Sneak peek: Cast of characters

Today we present you excerpts from Cast of Characters. In this chapter you will find antagonists who can stand in the way of your characters: beasts and monsters, dangerous animals, hordes of the undead, and opponents who are completely human, but not less dangerous. Something special for everyone.

Antagonists are not the main characters in your stories, they only constitute challenges and obstacles for the actual heroes. That’s why are described in a simpler way than the players’ characters.

Facts and myths

The description of each opponent is accompanied by additional information the characters may obtain while studying various sources or actually observing the antagonist. An appropriate roll can be made during the first encounter – this lets the characters know for sure what beast they are dealing with.

The heroes get the first piece of information if they pass the test. They need a raise to get the second piece of information and two raises to get the third. Three raises give complete data. The knowledge can be especially useful for characters acting as a backup in a conflict.

Opponent template

All antagonists are presented in the same schematic way.

  • Default conflict: if the antagonist can start a conflict on their terms, they will choose this type of conflict.
  • Type: extras (dice pool 1d10), opponent (dice pool 2d10 and more) or final opponent (three stages). Moreover, here you will find how numerous the group is, the challenge value and any additional information needed.
  • Abilities: the opponent’s edges, gadgets and other skills.
  • Combat: defense, skills and abilities used in the combat.
  • Chase: endurance, skills and abilities used in chases, as well as typical stakes.
  • Discussion: confidence, skills and abilities used in discussions, as well as typical stakes.

Opponents are meant to be used in your adventures, so every one of them is accompanied by four story seeds. Just in case, you have to run a game without much time for preparations :)

And now, let us introduce a particularly nasty monster, especially if you’re a gnome…

Dybbuk (dibbokus recidivis)

It is very hard to accept the death of a close person. Some gnomish cabalists yield to temptation and try to use their secret runes to restore the dead to life. This is a mortal sin. Only one thing can result from such a blasphemous act – a dybbuk – a treacherous, insincere creature, filled with hate towards everything that lives.

Appearance: at first glance, a dybbuk is an ordinary gnome with a slightly absent look and sickly skin. Any medical examination will immediately show no pulse, no pupil accommodation and other alarming symptoms. The creatures are highly sociopathic.

Where to find: gnomish communities.

Facts and myths:

An occult roll (TN 10) or – for gnomes – a general knowledge roll (TN 15) can provide the following information:

  • The dybbuk is an evil spirit from gnomish legends, able to possess the dying and the ill.
  • A dybbuk comes into existence when somebody with guilty conscience draws the runes of life on a dying gnome’s forehead. There are no proven cases of resurrection without side effects.
  • The dybbuk is malicious. It may seem innocent and can lie charmingly through its teeth, but it is not able to love anybody. It enjoys scheming and destroying the lives of everyone it meets.
  • In theory, it is possible to resurrect a person who is not a gnome, but nobody knows the appropriate runes to do so.

Scenes from a hero’s life

Henry, do you remember this little pushy doctor who used to intrude on us? A fishy gentleman asking indiscreet questions? Of course, I was answering just like you told me to. That I had tuberculosis, then complications set in, but I managed to recover thanks to your loving care. But don’t you worry about this doctor anymore. I have just read in the newspaper that he died in a steamobile accident, together with his wife and daughters… Why are you looking at me like that? Did I do something wrong, my love?

Remember son, always respect the knowledge of the runes. Let me tell you a parable: once there was a young godi who had a very wealthy uncle. The uncle was ill and finally died, not revealing where he had hidden his last will. The uncle did not care about the great dedication of this young man, who had been watching over his ill uncle for the last seven days and seven nights. The young godi lost his temper and drew the secret runes on the deceased’s cold forehead. He thought he would bring his uncle back to life for a time long enough to  successfully sort out the issue of his inheritance. The uncle woke up and immediately disinherited the young man, who spent the rest of his miserable life on a mission in central Lemuria. I don’t really know whether the uncle became a dybbuk, but still, this story should give you something to think about.

Inconspicuous dybbuk

A polite, inconspicuous-looking gnome in a suit and with a bowler hat on his head. His look is a bit absent, but this can be easily justified – after all, he has just miraculously escaped from a burning tenement house.

Default conflict: discussion.

Opponent, construct, undead, dice pool 2d10; Challenge: 3.

Abilities:

  • first strike (harmless): empathy/occult against bluff;
  • frightening: when its real nature is revealed, a dybbuk causes Fear TN 15;
  • achievements: one or more, depending on what the gnome achieved before its death;
  • treacherous: if the fight takes place in a location chosen by the dybbuk, for each card played from hand, it may introduce a trap or a scandal to the stage. The difficulty depends on the card: 2-10 – TN 10, JQK – TN 15, Ace means TN 20, Joker – TN 30;
  • no mercy: for a token – an undeclared finisher;
  • secret runes: once per session, it works like a gnomish racial trait;
  • special: a dybbuk can be killed only by a gnomish cabalist able to draw a rune of death on its forehead (using the racial trait Secret runes). The only alternative is a complete destruction of the body.

Combat: attack 6/10+; Defense: 12.

Chase: athletics, drive 6/9+; Endurance: 14.

Discussion: bluff 12/8+, persuasion 6/9+; Confidence: 16. The treacherous dybbuk will try to win its victim’s trust and arrange the situation so that it can easily destroy an innocent person’s life. Sometimes even revealing the true nature of the creature will require resolving a conflict.

Story seeds:

Daring – serving under a legendary gnomish general seems a real honor, until it turns out that the respected military man has been a dybbuk for years now, and that he paid for all the medals with his subordinates’ blood.

