Vaesen Quick Start Rules Guide
What is Vaesen?
Vaesen is a Nordic horror roleplaying game set in mythical 19th-century Scandinavia where supernatural creatures (vaesen) live alongside humans. You play as members of the Society—people with "the Sight" who can see these hidden creatures and work to protect humanity from them.
Example of Play: The Gamemaster describes a scene: "You're in a foggy village square when you notice movement by the church—something no one else seems to see." A player responds: "I draw closer, gripping my walking stick, and try to identify what it is."
Core Mechanics
The Basic Dice Roll
When do you roll? Roll dice when attempting something difficult or dangerous where failure has consequences.
How to roll:
- Add your Attribute (2-5) + Skill (0-5) = number of six-sided dice to roll
- Roll that many dice
- Each 6 = one success
- You usually need 1 success to succeed
Example: Maria wants to sneak past a guard. She has Precision 3 and Stealth 2, so she rolls 5 dice. She gets two 6s—that's 2 successes! She not only sneaks past but does so perfectly.
Difficulty Levels
- Normal: 1 success needed (most tasks)
- Challenging: 2 successes needed
- Difficult: 3 successes needed
Example: Convincing one person requires 1 success. Convincing an angry mob might require 2-3 successes.
Character Creation Quick Guide
Step 1: Choose an Archetype
Pick one of ten character types (only one per group):
- Academic (researcher/scholar)
- Doctor (physician/surgeon)
- Hunter (tracker/marksman)
- Occultist (mystic/medium)
- Officer (military veteran)
- Priest (clergy/spiritual guide)
- Private Detective (investigator)
- Servant (loyal retainer)
- Vagabond (wanderer/drifter)
- Writer (journalist/author)
Example: You choose Hunter. Your main attribute is Precision and your main skill is Ranged Combat. You're good with rifles and tracking prey.
Step 2: Choose Your Age
Your age determines how many points you have to spend:
| Age Group | Age Range | Attribute Points | Skill Points |
|---|---|---|---|
| Young | 17-25 | 15 | 10 |
| Middle-aged | 26-50 | 14 | 12 |
| Old | 51+ | 13 | 14 |
Example: You're middle-aged (35 years old), so you have 14 attribute points and 12 skill points.
Step 3: Distribute Attributes
Four Attributes (minimum 2, maximum 4, except your archetype's main attribute can be 5):
- Physique: Strength and endurance
- Precision: Coordination and reflexes
- Logic: Intelligence and education
- Empathy: Understanding and persuading others
Example: As a Hunter, you distribute: Physique 3, Precision 5 (your main attribute), Logic 2, Empathy 4 = 14 points total.
Step 4: Distribute Skills
Twelve Skills (each starts at 0, maximum 2 to start, except your archetype's main skill can be 3):
Physical Skills (Physique):
- Agility, Close Combat, Force
Precision Skills:
- Medicine, Ranged Combat, Stealth
Mental Skills (Logic):
- Investigation, Learning, Vigilance
Social Skills (Empathy):
- Inspiration, Manipulation, Observation
Example: As a Hunter, you might put: Ranged Combat 3, Vigilance 2, Stealth 2, Force 1, Agility 1, Investigation 1, Observation 1, Medicine 1 = 12 points total.
Step 5: Choose Starting Elements
- Talent: Pick one from your archetype (special abilities)
- Motivation: Why do you hunt vaesen?
- Trauma: The event that gave you the Sight
- Dark Secret: Something you're ashamed of
- Relationships: One with each other player character
- Resources: Your wealth level (usually starts at the lower value for your archetype)
- Equipment: Starting items from your archetype
- Memento: Roll on the memento table (a special item that can heal one Condition per session)
Example Trauma: "I witnessed my sister torn apart by a giant in the mountains. I survived by hiding in a crevice for two days."
Example Dark Secret: "I'm addicted to laudanum to numb the horrors I've seen."
The Twelve Skills Explained
Agility (Physique)
Running, jumping, climbing, dodging attacks.
Example: You need to leap across a gap between rooftops while being chased—roll Physique + Agility.
Close Combat (Physique)
Fighting with melee weapons (swords, knives, fists).
Example: A nisse attacks you with a club—you draw your saber and roll Physique + Close Combat to strike back.
