet long (such as cudgels or short axes) they suffer one less level of difficulty for the off-hand of their dual-handed attacks (effectively giving them a -2 / -2 penalty instead of the usual -2 / -4).

Weapon: RifleAttribute: DexterityDescription: The ability to strike accurately

and at a distance became one of the primary goals of mankind from the moment we first began to hunt and wage war. And since their invention half a millennia ago, long guns have become the single greatest implement ever devised for the purpose. Applicable to any form of two-handed firearm shot from the shoulder, the Rifle Skill is used for all manner of rifles, carbines, submachine guns, shotguns and muskets. An average Rifle Skill is the equivalent of having received basic instruction, possibly through a scout’s organization or a similar public course; with an exceptional Skill the character has spent some time knocking down targets and shoots frequently; while an expert is an accomplished and professional hunter or marksman.

Default Unskilled Modifier: -1 Specializations: • Bull’s-eye Shooter: You have studied the art

of breath control and supported positions and are capable of achieving remarkably steady, patient shots. This specialization allows you to spend the first entire Action of any Round “setting up” a shot and gives you a +2 to the shot as your next action. While doing so, you may take no other actions (including Free actions) before the shot is fired, may not

be moving in any way, and must have a stable position to shoot from.

• Double Tap: Unfortunately in this day and age the bad guys get to wear body armor too, so you’ve learned the common practice of aiming once and firing twice. You may thus declare any attack with a submachine gun to be a Double Tap- subtracting 4 from your AOR in exchange for striking a target at up to 1 Aimed Shot Increment with D2 rounds.

• Fast Hands: Out of ammunition is no place for a gunfighter to be, and you’ve become adept at reloading your weapon on the fly. Thus you may reload any magazine fed rifle as a Free Action.

Rune Magic ListPart of the gift granted to Valherjar by their

Runes is the ability to focus their will and manifest the energy of the stones to create powerful Magics. Each Valherjar, through their Aett, is only given access to a select few Rune Magic abilities at start, but as they progress they are able to become proficient in any of the talents the Runes can grant them.

The Magics are presented in order of primary Magics, with each Magic’s Foci listed below the primary. This is because a Foci can only be learned if the Valherjar already possess the primary Magic it is derivative of, and each Foci’s use is technically a modification of the energy generated by the primary Magic. Thus each Foci uses the character’s primary Magic rating for Testing, even though it may have independent effects, fatigue generation and durations.

Along with the name and effect of each Rune Magic, their description includes a number of values that define how the Magic is handled in-game and what rules pertain to it. A brief definition of each term is listed below.

Effect: This is the practical effect of the Magic in game.

Attribute: This is the Attribute rating that is used when Testing with the Magic.

Carving: The Rune(s) that must be drawn by the Valherjar to invoke the Magic.

Dikt: The number of words that must be spoken in order to invoke the magic. It is listed in one of four values:

Single: A single power word must is uttered. Short Phrase: A short phrase, three to five

words, is used to focus.

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Rune Magic Master ListName Attribute TN Effect

Battle Fury Will 10 No penalties from damage-- Boar’s Skin Will 12 +2 Armor-- Contagious Rage Will 12 Infect DoS + ED with battle lust-- Unstoppable Force Will 10 +2 Pen and cannot be parriedBlade Kenning Will 12 Manifest blessed weapon-- Bloodstoning Will 10 Ignores armor for melee attacks-- Far Reach Will 10 Use melee weapon for ranged attack-- Gungnir’s Flight Will 10 Returns thrown weaponFallacious Senses Will 12 Adds +4 to target’s Perception TN-- Blind Will 14 Renders target blind-- Deafen Will 12 Renders target deaf-- Hush Will 12 Renders target muteFlying Hammer Will 12 D6,1 Impact damage-- Kinetic Transfer Will 12 Originate Hammer on far side of wall-- Shatter Stroke Will 12 Triple damage vs. solid objects-- Trembling Knees Will 12 Destabilizes groundGangrad’s Cloak Will 12 Makes Runes invisible-- Eye of the Beholder Charisma 14 Appear as target’s expectation-- Hidden in View Will 12 Alarming objects appear mundane-- Veiled Menace Will 14 As Hidden in View, but on othersGift of the Wild Charisma 10 Communicate with animals-- Chameleon’s Skin Will 12 +2 / +4 to sneak / hide-- Goat’s Feet Will 10 Scale any surface-- Leap of the Cougar Will 10 Exponential jump and leap attackHellig Armor Will 12 Adds Rating’s worth of armor-- Dueling Shield Will 12 Turns shield impenetrable-- Protective Aura Will 12 Creates damage absorbing aura-- Siege Shield Will 12 As Dueling Shield but on larger objectMaiden’s Blessing Will 12 Gives target +1 to all actions-- Distance Touch -- -- Allows “Touch” range to affect “LoS”-- Intercession -- -- Forces a Target Roll re-roll-- Shield Bearer -- -- Transfers damage from target to casterMark of the Hunter Will 12 Creates magically visible mark/signal-- Locate Will 12 Finds bearing and distance to Mark-- Running Dye Will 12 Makes Mark transferable-- Salted Trail Will 12 Mark leaves 1,000-plus-yard trailMother’s Touch Will 12 Quadruples natural healing speed-- Gift of Healing Will 14 Heals DoS + Rating Light Wounds-- Purge Will Special Purges toxins from target-- Runic Resurrection Will 14 Returns a Valherjar to their bodyRunic Eye Will 12 Create a remote viewing brand-- Far Focus Will -- Target “LoS” Magic through Eye-- Point of Contact Will -- Target “Touch” Magic through Eye-- Sound from Sight -- -- Hear sounds through Runic EyeSight from Hlidskjalf Perception 10 Sees through magical disguises-- Burning Glare Will 10 Runes cast light-- Gaze of Judgment Perception 12 Sees target’s vitals-- Reveal the True Form Will Special Unveils magically hidden targetsWindspeak Will 8 Be heard despite obstacles-- Knowing Gaze Will 10 Communicate through eye contact-- Lullaby Charisma 12 Lull target to sleep-- Voice of Reason Charisma Special Implant magical suggestionWrath of Thunder Will 12 D3,2 Chemical damage-- Ball Lightning Will 12 D3|Rating Chemical area damage-- Chained Lightning Will 12 D3,1 Chemical vs. multiple targets-- Jolt Will 12 D3,2 Chemical through solid object

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Long Phrase: A long phrase, ten to twenty words, is used to focus.

Chant: A rhythmic chant must be repeated throughout the duration of the Magic. If the chant is stopped the Magic dissipates.

Action: This is the Action type that must be spent when performing the Magic. Some Runic Magic can only be performed as Complex Actions, requiring a Test to determine success, while others can be performed as Free Actions, which require no Test. If a Magic is used as a Free Action, it is considered to have no DoS and the Fatigue from that Magic automatically occurs. Any Magic that is capable of being performed as a Free Action can also be performed as a Complex Action to avoid the possible Fatigue and increase the DoS.

Default TN: The standard Target Number to successfully use the Rune Magic.

Function on Fail: Listed as either a “Yes” or “No,” Function on Fail indicates if the Magic still functions if the Target Roll to perform it fails. If the listing is “No” and the player fails to succeed in the action, the Magic fails to manifest properly and, aside from producing a fairly spectacular light show, has no external effect. If the listing is “Yes,” the magic will occur as normal even if the Target Roll to use it fails. In either case, succeed or fail, unless DoS absorb Fatigue the character will suffer it as normal.

Range: The range at which the Magic can be used. Typically this will occur in one of four values:

Self: Indicates that the Magic can only be used on the individual Valherjar themselves.

Touch: The Valherjar must come in direct physical contact with the target (but can be separated by layers of cloth or armor of less than 2 inches). Typically this also means the Magic’s Carving must be traced against the target.

Yards: Given as a range in yardage (i.e., 100 yards). The Magic is effective out to a range of said yardage.

LoS: An abbreviation for “Line of Sight.” Magics with LoS can affect anything the Valherjar can see naturally (without any kind of optical assistance).

Duration: The amount of time the Magic lasts before wearing off.

Fatigue: The number of Fatigue points taken if the Valherjar fails to Focus sufficiently.

Prerequisites: The minimum Prestige Rank and additional Foci that a character must have in order to learn the Magic.

Battle FuryHoned through countless hours of training, Battle

Fury employs the Valherjar’s Runic Magic to tap into the rage and adrenaline that most mortals never fully realize. Used primarily in extreme situations, when the individual needs to fight to their fullest potential, it allows the wielder to disregard all manner of pain and injury so that they ignore all damage penalties until the character is killed or the effect of the Magic wears off.Attribute: WillCarving: ThurisazDikt: Short PhraseAction: Free Default TN: 10Function on Fail: YesRange: Self Duration: Magic Rating in MinutesFatigue: 4 Prerequisites: --

Battle Fury Focus; Boar’s SkinBy channeling the rage created through Battle

Fury from their Runes directly into their skin, Boar’s Skin allows the Valherjar to actually modify its composition and texture, thickening and hardening large sections into a tough natural armor that absorbs 2 points of all damage types (+2 natural armor). This not only provides a much-needed extra layer of protection in the thick of combat but also a natural armor that can be carried with them on covert assignments or without extra layers of clothing to disguise it.Attribute: WillCarving: Thurisaz, AlgizDikt: Single WordAction: ComplexDefault TN: 12Function on Fail: YesRange: Self Duration: Magic Rating in Minutes Fatigue: 6 Prerequisites: Herre / Fru

Battle Fury Focus; Contagious RageUseful both to boost morale in one’s own army

and for inciting chaos in crowds, Contagious Rage allows the Valherjar to infect more than just themselves with battle lust. By tapping directly into the ferocity in other living creatures and unleashing it as nearly mindless aggression, this Battle Fury Focus will turn

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even the most reluctant of combatants into a vicious, frothing animal. It will infect a number of random targets (DoS x Effect Die), regardless of whether they are friends or foes, within a 10-yard radius with a mindless battle lust. While under the effects of the Rage, characters gain the benefits of ignoring damage modifiers as per normal Battle Fury, but may only perform attack actions — and so may not route, defend themselves or perform auxiliary activities. These effects may be resisted through an Opposed Resolve Test.Attribute: WillCarving: Thurisaz, RaidoDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Line of Sight Duration: One-half Magic Rating in Minutes Fatigue: 5 Prerequisites: Riddari

Battle Fury Focus; Unstoppable ForceBy drawing the energy generated by Battle

Fury into a Valherjar’s attack, they are able to create an unbelievable level of focus and strike with nearly unstoppable power. While so enchanted, melee attacks gain +2 to penetration, cannot be parried and will occur even if the attack would normally be interrupted or gains modifiers during the course of the Round that would normally cause it to fail.Attribute: WillCarving: Thurisaz, UruzDikt: Single WordAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Attacks equal to the Rating Fatigue: 4 Prerequisites: Riddari

Blade KenningBy creating a spiritual bond with a sacred

weapon, Blade Kenning allows the Valherjar to summon it to them through meditation. Originally employed by warriors subscribing to “cults of personality” with their weapons, and thus wishing to carry their beloved sword or axe with them at all times, Blade Kenning has also become prized as a tactical asset. Often used by

Hersir who cannot carry weapons with them on deep cover assignments, and by lesser-esteemed Valherjar who may lack the prestige to be elaborately equipped on assignments and are thus desperate for whatever hardware they can get. By meditating (performing no actions) for 6-DoS rounds the Valherjar can call their kenned weapon to them. Only one weapon may be kenned to a Valherjar at any time, and only the weapon itself (and scabbard/holster/case if ritually forged with the weapon) is summoned by the Magic. Attribute: WillCarving: TeiwazDikt: ChantAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: NA Fatigue: 6 Prerequisites: Herre / Fru

Blade Kenning Focus; BloodstoningInvaluable on almost every battlefield —

whether fighting mortal soldiers in conventional armor, thickly carapaced monsters or Jotnar skilled in magical defenses — Bloodstoning gives the Valherjar a unique advantage over hardened opponents. By sheathing the weapon in a field of rending energy and altering its harmonic resonance, Bloodstoning allows both bladed and blunt weapons to rend solid objects with even the lightest of touches. Any held melee weapon used during this enchantment may ignore a number of physical armor points on any target equal to, or a number of magical armor points equal to double of, the Valherjar’s Blade Kenning rating.Attribute: WillCarving: Teiwaz, UruzDikt: Single WordAction: Free Default TN: 10Function on Fail: YesRange: Self Duration: Attacks equal to the RatingFatigue: 4 Prerequisites: Riddari

Blade Kenning Focus; Far ReachBy using their Rune Magic to enhance balance

and help compensate for weight, Far Reach allows the

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Valherjar to throw any hand-held weapon as though it was a hurling weapon with a range of (Str x2) Str x3. Having both tactical and practical applications, Far Reach not only gives the Valherjar a wonderfully unexpected surprise attack but also allows them to do a considerable amount of damage at a distance, as few things are more lethal than a greatsword, two-handed axe or pole arm flying 20 yards and driving blade-first into an opponent’s chest.Attribute: WillCarving: Teiwaz, EhwazDikt: Single WordAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Single Throw Attack Fatigue: 2 Prerequisites: --

Blade Kenning Focus; Gungnir’s FlightAdapting and enhancing the magic that bonds

and balances a weapon thrown with Far Reach, Gungnir’s Flight allows the Valherjar to draw it back to their hand, typically pulling the weapon back in a slow, curving arc. Skilled warriors have discovered

that Gungnir’s Flight can not only retrieve a thrown weapon, but also create a number of opportunities for surprising unsuspecting adversaries with a returning axe or sword strike to the back. Each weapon thrown returns to the attacker’s hand two full Rounds after it is hurled, but at the attacker’s discretion may either deliver a standard thrown attack, which is resolved as normal, or a returning rear-side strike made at one extra level of difficulty (+2 TN).Attribute: WillCarving: Teiwaz, RaidoDikt: Single WordAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Two Rounds Fatigue: 4 Prerequisites: Herre / Fru, Far Reach Focus

Fallacious SensesScrambling a creature’s sight and hearing

similarly to the way a potent drug inhibits the neurons firing in their brains, Fallacious Senses makes processing information much harder for anyone within a 5-yard radius of the target. Once afflicted, their vision begins to swim, their hearing fades, and they generally will become disoriented and befuddled. While in this state two degrees of difficulty (+4) are added to Target Numbers for all Perception oriented Tests. Fallacious Senses may be opposed with a Resolve Test at the Narrator’s discretion.Attribute: WillCarving: LaguzDikt: Short PhraseAction: ComplexDefault TN: 12Function on Fail: NoRange: Line of SightDuration: Magic Rating in RoundsFatigue: 5Prerequisites: --

Fallacious Senses Focus; BlindBy adjusting the focus of Fallacious Senses to

the target’s eyes the caster can interrupt the neurons from reaching the brain, effectively rendering the creature blind for several seconds. If successful against an automatically opposed Resolve Test, Blind will immediately blacken the Target’s vision and prevent

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them from seeing.Attribute: WillCarving: Laguz, Raido, KenazDikt: Long PhraseAction: ComplexDefault TN: 14Function on Fail: NoRange: Line of SightDuration: Magic Rating in RoundsFatigue: 6Prerequisites: Riddari

Fallacious Senses Focus; DeafenSimlar to Blind, Deafen also interrupts the

neurons that process information, but instead focus on those coming from the ears. If successful against an automatically opposed Resolve Test, Deafen will prevent the Target from hearing in any capacity. Unlike Fallacious Senses itself and Blind, Deafen has the advantage of potentially going unnoticed by the target. If there is no reason for them to notice the lack of sound they may well sit contentedly in their silence throughout the magic’s duration.Attribute: WillCarving: Laguz, Raido, HagalazDikt: Long PhraseAction: ComplexDefault TN: 12Function on Fail: NoRange: Line of SightDuration: Magic Rating in RoundsFatigue: 6Prerequisites: Herre / Fru

Fallacious Senses Focus; HushAs with other Fallacious Senses Foci, Hush

interferes with the brain’s ability to communicate correctly with physiological functions, but instead of blocking the reception of neurons it blocks their transmission, simply preventing the brain from sending the signals required to make noise. If successful against an automatically opposed Resolve Test, Hush will prevent the Target from voicing any sound (including talking, whistling, humming or even loud breathing). Also, like Deafen, if there is no reason for the target to immediately notice that they are inhibited they may go the entire duration complete unaware of their restrictions.Attribute: Will

Carving: Laguz, Raido, FehuDikt: Long PhraseAction: ComplexDefault TN: 12Function on Fail: NoRange: Line of SightDuration: Magic Rating in RoundsFatigue: 6Prerequisites: Herre / Fru

Flying HammerEasily the most direct and primal of all the

Runic Magics, Flying Hammer draws the energy of the Valherjar and projects it violently out through the Runes of the hands. The effect, simply enough, is a raw kinetic force that can be directed through pointing or gesturing with the caster’s hands.Attribute: WillCarving: NauthizDikt: Single WordAction: Complex Default TN: 12Function on Fail: NoDamage: D6,1 Impact Range: Line of SightDuration: NA Fatigue: 4 Prerequisites: --

Flying Hammer Focus; Kinetic TransferKinetic Transfer allows the Valherjar to

originate the energy of the Hammer on the other side of solid objects or at random points in space, thus allowing it to strike at targets that are behind cover or otherwise obscured. The magic still requires the Valherjar to have some form of visual awareness of the target, however, or else there is no reliable way to guide the attack.Attribute: WillCarving: Nauthiz, EhwazDikt: Short PhraseAction: Complex Default TN: 12Function on Fail: NoDamage: D6,1 Impact Range: (Will + Magic Ratings) x10 Yards Duration: NA Fatigue: 6Prerequisites: Riddari

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Flying Hammer Focus; Shatter StrokeBy adjusting the resonating frequency of the

Flying Hammer, Shatter Stroke is able to amplify the effect that it has on rigid inanimate objects. Thus, it is cast and treated almost identically to any normal Flying Hammer attack, but does triple damage against rigid inanimate objects (such as wood, steel or stone) that it contacts.Attribute: WillCarving: Nauthiz, Uruz, IngwazDikt: Single WordAction: Complex Default TN: 12Function on Fail: NoDamage: (D6,1) x3 ImpactRange: (One-half Will + Magic Ratings) x10 YardsDuration: NA Fatigue: 6 Prerequisites: Herre / Fru

Flying Hammer Focus; Trembling KneesWith this Focus, Flying Hammer is used to

strike the ground under or near an opponent, making it shake spasmodically. Any characters within Rating x10 feet of the target area may not dodge, jump or run; may only apply half the normal evasion modifiers; and may suffer Initiative or action penalties (Narrator’s discretion).Attribute: WillCarving: Nauthiz, Uruz, EhwazDikt: Short PhraseAction: Complex Default TN: 12Function on Fail: NoRange: (One-half Will + Magic Ratings) x10 Yards Duration: Magic Rating in Rounds Fatigue: 6 Prerequisites: Riddari, Kinetic Transfer Focus

Gangrad’s CloakGangrad’s Cloak allows the Valherjar to distort

both the natural visual and magically enhanced spectrums so that a person or object that would normally cast a supernatural signature does not do so. Typically used by Valherjar in deep disguise, it defuses the aura all magic emits so that its potential cannot be detected, even by Sight or other magical means. In order to function, the object or person being concealed must be completely magically dormant (performing

no other magical abilities except for concealing itself) and must have no obvious physical signs of exhibiting magic. When active, another character’s Sight Test difficulty is increased by the caster’s Gangrad’s Cloak + Resolve Skill Rating.Attribute: WillCarving: OthalaDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: Magic Rating x2 in hours Fatigue: 5 Prerequisites: Herre / Fru

Gangrad’s Cloak Focus; Eye of the BeholderThis Magic may only be used on an

unsuspecting target with a Will Rating less than the caster’s. If effective, the target will view, hear and in all ways perceive the Valherjar as whatever person or creature they most wanted or expected to see at that given moment. Most often used during infiltration or information gathering operations, the greatest drawback to this Magic is that the Valherjar has no definite knowledge of how they are appearing to the target, as the illusion is based on the target’s true expectation, not the Valherjar’s anticipation.Attribute: CharismaCarving: Othala, PerthoDikt: Short PhraseAction: Complex Default TN: 14Function on Fail: NoRange: Self Duration: Magic Rating in Minutes Fatigue: 4 Prerequisites: Herre / Fru

Gangrad’s Cloak Focus; Hidden in ViewUsed most often during the staging of clandestine

operations, Hidden in View allows the Valherjar to alter the appearance of abnormal objects in their possession so that they are viewed as mundane. Used on groups of objects more often than individual items, Hidden in View alters the perception of any person casually inspecting them so that objects that would normally cause alarm are replaced by more mundane images (for example, making machine guns appear as umbrellas and body armor appear as sweat shirts).

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Hidden is not able to withstand scrutiny, however; it can be penetrated with a challenging Observation Test (TN 14). It also has the drawback of being observer specific, changing the item in question into a random object the specific viewer would expect to see, thus not always being consistent when being viewed by multiple creatures (who could each potentially see the object as separate things).Attribute: WillCarving: Othala, NauthizDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: Magic Rating in Hours Fatigue: 6 Prerequisites: Riddari, Eye of the Beholder Focus

Gangrad’s Cloak Focus; Veiled MenaceFunctioning identically to Hidden in View,

Veiled Menace allows the magic to be used on other individuals and their possessions rather than just the wielder. Unfortunately, this bonus comes at a considerable increase in caster fatigue and lasts only half as long.Attribute: WillCarving: Othala, Isa, JeraDikt: Long PhraseAction: Complex Default TN: 14Function on Fail: NoRange: Touch Duration: One-half Magic Rating in HoursFatigue: 8 Prerequisites: Meistari / Mesterinde, Hidden in View Focus

Gift of the WildA talent that uses the Magic of the Runes to

bring the Valherjar closer to their inner animal nature, Gift of the Wild allows the character to communicate with any mammal, avian or reptile as though they spoke the same language. This Magic does not give the Valherjar any exceptional influence over the animal, but does allow them to attempt to socially influence the creature as they would any other character.Attribute: CharismaCarving: DagazDikt: Single Word

Action: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Magic Rating in Minutes Fatigue: 1 Prerequisites: --

Gift of the Wild Focus; Chameleon’s SkinWhen a Valherjar is perfectly still or creeping

against an inconsistently patterned background or environment, Chameleon’s Skin distorts their features so that outlines and patterns are visibly distorted. This makes the Valherjar considerably more difficult to see when hiding and increases the Target Number for Observation checks against them by 4 when still and by 2 when moving.Attribute: WillCarving: Dagaz, HagalazDikt: ChantAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: Magic Rating in Minutes Fatigue: 6 Prerequisites: Riddari

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Gift of the Wild Focus; Goat’s FeetGoat’s Feet directs the energy of the Valherjar’s

Runes through their feet and hands to create a sort of magical bond between them and any solid surface capable of holding their weight. This effectively allows them to cling to a wall like a spider; enables them to scale virtually any surface, even a sheer vertical face; and adds 4 to any Target Number to knock them off their feet.Attribute: WillCarving: Dagaz, RaidoDikt: ChantAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Magic Rating in Rounds Fatigue: 2Prerequisites: --

Gift of the Wild Focus; Leap of the CougarBy focusing the magic of their Runes into their

legs, Leap of the Cougar enhances the Valherjar’s athletic abilities so that they can leap up to their Strength rating times 5 yards horizontally and their Strength rating times 2 yards vertically. It also allows them to make leaping melee attacks, affectionately termed “death from above”, on targets up to one-half of their total magically enhanced jumping distance away. These attacks must be the only action performed by the Valherjar for that Round, but by massing the power and weight of the Valherjar behind them, cannot be parried, gain a +2 DoS bonus to damage, and have an additional +2 penetration.Attribute: WillCarving: Dagaz, UruzDikt: ChantAction: Free Default TN: 10Function on Fail: YesRange: Self Duration: A number of leaps equal to Magic RatingFatigue: 3Prerequisites: Herre / Fru

Hellig ArmorHellig Armor allows the Valherjar to create

a magical suit of shimmering and translucent armor over their entire body. The armor, which is visible

to the normal eye, may take whatever form or visual appearance the Valherjar wishes, and provides points of armor protection against all damage types equivalent to the Valherjar’s Hellig Armor Rating.Attribute: WillCarving: AlgizDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: Magic Rating in Minutes Fatigue: 6 Prerequisites: Herre / Fru

Hellig Armor Focus; Dueling ShieldDueling Shield allows the caster to instill an

inanimate object up to 36 inches in diameter and 2 inches deep with a Protective Aura. The result is that the object can absorb the Valherjar’s Hellig Armor Rating x3 points of damage and be used as a shield even against things that conventional shields are powerless to stop. The Valherjar may only use this Magic on a single object at a time and must wait until that object is destroyed or removes the enchantment before it can be used again. If cast over a conventional shield, or reasonable proxy thereof, Dueling Shield will allow the wielder the shield’s passive defense bonus against all point attacks, including high-speed projectiles (guns) and most forms of magics, and at the Narrator’s discretion may even allow active defense against the same.Attribute: WillCarving: Algiz, Isa, PerthoDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Touch Duration: Magic Rating in HoursFatigue: 4 Prerequisites: Riddari

Hellig Armor Focus; Protective AuraProtective Aura shrouds the Valherjar in a

brilliant and form-fitting semi-transparent orb of light that is visible to any creature within view. The Aura is completely sealed and impenetrable, not even allowing air to pass through, and thus allows for no direct

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interaction between the Valherjar and the world outside the aura (this includes melee and ballistic attacks). The Valherjar can see outside the Aura, however, and so Magic only requiring line of sight may still be used. Though virtually impenetrable while functioning, the Aura may only absorb a limited amount of damage before it dissipates. A Protective Aura can absorb Rating x3 points of damage.Attribute: WillCarving: Algiz, IsaDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: YesRange: Self Duration: Magic Rating in RoundsFatigue: 6 Prerequisites: Riddari, Dueling Shield Focus

Hellig Armor Focus; Siege ShieldSiege Shield functions similarly to Protective

Aura or Dueling Shield except it is designed to provide protective cover for more than just the individual Valherjar. Siege Shield may be used on any object, or any part of an object, up to 64 cubic feet (equivalent to a cube 4 feet per side), and imbues that object with the ability to take Effect Die x Rating points of damage.Attribute: WillCarving: Algiz, Isa, HagalazDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Self Duration: One-half Magic Rating in HoursFatigue: 8Prerequisites: Meistari / Mesterinde, Dueling Shield Focus

Maiden’s BlessingSaid to be the manifestation of a direct and

deliberate tie to the goddess Frigga, Maiden’s Blessing imbues the target with an unquantifiable “something” that gives them better fortune in all of their endeavors. Requiring the Carving to be traced directly on the target, Maiden’s Blessing will endow them with a +1 bonus to all actions they attempt and armor they wear.Attribute: WillCarving: JeraDikt: Long PhraseAction: Complex

Default TN: 12Function on Fail: NoRange: TouchDuration: Magic Rating in MinutesFatigue: 4Prerequisites: --

Maiden’s Blessing Focus; Distance TouchBy redirecting the powers from a Valherjar’s

Runes back through their bodies, Distance Touch allows them to channel a magic normally requiring the caster to touch the target into their line of sight. Thus, any Touch ranged Rune Magic can affect any target within line of sight. The caster must still perform all aspects of the magic as normal, including the physical gestures appropriate, but do not actually need to make physical contact.Attribute: NACarving: Jera, EhwazDikt: Short PhraseAction: NADefault TN: NAFunction on Fail: NARange: Line of SightDuration: Single Magic UseFatigue: +2Prerequisites: Herre / Fru

Maiden’s Blessing Focus; IntercessionCalling upon the Norns themselves to change

the outcome of a particular event, Intercession attempts to manipulate the flow of a situation to produce a potentially altered outcome. Used both to give an ally a second chance at victory and to encourage an enemy’s defeat, Intercession represents the truest connection between a Valherjar on Midgard and the gods.

Occurring as a form of premonition, which allows the caster to glimpse a potential outcome and then direct their focus to altering it, the particulars of Intercession aren’t understood by even the most accomplished Valherjar. More a focus of the mind than of the body, Intercession can be used at any point during the resolution of an Action and will immediately require that the two dice of that Action’s Target Roll be re-rolled (the AOR dice is not affected). Unlike most Rune Magics, which must be used as either a Free or Complex Action, Intercession can be implemented at almost any time and requires no direct character action to occur. It can be used at will, regardless of Initiative and with no Test being required, and immediately

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accumulates the full Fatigue. It may be used as many times a Round as desired, though never more than once on any single Action.Attribute: NACarving: NADikt: NAAction: NADefault TN: NAFunction on Fail: NARange: Line of SightDuration: NAFatigue: 6Prerequisites: Riddari

Maiden’s Blessing Focus; Shield BearerOne of the most noble of Runic Magics, Shield

Bearer allows the Valherjar to take damage directed at another individual. When used, any damage inflicted to the target character is magically transferred to the Shield Bearing Valherjar for the remainder of the Round. Defensive actions and armor of the target affect damage normally; only the actual, and final, physical or physiological injury itself is transferred. Shield Bearer may also be used as a defensive action at any point during the Round.Attribute: NACarving: Jera, AlgizDikt: Single WordAction: FreeDefault TN: NAFunction on Fail: NARange: Line of SightDuration: Single AttackFatigue: 3Prerequisites: Herre / Fru

Mark of the HunterMark of the Hunter allows a Valherjar to “mark”

a target, either character or object, with a magical stain that is visible using any kind of magical vision (such as Sight from Hlidskjalf). The Mark can be any design the Valherjar wishes, may be placed anywhere on the target’s body, and may occupy up to one-half of their total size. This Mark is then used to identify potential friends or targets, plant information about an individual on them or even to communicate random messages to other Valherjar who may cross the target’s path.Attribute: WillCarving: IsaDikt: Short Phrase

Action: Complex Default TN: 12Function on Fail: NoRange: Touch Duration: Magic Rating in DaysFatigue: 4 Prerequisites: --

Mark of the Hunter Focus; LocateFunctioning similar to a divining rod, Locate

allows the Valherjar to detect the direction, distance and relative movement of any target they have infected with Mark of the Hunter. Using Locate requires a brief period of mediation and will immediately fade once the user begins losing focus.Attribute: WillCarving: Isa, MannazDikt: ChantAction: Complex Default TN: 12Function on Fail: NoRange: NA Duration: NA Fatigue: 2Prerequisites: --

Mark of the Hunter Focus; Running DyeA Focus useful for tracking the activities of a

target, Running Dye allows the Valherjar to infect an object or character activity (such as shaking hands or kissing) so that the Mark is infectious. Frequently used to trace the trail of money or stolen items, each person who meets the Mark’s specifications will also become stained and be equally visible as the original target.Attribute: WillCarving: Isa, Teiwaz, EhwazDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Touch Duration: Magic Rating in Days Fatigue: +2 Prerequisites: Riddari, Salted Trail Focus

Mark of the Hunter Focus; Salted TrailDesigned for tracking or tracing movement

patterns, a target tainted with Salted Trail will leave a

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fine granular trail, of a color of the Valherjar’s choosing, that will slowly fade over time. The trail is only visible using a form of magical sight and stretches for DoS x1,000 yards (1,000 minimum) beyond the target.Attribute: WillCarving: Eihwaz, Teiwaz, ThurisazDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Touch Duration: Magic Rating in Days Fatigue: 4 Prerequisites: Herre / Fru

Mother’s TouchCreating a magical boost in the target’s

physiology, Mother’s Touch accelerates the natural healing ability of the recipient so that they heal at a faster than normal rate. Creatures enchanted with Mother’s Touch will heal at 4 times their normal rate as if resting (regardless of their activity level).Attribute: WillCarving: BerkanaDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Touch Duration: Magic Rating x2 Hours Fatigue: 6 Prerequisites: Herre / Fru

Mother’s Touch Focus; Gift of HealingGift of Healing gives the Valherjar the ability

to direct magical energies generated through Mother’s Touch into healing wounds on themselves or others. The Gift magically enhances the natural healing abilities of the recipient so that even wounds too great to be naturally healed can be cured almost immediately. After a successful Test the target will heal DoS + Rating Light Wounds, and may heal more serious wounds by staging them to lower wound levels (effectively treating a Serious Wound as 4 Moderate Wounds and one Moderate Wound as 5 Light Wounds).Attribute: WillCarving: Berkana, AlgizDikt: ChantAction: Complex Default TN: 14

Function on Fail: NoRange: Touch Time Required: One minuteFatigue: 8 Prerequisites: Purge Focus

Mother’s Touch Focus; PurgeThis Focus directs Mothers Touch specifically

towards the absorption and filtration organs, allowing the target to Purge toxins, chemicals, bacteria/viruses and other foreign matter from their body. In general, natural but still noxious elements, such as alcohol or spoiled food, can be Purged with a simple or standard test, while a challenging or exceptional Test may be required if the substance is an exceptionally caustic poison.Attribute: WillCarving: Berkana, RaidoDikt: ChantAction: Complex Default TN: See descriptionFunction on Fail: NoRange: Touch Duration: NA Fatigue: 4Prerequisites: --

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Mother’s Touch Focus; Runic ResurrectionThe ultimate evolution of Mother’s Touch,

Runic Resurrection actually extends healing beyond the realms of natural recovery and allows the calling of a fallen Valherjar’s soul back into their body after a mortal death. In order to be successful, the Valherjar’s body must be in a sufficient condition to maintain the soul (must be living or able to live) and so will need its Rune’s intact; will likely require healing prior to the Ressurection; and must be performed before sunrise.Attribute: WillCarving: Berkana, OthalaDikt: ChantAction: Complex Default TN: 14Function on Fail: NoRange: Touch Duration: NA Fatigue: 10 Prerequisites: Meistari / Mesterinde, Gift of Healing Focus

Runic EyeBy tracing the Carving on any object, the

Valherjar may see as though their point of view was originating at the Rune. The glyph must be drawn by hand on the object and is invisible to the naked eye, though under magically enhanced vision, such as Sight from Hlidskjalf, the Rune glows brightly and is immediately identifiable. In order to use the Eye, or Foci based on it, the Valherjar must meditate, performing no additional actions, for one full round and maintain the meditation while viewing through it.Attribute: WillCarving: EhwazDikt: Long PhraseAction: ComplexDefault TN: 12Function on Fail: NoRange: NADuration: Magic Rating in DaysFatigue: 4Prerequisites: --

Runic Eye Focus; Far FocusThe most logical progression of the Runic Eye,

Far Focus allows the Valherjar to cast other Rune Magics requiring Line of Sight at any target visible through use of a Runic Eye. This can have a distinct

advantage when laying traps or infiltrating enemy organizations.Attribute: NACarving: NADikt: NAAction: NADefault TN: NAFunction on Fail: NARange: NADuration: NAFatigue: +2 for the LoS Magic UsedPrerequisites: Herre / Fru

Runic Eye Focus; Point of ContactFunctioning almost identically to Far Focus,

Point of Contact allows the Valherjar to cast any Rune Magic requiring Touch on a target on which Runic Eye has been carved, or on a target which is touching an object bearing the Runic Eye.Attribute: NACarving: NADikt: NAAction: NADefault TN: NAFunction on Fail: NARange: NADuration: NAFatigue: +2 for the LoS Magic UsedPrerequisites: Herre / Fru

Runic Eye Focus; Sound from SightFurther manipulating the connection with the

Valherjar created through Runic Eye, Sound from Sight allows the Valherjar to hear any noise being created within view of a Runic Eye.Attribute: NACarving: NADikt: NAAction: NADefault TN: NAFunction on Fail: NARange: NADuration: NAFatigue: +2 During CarvingPrerequisites: --

Sight from HlidskjalfSight from Hlidskjalf grants the caster the

ability to view things within both the magical and the

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visual spectrum, combining the two into a shimmering vision of creatures, objects and environments as they really are. It can be used to identify things visible only through magic, such as Marks of the Hunter, and can also see through magical concealments. A standard Test against a concealing magic may be required.Attribute: PerceptionCarving: MannazDikt: Single WordAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Magic Rating in Minutes Fatigue: 2 Prerequisites: --

Sight from Hlidskjalf Focus; Burning GlareThe most direct and simple of all Runic Magic

uses, Burning Glare draws the energy of the Valherjar into their Runes and simply holds it there, causing each

to glow brightly. While in effect, the Runes within the Valherjar will glow sufficiently to illuminate an area up to the Valherjar’s Sight Rating x5 feet.Attribute: WillCarving: Mannaz, KenazDikt: Single WordAction: Free Default TN: 10Function on Fail: Yes Range: Self Duration: Magic Rating in Minutes Fatigue: 2 Prerequisites: --

Sight from Hlidskjalf Focus; Gaze of JudgmentBy drawing the exposed physical aspects of the

normal Sight from Hlidskjalf into sharp focus, Gaze of Judgment allows the Valherjar to view the target’s heart rate, temperature and muscle tension so that they can determine the target’s emotional and physiological state. This is useful for observing stress, administering

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first aid and determining truthfulness. Attribute: PerceptionCarving: Mannaz , TeiwazDikt: Short PhraseAction: Complex Default TN: 12Function on Fail: NoRange: Line of SightDuration: Magic Rating in Rounds Fatigue: 3Prerequisites: Herre / Fru

Sight from Hlidskjalf Focus; Reveal the True FormUsed once Sight from Hlidskjalf has revealed

a concealed creature or object, Reveal the True Form lashes the Runic energy created by Sight out at the target, which dispels any magical enchantments (such as Gangrad’s Cloak) that allow it to be hidden. Requires an Opposed Test against the enchanter and their power to conceal to be successful.Attribute: WillCarving: Mannaz , Pertho, TeiwazDikt: ChantAction: Complex Default TN: Opposed TestFunction on Fail: NoRange: Line of Sight Duration: NA Fatigue: 6 Prerequisites: Meistari / Mesterinde, Gaze of Judgment Focus

WindspeakBy focusing their Runic energy directly into

their throat and diaphragm, Windspeak allows the Valherjar to speak as normal but be heard by everyone within a Rating x10-yard radius, regardless of physical barriers, background noise or other interference.Attribute: WillCarving: MannazDikt: Single WordAction: Free Default TN: 8Function on Fail: Yes Range: Self Duration: Magic Rating in Minutes Fatigue: 2 Prerequisites: --

Windspeak Focus; Knowing GazeAllows the Valherjar to fully communicate, as

though through verbal conversation, with any other creature by establishing and maintaining eye contact for the duration of the conversation. This communication can exist despite any potential language barriers.Attribute: WillCarving: Mannaz, AnsuzDikt: ChantAction: Complex Default TN: 10Function on Fail: Yes Range: Line of SightDuration: Magic Rating in Rounds Fatigue: 2 Prerequisites: Herre / Fru

Windspeak Focus; LullabyBy cooing a soothing Lullaby, the Valherjar

may place a creature into its normal sleep cycle. The sleep is totally natural and equally as breakable, and may only be cast on a target who in position to achieve relaxation; not under direct threat; and not subsequently awoken. May be Opposed with a Resolve Test.Attribute: CharismaCarving: Mannaz, JeraDikt: ChantAction: Complex Default TN: 12Function on Fail: NoRange: Within Hearing Time Required: Two Full RoundsDuration: NA Fatigue: 4 Prerequisites: --

Windspeak Focus; Voice of ReasonVoice of Reason gives the Valherjar the talent

to subtly suggest, through magical manipulation and verbal tonal inflection, a thought or course of action for the target. It cannot be used to influence any action the target would not consider under normal behavior and may not violate the creature’s natural sense of self-preservation. Only simple commands can be issued under the Voice of Reason and, generally speaking, the effect goes unnoticed by the target, with the suggestion appearing as though it is of their own creation. May be Opposed with a Resolve Test.

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Attribute: CharismaCarving: Mannaz, TeiwazDikt: Short PhraseAction: Complex Default TN: 10 + Target’s Will RatingFunction on Fail: NoRange: Within HearingDuration: Magic Rating in Hours Fatigue: 6 Prerequisites: Riddari, Lullaby Focus

Wrath of ThunderIt usually comes as no surprise to the Valherjar

that one of the truest offensive uses of their Runic energy is as an arcing bolt of lightning. Unquestionably one of the most effective offensive capabilities available, Wrath of Thunder can be brutally vicious for those unlucky enough to be targeted.Attribute: WillCarving: IngwazDikt: Single WordAction: Complex Default TN: 12Function on Fail: NoDamage: D3,2 ChemicalRange: Will + Magic Ratings x10 YardsDuration: NA Fatigue: 4 Prerequisites: Herre / Fru

Wrath of Thunder Focus; Ball LightningBy focusing the Wrath of Thunder charge into

a spherical mass, Ball Lightning allows the Valherjar’s energy to be used as an area effect weapon. Often hurled into the center of masses of adversaries, Ball Lightning will radiate damage out from the target point in a radius equal to the Wrath of Thunder Rating in yards.Attribute: WillCarving: Ingwaz, TeiwazDikt: Short PhraseAction: Complex Default TN: 12Function on Fail: NoDamage: D3|Magic Rating; ChemicalRange: (One-half Will + Magic Ratings) x10 YardsDuration: NA Fatigue: 6Prerequisites: Riddari

Wrath of Thunder Focus; Chained LightningChained Lightning allows a Valherjar to use

targets as conductors, bouncing lightning from creature to creature. The lightning can ricochet between targets that are within 5 yards of each other, and may chain together to cover any amount of distance so long as there are a sufficient number of targets appropriately spaced. Each successful attack will affect a number of targets equal to DoS + Wrath of Thunder Rating, with the same Target Roll being applied to each.Attribute: WillCarving: Ingwaz, EhwazDikt: Long PhraseAction: Complex Default TN: 12Function on Fail: NoDamage: D3,1 ChemicalRange: (One-half Will + Magic Ratings) x10 YardsDuration: NA Fatigue: 6Prerequisites: Meistari / Mesterinde, Ball Lightning Focus

Wrath of Thunder Focus; JoltBy using the natural advantage of electrical

conductivity, Jolt allows the Valherjar to send a Wrath of Thunder attack coursing through a solid object to affect any one target also touching that object within range.Attribute: WillCarving: Ingwaz, HagalazDikt: Short PhraseAction: Complex Default TN: 12Function on Fail: NoRange: (One-half Will + Magic Ratings) x10 YardsDuration: NA Fatigue: 6Prerequisites: --

Boons ListFunctioning similarly to Rune Magics, Boons

are gifts granted by the gods to Valherjar of high prestige. Differing from standard magic in a few key concepts, Boons carry the advantage of not draining Vitality with Fatigue but have the disadvantage of only being selectively available.

