The Old World: Grim and Perilous

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The Old World: Grim and Perilous

an Unofficial Fan-Made Warhammer Fantasy Rulebook for Genesys RPG




Credits Development

Art inspired by

Mariusz Szymański, Barbara Szymańska, Dave Brown

Rekografia, Klaudia Zdanowska

Game Design and Writing

Kartografia Niepraktyczna

Mariusz Szymański

Graphic Design, Art and DTP Barbara Szymańska

Proofreading Dave Brown

Editing

Dave Brown, Grzegorz Karaluch

Additional Writing Dave Brown

Art models

Jana Nell Antoniewicz, Bartosz Bruski, Pszemek Blecharz, Tomek Olejniczak

The Old World map by Playtesters

Adam Szymański, Piotr Guzowski, Mateusz Mucha, Bartosz Majcher, Marcin Szymański, Michał Nonas, Dawid Gdula, Franciszek Tobor, Agnieszka Majorek, Barbara Szymańska, Wojciech Kozłowski, Michał Szymczak, Mateusz Milczarek, Grzegorz Karaluch, Adrianna Niewiadomska, Rafał Kiełbasa, Michał Jaworski, Aleksandra Jaworska, Paweł Kukliński, Bartosz Perliński, Michał Maziarz, Brice Gill, Wes, Marshall Hodge, Jim Looby

Special thanks to

Mateusz Bartosik, Ian Houlihan, Graeme Davis, Krzysztof Kowalski

"The Circle" Adventure Writing

Tomasz Szczypiński

Additional Writing Mariusz Szymański

Graphic Design and DTP Barbara Szymańska

Art

Adrianna Niewiadomska

Proofreading (eng) Dave Brown

Translation (eng) Grzegorz Karaluch

Proofreading (PL)

Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski, Michał Frąckiewicz (Imaginarium RPG), Michał Maciąg (pazuremspisane.pl), Tomek Dziedzic

Playtesters

Adam Szymański, Bartek „Pretor” Badura, Bartosz Majcher, Grzegorz Karaluch, Konrad „Cored” Balcerzak, Adrianna Niewiadomska, Mateusz „Arateniz” Zientara, Mikołaj Machura, Piotr Guzowski, Wiktor „Viaahtr” Banaszek, Hubert Stencel, January Kochański, Adam Kochański, Michał Nonas, Maksymilian Kochański, Oktawian Nowak

Legal Note Warhammer Fantasy is the Intellectual Property (IP) of Games Workshop Limited. This expansion is unofficial and in no way endorsed by Games Workshop Limited therefore it cannot be used for commercial purposes, and we do not make any profit out of it. All Warhammer-related names, races, race insignia, characters, vehicles, locations are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2022, variably registered in the UK and other countries around the world. All Rights Reserved to their respective owners.

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The Old World: Grim and Perilous

Some of the specializations and gear descriptions are based on those found at www.warhammerfantasy.fandom.com. Great thanks to the whole Warhammer wiki Community! All talents (not found in official Genesys rulebooks), illustrations and tables included in this expansion are the intellectual property of its authors and cannot be used for commercial purposes. If you're interested in using it in your own work, please contact us at old.world.genesys@gmail.com


Welcome to The Old World: Grim and Perilous! Foreword We have been fans of Warhammer Fantasy for about 20 years now. 1st edition of WFRP was our very first roleplaying game and to this day, it holds an incredibly special place in our hearts. In 2019, when the revised version of the famous Enemy Within came out, we were absolutely sure we want to try this campaign again. However, while 4th edition of WFRP is an amazing game and we truly love it (and in this Rulebook you will find some game mechanics heavily inspired by the 4th edition), this time we wanted something more narrative. The 3rd edition was beyond our reach, but we already had some experience with Genesys, so we decided to try it. While in general the game mechanics seemed good, our first attempt of conversion failed miserably. It was overly complicated, clunky and had so many exceptions and special rules, it turned out almost unplayable. After countless iterations and throwing out over 90% of our work, we finally had something good. Something we would like to share with RPG community. By publishing our work, we don't mean any harm or challenge to any copyrights held by Games Workshop, Cubicle 7, Edge Studios, or anyone else. Consider The Old World: Grim and Perilous to be our tribute to Warhammer Fantasy Roleplay and roleplaying games in general. We hope you have fun while reading this book and playing during your game sessions.

About this Product This is an unofficial, free fan-made expansion for all of you who love Genesys and the world of Warhammer Fantasy. It combines some of the best game mechanics of Warhammer Fantasy Roleplay editions 1-4, while keeping the simplicity known from the basic Genesys rules. It adds many new talents and skills, new career creation and specialization options, new rules for magic, corruption and social status. The expansion is light in fluff, so you need to have original Warhammer's rulebooks and adventures to be able to fully explore the fantastic world of Warhammer Fantasy. However, feel free to use this supplement to create your own heroic dark fantasy setting as it adds plenty of new talents, weapons, gear and many other things which may improve your game sessions.

What do I need to play? As always, you will need the Genesys Core Rulebook, a bunch of narrative dice (or an app) and a group of friends, but the expansion relies heavily on Realms of Terrinoth in terms of weapons, gear, some talents and crafting rules. It also uses (but to a lesser extent) the Expanded Player's Guide, especially for specialization trees, magic talents and new magic spells, so we advise to have these two books as well. Additionally, as mentioned earlier, we do not provide the game setting and adventures other than "The Circle", so Warhammer Fantasy rulebooks (preferably the 4th edition, which are now easy to get) are necessary to use this suplement to play in Warhammer Fantasy setting. The Old World: Grim and Perilous

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Table of Contents Chapter 1: Creating Your Character......................................................... 8 Character creation: step by step........................................................ 8 Character Species.................................................................................12 Careers.................................................................................................... 17 Specializations...................................................................................... 19 Selecting first specialization.................................................... 19 Changing specialization.............................................................. 19 Specialization progression and professions.......................... 20 Available Specializations....................................................................21 Craftsmen........................................................................................ 21 nobles...............................................................................................25 Rogues..............................................................................................29 Scholars.......................................................................................... 35 Soldiers...........................................................................................48 Wanderers....................................................................................... 54 Warriors.......................................................................................... 63 Character Sheet................................................................................... 68 Chapter 2: New Talents.............................................................................. 70 Tier 1........................................................................................................ 70 Tier 2........................................................................................................74 Tier 3.........................................................................................................79 Tier 4........................................................................................................ 86 Tier 5........................................................................................................ 92 Chapter 3: New Skills and Rules.............................................................. 103 General Skills...................................................................................... 103 Combat Skills....................................................................................... 104 Knowledge Skills................................................................................ 105 Rules from the Genesys Rulebooks.................................................. 106 Resisting Loss of Consciousness and Instant Death................... 106 Chapter 4: Magic of the Old World.........................................................108 Magic Knowledge Skill......................................................................108 New Spells And Maneuvers.................................................................111 Narrative Descriptions............................................................... 111 Spells in Structured Encounters............................................. 111 New Augment and Barrier Additional Effects....................... 111 Maneuvers......................................................................................112 Miscast and The Curse of Tzeentch..................................................112 Magic Implements.................................................................................114

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Chapter 5: The Stigma of Corruption...................................................... 116 Corruption Threshold........................................................................116 Suffering Corruption..........................................................................116 Exceeding Corruption Threshold....................................................117 Reducing Corruption...........................................................................117 Dark Gifts..............................................................................................117 Chapter 6: Social Status............................................................................ 119 Social Groups........................................................................................119 Using Social Status............................................................................. 120 Chapter 7: Equipment and Vehicles......................................................... 121 Weapons and Armors........................................................................... 121 New Item Qualities.......................................................................121 Melee Weapons............................................................................. 122 Ranged Weapons........................................................................... 124 Armor............................................................................................. 127 Gear and Services................................................................................ 127 Gear................................................................................................ 127 Potions and Elixirs..................................................................... 129 Animals and Related Gear.......................................................... 129 Services......................................................................................... 130 Vehicles.......................................................................................... 131 Chapter 8: Adversaries of the Old World............................................. 133 Ghoul......................................................................................................133 Zombie.................................................................................................... 134 Beastmen............................................................................................... 134 Chaos Spawn - Dark Mass....................................................................135 Skaven.................................................................................................... 136 Daemons................................................................................................. 138 Vampires................................................................................................ 144 Fimir....................................................................................................... 145 Chapter 9: Grim World of Perilous Adventure .................................................. 148 Three Tones.......................................................................................... 148 One Shot Adventures.......................................................................... 149 Running Long Campaigns................................................................... 149 City Adventures and Investigations............................................... 152 Appendixes .........................................................................................................................154 appendix 1: The Circle ........................................................................ 155

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Chapter 1

Creating Your Character In this chapter you will find rules for creating your own character. Character creation follows the steps described in the Genesys Core Rulebook, however during Step 3: Choose

a Career, you will also select specialization for the chosen career. You will also have an option to purchase additional specialization during Step 4: Invest Experience Points.

Character Creation: Step by step This section summarizes all steps performed during the character creation process.

Step 1: Determine Background You should create a basic concept of your character by coming out with their background. While this step may seem entirely skippable, it is in fact very important as will later help you to determine the character's goals and motivations. It also provides a framework for building your character in terms of the game mechanics. You may quickly create the character's background by answering some of the following questions: • Where does your character come from? • Who is your character's family? • What is your character's social standing? • How old is your character?

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The Old World: Grim and Perilous

• What does your character think about the world? • Why did your character leave home? In the chapter Grim World of Perilous Adventure we further explore how character's background can be utilized during the game.

Step 2: Select a Character Species Choose a character species from among the following: Human, Wood Elf, High Elf, Dwarf, Halfling, Gnome, Imperial Ogre. You may also roll on Table 1-1: Character Species to determine one randomly. Choosing the character species has a great impact on both the game narrative and mechanics. Narratively, it determines how your character is seen by other members of society, for example halflings are seen as great cooks and ogres are usually considered mindless brutes. Even if your charac-


ter escapes those stereotypes, they will probably have to deal with them at some point. In terms of the game mechanics, a character species determines starting characteristic, derived attributes, starting experience, special abilities and specializations available to your character. Note that at your Game Master's discretion, the selection of character species may be limited to only some of the presented options.

Table 1-1: Character Species Species

d100 result

Human

01-70

Dwarf

71-83

Halfling

84-95

Wood Elf

96-97

High Elf

98

Imperial Ogre

99

Gnome

100

Step 3: Choose a Career and a Specialization Contrary to careers in the Genesys Core Rulebook, careers in The Old World: Grim and Perilous represent a character's job class (for example Warrior or Scholar) rather than a specific job or role - these are represented by specializations and professions. Once selected, career cannot be changed and it determines part of a starting gear, career skills and available starting specializations. After selecting a career, you can choose a specialization - refer to Table 1-2: Available Specializations. At this point, you may only choose a specialization that is tied to your character's career and it determines the second part of the starting gear and career skills. Note that if gear is mentioned both in the description of a career and a specialization, your character receives it twice. There are no special rules if the career skill is listed in both career and specialization - your character obtains it only once. Specializations can be changed during the course of the game. Alternatively, you may roll on Table 1-2: Available Specializations randomly and check the result for your character's species. This will determine both career and starting specialization. Note that if your character is a wizard, you should also roll on Table 1-3: Lores of Magic to determine the school of wizardry your character graduated from. After you select a career and specialization, choose four of career skills. Your character starts the game with one rank in each of those skills. The Old World: Grim and Perilous

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Table 1-2: Available Specializations Career

Crafstman

Noble

Human 1-3

1-3

1-5

1-5

1-6

1-4

1-5

4

-

-

6-7

-

5-9

-

5-7

6-11 -

8-11

7-12

Merchant

12-15

11-14

Military Engineer

9

-

13-14 -

10-12 -

6-10

8

4-6 -

-

15

Duelist

15-18

-

19-20 -

16-19 -

Envoy

-

-

Knight

21-23

-

20-22

Assassin

23-28

Charlatan

10 11 12 13

Rogue

Scholar

Soldier

Wanderer

Warrior

10

Wood High Elf Dwarf Halfling Ogre Gnome Specialization Elf

7-10 11-12 13-14 15

12-13 14-19

16-17

20

18-20 -

21-24

-

25-26

21

Artisan Executioner

Highwayman

14-16

16-17

27-29

22-24

24-29

-

17-19

18-19

-

25-27

30-33

13-14

29-33

Fence

20-22

20-21

30-32

28-31

34-36

15-20

34-37

Racketeer

23

22-24

33-37

32-33

37-40

-

38-43

Spy

24-27

25-29

-

34-36

41-46

44-49

Thief

28-30

30-32

38-44

37-39

47-49

21-22 -

50-56

Academician

31-33

33

45-47

40-42

50-51

-

57-59

Agitator

34-36

34-38

48-52

43-44

52-57

-

60-63

Physician

37

-

-

-

-

-

-

Priest

38

-

-

-

-

-

-

Warrior Priest

39

-

-

39-40

53-56

-

-

-

Wizard

40-42

-

43-46

41-42

57-60

45-50

58-59

64

Foot soldier

Cavalryman

47-50

43-49

61-65

51-53

60-63

23-31 -

65-66

Marksman

51-54

50-54

66-69

54-58

64-67

32-40

67-69

Mercenary

55

70-72 73-78

59-63 -

68-69

56-58

55 -

70-71

41-45 -

70 -

Sailor

59-61

56-59

79-80

64-66

72-73

46-53

71

Bounty Hunter

62-65

60-62

81-82

67-69

74-76

-

72

Coachman

66-68

63-67

83-86

70-73

77-80

-

73-79

Entertainer

69-72

68-74

87-88

74-75

81-82

54-60

80-81

Hunter

73-74

75-79

89-90

76-77

83-84

61-69

82-84

Outlaw

75-77

80

-

78-80

85-87

-

85-87

Ratcatcher

78-82

-

-

81

88-89

-

88

Riverman

83-85

81-87

90-94 -

89-91

Scout

88-90

82-84 -

70-74

86

91-93 -

75-77

92-95

Sorcerer

87-89

91-93

94-96

85-88

95

78-86

96-97

Bodyguard

90-91

94-97

97-100

89-93

96

87-93

98

Champion

92-95

98-00

-

-

97

-

-

Roadwarden

-

-

-

94-96

-

-

-

Slayer

96-99

-

-

97-00

98-00

94-00

99-00

00

-

-

-

-

-

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The Old World: Grim and Perilous

Officer

Watchman Witch Hunter


If your character is a Human, you may now choose two non-career skills as per species description. Your character starts with one rank in those two skills.

Table 1-3: Lores of Magic Lore of Magic

d100 result

Amber Wizard

01-08

Amethyst Wizard

08-15

Bright Wizard

16-30

Celestial Wizard

31-45

Gold Wizard

46-60

Grey Wizard

61-70

Jade Wizard

71-85

White Wizard

86-100

Ranald's Luck If you think Ranald is on your side today, instead of choosing a character's species or specialization, you can roll d100 and compare the result with Tables 1-1 or 1-2. This will give you an extra 5XP if you chose a character's species or specialization this way, or 15XP if you chose both. However, you must accept the result of the roll. This XP cannot be spend on characteristics, just skills and talents.

Step 5: Determine Derived Attributes During this step you should determine your character's wound threshold, strain threshold, defense and soak by following the rules presented in the Genesys

Step 4: Invest Experience Points During this step you may spend starting experience to improve your character's characteristics, purchase talents and increase ranks in skills. Remember that unless stated otherwise, your character cannot have any skills higher than rank 2 once character creation is finished. General rules on how to spend XP during this step are presented in the Genesys Core Rulebook, page 44, however The Old World: Grim and Perilous adds one unique option - purchasing additional talent tree. At your GMs discretion, you may spend 10XP to select one specialization that reflects your character's special training or background. Your character may purchase talents from this specialization, but they don't gain gear and career skills and cannot advance their profession in this specialization. If at any point you decide to change your character's specialization to this specialization, apply normal rules of purchasing new specializations.