Force (Physique)
Brute strength, lifting heavy objects, enduring hardship, wrestling.
Example: You're trying to hold a door shut against a troll—roll Physique + Force.
Medicine (Precision)
Treating injuries, understanding diseases and anatomy.
Example: Your companion is bleeding out—roll Precision + Medicine to stabilize them.
Ranged Combat (Precision)
Shooting rifles, pistols, throwing weapons.
Example: A revenant approaches across the graveyard—you aim your rifle and roll Precision + Ranged Combat.
Stealth (Precision)
Sneaking, hiding, picking locks, sleight of hand.
Example: You want to slip past the guards into the manor—roll Precision + Stealth.
Investigation (Logic)
Searching rooms, examining crime scenes, finding clues.
Example: You search the abandoned mill for evidence—roll Logic + Investigation.
Learning (Logic)
Education, recalling facts, understanding mechanisms, translating languages.
Example: You find strange symbols carved into wood—roll Logic + Learning to recognize them as ancient runes.
Vigilance (Logic)
Noticing danger, tracking, reading situations.
Example: Someone is sneaking up behind you—roll Logic + Vigilance to hear them in time.
Inspiration (Empathy)
Addressing crowds, encouraging others, creating art, healing mental trauma.
Example: Your friend is paralyzed with fear—you try to calm them with words of encouragement. Roll Empathy + Inspiration.
Manipulation (Empathy)
Lying, persuading, negotiating, charming, intimidating.
Example: You try to convince the suspicious innkeeper to reveal what he knows—roll Empathy + Manipulation.
Observation (Empathy)
Reading people, detecting lies, understanding motivations.
Example: The village elder says he knows nothing, but you study his expression—roll Empathy + Observation to see if he's lying.
Modifiers to Dice Rolls
Bonuses (Add Dice)
- Equipment: +1 to +3 dice (lockpicks, quality weapons, etc.)
- Advantage: +2 dice once per session (gained during travel)
- Talents: +2 dice in specific situations
- Helping: +1 per helper (maximum +3)
Example: You're picking a lock. You have Precision 3, Stealth 2 (5 dice), lockpicks (+1), and a friend helping (+1) = 7 dice total.
Penalties (Subtract Dice)
- Conditions: -1 die per Condition affecting relevant skills
- Difficulty: Need extra successes instead
Minimum Roll: You always roll at least 1 die, no matter how many penalties.
Pushing the Roll
If you fail, you can push the roll once:
- Choose a Condition (physical for Physique/Precision skills, mental for Logic/Empathy skills)
- Re-roll all dice except the 6s
- You get the new result
Example: You failed to climb the wall (rolled 0 successes). You push the roll, choose "Exhausted" as your Condition, and re-roll. This time you get 2 successes—you make it up but you're worn out.
Conditions & Injuries
Six Conditions
Physical Conditions (affect Physique/Precision skills):
- Exhausted
- Battered
- Wounded
Mental Conditions (affect Logic/Empathy skills):
- Angry
- Frightened
- Hopeless
How Conditions Work
- Each Condition gives -1 die to relevant skill tests
- Conditions stack (2 Conditions = -2 dice)
- When you have 3 Conditions of one type and gain a 4th, you become Broken
Example: You're Exhausted and Battered (2 physical Conditions). You want to climb a rope (Physique + Agility). You have 5 dice normally, but your 2 Conditions reduce it to 3 dice.
Broken
Physically Broken: You can't move or act—you're unconscious, dying, or critically wounded. You must roll for a Critical Injury.
Mentally Broken: You're terrified, in shock, or despairing. You can run away but can't fight or think clearly. You must roll for a Critical Injury.
Critical Injuries
Roll D66 (two dice: first is tens, second is ones):
- Lower results: Temporary effects (Defects like limping, impaired vision)
- Higher results: Potentially fatal/chronic—must be treated within time limit or character dies/is permanently broken
- Some results give Insights (supernatural abilities)
Example: You become physically Broken from a troll's attack. You roll 54 for Critical Injury: "Burst artery—fatal in 1D6 rounds." A friend must succeed at Medicine within that time or you die!