Within the description of each Boon you will

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find up to four potential listings, defined below. Boons will often function identically to standard Runic Magics and apply their descriptions and information. In these cases the Fatigue value is disregarded, however.Availability: Indicates which Aettir can be blessed with the Boon.Prerequisites: Indicates the minimum Rank a Valherjar must have attained to learn the Boon.Attribute: Which Attribute the Boon uses.Action: Whether the Boon can be used as a Free or

Complex action, or is Automatically active.Target Number: The default Target Number to use the Boon. Unlike Rune Magic, a Boon will never function if the Target Roll fails to reach the Target Number.

BackbiterFunctions identically to the Blade Kenning;

Gungnir’s Flight Rune Magic Focus.Availability: Grimnir, Hlin

Prerequisites: RiddariAttribute: Will

Action: FreeTarget Number: NA

Bated BladeThe Valherjar, as a complex

action with an average TN of 12 (which may increase for exceptional quality

steel), may dull the edge of any bladed weapon within a radius equal to their Bated

Blade Rating in yards. Bated blades become bludgeoning instruments, and typically do damage as a cudgel (D3+1/2 Str,1 Impact).Availability: Gleipnir, Mjolnir

Prerequisites: MeistariAttribute: WillAction: Complex

Target Number: (See description)

BeardingFunctions identically to the Gangrad’s

Cloak Rune Magic but is perpetually active.Availability: Gleipnir, GrimnirPrerequisites: MeistariAttribute: WillAction: Automatic

Target Number: NA

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BerserkerBerserker channels the power of the Valherjar’s

Runes to transform them into a massive, snarling, claw- and tooth-wielding bear-like creature. The transformation takes one full Round and leaves the character significantly changed both physically and mentally. They become enraged, nearly mindless beasts that must attack any perceived threat in the area and may not enter into any mentally challenging or intellectual activities, communicate in more than basic capacities, use Rune Magic or initiate any non-attack oriented actions. Essentially, they become dervishes of death with no thoughts or concerns beyond decimating what they perceive to be enemies.

In combat Berserks may not utilize any weapons or equipment and are automatically considered to be dual-wielding with their claws, but suffer no penalty for doing so (thus they ignore the traditional -2 / -4 modifiers). These extra attacks are declared and rolled as normal at the beginning of the Round but are handled entirely separately and as though no other attacks were being made by the character. Also included in their metamorphosis is an embracing of Battle Fury, and so they suffer no damage penalties.

This transformation can only be done once per day and lasts for DoS + Rating Minutes. Upon reverting back to their human form, Valherjar must immediately rest for a minimum of 6 - DoS hours. This means that the Valherjar will deal out an incredible amount of punishment for a short period of time but then become vulnerable and need their Flyn-mates for support. Thus, the Berserker is prized as a tactical asset but used sparingly.

In their Berserk form, the Valherjar’s Attributes are adjusted as follows:

+6 Strength, +1 Agility, +2 Will (for Resolve Tests only), +4 Endurance, +2 Perception.

They also gain a claw attack that does D3+1/2 Str,2 Edged and 2 points of natural armor against all forms of damage.Availability: Gleipnir, MjolnirPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: 14

Bone BladesAllows the Valherjar to grow viciously sharp

protrusions from their hands, elbows, forehead, knees or feet allowing them to do D2+1/2 Str,2 Edged damage with any unarmed attack.

Availability: Gyllen, GrimnirPrerequisites: MeistariAttribute: WillAction: FreeTarget Number: NA

Call the LightningAs a self-sacrificing, last-ditch maneuver, the

Valherjar may place their hands on any object and call the wrath of the gods down upon it. Designed as a final objective assault or emergency measure for Grimnir on assignment, the strike typically, but not always, will destroy the Valherjar sufficiently that their body is considered disposed of. The bolt of lightning will penetrate any amount of Earth or barrier to reach the focal point, doing D6+Rating+DoS|Rating Chemical area effect damage to the target and half damage to any object it strikes en route.Availability: Grimnir onlyPrerequisites: HeathweruAttribute: WillAction: ComplexTarget Number: 12

FamiliarityThis Boon grants the Valherjar an air of

familiarity around them so that they seem familiar to anyone they meet, even total strangers. This gives the Valherjar an automatic +1 to all congenial social interactions.Availability: Hlin, GleipnirPrerequisites: MeistariAttribute: CharismaAction: AutomaticTarget Number: NA

Fearsome VisageCharacters with a Will Rating of 2 or more less

than the Valherjar’s must make a Resolve Test to keep from routing if charged by that Valherjar.Availability: Gleipnir onlyPrerequisites: MeistariAttribute: WillAction: AutomaticTarget Number: Vs. Opponent’s Resolve Test

Ferret’s FingersThe Valherjar develops a supernatural ability to

palm objects and may automatically do so to anything half the size of their hand or smaller without anyone’s notice. Witnesses paying direct attention may attempt to Oppose with an Observation Test.

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Availability: Grimnir, GyllenPrerequisites: RiddariAttribute: DexterityAction: AutomaticTarget Number: NA

Floating FeetFunctions identically to the Gift of the Wild;

Goat’s Feet Rune Magic Focus.Availability: Gyllen, HlinPrerequisites: RiddariAttribute: WillAction: FreeTarget Number: NA

Hammer HandDraws the energy from the Valherjar’s Runes

and channels it into their Unarmed attack, giving them a 2 DoS modifier instead of just 1.Availability: Gjall, MjolnirPrerequisites: MeistariAttribute: WillAction: FreeTarget Number: NA

HarlequinThe Valherjar can adjust subtle facial features

and issues of general appearance almost at will. These affects cannot dramatically alter the character’s shape or form, but can change the profile of a person’s nose, the set of their cheeks, the cut of their chin, color of their hair and other distinguishing but delicate features.Availability: Gjall onlyPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: 12

HolmgangDrawing on the magic of their Runes to form

a mystic connection between themselves and the target, a Mjolnir can enter into a mano y mano duel with any other single combatant of their choice. Once entered into, no other creature may interfere with the Holmgang, which lasts until one of the combatants is rendered incapacitated (unconscious or dead) or their opponent accepts their surrender.Availability: Mjolnir onlyPrerequisites: MeistariAttribute: WillAction: ComplexTarget Number: 12

Honest EyesThe Valherjar just appears honest and gains a +1

to any social Test in which eye contact is made.Availability: Hlin, MjolnirPrerequisites: RiddariAttribute: CharismaAction: AutomaticTarget Number: NA

InspirationOnce per day the Valherjar may attempt to

perform a complex action that enhances all allied characters, themselves included, within 10 yards. Successful Inspiration adds a +1 to each character’s total rolls (both Target and AOR) for DoS + Rating Rounds, while a failed attempt will force the Valherjar to wait until the next day to try again.Availability: Hlin onlyPrerequisites: HeathweruAttribute: WillAction: ComplexTarget Number: 14

Jotun SenseThe Valherjar gains the ability to sense if Jotun

are near. A standard Observation Test may be required if the Jotun is well hidden, and a success will indicate only the fact that a Jotun is present and will not pinpoint their location or identify which specific creature it is.Availability: Gjall, HlinPrerequisites: RiddariAttribute: PerceptionAction: AutomaticTarget Number: 12 if Observation Test is necessary

Opportune FailureOpportune Failure gives the Valherjar

the unique ability to create a malfunction in any mechanical object within view. The Test to succeed is more difficult the smaller and simpler the machine, for example requiring a routine Test (TN 10) to make a computer fail, a standard Test (TN 12) to disable a car, a challenging Test (TN 14) to force a low or medium quality automatic weapon to malfunction, and an exceptional Test (TN 16) to disrupt a tumbler lock. A successful use will force a malfunction for DoS + Rating rounds.Availability: Gjall onlyPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: See description

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Owl EarsThe Valherjar can hear any noise/sounds they

direct their attention to within line of sight. Availability: Gjall, GyllenPrerequisites: RiddariAttribute: PerceptionAction: FreeTarget Number: NA

Padded StepThe Valherjar makes no noise from footfall

when moving. This does not dampen equipment noise but does affect any environmental factors, such as broken glass, dried leaves, snow, etc.Availability: Gyllen onlyPrerequisites: RiddariAttribute: PerceptionAction: AutomaticTarget Number: NA

Predator’s PounceFunctions identically to the Gift of the Wild;

Leap of the Cougar Rune Magic Focus.Availability: Gleipnir, MjolnirPrerequisites: RiddariAttribute: StrengthAction: FreeTarget Number: NA

RegenerationAllows the Valherjar to heal at twice the normal

rate.Availability: Gleipnir onlyPrerequisites: RiddariAttribute: EnduranceAction: AutomaticTarget Number: NA

Runic BladeAllows the Valherjar to create a sword composed

purely of channeled magical energy. The sword glows vibrantly and is semi-transparent, but otherwise functions identically to a standard bladed weapon that does D3+1/2 Str,2 Edged damage.Availability: Gjall , GleipnirPrerequisites: MeistariAttribute: WillAction: ComplexTarget Number: 12

Sif’s QuiverAny manually operated projectile weapon, such

as a bolt action rifle, pump action shotgun or bow will always find a fresh round in the chamber when operated. The action must still be worked as normal, but there is never a need to put more rounds into the weapons magazine or place another arrow on the bowstring (this reduces the AOR penalty on bows and crossbows by 2).Availability: Gyllen onlyPrerequisites: HEarthweruAttribute: WillAction: Occurs automatically when the weapon’s action is cycledTarget Number: NA

Sleipnir’s JourneyThe Valherjar may move through any doorway

and appear at the Burh of their choice.Availability: Grimnir onlyPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: 14

Sly LookValherjar with this Boon can use Sight from

Hlidskjalf and produce no visible activity from their Runes. Creatures possessing Magical sight of their own may notice the activity (standard difficulty Observe Test) but otherwise the action remains invisible.Availability: Gjall, GrimnirPrerequisites: RiddariAttribute: WillAction: AutomaticTarget Number: NA

Thrust of the SpearThe Valherjar may rigidify their fingers to

do blade-like damage (D2+1/2 Str,2 Edged) during unarmed combat.Availability: Gleipnir, HlinPrerequisites: MeistariAttribute: WillAction: FreeTarget Number: NA

UfhednarSimilar to the Berserk, the Ufhednar also

transforms the Valherjar into a mighty beast. Where the Berserk is a nearly mindless brute, however, the Ufhednar is a more agile and skillful combat machine. The wolf-like Ufhednar still may not enter into Charisma oriented Tests or use finger-controlled

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objects (such as guns or bows), but may still use melee weapons, maintains the Intelligence and Will of the Valherjar, and may even use Rune Magics normally. This transformation can only be done once per day and lasts for DoS + Rating Minutes. Upon reverting back to their human form, the Valherjar must immediately rest for a minimum of 6 - DoS hours.

Ufhednar modifies the Valherjar’s Attributes as follows:

+2 Strength, +2 Agility, +2 Endurance and +4 Perception.

They also gain a bite attack that does D2+1/2 Str,2 Edged. Upon a successful attack, this bite automatically grapples the opponent. They also gain 1 point of natural armor against all damage types.Availability: Grimnir, GyllenPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: 14

UnbreakableUnbreakable draws the energy of the Valherjar’s

Runestones directly into their skin and bones on the cellular level. Usable only once per day, when this Boon is activated the Valherjar takes no damage from impact, ballistic or edged attacks for DoS + Rating Rounds. Once the Boon has run its course, however, the Valherjar immediately falls unconscious for an equivalent number of minutes.Availability: Mjolnir onlyPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: 12

Viper’s GlareAs a Valherjar’s complex action he or she may

lock eyes with a target and freeze them in place. The Valherjar may not perform any other complex actions while having a target under the Viper’s Glare and the target may attempt an Opposed Resolve Test once per round to shake the effect.Availability: Gyllen, MjolnirPrerequisites: MeistariAttribute: WillAction: ComplexTarget Number: Opposed Resolve Test

Voice of the TricksterThe Valherjar, as a complex action, may make

an Automatically Opposed Resolve Test against any

target (whether they are aware of the interference or not) and speak five words for every DoS (minimum 5) through the target’s mouth as though they had intended to say them.Availability: Hlin onlyPrerequisites: HEarthweruAttribute: WillAction: ComplexTarget Number: Opposed Resolve Test

Weapons and Armor ListWhen a Valherjar is transported to Earth they

find themselves effectively naked. Since materials held in Valhalla are not “real” in the traditional sense of the word, and would have little more than an ethereal presence on Midgard, each Valherjar must be equipped by the Jarl of the Burh they return through. As such, most Valherjar are forced to request their desired equipment from the Jarl in question and will generally receive a load befitting a character of their relative Prestige and reputation.

This concept can be a source of great consternation for Valherjar of low Prestige or who find themselves in the bad graces of a given Jarl. Combine that with the very real problems of scarcity in weapons and equipment and you may have even the most direly assigned Flyn in a lurch when it comes to getting the gear they want or need. Regardless of the role their present assignment will ask them to play — exterminators, assassins, soldiers or peacekeepers — the availability of exotic or high-profile weapons may be low and the Valherjar are expected to maintain and return any equipment they are given.

Weapon InformationAlong with the name and description of each

weapon, there may also be a number of different pieces of information for you to use in the game. The use of all of the information should be considered optional and can be modified or discarded in order to achieve the level of realism you desire.

AOR Modifier (AOR): Designed to emulate the awkwardness and difficulty of recovering a weapon after it is used, the AOR Modifier is subtracted from the AOR of any additional attacks (those made after the first attack of a Round). In melee weapons this is an indication of the weapon’s weight and center of mass, which indicates how hard it is to keep control of the weapon. With ranged weapons it is a measure of the felt recoil and difficulty of bringing it back on target.

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For more information please see the “Optional Special Rules” section at the end of Chapter 3.

Attack Modifier (Attack): This is a static bonus (or penalty) that is added to any attack using the weapon.

Availability: This, in abstract, represents the potential availability of a weapon or piece of equipment. During the equipment request portion of a mission, roll 2D6 and add it to your total Prestige. Gear that has an Availability higher than the total will not possibly be available, while those equal to or less than the total can be requested and may be available (Narrator’s discretion, of course).

Balance: A modifier subtracted from the user’s Target Roll when the weapon is being used off-handed, short-handed or dual-wielded. For more information please see the “Optional Special Rules” section at the end of Chapter 3.

Concealability: A measure of how difficult the weapon is to conceal, the Concealability rating indicates the lightest level of clothing that can effectively conceal the weapon. For more information please see the “Optional Special Rules” section at the end of Chapter 3.

Damage: The damage the weapon does on a successful attack.

Defense Modifier (Defense): This is a static bonus (or penalty) added to any attempt at defense using the weapon.

Magazine Capacity (Mag): The number of rounds a weapon’s magazine holds. A “+1” indicates that it can keep a round “in the pipe,” meaning that the weapon’s chamber can accept one round in addition to those in the magazine.

Penetration (Pen): The number of armor points damage from the weapon can ignore.

Point Shot and Increment Ranges (Range): The Ranges for the weapon, indicating Point Shot

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range and Range Increment in yards. A weapon can be used with no penalty at up to its Point Shooting Range (listed in parentheses) and suffers a –2 to hit, which can be diffused by spending AOR from the attack’s Initiative, for each Range Increment the target is from the attacker. For more information please see the “Optional Special Rules” section at the end of Chapter 3.

Rate of Fire (RoF): Rate of Fire describes the speed and manner in which a firearm readies its next round. See Rates of Fire in the “Optional Special Rules” section at the end of Chapter 3.

Ranged Weapons

Pistols________________________The term “pistol” is a universal definition

describing a firearm that has a barrel shorter than 12 inches, can be conveniently held and fired accurately with a single hand and is generally designed for ease of use and carry. All pistols are used with the “Weapon: Pistol” Skill and have an average modifier of –4 for untrained use.

Colt 1911Easily the most praised, respected, and well-

known pistol in history, the Colt 1911 has been on active duty with armies and police forces around the world for almost 100 years. Impeccably reliable, accurate and powerful, it is often argued to be the greatest pistol of all time. It began to lose favor in the 1980s, however, do to the weight of its full steel construction and its relatively limited magazine capacity. It has been replaced in many agencies by lighter and higher capacity designs. Caliber: .45 ACPPenetration: --Magazine Capacity: 7+1Rate of Fire: SABalance: -1AOR Recoil Penalty: --Range: (25) 50Availability: 12

Damage: D6+2,1 BallisticConcealability: Shirt

Glock 17Designed to compete in the 1983 US Army

pistol trials, the Glock 17 is famed for the “torture tests” it has endured (which included being frozen in a block of ice, buried in mud and sand, submerged in water over an extended period of time, run over by vehicles and fired without a trace of oil in the action). That reliability, coupled with great accuracy and an incredible ammunition capacity, continues to earn fans and converts for the Glock 17, even as its relatively Spartan design and the limited effectiveness of its 9mm round are criticized by opponents.Caliber: 9x19mmPenetration: --Magazine Capacity: 17+1Rate of Fire: SABalance: -1AOR Recoil Penalty: --Range: (25) 50Availability: 10Damage: D6,1 BallisticConcealability: Shirt

Glock 26A member of what is often considered to be

the finest combat handgun family in the world, the Glock 26 is a sub-compact version of the pistol carried by military, law enforcement and civilians all over the world. Though lacking the capacity of its larger cousins and still suffering the limitations of 9mm round effectiveness, it remains acclaimed for its accuracy and reliability despite its small size, and is one of the most frequently utilized concealed pistols in history.

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Ranged Weapons Master ListName Damage Ranges RoF AOR Pen Conceal

PistolsColt 1911 D6+2,1 B (25) 50 SA -- -- ShirtGlock 17 D6,1 B (25) 50 SA -- -- ShirtGlock 26 D6,1 B (15) 25 SA -1 -- IWBIMI Micro Uzi D6,1 B (10) 20 SA, MRA -2 -- ShirtKeltec P-32 D3,1 B (5) 10 SA -- -1 PocketKimber Carry D6+2,1 B (20) 40 SA -2 -- IWBS&W 340 D6,1 B (12) 20 SA -1 1 IWBS&W 500 D6+3,1 B (30) 50 SA -3 -- TrenchSavage “Shorty” D3,2 B (5) 8* SA -4 -2 ShirtSig-Sauer P229 D6+1,1 B (20) 40 SA -- -- Shirt

Rifles and Long GunsAN-94 D6+1,1 B (50) 100 SA, B*, LRA -- -- NoneBarrett M82A1 D6+3,2 B (20) 200 SA -8 -- NoneColt M4 D6+1,1 B (50) 80 SA, LRA -- -- TrenchFN M249 SAW D6+1,1 B (25) 50 MRA -- -- NoneFN P90 D6-1,1 B (40) 60 SA, LRA -- 1 TrenchHK MP5 D6,1 B (40) 50 SA, LRA -- -- TrenchHK PSG-1 D6+2,1 B (30) 120 SA -3 1 NoneMossberg 500 D3+2,2 B (25) 40* SS -- -1 TrenchSaco M60 LMG D6+2,1 B (10) 35 LRA -2 1 None

Support WeaponsColt M203 GL D6|5 E (10) 30 OU -2 -- NoneTalley M72 LAW D6x2|2 B (10) 20 OU -- -- TrenchUSM M67 Frag D6|8 E (Str x2) Str x3 Thrown -- -- Trench

Bows and Hurled WeaponsCompound Bow D6+1,1 E (20) 35 OU* -6* -- NoneHeavy Crossbow D6+2,1 E (25) 50 OU* -10* 1 NoneLight Crossbow D3+1,1 E (5) 10 OU* -8* -- TrenchThrowing Axe D2+1/2 Str,2 E (Str x2) Str x2 -- -- -- NoneThrowing Knife D2,2 E (Str x2) Str x3 -- -- -- IWB

* See weapon description for more information

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Caliber: 9x19mmPenetration: --Magazine Capacity: 12+1 Rate of Fire: SABalance: --AOR Recoil Penalty: -1Range: (15) 25Availability: 12Damage: D6,1 BallisticConcealability: IWB

IMI Micro UziFor situations where mass of fire is preferred

over accuracy or takedown, the Israeli Military Micro-Uzi has one of the fastest rates of fire of any pistol in the world. Capable of being fed from a 20- or 30-round magazine, the Micro Uzi is a close quarters weapon of choice when spray-and-pray tactics can be most effective.Caliber: 9x19mmPenetration: --Magazine Capacity: 20+1Rate of Fire: SA, MRABalance: -1AOR Recoil Penalty: -2*Range: (10) 20Availability: 18Damage: D6,1 BallisticConcealability: Shirt*In addition to any standard automatic fire penalties

Keltec P-32Designed to be the ultimate in concealed carry,

the Keltec P-32 is a showcase of advanced lightweight

polymer technology and the increased pressure resistance of modern steel. Weighing a feather-light 9 1/2 ounces fully loaded and only 1/2-inch wide — even including its integrated inner-waistband clip — the P-32 is almost impossible for even a trained professional to spot and is available in a variety of colors to match any wardrobe. This concealability comes at the cost of accuracy and stopping power, unfortunately, and so the P-32 is only suited for those who value convenience and subtlety over combat effectiveness.Caliber: .32 ACPPenetration: -1Magazine Capacity: 7+1 Rate of Fire: SABalance: --AOR Recoil Penalty: --Range: (5) 10Availability: 10Damage: D3,1 BallisticConcealability: Pocket

Kimber Ultra CarryAn excellent choice for people unwilling to give

up the effectiveness of the .45, even during concealed carry, Kimber’s Ultra Carry model is a shrunk down version of the 1911 frame design. Extremely accurate for its size and delivering an incredible bang for the buck, the Ultra Carry is a favorite day-to-day carry for veteran gunfighters. Caliber: .45 ACPPenetration: --Magazine Capacity: 7+1Rate of Fire: SABalance: --AOR Recoil Penalty: -2Range: (20) 40Availability: 14Damage: D6+2,1 BallisticConcealability: IWB

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Savage “Shorty”Not so much a pistol as a bastardization of a

shotgun, the “Shorty” takes a standard Savage double-barrel 12 gauge, replaces the stock with a pistol grip, and cuts the barrels down to 6 inches. This creates an incredible spread of buckshot pellets in a ridiculously short amount of time, making it gruesome for close fighting but obscenely recoil heavy and worthless at range.Caliber: 12 gaugePenetration: -2Magazine Capacity: 2 breech loaded Rate of Fire: SABalance: -1AOR Recoil Penalty: -4Range: (5) 8*Availability: 8Damage: D3,2 BallisticConcealability: Shirt* The Shorty does not gain the range increasing benefits of prone or supported fire positions.

Sig-Sauer P229One of the most carried service arms among

law enforcement and armed civilians across the world, the Sig-Sauer P229 is a marriage of compact design and full size performance. Slightly shorter and more compact than the average service pistol and designed to merge 9mm capacity and .45 effectiveness, the .40 caliber P229 is an attractive balance of quantity and power while truly excelling at neither.Caliber: .40 S&WPenetration: --Magazine Capacity: 12+1Rate of Fire: SABalance: -1AOR Recoil Penalty: --Range: (20) 40

Availability: 13Damage: D6+1,1 BallisticConcealability: Shirt

Smith & Wesson 340The concealed carry choice from the company

that revolutionized the revolver in the 1800s, the Smith & Wesson 340 utilizes a scandium alloy frame to provide the lightest full powered pistol available. Sporting a short 2 1/2-inch barrel and hammerless back, what the 340 lacks in accuracy and ammunition capacity it makes up for in convenience and is often considered to be a perfect weapon for pocket carry and fire.Caliber: .357 MagnumPenetration: 1Magazine Capacity: 5 round cylinderRate of Fire: SABalance: --AOR Recoil Penalty: -1Range: (12) 20Availability: 12Damage: D6,1 BallisticConcealability: IWB

Smith & Wesson Model 500Easily one of the most powerful handguns in

the world, the S&W Model 500 utilizes the devastating combination of an 8-inch barrel and the immensely powerful .500 magnum cartridge to deliver an amazing amount of energy on target. Too heavy and bulky for convenient carry and loud enough to alert a small city to its use, the Model 500 defines the term “hand cannon” and is used more often for big game hunting than for self-defense.Caliber: .500 MagnumPenetration: --Magazine Capacity: 5 round cylinder

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Rate of Fire: SABalance: -3AOR Recoil Penalty: -3Range: (30) 50Availability: 20Damage: D6+3,1 BallisticConcealability: Trench

Rifles, shotguns and submachine guns______________Designed to be fired from the shoulder using

both hands and capable of sporting a number of optics or sight variations, long guns in their many incarnations are the universal weapon of choice for modern man. All rifles, shotguns and submachine guns are used with the “Weapon: Rifle” Skill and have an average modifier of –2 to use untrained.

“Abakan” AN-94Unveiled to the world in 1993, the AN-94

was designed to replace the venerable Russian Army AK-74. Similar in appearance but decades apart in design, the AN-94 has often been described as the most effective firearm of our time. This praise derives, more than anything else, from the unique gas and sliding barrel technology the AN-94 uses that allows it to fire a two-round burst so fast that both rounds are famed for hitting a target at 100 yards within an inch of each other, if not in the same hole. Unfortunately, this performance comes at a significant cost to both acquire and upkeep the weapon, and so it is neither easily available nor maintained.Caliber: 5.45x39mmPenetration: --Magazine Capacity: 30+1Rate of Fire: SA, Burst*, LRABalance: -4AOR Recoil Penalty: 0 SA / -4 BurstRange: (50) 100Availability: 30Damage: D6+1,1 BallisticConcealability: None* The AN-94 burst occurs so quickly that both rounds

automatically hit together on a successful attack. In this case, apply the single round damage twice (as though it was two different rounds) and subtract a –4 AOR Recoil Penalty from additional actions.

Barrett M82A1A product of the increasing sniper activity

beginning at the end of Vietnam, the Barrett M82A1 fires the same .50 caliber ammunition as the legendary Browning M2 heavy machine gun. Built around a complicated but effective reciprocating barrel philosophy, the M82 uses its immense weight and gas venting to reduce the effective recoil of the monstrous round considerably. Designed primarily for anti-material duties, the Barrett is well known for its ability to punch holes in walls, cars, trucks and even armored personnel carriers at great ranges. These qualities make it attractive for heavy-duty sniper and harassment work, but the extreme cost of the weapon and the incredible noise it generates when fired, which allow it to be heard clearly for miles and miles, limit its overall uses. Caliber: .50 BMGPenetration: --Magazine Capacity: 10+1Rate of Fire: SABalance: -8AOR Recoil Penalty: -8Range: (20) 200Availability: 28Damage: D6+3,2 BallisticConcealability: None

Colt M4 The latest and most effective incarnation of

the US military’s AR/M16 rifles, the M4 shed the malfunctions and inconsistencies that plagued its predecessors and has become a loved and respected

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weapon of the battlefield or urban SWAT environment. It combines a combat refined action, a collapsible stock and a heavily modifiable frame to produce a weapon that is compact, easy to use, reliable and effective. Caliber: .223 Rem Penetration: --Magazine Capacity: 30+1Rate of Fire: SA, LRABalance: -3AOR Recoil Penalty: --Range: (50) 80Availability: 18Damage: D6+1,1 BallisticConcealability: Trench

Fabrique Nationale M249 SAWThe standard Squad Automatic Weapon (SAW)

for the US military, the FN M249 is a marriage of modern necessity and old world ideals. Designed as an easily portable and manageable light machinegun, the M249 is capable of firing in a support position on its integrated bipod or from a soldier’s shoulder. Though difficult to acquire and expensive to shoot, the M249 remains a favorite for teams needing the extra firepower.Caliber: .223 Rem.Penetration: --Magazine Capacity: 200-round beltRate of Fire: MRABalance: -6AOR Recoil Penalty: --Range: (25) 50Availability: 30Damage: D6+1,1 BallisticConcealability: None

Fabrique Nationale P90One of the most innovative submachine guns

ever developed, the FN P90 is designed to fill the

niche task of a support crew assault weapon. Created to give maximum firepower in a minimum package, the P90 incorporates a new pistol-sized round and a compact bullpup design to create a weapon that has ammunition capacity and armor defeating capabilities superior to standard submachine guns, but maintains their compact size and weight. Still relatively rare and exceedingly expensive, however, the P90 is years away from being prolific.Caliber: 5.7x28mmPenetration: 1Magazine Capacity: 50Rate of Fire: SA, LRABalance: -3AOR Recoil Penalty: --Range: (40) 60Availability: 22Damage: D6-1,1 BallisticConcealability: Trench

Heckler and Koch MP5Arguably the most famous submachine gun

of all time, the HK MP5 has earned the love and respect of Special Forces, law enforcement and highly armed civilians all over the world. Milled to exacting specifications and fantastically designed to perform in its very specific usage role, the MP5 is a wonderful choice when a compact, high rate of fire weapon is needed, but when warriors wish to avoid the weight and potential overpenetration of assault rifles. Using the venerable but often mistrusted 9mm pistol round, however, limits the MP5’s maximum range and overall appeal considerably.Caliber: 9x19mmPenetration: --Magazine Capacity: 30+1Rate of Fire: SA, Burst, LRABalance: -3AOR Recoil Penalty: --Range: (40) 50Availability: 20Damage: D6,1 BallisticConcealability: Trench

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Heckler and Koch PSG-1Designed to help meet the needs of the modern

sniper, HK’s PSG-1 is often hailed as the first truly effective semi-automatic precision rifle. Using exactingly milled components, a delayed blowback design and coming with an integrated 6-power Hensoldt Wetzlar variable scope, the gun boasts an accuracy and effectiveness only seen previously on bolt-action rifles — and has the price tag to go with it.Caliber: 7.62x51mmPenetration: 1Magazine Capacity: 10+1Rate of Fire: SABalance: -6AOR Recoil Penalty: -3Range: (30) 120Availability: 20Damage: D6+2,1 BallisticConcealability: None

Mossberg 500One of the most functional and reliable

versions of the venerable pump-action shotgun design, the Mossberg 500 is a weapon of choice for law enforcement, military and hunters across the world who choose quality and durability over a high rate of fire. Featuring a folding pistol-gripped stock and an 8-round tubular magazine, the 500 is a quintessential example of the reliability, firepower and versatility that has made shotguns a staple of almost every army since the invention of firearms.Caliber: 12-gaugePenetration: -1Magazine Capacity: 8+1Rate of Fire: SSBalance: -3AOR Recoil Penalty: --Range: (25) 40*Availability: 8Damage: D3+2,2 BallisticConcealability: Trench* The Mosberg 500 does not gain the range increasing benefits of prone or supported fire positions.

Saco M60 GP/LMGPlagued by development problems for most of

its 50-year lifespan, the Saco M60 general-purpose light machine gun has been both a favorite, and a most hated, weapon of the armed forces that have used it. Wonderfully effective when functioning but notoriously unreliable, the M60 is still a primary choice for those who require more firepower than a standard assault rifle can deliver but wish to avoid the weight and complication of a heavy machinegun.Caliber: 7.62x51mmPenetration: 1Magazine Capacity: 100-round beltRate of Fire: LRABalance: -8AOR Recoil Penalty: -2*Range: (10) 35Availability: 30Damage: D6+2,1 BallisticConcealability: None*In addition to any standard automatic fire penalties

Heavy Support Arms___________Issued only in very select situations and used

with incredible discretion, support weapons have occasionally been required to turn the tide of hot encounters. Generally producing area effects and delivering incredible damage on target, heavy weapons are a desperate last resort for greatly outgunned Valherjar. All support arms are used with the “Weapon: Heavy” Skill and have an average modifier of –4 to use untrained.

Colt M203 Grenade LauncherMounted under the foregrip of a rifle, the

M203 is designed to give a single shot’s worth of mass destructive firepower to a standard soldier.

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Functionally little more than a breech loaded tube and a trigger (though it can be attached to a pistol grip and folding stock for independent use), the M203 has seen service the last 50 years as an effective extra kick for the rifleman who may need it, or as a way to deliver smoke or teargas on scene for urban SWAT operations. For non-military personnel its stiff regulation and wallet-breaking cost to use make it extremely difficult to field.Caliber: 40x53mmPenetration: --Magazine Capacity: 1Rate of Fire: SUBalance: NAAOR Recoil Penalty: -3Range: (10) 30Availability: 28Damage: D6|5 EdgedConcealability: Trench

Talley M72 LAWDesigned to disable enemy tanks with a shaped

charge warhead, the M72 Light Anti-Tank Weapon was only marginally successful in its commissioned task. However, the light, single shot, disposable tube weapon became a hit with soldiers as a general use rocket launcher for quick anti-material and anti-emplacement work.Caliber: 66mm HEATPenetration: --Magazine Capacity: 1Rate of Fire: OU DisposableBalance: -6AOR Recoil Penalty: --Range: (10) 20Availability: 30Damage: D6x2|2 BallisticConcealability: Trench

USM M67 Fragmentation GrenadeThe standard issue frag grenade for the US

military, the M67 is the latest incarnation of putting an explosive inside of a small, frangible steel shell and throwing it at someone. Sporting an incredibly hard kill radius, the M67 is an effective weapon for clearing rooms or spaces behind cover. Unfortunately, the noise and attention a grenade draws makes using them in a covert war exceedingly difficult, and the considerable radius of each explosion a liability in urban environments.Caliber: 3.5 inchesPenetration: --Magazine Capacity: --Rate of Fire: ThrownAOR Recoil Penalty: --Range: (Str x2) Str x3Availability: 18Damage: D6|10 EdgedConcealability: Trench

Bows and hurled weapons______Though markedly different in design, all hurled

weapons apply manually generated energy to send their projectile downrange. Whether that comes from the drawn arms of a bow or the heaved torque of a thrown weapon, the effect is the same: quiet, efficient and rending. All bows and hurled weapons are used with the “Weapon: Hurled” Skill and have an average modifier of –2 to use untrained.

Compound bowThough there were three major designs

traditionally used for bows (long, short and recurved), the modern adaptation of pulleys and weight distribution has made the compound bow the single most effective. Capable of maintaining a remarkably compact profile yet still delivering amazing energy on target, the compound bow is the weapon of choice for those seeking to marry old world charm and new age effectiveness. Penetration: --Rate of Fire: OU*Balance: Two-Handed OnlyAOR Reloading Penalty: -6**Range: (20) 35

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Availability: 10Damage: D3+1/2 Str,1 EdgedConcealability: None

* Though officially a One Use weapon, because of the simplistic nature of their reloading bows and crossbows may optionally be used as Single Shot weapons, with a hefty AOR penalty taking the place of the Complex Action normally required for reloading.

** AOR Reloading Penalty is applied only if reloading the weapon, as indicated above, prior to the shot.

Heavy CrossbowDesigned around a polymer rifle stock and

equipped with an integrated 4-powered scope, the heavy crossbow is a fantastic weapon for hitting targets out to 100 yards, while making almost no noise to alert the enemy to your presence. Firing a short, razor-headed bolt, the heavy crossbow is also proficient at sheering most forms of non-rigid ballistic armor.Penetration: 1Rate of Fire: OU*Balance: -4AOR Penalty: -10**Range: (25) 50Availability: 10Damage: D6+2,1 EdgedConcealability: None

* Though officially a One Use weapon, because of the simplistic nature of their reloading bows and crossbows may optionally be used as Single Shot weapons, with a hefty AOR penalty taking the place of the Complex Action normally required for reloading.

** AOR Reloading Penalty is applied only if reloading the weapon, as indicated above, prior to the shot.

Light CrossbowSleek and compact, the light crossbow uses a

pistol grip and peep sights to give it nearly the same effectiveness as a modern pistol at short ranges, but with almost no noise. Delivering a deadly cutting bolt out to 50 yards, the light crossbow is a lethal single use weapon if its bulk and limited range can be overcome.Penetration: --Rate of Fire: OU*Balance: -1AOR Penalty: -8**Range: (5) 10Availability: 8Damage: D3+1,1 EdgedConcealability: Trench

* Though officially a One Use weapon, because of the simplistic nature of their reloading bows and crossbows may optionally be used as Single Shot weapons, with a hefty AOR penalty taking the place of the Complex Action normally required for reloading.

** AOR Reloading Penalty is applied only if reloading the weapon, as indicated above, prior to the shot.

Throwing AxeTypically cut from a single metal sheet and

bearing only a nylon wrap as a grip, the throwing axe is both an effective melee weapon and a vicious ranged attack. Often sharpened on three or even four sides to ensure “point hits,” the throwing axe delivers punishing damage at reasonable distances.Penetration: --Magazine Capacity: --Balance: -1AOR Recoil Penalty: --Range: (Str x2) Str x3

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Availability: 5Damage: D2+1/2 Str,2 EdgedConcealability: None

Throwing KnifeGenerally balanced to be blade-heavy and

including no fancy hilt to impede flight, the throwing knife is little more than a weighted razor. Typically forged of a single piece of ground steel, the throwing knife is an excellent choice for close quarters stealth combat.Penetration: --Magazine Capacity: --Balance: --AOR Recoil Penalty: --Range: (Str x2) Str x3Availability: 2Damage: D2,2 EdgedConcealability: IWB

A Note on FirearmsMany players will gravitate towards guns as the

primary method for arming their character. This is not only to be expected, but also logical given that modern firearms are the most effective personal weapons ever created. Still, Narrators and players alike are advised to consider the many drawbacks to using firearms, especially in the context of the average Valherjar operation.

First and foremost, there’s the noise. Guns are loud, with each round fired creating its own personal sonic boom, and their use tends to announce their presence to everyone in a radius from several blocks to several miles. And don’t be fooled by TV and movies; sound suppressors are not only louder than typically depicted, but using a silencer effectively means shooting subsonic ammunition, and that dramatically decreases the bullet’s effectiveness. After all, power equals mass times velocity, and decreasing the speed means cutting the energy a bullet delivers substantially.

Secondly, there’s the attention that a gun draws. Even in our fast-food rush-hour world, passing a person in a crowd and seeing a shotgun under their jacket will get people’s attention in a hurry. This almost always

leads to an immediate vicinity panic, which could be the worst thing in the world for keeping your profile low. They also have a nasty habit of lighting up metal detectors in airports, government buildings or even downtown nightclubs, which can make them awfully hard to carry if you’re bouncing from place-to-place gathering information.

Third is the traceability all firearms inherently have. Every rifle and pistol makes a unique signature on the bullets it fires with the rifling in the barrel. Even if the characters are smart enough to gather up their empty casings and leave as little trace as possible, the bullet in the wall still acts as a giant arrow pointing towards them. And while the average Valherjar gets to go home to Asgard when their job is done and is relatively immune to mortal laws, both Hersir and the black marketers who supply Burhs their weapons may find the evidence trail disheartening.

Finally there’s the issue of over-penetration. A good, powerful bullet is capable of going in one side of the bad guy and out the other, through the wall behind them and across the street outside. This means that using a gun in any kind of a relatively public area, such as in the center of an urban sprawl, puts not only your target at risk but also everyone within a square mile of the building hosting your shootout.

Melee WeaponsBlades________________________Especially effective in tight quarters or when

stealth is required, edged weapons have been used in every war since the dawn of man. For the Valherjar, swords and knives have remained invaluable for quiet combat and as an extension of Runic Magic. All blades are used with the “Weapon: Bladed” Skill and have an average modifier of –2 to use untrained.