The Old World: Grim and Perilous

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Core Rulebook, page 45. However, in The Old World: Grim and Perilous there is also one additional attribute to determine - corruption threshold. Corruption threshold represents how quickly your character succumbs to the influence of Chaos. Your character’s starting corruption threshold is determined by adding the corruption threshold for their species to their Presence rating (after spending starting XP). After you determine this initial value, further increases to your character’s Presence rating do not increase their corruption threshold—corruption threshold improvements are acquired by purchasing talents, such as Pure. Rules for corruption are later explained in the chapter The Stigma of Corruption.

Step 6: Determine Character Motivation Determining character's motivations is as important as a character’s physical characteristics. Motivation includes a character’s driving forces: what ultimate goal is your character pursuing? What are they most afraid of? What

character trait allows them to persevere in the face of adversity? What flaws hinder their ability to pursue their goals? Answering these questions will let you come out with four Motivations: Desire, Fear, Strength and Flaw. You may also select them randomly by using tables provided in the Genesys Core Rulebook, page 47 and onward.

Step 7: Choose Appearance and Personality When you have your character's physical and mental characteristic completed, it is time for some final touches. While it is not reflected in the game mechanics, how your character looks and who they are is extremely important narratively. Note that while Genesys Core Rulebook allows you to purchase equipment in this step, in The Old World: Grim and Perilous gear is determined by the character's starting career and specialization. All you have to do is to simply write it down on your character's sheet.

Character Species This section presents species available for creating a player character. You should choose from these instead of the options presented in the Genesys Core Rulebook.

• Strain Threshold 10 + Willpower • Corruption Threshold 6 + Presence

Human

• Starting Experience

Humans are the most numerous of the races inhabiting the Old World. They occupy huge areas from the Estalian coasts to the Nippon islands. They are famous for their versatility and adaptability, but their lives are short and they most easily succumb to the influence of Chaos.

SPECIES ABILITY

2

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold

90 • Starting Skills A Human starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. •

Specializations available to Human characters are marked with Hu symbol.

10 + Brawn

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Available Specializations

The Old World: Grim and Perilous


Mark of Chaos

SPECIES ABILITY

Once per session, after a Human makes a check, they may reroll any one die in the pool not displaying a d.

2

2

2

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold

Wood Elf

9 + Brawn

Also known as Asrai, Wood Elves are a secretive and highly isolationist race of Elves that long ago voluntarily split off from the rest of their kin, preferring instead to live out their lives in Nature’s embrace beneath the enchanted forest canopy of Athel Loren. They rarely appear in the lands of the Empire, and even then they try to avoid all unnecessary contact with humans.

• Strain Threshold 10 + Willpower • Corruption Threshold 8 + Presence • Starting Experience 80 • Starting Skills A Wood Elf starts with one rank in Vigilance and may choose between one rank in either Ranged or Survival during character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. •

Available Specializations

Specializations available to Wood Elf characters are marked with WE symbol. • Blessing of Isha Wood Elves add j to all Brawn, Agility and Willpower based checks while in a forest.

High Elf The High Elves, or Asur as they call themselves, are the representatives of a once mighty empire, today reduced to the Isle of Ulthuan and a few of its satellite islands. Though the days of their glory are past, they are still a proud race of mighty wizards, skillful sailors, and capable warriors who have led the relentless war against Chaos for centuries.

SPECIES ABILITY

2

2

2

1

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold 9 + Brawn • Strain Threshold 10 + Willpower The Old World: Grim and Perilous

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• Corruption Threshold

• Starting Skills

8 + Presence

A Dwarf starts with one rank in Discipline and may choose between one rank in either Crafts or Engineering during character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.

• Starting Experience 80 • Starting Skills A High Elf starts with one rank in Knowledge (Academic) and may choose between one rank in either Negotiation or Sailing during character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. •

Available Specializations

Specializations available to High Elf characters are marked with HE symbol. • Aura of Nobility When making a social skill check, High Elves act as if they were of one social group higher than they really are to a maximum of Aristocracy. If the character is an Outcast, they act as a Middle Class.

Dwarf The Dwarfs, or Dawi in their own language, are a strong and sturdy species of brilliant craftsmen and capable warriors. They once held an empire that stretched from Norsca in the north to the jungles in the south, which eventually fell due to centuries of conflicts with High Elves and continuous invasions of Greenskins.

SPECIES ABILITY

3

1

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Available Specializations

Specializations available to Dwarf characters are marked with Dw symbol. • Magic Resistance When a Magic check targets a Dwarf, upgrade the difficulty of the check once. Dwarfs cannot increase ranks in Magic (Divine) and Magic (Arcana) skills.

Halfling Halflings are a species of short humanoids dwelling primarily in The Moot and various other scattered regions in the Old World. They seem to be joyful and carefree people which, combined with their small size, makes other races perceive them as vulnerable. This is a frequent mistake, as in fact halflings are agile, quick and relentless in combat and can throw or shoot projectiles with extreme precision. They also rarely succumb to the influence of Chaos.

SPECIES ABILITY

1

3

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold 8 + Brawn • Strain Threshold

• Wound Threshold

12 + Willpower

11 + Brawn

• Corruption Threshold

• Strain Threshold

10 + Presence

9 + Willpower

• Starting Experience

• Corruption Threshold

80

8 + Presence

• Starting Skills

• Starting Experience

A Halfling starts with one rank in Charm and may choose between one rank in either Ranged or Deception during character creation. They

80

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obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. •

Available Specializations

Specializations available to Halfling characters are marked with Ha symbol. •

Fieldwarden

Halflings upgrade the ability of melee combat checks once when targeting characters who are of a larger silhouette than they are. •

Small

Halflings are silhouette 0. •

Chaos Immunity

Gnome Gnomes, or Gnommi as they call themselves, are short and wiry, with faces distinguished by large ears and prominent noses. Due to their small size, usually confused by humans with halflings, gnomes go to great lengths not to dissuade people from this mistake. As a species naturally marked by magic, they have fallen victim to wizards, inquisitive academics and witch hunters for centuries. Though times have changed, the gnomes still remember past grievances and try to isolate themselves to the point where their existence is generally regarded as a mere legend.

SPECIES ABILITY

Halfings have a higher corruption threshold, but they cannot increase ranks in Magic (Arcana) skill.

2

1

2

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold 9 + Brawn • Strain Threshold 10 + Willpower • Corruption Threshold 8 + Presence • Starting Experience 80 • Starting Skills A Gnome starts with one rank in Skulduggery and may choose between one rank in either Charm or Coordination during character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation. •

Available Specializations

Specializations available to Gnome characters are marked with Gn symbol. •

Attuned to Ulgu

Once per encounter, a Gnome can upgrade the ability of Deception or Stealth check once. If a Gnome gains the ability to cast spells, they can only cast spells of the Lore of Shadows. •

Small

Gnomes are silhouette 0. The Old World: Grim and Perilous

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Imperial Ogre Ogres are a large, powerfully built species of humanoids. Known for their brutality and insatiable appetite, most of them hail from the Ogre Kingdoms, beyond the Worlds Edge Mountains in the far east, where they live in nomadic tribes.

Imperial Ogres add j to Coercion and Leadership checks, but add j to Charm checks. This does not apply when interacting with members of their own species. • •

While their size and bad reputation continue to cause anxiety and prejudice among common Oldworlders, Imperial ogres are an increasingly common sight in the Empire, where they usually serve in the army and mercenary companies, but also deal in trade, crafts and hard physical labor.

1

1

2

2

1

Agility

Intellect

Cunning

Willpower

Presence

• Wound Threshold 14 + Brawn • Strain Threshold 8 + Willpower • Corruption Threshold 8 + Presence • Starting Experience 80 • Starting Skills An Imperial Ogre starts with one rank in Brawl during character creation. They obtain this rank before spending experience points, and may not increase Brawl above rank 2 during character creation. •

Available Specializations

Specializations available to Imperial Ogre characters are marked with Og symbol.

16

Gut Strength

Imperial Ogres increase the damage of their melee attacks by one, but they need to eat three times as much as other characters or they loose this benefit and also decrease their wound threshold by three.

SPECIES ABILITY

4

Huge

Imperial Ogres are silhouette 2.

So called Imperial Ogres differ from their brethren. They are commonly found in the Moot, living among the Halflings with whom they have a strange kindred spirit. They tend to be smaller and less brutal than their cousins, but potentially brighter, and usually more civilized.

Brawn

Fearsome

The Old World: Grim and Perilous

Simple Minded During character creation, Imperial Ogres cannot choose Noble and Scholar careers.


Careers The careers listed below are available for players during Step 3: Choose a Career. Each career determines the first six career skills, followed by four determined by the specialization. Similarly, starting gear is determined by both career and specialization.

(Academic), Melee (Light), Riding. After choosing a specialization, but before spending experience during character creation, a Noble may choose four of their career skills and gain one rank in each of them.

Craftsman

During character creation a Noble can pick one of the following specializations for free: Duelist, Envoy, Highwayman, Knight.

Most commonly found in towns and cities, craftsmen are organized into a bewildering variety of guilds that protect their members from incompetent fraudsters who could undercut profits. Most of them lead a peaceful, work-filled life under the guilds protection. However some, bored with monotonous work, respond to the call of adventure.

Starting specialization

Starting Gear If you have a Noble character, they start with the following gear in addition to gear gained after choosing a specialization: a Sword, a Fine Cloak.

Career Skills

Rogue

Craftsmen count the following skills as career skills: Coordination, Crafts, Knowledge (Academic), Negotiation, Riding, Perception. After choosing a specialization, but before spending experience during character creation, a Craftsman may choose four of their career skills and gain one rank in each of them.

Rogues live by taking advantage of opportunities and are not afraid to bend or even break the law to achieve their goals. Following the principle that more people means more opportunities to catch, rogues naturally flock to big cities where they become experts in city survival.

Starting specialization

Career Skills

During character creation a Craftsman can pick one of the following specializations for free: Artisan, Executioner, Merchant, Military Engineer.

Rogues count the following skills as career skills: Cool, Coordination, Melee (Light), Skulduggery, Stealth, Streetwise. After choosing a specialization, but before spending experience during character creation, a Rogue may choose four of their career skills and gain one rank in each of them.

Starting Gear If you have a Craftsman character, they start with the following gear in addition to gear gained after choosing a specialization: Artisan's Tools, a Dagger, a Tool Bag.

Noble Few are lucky enough to be born of noble blood. Destined for wealth and honor, they tend to look down on the simple, working people. Some of them, however, leave their safe palaces, carried by romantic notions of dangerous adventures. Career Skills Nobles count the following skills as career skills: Charm, Coercion, Cool, Knowledge

Starting specialization During character creation a Rogue can pick one of the following specializations for free: Assassin, Charlatan, Fence, Racketeer, Spy, Thief. Starting Gear If you have a Rogue character, they start with the following gear in addition to gear gained after choosing a specialization: a Dagger.

Scholar Whether they are wizards, academic researchers, or physicians, scholars are people who have devoted their lives to the search for

The Old World: Grim and Perilous

17


Academician, Agitator, Physician, Priest, Warrior Priest, Wizard Starting Gear If you have a Scholar character, they start with the following gear in addition to gear gained after choosing a specialization: a Dagger.

Soldier Wars almost constantly sweep through the Old World, so it is not surprising that a large part of the population serves or has served in the army or local militia. Soldiers are usually well trained in combat and used to long and exhausting journeys. Although they lack finesse, they are solid and loyal fighters. Career Skills Soldiers count the following skills as career skills: Athletics, Brawl, Discipline, Melee (Light), Resilience, Survival. After choosing a specialization, but before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them. Starting specialization During character creation a Soldier can pick one of the following specializations for free: Cavalryman, Foot Soldier, Marksman, Mercenary, Officer, Sailor. Starting Gear knowledge. Most of them avoid traveling, preferring to stay in the safe walls of a library or academy, but it happens that they join groups of adventurers to find forgotten knowledge or for personal reasons. Career Skills Scholars count the following skills as career skills: Charm, Cool, Discipline, Knowledge (Academic), Negotiation, Perception. After choosing a specialization, but before spending experience during character creation, a Scholar may choose four of their career skills and gain one rank in each of them. Starting specialization During character creation a Scholar can pick one of the following specializations for free:

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If you have a Soldier character, they start with the following gear in addition to gear gained after choosing a specialization: a Dagger, Flint and Steel, a Bedroll, a Flask.

Wanderer Wanderers spend most of their time traveling in the wild or wandering from town to town. Sometimes they are restless individuals, unable to stay in one place for too long; sometimes people forced to travel due to the hardships of life. However, they have one thing in common - they can survive in all conditions. Career Skills Wanderers count the following skills as career skills: Coordination, Perception, Ranged, Resilience, Survival, Vigilance. After choosing

The Old World: Grim and Perilous


a specialization, but before spending experience during character creation, a Wanderer may choose four of their career skills and gain one rank in each of them. Starting specialization During character creation a Wanderer can pick one of the following specializations for free: Bounty Hunter, Coachman, Entertainer, Huntsman, Outlaw, Ratcatcher, Riverman, Scout, Sorcerer. Starting Gear If you have a Wanderer character, they start with the following gear in addition to gear gained after choosing a specialization: a Dagger, a Backpack, a Bedroll, Flint and Steel, a Waterskin.

Warrior

They value independence and individual skills more than regular pay and honors associated with military service. Career Skills Warriors count the following skills as career skills: Athletics, Cool, Melee (Light), Melee (Heavy), Resilience, Vigilance. After choosing a specialization, but before spending experience during character creation, a Warrior may choose four of their career skills and gain one rank in each of them. Starting specialization During character creation a Warrior can pick one of the following specializations for free: Bodyguard, Champion, Roadwarden, Slayer, Watchman, Witch Hunter. Starting Gear

Warriors are a broad category of people who primarily make a living by using their combat skills. However, they do not belong to the army, which distinguishes them from soldiers.

If you have a Warrior character, they start with the following gear in addition to gear gained after choosing a specialization: a Dagger, Leather Armor.

Specializations This section expands general specialization rules introduced in Expanded Player's Guide, page 102. Available specializations are presented at the end of the chapter.

Selecting first specialization The first specialization can be selected from among those tied to the chosen career for free. Skills from the chosen career and specialization are now called career skills for the character and you may now choose four ranks in four separate career skills. Additionally, at the beginning of Step 4: Invest Experience Points players can spend 10 experience points (XP) to select one other specialization. This one may represent the character's background or special training and, if the Game Master allows, does not need to be tied to the character's career. The character gains specialization talents tree from this additional specialization, but not skills or gear!

Changing specialization At your GM's discretion, you may change your character's specialization (but not a career!) by spending XP equal to ten times the total number of specialization trees the character will have after making the purchase. For example, if your character has two specialization trees, the third one will cost 30 XP. If the specialization is outside your character's career, the cost is increased by additional 10 XP. After the purchase, career skills from the new specialization are now career skills for your character (all previous career skills remain intact!). Most of the time, you should be able to purchase talents from all purchased specializations, however, your GM may decide that new specialization completely cuts off any possibility of further training in one or more of the previous specializations. For example, it may be hard to improve yourself as a ratcatcher after becoming a knight.