Healing Conditions
During Adventures
Medical Care (MEDICINE): One day in a safe place with supplies
- Success heals 3 Conditions on patients (distributed as you choose)
- Each extra success heals 3 more Conditions
Inspiration (INSPIRATION): One day in safe place with food, drink, and dialogue
- Success heals 3 mental Conditions on friends
- Each extra success heals 3 more mental Conditions
Activities: Short scene with another person
- Heals 2 Conditions of your choice (cannot heal Broken)
- Once per day
- Examples: Praying together, sharing a meal, meaningful conversation
Example: After a harrowing encounter, you spend the evening in the tavern sharing stories with your companions. This activity heals 2 Conditions.
Using Your Memento
Once per session, you can interact with your memento (a special personal item) to heal one Condition.
Example: You take out your mother's locket, gaze at her picture, and remember why you're doing this. Heal one Condition.
Fear & Terror
When Do You Make Fear Tests?
- Encountering a vaesen for the first time
- Witnessing something horrifying (mass graves, ritual sacrifice)
- Being affected by certain magic
How Fear Tests Work
- Choose Logic or Empathy (your choice which to use)
- Add dice equal to number of allied player characters present (maximum +3)
- Roll against the Fear value (1-3 usually)
- Mental Conditions give penalties
Example: You enter the crypt and see a revenant (Fear 2). You have Empathy 3, plus 2 allies present = 5 dice. You need 2 successes to stay calm.
If You Fail: Become Terrified
Roll 1D6 for how many rounds you're Terrified. Choose one reaction:
- Flee: Use all actions to run away
- Freeze: Cannot move or act at all
- Faint: Fall unconscious
- Attack: Mindlessly attack nearest hostile creature
You also suffer mental Conditions equal to the Fear value (minus your successes).
Example: You failed the Fear test above with 0 successes. You suffer 2 mental Conditions and must flee for 1D6 rounds. You roll a 3—you're Terrified for 3 rounds.
Combat Basics
Combat Sequence
1. Draw Initiative
- Everyone draws a playing card (Ace through 10)
- Act in order from lowest to highest
- Keep your card for the entire fight
2. Take Your Turn
- Perform one slow action and one fast action per turn
- Or two fast actions if you prefer
3. New Round
- When everyone has acted, start a new round
- Same initiative order (don't redraw cards)
Example: You draw a 3, your friend draws a 7, the enemy draws a 5. Order is: You (3), Enemy (5), Friend (7).
Actions in Combat
Slow Actions (require skill tests):
- Attack with weapon
- Wrestle/grapple opponent
- Flee
- Perform ritual
- Treat injuries
- Persuade someone
Fast Actions (quick, usually no test):
- Draw/swap weapon
- Stand up
- Shout a few words
- Close a door
- Move within zone or to adjacent zone
Reactions (special fast actions, can be used anytime):
- Dodge (AGILITY to evade ranged attacks)
- Parry (CLOSE COMBAT or FORCE to block melee attacks)
- Hold/break free from grapple
Example Turn: You use your slow action to shoot your rifle at the werewolf, then use your fast action to move behind cover.
Zones & Range
Combat areas are divided into zones—spaces where you can reach enemies in close combat with a few steps.
Weapon Ranges:
- 0: Same zone only (knives, clubs)
- 0-1: Same zone or adjacent (pistols)
- 1-2: One or two zones away (rifles)
Moving: Fast action to move within your zone or to an adjacent zone.
Example: The barn is 3 zones: Entrance, Main Floor, Hayloft. You're in the Main Floor. It takes 1 fast action to reach the Entrance, another to reach outside.
Making Attacks
Melee Attack:
- Use CLOSE COMBAT (armed) or FORCE (unarmed)
- 1 success hits and deals weapon damage
Ranged Attack:
- Use RANGED COMBAT
- 1 success hits and deals weapon damage
Damage: Victim suffers physical Conditions equal to damage value.
Example Weapons:
- Knife: 1 damage
- Pistol: 2 damage, range 0-1
- Rifle: 2 damage, range 1-3
- Saber: 2 damage
Extra Successes in Combat
If you get more successes than needed, you can:
- Increase damage: +1 damage per extra success
- Outmaneuver: Swap initiative cards with enemy
- Stress: Inflict mental Conditions instead of physical
- Push enemy: Move them to another zone
- Disarm: Make them drop weapon
Example: You attack with your saber (need 1 success, rolled 3). You can deal +2 damage (total 4 damage) or deal normal damage and push the enemy into the next zone.