DaggerIncluding most small cutting weapons with

blades less than 12 inches, daggers in their many incarnations have been carried by man since the stone age. No less useful in the modern age, daggers are wonderfully suited to a number of tasks including close

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Melee Weapons Master List

Name Attack Mod. Defense Mod. Damage Pen ConcealBlades

Dagger -- -- D2,2 E -- IWBGreatsword -- -1 D6+1/2 Str,2 E 1 NoneKatana +1 -- D3+1/2 Str,2 E -- NoneLongsword -- -- D3+1+1/2 Str,2 E -- NoneRapier +1 +1 D3,2 E -- NoneSaber -- +1 D3+1/2 Str,2 E -- NoneShortsword -- -- D2+1/2 Str,2 E -- TrenchStiletto -- -- D2,2 E 1 Shirt

PolesAxe -- -1 D3+Str,2 E 1 NoneBat / Club -- -- D3+1/2 Str,1 I -- TrenchPoleaxe -1 -- D6+Str,2 E 1 NoneSpear -- +2 D3,2 E 2 NoneStaff +1 +2 D3+1/2 Str,1 I -- None

ChainsMorning Star -2 -4 D6+1/2 Str,3 I 2 NoneNunchaku -- -2 D2+1/2 Str,1 I -- Shirt

MiscellaneousPunch -- -- (Unarmed + Str)÷2,1 I -- --Kick -- -- (Unarmed÷2)+Str,1 I -- --Brass Knuckles -- -- +2 1 PocketSap Gloves -- -- +1 -- None

Armor Master ListName Available Conceal Protection Penalty

B E I C Dex Agi EndCeramic Plate 15 Trench 2 2 1 -- -- -- -1Chainmail 10 Trench -- 3 -- -- -- -- -1Entry Armor 20 None 3 2 2 1 -- -1 -1HE Suit 25 None 2 2 2 3 -1 -1 -1Heavy Cloth 0 None 1 1 2 1 -- -- --Kevlar 10 Shirt 2 -- -- 1 -- -- -1Leather 5 None 1 2 1 1 -- -- --Padded Riot 15 None 1 2 4 1 -1 -1 --

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fighting, general utility work and eating.Attack Modifier: --Defense Modifier: --Penetration: --Balance: --Damage: D2,2 EdgedAvailability: 2Concealability: IWB

GreatswordA double-edged weapon requiring two hands to

use, the greatsword uses leverage, reach and weight to create an effective, though somewhat slow, weapon. Especially proficient at defeating armor, a greatsword is the hallmark of a brutal and aggressive Valherjar.Attack Modifier: --Defense Modifier: -1Penetration: 1Balance: -6Damage: D6+1/2 Str,2 EdgedAvailability: 10Concealability: None

KatanaListed here as statistics for both the famous

Japanese saber and other curved hand-and-a-half Asian blades, Katanas are held as some of the most effective cutting weapons in history. Capable of delivering vicious slicing attacks from on foot or horseback, the Katana is world renowned for its ability to slice and slash, though it lacks the strong thrusts and heavy penetration of many European weapons.Attack Modifier: +1Defense Modifier: --Penetration: --Balance: -2Damage: D3+1/2 Str,2 EdgedAvailability: 14Concealability: None

LongswordA general term used to describe any single-

handed or hand-and-a-half double-edged weapon, the Longsword is one of the oldest designs in history. Effective for both heavy cuts and precision thrusts, the longsword is a jack-of-all-trades, trading any single exceptional use for universal application, and is a staple of Valherjar melee combat.Attack Modifier: --Defense Modifier: --Penetration: --Balance: -3Damage: D3+1+1/2 Str,2 EdgedAvailability: 10Concealability: None

RapierDespite being somewhat useful for cutting

against unarmored opponents, the rapier and its cousins are really designed for vicious thrusting attacks. Requiring a scant 3 inches of penetration to deliver a fatal blow, the point agility and ease of handling of these weapons has made them perennial favorites.Attack Modifier: +1Defense Modifier: +1Penetration: --Balance: -2Damage: D3,2 EdgedAvailability: 12Concealability: None

SaberIncluding all manner of single-handed curve-

bladed weapons, sabers have remained a weapon of choice for those who wish to deliver slashes or sharp hacking blows on targets. Often used from horseback,

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sabers are no less effective at engaging an enemy on foot, where the curved blade delivers a smooth cut in line with the arm’s natural movement. Too light to provide effective penetration against armor and not balanced for thrusting, the saber is often discarded in favor of more specialized weapons by style-specific combatants.Attack Modifier: --Defense Modifier: +1Penetration: --Balance: -2Damage: D3+1/2 Str,2 EdgedAvailability: 10Concealability: None

ShortswordRepresenting single and double-edged cutting

weapons with less than 24-inch blades, shortswords are fantastic at close-in fighting and delivering brutal short thrusts or cuts beneath an opponent’s guard. Wonderfully vicious and relatively easy to conceal, the shortsword is an effective and punishing street weapon, though it lacks the range and power of larger blades.Attack Modifier: --Defense Modifier: --Penetration: --Balance: -1Damage: D2+1/2 Str,2 EdgedAvailability: 8Concealability: Trench

StilettoDesigned exclusively for stabbing at an

opponent’s vitals, the stiletto is wonderfully suited to thrusting through light armor, or finding the openings in heavier armor. It is an assassin’s weapon of choice, as the needle-like blade and slim profile are particularly easy to conceal.Attack Modifier: --Defense Modifier: --Penetration: 1Balance: --Damage: D2,2 Edged

Availability: 8Concealability: Shirt

Poles__________________________Often providing an excellent balance between

cost and effectiveness, pole weapons in a thousand different forms have unquestionably been the most common weapon on mankind’s battlefields. By combining a relatively short learning curve and an unquestionable lethality, hafted weapons were the backbones of armies well through the eighteenth century. All poles are used with the “Weapon: Pole” Skill and have an average modifier of –1 to use untrained.

AxeThe ultimate multi-use weapon, single-handed

axes (those with hafts shorter than 3 feet) have been used for chopping down trees, entering buildings, crafting art and splitting open opponents for millennia. They can be outfitted with a number of head options including thick-bridged mauls, knife-thin warheads or picks, and are incredibly useful for up-close fighting, though they lack the reach of many other weapons. Attack Modifier: --Defense Modifier: -1Penetration: 1Balance: -3Damage: D3+Str,2 EdgedAvailability: 4Concealability: None

Bat, club or cudgelAll general-use terms defining any stick shorter

than 4 feet, bats, clubs and cudgels are not only effective as weapons but also readily available; almost any broken chair leg, discarded piece of building wood or old metal pipe can be used as one. Though entirely capable of delivering tightly impacting thrusts and providing considerable protection for its wielder, the cudgel is most commonly thought of as a simple bludgeoning weapon.Attack Modifier: --Defense Modifier: --

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Penetration: --Balance: --Damage: D3+1/2 Str,1 ImpactAvailability: 2Concealability: Trench

PoleaxeTaking the cutting ability of the spear to the

next logical level, poleaxes mount any number of broad cutting heads on the end of a long staff so that vicious two-handed cleaving blows can be delivered with incredible torque and range. Actually named for a wielder’s inclination to strike down on an opponent (“pole” is old English for “head”), the poleaxe spent many centuries on the list of most fearsome weapons on the battlefield. Poleaxes may also use the non-bladed haft for “butt strikes,” which inflict staff damage.Attack Modifier: -1Defense Modifier: --Penetration: 1Balance: -8Damage: D6+Str,2 EdgedAvailability: 10Concealability: None

SpearDespite the many variations that have existed

through the centuries, the basic principle of a small blade affixed to the end of a staff has been a universal success and stayed in an active battle role as late as the Vietnam War (in bayonet form). Given that it bears all the advantages of a staff with the additional ability to cut and thrust, it’s not hard to understand why. Spears may also use the non-bladed haft for “butt strikes,” which inflict staff damage. Attack Modifier: --Defense Modifier: +2Penetration: 2Balance: -4Damage: D3,2 EdgedAvailability: 8Concealability: None

StaffLikely the first weapon ever actively carried

by man, the 4- to 8-foot stick is a multi-use tool and remarkably effective weapon all in one. Giving its wielder considerable reach, multiple striking and parry points and an unprecedented number of attacking options, staves remain a readily available and inconspicuous choice for those who know to use them.Attack Modifier: +1Defense Modifier: +2Penetration: --Balance: -6Damage: D3+1/2 Str,1 ImpactAvailability: 2Concealability: None

Chains________________________Exotic and frequently misunderstood, chain

weapons have seen infrequent use in close-quarters combat almost as long as the history of war has been recorded. Generally used to deliver sharp bashing blows or for entangling opponents on their own or with a considerable weight attached to one end, a truly proficient warrior wielding a flail, nunchaku or even just a length of weighted chain can be a formidable adversary. All chains are used with the “Weapon: Chain” Skill and have an average modifier of –4 to use untrained.

Morning StarNamed for the spike-headed ball that acts as

its striking surface, a morning star is a weighted head connected by a length of chain to a short-hafted grip. Listed here as a general guideline for all weighted flails, the morning star is arguably the most brutal of

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all melee weapons, but is notorious for being both slow and as dangerous its wielder as it is to opponents.Attack Modifier: -2Defense Modifier: -4Penetration: 2Balance: -4Damage: D6+1/2 Str,3 ImpactAvailability: 12Concealability: None

NunchakuOriginally a threshing tool used for sheering

crops, nunchaku are simply two short sticks connected by a length of rope or chain. Capable of achieving incredible speeds in a very short traversing arc, they become exceedingly effective when used by a skilled professional, but almost useless when wielded by the inexperienced.Attack Modifier: --Defense Modifier: -2Penetration: --Balance: -2Damage: D2+1/2 Str,1 BluntAvailability: 6Concealability: Shirt

Miscellaneous_________________

Brass KnucklesOften a simple “D” shaped ring gripped in the

fist, though occasionally known to be incredibly ornate with carved shapes and individual finger grooves, brass knuckles are designed to add weight and rigidity to a punching fist. Street thugs and bodyguards often use them as equalizers in urban brawls and they are implemented as an aid to unarmed combat skills, adding additional damage to successful punches.Attack Modifier: --Defense Modifier: --

Penetration: 1Balance: --Damage: +2Availability: 8Concealability: Pocket

Sap GlovesTypically created by sewing several ounces of

powdered lead into the knuckles of regular gloves, sap gloves add weight and density to a brawler’s fist. Often used as a “concealed” weapon in that they are difficult to spot (being almost indistinguishable from normal gloves) and do not set off most metal detectors, sap gloves are an extra edge when your fist lands on target and add additional damage to successful punches.Attack Modifier: --Defense Modifier: --Penetration: --Balance: --Damage: +1Availability: 10Concealability: None

ArmorThough the Valherjar may be immortal, the

bodies they regain on returning to Midgard are as fragile and vulnerable as any mortal. Armor allows them to avoid damage and stay in the fight longer, thus giving them a greater opportunity to accomplish their objectives and support their brethren.

For armor statistics please see the Armor Master List on page 142.

Ceramic PlateTypically shrouded in heavy nylon, padded riot

gear or under leather, ceramic plating is the modern answer to general protection in a combat situation. Bulky, though somewhat concealable, ceramic plating offers excellent protection against almost all types of damage but may draw unwanted attention to the person wearing it.

ChainmailThough often blatantly out of place with daily

wear, chainmail has become avante-guard and is somewhat common in the seedier clubs and events of the mortal world. Not only incredibly effective against all manner of cutting attacks, chainmail also bears the benefit of being totally flexible and so does not impede movement.

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Entry ArmorStandard issue for modern Special Forces and

SWAT teams, entry armor combines thick plating, padded knee and elbow cops, rigid shoulder pads and a thick polymer helmet. Entry armor provides some of the most complete protection a person can have but, of course, announces to the world that you are ready for a war.

Heavy ClothIncluding thick wools, knits, tweeds and nylons,

heavy cloth in the form of winter jackets, padded coats and tough workpants is surprisingly effective at protecting its wearers from attacks of all types. It also has the distinct advantage that, though it is not technically concealable, it rarely if ever arouses any kind of suspicion.

Hostile Environment SuitTypically used in an open warfare where both

chemical and ballistic attacks are likely, the hostile environment suit represents an apex of modern rigid protection and chemical resistance. Implementing rigid ceramic plates beneath a woven polymer chemical resistance suit and full respirator, the hostile environment suit is far less bulky and encumbering than its predecessors but traps an incredibly stiflingly oppressive amount of heat.

KevlarA far cry from the hot, stiff armor of old,

modern Kevlar is surprisingly flexible and breathable — though still a long way from comfortable. Still, when it comes to combining ballistic protection and concealability, Kevlar is unmatched.

LeatherEspecially effective against cutting attacks,

heavy leather trench coats and jackets are a staple of Valherjar who wish to have some level of protection but are still concerned about remaining unnoticed.

Padded Riot GearDesigned to protect against the thrown rocks

and unexpected blows typically received in a mass protest, riot gear covers all essential areas of the body with thick padding and light plastic cops. Often combined with ceramic plating for total protection, riot gear remains a favorite of police and crowd control officers around the world.

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CHAPTER 5: NARRATINGRole of the Narrator

OverviewFor those new to roleplaying games, the concept

of a Narrator (also referred to as a “Game Master,” “Judge,” etc.) can be a bit confusing. Put simply, as a Narrator it is your job to create the story your players will experience — but it can be a bit more complicated than that.

One might liken the Narrator to the author of a book, and many of the skills and tools you’ll use will be the same. You develop the plot, lay the outline for the story, and then unveil the events as they happen to the players. Unlike an author, however, you will not be telling the story to an idle reader, but instead to a group of people who will actively be contributing story elements back, creating new and unusual twists, and most importantly who will be shaping the future course of the story through their actions.

It’s an exciting and interesting process, but one that can seem a little daunting at first. This chapter is designed to help you create and Narrate the most intriguing and exciting stories possible while also managing the considerable workload a Narrator must undertake. Try and read it casually, and possibly repeatedly, without worrying too much about any given element within it, and then allowing yourself a healthy margin for growth and error. Narrating, like any activity, is a learned skill, and the more leeway you give yourself, the better a time you’ll have.

The Narrator’s Many HatsConsiderably more than just an idle developer

of a story, the Narrator must assume numerous roles and responsibilities. Some of them include:

Storyteller: Your job, first and foremost, as a Narrator is to tell a story. We’ve included hints on what makes a good story below, but for now just be aware of the fact that the job of bringing the world to life falls firstly on your shoulders. You will describe environments, illustrate conflicts, convey emotions and depict the characters your players encounter. Thus, the more descriptive and elaborate your storytelling, the more deep and interactive your story becomes.

Improvised Character Actor: One of the most entertaining and enjoyable roles a Narrator fills is as an improvised actor portraying all of the characters the players will encounter. These individuals, referred to as Non-Player Characters (or NPCs), will be numerous and varied, and a good Narrator will embrace the

uniqueness of each individual, giving them quirks, traits, accents and personalities as she sees fit. Non-Player Characters will be prolific within a game. Player Characters (or PCs), will likely encounter dozens of creatures on their journeys and will want to interact with most of them.

Rules Adjudicator: As the Narrator, the onus falls squarely on you to modify and make decisions on the rules your players use. Not all rules in this book or others are going to work well for, or apply to, your group. In these situations, the burden falls on you to decide how to work the system and make the game play smoothly. Bear in mind that this doesn’t mean you have to do this all by yourself — you have a group of other players before you, and their input should be valued and listened to — but eventually it falls on your shoulders to make the decisions.

Taskmaster and Dispute Adjudicator: Unfortunately, and unavoidably, out-of-character disputes will arise and detract from the game, or players will become unfocused and stall the game with unrelated discussions or issues. In these cases it is the job of the Narrator to resolve the conflicts as quickly and easily as possible and bring the group back on task. We’ve also included some additional help on dispute resolution later in this chapter.

10 Rules to Narrate by…Narrating can be both the most difficult and

most rewarding role a player can experience. As Narrator you will create and convey elaborate plots, exciting characters and dramatic experiences to the players gathered around you. In practice this makes you one part writer, one part storyteller, one part judge and occasionally even one part arbitrator. Your players will look to you not only to create the adventure they are about to experience but also to solve disputes, make rulings and challenge them when they get out of line. It can be a bit daunting; especially for new Narrators, but with perseverance the rewards far outweigh the effort. Before you begin Narrating your first Campaign, however, here are a few rules that can help ensure your experience is as rich and rewarding as it should be.

1) Take Time to Create. A common, and excruciating, error among beginning Narrators is that they try and create a scenario “on the fly.” While your players will unquestionably do things that will carry your game in a direction you never anticipated and you will have to improvise, don’t try and do that from start to finish. Think of Narrating as a passionate hobby,

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which, like any hobby, requires time to develop and become skilled in. If you put some thought into your plots, hooks and twists ahead of time, the benefits will be tangible, to say the least.

2) Don’t Get Attached to your ideas, encounters or adventure outline. While you may have taken the time to create an incredibly rich and elaborate story, make sure that it’s flexible enough to account for the fly in the ointment players perpetually represent. As the old saying goes, “make anything idiot-proof and they’ll build a better idiot.” Regardless of how many contingencies you build into your story, the players will do something that you failed to plan for, and they may even damage the delicate story you’re crafting. In these cases our advice is simple: Let them. There is nothing worse than a brutish Narrator who nixes player creativity and, though it may mean some creative restructuring of the scenario, you can easily cut-and-paste any critical issues or encounters and re-add them at a more convenient opportunity.

3) It’s Good to be the King. Unquestionably, unavoidably, inevitably, your players will have questions you cannot answer or object to the way you interpret the rules. The latter, so called “rules lawyers,” are incredibly common in gaming, and it is as natural as the seasons that someone in your group will memorize every rule and statistic that will benefit them and object if you try to fudge them in the slightest way. In these cases, always remember that as the Narrator, you have final say in such issues and you can politely tell them to get bent. While this should not give you license to run roughshod over player’s wishes or change game concepts on a whim, your obligation is to ensure that the story runs smoothly and cleanly, even if that means adding, modifying or omitting rules.

4) Make Combat Dramatic. The easiest way to ruin a good story is to have all of the drama sucked out of the conflicts. Combat, by definition, should have a dramatic edge to it, and reducing it to the mindless running and gunning of some generic videogame shooter will pull the players out of their characters and focus their attention soundly on the sterile process of rolling dice and adding the numbers together. To avoid this, describe in detail the way the NPCs attack and react, and demand that the players do the same. Paint a picture of the action, even if an attack misses or an attempt fails. Include the activities of backgrounds and bystanders; often within a Valherjar mission there will be a lot more going on than just two groups of people shooting at each other, and the effects of even a minor skirmish can be far-reaching and explosive. Keeping

the drama in the combat through gripping descriptions, intense pacing and dynamic resolutions will make sure that the players are kept in the adventure and away from slipping into a boredom coma.

5) Don’t be Afraid to Cheat. Yes, you read that right, we said you should cheat, as much or as little as you need to make a really great story come to life. The more epic and involved your stories become, the more likely it is that one bad roll can bring it all to ruin. The accidental killing of a player in a key position, the loss of a vital NPC or the failure of a critical event can all destroy in moments what you spent days or even months preparing. In these cases it is totally acceptable for you to “fudge” the numbers by a point or two, change a Critical wound to a Serious, bring a failed roll up to an even Degree of Success, whatever you need to make sure the story can advance in the manner you need. Certainly, if abused or used unsubtly, this tactic could upset your players, but a good storyteller understands the need to make sure key events do or don’t occur — and a Narrator is nothing if not a driven storyteller.

6) Know Thy Players. One of the most common foibles of new Narrators is that they try to impose their will for plot and activities on players who just aren’t interested. Not that you shouldn’t push or challenge players with situations they are not 100% comfortable with, but if your players spend every moment uncomfortable with the scope and flow of the game they’ll make your life miserable.

7) Make the Characters Part of the Story, and the Story Part of the Characters. A very common, and often fatal, mistake for a Narrator is to develop a deep and enthralling story, but allow the players to bring any type of character they want into play. And while that may make the players happy at first, no matter how hard you as the Narrator try, eventually you’ll run into situations where it’s simply unreasonable, if not totally asinine, for the characters to continue on their course of action. Sure, you’ve worked hard to come up with a reason for the anarchist in the group to want to save the new election from corruption, but eventually the character should ask him or herself, “why the hell am I bothering?” The easiest, and most logical, way to avoid this is simply to give the players some minor limitations on what their characters should and should not be (and note the emphasis on the word “minor”). Some good general rules, for example, would be that no character should be fundamentally opposed to any of the basic ideas the adventure will promote, have a violent hatred of another character in the group, or be unable to

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contribute to the mission objective. If nothing else, especially within the context of a Valherjar adventure, it is easy to demand that there be logical justifications for the character in question to have been selected by the Jarl putting the mission together.

8) Idle Hands are a Narrator’s Nightmare: Nothing will ruin your game faster than bored players. Inevitably they’ll become distracted or disinterested and do something that will make your job much, much harder. The easiest way to avoid this problem is to keep the game’s pace brisk and all players involved. While eventually you’ll probably want a single or small group of your players to go on a tangent story arc or will need to do something that omits some of the players, try and either make separate time alone with them or space these activities out enough that there is still frequent gaming for the other players. This rule alone can make or break your campaigns.

9) Reward Good Play. There are a number of ways to reward good play, with the most basic of them, Veteran Points, being explained in detail at the end of this chapter. That being said, there should be a decided importance on rewarding the players on a number of levels beyond simply giving them a random number of Points at the end of a random number of gaming sessions. Rewarding good roleplaying as it happens will create both incentive and a feeling of accomplishment in your players and is strongly encouraged. Issue the occasional Luck or Veteran Point as soon as the drama and tension breaks after a particularly intense exchange. Give non-system rewards, such as equipment or goodies gleaned off bad guys, periodically to grab and keep player interest. Most importantly, take the time to applaud and commend your players when they really get into the game. A little bit of any, or all, of these rewards will do wonders for keeping them interested and motivated.

10) Have Fun. Too often Narrators can get caught up in the pressure and stress of Narrating and forget that they are there to have fun too! As a Narrator you are in a position to create and share an exciting adventure with your friends and, if at any point that concept falls into jeopardy, it’s time for you to take a break.

Creating Believable StoriesThe Three Parts of a Dramatic Story

Almost every great dramatic story, regardless of the medium it’s told in, is composed of three parts.

Commonly referred to as “acts,” they adhere to a basically uniform composition. Part 1, the exposition, introduces the background and setting of the story as well as the basics of the plot. Part 2, the climax, brings the characters to terms with their goal but, more often than not, also includes a twist that points them in a new direction. Finally Part 3, the resolution, resolves the plot and subplots into a nice little package and, if necessary, points to other plots to be developed later.

Now, obviously, that is a very cut-down version of what a story should entail, but it also points rather clearly to the elements in the majority of successful dramas. Too often in roleplaying adventures the story encompasses only one or two of the relevant parts and becomes both boring and one-dimensional, generally consisting of little more than the players hearing that Monster X is causing trouble and tromping through the hills to make it dead.

Instead, allow the stories you Narrate to develop the depth and drama of each three parts individually. Begin with a detailed exposition, warming the players to the story through an in-depth background and the portrayal of critical events. Give them cause to be interested in the plot they are about to encounter and incentive to follow it through. Load the plot with gripping hooks that will intrigue the players and get their proverbial juices flowing. The more excited they are to unravel the layers of your plot, the more fun everyone will have.

As you move the story toward the anticipated climax, be prepared to both reward them for their perseverance and surprise them with an unexpected twist, an exciting dramatic development, or simply a renewal of the urgency of their task. Bear in mind, however, that this element should vary from scenario to scenario.

Finally, bring the adventure to an exciting climax. Composed of more than just the dramatic final confrontation with the leader of the enemy forces or their dynamic escape from the clutches of the Jotnar, the resolution should include ancillary outcomes, notes on recovery and the aftermath and a general acknowledgement of the task being completed. Also often overlooked, but nearly critical in the composition of an effective series, is a hint at the bigger picture.

Customizing Your Story to Your Audience

Equally important to creating and Narrating a developed story is ensuring that the story is catered to your audience, and there are numerous pitfalls in

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failing to do so. On the simplest level this usually means crafting a story that is told in the manner your players are anticipating. If your group is composed primarily of deeply political, social roleplayers, a game filled with copious amounts of mindless violence is likely to flop. And if your players are hungry for a slaughterfest of monstrous encounters, then placing them in deep espionage situations over and over again will bore them and bomb.

This does not, however, mean that you can’t challenge your players or create a diverse gaming experience. A good game should range the gamut of experiences, from tense social interactions to vicious physical encounters, and taking time to ensure that a range of activities is included in your game should yield maximum player enjoyment.

Plots and Hooks What is a Plot Hook?

More than just a series of random violent encounters or one-dimensional pursuits of an objective, good stories should have elaborate plots that draw on the characters’ myriad of abilities. These plots can be as simple as solving a mysterious crime or as complicated as unraveling the complex web of layers in a political gambit. Regardless of its nature, however, every plot needs some catch to get the players interested and their characters involved.

These conventions are called “plot hooks” and are the basis for character interaction with the story. For Valherjar characters these hooks are often introduced in the form of operations briefing, stumbled upon while completing other assignments, or forced upon PCs through character-specific circumstances. We have introduced a number of generic samples below, but encourage you develop and explore your own.

How to Use These SamplesSo now that we’ve talked about the absolute

basics of storytelling, plots and hooks, and you’re aware of some key elements to make your game enjoyable, it’s time to look at some possibilities for subject matter. Remember, however, that the possibilities for a Valherjar game are nearly endless, so don’t feel limited by what we present below. These are just ideas to help you get started. Use them, modify them, combine them, layer them or discard them all together. Whatever helps you make the best and most enjoyable game possible.

Be especially aware of the context you introduce

the hooks in. We have, in general, chosen past tense for the sample hook explanations, but that in no way means they should all be introduced as such. Most, if not all, of the samples below can be played in their entirety, with the characters exploring evidence and discovering linking threads, reaching the conclusions, and decided to seek resolutions on their own.

Sample Plot HooksMysterious Benefactors

A local gang of toughs just got a whole lot tougher, and there’s reason to believe the Jotnar are involved. Turf wars that have been fought for years have suddenly been decided over the course of a few days, and now territory and operations that used to be spread out among a half-dozen gangs are under the control of just one. Growing at an alarming rate and stepping up operations exponentially, what was once a petty ring of pushers and thieves has now graduated into a legitimate street presence. All of this caught the local authorities with their pants down, and if things continue this way the entire city may come under the thugs’ control. If they can’t be stopped, and their new benefactors discovered, this could turn into a new base of operations for gods know what. A delicate hand may be required, though, as an open street battle could cost countless civilian lives and draw considerable attention to Valherjar operations.

No Man Le� BehindA raid on a Jotnar-run nightclub has gone

horribly wrong, and now a Valherjar is missing. Ambushed the moment they entered, one of the Valherjar was snatched during the fighting and has disappeared completely. Unable to track him through the Flyn bond, and with no one at the club able to shed light on his abduction, numerous Flyns have been mobilized to try and recover him before it’s too late. Too late for what, however, is anyone’s guess.

A Court Full of JestersA new religious cult is taking hold with

frightening speed, and families of the members and the local community are outraged. The cult requires that its members sign over all possessions, relinquish all ties to their old lives, and may have them participating in illegal activities. In and of itself this would be unusual, but not unheard of, except that every member of the cult frequented a famous downtown art gallery days before signing up. Though Jotnar involvement is uncertain, the gods have decided that recruitment must stop and this cult must go.

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Take a Bullet for Who?A full-time windbag celebrity and part-time

political advocate has coincidentally turned his or her ire on a Jotnar political operation, and so has been targeted for assassination. The Aesir have decided that this independent harassment is decidedly beneficial, so the Flyn has been charged with keeping them alive. To make matters worse, the celebrity is completely unaware of the existence of the greater conflict they’ve become involved in, so the Valherjar must maintain their veil of secrecy at all costs. But in case all that wasn’t bad enough the celebrity has turned out to be quite the egocentric prima donna, and watching them is more than the Valherjar have bargained for.

The Friend of my EnemyEven for creatures as vile as the Nidhogg

there are degrees of putrescence, and some are definitely worse than others. Though as a species they are too numerous and entrenched to simply be eradicated, as a general rule a special effort is made to hunt and eliminate the most contemptible of the breed. Unfortunately, some manage to slip through the cracks and maintain operations long after being identified for extermination and, occasionally, one of those even manages to sign on with a more established Jotun for protection. Recently it was discovered that a particularly despicable Nidhogg had been hired by an Aesir-allied Garm to create Ratatosk soldiers, and word has come down that the Nidhogg must be dispatched regardless. The only question left is whether the Garm will hand over the Nidhogg willingly or must be forced.

Terror has a PurposeSeveral small fundamentalist terrorist groups

with no prior history of working together suddenly got an upgrade in equipment and training, and are now making coordinated attacks within several prominent cities. Their attacks are sporadic, and their targets random, but the media outcry over their ability to circumvent customs and their continued operation is extreme. Not surprisingly, the solution being pointed to by less reputable organizations is a new customs screening system for sale by a Jotnar-run defense corporation. The attacks must be stopped and the organizers punished.

Salting the EarthA small town sandwiched between two major

metropolises has seen a dramatic increase in animal attacks over the last few months. While historically

subject to the occasional mountain lion or bear mauling, these new attacks have authorities baffled. The ferocity is unheard of for any native species; men, women, children and pets have all been torn to shreds by teeth and claws, and there have been more than 35 disappearances in recent weeks. Governmental wildlife officials have tried to close the area but attacks still continue on residents who refuse to leave and official personnel who have been ordered to stay. Interestingly, those fleeing the area are often receiving and accepting below-market offers to purchase their homes by a newly formed real estate conglomerate. It can’t possibly be a coincidence.

Fruit of the Poisoned TreePockets of youth violence are exploding

throughout the country. Though separated by hundreds of miles and varying wildly in their methods, the heinous and sadistic attacks all include extensive torture and mutilations of the children’s victims. Attacks have occurred in small, localized areas and seemingly without reason, and authorities are stumped as to the cause. Perhaps that’s because they can’t rationally blame the one universal thread in all of the instances: That the mothers all visited the same chain of fertility clinics to help them conceive.

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No Good Deed Goes UnpunishedMistakes happen, but when one of those

mistakes is accidentally framing a man for murder, the Valherjar must correct it before an innocent person fries. Interrupted by the police during an unfinished operation, the Flyn was forced to flee while an unfortunate bystander was nailed for the crime. Now the Valherjar must clear his name without drawing attention to themselves or their unfinished business.

In Betrayal or Distress?A valued Garm ally has suddenly switched sides,

and no one’s sure why. Uncharacteristically having broken his contract with the Aesir to accept one with a Surtur, even the Garm’s own kind are wondering what has happened to him. Is he under some malevolent spell or simply motivated by his own greed? In either event he may have information that could damage Valherjar operations and must be dealt with.

The Highest HighA local sports team just got a big boost and no

one’s sure what turned them around. Winning less than a fifth of their games the last four years running, they’re now in a position to clinch the title and their performance can only be described as “supernatural.” Players are stronger, faster and more agile than ever before, and Magic is almost certainly involved — but at what price? A string of disappearances and thefts surrounding the team may only seem bizarre or coincidental to the mortal authorities, but the Valherjar know better. Someone’s trading steroid-free enhancements for some high profile lackeys and has to be stopped.

The Dangers of Good Samaritanship

The world is full of vulnerable, needy people, and there is an exceedingly high likelihood that Valherjar will come across a number of them on assignments. In some cases, accidentally or intentionally, the Valherjar may get pulled into the relatively mundane factors of a mortal’s life. This could be as simple as inadvertently becoming a major source of care for a lonely elderly person, or as complicated as thwarting a local extortion operation. Either way, they have become intrinsically involved and must now not only pursue their original assignment but also tend to these mortal needs, while desperately working to maintain their cover and secrecy.

Packing the Plot Hooks inWhile, yes, there is such a thing as too many plot

hooks, you are far more likely to run the risk of too few. Though movies, TV shows and even some books will suffer heavily from the inclusion of too many subplots, the unique medium of a roleplaying game makes this fear highly unlikely. The great thing about the speed and scope of a game is that it’s player driven, which means that the plots will only be resolved as fast as the players choose to do so, and thus the fear of “story overload” doesn’t really factor in. Adding more plot hooks and subplots will give players more opportunity to expand and develop themselves and add longevity to the game, so don’t be shy packing them in.

Plot Hooks and Campaign Ideas on our Website

In addition to the hooks listed here in our other supplements and sourcebooks, the Game Monkey Press website (http://www.gmpress.com) also has a section exclusively dedicated to plot ideas for your Valherjar games. Included in this section are expanded campaign hooks, ideas created by other players, and a form that you can use to submit your own stories, so be sure and check it out.

Living the AdventureA Gaming Overview

Actually organizing your game into playable segments can be tricky, and Valherjar employs a number of concepts that can aid you in creating a set of coherent adventures that transition smoothly from one scene to another. They’re designed to provide both a universal terminology for you and your gamers and also to give you framework for designing extensive story arcs.

OperationsWithin the typical scope of a Valherjar’s

existence he or she will be sent on hundreds, if not thousands, of assignments designed to further the will of the gods. These can range in function from information gathering to espionage, to establishing a presence in a hostile political environment, to defending an Aesir interest, to breaking up a smuggling ring, to assaulting an established Jotnar organization. Indeed, the goals of these assignments can be as varied as the Valherjar who execute them.

Within the course of a Valherjar game, however,

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these individual assignments are called Operations. An Operation represents any individual task the characters are expected to perform (though there may be numerous objectives involved in each task) and should take the player one to three gaming sessions to accomplish.

Sample Operations might include locating and shutting down a Jotnar base of operations, following the money trail and eliminating the source of a drug ring, infiltrating an arms smuggling organization and discovering where shipments have been sent, or tracking down and eliminating a particularly heinous Jotun.

CampaignsTypically composed of three to nine Operations,

Campaigns are the protracted activities that individual Flyns may experience once they become embroiled in elaborate Jotnar activities. The meat of most Valherjar playgroups, successful Campaigns connect a series of Operations, often initially appearing unrelated, into a cohesive story.

Good Campaigns will maintain the individuality of each Operation while flowing smoothly from one to another. They can be revealed as early or as late in their progress as the Narrator wishes, though maintaining a certain amount of mystique will greatly enhance the dramatic tension of the series. Ideally, just as each Operation includes all three plots of a successful story, Campaigns should also incorporate these principals, but in a much wider scope. Experienced Narrators may also benefit from interjecting “red herring” Operations into their Campaign arc, sending the players on a mission that seems related but ends up being completely independent.

Sample Campaigns might include discovering and thwarting a Jotnar plot to overthrow a political body, following a trail of corruption through an increasingly elaborate web of sub-organizations to the actual source, or investigating and connecting a pattern of disappearances across the country.

SagasThe culmination of several Campaigns,

Sagas are the grand adventures of a Flyn told over a considerable period of time. Typically reserved for gamers who have played the same characters together for years, a Saga will see characters experiencing their roles as Valherjar to the fullest and may take characters all the way from Flyn inception to Ragnarok.

ProloguesPrologues — substories that create background

for the game and its players — can be useful in a number of capacities for a group of players who may be gaming together for an extended period of time. They can include in-character development of relationships (how the characters met and developed the connections, good or bad, that they have now), story background for your coming Operation or Campaign, or especially effective given the subject matter of Valherjar as a game, allow players to roleplay the end of life and mortal deaths of their characters.

Customizing the RulesControlling Combat

For the new or inexperienced Narrator, combat can easily become a daunting and overwhelming task. Even in its most simple form, a good fight will likely have you controlling a half-dozen NPCs, tracking the effects of actions on civilians and the world around them, sorting out rules issues and making vain attempts to keep your players honest. With all that, it’s no wonder that so many roleplaying encounters become dry and lifeless, amounting to little more than structured dice rolling sessions. But it doesn’t have to be that way. With a little forethought and a bit of confidence, a good Narrator can turn any scrum into an exciting and memorable event. All you have to do is follow a few simple rules.

1. Don’t forget the drama of combat. Action is inherently dramatic, and so can be a wonderful enhancement to any deep and elaborate gaming session — but only if it’s well described. Nothing ruins the power of a moment like resorting to mild and listless action descriptions. Phrases like “he attacks,” “she dodges” or “you hit” will kill the critical theatrical momentum of a game faster than just about anything else. So instead try replacing them with dramatic descriptions of all character actions. For example, say “you launch your fist towards his face in a vicious left jab, but he sees it coming and just manages to slip to the inside, leaving your knuckles to just barely graze his cheek” instead of “he dodges” — and demand that your players do the same.

2. Don’t forget the pacing of a Round. A typical Round of combat only lasts 3 seconds, and while your players may enter into long and rabid debates about what, exactly, they feel their heroic Valherjar can accomplish within the span of 3 seconds, the reality of it is that it’s just not that long a period

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of time. While, yes, a choreographed fight can trade literally dozens of shots in a 3-second period, the reality is that most people take longer than that trying to fish the loose change out of their pockets. With the stress and confusion of a usual engagement it is entirely feasible for characters to accomplish much less than their players think they should, and that’s OK — because a new Round comes right after this one.

3. Don’t be afraid to toss the rules. We know this is probably something you’re close to getting sick of hearing, but we can’t emphasize this point enough. From the modifiers this book says should be placed on an action to the actual rolls you make for those NPC bad guys, don’t hesitate to throw convention out the window if it means you can tell a better story. Sometimes, the bad guys have to lose, or the good guys have to win, and the only way you can be sure it goes down “right” is by just saying that it does. Fudge the numbers, tweak the rolls, do whatever you have to do to make the story go the way you need it to go. Likewise, it is only a matter of time before a player

realizes that some rule, obscure or otherwise, can be manipulated to give them an advantage, and it is the wise Narrator that learns early to throw out what will ruin the group’s fun.

4. Notes are a Narrator’s best friend, so take copious amounts of them. Invariably you’ll be so besieged by information that you’re bound to forget some of it, and that’s where some scratch paper and a pencil can be worth a fortune. From the relative positioning of characters to the special effects in play, notes are about the only way you’ll ever keep it all straight. And that’s saying nothing of tracking damage or initiative.

5. “Real” is a four letter world. Something funny happens when a person spends dozens of hours pretending like they know what they’re doing: They eventually start to believe they actually do know what they’re doing, and that can be a Narrator’s worst nightmare. From armchair military theorists who think that watching Desert Storm live on CNN make them generals to hardcore gamers who are convinced that time spent rolling to hit is the same as time spent live-firing on the range, you’ll encounter countless players who feel adamantly that they know what’s real and what’s not. And that’s OK. But rather than arguing with them about it, or cowing to their demands based on their assumed knowledge, just remember that this isn’t real life, it’s a game. And as such, things will happen that aren’t totally realistic. But that’s OK, because it makes for better storytelling, and that’s what’s important, right?

Maximizing the Effect of the AOR

Especially in non-combat situations, when Initiative is not being determined and the characters appear to be under little or no pressure, it becomes excessively easy for players to discount the importance of the Action Opportunity Roll and view their action rolls as simply being the “best 2 out of 3 dice rolled.” And while in some situations, when there is truly no hurry or chance of interference, that may well be true, the majority of the time the AOR should still be viewed as a critical factor of action resolution.

More than just an Initiative-determining device, the AOR indicates the speed of all actions — and in the relative environment of a static action (such as picking a lock, hacking a computer, hot-wiring a car, searching a room, etc.) it can well mean the difference between seconds and minutes, minutes and hours, or even hours and days. It is encouraged that before a player rolls

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any action for their character, you take a quick second to imagine the absolute extremities in time the action could take. The player’s AOR roll then indicates where within those two extremes the reality lies and how long it will take them to complete the action.

For example, let’s say that Sarena is doing something semi-mundane but adventure oriented, like trying to navigate a dark alleyway behind a nightclub before a flirting bouncer gets back to guarding it. The alley’s dark, and Sarena knows there is debris and other tripping/noise-making/problem-causing refuse littered throughout it, so she wants to pick her way through the darkness, making as little noise as possible. The Narrator thinks about the possible amount of time all this could take and decides that if Sarena’s AOR is high she may glide swiftly through the alley, getting from the entrance to the fire escape in a mere 3 or 4 seconds. If Sarena’s AOR is low, however, it could take her several minutes as she gingerly places tip-toed foot after tip-toed foot. Sarena makes her Stealth roll, which ends up being a 16 total for the action, but only rolls a 1 on her AOR. That means that Sarena makes almost no noise as she winds through the alley, but she does it so slowly that the bouncer has long since returned by the time she reaches the far side. Now Sarena has to be especially careful of making noise or drawing attention, and can’t turn back if the fire escape ends up being a bust, all because she took too long performing the action.

Interference will likely be the biggest risk of a low Action Opportunity Roll, and is something the players should remain ever aware of. Taking inordinate amounts of time to perform dramatic actions is most likely going to lead to trouble. People may stumble upon your breaking and entering attempts. Guards may return to their watches. A critical piece of information may be discovered in enough time to make use of it. Clues may be put together before the next big attack. Almost everything a Valherjar does in the field is best kept quick and quiet.

What’s more, not everything has to be about outside influences. Trying to perform a timed activity, such as jumping from a bridge onto the top of a semi truck passing below, should also be strongly AOR-dependent. Though the Target Roll determines whether or not the activity actually succeeded, a good Action Opportunity Roll could mean the difference between timing the jump ideally and landing where it would be most advantageous (say, on top of the truck’s cab), to the character barely managing to land on the truck at all and having to climb across the top of a moving vehicle.

Thus the AOR can be the missing convention in dramatically resolving any action, even if it’s not occurring during an Initiative-governed Round. And given the considerable number of activities the players will be attempting that they want to do quickly rather than slowly, a few poignant examples of “taking too long” should get the point across to your players that the AOR isn’t just a place to put the lowest die, but in fact greatly affects their gameplay.

Simplifying and Resolving Discrepancies

As you game, three things are invariably going to happen: 1) You’re not going to want to take the time to find all the rules you need; 2) You’re going to find situations that rules don’t exist for; and 3) You may find a situation where two sets of rules contradict each other.

In the first two situations the answer is simple: Rather than spending an excessive amount of time scrounging for or critically examining rules to determine a solution, just make a best guess. Nothing slows down a good roleplaying session more than scouring for obscure rules, so just take what you know of the rules and make a reasonable assumption. Though this may work to either benefit or hurt the characters when compared to the actual rules, don’t worry about it too much; it’s more important to keep the game flowing.