Exploration – the legend of the Wandering Gnome leads the characters to the destroyed island of Thule, into the heart of the State of Torburg Nights and Morgovian labor camps. Is it possible that a gnome exists who did not become a dybbuk after his resurrection?

Investigation – it is very hard to investigate a murder case in a hermetic gnomish community. Especially when the victim wakes up the next day and the witnesses refuse to talk. When the characters are being framed for one crime after another, the situation gets just hopeless.

Society – an industrialists’ lodge learns that there is a dybbuk in a competitor’s family and decides to use the monster to destroy the local gnomish society. Racial scandals will give the lodge the opportunity to take over some lucrative deals.

 

Sneak peek: History

Frankly speaking, I have a problem with history chapters in role-playing handbooks. In most occasions the sections focused on the past of the setting are plain boring. Lot of facts and dates and almost nothing that can be directly used during the gaming sessions.

I prefer the opinion that in a role-playing game the history of the world is important as long as it influences the adventures of your characters. We are not interested in the version known from history textbooks – we want to use the history as it is used in movies and adventure novels!

Look at the examples: in The Da Vinci code the past is a mystery; in The Mummy and its sequels ancient villains come back to life as antagonists; Indiana Jones shows the most boring of all professions – archeologist – as an adrenaline-ridden adventure. That is what we want!

Besides, basing some of the adventures on historical events makes the setting feel more real and the events more important and epic.

In the chapter that describes the history of the world of Wolsung each section includes a short summary of the most important events from this epoch, legendary places players can find and valuable items originating in a given era, ideas for adventures and some tips how to employ history in your game sessions.

Here is an example from the handbook:

Middle ages

382 – 1385 A.D.

The Mourning King

The final fall of the Empire and the first schism in the Dualistic religion. Solarism becomes the dominant religion in the Eastern Empire. The Western Empire ceases to exist, national countries appear. Dragon-tamers establish first ruling dynasties in Vanadia.

The discovery of Vinland and the first contacts with Shang-In.

The plague epidemic begins, Tanaric of Godaker becomes a lich and rules as the Mourning King for over a century.

Justopolis is plundered, the Eastern Empire falls. The Empire of Atteman grows stronger and stronger, uniting all worshippers of Orm.

Behind the scenes

Solaristic Justopolis is Byzantium, full of intrigues and splendor, at the beginnings of the Orthodox church.

Deals with dragons were the key factor in forming states in the world of Wolsung. Dragon monarchies became great powers, while countries without a dragon don’t actually matter on the political arena.

The middle ages are also the times of the second great lich. The Mourning King combines the topics of the bubonic plague, crusades and a well-known motif from classical fantasy literature – good rulers fighting against an evil necromancer.

The Knights of the Chalice are inspired by the legend of Knights Templars, as shown “Foucault’s Pendulum” and “The da Vinci Code”.

And remember that in this world Vikings managed to keep a few of their settlements in North America!

Scientific theories

The middle ages are the most thoroughly studied, the richest and the most romantic period in history. The problem is information overload rather than the lack of theories or sources. They are widely and eagerly discussed.

Topics that may appear when the middle ages are mentioned in a conversation:

  • Proving the moral superiority of your country over its neighbors.
  • Treasures and mysteries of Justopolis.
  • Numerous versions of the tales about how dragons where tamed.
  • The possibility of another Black Death epidemic breaking out.
  • The Vinlandian issue: taking into consideration a long time of colonization, do they rightly fight for their separation from the Crown?

Places of Interest

Cathedral of Divine Power – the pride of Justopolis, once the central temple of Solarism, now one of the most important Ormic mosques. The building is said to be a deep-laid riddle: its ideal proportions and masterful mosaics hide the words of a prayer that will always be answered.

The Eye of a Needle – whenever the topic of the secret stronghold of the Knights of the Chalice seems to be sinking into oblivion new evidence appears and the rush starts again with redoubled strength. Recent theories suggest that the order’s treasures were hidden in caves somewhere on the rocky Aquitean coast.

Tanaric’s grave – one version of the story about the fall of the Mourning King suggests that the defeated lich was buried in an unmarked grave somewhere in the north of Ulatia. A simple medallion and a threadbare pouch were buried together with the body. All other versions unanimously claim that Tanaric was burnt and the ashes were cast to the wind.

Exhibits

Mourning King’s Shround – a tourist attraction in a museum in the Aquitean resort of Aurelles. Experts unanimously claim that it comes from the late middle ages and is simply a fake with some historical value, but without any magical powers.

Cinder’s Skull in the catacombs under the Gniazdo Cathedral. The ritual throne of the first kings from the Piastun dynasty is the skull of the dragon killed at the dawn of the Slavic statehood. Reportedly, no monarch who sat on it died a natural death.

Justician’s scepter disappeared after the fall of Justopolis. Probably together with the rest of the monarch’s insignia it landed in the treasury of an Ormic vizier.

A dragon tooth in the Marine Museum in Kogheffen. In fact the artifact is made from walrus ivory covered in ritual carvings. Found in suspicious circumstances, it is said to come from the same treasure as Skellbriger, Orlan V’s lost sword, binding dragon Migardorm.

Story seeds

Ideas for adventures inspired by the middle ages:

Daring – infiltrating Atteman Pasha’s court and trying to find Justician’s scepter, an ingenious burglar whose base is located in the dungeons under Our Lady’s Cathedral in Orseaux, exploring catacombs sealed since the times of the Black Death.

Exploration – exploring secret passages in medieval castles, catacombs of the Knights of the Chalice under Orseaux and Lyonesse, looking for sunken wrecks of Jotunian ships, excavations in northern Vanadia.