The Old World: Grim and Perilous

19


Specialization progression and professions When your character starts a new specialization, it is considered that they are at the lowest tier (first profession in the specialization progression table). For example, if your character changes their specialization to the knight, they start as a squire. By fulfilling certain prerequisites listed in specialization progression table on specialization sheet, your character may advance their career in the specialization and change their profession. Sometimes the progression is straightforward, so your character becomes a squire, advances to the knight and finally to the knight commander,

but sometimes specialization progression table presents alternatives, however, they almost never exclude each other. For example, when your character chose a scout specialization, they can later become outrider or explorer, depending on which set of prerequisites they fulfilled, or they can achieve both and benefit from both. Abilities and additional talents gained by fulfilling prerequisites and changing to new profession are permanent and can only be lost due to in-game events. NOTE: In most cases, specialization progression is straightforward. However, if a profession is one of two alternatives, it is marked with an asterisk (*). Footpad*

Purchase the Dirty Tricks and the Backstab talents. Increase ranks in Athletics to 3.

Your character may spend 15XP to purchase the Strike to Stun talent. Your character may spend 10XP to purchase the Assassin specialization.

How to use the Specialization Tree? General rules on how to use Specialization Trees are covered in Expanded Player's Guide, page 102 and onward. However, as the specialization tree design in The Old World setting slightly differs from the one presented in the EPG rulebook, here is an explanation on how Shortened description of the talent Activation type (Active talents only) Mark this box when you purchase the talent

to use it. The experience cost of purchasing talents from the top row of the tree is 5XP per talent and it increases by 5XP per row, so the next rows are 10XP, 15XP, 20XP and 25XP accordingly. For the remaining information, see the diagram below.

Sixth Sense

Your character may make a Vigilance or a Discipline check instead of Cool, to determine Initiative order. [Incidental] tow

A

Talent's name Type of the talent: A - Active talent P - Passive talent Source of the talent and page no.: TOW - The Old World GCRB - Genesys Core Rulebook EPG - Expanded Player's Guide ROT - Realms of Terrinoth

Guilds and Favors Some of the characters, especially artisans, but also some scholars and rogues, belong to guilds or other similar organizations. Guilds organize the lives of their members, look after their interests, and get rid of unaffiliated competitors. Some specializations, as part of their career progression, are given the opportunity to ask favors from members of their guild. There are two types of favors: small and big. Small favors are simple things that don't take too much effort or resources. Examples are: loan a wagon or tools for a few hours, help to find an accommodation for one night, loan a few shillings, share some important news. Tasks performed thanks to these type of favors are auto-

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matically successful and don't require any checks from your character. Big favors are for things complicated, possibly dangerous and often require effort from multiple people. Examples are: assist the character in combat, help to find an accommodation for days or weeks for many people, smuggle a few chests with illegal weapons, help a convict to escape, loan a magic item. Tasks performed thanks to this type of favors require opposed Leadership vs Discipline check to convince a guild's representative to follow your character's plan and determine the possible outcome. After all, the task may be too dangerous or oppose the goals and policies of the guild.

The Old World: Grim and Perilous


Craftsman

Artisan

Starting Gear

From bread to shoes, swords to trouser belts, artisans are responsible for producing most of the Old World goods. What they have in common is that they belong to guilds. Guilds protect the interests of their members by resolving conflicts of interest with other guilds or by fighting unaffiliated competition. Most of these issues can be resolved legally, but the fact that many guild apprentices look more like street thugs suggests this is not always the case.

4D10+10 Silver Shillings, an Axe, a Leather Armor

Additional Career Skills Brawl, Crafts, Knowledge (Academic), Riding

One of the guild's legal responsibilities is to support the city's garrison in the event of a siege - each guild has to defend a designated section of the city walls. Some guilds hire mercenaries for this purpose, but most are skimpy on the expense, so many artisans are at least briefly trained and equipped for combat.

Specialization Progression Profession

Journeyman

Belong to a guild.

Once per in-game week, your character can ask members of their guild for one small favor. Your character may spend 5XP to purchase the Combat Training talent.

Master

Increase ranks in Crafts and Knowledge (Academic) to 3. Purchase one rank in the Expert Knowledge talent.

Your character may spend 10XP to purchase one rank in the Craft Specialization talent and 15XP to purchase one rank in the Applied Research talent.

Increase ranks in Crafts and Knowledge (Academic) to 4. Purchase the Master talent. Become a respected member of the guild.

Leadership is now career skill for your character. Your character's social status is now Elite. Your character may spend 10XP to purchase The Boss talent.

Guild Master

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Craft Specialization

� EXP

Select area of craftmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

p

Technical Jargon

Inventor

Add a number of j equal to ranks of Inventor to a check to construct new items. [Incidental]

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Expert Knowledge

�� EXP

When making a Charm check targeting an engineer, crafstman, or similar individual, your character may count ranks of Charm as equal to ranks in Crafts or Engineering. [Incidental]

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

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Knack for it

�� EXP

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. GCRB #73

p

Natural

Well Organized

Each rank of Well Organized increases your character’s encumbrance threshold by two.

P

Applied Research

P

Quick Fix

Spend a Story Point to temporarily repair one damaged item for a number of rounds equal to your character's ranks in Crafts. After that, the item is damaged one additional step. [Maneuver] tow

A

Repairman

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental]

When using Quick Fix, you may remove a jam or malfunction instead of temporarily repairing the item. The item is still damaged by one step after a number of rounds equal to Crafts.

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Always Prepared

p

Well Organized

�� EXP

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Once per encounter, you may spend a Story Point to use this talent. Unil the end of the current round, all allied characters improve the ability of their checks once. [Incidental]

Each rank of Well Organized increases your character’s encumbrance threshold by two.

gcrb #79

TOW

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Inventor

�� EXP

Add a number of j equal to ranks of Inventor to a check to construct new items. [Incidental] gcrb #76

a

a

Master

P

Dedication

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

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P

Thoughened

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

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Sucker Punch

Spend t from Initiative check to make a Brawl check before the first round of combat. If successful, activate the Disorient quality without spending a. [Incidental, oot] a tow

Urban Combatant

When your character is targeted by a combat check in an urban setting, you may spend a Story Point to substitute all j in opponent's pool to f before the roll is made. [Incidental, oot] a tow

Back to Back

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj rot #91

p

Prime Positions

When your character or their allies within short range benefit from cover, add a number of j equal to the defense provided by the cover to their ranged combat checks. tow

P


Craftsman

Executioner

Starting Gear

Executioners are professionals whose task is to take lives of convicted criminals, and sometimes also conduct interrogations with the use of torture. Contrary to popular belief, executioners are not mindless brutes, but skilled craftsmen, trained for many years in a guild or under the supervision of their master. Their work is not easy, requiring not only a lot of strength but also considerable knowledge. Therefore, most executioners are quite well educated - they can read, write and know the basics of medicine necessary in their profession, and sometimes they also speak several languages.

1d10 +10 Silver Shillings, a Great axe or a Great sword

Additional Career Skills Coercion, Knowledge (Academic), Medicine, Melee (Heavy)

Specialization Progression Profession Executioner's Apprentince

None

None

Torturer*

Increase ranks in Coercion to 4, Increase ranks in Medicine to 2, Purchase one rank in the Applied Research talent.

Your character may spend 25XP to purchase the Ruinous Repartee talent

Master Executioner*

Increase ranks in Melee (Heavy) to 4, Increase ranks in Medicine to 2, Purchase one rank in the Intimidating talent.

Your character may spend 25XP to purchase the Master talent

Social Class:

Middle Class

Species:

Hu, Dw, Og

Specialization Tree Cool Face

� EXP

When another character tries to discern your character's Motivations, they add automatic hh to the check.

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Scathing Tirade

�� EXP

May use this talent to make an Average (kk) Coercion check. For each s one enemy within short range suffers 1 strain. For each a one enemy suffers 1 additional strain. [action] a GCRB #77

Stubborn

�� EXP

Your character adds j per rank of Stubborn to social skill checks targeting them.

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Scathing Tirade [Imp.]

�� EXP

Enemies affected by your character’s Scathing Tirade add j to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion. gcrb #79

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Scathing Tirade [Sup.]

�� EXP

Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action. [Incidental] GCRB #81

a

Intimidating

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. tow

P

Probing Question

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

P

Applied Research

Torment

If their target is disoriented, staggered, or prone, your character adds j to social skill checks they make.

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Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Patch Up

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental]

After failed check to heal wounds, heal wounds equal to Int. Once during the session, spend d on healed character's check to have them suffer wounds equal to those healed. [Incidental]

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Surgical Strike

a

Surgeon

Before your character makes a Brawl or Melee (Light) check, you may spend a Story Point to use this talent to add Vicious quality equal to your character's ranks in Medicine. [Incidental]

When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.

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a

Grit

Each rank of Grit increases your character’s strain threshold by one.

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P

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Well Organized

Each rank of Well Organized increases your character’s encumbrance threshold by two.

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P

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Impaling Strike

When your character inflicts a Critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [Incidental] a rot #88

Prey on the Weak

Your character adds two damage to the results of successful melee combat checks targeting disoriented or prone targets.

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p

Intimidating

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. tow

P


Craftsman

Merchant

Starting Gear

Most of the goods of the Old World pass through the hands of merchants. Most of them are simple traders and pedlers, trying to make ends meet by trading in the streets of towns and villages. Some, especially those born into wealthy families or those who are extremely lucky in business, trade fortunes comparable to the budgets of principalities or even entire states. They have a great influence on politics through merchant guilds or by sitting on city councils themselves, and sometimes they even maintain their own armies and fleets.

1d10 +10 Silver Shillings, a Backpack, Goods worth about 30 Silver Shillings, a Staff

Additional Career Skills Charm, Negotiation, Riding, Survival

Specialization Progression Profession

Pedlar

None

Your character may spend 15XP to purchase the Herbalism talent.

Merchant

Increase ranks in Negotiation to 3. Purchase two ranks in the Know Somebody talent. Accumulate wealth worth at least 50GC.

Your character can change their social status to Middle Class OR your character may spend 10XP to purchase the Fence specialization.

Increase ranks in Negotiation and Charm to 4. Purchase three ranks in the Know Somebody talent. Purchase the Connected talent. Accumulate wealth worth at least 200GC.

Your character may change their social status to Elite. Your character can use the Connected talent on an NPC of the Elite social status.

Master Merchant

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Know Somebody

� EXP

Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [Incidental] GCRB #74

a

Knack for it

�� EXP

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

p

Natural

�� EXP

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental] a GCRB #79

Connected

Bought Info

When making any knowledge skill check, can instead spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the check with one s [action] a gcrb #72

Counteroffer

Once per session, choose 1 non-nemesis adversary within medium range; make an opposed Negotiation vs Discipline check. The target is staggered for one turn. t: the target is now ally. [action] P gcrb #75

Know Somebody

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Black Market Contacts

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Heightened Awareness

GCRB #74

gcrb #76

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Defensive Driving

�� EXP

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving.

TOW

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GCRB #81

Master

a

Know Somebody

P

Dedication

�� EXP

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental]

Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

GCRB #74

GCRB #81

a

a

Silver Tongued

TOW

Once per in-game week, ask one NPC of the Commoner or Middle Class social status for a big favor. You may use a Negotiation check to determine the outcome of the favor. [Incidental]

a

P

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead.

Proper Upbringing

tow

Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts. [Incidental]

Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [Incidental]

a

Well Organized

Each rank of Well Organized increases your character’s encumbrance threshold by two.

P

a

Tough Negotiator

When your character inflicts a critical remark in a Negotiation check, they inflict additional strain to the target equal to your character's ranks in Negotiation. tow

p

Lucky Strike

When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [Incidental] gcrb #76

Let's Talk This Over

a

Once per game session, when a combat encounter is about to begin, make a Daunting (kkkk) Charm check. If successful, the combat encounter becomes a social encounter instead. [Incidental, oot] a ROT #91


Military Engineer

Craftsman

Starting Gear

It was the Dwarfs who first introduced the science of engineering to the Old World. Among them, the Engineers' Guild is deeply respected and its works are held in high esteem, so long as it upholds traditional methods and values. Humanity took what the Dwarfs had to offer and ran with it, especially in regards to gunpowder and other devices suitable for use as weapons.

4D10 Silver Shillings, a Rope, an Axe

Additional Career Skills Crafts, Engineering, Gunnery, Knowledge (Academic)

Engineers toil sleeplessly in their workshops to develop deadlier weapons, or to improve existing ones. They also design and build mechanical devices or structures such as bridges, canals, or fortifications.

Specialization Progression Profession

Apprentice

Belong to a guild.

Once per in-game week, your character can ask members of their guild for one small favor.

Journeyman

Increase ranks in Engineering and Knowledge (Academic) to 3.

Once per in-game week, your character can ask members of their guild for additional two small favors.

Master

Increase ranks in Engineering and Knowledge (Academic) to 4.

Once per in-game month, your character can ask members of their guild for one big favor.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, Gn

Specialization Tree Technical Jargon

Grit

� EXP

When making a Charm check targeting an engineer, crafstman, or similar individual, your character may count ranks of Charm as equal to ranks in Crafts or Engineering. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

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a

Craft Specialization

�� EXP

Select area of craftmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

p

Quick Fix

P

Ranger

Discipline and Firearms are now career skills for your character.

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P

Steady Hand

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

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P

Inventor

Add a number of j equal to ranks of Inventor to a check to construct new items. [Incidental] GCRB #76

A

Demolitionist

Well Organized

Each rank of Well Organized increases your character’s encumbrance threshold by two.

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P

Special Use Permit

Your character does not treat any items as restricted (R). They may carry or transport those items without being arrested.

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Improvised Defenses

�� EXP

Spend a Story Point to temporarily repair one damaged item for a number of rounds equal to your character's ranks in Crafts. After that, the item is damaged one additional step [Maneuver]

Before your character makes a ranged combat check, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Discipline to the results. [Incidental]

Use a bomb and make an Engineering check to blow a cover. Diff is Avg (kkk), +1 k per cover's def. For each s one character loses cover. Spend aa to hit one enemy with bomb's base dmg. [action]

Make a Hard (kkk) Engineering check, if successful your character creates cover that provides ranged defense 1 for one character for each s. Spend t to increase defense to 2. [action]

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Applied Research

a

Inventor

�� EXP

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental]

Add a number of j equal to ranks of Inventor to a check to construct new items.

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Master

a

�� EXP

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a gcrb #81

[Incidental]

a

Well Organized

Each rank of Well Organized increases your character’s encumbrance threshold by two.

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P

a

Craft Specialization

Select area of craftmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

a

Mad Inventor

Once per session, make an Engineering check to create the functional equivalent of any item using salvage. The difficulty is based on the item’s rarity. [action] tow

a

Prime Positions

When your character or their allies within short range benefit from cover, add a number of j equal to the defense provided by the cover to their ranged combat checks. tow

P


noble

Duelist

Starting Gear

Judicial duels are well established in the legal systems of the Old World. Although brutal, they are governed by numerous rules and rarely end in the death of the participants. But recently a new kind of duel has arisen among young and bored nobility - a duel for honor. Illegal and highly dangerous, they attract those hungry for thrills. For duelists every dishonor, no matter how small or even imagined, is the matter of life and death and they are ready to challenge anyone they deem worthy. The result is easy to predict - many do not live long enough to see their second fight.

1D100+40 Silver Shillings, a Buckler, a Pistol

Additional Career Skills Charm, Firearms, Melee (Light), Resilience

Specialization Progression Profession

Duelist

Defeat an adversary in a duel.

Your character may spend 5XP to purchase the Quick Draw OR one rank in the Challenge! talent.

Pistolier*

Increase ranks in Firearms to 4. Purchase the Quick Draw talent.

Your character may spend 20XP to purchase the Deadeye talent.

Increase ranks in Melee (Light) and Resillience to 3. Purchase at least one rank in the Challenge! talent.

Your character may spend 20XP to purchase the Death Rage talent.