As for the third issue, allow us to apologize in advance. Though we would never intentionally allow a rules contradiction to exist, and to our knowledge there are none, eventually every roleplaying game develops this embarrassing reality. We thought we’d just go ahead and address it now. As a rule, any time a broad rule is contradicted by a finite rule, the finite rule wins. The more finite the situation a rule is designed to address, the higher the likelihood is that it was designed to address the issue at hand, and so is probably more relevant. In the event that neither is specifically designed to address the situation simply use whichever rule works best for the game you’re playing.

Avoiding the Predictable Enemy Syndrome

For a number of reasons, it is inevitable that eventually your players will come to know and understand too intimately the various pitfalls, adversaries and trappings of Valherjar: The Chosen Slain. Whether they too have copies of all of the rulebooks and supplements or have simply played

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enough campaigns that the mystique has gone, the unique elements that make a story’s setting mysterious eventually will fade with time. Few things can induce boredom like players who can identify any enemy through only the most basic of descriptions and instantly know its capabilities, weaknesses and how much Prestige they’re going to get for killing it. Unfortunately, this is a reality not only of long-lived roleplaying games but also of any form of dramatic series. At some point you’ve likely seen a heavily dramatic TV series whose first episode struck you as amazingly gritty, brutal or honest, but by the third season, though still good, the show had lost its visceral edge. More realistically, we have a number of people in “high trauma” professions — emergency medical specialists, police officers, military personnel, etc., — who see the macabre so frequently that it can become mundane. That being said, there are a number of ways to increase the entertainment value of your Valherjar games, and we would encourage you to incorporate as many as possible to keep your play time dramatic and exciting.

The first thing you really have to do is decide on the mien, or atmosphere, of the game you’re running. One of the truly wonderful things about the world of Valherjar is that it can be portrayed in so many different ways, dependant almost entirely on the mood you choose to set and the aspects you decide to focus on as the Narrator. A high-combat campaign ran around a rough and tumble group of Huscarl can have a decided “hack-n-slash” action movie feel and can give countless hours of simple frenetic pleasure. A story set around a small Flyn of isolated Hersir, deep in cover among the Jotnar and far from the nearest Burh, can be dramatic, suspenseful, noirishly grim or even terrifying. The choice is yours and as Narrator, your players will look to you to set the tone. Don’t be afraid to go out on a limb and make it as exciting and intense as you choose.

Another simple yet powerful way to shake up a game is to ignore the game-designated rules, backgrounds and descriptions for the various creatures and entities the players will encounter and replace them with your own designs. As we’ve said several times in these rules, our only goal in making Valherjar is to help you have a good time. If that means throwing out some or all of the rules to give your players a shock, you shouldn’t be the least bit shy about doing so. Few things shake up a veteran crew like encountering an enemy who breaks the mold, and the more often you do it, the less predictable and more exciting your games

will become. We’ve already given you one strong vehicle for doing this with the Ratatosk; creatures that by definition are often unique and random in their design, but you shouldn’t feel compelled to limit your creativity to their ilk. As Shakespeare once said, “there are more things in heaven and Earth than are dreamt of in your philosophies,” and there is no reason at all the players and their characters should have previous knowledge on even the bulk of what they face.

Finally, and arguably most importantly, you can embrace the massive amount of creativity and originality a world like Valherjar allows you. As you’re undoubtedly aware, Valherjar is drawn from the depths of the Norse myths and Aesir-based religions, but you’re by no means expected to limit your play to the subjects we approach in our books. Whether you look into those same myths for individual inspiration or draw from completely foreign sources, there are literally thousands of ideas that your personal Valherjar storyline can explore without disrupting the overall arc of the series. Often favorite movies, TV series, literature, current events or even modern legends can be great inspirations for electrifying plot twists and hooks, and the only limit to their incorporation is your imagination. After all, in a world where the monsters are commonplace and magic is a reality, what’s to stop characters from encountering all manner of things that go bump in the night?

House RulesIf you haven’t gathered from the repeated

references we’ve made to customizing the rules throughout this book, we strongly encourage you to use these texts as little more than a guide and modify them as you see fit. These customizations, called “house rules,” will allow you to create the best environment for your specific gaming group and will aid you in making your games as functional and entertaining as possible.

Should you find house rules that become essential to your gaming experience, we would encourage you to note them and include them with your core rules so that they’re available as reference for all your players. And if you make some that you’re particularly proud of, feel free to submit them to the House Rules section of the Game Monkeys’ website (http://www.gmpress.com).

The 3-Second Rule Easily the most modified rule under the AOR

System, the standard 3 seconds given to arrange dice may prove to be too challenging for some players and

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possibly even too long for veterans. In any case, should the 3 seconds need to be changed, simply inform your players in advance and alter the count as required.

Resolving Disputes and Staying on Track

Inevitably, out-of-character conflict will rear its ugly head in your game and players will become distracted by whatever the source of the dispute is. Alternatively, players will lose focus and become embroiled in some non-game related discussion. Regardless of which situation it is, the effect is still the same: You now have to get your players back on track.

To begin, remember that as Narrator, part of your responsibility is to keep the game going and politely try to get players back in character. Should that fail, we suggest a little rule we call “Character Speech Only.” Basically, once CSO is invoked anything players say, their characters say, and so you can make non-player characters and the game environment respond. Should this still fail to bring things back on track, you can always resort to random enemy encounters (simply dropping something for them to fight into the game) since combat tends to bring people back to focus. If that still doesn’t work, try calling for a quick break to let people get some fresh air or something to drink.

Finally, if all else fails, try faking a psychotic episode and throwing feces at the other players. That should get their attention in a hurry.

Player Rewards: Veteran Points and Prestige

One of the most difficult aspects of being a Narrator is determining the appropriate level of player rewards for roleplaying sessions. If you issue too many, your players’ characters will quickly become unbalanced, too powerful and difficult to deal with. Issue too few and players will become frustrated with their general stagnation and lack of advancement. Unfortunately, there is no right answer in terms of how many Veteran Points and how much Prestige players should be given. There are, however, a number of concepts to keep in mind when you’re doing so.

Firstly, ask yourself what the realistic scope of these particular characters is. Are they going to be used only for a single Operation, a relatively quick Campaign, or are these the protagonists in a burgeoning Saga and will they be around for a good long time? As a general rule, the longer the players are planning on using the characters, the more stingy you can be with

the rewards. If a character is advancing rapidly after each play session, they’ll likely be godlike after a year or two of play.

Secondly, decide what best fits your intended game arc. If characters begin at standard starting levels but will be fighting a Surtur by campaign’s end, they’ll have to advance quickly in order to cope with what you’ll be throwing at them.

Finally, decide on your criteria for awards and be consistent in it. There are a number of options to use, but we suggest a combination that will reward players for a number of diverse play options.

The simplest and most easily applied criteria is simply being there and participating. While it may seem a bit simplistic to reward players just for showing up, it will encourage players to do more while still allowing some level of mild advancement. In these situations we suggest issuing a Veteran Point per session or two, while issuing no Prestige.

Another tried and true method for awarding Veteran Points and Prestige is through character accomplishment. In these cases characters may gain rewards for killing noteworthy adversaries, stopping sinister schemes or simply progressing through vital plot issues. In these cases we suggest issuing one to three Veteran Points and one or two Prestige for slaying noteworthy adversaries (such as a famous Garm, a Ymir or a Surtur); one or two Veteran Points for successfully solving major plot issues; and two to four Veteran Points and one to three Prestige for foiling major Jotnar activities.

Finally, arguably the most worthwhile method of rewarding players, is issuing Veteran Point awards for good in-character roleplaying. Not only does this method encourage good roleplaying and staying in character, but it also creates an atmosphere in which dramatic situations will manifest themselves. Typically we suggest issuing one to three Veteran Points, depending on the intensity of the experience, and it may even be valid to award a single Prestige point if the characters, through the passion of the player, are able to further a noble cause.

Regardless of the system you choose for player rewards, try to be consistent. Don’t feel obligated to issue player rewards if PCs are becoming too powerful or are accelerating faster than is convenient for the game. Remember, it’s always easier to issue rewards slowly and give bonuses as needed than it is to take them away.

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CHAPTER 6: THE JOTNARMostly unknown to the Valherjar themselves,

the world of the Jotnar has remained a mysterious and elusive enigma that has only been deciphered through second-hand information and by Hersir under deep cover. The following information is not well known and, typically, is not for player use. Though it does not represent the total knowledge of the Jotnar held by Asgard, it is information that is judiciously distilled by the Jarls through the ranks of the dead. Why the gods are so reluctant to disclose details of the Jotnar and their societies is unknown, though it is often apparent from interactions with Garms and Bodas that many of the Jotnar are far more knowledgeable about the Valherjar than the Valherjar are about them.

Social StructureBecause of the general ban on excessive Jotnar

contact, fairly little is known about their social structure, hierarchal systems and political interactions. What is known has come from three primary sources: Garm allies, entrenched Hersir and information gleaned from interrogations and similar coercion. Unfortunately, in each case, there are decided difficulties in procuring accurate information. The Garm, while reliable, have two particular issues that keep them from being valuable sources: 1) they tend to view “spying” as dishonorable and thus won’t share any information learned while in the employment of a client, and 2) they’re prone to narcissism and deliberately pay little attention to the interactions of the other Jotnar. Hersir infiltrators generally must maintain low profiles and remain hidden within the rank-and-file of Jotnar organizations for fear of being identified. And captured Jotnar and Muspell are rarely interrogated about social interests unless it specifically relates to a mission at hand. That being said, the basics of Jotnar society are understood and taught to the Valherjar who inquire about it or will benefit from such knowledge.

Though the specific dynamics vary widely from species to species — indeed, each race maintains their own individual form of government and social structure — as a whole the Jotnar operate on a simple “power = position” philosophy. Essentially subscribing to the old adage “might makes right,” the more potent the resources and capabilities of an individual or clan, the more influence they will have over both their own and other species. How this base of power is divided can vary widely from race to race. The Surtur, for example, are exceedingly individualistic and

egotistical, while the average Jormun is essentially unable to comprehend any recognition other than for their hunting and breeding packs.

Regardless, there is no greater governing council or unification of nations to maintain Jotnar relations and thus the interests of lesser Jotnar tend to be ignored or freely abused by those who do not view the entity as a threat. For example, it is not uncommon for powerful Surtur or Ymir to monitor other Jotnar activities and then commandeer the operation when it becomes successful. Likewise, the crafty and influential Boda are notorious for using mortal laws and corporate structures to gain control of either human or Jotnar activities when it seems advantageous.

Of course this kind of instability leads to considerable resentment and paranoia among the various species. Since there is no governing body to appeal to and no form of enforcement for varying ideals, however, there is little recourse against another Jotnar except to try and grow powerful enough to overcome them. This power-oriented hierarchy also tends to lend itself to monarchal-like arrangements and high instability, so it can often be exceedingly difficult to determine who or what is currently in control of an area or activity at any given time.

ActivitiesAs varied, clever and devious as any potential

human machination, the activities of the Jotnar are as diverse as their goals. Though generally following a few central principals and often pursuing common goals, Jotun methods and works can run the gamut of economic, social and political procedures.

In general, the one common aspect to all Jotnar operations is that they increase the power base of the Jotnar in some measurable way. With the possible exception of the Nidhogg, who will often participate in events based solely on their sadism or psychosis, the goal of most Jotnar is to either further their individual influences or to give themselves an edge in the coming war with the gods.

Ritual MagicThough in general the Valherjar trainings and

capabilities are limited to drawing and projecting the magic from their own Rune stones, the Jotnar tend to rely on more natural means for their magical capabilities. Though the Jotnar do in fact know some

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of the secrets of the Runic magic of the Aesir — as has been proven on a number of occasions — the fatigue and life-shortening qualities of focusing one’s internal energy dissuades most Jotnar from using them and has directed their attention to less demanding efforts. By using the innate energies that are created in nature and focusing them through ritual, Jotnar magic is far less taxing on the individual casting it, but requires significantly more time to prepare and additional physical components to channel.

Still, despite the longer prep time and need for supplies, ritual magic does have several distinct advantages over Runic magic. The most obvious aspect, and unquestionably most beneficial, is the total lack of physiological fatigue. Unlike Runic magic, which draws strongly from the vitality of the wielder, ritual magic can be used with little or no negative impact. Additionally, the potential applications are far greater, and where Rune magic requires radical, and often lethal, experimentation, the potentials of ritual magic are limited only by the creativity of the caster. Finally, where Rune magic essentially requires constant vigilance to maintain, and long term use can be critically exhausting on the user, ritual magic can easily be bound to totems, symbols and fetish objects.

Schools of Ritual MagicThough the Valherjar have records of dozens

of different schools of ritual magic being used, the Jotnar, in general, tend to rely on six primary forms to accomplish their goals. Within each school there are literally hundreds of variations of methods the magics can be employed, and though a number are listed with each Jotnar example, Narrators are encouraged to get creative and explore the depth of possibilities within each magic.

AimamancyMost religions throughout history have held

the blood as sacred, often using it either literally or symbolically in their traditions, but the practices of Aimamancy bring its ritualization to terrifying heights. It is this blood magic that lies at the root of a number of the more sinister Jotnar rituals, including the creation of the hybrid mongrels known as Ratatosk and the transference of life energies from creature to creature. Through blood all life is nurtured and sustained, and through its manipulation life can easily be taken or mutated.

Sample Aimamancies

LeechingDisturbingly easy to perform, and terrifying in

action, Leeching allows the Jotnar to draw life energy from a creature’s blood simply by laying hands on them. How much this drains the target and enhances the caster seems to be inconsistent and irregular, with the effects ranging from merely “intoxicating” the Jotnar, as though they were in a drug induced high, to actually allowing the Jotnar to heal wounds and sustain themselves.

Scent of PowerIn effect similar to Inner Eye or Sight from

Hlidskjalf, Scent of Power gives the caster a connection to the flow and rhythm of the life forces and energies around them. This can be incredibly useful when one of the creatures in proximity may be pulsing with magical energy, such as with a Valherjar, or becomes magically active.

KephamancyLiterally “magic of the head,” Kephamancy is

the practice of manipulating a creature’s thoughts or emotions through magic. Used for everything from creating allies to causing chaos, Kephamancy can be an incredibly powerful tool for the Jotnar who learn to wield it. Interestingly (and unquestionably disturbingly), in addition to the immediately applicable possibilities of bending a target’s will, Kephamancy has become a valuable commodity for those with the contacts and money to procure it. Sold to high bidders in darkened rooms, Kephamancy has become the otherwise inexplicable key to broken loves being mended, disputes being resolved or a performer’s occasional rash of incomprehensible popularity.

Sample Kephamancies

Commanding VoiceThe most subtle and manipulative of all Jotnar

magics, Commanding Voice allows them to influence and control minds weaker than their own. Ranging in potency from simple suggestion to complete mental dominance, the range and scope of Commanding Voice can be as varied as the Jotnar who use it. Typically, the one constant is that the caster must be able to vocally communicate with the victim, but there have been incidents reported where only eye contact or touch was required. Often trapping the victim within their own body, allowing them to be aware of their actions

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but powerless to stop them, those dominated with the Voice are among the most violated and abused of the Jotnar gudgeons.

GlitterA surprisingly simple modification of Glamour

magics, which combines its effects with Kephamancy, Glitter casts an imperceptibly subtle glow, almost like an aura, around the subject, allowing them to become inexplicably alluring to those around them. It varies in potency; low level allures require significant contact and exposure with a target before they’re effective, while some are so powerful that even members of the same sex, or those who would not normally consider the subject attractive, can be enraptured.

NecromancyAlthough they include a wide range of potential

effects, all forms of Necromancy are targeted toward manipulating the dead. From rituals that return them to various states of near-life to calling forth their spirits for questioning, Necromancy can be incredibly effective for those bold enough to use it. Often used in the creation of undead fodder known as Thokk as well as to scatter the Runes of fallen Valherjar, Necromancy has earned a decided place of loathing among the chosen slain, and witnessing a creature employing it will usually mark them as targets immediately.

Sample Necromancies

Mercurial NecrogenousA bastardized version of Necrogenous, the

magic used in creating Thokk, Mercurial Necrogenous allows the caster to reanimate a deceased creature immediately, without any of the elaborate rituals or preparation normally required. Suffering extremely limiting physical and mental defects, and incapable of following more than basic verbal commands from the caster, undead raised through this short-ritual Necromancy are capable of only simple actions and are more effective as distractions or expendable fodder than as a legitimate threat. They also possess incredibly short animated lives and will collapse into unidentifiably desiccated piles of offal minutes after being created.

NecrotechniFocused on sculpting, rather than reanimating,

the dead, Necrotechni is the practice of magically forging the flesh and bones of the dead into various sundry items. Most often used in the design of profane

decorations or utilitarian items, in its most repugnant form Necrotechni can create restraints for prisoners from their fallen comrades, fashion weapons and armor from corpses, and even make traps out of cadavers. One particularly vile encounter found a captured Valherjar exposed to large volumes of Brown Recluse spider venom. This venom created a necrotic response, killing and rotting a significant portion of the tissue on the Valherjar’s body. Once the venom had began to take effect, Necrotechni was used to hideously deform his flesh, shaping him into a still living “work of art” that was hung within a Surtur’s throne room for decades.

OmorphimancyFunctioning similarly to the Gangrad’s Cloak

Runic Magic, Omorphimancy allows a creature’s appearance or form to be altered, and for wielders to see through the veils created by magic. Most often used to disguise Jotnar as humans or other natural animals, Omorphimancy is not only utilized by a variety of Jotun, but much like Kephamancy, is also “sold” frequently on the black market. Disguising those who lack the ability to perform the magic themselves, industrious Boda, Nidhogg or even Garm will lease out their talents. This allows other Jotnar, especially those interested in pursuing relatively normal human-esque lives, to “pass” for mortals.

Sample Omorphimancies

GlamourAmong the most effective and widely utilized

of all Jotnar magics, Glamour allows the casting Jotun to alter their own, or another’s, general appearance and physical size. Most often used to assume human personas, which then allow the Jotun to interact with mortal society, Glamour will withstand almost any amount of visual or textual scrutiny, though is vulnerable to magical sight.

Glamour allows the Jotnar to modify a creature’s shape and appearance by up to 1/3 again their normal size and allows them to assume the general form of a creature or species of choice, but does not allow for specific customizations of the looks (meaning that the creature can appear human, for example, but can not emulate a particular human). Once applied, the Glamour’s effect is visually and tactually perfect but does not alter the creature’s attributes or abilities in any way. Magical visions, such as Sight from Hlidskjalf, are capable of penetrating the Glamour.

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Inner EyeEffectively the Jotnar equivalent to Sight

from Hlidskjalf, Inner Eye is a fairly simple, though incredibly effective, form of magical sight that allows the caster to penetrate glamours, discern magical alterations and view other non-physical objects or entities.

PyromancyUtilized on a number of levels, from combat

effective attacks to simple utilitarian duties, Pyromancy allows the caster various controls of the very element of fire. From the throwing of fireballs to the creation of burning walls, the potential applications of Pyromancy are surprisingly numerous. Though used infrequently by the vast majority of the Jotnar, those who have harnessed the true capabilities of Pyromancy can become extremely formidable and are difficult to overcome.

Sample Pyromancies

FirebrandOne of the simplest of all ritual magics,

Firebranding transforms sulfur, either in rock or powder form, into fire. Whether hurled as a burning ball from a distance or sprinkled onto the heads of enemies below, Firebranding is unquestionably the most versatile, if not effective, weapon in the Jotnar’s magical arsenal.

WardingRelatively rudimentary by most magical

standards, Warding channels Pyromancy to produce a flaming, nearly opaque shield that provides basic protection from most any type of attack. Requiring a ritual that often culminates with the caster holding their hands before them in a protective gesture, it typically functions as a flat, burning, head-to-foot field that will repel both physical and magical attacks alike in varying degrees.

SkiamancyArguably the most effective (and dangerous)

of all ritual magics, Skiamancy allows the wielder to control and interact with cast shadows in some truly alarming ways. From providing concealment to animating spies, the true depths of Skiamancy have yet to be discovered by the Valherjar, though all those who are forced to combat it will attest to the devious capabilities it possess.

Sample Skiamancies

ShadowcraftThe ultimate evolution of Skiamancy,

Shadowcraft allows the Jotnar to actually manifest shadows as physical entities. Used as everything from thieves to assassins, these shades are capable of detaching themselves from the darkness and moving through the light to act as silent minions of their masters. Though exceptionally vulnerable to light-generating attacks, such as from fire or electricity, they are often fairly resistant to physical attacks as their form is never fully corporeal.

Veiling ShadowOne of the most dramatic physically altering

of all ritual magics, Veiling Shadow actually converts the caster into a form of gaseous darkness that mingles with any shadow the target enters. Once cloaked within a cast shadow, a Veiled target is totally invisible to the naked eye and is completely intangible. This means that it is not vulnerable to physical attacks and is incapable of any form of physical action.

The shadow a Veiled creature enters must be reasonably dense, and they are immediately returned to their corporeal form when they leave the shadow or have light cast in on them. Characters with magical vision, such as Sight from Hlidskjalf, will see through the Veil on a standard difficulty check and may attack them as normal with other magics.

Ritual Magic in GameMuch as with the Valherjar, the degree to which

a given Jotun will know ritual magic will vary widely based on their race, individual preferences and ability to find mentors. As a general rule, however, more intelligent Jotnar will possess some level of magical ability while more primal or primitive Jotnar may have none. Regardless, there are no rigid restrictions or mandates on who will have what kind of magical abilities, or what the effects of those abilities will be, and Narrators are encouraged to make magical capabilities dramatically appropriate for their non-player characters. That being said, there are a number of commonalities to all ritual magics that should be employed regardless of what is being done.

They are presented here in abstract, exclusively to encourage players to create original and story-enhancing effects. Our desire is to craft a conceptual skeleton for magic that Narrators may flesh out to fit their purpose. Thus, the specific magics do not have

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correlating in-game effects. Should this ever seem daunting or frustrating, we would encourage Narrators to try one of two ideas. The first, and simplest, is to compare the relative effect of a similar Rune Magic and adjust the game values as necessary. The second, and likely much more rewarding, is to reflect on the myriad of fiction you have been exposed to — books, TV and movies — and select effects that best emulate the mood and challenge level you’re establishing. This should prevent players from ever being complacent in their dealings with the Jotnar, as each individual monster will truly be a unique encounter, and will allow you to scale the power level of your antagonists in ratio to the experience of the player characters. Should this still prove to be an uncomfortable concept and more specific game effects are desired, a myriad of options can be found on our Web site (www.gmpress.com).

Ritual of CastingThe very term “ritual magic” originates from

the ritualistic process that must be observed prior to or during the casting of the magic. Ranging from conventional folkloric methods (drawing containment circles and chanting) to much less traditional process (defacing one’s own body), each ritual magic will have a very specific, and often time consuming, process for its invocation.

Casting ComponentsWhere Rune Magic is manifest from the very

center of a caster’s body and so requires nothing but the wielder’s focus, ritual magic needs an object, or objects, to channel the gathered energy. Most often something elementally relevant to the magic being conjured, the components will eventually become the physical embodiment of the magic itself. More often than not, this means that the components will need to be in contact with the target and will cause the magic to dissipate if destroyed.

Magical Signatures Regardless of which form of magic is in use,

glamour-penetrating visions such as Inner Eye and Sight from Hlidskjalf are equally effective against Runic and ritual magic. In both cases a Test against the glamour’s caster may be required and, if defeated, will appear as similar shimmering veils around the truth. The fundamental difference between the two forms of magic, however, is that ritual magic leaves a “signature,” a quantifiable stain, of the caster on any magic they create. This signature can act like a fingerprint to those focused enough to be aware of it,

and may indicate the magic style used, relative power level and potentially even race or other impression of the caster.

Jotnar Profiles

The Boda____________________Extremely elusive and bearing a decided grudge

against the gods and their envoys, contact with the Boda is extremely rare. Typically it only occurs when the Valherjar discover that a Boda possesses specific information they require. In these events the meeting is usually excessively hard to arrange, is curt at best and can be quite antagonistic at worst. The reason for the hostility is unknown and especially hard to understand given the relatively dispassionate attitude toward the world in general, and Ragnarok specifically, the Boda assume as a whole.

Primarily functioning as intelligence brokers and advisers, the Boda’s interest in Midgard seems confined to the occasional corporate take-over and simply monitoring the pulse of world events. Though actively involved in the investment community and frequently seen on boards of fortune 500 companies, there have yet to be any evidence of significant Boda involvement in any disreputable operations and they, in general, seem to observe more than interact with the world around them.

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In GameReclusive and withdrawn, the presence of a

Boda in your game should be a source of interest and curiosity. Rarely taking direct action themselves, there is generally little cause to level hostilities towards a Boda unless cooperation is unforthcoming but mandatory. They are, unquestionably, the most connected and informed of any creatures on the planet, and there is rarely a significant venture undertaken that the Boda are unaware of. It is this “finger on the pulse” mentality that makes them so incredibly valuable as information sources and creates such extreme frustration with their animosity towards the Aesir.

Flyns desperate for information or trying to create larger pictures of seemingly unrelated events may search out Boda for assistance, though if available at all it will come at a significant price. They’re rarely interested in money; the cost of a Boda’s assistance will likely be some task of a questionable nature. While never directly opposing Aesir interests, Valherjar who have made such bargains report being asked to recover artifacts, gather intelligence or occasionally even perform assault operations on people or items who later become of interest to the gods.

Further complicating interactions with Boda are two distinct realities: the explicit ban on any but the most necessary contact with the Boda and their incredible grace and beauty. Likely related, as many Valherjar claim to have been unwittingly seduced into giving up critical information or participating in questionable actions after being swayed by their charms, the general animosity between the Aesir and the Boda remains a mystery and is the subject of significant speculation.

CombatAs a general rule the Boda do not engage in

combat and, barring the occasional unprovoked attack, rarely see any form of conflict at all. Should they be pressed to fight, they unleash their incredible Magic capabilities and most often never even allow their opponents to reach a physical combat range.

Dramatic Description ExampleObviously feminine in her almost exaggerated

physical features, the woman before you is as unquestionably beautiful as she is not quite human. Tall by comparison, she likely stands near 6 1/2 feet, though her long, styled hair and cat-like ears range even taller than that. Sleek and long, her entire body is covered in a fine layer of fur or hair and a cat-like tail darts back and forth behind her, expressing her obvious amusement and possible animosity.

Sample Boda

A�ributes:Dex 3 Int 5Ag 2 Char 5Str 1 Will 5End 1 Per 2IB 14

Skills:Athletics 1 Law 4Computer 3 Medicine 3Concealment 3 Persuasion 5Diplomacy 5 Resolve 6Finance 5 Streetwise 3

Armor:As per equipment

Health:Fortitude

Light 1 Mod 3 Ser 5 Crit 7Vitality

Light 3 Mod 6 Ser 8 Crit 10

Combat:As per equipment or magic

Special Abilities:Chromatophoric Fur: One of the most unique

qualities of the Boda is the way they may change the color of the light fur that covers their bodies at will. Used for a variety of purposes, from simulating human skin shading to providing camouflage, Boda culture also uses chromatic changes to communicate mood, intent and enhanced body language. The particulars of this practice, and what the various symbology means, is mostly unknown to the Valherjar, though it is well established that the Boda will use rapidly changing coloration to hide from or confuse opponents. Detecting a Boda concealed in a dark or mottled environment can be almost impossible, giving them at minimum a +2 and potentially up to a +6 to their Concealment. Even more impressive, however, is the way especially skilled Boda can use their color shifting to confuse an opponent’s eye at range. By shifting brightly colored pigments from their upper to their lower body, or by swirling silhouette like shapes against darker backgrounds, they prevent themselves from presenting a solid target picture, and so may automatically add +2 or even +4 to opponent’s ranged combat Target Numbers.

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Prehensile Tail: Acting as a third grasping and manipulating limb, a Boda’s prehensile tail is a marvelous tool for performing simple and not overly dexterous tasks. Not quite strong enough and lacking the appropriate digits to wield most weapons, the tail is most often used for mundane tasks such as fetching objects, gesturing and helping the Boda maintain balance. Particularly devious Boda have also been known to use it for picking pockets and casually filching objects from view.

Claws: The Boda possess small, cat-like claws primarily used for climbing. Doing a paltry D2,1 Edged damage in combat, they are more suited to adding a +4 to any climbing Tests the Boda may attempt.

Lowlight Vision: Boda possess naturally wide-irised eyes that allow them to see in low light conditions well outside the range of normal humans. They are able to see comfortably in low light conditions up to near total darkness so long as some small amount of light exists.

Ritual Magics Commonly Used:KephamancyOmorphimancySkiamancy

The Garm___________________Of all the Jotnar, it is the Garm who maintain the

most civil relationship with the Valherjar, and it is not uncommon to find them sharing information or even working together. Often employed as mercenaries, bodyguards, smugglers and information gatherers for Jotnar and select humans alike, Valherjar contact with Garm is common almost to the point of being mundane. That said, they are officially classified as Jotnar among the Aesir and so any non-essential interaction is frowned upon.

As a culture, the Garm are pugnacious and use a tribal, clan-based society which prizes honor and nobility above all else. However, the Garm only judge the commitment and performance of an individual in their chosen role, rather than the ultimate outcome of the action. Thus it is not uncommon to find two equally revered Garm on opposite sides of a conflict from each other or waging war on the battlefield. This mentality also extends to matters of business, where the emphasis is placed on the performance in the given duty rather than what the duty may entail.

It is this combination of similarity of purpose and difference in action that can be a major cause of conflict among Garms and the Valherjar they may try

and work with. It is not uncommon for given Valherjars to be incredibly self-righteous with a devout moral code, and those individuals are frequently befuddled by a Garm who is well and truly dedicated to honor and keeping their word, yet has no moral qualms if part of the duty they are sworn to involves slaughtering innocent people, selling weapons to criminals, waging war on an individual who was an ally last week or even fighting their own kin.

In GameSmart, strong, fast and often Magically

proficient, Garm may well be capable of standing toe-to-toe with all but the most veteran Valherjar, and their presence shouldn’t be taken lightly by any Flyn. Though favoring personal combat over group engagements, Garm are still most frequently encountered in squads and may well have access to better resources than most Flyns, thus making them significantly better armed.

Jovial and forthright, what is most likely to catch players off guard about encountering Garm is the generally carefree attitude they have towards would-be adversaries and combat itself. It is not at all uncommon for Garm to have meaningful conversations, or even be friends with, Valherjar — and then try to kill them moments later. The pure professionalism of their breed can be disconcerting to most characters.

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Most often found as mercenaries or hired muscle, it is relatively rare to encounter Garm leading some nefarious plot unless paid to do so. In general, so far as most Valherjar are aware, the greater issues of Ragnarok and the coming war are of little importance to the Garm and their attitude towards the Aesir seems to range from friendly to indifferent.

CombatIn general the Garm fight almost identically to

humans and are not averse to carrying any weapon, armor or equipment that may suit their purposes. Slightly larger than the average man, they do have difficulty finding gear to fit them properly, but barring diminutively hilted swords, small suits of armor or compact guns, they have managed to adapt almost all standard human tools of war.

During combat the Garm behave similarly to medieval knights or samurai. They prefer individual combat to squad or group tactics and they maintain a strong sense of respect and appreciation for their opponents. It is not uncommon for an individual Garm to challenge a specific opponent across a battlefield, regardless of its size, and they are notorious for discussing the merits and flaws of the engagement as it is occurring, even complimenting opponents on particularly good tactics, attacks or defenses.

Dramatic Description ExampleTall and powerful, the furry creature before you

appears calm but inherently aggressive, like a spring coiled excessively tight. It stands slightly more than 7 feet, and is thickly muscled and obviously powerful. A quick glance reveals several barely concealed weapons, and you’re willing to bet a number of others are stashed somewhere on its person. Its facial features are exaggerated and feral, like some brutish creature from a medieval myth, and two prominent canine teeth jut from its slightly protruding lower jaw. The body beneath its equipment is covered in a thick bear-like fur, and long braids adorned with trinkets and trophies hang sporadically from a bushy mane.

Sample Garm

A�ributes:Dex 3 Int 2Ag 3 Char 1Str 3 Will 2End 4 Per 2IB 9

Skills:Unarmed 3 Wpn: Pistol 4Athletics 2 Observation 2Wpn: Rifle 4 Persuasion 5Wpn: Heavy 2 Resolve 5Wpn: Bladed 3 Streetwise 2

Armor:As per equipment.

Health:Fortitude

Light 3 Mod 6 Ser 9 Crit 11Vitality

Light 3 Mod 6 Ser 8 Crit 10

Combat:As per equipment or magic.

Special Abilities:Low and Bright Light Vision: Garm possess

naturally adaptive eyes that allow them to see in light conditions well outside the comfort range for normal humans. They are able to see comfortably in both bright light conditions that would “white out” a human’s eyes and low light conditions up to near total darkness so long as some small amount of light exists.

Preternatural Digestion: Garm possess an abundance of incredibly aggressive and noxious bacteria in their stomach and intestines that allow them to consume and digest ranges of rancid and even poisonous foods that would prove fatal to any human, including the Valherjar. This makes them incredibly adaptable when choosing their sustenance and exceedingly difficult to poison.

Resistance to Cold: Because of the thick, hollow fur, similar to that of polar bears, the Garm are incredibly resistant to cold and the elements. Comfortable naked in environments that would require very specialized equipment for humans, they are exceedingly effective as cold weather warriors.

Ritual Magics Commonly Used:AimamancyPyromancyOmorphimancy

The Jormun__________________Typically hunting in packs of four to six and

living in nests housing anywhere from 5 to 15, Jormun are by far the most feral and least intelligent of all the

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Jotnar. Only slightly smarter than a primate or young child, the Jormun do not use tools and are incapable of complex speech. Instead they live and behave similar to large predatory cats: They hunt in packs; they maintain a limited social hierarchy based solely on alpha dominance; and they are motivated almost exclusively by base urges to eat, mate and survive.

How and why they became involved with other Jotnar is a total mystery, but starting approximately 1,000 years ago the Jormun left their home plane and began appearing on Midgard in one of two basic capacities. Often Jormun are used as guards or muscle for Surtur, Garm or Nidhogg operations and are fairly common among their ranks of soldiers. Also frighteningly common is for Jormun to be found nesting in formerly populated areas (abandoned warehouse districts, industrial areas or in condemned slums), often with other Jotnar assisting them in staying hidden. What purpose their presence serves in these cases is unknown.

In GameJormun may be the most common Jotnar

encountered by players who are often involved in heavy combat campaigns. A great source of inexpensive muscle and especially formidable in packs, they often strike the perfect balance for a Surtur, Ymir, or Garm who needs considerable power to guard a complex or to run havoc over mortal foes. Unless gaining surprise or significantly outnumbering a Flyn, they will not

be particularly challenging for a group of reasonably proficient Valherjar but can not be taken lightly, either.

CombatAlmost never encountered solitarily, the

Jormun use primitive pack hunting tactics to confuse and disorient their prey. Often employing flanking and multiple-angle attacks, the Jormun love to take advantage of terrain features to sneak up on and overwhelm a target. With claws that allow them to run on nearly sheer surfaces and a vicious combination of biting and slashing attacks, the Jormun will usually attempt to launch themselves at a target from behind or in areas where they appear most vulnerable.

Dramatic Description ExampleSpindly without being lanky or skinny, the lithe

reptilian creature looks like a darkly mo�led dinosaur and is scaled in thick bony plates. Moving easily on all four legs, its sharply pointed tail whips back and forth and its hind legs flex absently, shi�ing sleek rear hips from side to side in a rhythmic pre-pounce motion. Its back is lightly spined with short, stubby spikes leading to a long slender neck and a bird-like head. Above a snapping beak filled with a meaty, snake-like tongue are two beady eyes devoid of emotion that glint pure black.

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Sample Jormun

A�ributes:Dex 0 Int 0Ag 5 Char 0Str 2 Will 1End 4 Per 4IB 10

Skills:Athletics 5 Resolve 1Stealth 2 Observation 3Unarmed 2

Natural Armor:B 1 E 2 I 1 C 0

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Light 2 Mod 5 Ser 8 Crit 10

Combat:Claws Total Rating: 7 Damage: D2+2,2 E Beak Total Rating: 6 Damage: D3+2,2 E

Special Abilities:Claws: Each Jormun toe ends in a long, razor

sharp talon that is incredibly effective not only as a weapon but also as a climbing aid, allowing them to climb nearly sheer surfaces. It is incredibly common for Jormun to utilize wall scaling in their hunting and attacking strategies, scrambling up a nearby wall, tree or rock face so they can leap down on their prey from above.

Enhanced Sense of Smell: The Jormun nose is as sensitive as any dog’s or wolf’s, and they are able to track the scent of prey that is days or even weeks old. This also gives them the considerable advantage of detecting creatures that approach upwind or in finding hidden or concealed opponents.

The Nidhogg_________________The Nidhogg are the creatures of small

children’s nightmares, and for good reason. They are the boogeyman, the monster hiding in the closet, the thing that follows you home when your parents are away and there’s no one to help you. They are the ones who, just near dusk, offer unsuspecting youths candy and then grab their wrist with a bony hand and

use magic to render their screams silent. They are the things that keep babies in small bottles in a dark hole somewhere until a suitable use for them can be found.

The most malevolently evil of all the Jotnar, the Nidhogg seem to be genetically programmed to derive extreme and near sexual pleasure from the fear and terror of others. Disturbingly intelligent and purely malicious, the Nidhogg were the first of the Jotnar to infiltrate Midgard in force, discover the secret of creating Ratatosk, and learn how to pervert the power of Valherjar Runes to create the zombie-like Draugr. Indeed, the bulk of their experimentations, the perverted mixture of science and magic that occupies the majority of their time, seems to revolve around two fundamental principals: creating pain and warping nature.

Though typically brilliant intellectually, the Nidhogg suffer from a very real form of psychosis and, as such, are usually incapable of organizing large scope operations. This means that any entirely Nidhogg run situation will likely be confined to relatively petty scales; usually kidnapping, smuggling, serial killing and low level corruption. As such they are fairly easy for the Valherjar to find and keep a lid on, even if the results are often disturbing beyond words.

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Where the Nidhogg cross into the realm of truly terrifying, however, is when they are engaged by more sinister, plotting Jotnar such as the Surtur or Ymir. In these cases, with the proper direction, leadership and forced patience, the “talents” of the Nidhogg are truly allowed to blossom. Thus it is common to find a single, or small group, of Nidhogg brought in to act as a form of “war doctor,” performing their experiments and creating their creatures under the watchful eyes of a more calculating commander.

In GameThe Nidhogg are the purest example of true,

pernicious malevolence in the Valherjar world. While the universe itself tends to favor shades of gray over polarized blacks and whites in the definitions of good and evil, the Nidhogg are unquestionably, and definitively, representative of wickedness. What exactly compels them to behave so vilely is unknown to the Valherjar, but the earliest of records indicate that the Nidhogg have always reveled in pain and suffering and often hold the cutting edge in new and exotic forms of atrocity.

Fortunately for the Valherjar, the same psychotic push towards viciousness that makes them such a formidable and terrifying foe also acts as their great limitation. Typically, Nidhogg are so enraptured in their sciences and devices that they are oblivious to the big picture and the larger implications of their actions. Thus, they can be clumsy in their schemes, frivolous in their executions, and incredibly easy to track.

Within the scope of a standard game, Nidhogg will primarily be found in a role combining an inept but dedicated lieutenant and a Nazi war doctor. They are commonly found leading small specific purpose forces, operating laboratories creating Ratatosk or simply endowing Muspell.

CombatThe Nidhogg themselves are not particularly

effective in combat. Even harnessing the few offensive spells available to them, they are nothing near a match for a well-trained Valherjar. That being said, they are remarkably efficient and creating and guiding their Ratatosk, and other magically created spawn, to do combat for them. Any situation in which a Nidhogg is present almost guarantees the inclusion of numerous magically created abominations, and often times other Jotnar include Nidhoggs in their strategies exclusively for the creatures they are capable of conjuring and controlling.

Dramatic Description Example Like an exceedingly old man, his skin hangs

loosely on his bony frame and doesn’t look like it ever fit quite right. His shoulders slouch and slope far too much for him to have any legitimate muscle, and his torso looks desperate to have some fat and muscle packed around it. His arms are exceedingly long, though without being truly freakish, and end in bony hands that seem to constantly and involuntarily flex around each other and wring nervously beneath his sharply pointed chin. Above that chin is an inherently disturbing face that loosely resembles an old man who is far too happy to have go�en you to come close and take his candy. His eyes are recessed, with unse�ling dark bags beneath them. His ears are too tiny and set wide on a skull that is far too visible and slightly misshapen beneath his sloughing skin. His mouth is almost constantly twisted into a wide, dimpled and toothy grin, with an uneven jaw beneath thin and tightly pulled lips.

Sample Nidhogg

A�ributes:Dex 1 Int 6Ag 0 Char 2Str 0 Will 5End 1 Per 2IB 9

Skills:Computer 3 Concealment 2Crafting 4 Diplomacy 3Lore 6 Medicine 5Observation 3 Persuasion 3Resolve 5 Stealth 2

Health:Fortitude

Light 1 Mod 2 Ser 4 Crit 6Vitality

Light 3 Mod 6 Ser 8 Crit 10

Combat:As per equipment or magic.