Investigation – looking for the grave of Nimber – the first of the Nimbelungs, investigating the connection between the Order of Torburg Knights and the Knights of the Chalice, mysterious deaths with symptoms similar to the plague, a search for Jotunian coronation sword.

Society – attempts to enter a meeting of the enigmatic Seal and Goblet club, discussing the role of dragons in the contemporary world, a night tryst in a museum, giving the necklace of the first duchesse of Ys as an engagement present.

The great mystery of the middle ages

Knights of the Chalice: the twin brotherhood of the Order of the Burning Sword was founded to guard the legendary chalice in which poison was given to Justus. With years passing the order grew stronger and became one of the major political powers of the middle ages. Virtuous knights on their mighty war unicorns were winning battles while their money was the key to victory when treaties were about to be signed. Everything changed when Phillip the Ugly, the king of Aquitaine, accused the knights of heresy and necromantic practices. The order was outlawed and dissolved.

Some say that it was the Grand Master’s dying curse that led to the outbreak of the Revolution. Reportedly, the Chalice enabled Tanaric to become a lich. Reportedly, the contemporary Order of Torburg Knights comes from the Knights of the Chalice. Maybe there is a great treasure of the order hidden somewhere. Maybe none of these rumors is actually true.

Final Conflicts

A final showdown with the arch-villain with whom characters have been opposing during a long story or a campaign simply must be a conflict to remember. Final conflicts demand a lot of commitment on players’ side, so you, as the GM, should take care that they are varied, challenging and spectacular.

Our favorite final showdowns were inspired by video games boss fights (think “God of War” or “Devil May Cry”). The rules presented in this section let you achieve similar effects at your Wolsung sessions.

Three Stages

While planning a final showdown with the main antagonist, divide the conflict into a few stages (three is probably the best option here) and play it using the rules provided below:

  • At the beginning of each stage the enemy gets new challenge markers.
  • From characters’ point of view this conflict is a single confrontation so they do not regain any challenge markers.
  • Each stage may end with a finisher.
  • The more varied the stages, the better.

Example. The characters are fighting a mad inventor steering a huge behemoth. Stage one is a combat with the golem itself. Once the characters win the behemoth falls apart – that is the beginning of stage two. The giant’s burning wreck reveals the enemy scientist wearing a steam-powered armor and a group of battle-crazed henchmen running to his side. The antagonist gets new challenge markers for the stage two and has a group of allies at his disposal. When the characters finally eliminate the brutes and make a finisher against the main opponent, stage two ends. The maniac, seeing that he is no match for the characters, starts his engines and rockets away in the damaged armor. Stage three of the final conflict changes into a chase. The villain again gets new challenge markers. If and when the characters catch him the showdown ends, and the crazed inventor falls into their hands. Bereft of his beloved behemoth, loyal henchmen and his powerful suit of armor, he surrenders without further delay.

Behind the Scenes: Why Three Stages?

The last enemy should be difficult to defeat. The easiest way to achieve that is to increase his resistance (Defense or its counterpart) or his Challenge. You need to be careful, though, as you may make this enemy too strong. Performing a successful finisher might prove impossible due to his high stats and this might result in a long and tiring fight.

On the other hand, dividing the antagonist’s Challenge by three allows you to resolve three different conflicts in a row. As characters do not regain their challenge markers the confrontation will be risky. At the same time, each stage might still be ended reasonably quickly by a successful finisher.

Variations

The final clash should be unique. If you manage to fit many things into it your players will surely enjoy it more. Below we present a number of solutions you may use at your Wolsung sessions. You can combine and modify them as much as you prefer. If you consider it suitable, you might even create your own special rules for some elements of the conflict. Remember, your final showdown must be extraordinary!

  • Mixing different types of conflicts – each stage is a different kind of conflict. Characters base their Challenge on the highest of applicable attributes.
    Example. Stage one is a chase for a murderer through the back alleys and rooftops of Lyonesse. Stage two is a public discussion in front of a crowd of onlookers and policemen. The murderer, a respectable industrialist, is trying to put the blame on the characters and have them arrested. Stage three is a combat – the criminal takes a hostage from the crowd and fights for his life. The characters base their Challenge on the highest of Agility (chase), Composure (discussion) and Brawn (combat).
  • Va Banque – in the last stage of the final conflict both sides must play va banque. Characters and their opponent gain additional challenge markers. If players do not want to risk losing their characters they can avoid the fight but let the enemy escape. Of course it means they have been defeated.
    Example. After a long hunt characters, tired and exhausted by malaria, find themselves outside a manticore’s cavernous lair. They see gnawed human bones in front of the entrance and know that either they make it out with the pelt of the monster or end up as its dinner. That is the last chance for them to retreat – alive but without a trophy.
  • A change of tactics – in each stage the antagonist uses a different strategy: he attacks, defends himself, calls for help, tries to eliminate one character or attacks all of them at once, stalls etc.
    Example. During stage one a certain duke accused of supporting Venrierites uses his social position and sympathizers among participants of a ball to turn this whole accusation into a joke. In stage two he tries to discredit the most active character by using false evidence. The duke hopes this will exclude the hero from the party. In stage three he reveals his true self by summoning wraiths that will possess everyone present. 

More sceneries

In todays’ sneak peek we present more sceneries straight from the GM’s Toolbox.

Airship

Special: a character getting outside of a flying airship has to pass a Fear test (TN 20) first.

Elements: first class cabins, light furnishings, a mini-casino with a golemic croupier, a fire-resistant smoking room, a balloon containing an air elemental, the captain’s bridge, a crystalograph, cargo platforms strapped under the balloon, crew cabins divided with light, canvas walls, a two-seat rescue wyvern, newspapers, a view deck, engines.