Fencer*

Social Class:

Species:

Elite

Hu, Dw, HE, Gn

Specialization Tree Proper Upbringing

Durable

� EXP

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

GCRB #74

gcrb #73

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Cool Face

�� EXP

When another character tries to discern your character's Motivations, they add automatic hh to the check.

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Dodge

P

Fast Healer

When your character heals wounds via natural rest, they heal oIf ne additional wound.

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Proper Upbringing

Finesse

When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn. [Incidental] rot #84

a

Dual Wielder

Once per round, decrease the difficulty of the next combined combat check made during the same turn by one. [Maneuver] GCRB #76

A

Precise Aim

Duelist

Your character adds j to melee combat checks while engaged with a single opponent. Your character adds j to melee combat checks while engaged with three or more opponents. gcrb #73

P

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a gcrb #74

Parry [Imp.]

�� EXP

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot]

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

When your character suffers a hit from a melee combat check and uses Parry, you may spend d or hhh from the attacker’s check to hit the attacker once with a Brawl or Melee weapon. [Incidental, oot]

gcrb #79

gcrb #73

tow

gcrb #79

a

Diplomatic Immunity

a

Enduring

�� EXP

Spend one Story Point to avoid incrimination. If your character is guilty, GM may require them to suffer 1 corruption instead of spending a Story Point. [Incidental]

Each rank of Enduring increases your character’s soak value by one.

tow

GCRB #80

Ruinous Repartee

a

�� EXP

Once per enc, make an opposed Charm/Coercion vs Discipline check targeting character within earshot. The target suffers strain equal to Presence x2, +1 per s. Heal equal amount of strain. [action] a gcrb #81

p

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

GCRB #73

P

a

Heroic Resilience

a

Counterattack

Once per encounter, when your character suffers wounds, spend one Story Point to reduce wounds suffered by a number equal to your character's ranks in Resilience. [Incidental, oot]

When your character uses Imp. Parry to hit an attacker, they may activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.

tow

ROT #90

Parry

a

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a gcrb #74

p

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P


Noble

Envoy

Starting Gear

Envoys are hired by nations, powerful nobles, great merchant houses, guilds, or cults to represent their employer's interests in the Old World's various national and provincial capitals. They are granted some sort of immunity from the government or the court they are working in and the right to speak on behalf of their sovereign. Some of them are chosen for their exquisite tastes and ability to spoil rivals and allies alike with carefully chosen words and gifts, others may be selected for their sharp minds, understanding of intelligence networks, or undeniable charisma. However, all envoys must be masters of negotiation and other social interactions.

2D100 + 100 Silver Shillings

Additional Career Skills Charm, Coercion, Negotiation, Vigilance

Specialization Progression Profession

Herald

None

Your character may spend 5XP to purchase the Expert Knowledge (Heraldry) talent.

Envoy

Increase ranks in Charm and Negotiation to 3. Purchase the Counteroffer talent.

Your character may spend 10XP to purchase the Silver Tongued talent.

Increase ranks in Charm and Coercion to 4. Purchase the Scathing Tirade (Improved) talent.

Your character may spend 15XP to purchase the Ruinous Repartee talent.

Diplomat

Social Class:

Species:

Elite

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Grit

� EXP

Each rank of Grit increases your character’s strain threshold by one.

Bought Info

Proper Upbringing

p

When making any knowledge skill check, spend an amount of currency equal to fifty times the difficulty of the check instead and automatically succeed on the check with one s [action] a gcrb #72

May use this talent to make an Average (kk) Coercion check. For each s one enemy within short range suffers 1 strain. For each a one enemy suffers 1 additional strain. [action]

Once per session, choose 1 non-nemesis adversary within medium range; make an opposed Negotiation vs Discipline check. The target is staggered for one turn. t: the target is now ally. [action]

Each rank of Grit increases your character’s strain threshold by one.

gcrb #77

gcrb #75

gcrb #73

gcrb #73

Scathing Tirade

�� EXP

a

Threaten

�� EXP

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot] a rot #89

Scathing Tirade [Imp.]

�� EXP

Enemies affected by your character’s Scathing Tirade add j to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion. gcrb #79

p

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

p

Counteroffer

a

Lucky Strike

When another character tries to discern your character's Motivations, they add automatic hh to the check.

GCRB #74

tow

a

Grit

p

Diplomatic Immunity

When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [Incidental]

Spend one Story Point to avoid incrimination. If your character is guilty, GM may require them to suffer 1 corruption instead of spending a Story Point. [Incidental]

gcrb #76

tow

a

Threaten

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot] a rot #89

Scathing Tirade [Sup.]

Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action. [Incidental] gcrb #81

a

Cool Face

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

Scapegoat

p

When using the Diplomatic Immunity talent, make a Daunting (kkkk) Charm check. If successful, point any character from Outcast or Commoner social group as guilty. [action] a tow

P

Probing Question

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

p

Proper Upbringing

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental] a GCRB #74

Diplomatic Immunity [imp.] When your character uses Diplomatic Immunity, they may choose to expand its effect on all allies with social status of Middle Class or Elite accused of commiting the same crime. tow

Let's talk this over

p

Once per game session, when a combat encounter is about to begin, make a Daunting (kkkk) Charm check. If successful, the combat encounter becomes a social encounter instead. [action] a rot #91


noble

Highwayman

Starting Gear

Highwaymen are criminals who rob stagecoaches and caravans, but unlike common bandits, they primarily target the wealthy merchants and nobility. A clearly distinguishing feature of all highwaymen that sets them apart, are their manners, wry wit and demeanor, treating their victims with respect and the proper etiquette required of their standing.

1D10 + 40 Silver Shillings, a Riding Horse, a Pistol

Many highwaymen are actually bored nobles, who engage in this activity for thrills or personal gain (those are called robber barons or raubritters), while others do it out of a sense of justice, who redistribute the wealth to those less fortunate (who often earn a great fame as "Prince of Thieves").

Charm, Coordination, Firearms, Riding

Additional Career Skills

Since they usually work alone, they are almost universally excellent riders, swordsmen, and typically proficient with firearms.

Specialization Progression Profession

Highwayman

None

None

Raubritter*

Increase ranks in Firearms to 3. You cannot be a Prince of Thieves. Rob travelers to get rich.

Your character may spend 20XP to purchase the Crushing Charge talent.

Increase ranks in Charm to 3. You cannot be a Raubritter. Rob travelers to give to the poor.

Your character may spend 25XP to purchase the Ruinous Repartee talent.

Prince of Thieves*

Social Class:

Species:

Outcast

Hu, Ha, HE, WE

Specialization Tree Proper Upbringing

Let's Ride

Finesse

� EXP

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental]

When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.

GCRB #74

gcrb #75

Rot #84

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Silver Tongued

a

Acrobatics

When moving, your character may suffer 2 strain to perform Athletics or Coordination check as a maneuver instead of an action. [Maneuver] tow

a

Born in the Saddle

�� EXP

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

Once per encounter, your character may use this talent to add s equal to their ranks in Riding to a single check (using any skill) they make while mounted on beast or vehicle. [Incidental]

tow

tow

[Incidental]

a

Precise Aim

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental] tow

A

Dodge

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Heroic Recovery

Choose one characteristic. Once per encounter, spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic. [Incidental] P rot #88

Cavalier

a

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot] a gcrb #79

When your character generates d on a social check, roll l and add the results to the check, in additional to the d being spent as normal. [Incidental]

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Once per session, 1SP: enter an encounter you are not currently participating. Add a new slot at the top of the Initiative order. Add j to the first check you make in the encounter. [Incidental, oot]

While riding a mount, your character and the mount increase their defense by 1. Your character can maintain control of an untrained mount without a Riding check.

tow

GCRB #74

tow

tow

a

Audacious

�� EXP

a

Coordination Dodge

�� EXP

When targeted by a combat check, spend a Story Point to add number of f equal to ranks in Coordination to the results. [Incidental, oot] tow

a

Proper Upbringing

a

Wild Improvisation

Dramatic Entrance

a

Dramatic Escape

Once per session for each rank of the talent, you may use any skill and characteristic instead of any other skill and characteristic. Increase the difficulty of the check by l. [Incidental]

Your character may use the Dramatic Entrance talent to immediately escape from the current encounter instead of entering it.

tow

tow

a

P

While riding a mount trained for battle, once per round your character may use this talent to direct the mount to perform an action. [Maneuver] Rot #90

a

Cavalier [Imp.]

p

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P


noble

Knight

Starting Gear

Knights are elite professional soldiers, generally, but not always of noble blood. They specialise in fighting in heavy armor while using large weapons, often from horseback, and comprise a general’s most elite shock troops known for their devastating cavalry charges able to break entire armies with their fury. At court, knights often serve as a military advisors. Whilst common soldiers may have more battlefield experience than many knights, they usually lack the education and perspective requisite to see the bigger picture of warfare and politics.

1D100 + 80 Silver Shillings, Chain mail, a Riding Horse, a Shield, an Axe or a Mace

Additional Career Skills Leadership, Melee (Heavy), Melee (Light), Riding

Specialization Progression Profession

Squire

None

None

Knight

Increase ranks in Leadership to 3. Have a War Horse.

Your character may spend 5XP to purchase one rank of the Intimidating talent.

Increase ranks in Leadership to 4. Have a War Horse. Purchase the Inspiring Cry talent.

Your character can use the Inspiring Cry talent twice per encounter instead of once. Your character may spend 10XP to purchase the Officer specialization.

Knight Commander

Social Class:

Species:

Elite

Hu, HE, WE

Specialization Tree Proper Upbringing

Let's Ride

Challenge!

Toughened

� EXP

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental]

Once per enc, choose a number of adversaries within short range up to ranks in the talent. Until the end of the enc, they add j to combat checks against your char and jj against others. [Maneuver]

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #74

GCRB #74

ROT #84

GCRB #75

a

Inspiring Rhetoric

�� EXP

Make an Average (kk) Leadership check. For each s, one ally within short range heals one strain. For each a, one ally heals one additional strain. [action] A GCRB #76

Inspiring Cry

a

Breakthrough

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver]

tow

GCRB #75

a

Cavalier

�� EXP

While riding a mount trained for battle, once per round your character may use this talent to direct the mount to perform an action.

tow

ROT #90

Challenge!

[Maneuver]

a

Intimidating

�� EXP

Once per enc, choose a number of adversaries within short range up to ranks in the talent. Until the end of the enc, they add j to combat checks against your char and jj against others. [Maneuver]

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent.

ROT #84

tow

Crushing Charge

a

�� EXP

While mounted, after engaging the target, suffer 3 strain. Make Melee combat check. The weapon gains the Knockdown and Sunder qualities and increases Pierce and Vicious by the ranks in Riding. [action] a tow

Defensive Stance

With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. Decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [Maneuver]

Once per encounter, allow a number of allies (up to your character's ranks in Leadership) within medium range to reroll all j until the end of the following round. [Incidental]

a

a

P

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring Rhetoric add j to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership. GCRB #78

p

A

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Armor Master

When your character wears armor with Encumbrance value of 4 or higher, they reduce its Encumbrance by 1 and increase Defense by 1. tow

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

P

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a GCRB #74

Bulwark

While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally. [Incidental, oot] rot #87

a

Fast Healer

When your character heals wounds via natural rest, they heal two additional wounds.

tow

P

Enduring

Each rank of Enduring increases your character’s soak value by one.

GCRB #80

P


Rogue

Assassin

Starting Gear

Killing for money is nothing new in the Old World - soldiers and warriors do this every day. However, there is a huge difference between killing an enemy in the heat of battle and murdering in cold blood. Assassins do exactly that, take the contract, and eliminate the target without asking any questions. The best of assassins are highly trained killers, able to dispatch their targets in a matter of seconds, leaving behind no evidence of their presence. Many also master the poisoner's art to improve their deadliness even further.

1D10+10 Silver Shillings, a Dagger, a Hand Crossbow

Additional Career Skills Medicine, Ranged, Skulduggery, Streetwise

Specialization Progression Profession

Cutthroat

None

None

Assassin*

Purchase the Backstab and the Combat Training talents. Increase ranks in Skulduggery and Melee (Light) to 3.

Your character may spend 20XP to purchase the Backstab (Improved) talent. Your character may spend 20XP to purchase the Recon talent.

Increase ranks in Skulduggery and Medicine to 3. Purchase the Elusive talent. Kill an adversary by administering a poison.

Alchemy is now a career skill for your character. Your character may spend 15XP to purchase the Venom Soaked Blade talent.

Poisoner*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Combat Training

� EXP

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

tow

P

Dual Wielder

�� EXP

Once per round, decrease the difficulty of the next combined combat check made during the same turn by one. [Maneuver] gcrb #76

a

Backstab

Hamstring Shot

When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility.

tow

gcrb #74

rot #84

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Headshot

�� EXP

Your character adds damage equal to their ranks in Headshot to combat checks aiming at the head of the target.

rot #89

tow

Rapid Reaction

�� EXP

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental, oot] gcrb #74

Unrelenting

a

�� EXP

After a successful melee check, suffer 4 strain to make a melee attack against the same target. Increase the diff by one if this attack uses a second weapon, or by two if uses the same weapon. [Incidental] a rot # 91

Precision

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental, oot]

May attack an unaware adversary with a Melee (Light) weapon using the character’s Skulduggery skill instead of Melee (Light). If the check succeeds, each s adds +2 damage. [action]

a

Rapid Reaction

Once per encounter, make a ranged combat check. If the check is successful, halve the damage dealt. The target is immobilized until the end of its next turn. [action]

p

Precise Aim

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental] a tow

Quick Strike

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter. gcrb #74

P

a

Quick Strike

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter. gcrb #74

p

Unremarkable

Other characters add f to any checks made to find or identify your character in a crowd.

gcrb #75

P

Elusive

[Incidental]

a

Surgical Strike

Before your character makes a Brawl or Melee (Light) check, you may spend a Story Point to use this talent to add Vicious quality equal to your character's ranks in Medicine. [Incidental] tow

a

Acrobatics

When moving, your character may suffer 2 strain to perform Athletics or Coordination check as a maneuver instead of an action. [Maneuver] tow

a

Headshot

When another character makes a check to follow your character's trail, add f equal to your character's ranks in Streetwise or Survival to the check results. [Incidental, oot]

Your character adds damage equal to their ranks in Headshot to combat checks aiming at the head of the target.

tow

tow

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

p

Unleash

Once per round, your character may suffer 1 corruption to perform a maneuver to immediately defeat one rival or one minion group in short range. [Maneuver] tow

a


rogue

Charlatan

Starting Gear

Charlatans are extremely cunning individuals that prey on human naivety. Thanks to their sharp mind and glib tongue, they can convince unsuspecting victims of almost anything.

2d10 Silver Shillings, a Fine Cloak

Inferior swindlers usually engage in small-scale fraud. Disguised as doctors or wizards, they persuade naive people to buy miraculous medicines and tinctures, which usually turn out to be nothing more than colored water. Some of them do have a bit of knowledge, but most rely only on a talent for improvising.

Additional Career Skills Alchemy, Charm, Cool, Deception

The most talented and famous con-artists are able to draw the elite of the Old World into huge financial frauds and live at their expense for years to evaporate at the last moment with a colossal fortune.

Specialization Progression Profession

Swindler

None

None

Charlatan

Increase ranks in Charm and Deception to 3. Purchase one rank in the Expert Knowledge talent.

Your character may spend 15XP to purchase the Can’t We Talk About This? talent.

Increase ranks in Charm and Deception to 4. Increase tanks in Cool to 3 Purchase the Audacious talent.

Your character may spend 25XP to purchase the Master talent.