Ritual Magics Commonly Used:AimamancyKephamancyNecromancyOmorphimancySkiamancy

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The Surtur___________________Demons. The things of myths and legends. The

Surtur are the creatures mankind has always prayed to their gods to be saved from and wished didn’t exist. Giant, towering, blood-red and covered in spikes and spines, Surtur are surely the creatures that occupy Hell.

But that’s just their appearance. In fact, the Surtur are much more than any mere demon or malicious animal. The Surtur are deeply intelligent and socially refined, and often operate very similarly to human royalty. They are self-viewed as extremely noble and possess an elaborate hierarchal monarchy. They tend towards deep passions are very capable of inspiring the same in their charges. They are also remarkably steadfast and rarely rash in judgment or brash in action. That being said, the Surtur are well and truly arrogant, and are incredibly presumptuous in their view of the world.

Participants in a feud as old as time, the Surtur are the most directly opposed to the Aesir of all the Jotnar and, interestingly, employ the most contrary strategy. Often plotting actions directly opposing Aesir interests and working in direct contention of Asgardian goals, the Surtur are the Jotnar most convinced of their ability to overcome the prophecy and the most likely to clash face to face with the gods should Ragnarok come. Deeply involved in complex strategies aimed at securing financial backing and growing their army, the

Surtur have developed vast networks of corporations and business operations to act as both cover and cash cow for their efforts. Typically involved in the most elite levels of planning and execution, the Surtur frequently ally with other Jotnar and organize their Muspell into complex systems designed to maximize their effectiveness and are phenomenal leaders.

In GameAloof and inaccessible, Surtur rarely dirty their

hands directly in their schemes. Though a Surtur may well be controlling the organization the characters are combating it is highly unlikely that it will directly interact with them and are often the marionette pulling the strings of an exponentially vaster show.

There are a number of reasons for this, though most of them are unknown to the Valherjar. First and foremost, they Surtur are the least populous of all of the Jotnar, and so occurrences of them on Midgard are fairly rare. Secondly, and in a situation that can be likened to lions prowling the savanna, each individual Surtur is capable of creating and controlling a daunting empire and thus there is often significantly more at stake than any paltry individual aspect the characters are attempting to destroy. Thirdly, they are, at heart, very comparable to feudal royalty, with all of the superiority and detachment that implies. Thus, they are much more likely to dispatch minions to tend to situations than deal with things themselves. Finally, and arguably most importantly, a single Surtur should be more than a match for any but the most elite Flyns, and so is an almost guaranteed death sentence for any Valherjar who face them.

CombatFor those unlucky enough to encounter a

Surtur in battle, the outcome is almost undoubtedly dire. Immensely strong, agile and skilled, the Surtur are a destructive force in and of themselves, and the only hope for the survival of even whole Flyns who encounter them lies in the fact that Surturs rarely travel together. Encased in thick natural armor, which is often enhanced through magical means and wielding vicious natural attacks as well as a number of melee weapons, individual Surturs have been known to raze entire regiments of mortal men.

Dramatic Description ExampleGiant, towering, blood-red and covered in spikes

and spines, before you is a creature that unquestionably spawned thousands of prayers of savior and mankind’s legends of demons. Huge by any standards, it looms

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like a small mountain at least twice as tall and three or four times as thick as any man. Its stature is thick and powerful, with massive shoulders hunched across an enormous chest and long, brawny arms hanging low above sturdy trunk-like legs. Its hide is a thick crimson carapace bristling with giant rock-like horny spikes. Its thick neck protrudes straight forward, holding a monstrous head that is mostly mammoth jaws and talon-like teeth. Elephantine in size and ferocious in design, it would appear inherently feral if not for the large and frighteningly intelligent eyes that sit knowingly beneath a brow of malicious horns and spikes.

Sample Surtur

A�ributes:Dex 1 Int 5Ag 4 Char 4Str 10 Will 6End 8 Per 3IB 18

Skills:Unarmed 3 Leadership 4Athletics 2 Observation 2Diplomacy 4 Persuasion 5Finance 2 Resolve 5Law 2 Wpn: Bladed 2

Natural Armor:B 4 E 6 I 6 C 4

Health:Fortitude

Light 6 Mod 11 Ser 14 Crit 16Vitality

Light 5 Mod 10 Ser 12 Crit 14

Combat:Claws Total Rating: 7 Damage: D3+8,2 E Bite Total Rating: 8 Damage: D2+8,2 E Horn Total Rating: 6 Damage: D3+9,2 E Laevateinn Total Rating: 6 Damage: D6+10,2 E

Special Abilities:Laevateinn: Created through an elaborate

ritualized forging process that imbues the blade with considerable magical ability, the Laevateinn is the weapon of choice for most Surtur of status. Carried and used similarly to a dagger by the Surtur, the Laevateinn is, in fact, sized more like a human’s greatsword and carries a razor sharp edge that can not be dulled

magically or physically. Even more frighteningly is the enchantments worked into the blade to specifically thwart the Valherjar, and it is capable not only of carving the Runes from a Valherjar’s body and forcing their soul into limbo but also disrupts and causes to fail any magical abilities they may be using at a simple touch.

Spiny Carapace: The thick, natural armor of the Surtur is riddled with random spiny protrusions that can make engaging them in physical combat exceedingly dangerous. Not only must their opponents find their way past the Surtur’s impressive martial defenses and terrifying teeth and claws, but they must also thread their way between the spines to find the actual Surtur beneath. This can be factored any number of ways, such as through increased difficulty or potential damage to the attacker, but regardless the spines are a constant consideration.

Immunity to Heat and Cold: Because of the incredibly thick carapace of the Surtur and their natural ability to regulate heat, they are effectively immune to any conventional form of heat or cold. They suffer no damage from fire or ice and are totally comfortable in even the most extreme of Earth’s conditions, it requires a considerable, and unnatural, range of temperatures to cause them discomfort or damage, such as napalm, super-cooled nitrogen, or lava.

Ritual Magics Commonly Used:AimamancyKephamancyOmorphimancyPyromancy

The Ymir____________________Hostile and aggressive, the Ymir are the most

confrontational of all the Jotnar and seem to be the least concerned with maintaining the delicate balance that many feel is necessary to avoid bringing Ragnarok. Belligerent and brash, it is only Surtur intervention that prevents the Ymir from revealing themselves to humanity as a whole and declaring open war on any who oppose them.

Often dark and brooding, little is known about Ymir society except that they utilize a matriarchal dominance-based organizational structure and that frequent challenges of power occur even in the most unlikely of circumstances. In one such instance, during an open field battle against the Valherjar in the late twelfth century, the Ymir actually ceased hostilities with the Asgardian forces in order to conduct internal

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challenges to determine new leadership. The Valherjar, happy to capitalize on their distracted opponents, slaughtered them to the last Ymir and did not see effective resistance again until the Ymir involved in the challenge had been killed.

Brash when pursuing their own interests, Ymir have found over the centuries that they are not ideally suited to the subtleties and nuances of covert operations. Though they still, if somewhat infrequently, attempt to create their own private empires or advance their own causes, in modern application Ymir are frequently used as elite guards, hired muscle, or battlefield generals for Surtur or joint Jotnar operations. Often impatient for combat or easily agitated, the largest concern in their use is ensuring that they only attack when it is most appropriate.

In GameBrutish and impetuous, Ymir rarely balk at

an opportunity to attack Valherjar within reach, and situations in which the two are both present are sure

to erupt into violence. Proud but not elitist, Ymir are commonly found as bodyguards, lieutenants and occasionally even simply as hired thugs for wealthy and powerful Jotnar and mortals alike. Quite possibly the most integrated into mortal society after the Boda and Garm, Ymir feel very much at home disguised as exceptionally large humans among gangs or militia armies and are notorious for picking fights with mortals as a form of amusement. When encountered by a Valherjar Flyn, Ymir are likely to be a significant adversary standing between them and their goal.

CombatThough not as physically impressive as the

Surtur, the brutality and aggression of the Ymir make them a feared and respected foe. Rarely employing more than rudimentary “group maul” tactics and typically armored in little more than mismatched and rusted steel plates, they rely on their ferocity, superior strength and exceptional natural weapons or frighteningly sized great swords and axes to conquer their adversaries.

Dramatic Description ExampleTowering and muscular, the monster before

you looks like an ancient depiction of a devil of the woods. Large curved ram-like horns protrude from a bony, plated forehead atop a stout, pushed-in snout and razor-toothed maw. Long tu�s of hair jut from its jowls and chin. Braided within them are what appear to be jewelry made from the bones and teeth of its vanquished foes. Its powerful body is covered head to hoof in a thick, bearish fur, and its monstrous two-fingered hands flex in perpetual agitation. Across its broad back is slung an axe the size of a man, and its deeply recessed eyes dart back and forth in a subconscious search for a target.

Sample Ymir

A�ributes:Dex 1 Int 2Ag 4 Char 1Str 8 Will 4End 6 Per 2IB 12

Skills:Unarmed 3 Observation 2Athletics 2 Persuasion 1Wpn. Pole 3 Resolve 4Wpn. Hurled 2 Streetwise 2

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Natural Armor:B 2 E 2 I 2 C 2

Health:Fortitude

Light 5 Mod 10 Ser 12 Crit 14Vitality

Light 4 Mod 8 Ser 10 Crit 12

Combat:Antler Ram Total Rating: 8 Damage: D3+4,1 I Axe Total Rating: 7 Damage: D6+7,2 E

Special Abilities:Preternatural Digestion: Ymir possess an

abundance of incredibly aggressive and noxious bacteria in their stomach and intestines that allow them to consume and digest ranges of rancid and even poisonous foods that would prove fatal to any human, including the Valherjar. This makes them incredibly adaptable when choosing their sustenance and exceedingly difficult to poison.

Supernatural Resistance to Pain: Like no creature in history the Ymir are able to absorb incredible amounts of punishment without being effected mentally or physically. They can continue to function, regardless of type of injury sustained, without penalty until they are killed. Valherjar history is full of conflicts with Ymir who have weapons jutting from their bodies, have lost limbs and even been cut in half and continued to fight unabated.

Rage: The Ymir are famed for their ability to work themselves into a frenzy before or during combat, and like the Norse Berserks of the 10th century, are able to direct that power and focus at all they face. This allows them to wield melee weapons and engage in unarmed combat to absolutely devastating effect. While in this state, their attacks may not be parried or interrupted, their charges may not be averted and an initiated attack may continue to land even after their own death.

Ritual Magics Commonly Used:KephamancyOmorphimancyPyromancy

The Ratatosk_________________Products of both biological and magical origins,

Ratatosk are bizarre creatures created in a process that is more black arts than science. Almost always

born sexually, though rarely from parents that would be genetically compatible in nature, the Ratatosk as a concept were originally created during Nidhogg experimentations but have since grown to fill several roles, both general and specific, in Jotnar culture.

Formed during a complicated process that involves spells being cast during conception, minute variations in the Magics used or genetics of the host can often produce unusual results. Thus there are typically two distinct types of Ratatosk: common and numerous species that are created intentionally to perform specific duties, and freakish monstrosities created at random. Within these there are a nearly infinite number of creatures that Valherjar might encounter, and a regular practice upon returning from an operation is for the members of a Flyn to brief their brethren on any new and unusual Ratatosk they encountered.

Biologically varied long past the point of any reasonable correlation, Ratatosk is the name given to the process of their creation more than to any specific quality of the beasts. From subtle to severe, purposeful to chaotic and intelligent to mindless, the Ratatosk primarily exist in three separate capacities.

The first are as a creation of a “natural” union and are called Geirrod Ratatosk. The Jotnar have existed among humanity for eons and amongst themselves from the beginning of time, and it’s only natural that attractions, both sexual and political, have come to exist. In these cases, the magic is either developed by one of the parents or purchased so that a normally genetically impossible inception can occur. These creatures typically share strong genetic traits from both parents and are often as intelligent, intellectual and coherent as they were. Very often these hybrids are able to integrate themselves with either Jotnar society or less discriminating humans and so are common in any number of capacities within humanity’s underworld.

The second, the Gjalp Ratatosk, are creatures meticulously designed to perform specific tasks and fill required roles within Jotnar activities. Created almost exclusively through horrific trial-and-error methods by the Nidhogg, Gjalp Ratatosk can be made to specialize in almost any task and are incredibly common as guards, shock troops, sentries, living traps and scouts. Often they are developed by request and used by the Nidhogg as a form of currency. Because of the exacting nature of the development process, the secrets specifics of each Gjalp’s creation are carefully guarded by the Nidhogg, and it is not uncommon for other Jotnar to go to extreme lengths to protect individual Nidhogg who have learned to create much needed Gjalp Ratatosk.

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Finally, there are the Vimur Ratatosk. Unlike the other two “species”, the Vimur are random mutations created either during the experimentation process for creating Gjalp Ratatosk or simply through careless abandon. Vimur Ratatosk can incredibly varied and seemingly nonsensical, and exist in such variety that the Valherjar have given up trying to catalog them. Typically Vimur are of limited, if any, intelligence and are often sold in bulk by Nidhogg as a nearly mindless throng of troops that are useful as fodder or the monstrous equivalent of attack dogs.

Traditionally Ratatosk are seen as an abomination, and standing orders to the Valherjar are to slaughter them on sight. This rule is often waived by compassionate Valherjar for the Geirrod Ratatosk, however, which can often be friendly, loving and productive individuals.

In GameRatatosk are the second line of defense for

most Jotnar operations, and encounters with them are exceedingly common. Any activity within a Jotnar stronghold or during an anticipated battle will almost certainly contain either Gjalp or Vimur Ratatosk. Contrastingly, most Geirrod Ratatosk maintain contacts within Jotnar societies (particularly of those their parents belong to) and are also often connected within human street cultures as well. Thus they are a good source of information for Valherjar Hersir or Flyns on assignment.

For Narrators, purely from a game mechanics perspective, the Ratatosk are designed as a convention to prevent your players from becoming complacent or bored with the “run of the mill” monsters. Because they are, by definition, nearly infinitely varied, Ratatosk can be employed in almost any design in any environment your players may find themselves in. Intelligent, sophisticated Geirrod can still maintain the impressive physical characteristics or magical abilities of their parents and so can be invaluable among the Jotnar as enforcers, bodyguards or henchmen. It is also common to find them operating independently, starting their own gangs, owning bars, acting as information or narcotics peddlers, or even living respectably among human society. Contrastingly, Gjalp and Vimur can be customized to almost any situation-specific needs and so make great optimized enemies for intricate Operations or Campaigns.

In play they should be used frequently without becoming banal and should act as the perfect exotic spice to keep the game from going stale or becoming predictable, being deployed right behind or fighting

side by side with Muspell as shock troops, guards or generic muscle. Employ them judiciously but with zest, and create original creatures that best portray your game’s scope, drama and intentions.

CombatThough profiles in example are presented below,

Ratatosk are intentionally designed to be your “swiss army knife” of roleplaying creatures. They should be designed and customized, by you the Narrator, to fit the specific requirements of your situation. Aside from a basic concern for maintaining the integrity of your Valherjar game, we recommend that you draw on numerous sources in Ratatosk creation and would suggest wildlife documentaries, favorite fantasy novels, science fiction movies and comic books as resources.

To help get you started, a few random Ratatosk are profiled below (though these are meant primarily as examples) and numerous specific Ratatosk will be listed in later supplements including Year Books and Campaign Sourcebooks.

Sample RatatoskLiterally thousands of different species of

Ratatosk have been encountered over the centuries, and that is not including the hundreds of Geirrod Ratatosk who are close enough to one of the parent species that they are generally classified as such. Given their spurious nature, and the relative randomness with which they can be encountered, the Valherjar have taken to giving them categorical nicknames simply for identification purposes. Even within these categories, however, massive deviations exist, and the names are based more on predominant features shared by the group than any actual contextual similarities. Within, and in addition to these concepts, Narrators are encouraged to use their creativity to design Ratatosk that fulfill given roles.

“Dire Wolves” or “Dires”Created from merging large predatory animals,

such as wolves, cougars and occasionally even lions or tigers with Jormun, Dire Wolves (sometimes simply referred to as Dires since they can be bred from numerous things besides wolves) can be some of the most effective guard animals and pack hunters the world has ever seen. Approximately as intelligent as a domestic dog, they are typically kept in packs of two to six and are trained to follow basic commands, hunt by scent and sniff out intruders, such as the Valherjar, who may use some manner of glamour or other Magic to hide themselves.

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Sample Dire Wolf

A�ributes:Dex 0 Int 0Ag 4 Char 0Str 3 Will 1End 4 Per 3IB 8

Skills:Athletics 4 Resolve 1Stealth 2 Observation 3Unarmed 2

Natural Armor:B 1 E 1 I 1 C 1

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Light 2 Mod 5 Ser 8 Crit 10

Combat:Claws Total Rating: 6 Damage: D2+3,2 E Bite Total Rating: 5 Damage: D2+4,2 E

“Land Sharks” or “Sharks”Little more than a mouth with arms and legs,

Land Sharks are one of the oldest and most used Ratatosk by all of the Jotnar. Using thermoreceptive pits that surround their heads, Land Sharks hunt prey based on infrared heat signatures, and can detect almost any target within 20 yards regardless of the ambient temperature, weather conditions or most forms of concealment. Vicious and wild, Land Sharks attack relentlessly once aggravated — and they are aggravated by just about anything that comes near them.

Prized for their viciousness, Land Sharks are wonderful for use as living weapons and are often led to battle by keepers desperately attempting to control them via long collared poles or shock sticks until they can be released to unleash their brand of havoc. Only tamable in the most limited sense, Land Sharks typically require Magic or exceptional handlers to control.

Sample Land Shark

A�ributes:Dex 0 Int 0Ag 2 Char 0Str 6 Will 1End 4 Per 6IB 9

Skills:Unarmed 4Observation 3

Natural Armor:B 0 E 1 I 2 C 0

Health:Fortitude

Light 4 Mod 8 Ser 11 Crit 13Vitality

Light 2 Mod 5 Ser 8 Crit 10

Combat:Claws Total Rating: 6 Damage: D2+2,2 E Bite Total Rating: 5 Damage: D2+4,2 E

Special Abilities:Lockjaw: A Land Shark may make a special,

lunging bite rather than a standard attack. Adding +2

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to it’s TN, Lockjaw gives the Land Shark the ability to clamp its maw down on a target and refuse to let go. This does standard bite damage on a successful hit, but also functions as though the characters were grappling. Each subsequent attack of the Land Shark may be spent grinding further, with D6 damage done automatically, until the victim escapes.

“Felhounds” or “Hounds”For most Valherjar, the most egregious of all the

Ratatosk are the Felhounds. Created from mating a woman with any number of vile creatures, Hounds are mockeries of the human form and typically maintain the torso and arms of a person. Added to that, however, are any number of hideous mutations of heads and arms, turning them into little more than feral canines.

Typically used as a combination eye candy and guard dog, Felhounds are frequently kept in packs in Jotnar throne rooms and have even been spotted under the ownership of third world dictators or others interested in repulsive human oddities. Slightly more intelligent than the average dog, Felhounds are easily trainable and can be used for any number of duties a guard dog might be employed in.

Sample Felhound

A�ributes:Dex 2 Int 1Ag 3 Char 2Str 2 Will 2End 3 Per 2IB 8

Skills:Athletics 2 Resolve 2Unarmed 3

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Light 2 Mod 5 Ser 8 Crit 10

Combat:Bite Total Rating: 5 Damage: D3+2,2 E Scratch Total Rating: 6 Damage: D2,2 E

“Mammoths”Bred exclusively for size and power, Mammoths

are gargantuan monstrosities of limited intelligence and vicious tempers. Most often created from Garms, Ymir, other Mammoths or occasionally even Surtur, Mammoths are defined by their incredible size and remarkable strength. They are frequently encountered disguised as humans while working as conscripts in street gangs, as body guards, or as bouncers at Jotnar-owned clubs.

Sample Mammoth

A�ributes:Dex 0 Int 0Ag 1 Char 0Str 8 Will 1End 7 Per 1IB 3

Skills:Athletics 2 Resolve 2Unarmed 1 Wpn: Pole 2

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Natural Armor:B 1 E 1 I 2 C 1

Health:Fortitude

Light 6 Mod 10 Ser 13 Crit 15Vitality

Light 3 Mod 7 Ser 9 Crit 11

Combat:Hammer Total Rating: 4 Damage: D3+8,1 I

“Grendels”Bred by crossing feral animals (typically dogs)

with Garm or Ymir, Grendels are feared for their size and power, but truly revered for their ferociousness and cunning. Easily the most aggressive of the Ratatosk after the Land Sharks, Grendels are often thought of as superior because they maintain a reasonable level of intelligence. Often as intelligent as a normal person and many times as sadistic, Grendels can be cunning, manipulative and even brilliant in their strategies as they relentlessly pursue their prey. Smart enough to function as foot soldiers and even capable of interacting in limited social roles, Grendels are often feared and distrusted even by the Jotnar, and so most commonly are relegated to menial guard and assault duties.

Sample Grendel

A�ributes:Dex 0 Int 1Ag 3 Char 1Str 5 Will 3End 4 Per 2IB 6

Skills:Athletics 3 Resolve 2Stealth 2 Observation 2Unarmed 2 Wpn: Bladed 1

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Light 3 Mod 6 Ser 9 Crit 11

Combat:Claws Total Rating: 5 Damage: D3+3,2 E

Bite Total Rating: 6 Damage: D2+3,2 E Longsword Total Rating: 4 Damage: D3+6,2 E

“Urot-Dojis” or “Squids”Named for their resemblance to monsters in

popular modern Japanese animations, Urot-Dojis are defined by their squid- or octopus-like appearance and prolific tentacles. Nearly mindless and incredibly feral, Urot-Dojis are a fairly recent Nidhogg invention to guard sewers, small passageways and other confined spaces in which their flexibility and incredible capacity for dervish-like attacks can overwhelm opponents.

Sample Urot-Dojis

A�ributes:Dex 4 Int 0Ag 4 Char 0Str 2 Will 1End 3 Per 1IB 6

Skills:Athletics 1 Unarmed 3Stealth 2

Natural Armor:B 0 E 1 I 1 C -1

Health:Fortitude

Light 2 Mod 5 Ser 8 Crit 10Vitality

Light 2 Mod 5 Ser 7 Crit 9

Combat:Tentacle* Total Rating: 7 Damage: D3,1 I Beak Total Rating: 6 Damage: D2,2 E

*Has Unarmed Specialization Grappler, and any successful attack automatically employs one of the Specialization’s three abilities.

“Modguds” or “Sirens”Not all Ratatosk are designed exclusively for

combat or manual labor. Creatures of base urges similar to those of humans, Jotnar too require intimacy and release. Thus, Modguds are Ratatosk designed for sexual and intellectual appeal on a number of levels. They can be very exotic in appearance and biology to allow them to appeal to exceedingly diverse

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tastes. Originally developed as comfort for Jotnar who were left on Midgard for extensive periods of time, the commercial appeal of the proper Modgud to human clients has long since been discovered, and so a considerable range exist, accommodating nearly any fetish.

Typically sentient and often of considerable intelligence, Modguds, like any creatures, often resent their imprisonment and yearn for freedom. With a considerable number having escaped to either make capitalistic uses of their assets or to pursue “normal” independent lives, encounters with Modguds can be fairly common and even those who have liberated themselves often stay involved in the Jotnar underworld.

Sample Modgud

A�ributes:Dex 2 Int 2Ag 1 Char 3Str 1 Will 1End 1 Per 1IB 3

Skills:Athletics 1 Performance 4Computer 1 Diplomacy 2Streetwise 4 Pistol or Bladed 1Persuasion 5 Resolve 3

Health:Fortitude

Light 1 Mod 3 Ser 5 Crit 7Vitality

Light 1 Mod 3 Ser 5 Crit 7

Combat:As per equipment. Most Modgud will carry a

small pistol or dagger for self defense, though a few can get quite creative with their equipment.

The Thokk___________________Another product of Nidhogg design, the magic

used to create Thokks is remarkably similar to that used in fashioning Ratatosk. The primary difference, however, is that rather than being applied to a “natural” creationary process, it is directed at the dead. Allegedly developed at Surtur request to allow additional usage of fallen foot soldiers (though banned from ever being made from or with Surtur components under penalty of

torture and death), the Nidhogg have long since moved past applying the magic directly to simply deceased individuals and now use it to create all manners of creatures from formerly living parts.

Traditionally repaired or sown together with thick stitching or staples, Thokks can be created from almost any animal, and the Nidhogg have shown great creativity in their design. Sometimes they are simply re-animations of fallen bodies or based around functional ideas, such as adding wings to dead Jormun or extra arms to an expired Ymir. But just as often they act as a reflection of twisted Nidhogg humor and are psychotic patchwork monsters with no appreciable rhyme or reason.

Most often beings of limited intelligence, Thokks tend to be good for little more than basic manual labor or following simple commands. Originally employed heavily when open field battles between the Jotnar and Aesir still occurred, in modern times Thokks are often used as a form of biological warfare, being “released” in semi-populated areas (such as urban slums or rural environments) where they can hunt and wreak havoc on the people living there. Thus far, these incidents have been fairly few and far between and have been mostly contained by the Valherjar, but there is a continuing fear that whoever, or whatever, is behind these “attacks” may choose to escalate the affair into a more populated area.

In GameTerrifying and unpredictable, Thokks can

prove to be disheartening and disturbing for anyone unfortunate enough to encounter them. Bad enough as the re-animated dead, constructed Thokks can be even more ghastly and disturbing, and it is not uncommon for the creatures to be so repellant that Will checks are required to prevent vomiting or even fleeing the scene.

Often developed exclusively for the purposes of war, constructed Thokks may be composed of numerous attacking appendages, recycled natural weapons, and the physical capabilities of any number of creatures. They can range from relatively trivial enemies to formidable, even frightening, warriors who are not limited by the constraints of normal biology.

Their one near-universal disadvantage, however, is that Thokks are notoriously unintelligent. During their creation they are limited by one of two factors: if a brain is placed or left in the creature it typically does not adjust to its new amalgamated existence well and will likely be decaying at a rapid pace; and if a brain is not present then the creature must rely on the limited intellect that the creating Nidhogg imparts in

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it. As such, no Thokk, except Draugr, can ever have an Intelligence Rating higher than 1 and most reside at 0 or even a negative Rating.

For game use, Thokk can be created and employed similarly to Ratatosk but often with a more nefarious design scheme. Not limited by genetic factors, Thokk can be drawn from almost any deceased organism and so the only real limitation in their design is the vile, contemptuous mind of the Nidhoggs.

CombatCombat for each Thokk is usually unique

depending on each individual’s biology and intellect. Often times they are simply mindless war machines, randomly attacking any creature within range. Others are semi-intelligent and will follow basic commands, fighting only selected enemies and using their natural abilities in varied and creative ways. Overall, however, the Thokk are brutal and dangerous but not particularly suited to the cunning and strategy of the Valherjar.

Because of their construct nature, Thokk are immune to all damage modifiers (suffering no penalties for being damaged) until destroyed, take half damage from all ballistic attacks and edged attacks that strike with less than 2 DoS, and never suffer Vitality damage regardless of how it is inflicted.

Sample ThokkThough Thokk designs are incredibly varied, and

in many cases unique, there are several standards that the Nidhogg like to create for basic tasks, and a few of these are listed below. These, as with the Ratatosk, are identified with categorical nicknames despite decided variations that frequently exist. In addition, Narrators are encouraged to use their creativity to design Thokks that fulfill the requirements Jotnar may have in the current ventures.

“Draugr”Essentially a Zombie in form, Draugr bear the

distinction of being created from Magically corrupted Valherjar. Ritually killed over the course of several days, with their Runes removed and the wounds stuffed with herbs, Draugrs draw on both the Magic they possessed as Valherjar and that bestowed upon them by the Nidhoggs to become frighteningly powerful abominations.

Though somewhat vulnerable to traditional and magical damage, Draugr regenerate incredibly quickly, even when slain, and are nearly indestructible. What’s worse, the victims thoughts and memories, almost undimished, are warped with the awareness of what

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it has become. In almost every confrontation with a Draugr the Thokk has made a decided effort to capture the bodies of other Valherjar so they too can undergo this horrific transformation.

Also unlike most Thokk, Draugr seem to have no effective rate of decay. Thus the only reliable way to destroy a them is to find the former Valherjar’s Runes and raze them. Fortunately there seems to be a maximum range that the Runes can be removed from the creature, and so they are typically found somewhere near by, though the Draugr will guard them ferociously.

Sample Draugr

A�ributes:Dex 3 Int 3Ag 4 Char 0Str 6 Will 4End 6 Per 2IB 14

Skills:Unarmed 3 Observation 2Athletics 2 Persuasion 1Pistol 2 Resolve 5Bladed 2 Pole 2

Rune Magic:Varies dramatically, but may include…

Dwarven Armor Mark of the HunterMother’s Touch WindspeakBattle Fury Gift of the WildWrath of Thunder Sight from Hlidskjalf

Natural Armor:B 1 E 1 I 1 C 1

Health:Fortitude

Light 5 Mod 9 Ser 11 Crit 13Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:As per weapons and magic.

“Ghouls”A generic term given to a Thokk created

around a human head or human upper body, Ghouls are designed to maximize the versatility of the human brain, its relative intelligence and its slow decay rate. A well-designed and constructed Ghoul can last for months without assistance and indefinitely if the proper rituals are performed at regular intervals. Typically they are designed for one of a few generic purposes including manual labor, guard/watchman duty or as mules to make deliveries.

Sample Ghoul

A�ributes:Dex 1 Int 1Ag 1 Char 0Str 2 Will 1End 4 Per 1IB 5

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:Claws Total Rating: 6 Damage: D2+2,1 E

”Golems”Golems are similar to Ghouls in that they are

based around specific characteristics of the biological material they draw from. Unlike Ghouls however, which are created primarily for their intelligence and longevity, Golems are made exclusively for their size and strength. Often formed from Ymir, exceptionally large Ratatosk, or even species of Jotnar rarely seen beyond the realms of Jotunheim, Golems are monstrous creations of enormous size and strength.

Extremely limited in their overall intelligence and more often than not shortly lived, Golems are typically used as semi-sentient forklifts, backup muscle and enforcers. Capable of following only simple commands and usually expiring within a week or two of creation, Golems are exceptional when used appropriately but limited in application.

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Sample Golem

A�ributes:Dex 0 Int 0Ag 0 Char 0Str 12 Will 0End 6 Per 0IB 0

Natural Armor:B 1 E 1 I 1 C 1

Health:Fortitude

Light 7 Mod 12 Ser 14 Crit 16Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:Fist Total Rating: 1 Damage: D2+6,1 I

“Meat Puppets”Unlike most Thokks, there is absolutely no

biology involved in the existence of Meat Puppets. Meat Puppets are created from the raw animated skin of humans, removed in a day-long process while the victim remains alive and sewn back together with thick, leathery sinew. Lacking any kind of bones, organs or other “stuffing”, Meat Puppets are nearly formless and bring new definition to the term “invertebrate.”

Since they have no muscle, they tend to be weak in physical conflicts and so are used most often as spies, scouts and messengers. When forced to combat or used for assassinations, Meat Puppets will try to suffocate their victims through smothering or may even possess a limited capacity for Magic (if the Puppet is made from a mortal who was Magically inclined, such as a Muspell, to begin with). Nidhoggs, in particular, are fond of using them as compact and portable servants; since their lack of form makes them uniquely suited to hiding or being stored in unusual environments and their purely magical form can last for years if undisturbed.

Sample Meat Puppet

A�ributes:Dex 0 Int 0Ag 1 Char 0Str 0 Will 1End 1 Per 3IB 2

Skills:Stealth 4 Observation 2

Health:Fortitude

Light 1 Mod 2 Ser 4 Crit 6Vitality

Thokk are magically animated and so never take Vitality Damage

Combat: Meat Puppets have no direct physical attacks but will attempt to suffocate or entangle opponents.

“Ripleys”Technically a sub-set of Ghouls, Ripleys are

human corpses that have been heavily modified for combat. As with standard Ghouls, the human head and torso are used for their longevity, though to them a

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freakish amount of combat-specific additions are made. Often armored with the carapace of Jormun, Ratatosk, or even natural animals such as rhinos and turtles, Ripleys almost always have their lower bodies, arms, and spinal system removed and replaced with those of much stronger, and more dangerous, creatures.

Just like Ghouls, Ripleys can survive for months on their own and indefinitely with aid, and are capable of following reasonable commands and forming basic thoughts. They are ideal as disposable foot soldiers or for supporting more intelligent troops.

Sample Ripley

A�ributes:Dex 0 Int 0Ag 2 Char 0Str 3 Will 1End 3 Per 1IB 3

Skills:Athletics 2 Unarmed 1

Natural Armor:B 2 E 2 I 2 C 2

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:Claws Total Rating: 3 Damage: D2+3,2 E Bite Total Rating: 2 Damage: D3+4,2 E Spiny Tail Total Rating: 3 Damage: D3+3,2 E

“Shamblers” or “Limpers”Named for the almost perpetually unbalanced

and awkward walk they exhibit, Shamblers, also called Limpers, are an amalgamation of limbs and accessories that are simply too numerous to go together fluidly on one frame. Typically possessing at least six or eight attack-worthy limbs, plus those used for mobility, Shamblers are horrid abominations that are almost unidentifiable as former living beings.

Despite the likely presence of a considerable brain and the possibility of slow decay, Shamblers are remarkably unstable because of their chaotic nature

and rarely survive more than a few weeks without ritualistic assistance.

Sample Shambler

A�ributes:Dex 0 Int 0Ag 2 Char 0Str 3 Will 0End 3 Per 0IB 2

Skills:Unarmed 2

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Thokk are magically animated and so never take Vitality Damage

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Combat:Claws Total Rating: 4 Damage: D2+3,2 ESpines Total Rating: 4 Damage: D3,3 E

“Wicker Men”A contrast to most Thokk, which use primarily

biological material and are reanimated by magic, Wicker Men are made up of primarily inorganic material infused with a limited amount of biology. Typically composed of a type of knitted branch or woven straw, Wicker Men have human eyes and a stag’s heart inserted to give them life.

Reasonably strong and moderately quick, Wicker Men are well suited as fodder troops. Their distinct advantage, however, comes in the exceptional damage resistance of their strand-woven bodies. Wicker Men take no damage from ballistic attacks and half damage from all impact weapons. Their low intelligence makes their functionality limited, however, and their high flammability makes them take double damage from fire and lightning attacks.

Sample Wicker Man

A�ributes:Dex 0 Int 0Ag 1 Char 0Str 3 Will 0End 3 Per 0IB 1

Skills:Unarmed 1

Natural Armor:See damage notes in description above.

Health:Fortitude

Light 3 Mod 6 Ser 8 Crit 10Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:Fist Total Rating: 2 Damage: D2,1 I

“Zombies”The most basic form of Thokk, Zombies are

simply the reanimated corpses of fallen creatures. Formed from humans, Jotnar or even dead animals,

Zombies are preserve about half of the intelligence of their former selves and most of the memories initially. As the body decays, however, both the intelligence and the memories of the Zombies will diminish dramatically until they are little more than animated lumps of meat.

Sample Zombie

A�ributes:Dex 1 Int 0Ag 0 Char 0Str 2 Will 0End 5 Per 0IB 0

Health:Fortitude

Light 3 Mod 6 Ser 9 Crit 11Vitality

Thokk are magically animated and so never take Vitality Damage

Combat:Dependent on state of decay. Fresh:Shotgun Total Rating: 0 Damage: D3,2 B Decrepit:Club Total Rating: 1 Damage: D3+1,1 I Desiccated:Bite Total Rating: -1 Damage: D2,1 E

The Muspell_________________The Valherjar guard the secret of their existence

religiously and have, in the vast majority, managed to preserve their anonymity. Many of the Jotnar, however, do not feel that their presence needs to be quite so surreptitious and have revealed their existence to select mortals recruited to their organizations. There are a number of reasons for bringing mortals into the Jotnar fold, but most often it is so that they can become elite and entrusted members of their cabal.

These mortals, called Muspell, can serve a number of different functions and are treated differently by their various Jotnar masters. In some cases, specifically those involving the Nidhogg or Surtur, the Muspell may worship and revere the Jotnar as gods and view bestowed powers as blessings. In others they are granted their gifts as payment for loyalty or service. Regardless of the social dynamic, however, the Muspell are all similar in that they have

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been given the ability to harness magic effectively identical to Runic Magic by the Jotnar.

Though the ritual itself is unknown to the Valherjar, the elaborate, magically resonating tattoos and overall effect has become very familiar, as over the last decade Muspell are becoming more and more frequently encountered as high-level lieutenants in Jotnar organizations. Generally reviled, these mortals are typically viewed as traitors by the Valherjar and are interrogated and executed when found.

In GameWhile fairly common among the Jotnar

organizations, Muspell tend to be reserved for roles as lieutenants over lesser foot soldiers or as overseers for non-critical business and operations. Often quintessential examples of human corruption or fundamentalist within Jotnar worshiping religions, most Muspell are fanatics of one form or another who excel at bullying and manipulating those ranks placed under them.

CombatThough possessing limited Magics, Muspell are

still mortal and very human. As such they employ a range of tactics and weapons in their confrontation with the Valherjar and will use their Magics unreservedly in combat.

Dramatic Description ExampleAt first glance nothing strikes you as particularly

unusual about the woman before you. She’s of medium height, medium build, and is dressed generically but respectably. It’s not until you look closer that you notice a few things so subtly amiss that there’s barely a clue to what she is. Her eyes are slightly sunken, as though she has been working far too many hours on far too li�le sleep. Her skin is pale and slightly bruised in the most general sense, so that she has an eerily unhealthy pallor. Her stance is wide and low, almost as if she’s perpetually combat-ready. And, most intriguing of all, you can see just a hint of a vibrantly colored ta�oo creeping out from beneath the long sleeves of her blouse.

Sample Muspell

A�ributes:Dex 2 Int 1Ag 2 Char 1Str 2 Will 2End 2 Per 1IB 6

Skills:Unarmed 1 Leadership 1Athletics 2 Observation 2Pistol 2 Persuasion 1Rifle 1 Resolve 2Bladed 2 Streetwise 2

Rune Magic:Hellig Armor 1 Wrath of Thunder 2Battle Fury 1 Flying Hammer 2

Armor:As per equipment

Health:Fortitude

Light 2 Mod 5 Ser 7 Crit 9Vitality

Light 2 Mod 5 Ser 7 Crit 9

Combat:As per equipment or magic.

Thugs and Pugs______________The vast majority of those employed by

scheming Jotnar are not fellow Jotnar, Ratatosk or Muspell, but are instead simply street thugs and urchins who are typically enlisted with little or no idea of who or what they’re fighting for. They are members of street gangs, drug peddlers, hired muscle, local thugs and general riff-raff who work for some easy cash and a chance to graduate from scum to scourge.

In GameEasily the most frequent encounter of the

Valherjar, thugs and pugs are prolific because of their endless supply and proclivity towards simplemindedness. Often employed in non-sensitive situations, such as running the day-to-day operations of clubs/bars/extortion schemes/etc., or as gophers, they are the generic street force of civilized Jotnar.

CombatAnywhere from lightly to heavily armed,

depending on the situation, thugs and pugs can range in gear from punks with a switchblades to a hitmen with money and arms to spare. They are almost exclusively human and so have no special considerations in their use.

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Dramatic Description ExampleThe first thing you notice is a ta�oo of what you

think is the punk’s own name inked just below his collar bone on his partially exposed chest. Sporting the slick style of the idiot, his chin is stubbly, his hair ma�ed and ragged, and a light green stain has formed on the skin around his numerous facial piercings. His pants are overly tight, his jacket is overly loose and even though the rest of his stained and torn shirt is hanging free around his waist, the front, just to the right of his pant’s bu�ons, is tucked in behind the bu� of a neglected, and obviously intentionally poorly concealed, automatic pistol.

Sample Thug

A�ributes:Dex 1 Int 0Ag 1 Char 1Str 2 Will 1End 2 Per 1IB 3

Skills:Unarmed 2 Pistol 2Athletics 1 Streetwise 2Larceny 2 Driving 1

Health:Fortitude

Light 2 Mod 5 Ser 7 Crit 9Vitality

Light 2 Mod 4 Ser 7 Crit 9

Armor:As per equipment

Combat:As per equipment

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CHAPTER 7: OGL APPENDIXPreface

The text of this appendix is designed for use with the Open Gaming License (OGL), developed and copywritten by Wizards of the Coast, but is not itself Open Gaming Content. It is presented here for use by players already familiar with the OGL related D20 System and rules, and requires additional reference books to use.

Though the information and statistics presented in Valherjar: The Chosen Slain should translate directly to any standard D20 based rules set, please note that this appendix is strictly used for rules conversions and does not include setting, character or plot information from Valherjar, or the basic rules for OGL play. D20 players are encouraged to read the entire book thoroughly in order to fully understand the scope of the game and how the D20 rules should be applied.

OverviewGiven the unique nature of the characters in

Valherjar: The Chosen Slain — that they were former mortals struck down in life and resurrected by the gods as archons for their machinations — we felt an unprecedented opportunity existed for introducing our game to veteran players. Rather than asking you to set aside old and beloved characters or settings and start over with our concept, we instead present Valherjar to you as a tool to enhance your existing gameplay. Certainly, there is enough setting information contained within this core that a whole new campaign concept could spring forth, but we also wanted to give you the option of simply using Valherjar as an addition, rather than a replacement, to your current game. Thus, the Valherjar themselves are presented here as a Prestige Class, rather than a new primary Character Class, to apply to the character of your choice.