Antagonists: a madman on board, gremlins, enemy wyverns, an evil mastermind in his flying fortress.

Dangers: getting ill onboard, a cursed luggage, fire, a fall from an impossibly high altitude, bad food, a magical storm, bad weather, technical failures, depleted batteries, a sabotage.

Scandals: a pierced balloon, losing contact with the ground, fear of heights, an unexpected change of the course, being careless with open flame.

Goals: a luxury cruise, a theft of airship schematics, testing new technologies, hijacking a vessel, a romance, a quick delivery of an important package.

Cinema

Special: all offensive actions inside a cinema suffer from a -3 modifier due to darkness.

Elements: a screen, a curtain in front of the screen, rows of seats, a taper playing piano, a projector, reels of flammable, celluloid film, golemic ticket sellers, booths selling popcorn and sugar-coated almonds.

Antagonists: fictitious characters stepping down from the screen, a janitor with a flashlight, film thieves.

Dangers: fire, panic, a snacks cart rushing your direction.

Scandals: interrupting the showing, a janitor with a flashlight coming without expectation, confusing rows or neighbors in the dark.

Goals: watching a premiere, meeting an informer, entertainment, watching a preview of a movie made by competition, retrieving mistaken reels, a romance.

Manufacturing Plant

Special: +5 to all technomantic powers and spells.

Elements: deafening noise, gigantic furnaces, vats full of molten metal, conveyor belts, production lines, hydraulic presses, saws, rolling-mills, feeders, mechanic sorting arms, high brick chimneys, vats filled with chemicals, pipes with pressurizes steam, mana wires, loose spells, adits, raining sparks, plumes of flame, pungent smell of hot metal and grease, boxes filled with spare parts, all kinds of tools, industrial golems, mana generators.

Antagonists: rogue golems, elementals on the loose, mad inventors and their henchmen, rebellious workers, nihilists.

Dangers: molten metal, falling crates, mana shock, being crushed by a hydraulic press, slipping on grease or loose ball bearings, riots during a strike.

Scandals: causing a production stoppage, a theft of projects, instigating workers.

Goals: constructing an invention, recharging batteries and gadgets, a fight against a mad scientist, repairing damaged equipment, seeking crime witnesses, stopping a bombing attempt.

Rooftops

Special: vertigo – any time a character draws a card of spades suit for initiative he or she needs to pass a Courage test (TN 10) or lose one die for the rest of the turn.

Elements: balconies, narrow ledges, railings, uneven surfaces, loose tiles, labyrinthine paths among chimneys, vertiginous heights, ground falling beneath your feet, laundry hung out to dry, crystalograph antennas, pneuma pipes, good observation points, attic entrances, ladders, narrow planks, chutes giving way at the most inopportune moment.

Antagonists: gargoyles, harpies, robbers, inquisitive old ladies equipped with binoculars.

Dangers: a fall, loose railings, sudden gusts of strong wind, frantic pigeons.

Scandals: panic caused by acrophobia, being accused of peeking or robbery, a fall right into the middle of someone’s birthday cake.

Goals: a chase, an escape, watching someone, stopping an assassin, an alternative way inside, a robbery.

Train

Special: an emergency brake – all passengers have to roll athletics (TN 15, +5 to this test for those who are firmly holding onto something) or fall down. Unjustified use means the character loses one Reputation point.

Elements: compartments, a 1st class car, passengers, conductors, an engine-driver, a stoker, a crew, luggage, toilets, narrow passageways, ladders leading to the train roof, dangerous crossings between cars, an emergency brake, freight cars full of crates, a locomotive, a coal-car, tanking water at every station, a mail-car.

Antagonists: gremlins, a saboteur, a rude passenger.

Dangers: a train crash, blocked rails, destroyed rails, an ambush on the overpass, sudden darkness in a tunnel, semaphores set in an invalid way, weakened spells keeping the stove burning, a dead engine driver, being pushed off the train, broken brakes.

Scandals: a mistaken compartment, searching through a stranger’s luggage, boarding without a ticket, demolishing furnishings.

Goals: getting from point A to point B, sending or receiving a parcel, a chase, tests of a new type of locomotive, a luxury journey, guarding a cargo, escorting a famous person, investigating a mysterious murder aboard.

Races, Elements and Racial Achievements

Today we continue our sneak-peek, telling more about the races of Wolsung.

Racial achievements

The races in Wolsung are connected to the four elements. The racial traits, e.g. trolls being fireproof or dwarves’ famous self-control, are the most characteristic aspect of this connection. The more a representative of a given race understands their true nature, the closer to the ideals connected to their element they become. This is why sometimes new racial edges manifest themselves with new experiences.

Racial achievements illustrate the process of getting to know the true nature of your race. When the player earns a racial achievement, they may buy Additional Racial Trait edge and develop a new racial trait of their choice. This can be done once when the character is Well-known, the second time when they become Famous, and the third and final time when they reach the Legendary status.

You cannot choose racial achievements during the character creation process.

Humans’ racial achievements

Avant-garde

The character actively participated in starting a new characteristic fashion or custom.
Once per game session: +5 to Confidence.

Bonds of blood

The character managed to visit most of their family members, including distant or illegitimate relatives.
Once per game session: +5 to empathy.

Fresh blood

The character had a love affair with someone from a different race or culture.
Once per game session: +5 to a social skill when dealing with foreigners.

Traveler

The character visited at least three continents outside Vanadia.
Once per game session: +5 to survival.

Additional racial trait (edge)
Cost: 20 XP
Requirements: Well-known/Famous/Legendary and one/two/three racial achievements.
Description: You earn another chosen racial trait. This edge may be bought only once per Fame level.