Con-Artist

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Clever Retort

� EXP

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check. [Incidental, oot] gcrb #73

a

Keen Observer

�� EXP

Your character adds jj to checks to discern another character's motivations.

tow

p

Sneaky Bastard

�� EXP

Once per encounter, when your character makes a Negotiation check, they may use this talent to add a number of a equal to their ranks in Deception to the result. [Incidental] a tow

Black Market Contacts

�� EXP

Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts. [Incidental] tow

a

Proper Upbringing

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Knack for It

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

p

Quick Witted

Once per enc, after another social skill check, make an Average (kk) Vigilance check. If successful, add s or f equal to ranks in Charm to the other check. If failed, suffer 3 strain. [Incidental, oot] a tow

Dedication

�� EXP

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #74

GCRB #81

a

P

Perfect Liar

Well Organized

After your character makes a Deception check, they may suffer 1 strain to use this talent to cancel h equal to your character’s ranks in Perfect Liar. [Incidental]

Each rank of Well Organized increases your character’s encumbrance threshold by two.

tow

tow

a

Proper Upbringing

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

P

Black Market Contacts

A

Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts. [Incidental] a tow

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental] a tow

When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [Incidental] a tow

GCRB #74

Silver Tongued

Audacious

Lucky Strike

Perfect Liar

When your character generates d on a social check, roll l and add the results to the check, in additional to the d being spent as normal. [Incidental]

After your character makes a Deception check, they may suffer 1 strain to use this talent to cancel h equal to your character’s ranks in Perfect Liar. [Incidental]

tow

tow

a

Natural

a

Grit

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to re-roll one skill check that uses one of those two skills. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

GCRB #79

gcrb #73

a

P


Rogue

Fence

Starting Gear

Fences are experts in liquidating stolen goods. For a percentage of the profit, they take a thief’s bounty and move it to another town, city, or even country where it can be more safely disposed of.

2D10+10 Silver Shillings, a Cloak With Hidden Pockets

Fences are experts at evaluating the worth of any given item and therefore exactly how hot it is likely to be. The greater the risk, the greater cut they demand. Most of them are no better than thieves they make deals with, yet those most resourceful can be as rich as prominent merchants.

Charm, Deception, Negotiation, Streetwise

Additional Career Skills

Specialization Progression Profession

Fence

None

Black Marketeer*

Increase ranks in Streetwise and Negotiation to 3. Purchase two ranks of the Black Market Contacts talent. Sell a single stolen item worth of minimum 500 shillings.

Crime Lord*

Social Class:

None

Your character may change their social class to Middle Class. Your character may spend 20XP to purchase the Tough Negotiator talent.

Increase ranks in Streetwise and Charm to 4. Purchase two ranks of the Street Slang talent. Found a new gang with at least 20 people.

Leadership is now a career skill for your character. Your character may spend 10XP to purchase The Boss talent.

Species:

Commoner

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree Black Market Contacts

Bought Info

Street Slang

Thoughened

� EXP

Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts. [Incidental]

When making any knowledge skill check, can instead spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the check with one s [action]

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

Each rank of Toughened increases your character’s wound threshold by two.

tow

GCRB #72

tow

GCRB #75

a

Unremarkable

�� EXP

Other characters add f to any checks made to find or identify your character in a crowd.

gcrb #75

p

Snuggery

�� EXP

Your character gains a hidden compartment or storage with capacity equal to your character’s ranks in Streetwise (compartment) or five times ranks in Streetwise (storage). tow

p

Sneaky Bastard

a

Deep Pockets

Once per session, produce small (encumbrance 0 or 1) item worth no more than 5 shillings. [Incidental] tow

a

Black Market Contacts

Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts. [Incidental] a tow

Grit

�� EXP

Once per encounter, when your character makes a Negotiation check, they may use this talent to add a number of a equal to their ranks in Deception to the result. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

tow

GCRB #73

Street Slang

a

�� EXP

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental] a tow

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

a

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

p

Silver Tongued

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental] tow

a

Natural

P

Lucky Strike

When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [Incidental] a GCRB #76

Backstab

May attack an unaware adversary with a Melee (Light) weapon using the character’s Skulduggery skill instead of Melee (Light). If the check succeeds, each s adds +2 damage. [action] a rot #89

Defensive

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

gcrb #79

GCRB #80

Let’s Talk This Over

a

Once per session, when a combat encounter is about to begin, make a Daunting (kkkk) Charm check. If successful, the combat encounter becomes a social encounter instead. [Incidental, oot] a rot #91

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P


Rogue

Racketeer

Starting Gear

Racketeers make up the general ranks of most criminal organizations. They are experts at extorting "protection" money from small businesses, which tends to be their most lucrative operation. Successful racketeers move into such activities as loan sharking, drug pedaling, prostitution and illegal gambling dens. As a criminal venture increases in complexity, so too does the organization that runs it. Some of the crime lords operate very large gangs, sometimes even the size of an entire city or province. Most gangs, however, are smaller, employing a few racketeers and thugs for muscle.

1D10+10 Silver Shillings, Brass Knuckles, a Leather Jacket (Leather Armor)

Additional Career Skills Brawl, Coercion, Cool, Resilience

Specialization Progression Profession

Thug

Join a gang.

Once per in-game week, your character can ask members of their gang for one small favor.

Enforcer*

Increase ranks in Brawl, Cool and Resillience to 3. Purchase the Sucker Punch talent.

Your character may spend 20XP to purchase the Strike to Stun talent. Your character may spend 15XP to purchase the Urban Combatant talent.

Increase ranks in Streetwise and Coercion to 4. Purchase two ranks of the Street Slang talent. Found a new gang with at least 20 people.

Leadership is now a career skill for your character. Your character may spend 10XP to purchase The Boss talent.

Crime Lord*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Street Slang

Tavern Brawler

� EXP

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

Your character adds a to Brawl checks and combat checks using improvised weapons.

tow

rot #87

A

Sucker Punch

�� EXP

Spend t from Initiative check to make a Brawl check before the first round of combat. If successful, activate the Disorient quality without spending a. [Incidental, oot] A tow

Painful Blow

�� EXP

Increase the difficulty of a combat check by one. If the target suffers at least one wound, they suffer 2 strain each time they perform a maneuver until the end of the encounter. [Incidental] A rot #84

Prey on the Weak

�� EXP

Your character adds two damage to the results of successful melee combat checks targeting disoriented or prone targets.

tow

P

Toughened

�� EXP

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

P

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Dodge

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot] A gcrb #78

Enduring

Each rank of Enduring increases your character’s soak value by one.

gcrb #80

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

P

Threaten

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot] A rot #89

Altered Deal

Once per session, when allied character within short range of your character fails a Negotiation check, your character may retry the check using Coercion instead of Negotiation. [Incidental, oot] A tow

Threaten

Scathing Tirade

May use this talent to make an Average (kk) Coercion check. For each s one enemy within short range suffers 1 strain. For each a one enemy suffers 1 additional strain. [action] gcrb #77

A

Intimidating

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. tow

P

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing Tirade add j to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion. gcrb #79

P

Street Slang

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot]

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

rot #89

tow

Ruinous Repartee

A

Once per enc, make an opposed Charm/Coercion vs Discipline check targeting character within earshot. The target suffers strain equal to Presence x2, +1 per s. Heal equal amount of strain. [action] A gcrb #81

A

Scathing Tirade [Sup.]

Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action. [Incidental] gcrb #81

A


Rogue

Spy

Starting Gear

Spies are experts at gathering information. Most of them are actually just paid informants who are already inside the organization they are spying on. However, real professionals are brave, highly trained and extremely cunning people who can infiltrate almost any group, be it the nobility, the inner circle of guilds, criminal gangs or even Chaos cults, and spy on them for months or even years. This is an extremely demanding and dangerous job, as spies who are caught are waiting for an unenviable fate.

4d10+10 Silver Shillings, a Sword, a Fine Cloak

Additional Career Skills Deception, Perception, Stealth, Streetwise

Specialization Progression Profession

Informant

None

Spy

Increase ranks in Deception and Stealth to 3.

None

Your character may spend 15XP to purchase the Natural talent.

Increase ranks in Deception, Streetwise and Stealth to 4. Purchase two ranks in the Proper Upbringing and two ranks in the Street Slang talents

Master Spy

Social Class:

Middle Class

Your character may spend 25XP to increase Cunning, Willpower or Presence by one. This cannot increase the characteristic above 5.

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Cool Face

� EXP

When another character tries to discern your character's Motivations, they add automatic hh to the check.

tow

p

Silver Tongued

Proper Upbringing

Street Slang

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

Other characters add f to any checks made to find or identify your character in a crowd.

GCRB #74

tow

gcrb #75

a

Bought Info

a

Knack for it

�� EXP

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

When making any knowledge skill check, can instead spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the check with one s [action]

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills.

tow

gcrb #72

GCRB #73

a

Recon

a

Grit

�� EXP

After spending time in an area, make a Hard (kkk) Survival/Streetwise check. Until the end of the session, your character or one ally may add s equal to the ranks in the skill to one check made in the area. [action]

Each rank of Grit increases your character’s strain threshold by one.

tow

gcrb #73

a

Infiltration

Unremarkable

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

p

Connected

p

Backstab

P

Elusive

When another character makes a check to follow your character's trail, add f equal to your character's ranks in Streetwise or Survival to the check results. [Incidental, oot] tow

a

Probing Question

May attack an unaware adversary with a Melee (Light) weapon using the character’s Skulduggery skill instead of Melee (Light). If the check succeeds, each s adds +2 damage. [action]

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain.

rot #89

tow

a

Street Slang

p

Master of Shadows

�� EXP

Afer use of the Recon talent - 1 Story Point: your character is considered "native" to the area. Until the end of the session, your character or one ally may add tf to one check. [Incidental]

Once per in-game week, ask one NPC of the Commoner or Middle Class social status for a big favor. You may use a Negotiation check to determine the outcome of the favor. [Incidental]

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

After successful Stealth check, for each s except the first, your character can hide one additional engaged character. The number of characters cannot exceed ranks in Stealth. [Incidental]

tow

tow

tow

tow

a

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

p

a

Proper Upbringing

a

Grit

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

gcrb #73

a

P

a

Master

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] gcrb #81

a


Rogue

Thief

Starting Gear

Thieves include blackmailers, burglars, embezzlers, kidnappers, pickpockets, cattle thieves and many more but most of them tend to be jacks-of-all-trades, willing and able to take advantage of any money making opportunity that comes along.

1D10 Silver Shillings, a Rope, a Lock Pick Set

In most of the Old World’s cities, thieves are associated with thieves guilds or gangs, which control and organize criminal activities and help pulling off heists which would have been impossible to do alone.

Athletics, Coordination, Skulduggery, Stealth

Additional Career Skills

Specialization Progression Profession

Thief

Steal something.

None

Footpad*

Purchase the Dirty Tricks and the Backstab talents. Increase ranks in Athletics to 3.

Your character may spend 15XP to purchase the Strike to Stun talent. Your character may spend 10XP to purchase the Assassin specialization.

Do NOT purchase the Dirty Tricks and the Backstab talents. Increase ranks in Coordination Skulduggery and Stealth skills to 4. Steal a single item worth at least 500 shillings.

Your character may spend 10XP to purchase the Recon talent. The t generated on your character's Skulduggery checks may be spend to order that whatever your character tried to do (or did), is discovered after days or even months later.

Cat Burglar*

Social Class:

Species:

Commoner

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree Street Slang

Grit

� EXP

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

tow

GCRB #73

A

Deep Pockets

P

Acrobatics

�� EXP

Once per session, produce small (encumbrace 0 or 1) item worth no more than 5 shillings.

When moving, your character may suffer 2 strain to perform Athletics or Coordination check as a maneuver instead of an action.

[Incidental]

[Maneuver]

tow

A

Street Slang

tow

A

Natural

Rapid Reaction

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental, oot] A GCRB #74

Knack For It

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. GCRB #73

p

Dodge

Finesse

When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn. [Incidental] rot #84

A

Dirty Tricks

After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check. [Incidental] A rot #88

Backstab

�� EXP

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot]

May attack an unaware adversary with a Melee (Light) weapon using the character’s Skulduggery skill instead of Melee (Light). If the check succeeds, each s adds +2 damage. [action]

tow

GCRB #72

gcrb #79

rot #89

A

Elusive

�� EXP

When another character makes a check to follow your character's trail, add f equal to your character's ranks in Streetwise or Survival to the check results. [Incidental, oot] tow

A

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

A

Master of Shadows

After successful Stealth check, for each s except the first, your character can hide one additional engaged character. The number of characters cannot exceed ranks in Stealth. [Incidental] A tow

Master

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] A GCRB #81

A

Defensive

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

GCRB #80

P

Coordination Dodge

When targeted by a combat check, spend a Story Point to add number of f equal to ranks in Coordination to the results. [Incidental, oot] tow

A

A

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P


Scholar

Academician

Starting Gear

Academicians are universally educated scholars, usually associated with academies or other science centers. They include sages who delve into philosophy and scientific theory, theologists who specialize in religious lore, and tutors who strive to educate the children of wealthy Merchants and Nobles. Some of academicians are driven to pursue esoteric or forbidden knowledge, which attracts the attention of witch hunters and other keepers of righteousness, and sometimes forces them to enter the world of dangerous adventures.

3D10 + 10 Silver Shillings, a Fine Cloak

Additional Career Skills Alchemy, Engineering, Knowledge (Academic), Survival

Specialization Progression Profession

Student

None

None

Bachelor

Purchase at least one rank in the Expert Knowledge talent. Increase ranks in Knowledge (Academic) to 3.

Choose any two skills excluding magic skills. Those are now career skills for your character. Once per in-game week, your character can ask members of their academy for one small favor.

Purchase three ranks in the Expert Knowledge talent. Purchase the Master talent. Increase ranks in Knowledge (Academic) to 5.

Your character may spend 25XP to increase one of the following characteristics by one: Intelligence, Cunning, Willpower. This cannot increase a characteristic above 5.

Professor

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Knack For It

� EXP

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Applied Research

�� EXP

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental] A tow

Inventor

�� EXP

Add a number of j equal to ranks of Inventor to a check to construct new items. [Incidental] GCRB #76

a

Mad Inventor

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Technical Jargon

When making a Charm check targeting an engineer, craftsman, or similar individual, your character may count ranks of Charm as equal to ranks in Crafts or Engineering. [Incidental] a tow

Applied Research

Clever Retort

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check. [Incidental, oot] gcrb #73

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Silver Tongued

P

Herbalism

tow

tow

a

Natural

a

Expert Knowledge

�� EXP

gcrb #79

tow

�� EXP

P

tow

tow

tow

gcrb #81

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

In rural area, make a Hard (kkk) Survival check to heal one wound per s, or one wound per ss if target's wounds exceed their wound threshold. [action]

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

Dedication

P

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental]

Once per session, make an Engineering check to create the functional equivalent of any item using salvage. The difficulty is based on the item’s rarity. [action]

a

Animal Expertise

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent.

a

Probing Question

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

P

Applied Research

P

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental] a tow

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

Master

P

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a gcrb #81


Scholar

Agitator

Starting Gear

Old World politics is extremely complex and varies greatly from country to country, but no matter what part of the continent we're talking about, simple people don't have much to say about governance. Nevertheless, there are numerous political activists in the streets calling for changes or even overthrow of the aristocracy.

3d10 Silver Shillings

Additional Career Skills Charm, Knowledge (Academic), Leadership, Streetwise

Agitators are often well educated as many of them left or were removed forcibly from academies. The most talented and charismatic of them are able to carry the crowds with them, pouring new ideas into the minds of the masses. This usually makes them enemies and a great threat to the state, so they are persecuted and wanted by the city watch.

Specialization Progression Profession

Agitator

Increase ranks in Knowledge (Academic) to 1.