Dodging & Parrying
When attacked, you can use your reaction (fast action) to defend:
Dodge (AGILITY): Evade ranged attacks
- Each success you roll cancels one attacker's success
- If you cancel all successes, the attack misses
Parry (CLOSE COMBAT or FORCE): Block melee attacks
- Each success you roll cancels one attacker's success
- If you cancel all successes, the attack misses
Example: A troll swings its club at you (rolls 3 successes for 3 damage). You parry with your saber (roll 2 successes). The troll still hits but only for 1 damage instead of 3.
Fighting Vaesen
The Truth About Vaesen
Bullets and blades rarely kill vaesen. They might hurt or drive them off temporarily, but to truly banish a vaesen, you must:
- Identify what kind of creature it is
- Discover its specific weakness or ritual
- Perform the ritual correctly
Example Rituals
Brook Horse: Lead it into a stable carved with six Christian symbols (one on each wall, floor, and ceiling)
Troll: Place a steel cross in its dwelling (but you must walk backwards through the entrance with clothes inside-out while speaking backwards)
Revenant: Dig up the corpse, carry it across the graveyard wall three times, rebury it with a cross and the shovels used
Performing Rituals
No dice roll required—describe what you're doing. If done correctly, it succeeds!
In combat, the Gamemaster decides how many rounds the ritual takes (usually 2-4 rounds).
Example: "I sprinkle the silver powder into the waterfall while chanting the old words." If it's the right ritual performed correctly, the vaesen is banished when you finish.
Running a Mystery
Mystery Structure
1. Invitation: The Society receives a letter or rumor about a problem
2. Preparation: Stock up on equipment in Upsala
3. Journey: Travel to location (gain Advantage)
4. Investigation: Explore locations, gather clues, interview NPCs
5. Confrontation: Face the vaesen and perform the ritual
6. Return: Head back to Castle Gyllencreutz to heal and recover
Journey & Advantage
On the way to each mystery, players describe a scene where they prepare, gaining an Advantage:
- Train with weapons
- Research at a library
- Meet a helpful contact
- Bond with another character
Advantage gives +2 dice once per session when you explain how it helps.
Example Advantage: "I studied old Nordic folklore on the train" gives +2 dice to a Learning test about trolls.
Investigation: Gathering Clues
Key Principle: If players search in the right place, they find clues automatically—no roll needed!
Use skill tests when:
- Putting clues together
- Acting under pressure
- Facing active opposition
Example: You search the priest's desk. The GM says "You find a journal with strange symbols." No roll needed! But to understand the symbols, you'd roll Logic + Learning.
Types of Clues
- Who is the vaesen?
- What does it want?
- Where does it live/hide?
- When does it appear?
- Why is it angry/active now?
- How can it be banished?
Example Investigation Flow:
- Village elder mentions children going missing (WHAT)
- Tracks lead to old mill (WHERE)
- Symbols carved in wood identify a myling (WHO)
- Local lore says mylings appear at night (WHEN)
- The myling wants its name and proper burial (WHY/HOW)
NPCs (Non-Player Characters)
NPCs don't use the same rules as player characters:
NPC Stats:
- Toughness: Hit points (typically 3-7)
- Skills: One or two at level 1-3
- Damage reduces Toughness AND gives penalty to next roll
Example NPC: Suspicious Farmer
- Toughness: 4
- Force 2, Vigilance 1
- If he takes 3 damage, he's at Toughness 1 and has -3 dice on his next test
Common Vaesen Examples
Nisse (House Spirit)
Appearance: Small humanoid, gray clothes, red cap
Behavior: Lives on farms, helps with chores, very vengeful if disrespected
Danger: Can sicken livestock, break tools, burn buildings
Ritual: Provide porridge with butter on special days; never take the last serving
Example Encounter: The farm's nisse is angry because the new owner insulted it. Livestock are dying. Leave fresh porridge and apologize respectfully to appease it.
Myling (Unbaptized Dead Child)
Appearance: Ghostly child, sometimes bird-like
Behavior: Cries for help, wants name and proper burial
Danger: Can possess people, cause buildings to collapse
Ritual: Give it a name, bury the body in consecrated ground
Example Encounter: A myling haunts an old mill where its body was hidden. Find the corpse, baptize it with a name, and bury it in the churchyard.