Of course, if you would prefer to start a brand new campaign in the Valherjar world, simply create a pre-leveled character, apply the Character Template, and proceed from there. Either way, the choice is up to you and we hope you’ll view Valherjar: The Chosen Slain as a wonderful tool for enriching your gaming experience. There are also a number of additional assets — including jotnar information, character sheets and additional rules — available on our website (http://www.gmpress.com) for your enjoyment.

Game AdjustmentsThough directly applicable to most D20 genre

games, Valherjar does include a small number of new concepts to account for the unique abilities of the Chosen Slain.

Rune Magic FeatsIn addition to standard Feats, characters in

Valherjar also gain special Runic Magic Feats which grant the character the ability to wield Rune Magic. Your Aett (Prestige Class) will list the number of Rune Magic Feats you begin with, as well as the amount you gain per level.

Rune Magic, in general, functions similarly to spells during their use in game. Targets of Rune Magic will typically be allowed saving throws as normal, though unlike normal spells, the ability bonus applied is dependent on the spell, not the Character’s Class or Prestige Class. Each Rune Magic is used at the character’s current Valherjar Aett Level, regardless of when the Magic is available or taken as a Feat, and thus becomes increasingly powerful as the Valherjar advances in Prestige.

Finally, as Rune Magic is not a “learned” spell in the classic sense of the term, and instead draws the life energy of the Valherjar into their Runes and then directs it to effect, its use is physically exhausting. Thus, each Rune Magic can be used as many times per day as desired, but has an Action Point cost that temporarily drains the character and limits the amount of Magic that can be used.

Rune Focus Meta-FeatsThrough subtle manipulation of the energies

created through Rune Magics, a Focus may be created. Foci function similarly to standard Rune Magics, and in fact often adjust the effect of the primary Magic used to create them, but are acquired on a separate progression. With each Aett is listed the number of Rune Focus Meta-Feats gained per level, and these Foci may be chosen from the list available within any primary Runic Magic they possess. If so desired, upon reaching a new level, a Meta-Feat may always be taken in place of any new primary Magic gained.

Action PointsFor those unfamiliar with Action Points, which

have become increasingly common as an additional D20 character aspect, they are used as a general quantifier for a character’s ability to influence and

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affect gameplay beyond their normal actions. In Valherjar: The Chosen Slain, Action Points serve two distinct purposes.

The first is similar to the function they serve in most D20 games. Action Points may be spent as a one-time outcome-enhancing option to alter the affect of any single D20 roll you make. At any point prior to the DM declaring the outcome of an action, Skill use or Saving Throw, you may spend 1 Action Point to add extra dice to the total of your D20 roll. How many dice you add is dependent on your character’s total level, with characters level 1-7 adding 1D6 to the D20 roll, levels 8-14 adding 2D6, and levels 15-20 adding 3D6. Only 1 Action Point may be spent per round to adjust a roll, and points spent in this manner are lost permanently, being subtracted from the total Action Points the character possesses.

The second way Action Points may be spent, which is unique to Valherjar, is as a temporary reservoir that determines how much Rune Magic a character may use each day. Listed with each Rune Magic’s description is an Action Point cost. A character must have sufficient Action Points to cast a given Magic, and each time a Magic is used the cost is temporarily deducted from the character’s total. Once spent, Action Points are gone, and cannot be used to either cast additional Magic or as a die-roll modifier, until the character is sufficiently rested to recover the necessary Points. These Points spent in Rune Magic use are regained through simple rest, with a character recovering 1 Action Point per Character Level with each hour of rest, or 3 points per Character Level with each hour of bed rest or sleep.

Action Points within Valherjar are gained in a manner slightly different from that of other D20 character progressions. Rather than being cumulative, with the new level value added to the existing level’s total, Action Points instead replace the existing points each time a level is gained. Thus, at each new level, you gain a new value of action points based purely on the formula of progression, rather than having the new adding to the points you did not spend during the previous level.

Each character, by default, has a total Action Points of 5 + one-half their Character Level, rounding down, in action points. Thus, a character at 4th level would have 7 Action Points, an 8th level character would have 9, and a 15th level character would have 12. A character leveling within their Valherjar Aett, however, also gain an additional D4 to D12 Action Points each level. These extra points may be spent as normal, on either dice alteration or the use of Rune Magic, and are non-cumulative, just as normal action points, and so are re-rolled each level.

Levels as Prestige RanksThe Valherjar use a prestige-based ranking

system to establish a rough social and martial hierarchy. For D20 play, this prestige system and the rank it bestows, known as a Geledd, is typically tied to the character’s total level. These levels are not designed to be mandatory, however, and at the DM’s discretion can be modified to better reflect the nobility of the characters in question or if Epic Levels are being implemented.

Standard Geledd by LevelCharacter Level Masculine Title Feminine Title Equivalent

Konungr-Jarl DrotDCing-Jarl Near godlikeHertogi-Jarl Hertogafru-Jarl MajesticHlaford-Jarl (same) Kingly

18-20 Greifi Greifafru Legendary15-17 Godi (same) Heroic11-14 HEarthweru (same) Inspirational8-10 Meistari Mesterinde Noble and Revered6-7 Riddari (same) Accomplished5 Herre Fru Respected but unremarkable4 Heera (same) Shamed and inferior

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Creating a Valherjar Character

Part of our hope in creating Valherjar was that it should blend seamlessly and easily with a myriad of D20 game types. Thus, rather than forcing you to create a new character or significantly modifying your current one, we have created Valherjar Aettir as Prestige Classes. This means that regardless of your character’s time period, setting, or what your current roleplaying campaign’s focus is, you can integrate Valherjar into your game.

How this is done, and to what degree it will affect your campaign, is entirely up to you, but the possibilities are obviously endless. Historical or period fantasy campaigns may simply place themselves deep within the Valherjar history, in the days long before Ragnarok was imminent and when both the gods and Jotnar presence was vastly more prolific and invasive among humanity. Modern players may wish to simply integrate the new Valherjar trappings and plot devices into their existing world or encounter it as a new and ever deepening underworld that further complicates their original goals. Of course, starting a new Valherjar campaign has its own merits too, and throughout the rest of this book you will find a totally realized setting to immerse yourself in.

Regardless of how you choose to play Valherjar, adopting a character is quick and easy. Once you have created the backstory or reached the point in your current campaign for your character’s ascension, simply kill them in a dramatically appropriate encounter, apply the Valherjar Template to your 3rd level or higher D20 character, choose an Aett, and then continue your roleplaying experience.

The Valherjar Template_______Applied as a one-time modifier for any character

who Prestige Classes into a Valherjar, the Valherjar Template provides the foundation for the special abilities a Valherjar gains.

Prerequisites The Valherjar Template may only be applied

to mortal Humans, Dwarves, Elves and half-breeds thereof.

The character must be at least 3rd level.The character must suffer a mortal death.All mortal possessions, regardless of any

potential magical connections, are lost.The character loses any curse or other magical

mortal alterations (such as lycanthropy, magical enhancements or magical bindings) upon becoming a Valherjar.

Once the Template is applied, the Valherjar must choose an Aett to Prestige Class within and take the next three sequential level advancements in it. After this time the character may advance as normal in other Classes, though may not take levels in a second Aett.

Character Adjustments Challenge Rating: Base character +2Action Points: As per AettRune Magic Feats: As per Aett. Each Aett is

restricted on which Rune Magics they may start with at Class Level 1, but may gain any Rune Magic Feat at level 2 or later.

Class Features: Each Aett includes a number of Class Features that effectively function identically to Rune Magic. These Features, also called Boons, represent inherent gifts that the god or goddess of an Aett has bestowed upon their Valherjar. Like Rune Magic Feats, Boon effects are created by channeling the power of the Valherjar’s Rune Magic, but unlike a Rune Magic Feat, never drain Action Points and often occur automatically.

Weapon and Armor Proficiencies: Valherjar who spend at least 1 year in Asgard before returning to the worlds of mortals automatically gain proficiency in Light and Medium Armor; all Simple, Martial, modern and ranged weapons (excluding Exotic and Support Weapons); as well as Shields. They must still abide by restrictions held from multi-classing and do not automatically gain the Support Weapons Proficiency or any unique Exotic Weapon Proficiencies.

Special AbilitiesExalted Immortality (su): The primary purpose

of a Valherjar’s Runes has always been twofold: First to allow them to return to Earth, and second to bind them to Valhalla, allowing them to return to Asgard and be reborn should they die again.

Mimir’s Tongue (su): The Valherjar may speak and understand any language of the mortal world. This knowledge, gleaned from the universal life force that all Valherjar share in Valhalla, is inherent to all the dead of Asgard but is not gained equally. It is directly tied to the individual’s intellect. The higher the Valherjar’s Intelligence Score, the better the command of the language they will have, including the knowledge of cultural dialects, slang, obscure references and irregular verb usage.

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Boundless Physiology (su): With death comes the end of many mortal necessities and so freedom for the Valherjar from many of the trappings of life. Valherjar do not need to eat, drink or in any other way digest nutrients in order to survive (protein does aid in their supernatural healing, however), though they are still vulnerable to poisons if administered directly into the bloodstream. They also do not need to breath (thus inhaled toxins have no effect) and are immune to cold.

Accelerated Healing (su): Valherjar heal at several times the normal mortal rate and, given sufficient time and protein, can recover from almost any wound. Thus, with sufficient protein, the Valherjar recovers HD at three times the normal rate. The protein is absorbed immediately, being used as a form of raw material to knit and patch the injuries, and is crucial to ensuring that the healing occurs. Without it the Valherjar still heals faster than normal, but not at near their maximum potential.

The Ae�ir

The Gjall____________________Patron: Heimdall6th Rune: MannazProvince: Easily the most modernized and

practical of all the Aettir, the Gjall represent the voice of rationality and patience among the Valherjar. Painfully aware of the ramifications of Ragnarok, the Gjall have made it their duty to defuse what they feel is not the inevitable. In place among the mortals for the last several centuries, the Gjall feel that they are the best barometer for where the conflict lies. Like their mythological namesake — the warning horn that will

announce the start of Ragnarok — they feel they will be the ones to best identify when the war should begin, and so avoid it.

In function, the Gjall assume roles that let them feel the pulse of the mortal world. Primarily composed of Hersir, the Gjall ranks form the largest of the Valherjar information networks on Midgard. Their purpose is to act as an initial dissemination point for political, social, and cultural intelligence and to anticipate potential Jotnar risings before they happen. They are the true watchers of the mortal plane, and there is little that occurs on any continent that they do not know about.

Contrastingly, the Gjall chose to rarely take part in large scale actions themselves, instead preferring to divide potential conflicts into two categories: the ones small enough that the Gjall themselves can take care of and the ones too large for them to burden themselves with. Should the situation be deemed small enough to handle, the Gjall will mobilize a force primarily of their own Aett and will often conduct the operation without the other Valherjar even knowing it occurred. This is due, in large part, to their intrinsic belief that the other Aettir tend to overreact to situations. By handling it themselves, the Gjall feel they can better give exactly the response required. Conversely, if they feel the condition is beyond their control, they will encourage a unilateral action from other Aettir but commit only 1 or 2 Huscarls of their own. The inclusion of the Gjall Huscarls are obviously so that the event can be monitored and reported on later, though the cause for the limited level of commitment remains a mystery to all but the highest ranked Gjall.

In training, the Gjall keep diversification foremost in mind, and the typical Gjall is trained in a considerable number of different social, political and

Gjall Class Advancement

Level Base Attack Bonus Save BonusFort / Ref / Will

Defense Bonus Runic Feats Runic Focus

Meta-Feats1 +1 -- +2 -- +1 6 Starting 4 Starting2 +2 -- +3 -- +2 -- 5th3 +3 +1 -- +1 +3 -- 6th4 -- -- +4 -- -- 7th 7th5 +4 -- -- -- +4 -- 8th6 +5 +2 +5 +2 -- -- 9th7 +6 / +1 -- -- -- +5 8th 10th8 -- -- +6 -- -- -- 11th9 +7 / +2 +3 -- +3 +6 -- 12th10 +8 / +3 -- +7 -- -- 9th 13th

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martial techniques. This often leads to criticism from the other Valherjar; who seem to feel that the lack of specialization deprives the Gjall of true effectiveness, but the Gjall would rather be a jack-of-all-trades than a master of one. It is this diversification that allows the Gjall to operate in virtually any environment relatively proficiently and has given them the edge in global intelligence.

In combat, the Gjall are given to precision and minimalism rather than massive assaults. There is a strong emphasis placed on limiting chaos. Thus, Gjall tend to favor covert style operations and often place themselves on sniper or scout duties.

Hit Dice: D6Action Points: +D10Class Features: Owl Ears: The Valherjar can automatically

hear any noise they direct their attention to within line of sight.

Bearding: Functions identically to the Gangrad’s Cloak Rune Magic, but is perpetually active.

Sly Look: Valherjar with this Boon can use Sight from Hlidskjalf without any visible activity occurring with their Runes. Creatures possessing Magical sight of their own may notice the activity (standard difficulty Spot check), but otherwise the action remains invisible.

Hammer Hand: Draws the energy from the Valherjar’s Runes and automatically channels it into their unarmed attacks, giving them +D4 Bludgeoning damage and allowing them to attack as though armed.

Jotun Sense: At 3rd level the Valherjar gains the ability to automatically sense if Jotun are near. A Wisdom + Spot Skill check may be required if the Jotun is well hidden, and a success will indicate only the fact that a Jotun is present and will not pinpoint their location or identify which specific creature it is.

Runic Blade: At 5th level the Valherjar can create, as a standard action, a sword composed purely of channeled magical energy. The sword glows vibrantly and is semi-transparent, but otherwise functions identically to a standard bladed weapon that does D8 Slashing damage.

Harlequin: At 8th level the Valherjar can adjust subtle facial features and issues of general appearance almost at will. These affects can not dramatically alter the character’s shape or form, but can change the shape of a person’s nose, the set of their cheeks, the cut of their chin, color of their hair, and other distinguishing but delicate features.

Opportune Failure: Opportune Failure gives the 10th level Valherjar the unique ability to create a malfunction in any mechanical object within view. The Wisdom check to succeed is more difficult for smaller and simpler machines For example, a routine check (DC 10) is required to make a computer fail, a standard check (DC 15) to disable a car, a challenging check (DC 20) to force a low or medium quality automatic weapon to malfunction, and an exceptional check (DC 25) to disrupt a tumbler lock. A successful use will force a malfunction for a number of seconds equal to the Valherjar’s total Character Level.

Skill Points at First Level: (8 + Int Modifier) x8.

Skill Points at each Additional Level: 8 + Int Modifier.

Available Starting Magic Feats: Fallacious Senses Flying HammerGangrad’s Cloak Hellig ArmorMark of the Hunter Runic EyeSight from Hlidskjalf Windspeak

The Gleipnir_________________Patron: Tyr6th Rune: TeiwazProvince: Bound by duty more than political

inspirations, the Gleipnir view their role in both the current and future conflict as one of moral obligation. They are descended from the mortal stock of the Earth — and those still on Midgard, especially those who are incapable of defending themselves, deserve protection. They perceive themselves as noble champions that, just as the mythical rope of their namesake was used

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to bind Fenrir’s massive jaws and feet, act as the line that safeguards innocent life from the great lurking evils. To the Gleipnir, the battle is holy, and they have committed themselves mind, replenishing body and soul to the cause.

That duty can take the form of virtually any role, but the Gleipnir psyche is best suited to fairly short-term Huscarl assignments. Their high moral grounding and love for the downtrodden tends to lead them to trouble if left on Earth for too long, and as often as not, they will become distracted by the plight of some accessible lost soul. It is this philosophical inclination that can quickly become the source of a Gleipnir’s troubles, and those of their accompanying brethren’s, and other Valherjar will often need to work hard to keep Gleipnir reigned in and out of other people’s business.

In training, the Gleipnir are dedicated and fastidious, and subscribe to one of the most universal educational regimes among the Valherjar. They value all aspects of a warrior’s disposition, not merely their skill with blade or rifle, and thus are often accomplished poets, singers, craftsmen or artisans as well as being phenomenal soldiers. In battle, the Gleipnir frequently lead the charge and will often put themselves in significant harm to aid their brethren or any vulnerable mortals.

Hit Dice: D10Action Points: +D6Class Features:

Bated Blade: The Valherjar, as a standard action with an average DC of 15 Wisdom check (which may increase for exceptional quality steel and is impossible against magical weapons), may dull the edge of any bladed weapon within a radius equal to their total Character Level in yards. Bated blades become bludgeoning instruments, and typically do

damage as a cudgel (1D6 bludgeoning).Predator’s Pounce: Functions identically to

the Gift of the Wild; Leap of the Cougar Rune Magic Focus but may be used at will.

Familiarity: This ability grants the Valherjar an air of familiarity so that those around them have the unquantifiable “I know you, but can’t remember how I know you” feel. This gives the Valherjar an automatic +2 to all congenial social interactions.

Bone Blades: Allows the Valherjar to grow, at will and as a move-replacing action, viciously sharp protrusions from their hands, elbows, forehead, knees or feet, allowing them to do D6 Slashing damage, and attack as though armed, with any unarmed attack.

Regeneration: At 3rd level, the Valherjar can automatically heal at half again the normal rate.

Fearsome Visage: At 5th level, enemies must make a Will save vs. 5 + the Valherjar’s total Character Level to keep from routing if charged by a Valherjar with Fearsome Visage.

Runic Blade: At 8th level, the Valherjar can create, as a standard action, a sword composed purely of channeled magical energy. The sword glows vibrantly, and is semi-transparent, but otherwise functions identically to a standard bladed weapon that does D8 Slashing damage.

Berserker: Gives the 10th level Valherjar the ability to transform into a snarling, claw- and tooth-wielding bear-like creature. The transformation acts as a full round action and requires a DC 20 Wisdom check, and leaves the character significantly changed both physically and mentally. They become enraged, nearly mindless beasts that must attack any perceived threat in the area and may not enter into any mentally challenging or intellectual activities, communicate in more than basic capacities, use Rune Magic or initiate

Gleipnir Class Advancement

Level Base Attack Bonus Save BonusFort / Ref / Will

Defense Bonus Runic Feats Runic Focus

Meta-Feats1 +1 +2 -- -- -- 3 Starting 1 Starting2 +2 +3 -- -- +1 -- 2nd3 +3 -- +1 +1 -- 4th 3rd4 +4 +4 -- -- +2 -- 4th5 +5 -- -- -- -- -- 5th6 +6 / +1 +5 +2 +2 +3 5th 6th7 +7 / +2 -- -- -- -- -- 7th8 +8 / +3 +6 -- -- +4 -- 8th9 +9 / +4 -- +3 +3 -- 6th 9th10 +10 / +5 +8 +4 +4 +5 -- 10th

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any non-attack oriented actions. Essentially, they become nearly mindless dervishes of death with no thoughts or concerns beyond decimating what they perceive to be enemies.

In combat, Berserks may not utilize any weapons or equipment and are automatically considered to be dual-wielding with their claws (which are treated as though the character is armed), but suffer no penalty for doing so (thus they ignore the usual –2 / -4 modifiers). These extra attacks are declared and rolled as normal at the beginning of the Round but are handled entirely separately and as though no other attacks were being made by the character. Also included in their metamorphosis is an embracing of Battle Fury, and so they suffer no damage penalties.

This transformation can only be done once per day and lasts for a number of minutes equal to one-half the character’s total Level. Upon reverting back to their human form, the Valherjar must immediately rest for a minimum of 6 hours. This means that the Valherjar will deal out an incredible amount of punishment for a short period of time but then becomes vulnerable and needs their Flyn-mates for support. Thus, the Berserker is prized as a tactical asset but used sparingly.

In their Berserk form the Valherjar’s Attributes are adjusted as follows:

+8 Strength, +4 Wisdom (for Will saves only), +6 Constitution, +2 Initiative.

They also gain a claw attack that does 1D6 Slashing with an 18-20/x2 Critical and 4 points of natural damage resistance against all damage types.

Skill Points at First Level: (2 + Int Modifier) x4.

Skill Points at each Additional Level: 2 + Int Modifier.

Available Starting Magic Feats: Blade Kenning Gangrad’s CloakGift of the Wild Hellig ArmorMark of the Hunter Mother’s TouchSight from Hlidskjalf Wrath of Thunder

The Grimnir_________________Patron: Odin6th Rune: OthalaProvince: The Grimnir were the first Hersir

sent to Midgard and have been there since the dawn of recorded time. They are Odin’s main informants and secret police, gathering information and affecting covert actions in almost every major event the Jotnar have developed. Their role is almost never one of open

combat or major engagement, preferring instead to use stealth, cunning, deceit and sabotage to accomplish their goals. The ultimate testament to their skill is evidenced by the fact that, in the majority of the actions taken by the Grimnir, the Jotnar never even know the gods are involved.

Like their mythological namesake — the hooded guise used by Odin on his walks among the mortals — the Grimnir are adept at maintaining low profiles and operating unnoticed. Whether working alone or within small Flyns, the Grimnir specialize in infiltrating Jotnar organizations and environments, gathering any intelligence available, and then destroying it from the inside. To accomplish this they use an amazing amount of guile, with subtle and patient incursions, and often take months or years to meticulously develop deep covers to conceal their activities. They are masters of deception and subterfuge, and are often the most feared of all Valherjar among the Jotnar.

Enhancing their threat are the considerable capabilities they carry for mass destruction. Often adopting a “scorched Earth” philosophy should their cover be blown, the Grimnir understand that once discovered by the Jotnar, they effectively become useless in the region, and so will leave no stone standing in their wake. They will destroy everything, including their current mortal coil, before being re-assigned. As a point of honor, many Grimnir will even return to wipe out the objects of previous assignments should their discovery have them dispatched before the job was completed.

As soldiers, their training is exhaustive but polar, often focusing on the two secular objectives of infiltration and clandestine destruction. Though they usually spend the most time of all their brethren under the watchful eyes of the Jarls, they are exclusively Hersir and thus are generally less skilled in the arts of open warfare and rarely engage in sweeping conflicts. When required to do battle, the Grimnir prefer to perform ambushes or surprise attacks and try to take their opponents unawares.

Hit Dice: D8Action Points: +D8Class Features:

Bone Blades: Allows the Valherjar to grow, at will and as a move-replacing action, viciously sharp protrusions from their hands, elbows, forehead, knees or feet, allowing them to do D6 Slashing damage, and attack as though armed, with any unarmed attack.

Backbiter: Functions identically to the Blade Kenning; Gungnir’s Flight Rune Magic Focus.

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Bearding: Functions identically to the Gangrad’s Cloak Rune Magic but is perpetually active.

Sly Look: Valherjar with this Boon can use Sight from Hlidskjalf without any visible activity

occurring with their Runes. Creatures possessing Magical sight of their own may notice the activity (standard difficulty Spot check), but otherwise the action remains invisible.

Ferret’s Fingers: At 3rd level the Valherjar develops a supernatural ability to palm objects and may automatically do so to anything half the size of their hand or smaller without anyone’s notice. Witnesses paying direct attention may attempt to Oppose with a Spot vs. Dex + one-half Character Level check.

Sleipnir’s Journey: At 5th level the Valherjar may move through any doorway and appear at the Burh of their choice.

Ufhednar: Similar to the Berserk, at 8th level the Ufhednar also transforms the Valherjar into a mighty beast. But where the Berserk is a nearly mindless brute, the Ufhednar is a more agile and skillful combat machine. The wolf-like Ufhednar still may not enter into Charisma-oriented checks or use finger-controlled objects (such as guns or bows), but may use melee weapons, maintains the Intelligence and Wisdom of the Valherjar, and may even use Rune Magics normally. This transformation can only be done once per day, requires a DC 20 Wisdom check, and lasts for a number of minutes equal to one-half the character’s total Level. Upon reverting back to their human form, the Valherjar must immediately rest for a minimum of 6 hours.

Ufhednar modifies the Valherjar’s Attributes as follows:

+4 Strength, +4 Dexterity, +2 Constitution and +2 Initiative.

They also gain a bite attack that does D6 Piercing damage, and which, upon a successful attack, automatically grapples the opponent, as well as 2 points of natural damage resistance against all damage types.

Grimnir Class AdvancementLevel Base Attack Bonus Save Bonus

Fort / Ref / WillDefense Bonus Runic Feats Runic Focus

Meta-Feats1 +1 +2 +2 -- +1 4 Starting 1 Starting2 +2 +3 +3 -- +2 -- 2nd3 +3 -- -- +1 +3 -- 3rd4 +4 +4 +4 -- -- 5th 4th5 +5 -- -- -- +4 -- 5th6 +6 / +1 +5 +5 +2 -- -- 6th7 +7 / +2 -- -- -- +5 6th 7th8 +8 / +3 +6 +6 -- -- -- 8th9 +9 / +4 -- -- +3 +6 -- 9th10 +10 / +5 +7 +7 -- -- 7th 10th

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Call the Lightning: As a self-sacrificing, last ditch maneuver, a 10th level Grimnir may place their hands on any object and call the wrath of the gods down upon it. Designed as a final objective assault or emergency measure for Grimnir on assignment, the strike typically, but not always, will destroy the Valherjar sufficiently that the body is considered disposed of. The attack is a full round action and requires a DC 15 Wisdom check. If successful, a bolt of lightning will penetrate any amount of Earth or barrier to reach the focal point, doing 3D6 per Character Level of damage to the target (and themselves), and half damage to any object it strikes en route. Characters within a 10-foot area of effect around the target may make a DC 25 Reflex save to take half damage..

Skill Points at First Level: (8 + Int Modifier) x4.

Skill Points at each Additional Level: 8 + Int Modifier.

Available Starting Magic Feats: Battle Fury Blade KenningGangrad’s Cloak Gift of the WildHellig Armor Runic EyeSight from Hlidskjalf Wrath of Thunder

The Gyllen__________________Patron: Sif6th Rune: JeraProvince: Personal opinions notwithstanding,

the war until now has not gone as well as it should have — and the Gyllen think they have a firm grasp on the reason why. They feel that secular tactics and narrow vision have taken their toll on the Aesir, and that if victory is to be achieved it will be through a combined balance of all the strategies available to them. In mythology, Gyllen was a powerful battle boar who possessed the thoughts and soul of a man, and the children of Sif believe the solution to the conflict is in the philosophy of their namesake. Balancing raw power with compassion and intelligence, the Gyllen pursue a unilateral approach to victory, believing that no one Aett possesses the ability to orchestrate a victory alone.

More importantly, and most strongly differentiating the Gyllen from their brethren, is their belief that the war can actually be won, and that history can be written contrary to the prophesies. Where the Grimnir, Mjolnir and Gleipnir look to circumvent the war, the Gjall to avoid it all together, and the Hlin to merely to survive it, the Gyllen believe that the

prophecy is but a warning. With sufficient planning, preparation and pre-emptive action, The Gyllen believe the Aesir can take the battlefield and be victorious. As such, they position their Hersir throughout Midgard to achieve clandestine goals as well as involving their Huscarls directly in any skirmish they feel is tactically significant. This diversity has led to an amazingly effective network of both information-gathering and action, and is responsible for much of the Aesir headway over the last few decades.

This total war philosophy is reflected nowhere more than in the Gyllen training. They manage one of the most rigorous curriculums imaginable. Constantly adapting and evolving, their training includes some of the most modern and advanced tactics available and is constantly contrasted against the old traditions to determine viability. In battle the Gyllen are intelligent and diverse, attempting to find the perfect balance of intellect, power and applied chaos for any situation.

Hit Dice: D8Action Points: +D8Class Features: Ferret’s Fingers: The Valherjar develops

a supernatural ability to palm objects and may automatically do so to anything half the size of their hand or smaller without anyone’s notice. Witnesses paying direct attention may attempt to Oppose with a Spot vs. Dex + one-half Character Level check.

Owl Ears: The Valherjar can automatically hear any noise/sounds they direct their attention to within line of sight.

Floating Feet: Functions identically to the Gift of the Wild; Goat’s Feet Rune Magic Focus but may be used at will.

Thrust of the Spear: The Valherjar may make their fingers rigid to do blade-like D4 Slashing damage and attack as though armed during unarmed combat.

Viper’s Glare: At 3rd level, a Valherjar may, as a Standard action, lock eyes with a target and freeze them in place. The Valherjar may not perform any other standard actions while having a target under the Viper’s Glare, and once per round the target may attempt a Will save vs. the character’s Wisdom bonus + Character Level to shake the effect.

Padded Step: At 5th level the Valherjar makes no noise from footfall when moving. This does not dampen equipment noise but does affect any environmental factors; such as broken glass, dried leaves, snow, etc.

Sif’s Quiver: At 8th level, the Valherjar will always find a fresh round in the chamber when operating any manual projectile weapon, such as a bolt-

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action rifle, pump-action shotgun or bow. The action must still be worked as normal, but there is never a need to put more rounds into the weapon’s magazine or place another arrow on the bowstring.

Ufhednar: Similar to the Berserk, at 8th level the Ufhednar also transforms the Valherjar into a mighty beast. But where the Berserk is a nearly mindless brute, the Ufhednar is a more agile and skillful combat machine. The wolf-like Ufhednar still may not enter into Charisma-oriented checks or use finger-controlled objects (such as guns or bows), but may use melee weapons, maintains the Intelligence and Wisdom of the Valherjar and may even use Rune Magics normally. This transformation can only be done once per day, requires a DC 20 Wisdom check, lasts for a number of minutes equal to one-half the character’s total Level. Upon reverting back to their human form, the Valherjar must immediately rest for a minimum of 6 hours.

Ufhednar modifies the Valherjar’s Attributes as follows:

+4 Strength, +4 Dexterity, +2 Constitution and +2 Initiative.

They also gain a bite attack that does D6 Piercing damage, and which, upon a successful attack, automatically grapples the opponent, as well as 2 points of natural damage resistance against all damage types.

Skill Points at First Level: (6 + Int Modifier) x4.

Skill Points at each Additional Level: 6 + Int Modifier.

Available Starting Magic Feats: Battle Fury Flying HammerGangrad’s Cloak Gift of the WildHellig Armor Mother’s TouchSight from Hlidskjalf Windspeak

The Hlin____________________Patron: Frigga6th Rune: BerkanaProvince: Among most of the Valherjar the

consensus, simply enough, is that the war must be won at all costs and the Jotnar driven back or obliterated. The hows and whys may differ, but those points remain hard and fast. To the Hlin, however, there is no need to sacrifice everything in a conflict that they don’t believe needs to happen at all. The Hlin believe that there are other, less destructive ways to accomplish the goals of the Aesir, and they have made it their duty to both push for a more peaceful resolution and to safeguard the millions of civilians already caught in the crossfire.

The third Aett to return to Midgard, the Hlin have pursued this end for hundreds of years and have watched more of the struggle unfold than most. Through this they have gained an understanding of the nature of war, developed a doctrine for aiding the wounded and have moved into a position to preserve as much life as possible. Though they bear no great love of the Jotnar, and though they are warriors to be sure, they are keenly aware of the impact the war has had and will continue to have on Midgard, and wish to prevent more significant destruction.

Contrasting this is their deep and spiritual love for their brethren, and many feel the Hlin joined the fight simply to fill the roll of protector for the fallen Valherjar. Almost fanatical in their devotion, the Hlin will risk all to protect their siblings, but at the same time carry a significant doubt that the actions being taken are called for. On assignment and in planning, the Hlin are the voice of reason and admonition, and constantly push for more diplomatic solutions. They justify that through their understanding of life and the healing arts, for they, like the protector aspect of the goddess which they are named after, have seen what it

Gyllen Class AdvancementLevel Base Attack Bonus Save Bonus

Fort / Ref / WillDefense Bonus Runic Feats Runic Focus

Meta-Feats1 +1 +2 -- -- +1 4 Starting 1 Starting2 +2 +3 -- -- -- -- 2nd3 +3 -- +1 +1 +2 -- 3rd4 +4 +4 -- -- -- 5th 4th5 +5 -- -- -- +3 -- 5th6 +6 / +1 +5 +2 +2 -- -- 6th7 +7 / +2 -- -- -- +4 6th 7th8 +8 / +3 +6 -- -- -- -- 8th9 +9 / +4 -- +3 +3 +5 -- 9th10 +10 / +5 +8 +4 +4 -- 7th 10th

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takes to both create and destroy in the mortal world.Once combat is joined, however, the Hlin

have a decided and powerful role to play. They have greater control of the Runic Magics than any of the other Aettir, and their ability to use and manipulate the energy of the gods is awe-inspiring. During the battle they will always tend to fallen brethren and maintain a special vigilance towards bystanders who may happen into the fray. When the battle is done, it is most often the Hlin who aid the wounded and deliver the final blow to any being — mortal, Jotun or Valherjar — who cannot be saved.

This duality is reflected in their training, which is primarily focused on controlling the Magics. Spending the vast majority of their time in Fensalir, the Hlin feel little need to hone the barbaric arts of conventional war and often look upon man’s modern tools for destruction with contempt. Philosophically, they are constantly clashing with the Mjolnir and the Gyllen about the manner the war is waged. Though always considered wise council, they are often at loving odds with their more radical siblings.

Hit Dice: D4Action Points: +D12Class Features: Honest Eyes: The Valherjar always appears

honest and gains a +2 to any social check in which eye contact is made.

Jotun Sense: The Valherjar gains the ability to automatically sense if Jotun are near. A Wisdom + Spot Skill check may be required if the Jotun is well hidden, and a success will indicate only the fact that a Jotun is present and will not pinpoint their location or identify which specific creature it is.

Floating Feet: Functions identically to the Gift of the Wild; Goat’s Feet Rune Magic Focus but

may be used at will.Backbiter: Functions identically to the Blade

Kenning; Gungnir’s Flight Rune Magic Focus.Familiarity: This ability grants the Valherjar

an air of familiarity so that those around them have the unquantifiable “I know you, but can’t remember how I know you” feel. This gives the Valherjar an automatic +2 to all congenial social interactions.

Thrust of the Spear: The Valherjar may make their fingers rigid to do blade-like damage (+D4 Slashing) and attack as though armed during unarmed combat.

Voice of the Trickster: At 8th level the Valherjar, as a standard action, may make an Opposed check of their Wisdom + Aett Level vs. the target’s Will save (whether the target is aware of the interference or not) and speak five words for every Aett Level through the targets mouth as though they had intended to say them.

Inspiration: At 10th level, once per day the Valherjar may attempt to perform a standard action, checking their Wisdom vs. a DC of 20, that attempts to enhance all allied characters, themselves included, within 10 yards. Successful Inspiration adds a universal +2 to each character for a number of rounds equal to the character’s total level, while a failed attempt will force the Valherjar to wait until the next day to try again.

Skill Points at First Level: (2 + Int Modifier) x2.

Skill Points at each Additional Level: 2 + Int Modifier.

Hlin Class AdvancementLevel Base Attack Bonus Save Bonus

Fort / Ref / WillDefense Bonus Runic Feats Runic Focus

Meta-Feats1 +0 +2 -- +2 +1 8 Starting 6 Starting2 +1 +3 -- +3 +2 -- 7th3 +2 -- +1 -- +3 -- 8-9th4 -- +4 -- +4 -- 9th 10th5 +3 -- -- -- +4 -- 11th6 +4 +5 +2 +5 -- -- 12-13th7 -- -- -- -- +5 10th 14th8 +5 +6 -- +6 -- -- 15th9 +6 / +1 -- +3 -- +6 -- 16-17th10 -- +7 -- +7 -- 11th 18th

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Available Starting Magic Feats: Fallacious Senses Gangrad’s CloakHellig Armor Maiden’s BlessingMark of the Hunter Mother’s TouchSight from Hlidskjalf Windspeak

The Mjolnir__________________Patron: Thor6th Rune: ThurisazProvince: Not all soldiers feel that war is

something to be fought in shadows. The Mjolnir, like the mythological hammer they are named after, prefer the direct and blunt approach. Frustrated by the lack of progress made by the other Valherjar, the Mjolnir were the last of these Aettir to return to Midgard and had hoped to delay their descent until Ragnarok was upon them. Now that they’ve joined the struggle, however, they feel that changes should be made and that the fight should be taken straight to the Jotnar, and they are exceptionally brash and vocal about that fact.

Exclusively marshalled from Huscarls, and thus more often involved in the execution than planning phase of an operation, the Mjolnir are constantly squabbling with their brethren about which tactics should be employed and how engagements should be conducted. Their choice is always the direct approach, despite the odds or any potential adversity, and they view the clandestine actions taken by some of the Valherjar as cowardly and unworthy.

In battle the Mjolnir’s ferocity and bravery are unmatched. Favoring the old weapons in honor of their ancestors and the gods, every Mjolnir has a blessed melee weapon that they carry. If at all possible, that is the tool they choose to implement. More often than not, hammer, axe, spear or sword in hand, they will

wade chest-deep into the fray, laughing and singing old dirges with little or no regard for their safety. They are famed for triumphing against numbers and opponents that should have been impossible to overcome. They are without equal in combat among the Valherjar, and because of that few Flyns will enter into combat without at least one Mjolnir among their ranks. Post-battle they can most often be found tallying their kills and illustrating how their compatriots would have fared better if they had spent more time training.

Perhaps that’s because while in Asgard, the Mjolnir engage in martial training almost exclusively. Though by force they are periodically taken to Fensalir for additional education, the Mjolnir as a whole wish nothing to do with such pleasantries, often disparaging the usefulness of such lessons quite vocally, and returning as quickly as possible to their daily engagements. On the fields of Valhalla they attack viciously and relentlessly and are commonly found to have achieved most of the day’s destruction — of both opponents and structures.

Hit Dice: D12Action Points: +D4Class Features: Bated Blade: The Valherjar, as a standard

action with an average DC 15 Wisdom check (which may increase for exceptional quality steel and is impossible against magical weapons), may dull the edge of any bladed weapon within a radius equal to their total Character Level in yards. Bated blades become bludgeoning instruments and typically do damage as a cudgel (1D6 bludgeoning).

Predator’s Pounce: Functions identically to the Gift of the Wild; Leap of the Cougar Rune Magic Focus but may be used at will.

Viper’s Glare: As a Valherjar’s Standard

Mjolnir Class AdvancementLevel Base Attack Bonus Save Bonus

Fort / Ref / WillDefense Bonus Runic Feats Runic Focus

Meta-Feats1 +2 +2 -- -- 2 Starting 1 Starting2 +3 +3 -- -- +1 -- 2nd3 +4 -- +1 +1 -- -- 3rd4 +5 +4 -- -- +2 3rd 4th5 +6 / +1 -- -- -- -- -- 5th6 +7 / +2 +5 +2 +2 -- -- 6th7 +8 / +3 -- -- -- +3 4th 7th8 +9 / +4 +6 -- -- -- -- 8th9 +10 / +5 -- +3 +3 +4 -- 9th10 +11 / +6 / +1 +8 +4 +4 -- 5th 10th

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action he or she may lock eyes with a target and freeze them in place. The Valherjar may not perform any other standard actions while having a target under the Viper’s Glare and once per round the target may attempt an Opposed Will save vs. the character’s Wisdom + Valherjar Character Level to shake the effect.

Hammer Hand: The Valherjar can draw energy from the Valherjar’s Runes and automatically channel it into their unarmed attacks, giving them +D4 Bludgeoning damage and allowing them to attack as though armed.

Honest Eyes: At 3rd level the Valherjar always appears honest and gains a +2 to any social check in which eye contact is made.

Berserker: Gives the 10th level Valherjar the ability to transform into a snarling, claw- and tooth-wielding bear-like creature. The transformation acts as a full round action and requires a DC 20 Wisdom check, and leaves the character significantly changed both physically and mentally. They become enraged, nearly mindless beasts that must attack any perceived threat in the area and may not enter into any mentally challenging or intellectual activities, communicate in more than basic capacities, use Rune Magic or initiate any non-attack oriented actions. Essentially, they become nearly mindless dervishes of death with no thoughts or concerns beyond decimating what they perceive to be enemies.

In combat, Berserks may not utilize any weapons or equipment and are automatically considered to be dual-wielding with their claws (which are treated as though the character is armed), but suffer no penalty for doing so (thus they ignore the usual –2 / -4 modifiers). These extra attacks are declared and rolled as normal at the beginning of the Round but are handled entirely separately and as though no other attacks were being made by the character. Also included in their metamorphosis is an embracing of Battle Fury, and so they suffer no damage penalties.

This transformation can only be done once per day and lasts for a number of minutes equal to one-half the character’s total Level. Upon reverting back to their human form the Valherjar must immediately rest for a minimum of 6 hours. This means that the Valherjar will deal out an incredible amount of punishment for a short period of time but then becomes vulnerable and needs their Flyn-mates for support. Thus, the Berserker is prized as a tactical asset but used sparingly.

In their Berserk form, the Valherjar’s Attributes are adjusted as follows:

+8 Strength, +4 Wisdom (for Will saves only),

+6 Constitution, +2 Initiative.They also gain a claw attack that does 1D6

Slashing with an 18-20/x2 Critical and 4 points of natural damage resistance against all damage types.

Holmgang: Drawing on the magic of their Runes to form a mystic connection between themselves and the target, once per day an 8th level Mjolnir can enter into a mano a mano duel with any other single combatant of their choice. Once entered into, no other creature may interfere with the Holmgang, which lasts until one of the combatants is rendered incapacitated (unconscious or dead) or their opponent surrenders. The opponent may resist with a DC 10 + Valherjar’s Character Level check which, if successful, will limit the Holmgang’s effect to a number of rounds equal to the Valherjar’s Aett Level.