None

Pamphleteer*

Increase ranks in Streetwise and Knowledge (Academic) to 3. Purchase the Bad Press talent.

Perception is now a career skill for your character. Your character may spend 15XP to purchase the Bad Press talent.

Increase ranks in Charm and Coercion to 3. Purchase the Inspiring Rhetoric (Improved) talent.

Your character may spend 10 XP to purchase the Work the Crowd talent. Your character may spend 25XP to purchase the Ruinous Repartee talent.

Demagogue*

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree A Brave Face

� EXP

Allied characters within medium range of your character add j to the checks to recover strain at the end of an encounter (see page 117 of the Genesys Core Rulebook). tow

p

Stubborn

�� EXP

Your character adds j per rank of Stubborn to social skill checks targeting them.

tow

p

Connected

�� EXP

Once per in-game week, ask one NPC of the Commoner or Middle Class social status for a big favor. You may use a Negotiation check to determine the outcome of the favor. [Incidental] a tow

Elusive

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Applied Research

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental] tow

a

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

a

Stubborn

�� EXP

When another character makes a check to follow your character's trail, add f equal to your character's ranks in Streetwise or Survival to the check results. [Incidental, oot]

Your character adds j per rank of Stubborn to social skill checks targeting them.

tow

tow

a

Always Prepared

p

Dedication

�� EXP

Once per encounter, you may spend a Story Point to use this talent. Unil the end of the current round, all allied characters improve the ability of their checks once. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

GCRB #76

a

P

Second Wind

Clever Retort

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check.

[Incidental]

[Incidental, oot]

gcrb #74

a

Inspiring Rhetoric

Make an Average (kk) Leadership check. For each s, one ally within short range heals one strain. For each a, one ally heals one additional strain. [action] A GCRB #76

Natural

gcrb #73

P

Probing Question

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

P

Silver Tongued

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to re-roll one skill check that uses one of those two skills. [Incidental] a GCRB #79

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncancelled aa with s.

Quick Witted

Inspiring Rhetoric [Imp.]

Once per enc, after another social skill check, make an Average (kk) Vigilance check. If successful, add s or f equal to ranks in Charm to the other check. If failed, suffer 3 strain. [Incidental, oot] a tow

Inspiring Rhetoric [sup.]

[Incidental] tow

a

Allies affected by your character’s Inspiring Rhetoric add j to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership. GCRB #78

p

Second Wind

Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action.

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.

[Incidental] GCRB #80

[Incidental] gcrb #74

P

a


Scholar

Physician

Starting Gear

Physicians are practitioners of the healing arts who study the mysteries of illness and anatomy. The science of medicine is relatively new and still distrusted by the majority of Old World citizens. However, skilled physicians are often well-respected members of their communities. They are capable of dealing with most minor ailments and a number of more straightforward injuries, such as major cuts or crush wounds.

6D10+40 Silver Shillings, an Apothecary's Kit,

Additional Career Skills Alchemy, Knowledge (Academic), Medicine, Perception

Physicians are often eager to seek out new medicines or learn about more effective treatments and are always welcomed by the groups of adventurers.

Specialization Progression Profession

Physician

Attend medical studies.

Your character can carry drugs and chemicals in public as if they have the Special Use Permit talent.

Apothecary*

Increase ranks in Alchemy to 3. Increase ranks in Knowledge (Academic) to 2. Purchase at least one rank in the Apothecary talent.

Your character may spend 5XP to purchase the Potent Concotions talent.

Increase ranks in Medicine to 4. Increase ranks in Perception to 2. Purchase two ranks in the Surgeon talent.

Your character may spend 15XP to purchase the Field Amputation talent.

Doktor*

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Clever Retort

� EXP

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check. [Incidental, oot] gcrb #73

a

Physician

�� EXP

When your character makes a Medicine check to help another character heal wounds, the target additionally heals 1 strain per rank of Physician. tow

P

Probing Question

�� EXP

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

P

Applied Research

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

p

Painkiller Specialization

gcrb #73

P

Patch Up

p

Natural

Surgeon

When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.

gcrb #74

P

Surgical Strike

After failed check to heal wounds, heal wounds equal to Int. Once during the session, spend d on healed character's check to have them suffer wounds equal to those healed. [Incidental]

Before your character makes a Brawl or Melee (Light) check, you may spend a Story Point to use this talent to add Vicious quality equal to your character's ranks in Medicine. [Incidental]

tow

tow

a

Apothecary

When your character uses healing potion, the target heals one additional wound per rank of Painkiller Specialization. gcrb #79

Grit

Each rank of Grit increases your character’s strain threshold by one.

When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary. rot #84

P

It's Only a Flesh Wound

a

Physician

When your character makes a Medicine check to help another character heal wounds, the target additionally heals 1 strain per rank of Physician. tow

P

Surgeon

�� EXP

Before making a check use this talent to use any Knowledge skill and Intellect instead. This may be used a number of times per session equal to the ranks in the talent. [Incidental]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Once per session, when a character within short range suffers a Critical Injury (sev. 2 or lower), make an Average (kk) Medicine check. If successful, select the injury suffered. [Incidental, oot]

When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.

tow

gcrb #79

tow

gcrb #74

Master

a

�� EXP

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a gcrb #81

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

p

Apothecary

When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary. rot #84

p


Priest of Shallya

Scholar

Starting Gear

Shallya is the goddess of love, mercy and healing. Her temples are a place of solace for the tired, sick and desperate who cannot afford medical help. Though Shallya's followers are usually the poorest, it is good practice among the wealthy to make donations for the maintenance of her temples, so they can be found in almost every corner of the Old World.

3D10 + 10 Silver Shillings, Apothecary's Kit

Additional Career Skills Discipline, Divine, Knowledge (Academic), Medicine

The priests of Shallya are usually idealists, believing in the power of grace and forgiveness, tirelessly caring for the sick in the temple hospitals. Some of them are given the grace of miracles by the goddess, while most receive the gift of good health and exude an extraordinary aura of warmth and kindness around them.

Specialization Progression Profession

Priest

Your character cannot be responsible for the death of any intelligent being.

If your character has at least one rank in the Divine skill, they can work Miracles of Shallya, but they can never work miracles of other deites or cast spells. Also, most of civilised people will think twice before attacking a priest of Shallya.

Anointed Priest

Increase ranks in Medicine to 3. Purchase 1 rank in the Apothecary talent.

The Heal Critical additional effect is now available to your character. Charm and Cool are now career skills for your character.

Increase ranks in Charm to 3 and Medicine to 4. Purchase 2 ranks in the Apothecary talent.

The Revive Incapacitated additional effect is now available to your character. Your character may spend 10XP to purchase the Let's Talk This Over talent.

High Priest

Social Class:

Middle Class

Species:

Hu

Specialization Tree Expert Knowledge

� EXP

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

p

Ensorcelled

Apothecary

When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary. rot #84

P

Silver Tongued

Proper Upbringing

Each rank of Pure increases your character's corruption threshold by one.

GCRB #74

tow

a

Grit

�� EXP

If your character has at least one rank in a magic skill, once per encounter, they may add a to the result of their next social skill check. [Incidental]

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

EPG #95

tow

gcrb #73

a

Signature Spell

�� EXP

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT #89

p

Strength of Faith

a

Ensorcelled [Imp.]

If your character has at least two ranks in a magic skill, when using the Ensorcelled talent, they may add sa to their next social skill check (instead of a). EPG #95

p

Natural

p

Innate Focus

While not using a magic implement, your character increases the base damage of attack spells by 2. Reduce the difficulty of all spells by 1, but increase the strain suffered by 1. [Incidental] a EPG #97

Pure

�� EXP

Once per session, add s equal to ranks in Discipline and a equal to ranks in Willpower to the results of the next Divine check during this turn. [maneuver]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Each rank of Pure increases your character's corruption threshold by one.

EPG #97

GCRB #79

tow

a

Signature Spell [Imp.]

�� EXP

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

ROT #91

p

a

Apothecary

When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary. rot #84

P

Pure

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

P

Probing Question

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

P

Apothecary

When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary. rot #84

p

Proper Upbringing

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental] gcrb #73

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P


Scholar

Warrior Priest of Sigmar

Starting Gear 3D10 + 20 Silver Shillings, a Hammer, Heavy Robes, a Sacred Symbol

The Warrior Priests of Sigmar are members of the Order of the Silver Hammer, one of four primary orders of the Church of Sigmar. These fanatical cultists tirelessly roam the Old World with one goal in mind - fight all forms of evil with the strength of their arms as well as their faith. Some of them are loners similar to witch hunters, seeking iniquity on their own, while others command small troops of Empire's soldiers or join groups of adventurers.

Additional Career Skills Discipline, Divine, Leadership, Knowledge (Chaos)

Specialization Progression Profession

Priest

Join the Order of the Silver Hammer.

If your character has at least one rank in the Divine skill, they can work Miracles of Sigmar, but they can never work miracles of other deities or cast spells.

Chaplain*

Increase ranks in Leadership to 3. Purchase the Inspiring Rhetoric (Improved) talent.

Your character may spend 5XP to purchase the Inspiring Cry talent.

Increase ranks in Divine to 4. Increase ranks in Discipline to 4. Purchase the Combat Training talent.

When your character casts an attack spell with the Close Combat effect while wielding a hammer or warhammer, they increase the base damage of the spell by the damage of the weapon and add the Deadly effect for free. This cannot be combined with magic implements.

Presbyter*

Social Class:

Middle Class

Species:

Hu

Specialization Tree pure

� EXP

Each rank of Pure increases your character's corruption threshold by one.

TOW

P

Chaos Bane

�� EXP

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting a Chaos adversary. tow

P

Signature Spell

�� EXP

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT p. 89

P

Strength of Faith

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

Combat Training

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

tow

p

Innate Focus

Battle Casting

�� EXP

rot #90

�� EXP

rot #91

p

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

pure

tow

epg #97

Signature Spell [imp.]

tow

A

epg #97

Your character does not add j to magic skill checks for wearing heavy armor (armor with +2 soak or higher), using a shield, or not having at least one hand free.

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

rot #88

Each rank of Pure increases your character's corruption threshold by one.

a

P

Zealous Fire

Each time your Game Master spends a Story Point, your character heals 2 strain.

ROT #91

P

Cool Face

When another character tries to discern your character's Motivations, they add automatic hh to the check.

While not using a magic implement, your character increases the base damage of attack spells by 2. Reduce the difficulty of all spells by 1, but increase the strain suffered by 1. [Incidental]

Once per session, add s equal to ranks in Discipline and a equal to ranks in Willpower to the results of the next Divine check during this turn. [Maneuver]

a

Heroic Recovery

Choose one characteristic. Once per encounter, spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic. [Incidental]

P

Natural

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental] a gcrb #79

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

P

Inspiring Rhetoric

Make an Average (kk) Leadership check. For each s, one ally within short range heals one strain. For each a, one ally heals one additional strain. [action] a GCRB # 76

Inspiring Rhetoric [imp.]

Allies affected by your character’s Inspiring Rhetoric add j to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership. GCRB #78

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

p

Inspiring Rhetoric [Sup.]

Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action. [Incidental] gcrb #80

a


Scholar

Amber Wizard

Starting Gear

Ghur - the brown wind of magic, is a reflection of the spiritist world of the beast. Therefore, Magisters of other Lores usually consider the magic it brings as primitive and unpredictable, and the Amber Wizards as wild and uncouth. The Ghur Magisters themselves however, do not seem to care, often rejecting human civilization, wealth or social status and choosing to live in the wilderness, among nature and wild animals.

6D10 + 10 Silver Shillings, a Light Spear, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Brawl, Knowledge (Chaos), Magic (Arcana), Survival

The magic of Amber Wizards focuses on the primal and animalistic nature of every living being, allowing its practitioners to communicate with wild animals and even temporarily transform into one of them.

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Beasts. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Increase ranks in Magic (Arcana) to 5. Purchase College Wizard (Supreme) talent.

Your character upgrades the ability of social skill checks targeting other wizards twice instead of once.

Wizard Lord

Social Class:

Species:

Outcast

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Face of the Wild

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

tow

p

College Wizard [Imp.]

�� EXP

When you cast a Transform spell on yourself, spend a Story Point to maintain the effects of the spell until the end of the encounter.

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

[Incidental] EPG #97

tow

A

Masterful Casting

p

Grit

�� EXP

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

EPG #97

gcrb #73

Rule of Ghur [Sup.]

a

�� EXP

Once per encounter, your character may suffer 4 strain to use this talent to transform into the Embodiment of Ghur until the end of the encounter or until incapacitated. [maneuver] a tow

p

College Wizard [Sup.]

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01”

rot #84

a

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). gcrb #75

p

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT #89

p

Rule of Ghur [Imp.]

Increase m. def by 1, upgrade diff. of Charm and Negotiation once. When casting a Conjure spell, add Summon Ally for free. Concentrate maneuver is not required to maintain the spell. tow

p

Signature Spell [Imp.]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

ROT #91

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Rule of Ghur

When your character casts an Attack spell, they may use this talent to add the Close Combat effect to the spell without increasing the difficulty. [Incidental] tow

a

Animal Expertise

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

P

Animal Companion

Your char creates bond with a silhouette 0 animal. Once per round, they may spend a maneuver to direct the animal in performing one action and one maneuver during your character’s turn. gcrb #77

p

Animal Expertise

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

p

Dire Animal Companion

The companion increases Br by 1, and Ag or Will by 1. It increases its wounds and strain thresholds by 4 and gains one rank in Brawl, Discipline, Perception or Survival. EPG #98

P


Scholar

Amethyst Wizard

Starting Gear

Amethyst wizards use Shyish - the purple wind of magic. Shyish blows from the past to the future, bringing with it the rush of passing time and the inevitability of death. The passing of life and its end is the natural fear of most rational beings, therefore amethyst wizards are usually treated with great distrust, even among other magisters. But who would not be afraid of these slim, quiet and ascetic individuals capable of sucking the life out of every creature, and stopping the beating heart in their chest with a movement of their hand? Amethyst wizards are the keepers of death, making sure no one slips out of its cold embrace. Therefore, one of their tasks is to track down and eliminate necromancers, undead, and other creatures that contradict the laws of nature.

6D10 + 10 Silver Shillings, a Scythe of Shyish

Additional Career Skills Cool, Discipline, Knowledge (Chaos), Magic (Arcana)

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Death. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Your character upgrades the ability of soIncrease ranks in Magic (Arcana) cial skill checks targeting other wizards to 5. twice instead of once. Purchase College Wizard (Supreme) talent.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Masterful Casting

P

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Signature Spell [imp.]

�� EXP

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

EPG #97

ROT # 91

a

Rule of Shyish [Sup.]

�� EXP

Whenever a character under the effects of your character's Curse spell suffers wounds, your character heals 2 wounds.

tow

p

p

College Wizard [Sup.]

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01”

tow

A

Rule of Shyish

Whenever your character casts an Attack spell, they always add the Holy effect to the spell without increasing the difficulty. The effect works against undead adversaries. tow

P

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT # 89

p

Rule of Shyish [Imp.]

Add j to Charm checks. After successful Attack or Curse spell, spend 1 Story Point to force all targets to make a Hard (kkk) Fear check as an out of turn Incidental. [Incidental] A tow

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Cool Face

When another character tries to discern your character's Motivations, they add automatic hh to the check.

tow

p

Intimidating

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. tow

p

Wraith Bane

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting an undead adversary. ROT #89

p

Lesser Caress of Laniph

Once per encounter, make an Arcana vs Discipline check. If successful, the target suffers Heart Attack; your character suffers 3 corruption and may suffer other terrible consequences. tow

a


Scholar

Bright Wizard

Starting Gear

As dangerous and unpredictable as the flames they wield, Bright Wizards are among the most feared combatants on the battlefield. Their magic is often spectacular and impressively violent and they are known for their sudden mood changes and can explode with anger in a matter of seconds - it is only one of many effects Aqshy, the Red Wind of Magic, has on their minds and bodies.