Troll (Mountain Giant)
Appearance: Huge, multiple heads, turns to stone in sunlight
Behavior: Territorial, collects treasures, not very bright
Danger: Immensely strong, can use Trollcraft magic
Ritual: Christian symbols (crosses) in their dwelling, or exposure to sunlight
Example Encounter: A troll kidnapped villagers for slaves. Lure it outside at dawn or sneak into its cave and place crosses while it sleeps.
Revenant (Vengeful Corpse)
Appearance: Rotting corpse that rises from grave
Behavior: Seeks revenge on those who wronged it in life
Danger: Very strong, can spread disease, terrifying
Ritual: Dig up body, carry it across graveyard wall (not gate), rebury with cross
Example Encounter: A murdered merchant has returned as a revenant, killing those responsible for his death. Find his grave and perform the reburial ritual.
Werewolf (Shapeshifter)
Appearance: Human who transforms into wolf/bear
Behavior: Often can't control transformation or actions
Danger: Extremely dangerous in combat, infectious bite
Ritual: Call it by true name under full moon, or kill with silver weapons to heart/neck
Example Encounter: A cursed hunter transforms at the full moon and attacks travelers. Learn his real name and confront him when he's in wolf form.
Quick Reference: What to Roll When
| Situation | Roll |
|-----------|------|
| Sneaking past guards | Precision + Stealth |
| Shooting a rifle | Precision + Ranged Combat |
| Sword fighting | Physique + Close Combat |
| Wrestling someone | Physique + Force |
| Running/climbing/dodging | Physique + Agility |
| Lifting/enduring pain | Physique + Force |
| Treating wounds | Precision + Medicine |
| Searching for clues | Logic + Investigation |
| Remembering lore | Logic + Learning |
| Noticing danger | Logic + Vigilance |
| Reading someone's intent | Empathy + Observation |
| Lying or persuading | Empathy + Manipulation |
| Inspiring courage | Empathy + Inspiration |
| Resisting fear | Logic or Empathy + allies present |
Quick Reference: Common Modifiers
| Bonus | Example |
|-------|---------|
| +1 Equipment | Lockpicks, medical bag, rope |
| +2 Equipment | Professional tools, quality items |
| +2 Advantage | Once per session, from Journey |
| +2 Talent | Specific situations only |
| +1-3 Helping | Other characters assist (max +3) |
| Penalty | Example |
|---------|---------|
| -1 Condition | Per Condition affecting relevant skills |
| -1 Circumstance | GM rules situation is harder |
Example of Complete Play
Setup: Three characters investigate missing children in a remote village.
The Scene:
- GM: "You arrive at the abandoned mill by moonlight. The wheel is broken, and you hear crying from inside—a baby's wail."
- Player 1 (Doctor): "That doesn't sound right. I want to observe the situation before going in." *Rolls Empathy + Observation: 3 dice, gets 1 success.*
- GM: "You sense something unnatural about the crying—it feels like a lure."
- Player 2 (Hunter): "I ready my rifle and approach the door carefully." *Rolls Precision + Stealth: 5 dice, gets 2 successes.*
- GM: "You open the door silently. Inside, you see a hatch in the floor, and the crying echoes from below. Suddenly, a massive shadow passes overhead—a huge bird-like creature!"
- All Players: "Fear test!" *Each rolls Logic or Empathy + number of allies (3 total). Fear value is 2.*
- Player 3 (Priest): *Rolls 4 dice (Empathy 3 + 1 ally), gets 2 successes—passes!* "I maintain my composure and hold up my cross."
- Player 1: *Rolls 4 dice, gets 0 successes—fails!* "I'm terrified!" *Suffers 2 mental Conditions: Frightened and Hopeless. Chooses to freeze.*
- Player 2: *Rolls 5 dice, gets 1 success—partial fail.* "I suffer 1 Condition (Angry) and choose to attack!" *Fires rifle.*
Combat Begins:
- GM: "Draw initiative!" *Player 2 draws 4, Player 3 draws 8, GM (myling) draws 6, Player 1 is frozen.*
- Round 1, Turn 1 (Player 2): "I fire at the creature!" *Rolls Ranged Combat: 5 dice - 1 (Angry) = 4 dice. Gets 2 successes. Deals 2 damage + 1 for extra success = 3 damage.*
- GM: "The myling shrieks and dives at you, raking with its talons!" *Rolls attack: gets 2 successes.*
- Player 2: "I dodge!" *Rolls Agility: gets 1 success.* "I only avoid 1 damage, so I take 1 damage—I choose Battered."