Unbreakable: At 10th level, the Valherjar may draw the energy of their Runestones directly into their skin and bones on the cellular level. Usable only once per day, when this Boon is activated the Valherjar takes no damage from piercing, ballistic, bludgeoning or slashing attacks for one-half their Character Level in rounds. Once the Boon has run its course, however, the Valherjar immediately falls unconscious for an equivalent number of minutes.

Skill Points at First Level: (4 + Int Modifier) x4.

Skill Points at each Additional Level: 4 + Int Modifier.

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Available Starting Magic Feats: Battle Fury Blade KenningFlying Hammer Gangrad’s CloakHellig Armor Maiden’s BlessingSight from Hlidskjalf Wrath of Thunder

New FeatsBull’s-Eye ShooterYou have studied the art of breath control and

supported positions and are capable of achieving remarkably steady, patient shots.

Benefit: This specialization allows you to spend an action of any round “setting up” a shot in exchange for a +4 to hit, and a +1 to the Critical Threat Range to the next shot you fire. While doing so, you may take no other actions (including move actions) before the shot is fired, may not be moving in any way and must have a stable position to shoot from.

ChokeAir is a wonderful luxury your opponent just

doesn’t need, and the numerous chokes in your arsenal will gladly deprive them of it. .

Benefit: If you can perform three successful and sequential Choke actions while grappling with an opponent (opposed if they are directly fighting back, against a DC of 15 if they are not) they will fall unconscious.

Counter AttackThere are few things as dangerous as getting

into a blade fight. Each and every time an attack is made it gives the opponent a prime opportunity to strike at your exposed flesh. .

Benefit: With the Counter Attack Specialization, a fighter has become proficient at meeting an incoming attack with a counter blow. In place of their normal action(s), when a character with this Feat is attacked in melee or unarmed combat, they may declare a Counter Attack and attempt to strike in defense. Each combatant rolls their Check (with appropriate modifiers) normally, and the totals are compared. If the defender (making the Counter Attack) scores 5 points below the attacker or lower, then the Counter Attack fails and the attacker’s hit is resolved as normal. If both attacks succeed and are within 4 points of each other, then both attacks hit as normal. If the defender (making the Counter Attack) beats the attacker by 5 or

more, then the Counter Attack not only does damage as normal but also interrupts the incoming attack, thwarting it. Each Counter Attack must take the place of a normal action (so a character may only attempt as many Counter Attacks as they have actions each round) and only interacts with a single incoming attack.

Double TapUnfortunately, in this day and age the bad guys

get to wear body armor too, so you’ve learned the common practice of aiming once and firing twice. .

Benefit: You may declare any attack with a semi-automatic pistol or submachine gun to be a Double Tap — subtracting -2 from your attack roll in exchange for striking a target at 2 range increments or closer with D2 rounds.

Evasive ManeuversDriving is more than just a way to get from point

to point; it’s also an important tool to stay alive. You excel at the art of vehicle combat and avoiding taking damage while driving.

Benefit: If a vehicle you are driving is under attack, you may add +2 to any defensive actions performed.

Fast HandsOut of ammunition is no place for a gunfighter

to be, and you’ve become adept at reloading your weapon on the fly.

Benefit: You may reload any magazine fed pistol or rifle as a move action.

GarroteFollowing the long and noble tradition of nooses

and garrotes, you have learned to choke opponents with your weapon.

Benefit: You may use any chain or rope weapon, with standard modifiers, to make a choke attack as though you had the Choke feat.

HaymakerNothing says “I love you” like a heavy hamhock

to the face, and this is one punch that let’s them know exactly how much you care. .

Benefit: Thrown heavy and wide, you can declare any punch a haymaker (including those made with punch-enhancing weapons such as brass knuckles) and sacrifice a –2 from your attack in exchange for a +4 to damage.

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Low Blow Why fight fair when you can just kick them in

the groin, jump ’em from behind or throw sand in their face?

Benefit: This feat represents your sadistic tendency to play dirty and gives you an extra +2 on surprise attacks, attacks of opportunity and on opponents who are down.

Muzzle DisciplineControlling a jumping weapon during automatic

fire requires discipline, finesse and experience, and you have developed an affinity for snapping off quick, controlled bursts.

Benefit: You may make burst fire attacks from automatic weapons as a standard, rather than a full round, action.

Passive SearchSure, any schmoe can find a moderately

concealed object — like the piece the guy walking towards you down the street has stuffed under his coat — if he stares hard and long. But you’ve developed the subtle ability to find such things without being obvious about it. .

Benefit: You may perform any Spot Check with a DC of 20 or less without those around you being aware that you have been searching things out.

SadistKnowledge of anatomy and body functions can

be used for more than just healing — they can also be used to encourage a person to cooperate or give information. .

Benefit: You may add your Heal ranks (but not your total modifier) to any Intimidate Check involving torture.

SubmissionsFew things get your point across like twisting a

person’s arm 90 degrees in the wrong direction and you love to use the argument.

Benefit: During a grapple you may add your Wisdom modifier to any attempts at making an opponent surrender.

TailingWhat better use could there be for a car than

following an unsuspecting target? You are skilled in the arts of ghosting other vehicles and remaining unseen while doing it.

Benefit: While Tailing a target you and the

subject make an opposed check (your Dex + Drive vs. their Wis + Spot) every 5 miles. If you beat the target you remain undetected.

Weapon Proficiency: FirearmsIncluding pistols, rifles, submachine guns,

and shotguns, the Firearms Weapon Proficiency Feat allows you to use all manner of modern small arms.

Benefit: Without the Weapon Proficiency characters suffer a –4 penalty to use modern arms.

Weapon Proficiency: Support WeaponsThe Support Weapons Proficiency Feat gives

the character knowledge in the use of grenades, mortars, rocket launchers and emplaced weapons used to provide area support for modern infantry tactics.

Benefit: Allows characters to ignore the normal –4 penalty suffered by unskilled characters when using these weapons.

Rune Magic Feat ListBattle FuryHoned through countless hours of training,

Battle Fury employs the Valherjar’s Runic Magic to tap into the rage and adrenaline that most mortals never fully realize. Used primarily in extreme situations, when the individual needs to fight to their fullest potential, it allows the wielder to disregard all manner of pain and injury so that they may continue fighting until the character is killed (–10 HP) or the effect of the Magic wears off.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Character Level in MinutesAction Points: 1 Prerequisites: --

Battle Fury Focus: Boar’s SkinBy channeling the rage created through Battle

Fury from their Runes directly into their skin, Boar’s Skin allows the Valherjar to actually modify its composition and texture; thickening and hardening large sections into a tough natural armor that adds +3

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natural armor. This not only provides them a much needed extra layer of protection in the thick of combat but also a natural armor that can be carried with them on covert assignments or without extra layers of clothing to disguise it.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: StandardRange: Self Duration: Character Level in Minutes Action Points: 4 Prerequisites: Herre / Fru

Battle Fury Focus: Contagious RageUseful both to boost morale in one’s own

army and for inciting chaos in crowds, Contagious Rage allows the Valherjar to infect more than just themselves with battle lust. By tapping directly into the ferocity in other living creatures and unleashing it as nearly mindless aggression, this Battle Fury Focus will turn even the most reluctant of combatants into a vicious, frothing animal. It will infect a number of random targets (D4 x one-half Character Level), regardless of whether they are friends or foes, within a 30-foot radius with a mindless battle lust. While under the effects of the Rage, characters gain the benefits of ignoring damage modifiers as per normal Battle Fury, but may only perform attack actions — and so may not route, defend themselves or perform auxiliary activities.

Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Line of Sight Duration: One-half Character Level in Minutes Action Points: 3 Prerequisites: Riddari

Battle Fury Focus: Unstoppable ForceBy drawing the energy generated by Battle

Fury into an attack, a Valherjar is able to create an unbelievable level of focus and strike with nearly unstoppable power. While so enchanted, they gain +2 to Critical Threat Range and +D6 damage to their melee attacks.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Attacks equal to one-half the Valherjar’s Aett Level Action Points: 2 Prerequisites: Riddari

Blade KenningBy creating a spiritual bond with a sacred

weapon, Blade Kenning allows the Valherjar to summon that weapon to them through meditation. Originally employed by warriors who subscribed to “cults of personality” with their weapons, and thus

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wished to carry their beloved sword or axe with them at all times, Blade Kenning has also become prized as a tactical asset. It is often used by Hersir who cannot carry weapons with them on deep cover assignments, and by lesser-esteemed Valherjar who may lack the prestige to be elaborately equipped on assignments and so are desperate for whatever hardware they can get. By meditating (performing no actions) for 12 – one-half Character Level rounds, the Valherjar can call their kenned weapon to them. Only one weapon may be kenned to a Valherjar at any time, and only the weapon itself (and scabbard/holster/case if ritually forged with the weapon) is summoned by the Magic. Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Multiple Full Round Range: Self Duration: NA Action Points: 6 Prerequisites: Herre / Fru

Blade Kenning Focus: BloodstoningInvaluable on almost every battlefield

— whether fighting mortal soldiers in conventional armor, thickly carapaced monsters or Jotnar skilled in magical defenses — Bloodstoning gives the Valherjar a unique advantage over hardened opponents. By sheathing the weapon in a field of rending energy and altering its harmonic resonance, Bloodstoning allows both bladed and blunt weapons to rend solid objects with even the lightest of touches. Any held melee weapon used during this enchantment may ignore a number of physical armor points on any target equal to the character’s Aett Level, or a number of magical armor points equal to double the character’s Aett Level, effectively reducing the AC of the target.Attribute: WisdomSpell Resistance: YesSaving Throw: NoneAction: Move Replacing Range: Self Duration: Attacks equal to one-half the Valherjar’s Aett LevelAction Points: 2 Prerequisites: Riddari

Blade Kenning Focus: Far ReachBy using their Rune Magic to enhance the

balance and help compensate for weight, Far Reach allows the Valherjar to throw any hand-held weapon as though it was a hurling weapon with a Range Increment equal to their Strength bonus in feet. Having both tactical and practical applications, Far Reach not only gives the Valherjar a wonderfully unexpected surprise attack but also allows them to do a considerable amount of damage at a distance; as few things are more lethal than a greatsword, two-handed axe or polearm flying 20 yards and driving bladefirst into your chest.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Single Throw Attack Action Points: 1 Prerequisites: --

Blade Kenning Focus: Gungnir’s FlightAdapting and enhancing the magic that bonds

and balances a weapon thrown with Far Reach, Gungnir’s Flight allows the Valherjar to draw it back to their hand. Typically pulling the weapon back in a slow curving arc, skilled warriors have discovered that Gungnir’s Flight can not only retrieve a thrown weapon but also create a number of opportunities for surprising unsuspecting adversaries with a returning axe or sword strike to the back. Each weapon thrown returns to the attacker’s hand two full Rounds after it is hurled, but at the attacker’s discretion may either deliver a standard thrown attack, which is resolved as normal, or a returning rear-side strike made at one extra level of difficulty (+5 DC).Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Two Rounds Action Points: 2 Prerequisites: Herre / Fru, Far Reach Focus

Fallacious SensesScrambling a creature’s sight and hearing

similarly to the way a potent drug inhibits the neurons firing in their brains, Fallacious Senses makes processing information much harder for anyone within a 10-foot radius of the target. Once afflicted,

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their vision begins to swim, their hearing fades and they generally will become disoriented and befuddled. While in this state, two degrees of difficulty (+10 DC) are added to Target Numbers for all Wisdom oriented Checks. Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: StandardRange: Line of SightDuration: Character Level in RoundsAction Points: 2Prerequisites: --

Fallacious Senses Focus: BlindBy adjusting the focus of Fallacious Senses to

the target’s eyes, the caster can interrupt the neurons from reaching the brain, effectively rendering the creature blind for several seconds. If successful, Blind will immediately blacken the Target’s vision and prevent them from seeing.Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: StandardRange: Line of SightDuration: Character Level in RoundsAction Points: 3Prerequisites: Riddari

Fallacious Senses Focus: DeafenSimilar to Blind, Deafen also interrupts the

neurons that process information, but instead focus on those coming from the ears. If successful, Deafen will prevent the Target from hearing in any capacity. Unlike Fallacious Senses itself and Blind, Deafen has the advantage of potentially going unnoticed by the target. If there is no reason for them to notice the lack of sound, they may well sit contentedly in their silence throughout the magic’s duration.Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: StandardRange: Line of SightDuration: Character Level in RoundsAction Points: 3Prerequisites: Herre / Fru

Fallacious Senses Focus: HushAs with other Fallacious Senses Foci, Hush

interferes with the brain’s ability to communicate correctly with physiological functions, but instead of blocking the reception of neurons it blocks their transmission, simply preventing the brain from sending the signals required to make noise. If successful, Hush will prevent the Target from voicing any sound (including talking, whistling, humming or even loud breathing). Also, like Deafen, if there is no reason for the target to immediately notice that they are inhibited, they may go the entire duration completely unaware of their restrictions.Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: StandardRange: Line of SightDuration: Character Level in RoundsAction Points: 2Prerequisites: Herre / Fru

Flying HammerEasily the most direct and primal of all the

Runic Magics, Flying Hammer draws the energy of the Valherjar and projects it violently out through the Runes of the hands. The effect, simply enough, is a raw kinetic force that can be directed through pointing or gesturing with the caster’s hands.Attribute: WisdomSpell Resistance: YesSaving Throw: Fortitude PartialAction: Standard Damage: D8 per Aett Level Bludgeoning Range: Line of SightDuration: NAAction Points: 2 Prerequisites: --

Flying Hammer Focus: Kinetic TransferKinetic Transfer allows the Valherjar to

originate the energy of the Hammer on the other side of solid objects or at random points in space, thus allowing it to strike at targets that are behind cover or otherwise obscured. The magic still requires the Valherjar to have some form of visual awareness of the target, however, or else there is no reliable way to guide the attack.

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Attribute: WisdomSpell Resistance: YesSaving Throw: Fortitude PartialAction: Standard Damage: D8 per Aett Level BludgeoningRange: Wisdom Bonus + Character Level x30 Feet Duration: NA Action Points: 3Prerequisites: Riddari

Flying Hammer Focus: Shatter StrokeBy adjusting the resonating frequency of the

Flying Hammer, Shatter Stroke is able to amplify the effect that it has on rigid inanimate objects. Thus, it is cast and treated almost identically to any normal Flying Hammer attack, but does triple damage against rigid inanimate objects (such as wood, steel or stone) that it contacts.Attribute: WisdomSpell Resistance: YesSaving Throw: NAAction: Standard Damage: D8 per Aett Level x3 Bludgeoning Range: One-half Will + Character Level x30 FeetDuration: NA Action Points: 3 Prerequisites: Herre / Fru

Flying Hammer Focus: Trembling KneesWith this Focus, Flying Hammer is used to

strike the ground under or near an opponent, making it shake spasmodically. Any characters within one-half Character Level x10 feet of the target area may not dodge, jump or run, may only apply half the normal evasion modifiers, and may suffer Initiative or action penalties (DM’s discretion).Attribute: WisdomSpell Resistance: NoSaving Throw: Reflex NegatesAction: Standard Range: One-half Will + Character Level x30 Feet Duration: Character Level in Rounds Action Points: 4 Prerequisites: Riddari, Kinetic Transfer Focus

Gangrad’s CloakGangrad’s Cloak allows the Valherjar to distort

both the natural visual and magically enhanced spectrums so that a person or object that would

normally cast a supernatural signature does not do so. Typically used by Valherjar in deep disguise, it defuses the aura all magic emits so that its potential cannot be detected, even by Sight from Hlidskjalf or other magical means. In order to function, the object or person being concealed must be completely magically dormant (performing no other magical abilities except for concealing itself) and must have no obvious physical signs of exhibiting magic. When active, another character’s Spot Check difficulty is increased by one-half the Valherjar’s Character Level.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Standard Range: Self Duration: Character Level x2 Hours Action Points: 2 Prerequisites: Herre / Fru

Gangrad’s Cloak Focus: Eye of the BeholderThis Magic may only be used on an

unsuspecting target with a Wisdom Score less than the caster’s. If effective, the target will view, hear and in all ways perceive the Valherjar as whatever person or creature they most wanted or expected to see at that given moment. Most often used during infiltration or information-gathering operations, the greatest drawback to this Magic is that the Valherjar has no definite knowledge of how they appear to the target, as it is based on the target’s true expectation, not the Valherjar’s anticipation.Attribute: CharismaSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Self Duration: Character Level in Minutes Action Points: 4 Prerequisites: Herre / Fru

Gangrad’s Cloak Focus: Hidden in ViewUsed most often during the staging of

clandestine operations, Hidden in View allows the Valherjar to alter the appearance of abnormal objects in their possession so that they are viewed as mundane. It is used on groups of objects more often than individual items, and any person casually inspecting objects that would normally cause alarm

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will see more mundane images (for example, machine guns would appear to be umbrellas; body armor may look like sweatshirts). Not able to withstand scrutiny, however, Hidden can be penetrated with a challenging Spot Check (DC 25) and has the drawback of being observer specific; with any given item appearing in different forms to individual viewers, and thus the image is not always consistent when viewed by multiple creatures (who could each potentially see the object as separate things).Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Self Duration: Character Level in Hours Action Points: 4 Prerequisites: Riddari, Eye of the Beholder Focus

Gangrad’s Cloak Focus: Veiled MenaceFunctioning identically to Hidden in View,

Veiled Menace allows the magic to be used on other individuals and their possessions rather than just the wielder. Unfortunately, this bonus comes at a considerable increase in caster Action Points and lasts only half as long.Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Touch Duration: One-half Character Level in HoursAction Points: 6 Prerequisites: Meistari / Mesterinde, Hidden in View Focus

Gift of the WildA talent that uses the Magic of the Runes

to bring the Valherjar closer to their inner animal nature, Gift of the Wild allows the character to communicate with any mammal, avian or reptile as though they spoke the same language. This Magic does not give the Valherjar any exceptional influence over the animal, but does allow them to attempt to socially influence the creature as they would any other character.Attribute: CharismaSpell Resistance: NASaving Throw: NAAction: Move Replacing

Range: Self Duration: Character Level in Minutes Action Points: 1 Prerequisites: --

Gift of the Wild Focus: Chameleon’s SkinWhen a Valherjar is perfectly still or creeping

against an inconsistently patterned background or environment, Chameleon’s Skin distorts their features so that outlines and patterns are visibly indistinct. This makes the Valherjar considerably more difficult to see when hiding and increases the Difficulty Class for Spot checks against them by 10 when still and by 5 when moving.Attribute: WisdomSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Self Duration: Character Level in Minutes Action Points: 2Prerequisites: Riddari

Gift of the Wild Focus: Goat’s FeetGoat’s Feet directs the energy of the Valherjar’s

Runes through their feet and hands to create a sort of magical bond with any solid surface capable of holding their weight. This effectively allows them to cling to a wall like a spider, enabling them to scale virtually any surface, even a sheer vertical face, and adds 10 to any Difficulty Class to knock them off their feet.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Character Level in Rounds Action Points: 1Prerequisites: --

Gift of the Wild Focus: Leap of the CougarBy focusing the magic of the Runes into their

legs, Leap of the Cougar enhances the Valherjar’s athletic abilities so that they can leap up to their Strength bonus times 5 feet horizontally and their Strength bonus times 3 feet vertically. It also allows them to make leaping melee attacks, affectionately

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termed “death from above,” on targets up to one-half of their total magically enhanced jumping distance away. These attacks must be the only action performed by the Valherjar for that round, but by massing the power and weight of the Valherjar behind them, gain a +2 to hit and +D6 per Aett Level damage.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: A number of leaps equal to the character’s Aett LevelAction Points: 2Prerequisites: Herre / Fru

Hellig ArmorHellig Armor allows the Valherjar to create

a magical suit of shimmering and translucent armor over their entire body. The armor, which is visible to the normal eye, may take whatever form or visual appearance the Valherjar wishes, and provides points of armor protection equivalent to one-half the Valherjar’s Character Level, but does not stack with existing equipment or magical armor protection.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Standard Range: Self Duration: Character Level in Minutes Action Points: 4 Prerequisites: Herre / Fru

Hellig Armor Focus: Dueling ShieldDueling Shield allows the caster to instill an

inanimate object up to 36 inches in diameter and 2 inches deep with a Protective Aura. The result is that the object can absorb one-half the Valherjar’s Character Level x3 points of damage, gains natural spell resistance equal to the caster’s Aett Level, and can be used as a shield, even against things that conventional shields are powerless to stop. The Valherjar may only use this Magic on a single object at a time and must wait until that object is destroyed or they remove the enchantment before it can be used again. If cast over a conventional shield, or reasonable proxy thereof, Dueling Shield will add +2 points of protection, and if used over an improvised object (such as a garbage can lid) will grant it an AC

bonus of an equivalent shield.Attribute: WisdomSpell Resistance: YesSaving Throw: NAAction: Standard Range: Touch Duration: Character Level in HoursAction Points: 2 Prerequisites: Riddari

Hellig Armor Focus: Protective AuraProtective Aura shrouds the Valherjar in a

brilliant and form-fitting semi-transparent glow of light that is visible to any creature within view. The Aura is completely sealed and impenetrable, not even allowing air to pass through, and thus allows for no direct interaction between the Valherjar and the world outside the aura (this includes melee and ballistic attacks). The Valherjar can see outside the Aura, however, and so Magic only requiring line of sight may still be used. Though virtually impenetrable while functioning, the Aura may only absorb a limited amount of damage before it dissipates. A Protective Aura can absorb the Valherjar’s Character Level x3 points of damage.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Standard Range: Self Duration: Character Level in RoundsAction Points: 4 Prerequisites: Riddari, Dueling Shield Focus

Hellig Armor Focus: Siege ShieldSiege Shield functions similarly to Protective

Aura or Dueling Shield except it is designed to provide protective cover for more than just the individual Valherjar. Siege Shield may be used on any object, or any part of an object, up to 4 feet cubed, and imbues that object with the ability to take the Valherjar’s Character Level x5 points of damage and gains natural spell resistance equal to the caster’s Aett Level.Attribute: WisdomSpell Resistance: YesSaving Throw: NAAction: Standard Range: Self

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Duration: One-half Character Level in HoursAction Points: 6Prerequisites: Meistari / Mesterinde, Dueling Shield Focus

Maiden’s BlessingSaid to be the manifestation of a direct and

deliberate tie to the goddess Frigga, Maiden’s Blessing imbues the target with an unquantifiable “something” that gives them better fortune in all of their endeavors. Requiring the Carving to be traced directly on the target, Maiden’s Blessing will endow them with a +2 bonus to all actions they attempt and armor they wear.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: StandardRange: TouchDuration: Character Level in MinutesAction Points: 4Prerequisites: --

Maiden’s Blessing Focus: Distance TouchBy redirecting the powers from a Valherjar’s

Runes back through their bodies, Distance Touch allows them to channel a magic normally requiring the caster to touch the target into their line of sight. Thus, any touch-ranged Rune Magic can affect any target within line of sight. The caster must still perform all aspects of the magic as normal, including the appropriate gestures, but do not actually need to make physical contact.Attribute: NASpell Resistance: NASaving Throw: NAAction: NARange: Line of SightDuration: Single Magic UseAction Points: +1Prerequisites: Herre / Fru

Maiden’s Blessing Focus: IntercessionCalling upon the Norns themselves to change

the outcome of a particular event, Intercession attempts to manipulate the flow of a situation to produce a potentially altered outcome. Used both to give an ally a second chance at victory and to encourage an enemy’s defeat, Intercession represents

the truest connection between a Valherjar on Midgard and the gods.

Occurring as a form of premonition, which allows the caster to glimpse a potential outcome and then direct their focus to altering it, the particulars of Intercession aren’t understood by even the most accomplished Valherjar. More a focus of the mind than of the body, Intercession can be used at any point during the resolution of an action and will immediately require that the check be re-rolled. Unlike most Rune Magics, which must be used as a Move Replacing, Standard or Full Action, Intercession can be implemented at almost any time and requires no direct character action to occur. It can be used at will, regardless of Initiative and with no check being required. It may be used as many times a round as desired, though never more than once on any single action.Attribute: NASpell Resistance: NoSaving Throw: NoneAction: NARange: Line of SightDuration: NAAction Points: 6Prerequisites: Riddari

Maiden’s Blessing Focus: Shield BearerOne of the most noble of Runic Magics, Shield

Bearer allows the Valherjar to take damage directed at another individual. When used, any damage inflicted to the target character is magically transferred to the Shield Bearing Valherjar for the remainder of the round. Defensive actions and armor of the target affect damage normally; only the actual, and final, physical or physiological injury itself is transferred. Shield Bearer may be used as a Move Replacing or defensive action at any point during the Round.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: Move ReplacingRange: Line of SightDuration: 1 RoundAction Points: 2Prerequisites: Herre / Fru

Mark of the HunterMark of the Hunter allows a Valherjar to

“mark” a target, whether character or object, with a

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magical stain that is visible using any kind of magical vision (such as Sight from Hlidskjalf). The Mark can be any design the Valherjar wishes, may be placed anywhere on the target’s body, and may occupy up to one-half of their total size. This Mark is then used to identify potential friends or targets, plant information on an individual, or even to communicate random messages to other Valherjar who may cross the target’s path.Attribute: WisdomSpell Resistance: YesSaving Throw: NoneAction: Standard Range: Touch Duration: Character Level in DaysAction Points: 1 Prerequisites: --

Mark of the Hunter Focus: LocateFunctioning similar to a divining rod, Locate

allows the Valherjar to detect the direction, distance and relative movement of any target they have infected with Mark of the Hunter. Locate requires a brief period of meditation and will immediately fade once the user begins losing focus.Attribute: WisdomSpell Resistance: YesSaving Throw: NoneAction: Standard

Range: NA Duration: NAAction Points: 1Prerequisites: --

Mark of the Hunter Focus: Running DyeA Focus useful for tracking the activities of a

target, Running Dye allows the Valherjar to infect an object or character activity (such as shaking hands or kissing) so that the Mark is infectious. Frequently used to trace the trail of money or stolen items, each person who meets the Mark’s specifications will also become stained and be equally visible as the original target.Attribute: WisdomSpell Resistance: YesSaving Throw: NoneAction: Standard Range: Touch Duration: Character Level in Days Action Points: +2 Prerequisites: Riddari, Salted Trail Focus

Mark of the Hunter Focus: Salted TrailDesigned for tracking or tracing movement

patterns, a target tainted with Salted Trail will leave a fine granular trail, of a color of the Valherjar’s choosing, that will slowly fade over time. The trail

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is only visible using a form of magical sight and stretches for one-half the Valherjar’s Character Level x3,000 feet beyond the target.Attribute: WisdomSpell Resistance: YesSaving Throw: NoneAction: Standard Range: Touch Duration: Character Level in Days Action Points: 2 Prerequisites: Herre / Fru

Mother’s TouchCreating a magical boost in the target’s

physiology, Mother’s Touch accelerates the natural healing ability of the recipient so that they heal at a faster than normal rate. Creatures enchanted with Mother’s Touch will heal at 4 times their normal rate as if resting (regardless of their activity level).Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: Standard Range: Touch Duration: Character Level x2 Hours Action Points: 3 Prerequisites: Herre / Fru

Mother’s Touch Focus: Gift of HealingGift of Healing gives the Valherjar the

ability to direct magical energies generated through Mother’s Touch into healing wounds on themselves or others. The Gift magically enhances the natural healing abilities of the recipient so that even wounds too great to be naturally healed can be cured almost immediately. After a successful check the target will heal D6 HP per caster’s Aett Level.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: Standard Range: Touch Time Required: One minuteAction Points: 6 Prerequisites: Purge Focus

Mother’s Touch Focus: PurgeThis Focus directs Mother’s Touch specifically

towards the absorption and filtration organs, allowing

the target to Purge toxins, chemicals, bacteria/viruses and other foreign matter from their body. In general, natural but still noxious elements, such as alcohol or spoiled food, can be Purged with a simple or standard check, while a challenging or exceptional check may be required if the substance is an exceptionally caustic poison.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: Standard Range: Touch Duration: NA Action Points: 2Prerequisites: --

Mother’s Touch Focus: Runic ResurrectionThe ultimate evolution of Mother’s Touch,

Runic Resurrection actually extends healing beyond the realms of natural recovery and allows the calling of a fallen Valherjar’s soul back into their body after a mortal death. In order to be successful, the Valherjar’s body must be in a sufficient condition to maintain the soul (must be living or able to live), will need its Rune’s intact, will likely require healing prior to the Resurrection, and must be performed before sunrise.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: NoneAction: Standard Range: Touch Duration: NAAction Points: 10 Prerequisites: Meistari / Mesterinde, Gift of Healing Focus

Runic EyeBy tracing the Carving on any object the

Valherjar may see as though their point of view was originating at the Rune. The glyph must be drawn by hand on the object and is invisible to the naked eye, though under magically enhanced vision, such as Sight from Hlidskjalf, the Rune glows brightly and is immediately identifiable. In order to use the Eye, or Foci based on it, the Valherjar must meditate, performing no additional actions, for one full round and maintain the meditation while viewing through the Eye.Attribute: WisdomSpell Resistance: Yes

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Saving Throw: NoneAction: Full RoundRange: NADuration: Character Level in DaysAction Points: 2Prerequisites: --

Runic Eye Focus: Far FocusThe most logical progression of the Runic Eye,

Far Focus allows the Valherjar to cast other Rune Magics requiring Line of Sight at any target visible through use of a Runic Eye. This can have a distinct advantage when laying traps or infiltrating enemy organizations.Attribute: NASpell Resistance: NASaving Throw: NAAction: NARange: NADuration: NAAction Points: +1 for the LoS Magic UsedPrerequisites: Herre / Fru

Runic Eye Focus: Point of ContactFunctioning almost identically to Far Focus,

Point of Contact instead allows the Valherjar to cast any Rune Magic requiring Touch on a target on which Runic Eye has been carved, or on a target which is touching that object.Attribute: NASpell Resistance: NASaving Throw: NAAction: NARange: NADuration: NAAction Points: +1 for the Touch Magic UsedPrerequisites: Herre / Fru

Runic Eye Focus: Sound from SightFurther manipulating the connection with the

Valherjar created through Runic Eye, Sound from Sight allows the Valherjar to hear any noise being created within view of a Runic Eye.Attribute: NASpell Resistance: NASaving Throw: NAAction: NARange: NA

Duration: NAAction Points: +1 During CarvingPrerequisites: --

Sight from HlidskjalfSight from Hlidskjalf grants the caster the

ability to view things within both the magical and the visual spectrum, combining the two into a shimmering vision of creatures, objects and environments as they really are. It can be used to identify things visible only through magic, such as Marks of the Hunter, and can also see through magical concealments. A standard Check against a concealing magic may be required.Attribute: PerceptionSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Character Level in Minutes Action Points: 1 Prerequisites: --

Sight from Hlidskjalf Focus: Burning GlareThe most direct and simple of all Runic

Magic uses, Burning Glare draws the energy of the Valherjar into their Runes and simply holds it there, causing each to glow brightly. While in effect, the Runes within the Valherjar will glow sufficiently to illuminate an area up to one-half their Character Level x5 feet.Attribute: WisdomSpell Resistance: NASaving Throw: NAAction: Move Replacing Range: Self Duration: Character Level in Minutes Action Points: 1 Prerequisites: --

Sight from Hlidskjalf Focus: Gaze of JudgmentBy drawing the exposed physical aspects of the

normal Sight from Hlidskjalf into sharp focus, Gaze of Judgment allows the Valherjar to view the target’s heart rate, temperature and muscle tension so they can determine the target’s emotional and physiological state. This is incredibly useful when observing stress, administering first aid and determining truthfulness. Attribute: Perception

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Spell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Line of SightDuration: Character Level in Rounds Action Points: 1Prerequisites: Herre / Fru

Sight from Hlidskjalf Focus: Reveal the True FormUsed once Sight from Hlidskjalf has revealed

a concealed creature or object, Reveal the True Form lashes the Runic energy created by Sight out at the target, which dispels any magical enchantments (such as Gangrad’s Cloak) that allow it to be hidden.

Attribute: WisdomSpell Resistance: YesSaving Throw: (If target cast glamour) Will NegatesAction: Standard Range: Line of Sight Duration: NA Action Points: 4 Prerequisites: Meistari / Mesterinde, Gaze of Judgment Focus

WindspeakBy focusing their Runic energy directly into

their throat and diaphragm, Windspeak allows the Valherjar to speak as normal but be heard by everyone within a radius equal to their Character Level x20 feet, regardless of physical barriers, background noise or other interference.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)Action: Move Replacing Range: Self Duration: Character Level in Minutes Action Points: 1 Prerequisites: --

Windspeak Focus: Knowing GazeAllows the Valherjar to fully communicate,

as though through verbal conversation, with any other creature by establishing and maintaining eye contact for the duration of the conversation. This communication can exist despite any potential language barriers.Attribute: WisdomSpell Resistance: Yes (Harmless)Saving Throw: Will Negates (Harmless)

Action: Standard Range: Line of SightDuration: Character Level in Rounds Action Points: 1 Prerequisites: Herre / Fru

Windspeak Focus: LullabyBy cooing a soothing Lullaby, the Valherjar

may place a creature into its normal sleep cycle. The sleep is totally natural (and equally as disturbable), and may only be cast on a target who is in a position to achieve relaxation, is not under direct threat and is not subsequently awoken. Attribute: CharismaSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Within Hearing Time Required: Two Full RoundsDuration: See description Action Points: 4 Prerequisites: --

Windspeak Focus: Voice of ReasonVoice of Reason gives the Valherjar the ability

to subtly suggest, through magical manipulation and verbal inflection, a thought or course of action for the target. It cannot be used to influence any action the target would not consider under normal behavior and may not violate the creature’s natural sense of self-preservation. Only simple commands can be issued under the Voice of Reason and, generally speaking, the effect goes unnoticed by the target, with the suggestion appearing as though it is of their own creation. Attribute: CharismaSpell Resistance: YesSaving Throw: Will NegatesAction: Standard Range: Within HearingDuration: Character Level in Hours Action Points: 4 Prerequisites: Riddari, Lullaby Focus

Wrath of ThunderIt usually comes as no surprise to the

Valherjar that one of the truest offensive uses of their Runic energy is as an arcing bolt of lightning. Unquestionably one of the most effective offensive capabilities available, Wrath of Thunder can be

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brutally vicious for those unlucky enough to be targeted.Attribute: WisdomSpell Resistance: YesSaving Throw: Reflex PartialAction: Standard Damage: D8+1 per Aett Level ElectricalRange: Wisdom Bonus + Character Level x10 FeetDuration: NAAction Points: 2 Prerequisites: Herre / Fru

Wrath of Thunder Focus: Ball LightningBy focusing the Wrath of Thunder charge into

a spherical mass, Ball Lightning allows the Valherjar’s energy to be used as an area effect weapon. Ball Lightning will radiate damage out from the target point in a radius equal to 15 + the caster’s Character Level in feet.Attribute: WisdomSpell Resistance: YesSaving Throw: Reflex PartialAction: Standard Damage: D6 per Aett Level ElectricalRange: Wisdom Bonus + Character Level x10 FeetDuration: NAAction Points: 3Prerequisites: Riddari

Wrath of Thunder Focus: Chained LightningChained Lightning allows a Valherjar to

use targets as conductors, bouncing lightning from creature to creature. The lightning can ricochet between targets that are no more than 15 feet apart, and may chain together to cover any amount of distance so long as there are a sufficient number of targets appropriately spaced. Each successful attack may affect a number of targets equal to the caster’s Aett Level.Attribute: WisdomSpell Resistance: YesSaving Throw: Reflex PartialAction: Standard Damage: D6+1 per Aett Level ElectricalRange: Wisdom Bonus + Character Level x10 FeetDuration: NAAction Points: 4Prerequisites: Meistari / Mesterinde, Ball Lightning Focus

Wrath of Thunder Focus: JoltBy using the natural advantage of electrical

conductivity, Jolt allows the Valherjar to send a Wrath of Thunder attack coursing through a solid object to affect any one target also touching that object within range.Attribute: WisdomSpell Resistance: YesSaving Throw: Reflex PartialAction: Standard Damage: D8+1 per Aett Level ElectricalRange: Wisdom Bonus + Character Level x5 FeetDuration: NAAction Points: 3Prerequisites: --

Modern Weaponsand Armor

Though the Valherjar have a vast array of weapons at their disposal, there is a deluge of resources that offer D20 players medieval and fantasy weapons, including the book needed to play using these rules, so we have elected to provide only modern weapons here. This, of course, is not meant to limit the choices players have in outfitting their characters in any way.

That said, there are a number of new modern weapons available through Valherjar, and with them a few new rules, terms and statistics that players may be unfamiliar with. All of these new rules should be considered optional, with players electing to incorporate only what will best enhance their playing enjoyment.

Users of modern weapons will need to know three new terms: RoF, Mag and Avail.

RoF: Rate of Fire: Most modern arms (those that use cartridge ammunition) occur in one of four rates of fire (RoF): One-Use, Single Shot, Semi-Automatic or Automatic. These rates determine how fast a weapon can fire and can greatly influence the way in which it is used. Their descriptions and abbreviations are listed below.

OU: One-Use. A one-use weapon carries only a single round at a time and so must be reloaded or disposed of after each use. Loading or reloading with a fresh round is a standard action.

SS: Single Shot. Single shot is the designation for firearms that must be manually cycled (ejecting the old cartridge and loading a new round)

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but reload from an internal or box magazine. Cycling a round from a magazine for the next shot is a Move Replacing Action, while replacing a magazine is standard action.

SA: Semi-Automatic. Semi-automatic weapons fire one round per trigger pull until the magazine is empty. Reloading the magazine is a standard action.

Auto: Automatic. Automatic weapons continue to fire rounds from either a magazine or a belt for as long as the shooter continues to pull the trigger. It can be used in one of three ways, at the shooter’s discretion.

• The first, and most common, is to fire one round per pull of the trigger, as though the weapon was a semi-automatic. This requires a standard action per shot and allows for maximum controllability of the weapon.

• The second is to shoot short, controlled bursts at a single target. Designed to create maximum weapon effect through multiple hits, burst firing sends three or four rounds at the target. A burst is a full round action and suffers a –4 penalty to hit. On a successful shot, however, the weapon hits with D4 rounds at up to 2 range increments away, and D2 rounds at two to three range increments away.

• The final option available to automatics

is the spray. Spraying fire is a technique used for engaging multiple targets in a single action. It relies on volume of fire rather than aimed accuracy to achieve hits and is often employed in covering or suppression fire, designed to keep enemy heads down more than to

actually score hits. A spray consists of a 20- to 30-round torrent (typically one full magazine for assault rifles) that is scattered within an arc of fire up to 20 degrees. When declaring a spray, the player chooses the arc (up

to 20 degrees) and then applies their single attack roll to all people and objects within the arc at 2 range increments or closer (whether

friend or foe; individual targets can not be designated). The attack is a

full round action, suffers a –8 to hit and scores one hit against each target.

Mag: Magazine Capacity. This indicates the number of shots stored in each weapons magazine. The “+1” indicates that the weapon can keep a round “in the pipe”, meaning that the weapons chamber can accept one round in addition to those in the magazine.

Avail: Availability: This represents the relative difficulty of acquiring the weapon on assignment. As the Valherjar return to Midgard through a Burh with little more than the skin they were born in, all the equipment they will use on a mission must be requested from the Burh Jarl. Availability can be based on a number of factors, including the weapon’s regional availability, local laws, black market prices, and the disposition of the commanding Jarl. At a minimum, requesting a weapon or piece of armor will require a roll of a D20 + the Character’s Level to beat its availability. By no means does making that roll guarantee that the equipment is available, however.

Modern Weapons When a Valherjar is transported to Earth they

find themselves effectively naked. Since materials held in Valhalla are not “real” in the traditional sense of the world, and would have little more than an ethereal presence on Midgard, each Valherjar must be equipped by the Jarl of the Burh they return through. As such, most Valherjar are forced to request their desired equipment from the Jarl in question and will generally receive a load out as befits a character of their relative Prestige and reputation.

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Modern WeaponsName Damage Critical Type Range RoF Mag. Size Avail

Pistols (Requires the Firearms Proficiency Feat)Colt 1911 2D6+2 20 Ballistic 30’ SA 7+1 Small 15Glock 17 2D6 20 Ballistic 30’ SA 17+1 Small 12IMI Micro Uzi 2D6 20 Ballistic 15’ Auto 20+1 Medium 18Keltec P-32 2D4 20 Ballistic 15’ SA 7+1 Small 5S&W 340 2D6+1 20 Ballistic 20’ SA 5 Small 10S&W 500 2D10 20 Ballistic 40’ SA 6 Medium 18Savage “Shorty” 2D8+2 18-20 Ballistic 5’ SA 2 Medium 8Sig-Sauer P229 2D6+1 20 Ballistic 25’ SA 12+1 Small 13

Rifles and Long Guns (Requires the Firearms Proficiency Feat)Barrett M82A1 4D8 20 Ballistic 200’ SA 10+1 Large 25Colt M4 2D8 20 Ballistic 80’ Auto 30+1 Large 20FN M249 SAW 2D8 20 Ballistic 100’ Auto 200 Large 30FN P90 2D6+1 20 Ballistic 80’ Auto 50 Large 25HK PSG-1 2D10 20 Ballistic 150’ SA 10+1 Large 20Mossberg 500 2D10 18-20 Ballistic 40’ SS 8+1 Medium 10

Support Weapons (requires the Support Weapons Proficiency Feat)Colt M203 GL 10D6 / 15ft -- Slashing 50’ OU -- Large 30Talley M72 LAW 15D6 / 5ft -- Slashing 75’ OU -- Large 30

USM M67 Frag 10D6 / 30ft -- Slashing 10’ -- -- Small 20

This concept can be a source of great consternation for Valherjar of low Prestige or who find themselves in the bad graces of a given Jarl. Combine that with the very real problems of scarcity in weapons and equipment and you may have even the most direly assigned Flyn in a lurch when it comes to getting the gear they want or need. Regardless of the role their present assignment will ask them to play — exterminator, assassin, soldier, or peace-keeper — the availability of exotic or high-profile weapons may be low and the Valherjar are expected to maintain and return any equipment they are given.