Sneak peek: Humans

Hi Folks!

There were no updates for some time, so I thought it would be a good idea to share with you some fragments of the English rulebook we are working on right now. The translation is more or less complete and the first re-checking and editing is on the way.

Today let’s look at the full description of one of the playable races. Humans are the perfect choice for a new player – easy to handle and with some really neat rule-wise tricks up their sleeve. You can compare the text with the Test Drive to get the general idea how much more the rules and setting are developed in the final rulebook.

By the way, the racial weakness’ rules hinted below are taken from the newest Polish extension, The Almanac Extraordinaire as we are determined to keep the English Wolsung totally up to date.

Enjoy and tell us what you think.

Humans

The legend

The Lord was sailing across endless bogs. A while passed, an age passed, and He was bored with loneliness. He decided to create a people which would worship and amuse Him and take care of the land He created. He tied the boat to a tuft of reeds and pondered. There were only water and rushes around. The Lord picked a pliant reed and wove two figures from it – a man and a woman. Then He dived and took two handfuls of mud from the bottom. He formed two bodies from the mud and left them to dry in the sun. The Lord waited long, so He decided to take a bath. Swimming, He soon lost sight of the boat and did not notice a demon with toad-like skin, tentacles of an octopus and horrible fishy eyes emerging from the water. It perched on the side of the boat and leaned towards the figures. It whispered something into their ears and venom dripping from its fangs slowly soaked in the mud. When the Lord returned, he did not notice anything. (…)

This is why humans, seemingly soft as mud, hide deep inside the resilience and fortitude of reed. Just like water flowing, wherever they go, they change to fit what they find there.

But the demon’s venom still boils in their hearts and its voice still whispers in their heads.

from a traditional Slavish tale “On the Beginning of Humans”

Appearance: Humanity is a very diversified race. Depending on from which part of the world a man comes, the color of their skin may vary from white to dark brown. Their eyes are usually green, celadon or dark blue. However, even dark brown eyes have a slight undertone of green – like water in a muddy river.

Distinguishing traits: Indeed, humans are like water – they get into every crack, fit every free space, collecting all the dirt and scum in the process. They do not fit any stereotype (or you can say that there is at least one man for every stereotype).

Society: They are the essence of the middle class in Vanadia but also freelancers and the first ones to follow new fashions or bring curiosities from abroad. Many humans are sailors, travelers or explorers. Some of them become trendsetters. Human tribes can be also found in the deserts of Lemuria and Sunnir, the jungles of Atlantis or the prairies in Vinland. However, they are not the majority on any continent.

A human’s dossier

Element: water
Appearance: The most diversified of all races, they can actually adapt themselves to any conditions
Height: 160-180 cm
Playable age: 15-55 years

Ideas for characters – keywords: journeys and adaptation.

  • A government undercover agent infiltrating smuggler rings and nihilists’ conspiracies.
  • A correspondent for Royal Geographer writing about her travels to the wildest corners of the world.
  • An anthropologist returning to the high society after seven years spent among the savages.
  • An heiress of a Vinlandian coal tycoon, studying in Vanadia. Probably the best gunslinger on this side of the ocean.

Preferred Attributes: any

Behind the scenes

In the fantasy genre men are usually pictured as the mediocre common denominator. In Wolsung we rather made them eccentric. You can meet them everywhere, they easily adapt to new conditions and are the unpredictable avant-garde.

They are the best choice for new players – every idea for a human character is a good one.

Traits

With the last breath: Once per game session the player may ignore a Constitution loss caused by environmental factors – lack of water, exhaustion, hunger, extreme temperatures, etc. This may be used again if the player spends a token per each Constitution point to be lost due to adverse conditions (see Traps and environmental hazards).

One of our own: Some people have something in them which helps them make friends easily. One day they drink with sailors in a port dive in Heimburg, the other day – with wealthy industrialists, and a week later they smoke a pipe of peace with orcish shamans in Vinland.

Once per game session the character can get to be liked and accepted by any social group – may it be a snobbish club, a savage tribe, a street gang or the Farmers Wives Association. The group accepts them, provides access to the places and information available only for the members and forgives most social blunders. Of course, such contacts need to be constantly maintained, so they don’t pass from session to session automatically. If the player wants to keep up their contact with a given group, they have to reactivate the power or buy an appropriate edge.

Rich experience: Few humans spend their whole lives in the place where they were born. They are free spirits, so even if a person hasn’t traveled around the world, it is certain that they have knocked around at least a bit. Such rich experience helps to act effectively and competently in crisis situations.

Each time the player replenishes the cards (even at the beginning of the game session), they draw up to four cards in hand and then discard the one they don’t like.

Beginner’s luck: Humans often resort to a bit of luck – most of them tackle new challenges with so much optimism that it is usually taken for insouciance by other races. Surprisingly, humans often emerge unscathed from such situations. Maybe thanks to this optimism.

During tests based on an unskilled skill (test base 3), the player may spend a token to get +5 instead of +1.

Weakness

Curiosity killed the cat: Humans are restless. They are curious about what lies beyond the horizon and want to know where every path leads. The call of the unknown tempts them all the time. This is why they can be easily talked into every madness if only one makes proper use of their in-born curiosity.

Your opponents may exploit your weakness when to persuade the character to try something new, take part in a journey or an enterprise which may result in a sensational discovery etc., no matter how dangerous it would be.

Sample places and situations that allow to exploit the halfling racial weakness: places full of exotic sounds and smells, objects previously unknown, cabinets of curiosities, oriental bazaars, cabarets full of forbidden temptations, excavations.