6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Coercion, Knowledge (Chaos), Magic (Arcana), Resilience

The nature of Aqshy is tempestuous and aggressive, so it is not a surprise only a few are able to resist the wild power it offers. Some people even claim acrimoniously there are no masters among Bright Wizards, only survivors.

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic

Your character can cast spells of the Lore of Fire. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase the College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Increase ranks in Magic (Arcana) to 5. Purchase the College Wizard (Supreme) talent.

Your character upgrades the ability of social skill checks targeting other wizards twice instead of once.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Baleful Gaze

P

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Rule of Aqshy [Sup.]

Intuitive Casting

Your character adds j for each rank of Intuitive Casting to the first magic check they make in the current encounter.

tow

P

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

p

Rule of Aqshy [Imp.]

Grit

�� EXP

tow

gcrb #73

P

Dedication

�� EXP

Once per round, your character may suffer 1 corruption to perform a maneuver to immediately defeat one rival or one minion group in short range. [Maneuver]

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

EPG #97

gcrb #81

a

a

Explosive Casting

EPG #97

a

tow

Masterful Casting

P

ROT # 89

tow

Each rank of Grit increases your character’s strain threshold by one.

Unleash

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one.

Spells with a Blast quality have a rating equal to twice your character’s ranks in Knowledge. Spend a Story Point to trigger the spell’s Blast quality, instead of spending a. [Incidental]

Your character may spend a Story Point to perform an Attack magic action as a maneuver. They cannot cast another spell this round. [Maneuver]

a

P

tow

Your character is immune to fire but add j to Charm and Negotiation checks. Once per encounter, spend a Story Point to create a flaming sword. [Incidental]

Once per round, spend a Story Point to upgrade the difficulty of a combat check targeting your character within medium range by your ranks in Coercion. [Incidental, oot]

a

Rule of Aqshy

Whenever your character casts an Attack spell, they always add the Fire effect to the spell without increasing the difficulty.

P

a

Signature Spell [Imp.]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

ROT #91

p

College Wizard [Sup.]

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01” [Incidental] tow

a


Celestial Wizard

Scholar

Starting Gear

The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the stars, the upper atmosphere, and the weather. Most commonly referred to as Astromancers, they are prognosticators, astrologers, and seers without Human peer and also have power over the weather and other meteorological phenomena. Azyr’s Magisters are known for their greatest preference for sky and star gazing, and for this reason they are sometimes called “Celestial Wizards” by some of the less educated folk of the Empire.

6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of the Heavens. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase the College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Increase ranks in Magic (Arcana) to 5. Purchase the College Wizard (Supreme) talent.

Your character upgrades the ability of social skill checks targeting other wizards twice instead of once.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

P

Brilliant Casting

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental] A EPG #95

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

Rule of Azyr (Sup.)

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

Combat Training

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

tow

P

College Wizard (Imp.)

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

P

Grit

�� EXP

At the beginning of an encounter, your character may spend a Story Point to perform Predict magic action as an out of turn Incidental [Incidental, oot]

Each rank of Grit increases your character’s strain threshold by one.

tow

GCRB #73

a

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Masterful Casting

P

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental] a epg #97

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Sixth Sense

Your character may make a Vigilance or a Discipline check instead of Cool, to determine Initiative order. [Incidental] tow

A

Rule of Azyr (Imp.)

Your character cannot be disoriented and gains j to all Negotiation checks. Once per encounter, spend a Story Point to fly until the end of the encounter. [Incidental] a tow

Intuitive Casting

Your character adds j for each rank of Intuitive Casting to the first magic check they make in the current encounter.

tow

P

College Wizard (Sup.)

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01” [Incidental] tow

a

Rule of Azyr

Whenever your character casts an Attack spell, they always add the Lightning effect to the spell without increasing the difficulty.

tow

P

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. rot #89

P

Intuitive Casting

Your character adds j for each rank of Intuitive Casting to the first magic check they make in the current encounter.

tow

P

Signature Spell (Imp.)

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

Rot #91

Deadly Premonition

P

Once per session, suffer 1 corruption to expand Cheat Death effect to additional character. The character must be in visual range for effect to activate. [Incidental] a tow


Scholar

Gold Wizard

Starting Gear

Chamon, the yellow wind of magic, gathers around metals, especially the precious ones like silver or gold. It brings greed and selfishness, but also clarity of mind, logic, determination and healthy conservatism. Gold wizards are usually like that - focused on their research, they pay little attention to the problems of ordinary people. Gold wizards are masters of the alchemy arts. Their magic aids their research as it allows its users to clear their minds and look at the nature of things from a broader perspective. It also has the power to manipulate matter, especially metals - skillful wizards can use this for experimentation and for self-defense to create impenetrable barriers or launch destructive attacks against their foes.

6D10 + 80 Silver Shillings, a Sword, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Alchemy, Crafts, Knowledge (Chaos), Magic (Arcana)

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Metal. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Increase ranks in Magic (Arcana) to 5. Purchase College Wizard (Supreme) talent.

Your character upgrades the ability of social skill checks targeting other wizards twice instead of once.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Masterful Casting

P

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Grit

�� EXP

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

EPG #97

gcrb #73

a

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

p

p

Rule of Chamon [Sup.]

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Inventor

Add a number of j equal to ranks of Inventor to a check to construct new items. [Incidental] GCRB #76

A

Rule of Chamon

Increase Soak by 1, but upgrade the difficulty of Athletics/Coordination/Vigilance checks once. Once per encounter, spend a Story Point to maintain Augment, Barrier or Conjure spell. [Incidental] a tow

Explosive Casting

Rule of Chamon

Whenever your character casts an Attack spell, they always add the Impact effect to the spell without increasing the difficulty.

P

tow

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one.

P

ROT # 89

Potent Concoctions

On an Alchemy check - t: roll an additional l and add it to the results. d: roll an additional l and add it to the results. t and d are spent normally. Each of the effects can occur once per check.

p

ROT # 90

Signature Spell [Imp.]

Spells with a Blast quality have a rating equal to twice your character’s ranks in Knowledge. Spend a Story Point to trigger the spell’s Blast quality, instead of spending a. [Incidental]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

EPG #97

ROT # 91

a

College Wizard [Sup.]

p

The Golden Touch

At the beginning of the encounter, your character may spend a Story Point to perform an Augment or Barrier magic action as an out of turn Incidental. [Incidental, oot]

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01”

Spend d or hh from the attacker’s melee combat check to stagger the attacker until the end of their next round.

[Incidental]

[Incidental, oot]

tow

tow

a

a

tow

a


Scholar

Grey Wizard

Starting Gear

The wizards of the Grey College are among the most secretive. They wander in the shadows, always covered with the gray strands of Ulgu - the wind of magic that represents confusion, disorientation, illusion and all that is hidden from view. As perfect spies, they are part of the constant war against Chaos, usually devoted to exposing cults of the Ruinous Powers from within.

6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Knowledge (Chaos), Magic (Arcana), Stealth, Streetwise

The magic of Grey Wizards is not spectacular and definitely not very combat-oriented. However, they can confuse their enemies with illusions woven from pure Ulgu, and the most powerful are capable of opening Bridges of Shadows - inter-dimensional portals capable of transporting a wizard anywhere in the known world.

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Shadows. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Increase ranks in Magic (Arcana) to 5. Purchase College Wizard (Supreme) talent.

Your character upgrades the ability of social skill checks targeting other wizards twice instead of once.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Flicker Step

�� EXP

When your character casts a spell, they may spend aaa or t to instantly vanish and reapear at any location within long range. [Incidental] EPG #97

a

College Wizard [Sup.]

�� EXP

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01”

tow

p

p

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Rule of ulgu [Sup.]

Your character may add the Invisibility effect to the Mask spells, following the normal rules of the effect.

TOW

P

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

p

Unremarkable

Other characters add f to any checks made to find or identify your character in a crowd.

gcrb #75

p

Rule of ulgu [Imp.]

Add j to Stealth checks, but j to Leadership checks. Once per encounter, spend a Story Point to maintain the effects of the Mask spell until the end of the encounter. [Incidental] a tow

Signature Spell [imp.]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

tow

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Rule of ulgu

While resolving an Attack or Curse spell check, you may spend a to Disorient the target for a number of rounds equal to your character's ranks in Knowledge (Chaos). [Incidental] tow

A

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT # 89

P

Elusive

When another character makes a check to follow your character's trail, add f equal to your character's ranks in Streetwise or Survival to the check results. [Incidental, oot] a tow

Master of Shadows

After successful Stealth check, for each s except the first, your character can hide one additional engaged character. The number of characters cannot exceed ranks in Stealth. [Incidental] tow

a

Teleportation

Once per session, make a Daunting (kkkk) Arcana check. If successful, your character vanish and reappear in any other known location. They may take up to 5 allies, but add j per each. [action] EPG #97

a


Scholar

Jade Wizard

Starting Gear

While most wizards are usually dreaded by the common people, Jade Wizards don't seem to have this problem. Living close to nature and the natural circle of life, it brings them closer to the inhabitants of the countryside and makes them often important figures among local communities. The Jade Wizards rule Ghyran - the green wind of magic. It is the magic of plants, water, soil and fertility, so these wizards usually focus on gentle healing spells and are tasked with ensuring the unimpeded flow of energy through laylines. However, it is naive to think that they are completely defenseless - like nature itself, they can unleash terrible destructive powers if provoked.

6D10 + 10 Silver Shillings, a Silver Sickle, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Knowledge (Chaos), Magic (Arcana), Perception, Survival

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Life. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Your character upgrades the ability of soIncrease ranks in Magic (Arcana) cial skill checks targeting other wizards to 5. twice instead of once. Purchase College Wizard (Supreme) talent.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Flicker Step

�� EXP

When your character casts a spell, they may spend aaa or t to instantly vanish and reapear at any location within long range. [Incidental] EPG #97

Rule of Ghyran [Sup.]

a

�� EXP

Once per session: Your character + allies within short range heal a number of wounds and strain equal to your characer's ranks in Knowledge (Chaos). This may revive allies. [Incidental] a tow

P

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

College Wizard [Sup.]

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01” [Incidental] tow

a

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT #89

p

Rule of Ghyran [Imp.]

Increase wounds thr. by 2. When your character and their allies within short range are healing via natural rest: 1 Story Point - they heal wounds equal to ranks in Magic (Arcana). [Incidental] A tow

Signature Spell [Imp.]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

ROT #91

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Rule of Ghyran

Add j to magic checks while in the rural env and j while in the urban env. When casting an Attack spell, you may add the Non-lethal effect to the spell without increasing the difficulty. [Incidental] A tow

One with Nature

When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental] gcrb #74

a

Awakening of the Forest Suffer 2 strain: make a Hard (kkk) Arcana check targeting a tree within short range. Successful check awakens the tree that now obeys your character's orders. [action] TOW

A

Masterful Casting

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental] EPG #97

a

Awakening of the Forest [Imp.] When using Awakening of the Forest, use the Forest Guardian characteristic for the awakened tree, instead of Aemhelin Scion. tow

p


Scholar

White Wizard

Starting Gear

White wizards, also called Hierophants, are among leaders of the never ending war against Chaos. They tirelessly track down every taint of corruption and are the greatest enemies of warp-born Daemons. This power comes to them by Hysh - the white Wind of Magic, considered to be the most powerful but also the most difficult to control. It represents light, not only in the literal sense, but also the concepts of purity, enlightenment, order and tenacity, and is the complete opposite of the unpredictable energies of Chaos.

6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand or a Journeyman Staff

Additional Career Skills Discipline, Knowledge (Chaos), Leadership, Magic (Arcana)

White Wizards use their magic to fight the Ruinous Powers, but also to heal and guide those lost in darkness - here their methods differ from witch hunters, for whom death in flames is the only redemption.

Specialization Progression Profession Journeyman Wizard

Complete an apprenticeship in the College of Magic.

Your character can cast spells of the Lore of Light. They can never cast spells from other Lores (except Lore of Chaos) or work miracles.

Magister

Increase ranks in Knowledge (Chaos) to 3 Increase ranks in Magic (Arcana) to 4. Purchase College Wizard (Improved) talent.

Your character upgrades the ability of social skill checks targeting other wizards once.

Increase ranks in Knowledge (Chaos) to 4 Your character upgrades the ability of soIncrease ranks in Magic (Arcana) cial skill checks targeting other wizards to 5. twice instead of once. Purchase College Wizard (Supreme) talent.

Wizard Lord

Social Class:

Species:

Elite

Hu

Specialization Tree College Wizard

� EXP

Your character reduces the result of any Miscast they cause by 10, to a minimum of 01.

tow

p

Brilliant Casting

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Combat Training

�� EXP

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge (Chaos) to the result. [Incidental]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

EPG #95

tow

a

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Masterful Casting

P

Chaos Bane

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting a Chaos adversary. tow

p

Rule of Hysh [imp.]

Expert Knowledge

Select an area of expertise. Your character reduces the difficulty of Knowledge checks related to the selected area by one.

tow

P

Know the Enemy

tow

tow

A

College Wizard [Imp.]

Your character reduces the result of any Miscast they cause by 30 instead of 10, to a minimum of 01.

tow

p

Pure

�� EXP

Each rank of Pure increases your character's corruption threshold by one.

EPG #97

tow

tow

College Wizard [Sup.]

�� EXP

When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if rolled “01” [Incidental] tow

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Pure

Each rank of Pure increases your character's corruption threshold by one.

Your character and their allies within short range upgrade Fear checks once. 2 strain - make an Arcana vs Discipline check vs Chaos or Daemon to stagger for a round +1 round for ss [action]

a

P

tow

Your character may make a Knowledge (Chaos) check instead of Cool or Vigilance, to determine Initiative order when facing Chaos creatures. [Incidental]

When casting a spell, spend t to trigger up to three different effects instead of one. These effects must be the ones that can be triggered by spending a or t. [Incidental]

a

Rule of Hysh

Whenever your character casts an Attack spell, they always add the Holy effect to the spell without increasing the difficulty. The effect works against Chaos and Daemons.

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

P

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one.

p

ROT # 89

Signature Spell [imp.]

When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

ROT # 91

p

Rule of Hysh [Sup.]

After your character successfully used the Rule of Hysh (Improved) talent, you may spend a Story Point to automatically defeat the target. [Incidental] tow

a


Soldier

Cavalryman

Starting Gear

Cavalrymen are light-armed mounted soldiers, usually used for hit-and-run attacks and harassing the enemy at short distances. While noble knights tend to look down on common-born cavalrymen, those same cavalrymen look down on the foot soldiers, considering themselves as part of the elite of the army. They maintain a specific culture, and rarely fraternize with troops of other formations. As a result, they are often seen as arrogant and self-righteous.

3D10 + 10 Silver Shillings, a Riding Horse, a Miliary Pick and a Bow OR a Spear OR a Light Spear and a Shield

Additional Career Skills Melee (Light), Ranged, Riding, Survival

Specialization Progression Profession

Horseman

Join the military while having at least 1 rank in Riding.

None

cavalerist

Increase ranks in Riding to 3. Increase ranks in Melee (Light) or Ranged to 3.

Your character may spend 15XP to purchase the Born in the Saddle talent.

Increase ranks in Riding to 4. Increase ranks in Melee (Light) or Ranged to 3. Purchase the Cavalier (Improved) talent.

Your character may spend 10XP to purchase the Officer specialization.

