Vaesen GM Screen

Overview & Setting

Vaesen is a roleplaying game of horror, mystery, and adventure set in a mythical 19th‑century Scandinavia where folklore comes alive. This screen provides quick reference to key rules and narrative inspiration for the Game Master.

Core Themes: Gothic horror, folklore, mystery, the supernatural

Setting: 19th century mythical Scandinavia where the line between the mundane and supernatural worlds has blurred

Quick Reference

Action Rule
Basic Test Roll attribute + skill dice, 6s count as successes
Fear Test Roll Presence, failure causes mental trauma
Combat Initiative order, one action per turn
Magic Requires ritual components and successful test

Session Information

Rule Clarifications

Select a rule category from the buttons above.

Player Roster

No characters added yet. Click "Add Character" to begin.

Injury & Condition Tracker

No conditions tracked yet.

The Sight & Abilities

The Sight is a rare ability that allows characters to perceive supernatural beings and phenomena that remain hidden to most people.

  • Characters with the Sight can perceive vaesen naturally
  • May require a Presence test when first encountering a powerful vaesen
  • The Sight can be temporarily enhanced through rituals
  • Some vaesen can detect those with the Sight
Archetype Special Ability
Academic Theoretical Knowledge
Detective Deductive Reasoning
Doctor Healing Hands
Hunter Marksman
Occultist Ritual Magic
Officer Authority
Priest Faith
Private Determination
Servant Unnoticed
Vagabond Streetwise
Writer Wordsmith

Advantages & Mementos

Advantage Source Bonus Dice Notes
Preparation +1 Proper planning and setup
Equipment +1 Appropriate tools/gear
Assistance +1 Help from allies
Bonds +1 Relevant relationships
Environment +1 Favorable conditions

Mementos

Personal items with supernatural significance that can provide benefits:

  • Healing: Remove one physical or mental condition
  • Protection: Advantage on specific types of tests
  • Insight: Reveal hidden information or memories
  • Power: Enhance magical abilities or The Sight
Using Mementos
  • Must be narratively significant to the character
  • Can be used once per mystery
  • May require a test to activate
  • Can be lost or damaged through story events
  • New mementos can be acquired through play

Character Advancement & Experience Points

Experience Award Timing Requirements
1 XP End of session Participation in mystery
1 XP End of session Character development
1 XP End of mystery Mystery resolution
1 XP Special Exceptional roleplay
Improvement XP Cost Notes
Skill Point Current × 2 Max rating 5
Attribute Point Current × 3 Max rating 5
New Talent 5 Must justify narratively
Acquire The Sight 8 Requires supernatural experience
Enhance The Sight 3 Must have The Sight
Resources Current × 1 Max rating 5
New Contact 2 Must have met NPC

Mystery Structure

Introduction

Investigation

Climax

Resolution

Mystery Structure & Narrative Flow

1. Introduction

  • Initial hook or call for help
  • Society briefing or personal connection
  • Travel to location
  • First impressions and local rumors

2. Investigation

  • Gather witness testimonies
  • Search for physical evidence
  • Research local folklore
  • Identify patterns and connections

3. Escalation

  • Supernatural manifestations increase
  • Stakes become personal
  • Time pressure mounts
  • Key NPCs face danger

4. Revelation

  • True nature of the vaesen
  • Root cause of the haunting
  • Possible solutions emerge
  • Moral dilemmas surface

5. Confrontation

  • Final showdown with the vaesen
  • Ritual or negotiation attempt
  • Consequences of choices
  • Resolution and aftermath

Running Tips

  • Start with subtle hints before escalating
  • Use NPCs to provide both help and complications
  • Incorporate character backstories and dark secrets
  • Allow multiple paths to resolution
  • Balance investigation with action scenes
  • Keep track of time and environmental conditions

Clue Tracker

NPC Interaction Logs

Environment & Hazards

No environmental conditions added yet.

Bestiary Reference

Encounter Suggestions

Environmental Effects

Roll Effect
1 Dense fog (-1 to ranged attacks)
2 Heavy rain (difficult terrain)
3 Moonless night (darkness penalties)
4 Bitter cold (endurance tests)
5 Supernatural aura (enhanced magic)
6 Thin veil (easier to see vaesen)

Scandinavian Folklore

Select a category above to view lore information.

Timeline

1700s

The Age of Enlightenment

Science begins to replace folklore in the minds of many

1790s

The Society Founded

The Society is established to study and contain supernatural threats

1820s

Industrial Revolution

Technology advances, further weakening the old ways

1850s

The Society Declines

Membership dwindles as skepticism grows

Dice Roller

Initiative Tracker

No active combat

Generators

Advanced Maneuvers

Maneuver Test Effect
Disarm Opposed Agility Target drops weapon
Grapple Opposed Force Hold target immobile
Push Opposed Force Move target 1 zone
Feint Opposed Precision +1 die next attack
Guard Automatic +1 die to defense
Action Type Primary Test Opposition
Social Influence Manipulation Observation
Stealth Stealth Vigilance
Investigation Investigation Stealth
Chase Agility Agility
Ritual Contest Magic Magic

Special Circumstances

  • Multiple Opponents: -1 die per additional opponent
  • Environmental Effects: -1 to -3 dice based on severity
  • Superior Position: +1 die to relevant tests
  • Time Pressure: -1 die if rushed
  • Creative Solutions: +1 die for innovative approaches

Session Logs

Previous Sessions

Reminders & Alerts