Once per scene your opponents can exploit your weakness (see Rules). If they succeed  you cannot play any cards from your hand till the end of the following round (however you can cancel that effect discarding a Joker or spending two tokens). If your weakness was exploited outside a conflict, the adverse effects apply only to your next test, be it simple or opposed.

Challenges for a human

Antagonists: doppelgangers (shapeshifters living stolen lifes), the deep ones (a mysterious race of underwater demons).

Racial achievements: getting such an achievement lets you buy another racial trait (see Achievements):

  • Traveler: visiting at least three continents outside Vanadia.
  • Fresh blood: a love affair with a non-human or someone from an exotic culture.
  • Bonds of blood: visiting most of your family members, including distant or illegitimate relatives.
  • Avant-garde: starting a new characteristic fashion, trend or custom.

Sample gadgets: clothing

Clothes do not make the man but there are moments, when a fashionable apparel definitely can save your skin. Today we present you sample garments, that can become your characters’ favorite gadgets.

Behind the scenes

All gadgets in the rulebook are meant to serve as samples – they are one of the crucial elements of your characters, so you are the one to decide how exactly should the items look and what traits should they posses. Start with the examples below and feel free to tailor them to your needs. We already proposed some alternatives.

You can upgrade your gadgets between game sessions: every new trait costs 5 XP and the maximum number of traits per gadget is four.

One trait

Cost: 5 XP

Corset

A modern corset from leviathanbone, laced up on the back, ensures a perfect figure. Models for all races and sexes are available in reputed shops.
or: a heavy leather coat, a vest made from alchemically strengthened silk, a rugby uniform.
Traits: armor (Defense +2).

Coveralls

Dirty dark blue coveralls from thick linen with lots of pockets. And a crumpled cap.
or: a metal toolbox, the Heimburg Polytechnics diploma.
Traitstechnics +3.

Runner’s shoes

Made of soft calf skin, with rubber soles.
or: steam roller skates, folding stilts, springs in soles.
Traits: once per game session an undeclared finisher in a chase.

School uniform

A typical uniform of a student from a reputed school: with a jacket, a tie and the school’s emblem.
or: a scarf in the colors of your favorite sport team, a secret lodge’s signet ring, a club tie.
Traits: for a token: +5 when cooperating with a person related to your school (club, lodge, etc.).

Two traits

Cost: 10 XP.

Athlete’s outfit

A practical and comfortable fashionably striped leotard in a typical palette of colors.
or: Vindian war paint, a gold medal, a belt made of the leather of a lion killed by the wearer.
Traits: athletics +3, for a token: +5 in sport competitions.

Black mask

A mask made from black silk, covering at least a half of the face, with holes for eyes. Often accompanied by a cape with an upturned collar.
or: a set of smoke bombs, a double-sided coat with a set of characteristic hats, a hired stand-in.
Traits: endurance during chases +2, for a token: +5 to escapes and stealth.

Crystal monocle

A distinguished addition to a tuxedo, essential for everyone who likes to look at the interlocutor with concentration and a feeling of superiority.
or: a portable thaumic lie detector, a steam smell-booster with a pheromones analyzer, an enchanted ring with an imp-advisor.
Traits: analysis +3, empathy +3.

Deerstalker

A unique and instantly recognizable headdress of a detective. Exchangeable for a bowler hat, a fedora, etc. depending on your individual style.
or: a police badge, a secret army hypnotist’s pendulum, a false mustache.
Traits: expression (during investigations) +3, for a token: +5 to opposed rolls against criminals.

Hunter’s outfit

Practical and durable, in various shades of green. A stylish hat with a feather makes the outfit complete.
or: a traditional outfit of a native tribal warrior from Vinland, a golemic hunting dog, an enchanted bone with a spirit of nature inside.
Traits: stealth (forest) +3, survival +3.

Priest’s cassock

A traditional cassock or a modest black suit with a collar.
or: a monk’s habit, godi’s black-red robes, a colorful chasuble.
Traits: for a token: +5 to persuasion, confidence +2.

Stunning outfit

Bold, elegant, unique. Straight from the atelier of a leading fashion designer. Perfect for people who like being in the center of attention.
or: fashionable perfumes, an enchanted brooch with a succubus inside, a golden hairpin believed to have belonged to the mythical Helen of Irion.
Traits: expression +3, for a token: +5 to avoiding scandals.

Sunglasses

You don’t have to be a dwarf to appreciate the unique charm of sunglasses. They ensure you an aura of stylish mysteriousness.
or: a hat with a wide brim, a veil, an ivory pipe enveloping the owner in clouds of aromatic smoke.
Traits: bluff +3, for a token: +5 to active resistance in discussions.

Three traits

Cost: 15 XP.

Librarian’s outfit

A classic dress with a white blouse, a wool scarf on the shoulders, rounded glasses and hair tied in a bun.
or: a pastel dress of a nanny, a professor’s robe, editor’s clothes dirty with printer’s paint.
Traits: for a token: +5 to general knowledgeempathy +3, for a raise (persuasion): it takes an extra marker in a discussion.

Ritual shaman mask

A huge mask carved in some very exotic wood, painted in bright colors and decorated with feathers.
or: a possessed skull on the desk, a golemic eye gleaming with red light, mystical tattoos.
Traitsoccult +3, for a token: intimidation +5, confidence +2.

Four traits

Cost: 20 XP.

Guardian’s uniform

At first it looks like a typical worn-out uniform of a policeman from Lyonesse, made according to a model withdrawn several years ago. In fact it’s a much improved outfit of a masked avenger who fights crime at night. An item from a private collection.
Traitsathletics +3, stealth +3, for a token: +5 to disarming, endurance +2.

