Thank you, I really appreciate it!
By Odin's Beard RPG
Creator of
Recent community posts
Hi all, have you run any sessions of Midnight of the Century? If so, I’d love your feedback and play reports.
- How many players did you have?
- What Specialisms did they choose?
- What investigation did you run? The introductory investigation (The Widening Gyre) or something else?
- How did the investigators use their skills, general and specialist?
- How were the rules in terms of clarity and ease of use?
- What stood out as especially fun or interesting (if anything)?
- What slowed down the session (if anything)?
Thanks and I hope you have fun playing!
Colin
For skills like Volley and Hack, you roll damage twice rather than have damage advantage. So you roll damage twice and take both totals rather than choosing the higher total.
If an adventurer starts with 1 Vigour, then their max Vigour is 1, meaning they’re more at risk of permanent death. The Warden may choose to allow a re-roll for characters with 1 Vigour, or it could become a more challenging adventure. Wardens can also choose to include ways to increase Vigour, through a relic or as a reward for slaying a powerful boss.
You gain Fatigue when using special skills, casting spells, and through some enemy attacks. Once your inventory is full, you can’t gain any more Fatigue or use abilities that cost Fatigue.
You can choose to fight with no armour or weapons but you’d only do 1d4 damage (unarmed) and you wouldn’t have any special abilities. You can absolutely choose to run a so-called speedrun build (naked with one weapon) to maximise the amount of special attacks you can use.
I built the Shoot table as it is for a number of different mechanical reasons:
- Guns are rare in the Drifted World and gunslingers are even rarer.
- Making gunslingers feel different and special compared to other Into the Odd classes.
- Building the core combat mechanic around gunslingers and artefact guns.
- Building in compatibility with other Into the Odd games that already have guns and firearms.
All this is also under the assumption that players would prefer to play as gunslingers with artefact guns for flavour and narrative reasons rather than optimising damage output and min-maxing.
Ultimately, there’s no right or wrong way to play and every table’s different. There’s no one design or solution that works for 100% of players, so folks should make the choice that suits their table the best.
Hope this helps clarify things.
Hello and thanks for the kind words!
-
Ability score damage is there for wardens to implement and for future books. There are some monsters in the Bestiary that do ability damage, for instance. Your first thought was right about ability and fatigue. You need to make the save and you take a point of fatigue.
-
Think of Resilience as your ability to stay in the fight. That’s depleted first, then you take Strength damage when Res is 0. Having a full inventory reduces your Resilience to 0, it doesn’t kill you outright. Essentially, you’re overburdened by fatigue and have no more fight in you, therefore you’re easier to kill.
-
Perplexing Ruins and Chaoclypse on YouTube are both great resources for solo play, as is Stoneaxe Tabletop Gaming. The various Vaesen RPG books are great for creepy Scandinavian folklore and mythology. The Dictionary of Northern Mythology by Rudolf Simek is also a great reference book.
Hope this helps!
The broad axe can replace any key item, really. It offers a slightly different approach with a 2-handed weapon rather than a 1-handed one. That’s the cool thing about key items and backgrounds—since backgrounds just determine what items you start with, you can essentially change your class by changing your key item. The broad axe would work well with someone used to playing a warrior, however. Hope this helps, thanks!
Hello and thanks for the kind words!
-
This is a mistake on the example character sheet and I’ll be fixing it in an update.
-
This is to keep the option open for the future and to allow wardens to create new creatures with attacks that cause fatigue.
-
They’re meant to be used right away but this can depend on the warden. If you’ve got a fresh group of prentices who’ve just become gunslingers, they might have to learn the skills from a different gunslinger.
-
Yup, these will be fixed.
Thanks and all the best.
Typically a remnant would hold one soul, but this can vary according to how difficult it was to find, etc. You can break a soul remnant with your hands, though wardens may choose to make it more difficult for rarer remnants. They can also accidentally break, leading to interesting situations in the middle of a fight.
Runecairn Bestiary has been nominated for Best Monster at the 2024 ENNIE Awards!
Vote here: https://vote.ennie-awards.com/vote/2024/ballot.php?category_id=15
Apologies, the paper version used to be print friendly but that was over-written. I’ve uploaded a new paper version of the character sheet PDF. You can also download it directly from the Runecairn website:
https://runecairn.byodinsbeardrpg.com/sheet/
Thanks!

