PistolsThe term “pistol” is a universal

definition describing a firearm that has a barrel shorter than 12 inches and can be conveniently held and fired accurately with a single hand. They are generally designed for ease of use and carry, All pistols are used with the Firearms Proficiency Feat and have a –4 modifier for untrained use.

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Colt 1911Easily the most praised, respected, and well-

known pistol in history, the Colt 1911 has been on active duty with armies and police forces around the world for almost 100 years. Impeccably reliable, accurate and powerful, it is often argued to be the greatest pistol of all time. It began to lose favor in the 1980s, however, do to the weight of its full steel construction and its relatively limited magazine capacity, and has often been replaced by many agencies with lighter and higher capacity designs.

Glock 17Designed to compete in the 1983 US Army

pistol trials, the Glock 17 is famed for the “torture tests” it has endured (which include being frozen in a block of ice, buried in mud and sand, submerged in water over an extended period of time, run over by vehicles and fired without a trace of oil in the action). That reliability, coupled with great accuracy and an incredible ammunition capacity, continues to earn fans and converts for the Glock 17, even as its relatively Spartan design and the limited effectiveness of its 9mm round are criticized by opponents.

IMI Micro UziFor situations where mass of fire is preferred

over accuracy or takedown, the Israeli Military Micro-Uzi has one of the fastest rates of fire of any pistol in the world. Capable of being fed from a 20 or 30 round magazine, the Micro Uzi is a close quarters weapon of choice when spray-and-pray tactics can be most effective.

Keltec P-32Designed to be the ultimate in concealed carry,

the Keltec P-32 is a showcase of advanced lightweight polymer technology and the increased pressure resistance of modern steel. Weighing a feather-light 9 1/2 ounces fully loaded and only 1/2-inch wide — even when including its integrated inner-waistband clip — the P-32 is almost impossible for even a trained professional to spot and is available in a variety of colors to match any wardrobe. This concealability comes at the cost of accuracy and stopping power, unfortunately, and so the P-32 is only suited for those who value convenience and subtlety over effectiveness.

Savage “Shorty”Not so much a pistol as a bastardization of a

shotgun, the “Shorty” takes a standard Savage double-barrel 12-gauge, replaces the stock with a pistol grip

and cuts the barrels down to 6 inches. This creates an incredible spread of buckshot pellets in a ridiculously short amount of time, making it gruesome for close fighting but obscenely recoil heavy and worthless at range.

Sig-Sauer P229One of the most popular service arms among

law enforcement and armed civilians across the world, the Sig-Sauer P229 is a marriage of compact design and full size performance. Slightly shorter and more compact than the average service pistol and designed to merge 9mm capacity and .45 effectiveness, the .40 caliber P229 is an attractive balance of quantity of power while truly excelling at neither.

Smith & Wesson 340The concealed carry choice from the company

that revolutionized the revolver in the 1800s, the Smith and Wesson 340 utilizes a scandium alloy frame to provide the lightest full powered pistol available. Sporting a short 2 1/2-inch barrel and hammerless back, what the 340 lacks in accuracy it makes up for in convenience and is often considered to be a perfect weapon for pocket carry and fire.

Smith & Wesson Model 500Easily one of the most powerful handguns in

the world, the S&W Model 500 utilizes the devastating combination of an 8-inch barrel and the immensely powerful .500 magnum cartridge to deliver an amazing amount of energy on target. Too heavy and bulky for convenient carry and loud enough to alert a small city to its use, the Model 500 defines the term “hand cannon” and is used more often for big game hunting than for self-defense.

Rifles, Shotguns, and Submachine Guns

Designed to be fired from the shoulder using both hands and capable of sporting a number of optics or sight variations, long guns in their many incarnations are the universal weapon of choice for modern man. All rifles, shotguns and submachine guns are used with the “Weapon: Rifle” Skill and have an average modifier of –2 to use untrained.

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Barrett M82A1A product of the increasing sniper activity

beginning at the end of the Vietnam War, the Barrett M82A1 fires the same .50 caliber ammunition as the legendary Browning M2 heavy machine gun. Built around a complicated but effective reciprocating barrel philosophy, the M82 uses its immense weight and gas venting to reduce the effective recoil of the monstrous round considerably. Designed primarily for anti-material duties, the Barrett is well known for its ability to punch holes in walls, cars, trucks and even armored personnel carriers at great ranges. These qualities make it attractive for heavy-duty sniper and harassment work, but the extreme cost of the weapon and the incredible noise it generates when fired, which allow it to be heard clearly for miles and miles, limit its overall uses.

Colt M4 The latest and most effective incarnation of

the US military’s AR/M16 rifles, the M4 shed the malfunctions and inconsistencies that plagued its predecessors and has become a loved and respected weapon of the battlefield or urban SWAT environment. It combines a combat refined action, a collapsible stock and a heavily modifiable frame to produce a weapon that is compact, easy to use, reliable and effective.

Fabrique Nationale M249 SAWThe standard Squad Automatic Weapon (SAW)

for the US military, the FN M249 is a marriage of modern necessity and old world ideals. Designed as an easily portable and manageable light machine gun, the M249 is capable of firing in a support position from its integrated bipod or from a soldier’s shoulder. Though difficult to acquire and expensive to shoot, the M249 remains a favorite for teams needing the extra firepower.

Fabrique Nationale P90One of the most innovative submachine guns

ever developed, the FN P90 is designed to fill the niche task of a support crew assault weapon. Created to give maximum firepower in a minimum package, the P90 incorporates a new pistol-sized round and a compact bullpup design to create a weapon that has ammunition capacity and armor defeating capabilities superior to those of standard submachine guns, but maintains their compact size and weight. Still relatively rare and exceedingly expensive, however, the P90 is years away from being prolific.

Heckler and Koch PSG-1Designed to help meet the needs of the modern

sniper, HK’s PSG-1 is often hailed as the first truly effective semi-automatic precision rifle. Using exactingly milled components, a delayed blowback design, and coming with an integrated six-power Hensoldt Wetzlar variable scope, the gun boasts an accuracy and effectiveness only seen previously on bolt-action rifles — and has the price tag to go with it.

Mossberg 500One of the most functional and reliable

versions of the venerable pump-action shotgun design, the Mossberg 500 is a weapon of choice for law enforcement, military and hunters across the world that choose quality and durability over a high rate of fire. Featuring a folding pistol-gripped stock and an 8-round tubular magazine, the 500 is a quintessential example of the reliability, firepower and versatility that has made shotguns a staple of almost ever army since the invention of firearms.

Heavy Support ArmsIssued only in very select situations and used

with incredible discretion, support weapons have occasionally been required to turn the tide of hot encounters. Generally producing area effects and delivering incredible damage on target, heavy weapons are a desperate last resort for the greatly outgunned Valherjar. All support arms are used with the “Weapon: Heavy” Skill and have an average modifier of –4 to use untrained.

Colt M203 Grenade LauncherMounted under the fore-grip of a rifle, the

M203 is designed to give a single shot’s worth of mass destructive firepower to a standard soldier. Functionally little more than a breech loaded tube and a trigger (though it can be attached to a pistol grip and folding stock for independent use), the M203 has seen service the last 50 years as an effective extra kick for the rifleman who may need it, or as a way to deliver smoke or teargas on scene for urban SWAT operations. For non-military personnel, its stiff regulation and wallet-breaking cost to use make it extremely difficult to field.

Talley M72 LAWDesigned to disable enemy tanks with a shaped

charge warhead, the M72 Light Anti-Tank Weapon was only marginally successful in its commissioned

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task. However, the light, single shot, disposable tube weapon became a hit with soldiers as a general use rocket launcher for quick anti-material and anti-emplacement work.

M67 Fragmentation GrenadeThe standard issue frag grenade for the US

military, the M67 is the latest incarnation of putting an explosive inside of small frangible steel shell and throwing it at someone. Sporting an incredible hard kill radius, the M67 is an effective weapon for clearing rooms or spaces behind cover. Unfortunately, the noise and attention a grenade draws makes using them in a covert war exceedingly difficult, and the considerable radius of each explosion a liability in urban environments.

Modern ArmorThough the Valherjar may be immortal, the

bodies they regain on returning to Midgard are as fragile and vulnerable as any mortal. Armor allows them to avoid damage and stay in the fight longer, thus giving them a greater opportunity to accomplish their objectives and support their brethren.

Ceramic PlateTypically shrouded in heavy nylon, padded riot

gear or under leather, ceramic plating is the modern answer to general protection in a combat situation. Bulky, though somewhat concealable, ceramic plating offers excellent protection against almost all types of damage but may draw unwanted attention to the person wearing it.

ChainmailThough often blatantly out of place with daily

wear, chainmail has become avante-guard and is

somewhat common in the seedier clubs and events of the mortal world. Not only incredibly effective against all manner of cutting attacks, chainmail also bears the benefit of being totally flexible and so doesn’t impede movement.

Entry ArmorStandard issue for modern Special Forces and

SWAT teams, entry armor combines thick plating, padded knee and elbow cops, rigid shoulder pads, and a thick polymer helmet. Entry armor provides some of the most complete protection a person can have but, of course, announces to the world that you are ready for a war.

Heavy ClothIncluding thick wools, knits, tweeds, and nylons,

heavy cloth in the form of winter jackets, padded coats and tough workpants is surprisingly effective at protecting its wearers from attacks of all types. It also has the distinct advantage that, although it is not technically concealable, it rarely if ever arouses any kind of suspicion.

Hostile Environment SuitTypically used in an open warfare where

chemical and ballistic attacks are both likely, the hostile environment suit represents an apex of modern rigid protection and chemical resistance. Implementing rigid ceramic plates beneath a woven polymer chemical resistance suit and full respirator, the hostile environment suit is far less bulky and encumbering than its predecessors but traps an incredibly, stiflingly oppressive amount of heat.

KevlarA far cry from the hot, stiff armor of old,

modern Kevlar is surprisingly flexible and breathable

Armor ListName Armor Max Armor Spell Availability

Bonus Dex Check FailureCeramic Plate +7 +4 -6 25% 20Chainmail +5 +3 -5 30% 15Entry Armor +9 +2 -8 35% 25HE Suit +10 +1 -10 50% 30Heavy Cloth +2 +6 -- 5% 0Kevlar +4 +5 -4 15% 15Leather +3 +5 -- 10% 10Padded Riot +6 +3 -6 20% 15

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— though still a long way from comfortable. Still, when it comes to combining ballistic protection and concealability Kevlar is unmatched.

LeatherEspecially effective against cutting attacks,

heavy leather trench coats and jackets are a staple of Valherjar who wish to have some level of protection but are still concerned about remaining unnoticed.

Padded Riot GearDesigned to protect against the unexpected

blows typically received in a mass protest, riot gear covers all essential areas of the body with thick padding and light plastic cops. Often combined with ceramic plating for total protection, riot gear remains a favorite of police and crowd control officers.

Sample JotnarAs we discussed in Chapter 5, the jotnar

presented in this core are not meant to be a definitive guide to the enemy, but rather a loose collection designed to inspire a DM’s own imagination. And while more examples of specific races are available on our website, and will follow in the books to come, we felt this concept warranted a quick note specifically for D20 players.

One of the magnificent aspects of the Open Gaming License is the amazing amount of adversaries it has produced. Boundless tomes exist, providing a never-ending stream of potential adversaries, and we want to make sure that you as players get the maximum benefit. Thus, we not only encourage you to deviate from the jotnar designs we put forth here and on our website, but have also developed specific and critical story elements, in the form of the Ratatosk and Thokk, that are designed to be wild cards in your adversary arsenal. By utilizing the myriad of antagonists available to you, you can confront your players with an endless variety of enemies that will keep them on their toes for years to come. That said, we have also included a brief sampling of pre-generated monsters here, but they are explicitly intended to act as a mood setter, not a limiting list.

Sample GarmHit Dice: 7D8+18 (50 hp)Initiative: +6Speed: 30 ft.Armor Class: 19 unarmored (+4 Dex, +5 natural); 26 armored (+7 armor), touch 12, flat-footed 14

Base Attack/Grapple: +5/+10Attacks: As per weapons; +11 melee, +6 RangedFull Attacks: 2 weapon attacks (+11/+6 melee, +6 /+1 Ranged) or Spell Like AbilitiesReach: 10 ftAttributes: Str 25, Dex 18, Con 16, Int 10, Wis 11, Cha 10Saves: Fort + 10, Ref + 7, Will + 4Feats: Alertness, Combat Reflexes, Improved Initiative, Martial Weapon Proficiency, Iron Will, Mobility, Dodge, Spring Attack, Skills: Animal Empathy +2, Concentration +4, Diplomacy +4, Disguise +6, Gather Information +8, Handle Animal +2, Heal +6, Hide +6, Intimidate +8, Knowledge (any) +4, Listen +6, Listen +7, Move Silently +9, Open Lock +5, Perform (any) +2, Sense Motive +4, Spot +10, Tumble +3Special: Low-light vision, scentSpell Like Abilities: May have varied magical abilities, weapons, or Feats if desired.Challenge Rating: 6

Sample JormunHit Dice: 4D8+19 (37 hp)Initiative: +4Speed: 60 ft.Armor Class: 17 (+3 Dex, +4 Natural), Touch 12, flat-footed 14Base Attack/Grapple: +4/+6Attacks: Claws +6 (1D6+2), Bite +4 (1D8+2)Full Attacks: Claws +6/+6 (1D6+2), Bite +4 (1D8+2)Reach: 5 ft.Attributes: Str 15, Dex 16, Con 18, Int 6, Wis 11, Cha 4Saves: Fort + 5, Ref + 6, Will + 4Feats: Multiattack, Toughness, Improved Initiative, Spring Attack, Mobility, WhirlwindSkills: Hide +9, Listen +6, Spot +4, Climb +14, Balance +10, Jump +10, Move Silently +6, Special: Damage Reduction 5/natural, Darkvision 90 ft, ScentSpell Like Abilities: --Challenge Rating: 4

Sample MuspellHit Dice: 3D8+5 (18 hp)Initiative: +7Speed: 30 ftArmor Class: 16 (+3 Dex, +3 Leather), touch 13, flat-footed 13Base Attack/Grapple: +4/+4

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Attacks: As per weapon or magic. Typically: Glock +1 (2D6), Knife +3 (D4+3)Full Attacks: As per weapon on magic.Reach: 5 ftAttributes: Str 14, Dex 17, Con 10, Int 12, Wis 14, Cha 15Saves: Fort +3, Ref +6, Will +5Feats: Dodge, Improved Initiative, Iron Will, Martial Weapon ProficiencySkills: Bluff +2, Concentration +2, Gather Information +2, Intimidate +2, Knowledge (arcane) +2, Listen +2, Spot +2Special: -- Spell Like Abilities: Rune Magics, as per player character, including Flying Hammer, Battle Fury, and Fallacious SensesChallenge Rating: 3

Sample Ratatosk: Land SharkHit Dice: 6D10+24 (60 hp)Initiative: +2Speed: 40 ftArmor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16Base Attack/Grapple: +6/+14Attacks: Bite +9 (2D8+4)Full Attacks: Bite +9/+9 (2D8+4)Reach: 5 ftAttributes: Str 18, Dex 16, Con 16, Int 4, Wis 12, Cha --Saves: Fort +10, Ref +8, Will +4 Feats: Alertness, Blindfighting, Skills: Spot +16Special: --

Lockjaw: A Land Shark may, as a full round action, clamp it’s maw down on a target and refuse to let go. This attack does 2D6+4 damage from the monster grinding on the flesh and functions as though the characters were grappling. Each subsequent attack of the Land Shark may be spent grinding further, with the 2D6+4 damage done automatically, until the victim escapes the grapple.Spell Like Abilities: --Challenge Rating: 5

Sample Ratatosk: GrendalHit Dice: 14D8+70 (133 hp)Initiative: +1Speed: 35 ftArmor Class: 20 (-1 size, +1 Dex, +4 thick hide, +8 natural), touch 9, flat-footed 19Base Attack/Grapple: +10/+26

Attacks: Claws +16 (2D4+8), Bite +12 (2D8+4). Axe +16 (3D6+8), or Improvised Club +16 (2D8+8)Full Attacks: Axe +16/+11 (3D6+8), 2 Claw Attacks +16 (2D4+8) and Bite +12 (2D8+4)Reach: 15 ftAttributes: Str 26, Dex 12, Con 22, Int 9, Wis 12, Cha 6Saves: Fort +9, Ref +5, Will +10 Feats: Alertness, Scent, Power Attack, Cleave Skills: Climb +16, Listen +10, Spot +10, Hide +6Special: --Spell Like Abilities: --Challenge Rating: 8

Sample Thokk: RipleyHit Dice: 5D10+18 (40 hp)Initiative: +2Speed: 30 ftArmor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18Base Attack/Grapple: +6/+14Attacks: Claw +9 (3D4+4)Full Attacks: Claws +9/+9 (3D4+4)Reach: 10 ftAttributes: Str 18, Dex 15, Con 16, Int 4, Wis 12, Cha --Saves: Fort +8, Ref +7, Will +3 Feats: Dodge Skills: --Special: --Spell Like Abilities: Scourge: Should a Ripley succeed with both of its claw attacks against a single target, the abomination gains a sure grip on the victim and spews a thick green slaver into the wounds. The froth is thick with contagions and a DC 16 saving throw is required to prevent an immediate, and virulent, infection which does 1D4 Strength damage.Challenge Rating: 5

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Open Game License InformationThe printing of this Valherjar: the Chosen Slain Open Gaming

License Appendix is done under version 1.0a of the Open Game License and the various D20 System Reference Documents. Information of the License and System Reference Documents can be found at http://www.wizards.com. All System Reference Documents, and the Open Game License, are copyright Wizards of the Coast.

DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all identifying marks, logos, trade dress, and line names, including but not limited to all Game Monkey Press product names such as Valherjar, The Chosen Slain, the Valherjar logo, all copyright and trademark Game Monkey Press, 2002-2004.

The above Product Identities are not Open Game Content.DESIGNATION OF OPEN CONTENT: No portion of this product

is herein designated as open content. Portions of this product may be designated open content, by separate agreement, via our website. Please visit http://www.gmpress.com for more information.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. D20 System, Modern System Reference Document, System Reference Document, and Wizards of the Coast all copyright and/or trademark 2000-2004 Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Geoff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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CHAPTER 8: QUICK REFERENCE

6th Rune: The final Rune added to an Einherjar to make them a Valherjar, the 6th Rune is specific to the Valherjar’s Aett and patron god and determines what Magics the Valherjar will have available to them.

Aesir: (eye-seer) Though technically referring to the heritage of specific deities, it is used most often as a collective term indicating the gods and minions of Asgard.

Aett: (eye-t) The term for a clan associated with, and patroned by, a specific god. In Asgard these associations primarily reflect a philosophy and attitude but for the Valherjar on Midgard it also determines their 6th Rune and magical abilities.

Aettir: (eye-teer) Plural of AettAgnar: (ah-gnarr) The leader of a FlynAOR / Action Opportunity Roll: The

Action Opportunity Roll. The AOR is dice rolled simultaneously with the Target Roll to determine how quickly a character’s action occurs.

Asgard: (ah-s-gardh) The home of the gods and the uppermost plane among the 9 worlds.

Attribute: The innate, inherent abilities a character possesses. Added to Skills and a roll of 2D6 to determine an action’s Target Roll.

Burh: (burr) A gateway between Asgard and Midgard, and the primary way that the Valherjar return to Earth.

DoS / Degree of Success: A factor for determining how successful an action is, each Degree of Success represents an ever-increasing level of accomplishment.

Einherjar: (ain-hair-yarr) Fallen mortal warriors who train in the halls of Valhalla and Fensalir for the coming of Ragnarok, when they must fight side by side with the gods.

Fensalir: (fain-sa-leer) Frigga’s great hall in Asgard. This is the place the Einherjar learn art, science, magic, and other non-directly combat oriented skills.

Flyn: (fl-in) The term used for a group of Valherjar working together as a squad on Midgard.

Fylka: (feel-kah) The type of role a Valherjar generally plays in an operation, whether Huscarl or Hersir.

Gårds: (garr-ths) Rendering plants used for the disposal and/or recycling of evidence, bodies, and broken equipment for the Valherjar on Midgard.

Geledd: (gay-layth) The prestige-based title and rank a Valherjar has earned.

Hersir: (hair-seer) Valherjar chosen to act as spies and gather intelligence on Midgard. They typically assume the guise of a mortal life to act as covers for their activities.

Huscarl: (hoose-carl) The primary foot soldiers of the Valherjar, Huscarls are typically only returned to Midgard long enough to perform given assignments and are then withdrawn to Asgard again.

IB / Initiative Base: The inherent speed and awareness of a character. It is added to an action’s Action Opportunity Roll to determine the total Initiative.

Initiative: The total of a character’s AOR and Initiative Base, their Initiative determines when exactly within the course of a Round their action occurs.

Jarl: (yarl) An elite among the Einherjar and Valherjar, Jarls act as liaisons between the gods and other former mortals.

Jotnar: (yo-tunn-arr) The enemies of the gods, the Jotnar are comprised of a number of different races—each with their own agendas and philosophies.

Jotun: (yo-tunn) Singular term for the Jotnar. Jotunheim: (yo-tunn-hame) The original

home of the Jotnar and the location of their political head.

Midgard: (mid-gardh) Earth. Also the centermost plane among the 9 worlds.

Modifier: A value, either positive or negative, that affects a character’s action. This can take two forms, those that affect the Target Number, which are typically composed of external events or conditions, and those that affect the Target Roll, which are typically functions of the character themselves.

Narrator: The player who directs the game and narrates the story.

Niflheim: (niff-l-hame) The province of the goddess Hel, Niflheim is the land of the corrupted and indignant dead. Mortals who are judged unfit by the Valkyrie are banished to Niflheim.

Non-Player Character / NPC: A character in a game portrayed by the Narrator. Typically these are characters that the player characters are interacting with.

Norn: The Fates. Three women, a maiden,

Glossary

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a lady, and a crone, who are integrally involved in the gods ability to create the Valherjar and who have prophesized Ragnarok.

Outgard: (oot-gardh) The collective term used to refer to the 4 realms primarily occupied by the Jotnar.

Player Character / PC: A character portrayed by one of the non-Narrating players.

Ragnarok: (rogg-narr-oak) The apocalypse destined to destroy almost all of creation, including the gods and the Jotnar.

Round: A unit of in game time in which all participating characters are allowed at least one action. A Round typically represents approximately 3 seconds.

Sals: (salse) Safehouses on Midgard that Valherjar can use to rest and recuperate.

Skill: The learned talents a character possesses. Added to an Attribute and a roll of 2D6 to determine an action’s Target Roll.

Target Number: The game value to express

how difficult an action is. It is compared to a character’s Target Roll to determine success or failure.

Target Roll: The attempt by a character to succeed at an action. It is composed of 3 factors: The character’s relevant Attribute, relevant Skill, and a roll of 2D6. It is compared to a Target Number to determine success or failure.

Test: The in game mechanics, specifically the combination of a Target Roll versus a Target Number, used to determine if a character’s attempted action is successful.

Valhalla: (vall-hall-ah) The hall of the dead, Odin’s great hall in Asgard. Where the Einherjar learn to fight and wage war.

Valherjar: (vall-hair-yarr) The chosen slain. The Valherjar are fallen mortal warriors resurrected through Runic Magic and returned to Midgard to act as the hands of the gods.

IndexSymbols3-Second Rule 61, 158

AAction Opportunity Roll

57, 59, 62, 63–64, 64–65, 66, 78, 156–157, 225, 229

Aett 31, 34, 39, 85, 189, 225. See also Aettir

Aettir 31, 74, 85, 191, 225. See also Aett

Agnar 35, 225armor 71, 72, 80, 81, 130,

147, 220Asgard 16, 23, 28, 29, 31,

34, 36, 39, 42, 48, 225

Attributes 51, 52, 55, 56, 85, 93, 95

Automatically Opposed Tests 60. See also Opposed Tests

automatic fire 11, 79

BBoons 31, 74, 85, 95, 125,

191

Burh 34, 36, 158, 225

CComplex Action 62, 67,

73, 111

Ddamage 56, 68, 69, 70,

71, 72, 131, 147dodge 67, 68

EEvade 68Example of Play 61, 64,

72

FFlyn 34, 35, 36, 37, 225Fortitude 56, 68, 69, 71,

95Frigga 16, 91, 198Fylka 31, 34, 225

GGårds 36, 37, 225Geledd 31, 35, 75, 190,

225

HHealth 56, 68, 69, 70, 71,

73, 95Heimdall 16, 87, 192Hersir 32, 34, 225Huscarl 34, 225

IInitiative 56, 59, 62, 63,

64, 65, 67, 80, 95, 96, 156, 229

JJarl 26, 35, 36, 76, 190,

225Jotunheim 16, 43, 225

Lluck 75

MMidgard 16, 28, 29, 31,

34, 36, 40, 47, 225, 226

NNiflheim 16, 23, 42, 43,

225Norn 39, 226

OOdin 16, 23, 27, 43, 89,

195Opposed Tests 60. See

also Automatically Opposed Tests

Pparry 68, 81, 83Penetration 81, 132Plot Hook 152, 154Prestige 35, 74, 75, 76,

85, 93, 95, 111, 159, 189, 191

Priority Points 85, 93, 94, 95

RRagnarok 16, 17, 23, 225,

226Rate of Fire 132, 134, 215Runic Focus 74

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SSals 36, 37, 226Sif 16, 90, 197simple action 57, 163

TThor 16, 92, 200Tyr 16, 88, 193

VVeteran Points 56, 74, 76,

77, 159Vitality 56, 68, 69, 70, 71,

73, 95

Guide to Norse RunesAlgiz

Protection, SanctuaryAnsuz

Order, KnowledgeBerkana

Nurturing, GrowthDagaz

Enlightenment, Intuition

EhwazMovement, Travel

EihwazCycles, Fertility

FehuWealth, Knowledge

GeboProsperity, Fertility

HagalazConnection, Balance

IngwazEnergy, Transformation

IsaEnergy, Fertility

JeraLife Cycle, Fertility

KenazGuidance, Direction

LaguzLife, Organic Growth

MannazMemory, Intelligence

NauthizNeed, Necessity

OthalaAncestry, Inheritance

PerthoBirth, Manifestation

RaidoFlow, Rhythm

SoweluPower, Understanding

TeiwazJustice, Victory

ThurisazAction, Force

UruzStructure, Strength

WunjoFellowship, Kinship

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AOR Combat at a Glance1. Narrator announces beginning of a Round2. All players declare their actions3. All players simultaneously roll 3D6 for their actions/attacks; adding 2D6 to their Attribute and Skill Ratings to create a Target Roll and using 1D6 as their Action Opportunity Roll and adding it to their Initiative Base4. Actions occur in order of Initiative

Rune Magic at a Glance1. Declare the Rune Magic use as, or in conjunction with, a standard action2. If used as a complex action, roll as normal; separating the dice into a 2D6 TR and D6 AOR3. Resolve the Rune Magic as if a normal action4. Subtract any Degrees of Success from the Magic’s Fatigue and then apply remainder to character’s Vitality Health Meter

Common ModifiersAction being performed in high winds, in rain, on slick surface TN +1Character is crawling or in other disadvantageous position TN +2 to +4Character is moving excessively or is on an unstable surface TN +2 Character is under extra pressure TN +1Other characters are helping performing character TN -2 per characterTarget is caught unaware or is blindsided TN -2 or -4 Target is immobilized TN -2 or -4 Target is in heavy cover (3/4 of the body covered) TN +4 Target is in partial cover (1/2 of the body covered) TN +2 Target is laying prone at a distance TN +4Target is partially concealed (obscured from view) TN +1 or +2Target wants to cooperate TN -1 or -2There is bad, distracting or insufficient light TN +1 to +6

Automatic Fire TableAOR Range 1 Range 2

TR RPT TR RPTShort Burst -4 -- D3 -- D2Long Burst -6 -2 D6 -- D3LRA Spray -10 -4 1 -6 1MRA Spray -12 -4 D2 -6 D2HRA Spray -14 -4 D3 -6 D3

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Standard Skill Master ListSkill Name Attribute Default Mod.

Animal Ken Will -1Athletics Agility 0Computer Intelligence -4Concealment Perception -1Crafting Will -1Demolition Intelligence NADiplomacy Charisma -1Driving Dexterity -4Finance Intelligence 0Gambling Will 0Investigation Perception 0Larceny Dexterity -4Law Intelligence -1Leadership Charisma 0Lore Intelligence -2Mechanics Intelligence -2Medicine Intelligence -2Navigation Intelligence -1Observation Perception 0Performance Charisma 0Persuasion Charisma 0Resolve Will -1Stealth Perception -1Streetwise Charisma -1Unarmed Combat Agility 0Weapon: Bladed Agility -1Weapon: Chain Agility -4Weapon: Heavy Dexterity -4Weapon: Hurled Agility -2Weapon: Rifle Dexterity -2Weapon: Pistol Dexterity -4Weapon: Pole Agility -1

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Rune Magic Master ListName Attribute TN Effect

Battle Fury Will 10 No penalties from damage-- Boar’s Skin Will 12 +2 Armor-- Contagious Rage Will 12 Infect DoS + ED with battle lust-- Unstoppable Force Will 10 +2 Pen and cannot be parriedBlade Kenning Will 12 Manifest blessed weapon-- Bloodstoning Will 10 Ignores armor for melee attacks-- Far Reach Will 10 Use melee weapon for ranged attack-- Gungnir’s Flight Will 10 Returns thrown weaponFallacious Senses Will 12 Adds +4 to target’s Perception TN-- Blind Will 14 Renders target blind-- Deafen Will 12 Renders target deaf-- Hush Will 12 Renders target muteFlying Hammer Will 12 D6,1 Impact damage-- Kinetic Transfer Will 12 Originate Hammer on far side of wall-- Shatter Stroke Will 12 Triple damage vs. solid objects-- Trembling Knees Will 12 Destabilizes groundGangrad’s Cloak Will 12 Makes Runes invisible-- Eye of the Beholder Charisma 14 Appear as target’s expectation-- Hidden in View Will 12 Alarming objects appear mundane-- Veiled Menace Will 14 As Hidden in View, but on othersGift of the Wild Charisma 10 Communicate with animals-- Chameleon’s Skin Will 12 +2 / +4 to sneak / hide-- Goat’s Feet Will 10 Scale any surface-- Leap of the Cougar Will 10 Exponential jump and leap attackHellig Armor Will 12 Adds Rating’s worth of armor-- Dueling Shield Will 12 Turns shield impenetrable-- Protective Aura Will 12 Creates damage absorbing aura-- Siege Shield Will 12 As Dueling Shield but on larger objectMaiden’s Blessing Will 12 Gives target +1 to all actions-- Distance Touch -- -- Allows “Touch” range to affect “LoS”-- Intercession -- -- Forces a Target Roll re-roll-- Shield Bearer -- -- Transfers damage from target to casterMark of the Hunter Will 12 Creates magically visible mark/signal-- Locate Will 12 Finds bearing and distance to Mark-- Running Dye Will 12 Makes Mark transferable-- Salted Trail Will 12 Mark leaves 1,000-plus-yard trailMother’s Touch Will 12 Quadruples natural healing speed-- Gift of Healing Will 14 Heals DoS + Rating Light Wounds-- Purge Will Special Purges toxins from target-- Runic Resurrection Will 14 Returns a Valherjar to their bodyRunic Eye Will 12 Create a remote viewing brand-- Far Focus Will -- Target “LoS” Magic through Eye-- Point of Contact Will -- Target “Touch” Magic through Eye-- Sound from Sight -- -- Hear sounds through Runic EyeSight from Hlidskjalf Perception 10 Sees through magical disguises-- Burning Glare Will 10 Runes cast light-- Gaze of Judgment Perception 12 Sees target’s vitals-- Reveal the True Form Will Special Unveils magically hidden targetsWindspeak Will 8 Be heard despite obstacles-- Knowing Gaze Will 10 Communicate through eye contact-- Lullaby Charisma 12 Lull target to sleep-- Voice of Reason Charisma Special Implant magical suggestionWrath of Thunder Will 12 D3,2 Chemical damage-- Ball Lightning Will 12 D3|Rating Chemical area damage-- Chained Lightning Will 12 D3,1 Chemical vs. multiple targets-- Jolt Will 12 D3,2 Chemical through solid object

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Ranged Weapons Master ListName Damage Ranges RoF AOR Pen Conceal

PistolsColt 1911 D6+2,1 B (25) 50 SA -- -- ShirtGlock 17 D6,1 B (25) 50 SA -- -- ShirtGlock 26 D6,1 B (15) 25 SA -1 -- IWBIMI Micro Uzi D6,1 B (10) 20 SA, MRA -2 -- ShirtKeltec P-32 D3,1 B (5) 10 SA -- -1 PocketKimber Carry D6+2,1 B (20) 40 SA -2 -- IWBS&W 340 D6,1 B (12) 20 SA -1 1 IWBS&W 500 D6+3,1 B (30) 50 SA -3 -- TrenchSavage “Shorty” D3,2 B (5) 8* SA -4 -2 ShirtSig-Sauer P229 D6+1,1 B (20) 40 SA -- -- Shirt

Rifles and Long GunsAN-94 D6+1,1 B (50) 100 SA, B*, LRA -- -- NoneBarrett M82A1 D6+3,2 B (20) 200 SA -8 -- NoneColt M4 D6+1,1 B (50) 80 SA, LRA -- -- TrenchFN M249 SAW D6+1,1 B (25) 50 MRA -- -- NoneFN P90 D6-1,1 B (40) 60 SA, LRA -- 1 TrenchHK MP5 D6,1 B (40) 50 SA, LRA -- -- TrenchHK PSG-1 D6+2,1 B (30) 120 SA -3 1 NoneMossberg 500 D3+2,2 B (25) 40* SS -- -1 TrenchSaco M60 LMG D6+2,1 B (10) 35 LRA -2 1 None

Support WeaponsColt M203 GL D6|5 E (10) 30 OU -2 -- NoneTalley M72 LAW D6x2|2 B (10) 20 OU -- -- TrenchUSM M67 Frag D6|8 E (Str x2) Str x3 Thrown -- -- Trench

Bows and Hurled WeaponsCompound Bow D6+1,1 E (20) 35 OU* -6* -- NoneHeavy Crossbow D6+2,1 E (25) 50 OU* -10* 1 NoneLight Crossbow D3+1,1 E (5) 10 OU* -8* -- TrenchThrowing Axe D2+1/2 Str,2 E (Str x2) Str x3 -- -- -- NoneThrowing Knife D2,2 E (Str x2) Str x3 -- -- -- IWB

* See weapon description for more information

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Melee Weapons Master ListName Attack Mod. Defense Mod. Damage Pen Conceal

BladesDagger -- -- D2,2 E -- IWBGreatsword -- -1 D6+1/2 Str,2 E 1 NoneKatana +1 -- D3+1/2 Str,2 E -- NoneLongsword -- -- D3+1+1/2 Str,2 E -- NoneRapier +1 +1 D3,2 E -- NoneSaber -- +1 D3+1/2 Str,2 E -- NoneShortsword -- -- D2+1/2 Str,2 E -- TrenchStiletto -- -- D2,2 E 1 Shirt

PolesAxe -- -1 D3+Str,2 E 1 NoneBat / Club -- -- D3+1/2 Str,1 I -- TrenchPoleaxe -1 -- D6+Str,2 E 1 NoneSpear -- +2 D3,2 E 2 NoneStaff +1 +2 D3+1/2 Str,1 I -- None

ChainsMorning Star -2 -4 D6+1/2 Str,3 I 2 NoneNunchaku -- -2 D2+1/2 Str,1 I -- Shirt

MiscellaneousPunch -- -- (Unarmed + Str)÷2,1 I -- --Kick -- -- (Unarmed÷2)+Str,1 I -- --Brass Knuckles -- -- +2 1 PocketSap Gloves -- -- +1 -- None

Armor Master ListName Available Conceal Protection Penalty

B E I C Dex Agi EndCeramic Plate 15 Trench 2 2 1 -- -- -- -1Chainmail 10 Trench -- 3 -- -- -- -- -1Entry Armor 20 None 3 2 2 1 -- -1 -1HE Suit 25 None 2 2 2 3 -1 -1 -1Heavy Cloth 0 None 1 1 2 1 -- -- --Kevlar 10 Shirt 2 -- -- 1 -- -- -1Leather 5 None 1 2 1 1 -- -- --Padded Riot 15 None 1 2 4 1 -1 -1 --

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Attributes Health Armor Current InitiativeCurrent Initiative12345678910

NameName _______________________ ConceptConcept __________________________________________________

11121314151617181920

21222324252627282930______

Fortitude

Incapacitated

-3 -3

-1 -1 -1

Critical Wounds

Serious Wounds

Moderate Wounds

Light Wounds

___

___

___

___

___Vitality

___

ArmorArmor

Type(s)____________________

Ballistic ______Edged ______Impact ______Chem ______

HealthHealthAttributesAttributesDexterity

Agility

Strength

Endurance

Luck

Intelligence

Charisma

Perception

Will

Initiative Base

SkillsSkillsName Rating Att. Total Special.

°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________

NotesNotes

Name Attack/Defense AOR Range Damage°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________

AttacksAttacks

____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Attributes Health Armor Current InitiativeCurrent Initiative12345678910

NameName _______________________ ConceptConcept __________________________________________________

11121314151617181920

21222324252627282930______

Fortitude

Incapacitated

-3 -3

-1 -1 -1

Critical Wounds

Serious Wounds

Moderate Wounds

Light Wounds

___

___

___

___

___Vitality

___

ArmorArmor

Type(s)____________________

Ballistic ______Edged ______Impact ______Chem ______

HealthHealthAttributesAttributesDexterity

Agility

Strength

Endurance

Luck

Intelligence

Charisma

Perception

Will

Initiative Base

SkillsSkillsName Rating Att. Total Special.

°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________°__________ ______ ____ _____ _____________

NotesNotes

Name Attack/Defense AOR Range Damage°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________°____________________ _______________ ____ (____) ____ ________

AttacksAttacks

____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

NPC / Antagonist Character SheetNPC / Antagonist Character Sheet

Page 233: Valrjar, The Chosen Stain

CharacterCharacter _______________________ AettAett __________________ PrestigePrestige _________ TitleTitle ________PlayerPlayer __________________________ ConceptConcept _______________________________________________

CurrentCurrentInitiativeInitiative

123456789101112131415161718192021222324252627282930

Weapons and AttacksWeapons and AttacksName Attack/Defense AOR Range Conceal Damage Notes

°____________________ _______________ ____ (____) ____ ________ ________ _________________________°____________________ _______________ ____ (____) ____ ________ ________ _________________________°____________________ _______________ ____ (____) ____ ________ ________ _________________________°____________________ _______________ ____ (____) ____ ________ ________ _________________________

Name Fatigue Rating Att. Total°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____°______________________ _____ _____ _____ _____

Name Rating Att. Total SpecializationsAnimal Ken _____ Will _____ ______________Athletics _____ Ag _____ ______________Computer _____ Int _____ ______________Concealment _____ Per _____ ______________Crafting _____ Will _____ ______________Demolition _____ Int _____ ______________Diplomacy _____ Char _____ ______________Driving _____ Dex _____ ______________Finance _____ Int _____ ______________Gambling _____ Will _____ ______________Investigation _____ Per _____ ______________Larceny _____ Dex _____ ______________Law _____ Int _____ ______________Leadership _____ Char _____ ______________Lore _____ Int _____ ______________Mechanics _____ Int _____ ______________Medicine _____ Int _____ ______________Navigation _____ Int _____ ______________Observation _____ Per _____ ______________Performance _____ Char _____ ______________Persuasion _____ Char _____ ______________Resolve _____ Will _____ ______________Stealth _____ Per _____ ______________Streetwise _____ Char _____ ______________Unarmed _____ Ag _____ ______________Wpn: Bladed _____ Ag _____ ______________Wpn: Chain _____ Ag _____ ______________Wpn: Heavy _____ Dex _____ ______________Wpn: Hurled _____ Ag _____ ______________Wpn: Rifle _____ Dex _____ ______________Wpn: Pistol _____ Dex _____ ______________Wpn: Pole _____ Ag _____ _________________________ _____ ____ _____ ______________

Dexterity

Agility

Strength

Endurance

Luck

Intelligence

Charisma

Perception

Will

Initiative Base ______

Fortitude

Incapacitated

-3 -3

-1 -1 -1

Critical Wounds

Serious Wounds

Moderate Wounds

Light Wounds

___

___

___

___

___Vitality

___

ArmorArmor

Type(s)____________________

Ballistic ______

Edged ______Impact ______

Chem ______

Magic and BoonsMagic and BoonsSkillsSkills

HealthHealthAttributesAttributes