Sceneries

What kind of game would Wolsung be without varied, beautiful sceneries where extraordinary characters can have their thrilling adventures? In Game Mastering chapter you will find suggestions of different sceneries and backgrounds described according to this pattern:

Special: optional rules underlining the unique feel of given scenery. Use them if you think they suit your session or ignore, if not.

Elements: items, people, and other elements of surroundings that characters can find. They may be helpful in creating descriptions and using archetypes.

Antagonists: examples of typical opponents that can be encountered in such a place. Not all of them are covered in Cast chapter but you may always use stats of other monsters while game-mastering.

Dangers: if you need a trap for your players to fall or a reason to steal one Constitution point from them, this paragraph will surely inspire you.

Scandals: some handful inspiration for social subplots and situations that could end in a Reputation loss.

Goals: reasons for players’ characters or NPCs to visit this scenery along with ideas on what antagonists might wish.

Sample sceneries

Ball

Special: any character may spend a token to spread successful gossip concerning any other guest attending the ball.

Elements: chandeliers, enormous mirrors, slippery dance floor, musicians, tables with heaps of dishes, dancing couples, elegant clothes, butlers, a scent of perfume, masks, party games.

Antagonists: stubborn wooers, inquisitive old dames, drunk officers, golemic seneschal armed with a set of unbreakable rules.

Dangers: a stale salmon salad, a fall during a dance, wine intoxication, falling candelabrums, shards of shattered mirrors.

Scandals: being ridiculed or slapped, troublesome cordiality, a lack of etiquette, mistaken identity.

Goals: stopping an assassination, a romance, a theft, a secret to overhear, ridiculing an enemy, exposing a fraud, winning the title of the queen of the ball.

Desert

Special: each scene when a character has no water to quench his thirst causes a loss of one Constitution point.

Elements: sand, caravans, withered plants, split and broken rocks, merciless sun, sandstorms, hidden oases, mirages, nomadic orc tribes, ancient ruins buried under sand, nighttime cold, vultures.

Antagonists: a genie, ork nomads, specters of lost caravans, vulture-gryphons.

Dangers: scorpions, sandstorms, heat, cold nights, dehydration.

Scandals: defiling a water source, breaking laws of hospitality, women with unveiled faces.

Goals: a search for an oasis, a scientific expedition, excavations, a chase after smugglers, a mission undertaken by the Colonial Legion.

A League of Extraordinary Ladies and Gentlemen

Heroes of Wolsung never play solo. They live through their adventures in a company of friends. Every player impersonates his or her character but the actual leading actor of any story is the whole group. Today we present a sample from the Game Mastering chapter of full rulebook, presenting some ideas on how to turn a number of unique individuals into a team of perfectly matched characters.

Planning a team

The simplest way to ensure that the characters are well-matched is to sit with all players and discuss what everyone expects from the game: what is their idea for a character, what types of plots they like, what they want to do during gaming sessions. It is good to ask about every character’s planned path of development, about villains the team members wish to face, what adventures players would like to play etc. Right after that move to the character creation and do it together. That method will allow you to form a team working like cogs of a great, clockwork device, with skills of one character complementing those of another.

It is therefore worth devoting the first game session just for preparations. Players will have time to adjust to their characters, think up some personal catchphrases or subplots, perks and habits. At the same time you will write an adventure that will let your characters make full use of their potential. You may suggest the players that it is a good moment to find a reason for their group to stay together, why they trust each other. If you wish, below we give some suggestions on how to do it. You may also come up with your own ideas.

  • Common past – characters grew up together, maybe graduated from the same university, served in one military unit or got to know in some other way. What is important is the fact that they are trusty friends.
  • Similar experience – characters share similar experience which is so unique that it has brought them together. For example, they grew up in one of the colonies, fought in the Great War in ditches of Nordaly, they are specialist dealing with golemology or faced a serial killer in the past. This motivation works best if the leitmotif of opening sessions is connected with this experience.
  • Blood ties – characters are relatives or hail from the same, incestuous ethnic group. Even if they do not know each other well they share similar interests, cooperate easily and instinctively trust other members of the team.
  • One organization – characters belong to one club, one student corporation, they are functionaries of one governmental office, knights of the same order, or members of one occultist lodge. By sharing membership they also share views and opinions. All this results in their willingness to the team.

Improvised teams

Sometimes there is no time to spend precious time for common planning, especially if players do not usually meet in a given group or just want to play a quick, relaxing session. Prepare yourself for more work because you will be forced to create conditions for complete strangers to face a challenge together.

The beginning of an adventure will be a key factor here – focus on drawing characters into a story and keep them in one group for a couple of opening scenes. Once you do it, the rest will be like a walk in a Lyonesse park after dark…

It is a good idea to match the main plot with motivations common for at least a few characters – their nationality, place of living, similar professions, business or achievements in the same field. You could also try one of the options below.