- Round 1, Turn 3 (Player 3): "I climb down through the hatch to find the body while they fight!" *Rolls Agility: gets 2 successes.*
- GM: "Below, you find a child's corpse wrapped in cloth. You must bury it and give it a name for the ritual to work."
Resolution:
- Player 3 performs the burial ritual in the dirt below (3 rounds)
- Players 2 and 1 (once unfrozen) keep the myling occupied
- When the ritual completes, the myling vanishes with a final wail
- GM: "The creature dissolves into mist. The village is safe. You return to Upsala to heal and rest."
Tips for Players
- Roleplay your character: Act as they would, not always what's optimal
- Use your Conditions: Let injuries affect how you portray your character
- Collaborate: Help other players, share information, work as a team
- Take risks: The best stories come from bold choices
- Ask questions: Investigation is about being curious
- Remember fear: Your character should be frightened—it's horror!
- Prepare for mysteries: Buy equipment, research in the library
- Don't fight every vaesen: Sneaking, tricks, and rituals are often better
Tips for Gamemasters
- Say yes: Let players try creative solutions
- Share information: Don't withhold clues that keep the story moving
- Use Conditions wisely: Make them matter in the narrative
- Build atmosphere: Describe the cold, the darkness, the isolation
- Make vaesen mysterious: Don't reveal everything immediately
- NPCs have motives: Give them reasons for their actions
- Let players shine: Give each archetype moments to use their strengths
- Failed rolls advance the story: Use consequences, not dead ends
- Magic creates mood: Use Enchantments to make scenes eerie
- Balance horror and hope: Let players win, but make them work for it
Character Sheet Checklist
- [ ] Name and Age
- [ ] Archetype
- [ ] Four Attributes (15/14/13 points based on age)
- [ ] Twelve Skills (10/12/14 points based on age)
- [ ] One Talent
- [ ] Motivation
- [ ] Trauma (how you got the Sight)
- [ ] Dark Secret
- [ ] Relationships with other PCs
- [ ] Resources level
- [ ] Equipment from archetype
- [ ] Memento (roll or choose)
- [ ] Track Conditions (3 physical, 3 mental)
- [ ] Track Experience Points
Common Questions
Q: Can I use the same skill twice in a row?
A: Yes! There's no limit on reusing skills.
Q: What if I have no successes when defending?
A: You take the full damage—dodging/parrying requires at least one success to reduce damage.
Q: Can I push a roll that already succeeded?
A: Yes, if you want more successes for extra effects.
Q: Do Conditions heal between mysteries?
A: You can heal during the mystery using Medicine, Inspiration, or activities. Remaining Conditions can be healed when you return to your headquarters.
Q: Can vaesen be killed in combat?
A: Rarely. Most must be banished with rituals. Fighting only drives them off temporarily.
Q: What if we don't find the right ritual?
A: You can often force vaesen to retreat or negotiate, buying time to research more. But permanent solutions require the ritual.
Q: Do I need to track ammunition?
A: Not usually. The GM may ask you to track it in specific survival situations.
Q: Can I have multiple Advantages?
A: No, only one Advantage per mystery, and it must be for a different skill each time.
Final Thoughts
Vaesen is about:
- Mystery: Uncovering what's really happening
- Horror: Facing terrifying creatures and your own fears
- Humanity: Protecting innocent people from supernatural threats
- History: Experiencing a mythical 19th-century world
- Folklore: Learning about Nordic myths and legends
- Change: Scandinavia transforming during industrialization
- Community: Working together to survive encounters with vaesen
The rules are here to support your story, not constrain it. When in doubt, discuss as a group what makes sense for the narrative and do that.
*This quick start guide covers the core rules from the Vaesen Nordic Horror Roleplaying core rulebook. For complete rules, full vaesen bestiary, mystery creation guidelines, and the headquarters system, see the full rulebook.*
Good luck, Thursday's Child. The vaesen are waiting.