  • à la Titanic – the first scene of the story shows characters travelling somewhere aboard a ship, an airship, a pleasure boat, a train, a cable-railway etc. There they share a moment of danger, for example they need to cut off a stuck dinghy or escape from a closing train car full of explosives. This is usually the beginning of a beautiful friendship. That method also works well if you exchange a vessel for a public place: a cinema, a restaurant, an opera, some office, a church. It is only important for characters to stay together once the first giant steam golem decides to remodel the place by entering through the wall.
  • Local event – a great excuse to start an adventure is an interesting place, a celebration, an invention, an exhibition, a ball, an auction or other unusual situation. Every character may have different reasons for taking part but they all come. Then, you might weave the plot by stealing a desired object or person just before characters can reach it. They will have to locate or rescue it (or her, or him) which will give you the basis for cooperation between strangers and a goal for the whole group.
  • Common friends – it is said that any two persons in the world are connected by a chain of up to six other people knowing one another. If that is true, then characters, with their fame and public respect, are bound to share friendships. They are introduced to each other by someone during a party, an opening night in a theatre, a Sunday walk in a park, a trip or a lecture being given by one of the team members. Adventures sadly force you to kill or kidnap that common friend five minutes later, giving characters a pretext to join together and deal with the situation.
  • Lonely among many – characters have been raised in a 19th-century society. That is why they nurture a belief that magnificent individuals (meaning them) have a moral obligation to face difficult challenges. Sometimes they are the only ones who understand the severity of a problem and have the skills or the willpower to act. They can also detect the presence of similarly gifted people, quickly categorizing those around into ‘ordinary’ (NPCs) and ‘heroic’ (other players’ characters).

After the first gaming session with an improvised team try to cement the impression of a common success. It is easy to use some achievements and show that the society has started to see the team as one entity. A group photo on a front page, a banquet where they are honored guests, a membership in some elite organization, invitations to the same event – these are all practical ways to strengthen bonds between characters. After that you will not need much to create another adventure.

Money, money, money…

Your character’s assets are characterized by two mutually independent components: Wealth and gadgets.

Wealth determines the character’s standard of living, the quality of items they use and the importance of social events they take part in.

Gadgets are unique items which have a considerable influence on the character’s style and personality. They are never bought, but obtained during adventures (see Test Drive page 8).

High material status makes your life easier and more pleasurable but there are things money can’t buy.

Wealth

Wealth is a secondary attribute representing the character’s general material status. Wealth determines what equipment and social events are accessible for them during sessions (more on equipment – see Test Drive page 9).

Wealth Levels

poor: Wealth 0 and lesswell-off: Wealth 1 to 3
wealthy: Wealth 4 to 6
rich: Wealth 5 to 9
filthy rich: Wealth 10 and more

The character starts the game as a well-off person (Wealth 3). Higher levels of Wealth can be reached after buying Assets edge (61). Poor and Filthy rich levels are not available during the character creation.

Wealth indicates what equipment the characters can easily afford, so you do not have to keep detailed records of their equipment. Assume that typical everyday items are always available. If the character clearly cannot have an access to certain piece equipment at the moment (e.g. an ironed, elegant, evening outfit while swimming in a pool), they can have the necessary items delivered at the beginning of the next scene or spend a token to get them immediately.

Example: Timmy O’Connor, a well-off journalist, always carries a pen, a notebook, a lighter, etc. If he needs a new bowler hat (which is a piece of equipment easily available for well-off characters) and happens to be in a vicinity of a shop, it is enough to declare “I’m buying a hat”. If he is out for a walk in a park and still needs a new headdress, assume that he will manage to buy it (or get it in any other way, e.g. send someone back home to bring the hat) until the beginning of the next scene. If he needs a new hat right this instant the player can spend a token to have a gnomish hat-peddler at hand.

Wealth can be put at stake in tests and conflicts (at the same conditions as Constitution and Reputation).

Example: as a result of an unfortunate bet Lancelot Jensen (Wealth 3) tries to lift a steamobile. He must succeed in and almost impossible test of athlethics (TN 30). Even with his High Brawn and a specialty (weightlifting) it is a hard task. If he loses the bet he must pay his opponent so his Wealth will drop to 2. Luckily this still counts as “well-off” so this incident will not influence his lifestyle .

The following section describes your options as ensured by particular Wealth levels.

Poor ( Wealth 0 and less)

weapons: a club, a simple knife, a crowbar, a lead pipe.
food: cheap and nutritious: potatoes, cabbage, meat once in a while, second-rate pubs and orkish kiosks.
media: sending an ordinary letter or package, gutter press such as The Star!, sending a message by a street urchin.
accommodation: a flat in a tenement house, a workers’ hotel, living at the relatives’ place, no servants.
tools: the most basic ones: a hammer, a saw, a picklock, matches.
entertainment: pubs, circus, street theaters.
transport: usually on foot, public transport, third class trains, no foreign journeys.
clothes: decent work clothes: a pair of boots, a cap, linen trousers, a work jacket, a thick skirt, a scarf, a linen blouse, a mob cap. On special occasions – a better jacket, a calico dress.
intoxicants: chewing tobacco, cheap cigarettes, gin, cheap beer, cider.
social life: a rare visit to a neighborhood dance hall, a meeting at home over cheap beer and pickled eggs.

Well-off (Wealth between 1 and 3)

weapons: a dagger, a saber, a handgun, a rifle.
food: everything one likes, but without extravagance. Home-made meals, pubs, good restaurants.
media: sending a certified letter or package, a subscription of national press, a radio, pneuma, sending a messenger.
accommodation: a room in a good boarding house, a rented flat, a small cottage in the countryside. Daily service: a housekeeper, a farmhand.
tools: a full set of do-it-yourself tools, basic specialist tools – connected with the character’s profession, a lighter.
entertainment: the opera, the theater, the cabaret, the cinema (apart from opening nights and one-time shows).
transport: taxis and cabs, second class trains and ships, continental journeys.
clothes: a middle-class standard: elegant boots, a bowler hat, wool trousers, a jacket, an elegant dress, a white blouse, a jacket, a small hat. On special occasions – a stylish suit, a classic evening dress with appropriate accessories.
intoxicants: smoking a pipe, tobacco, elegant cigarettes, wine, good beer, whisky.
social life: a dinner party in good company, a meeting in a restaurant, an evening at home with a group of friends, dinner, wine and playing cards.