Cavalry Sergeant

Social Class:

Middle Class

Species:

Hu, HE, WE

Specialization Tree Quick Draw

Finesse

� EXP

Once per round draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. [Incidental]

When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.

gcrb #74

rot #84

a

Ranger

�� EXP

Discipline and Firearms are now career skills for your character.

tow

p

Steady Hand

[Incidental]

a

Parry

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Impaling Strike

gcrb #74

rot #88

gcrb #73

a

Side Step

A

Vanguard

�� EXP

tow

gcrb #77

tow

�� EXP

GCRB #80

p

Cavalier [Sup.]

�� EXP

Your character may choose to suffer 1 strain to use the Cavalier talent as an incidental, instead of as a maneuver. [Incidental] tow

a

Desperate Recovery

Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.

If your character is mounted at the beginning of a combat encounter, they add ss to the check to determine Initiative order.

Enduring

a

When your character inflicts a Critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [Incidental]

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff. of ranged checks targeting your char a number of times equal to the strain suffered. [Maneuver]

Each rank of Enduring increases your character’s soak value by one.

gcrb #74

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot]

Before your character makes a ranged combat check, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Discipline to the results. [Incidental]

a

Let's Ride

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental]

a

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

p

Cavalier [Imp.]

While riding a mount, your character and the mount increase their defense by 1. Your character can maintain control of an untrained mount without a Riding check. tow

Side Step

P

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff. of ranged checks targeting your char a number of times equal to the strain suffered. [Maneuver] a gcrb #77

P

Cavalier

While riding a mount trained for battle, once per round your character may use this talent to direct the mount to perform an action. [Maneuver] rot #90

a

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P


Soldier

Foot Soldier

Starting Gear

Foot Soldiers are rank-and-file professional fighters who are trained to fight in large groups. Together with marksmen, they are the foundation of almost every army in the Old World. As a part of the Imperial Army, they are the force that mans the Empire’s fortresses, patrols the borders, and repels the invaders. Although their real strength on the battlefield lies in their numbers, many of them possess some amount of individual skill which may be invaluable while living the life of an adventurer.

a Light Spear and a Shield or a Spear and a Mace Brigantine, 5D10 Silver Shillings

Additional Career Skills Cool, Melee (Heavy), Melee (Light), Resilience

Specialization Progression Profession

Soldier

Join the military.

None

Veteran

Purchase the Power Through talent. Increase ranks in Resilience to 2. Take part in a military expedition or campaign..

Your character adds j to all Coercion checks targeting them.

Your character may change their social class to Middle Class. Increase ranks in Resilience to 4. Once per encounter, you may spend Increase ranks in Cool to 2. a Story Point for your character to igPurchase the Back to Back talent. nore the effects of one Critical Injury with severity of 2 or lower until the end of the encounter.

Elite Guard

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Shield Slam

� EXP

When your character uses a shield to attack a minion or rival, you may spend aaaa or t to stagger the target until the end of the target’s next turn. [Incidental] rot #84

a

Block

�� EXP

While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character. [Incidental, oot] a rot #87

Shield Bash

�� EXP

Spend t from Initiative check to make a combat check with a shield before the first round of combat. If successful, activate the Knockout quality without spending a [Incidental, oot] a tow

Heroic Resilience

Parry

When suffers a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a GCRB #74

Bulwark

While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally. [Incidental, oot] a rot #87

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a GCRB #74

Second Wind

�� EXP

Once per encounter, when your character suffers wounds, spend one Story Point to reduce wounds suffered by a number equal to your character's ranks in Resilience. [Incidental, oot]

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.

tow

GCRB #74

Concussive Strike

a

�� EXP

Suffer 2 strain before a Melee (Light) or Melee (Heavy) check. Increase the difficulty of the check by one. The weapon gains Concussive 1 item quality for the check. [Incidental] a tow

[Incidental]

a

Defensive

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

GCRB #80

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Defensive Stance

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver] a GCRB #75

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Back to Back

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj rot #91

p

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] GCRB #74

a

Power Through

If your character suffered wounds during an encounter, they may use Resilience instead of Cool or Discipline to make a check to recover strain at the end of the encounter. [Incidental] a tow

Fast Healer

When your character heals wounds via natural rest, they heal two additional wounds.

tow

P

Defensive Stance

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver] GCRB #75

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

p


Soldier

Marksman

Starting Gear

Marksman are the ranged troops of the army, and depending on the particular formation, may be armed with bows, crossbows, or relatively cheap, mass produced firearms, intended to rain arrows upon the enemy as they advance, or to cut them down just before the infantry advance into melee. While accuracy is not extremely important for their intended effect, most marksmen train their abilities to some extent while being also able to defend themselves in hand-to-hand combat. Those who develop exceptional skill often become snipers, tasked with targeting enemy officers, with many turning to professional tournament targeteers after their military service.

5D10 Silver Shillings, a Military Pick, a Buckler, Padded Armor, a Bow or a Crossbow or an (Inferior quality) Arquebus

Additional Career Skills Discipline, Firearms, Melee (Light), Ranged

Specialization Progression Profession

Marksman

Join the military.

None

Targeteer*

Increase ranks in Discipline to 3 and Ranged to 5. Purchase the Precise Archery talent. Win an archery tournament.

Your character may spend 15XP to purchase the Rapid Archery talent. Your character may spend 25XP to purchase the Master talent.

Increase ranks in Discipline to 3 and Firearms to 5. Purchase the Eagle Eyes talent. Incapacitate adversary that was not previously wounded with a single ranged attack.

Your character may use Eagle Eyes talent twice during the encounter instead of once. Your character may spend 25XP to purchase the Weak Spot talent.

Sniper*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Hamstring Shot

Quick Draw

Well Organized

� EXP

Once per encounter, make a ranged combat check. If the check is successful, halve the damage dealt. The target is immobilized until the end of its next turn. [action]

Once per round draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. [Incidental]

Each rank of Well Organized increases your character’s encumbrance threshold by two.

TOW

GCRB #74

TOW

A

Side Step

�� EXP

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of ranged checks targeting your char a number of times equal to the strain suffered. [Maneuver] A GCRB #77

Headshot

�� EXP

Your character adds damage equal to their ranks in Headshot to combat checks aiming at the head of the target.

TOW

P

Toughened

�� EXP

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Headshot

�� EXP

Your character adds damage equal to their ranks in Headshot to combat checks aiming at the head of the target.

TOW

P

A

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

Precise Archery

When making a Ranged combat check targeting a character engaged with one of your character’s allies, downgrade the difficulty of the check once. ROT #90

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

GCRB #73

P

Precise Aim

P

Steady Hand

Before your character makes a ranged combat check, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Discipline to the results. [Incidental] A TOW

Eagle eyes

Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band. This lasts for the duration of the combat check. [Incidental] A GCRB #78

Precise Aim

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuver). GCRB #75

P

Burly

Your character decreases Cumbersome quality rating of a weapon they wield by 1.

TOW

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Enduring

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

Each rank of Enduring increases your character’s soak value by one.

TOW

GCRB #80

A

Deadeye

P

Dedication

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

After inflicting a Critical Injury with a ranged weapon and rolling the result, suffer 2 strain. You may apply any Critical Injury of the same severity to the target instead. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

TOW

GCRB #79

gcrb #81

A

A

P


Soldier

Mercenary

Starting Gear

War never ends in the Old World which means there is always a need for fighting men. While the Empire does maintain a standing army, its strength is bolstered with hired swords. Mercenaries range from wild youths with a taste for an adventure to grizzled professional soldiers who’ve seen a dozen battles or more; but all have one thing in common - a dream of untold riches. Unfortunately, for most of them, the reality is an early death and an unmarked grave.

3D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace or a Pike and a Sword or a Halberd, Padded Armor

Additional Career Skills Melee (Heavy), Negotiation, Ranged, Resilience

Specialization Progression Profession

Mercenary

Join the mercenary company.

None

Mercenary Veteran

Purchase one rank in the Intimidating talent. Increase ranks in Melee (Heavy) to 3. Take part in a military expedition or campaign.

When using a Melee (Heavy) weapon, your character adds j to melee combat checks targeting mounted adversaries.

Increase ranks in Negotiation to 2. Increase ranks in Melee (Heavy) to 4.

Your character may change their social class to the Middle Class. When your character makes a Negotiation check to negotiate a contract, they increase the base offer by 20% per each s beyond the first.

Elite Mercenary

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Reckless Charge

� EXP

After using a maneuver to move to engage an adversary, suffer 2 strain to add sshh to the results of the next melee combat check made this turn. [Incidental] rot #89

a

Intimidating

�� EXP

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. tow

P

Second Wind

�� EXP

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

a

Breakthrough

Breakthrough

With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. Decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [Maneuver] a tow

Impaling Strike

When your character inflicts a Critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [Incidental] a ROT #88

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

Intimidating

�� EXP

With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. Decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [Maneuver]

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent.

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a

Enduring

�� EXP

Each rank of Enduring increases your character’s soak value by one.

gcrb #80

p

p

Crushing Blow

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] GCRB #74

a

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a gcrb #74

Shockwave

Your character treats Melee (Heavy) weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee (Heavy). The Blast quality affects allies. rot #90

p

Back to Back

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj rot #91

p

Toughened

Once per session while resolving a melee combat check, suffer 4 strain. The weapon gains the Breach 1 and Knockdown item qualities, and destroys one of the target's items. [Incidental]

Each rank of Toughened increases your character’s wound threshold by two.

rot #91

GCRB #75

a

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Power Through

If your character suffered wounds during an encounter, they may use Resilience instead of Cool or Discipline to make a check to recover strain at the end of the encounter. [Incidental] a tow

Fast Healer

When your character heals wounds via natural rest, they heal two additional wounds.

tow

P

Defensive Stance

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver] gcrb #75

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

p


Soldier

Officer

Starting Gear

Officers are trained leaders who command the troops of the Old World. While much depends on the training and morale of soldiers, often the right or wrong orders from their commanders will determine the success of a campaign. Therefore, a great responsibility rests on the shoulders of the officers. Although sometimes veteran soldiers become officers, they are usually representatives of the petty nobility or richer bourgeoisie - apart from the priestly service, it is one of the few opportunities for them to join the ranks of the elite.

a Fine Cloak, a Sword, 3D10+30 Silver Shillings

Additional Career Skills Cool, Discipline, Leadership, Knowledge (Academic)

Specialization Progression Profession

Cadet

Start officer training.

Your character may spend 5XP to purchase the Expert Knowledge (History) talent.

Warrant Officer

Increase ranks in Cool to 3. Increase ranks in Leadership to 3. Purchase one rank in the Coordinated Assault talent.

Your character may spend 10XP to purchase the Paragon talent.

Increase ranks in Cool to 3. Increase ranks in Discipline and Leadership to 4. Purchase two ranks in the Proper Upbringing talent.

Your character may change their social status to Elite. Your character may spend 20XP to purchase the Imperious Tone talent.

Officer

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Combat Training

� EXP

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

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p

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Inspiring Cry

Expert Knowledge (Military)

Proper Upbringing

Your character reduces difficulty of Knowledge checks related to Military once.

P

TOW

Field Commander

Make an Average (kk) Leadership check. If successful, a number of allies equal to your Presence may immediately suffer 1 strain to perform one maneuver (out of turn). [action] a GCRB #78

Artillerist

�� EXP

Once per encounter, allow a number of allies (up to your character's ranks in Leadership) within medium range to reroll all j until the end of the following round. [Incidental]

Gunnery is now a carrer skill for your character. Allies within medium range (up to your character's Presence rating) may use your character's ranks in Gunnery.

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a

Prime Positions

�� EXP

When your character or their allies within short range benefit from cover, add a number of j equal to the defense provided by the cover to their ranged combat checks. tow

p

Field Commander [Imp.]

�� EXP

When using Field Commander, you affect a number of allies equal to 2x Presence. You may spend t to allow one ally to suffer 1 strain to perform an action, instead of a maneuver. GCRB #80

p

p

Coordinated Assault

Once per turn, use this talent to have a number of engaged allies equal to your ranks in Leadership add a to combat checks until the end of your next turn. Additional ranks increase range. [Maneuver] a GCRB #75

Coordinated Strike

A Brave Face

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Allied characters within medium range of your character add j to the checks to recover strain at the end of an encounter (see page 117 of the Genesys Core Rulebook).

GCRB #74

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a

Inspiring Rhetoric

Make an Average (kk) Leadership check. For each s, one ally within short range heals one strain. For each a, one ally heals one additional strain. [action] GCRB #76

A

Coordinated Assault

Once per turn, use this talent to have a number of engaged allies equal to your ranks in Leadership add a to combat checks until the end of your next turn. Additional ranks increase range. [Maneuver] a GCRB #75

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Proper Upbringing

P

Coordinated Assault

Once per turn, use this talent to have a number of engaged allies equal to your ranks in Leadership add a to combat checks until the end of your next turn. Additional ranks increase range. [Maneuver] a GCRB #75

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring Rhetoric add j to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership. GCRB #78

p

Inspiring Rhetoric [Sup.]

Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action. [Incidental] GCRB #80

a

Dedication

When using Coordinated Assault, suffer 4 strain: Allies affected by Coordinated Assault add damage equal to your ranks in Coordinated Assault to all combat checks. [Incidental]

When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

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gcrb #73

gcrb #81

a

a

P


Soldier

Sailor

Starting Gear

Many of the impoverished dream of riches, adventure and extraordinary journeys. Some decide that path to make these dreams a reality lies with the Navy Life on board quickly turns out to be difficult, tedious and dangerous. Every day in a military navy is hard and regimented, with constant military drills, and discipline on merchant vessels is only marginally easier, although many would argue that point.

1D10 Silver Shillings , a Falchion and a Shield OR a Club and an Arquebus (Inferior quality), a Flask

Additional Career Skills Athletics, Firearms, Melee (Light), Sailing

Those who do adapt to life on the sea, and survive the daily dangers, become tough, superstitious individuals, endowed with extraordinary storytelling talents and luck.

Specialization Progression Profession Your character may spend 5XP to purchase the Expert Knowledge (Sea and Sailing) talent.

Sailor

Join the navy.

Marine*

Purchase two ranks in the Sea Legs talent. Increase ranks in Athletics and Melee (Light) to 3.

Boatswain*

Social Class:

Your character may spend 15XP to purchase the Stromfels' Wrath talent.

Increase ranks in Athletics and Sailing to 3. Purchase the Know the Ropes talent.

Crafts is now a career skill for your character. Your character may spend 15XP to purchase the Regular Maintenance talent.

Species:

Commoner

Hu, Ha, HE

Specialization Tree Jackspeak

Swift

� EXP

When making a social skill check in company of sailors, rivermen etc., suffer a number of strain up to the ranks in Jackspeak to add an equal number of a to the check. [Incidental]

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers).

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gcrb #75

a

Craft Specialization

�� EXP

Select area of craftsmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

p

Know the Ropes

�� EXP

Once per encounter, before ally makes a check, spend one Story Point: Your character adds a number of sequal to their ranks in Sailing to the results of the check. [Incidental, oot] a tow

Silver Tongued

P

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a gcrb #74

Daring Sailor

Before making a Sailing check, you may add a number of h and an equal number of s to the results. The number may not exceed your character’s ranks in Daring Sailor. [Incidental] tow

a

Jackspeak

�� EXP

Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [Incidental]

When making a social skill check in company of sailors, rivermen etc., suffer a number of strain up to the ranks in Jackspeak to add an equal number of a to the check. [Incidental]

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Sailor's Luck

a

Offensive Driving

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

Side Step

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff. of ranged checks targeting your char a number of times equal to the strain suffered. [Maneuver] a gcrb #77

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

P

Defensive

�� EXP

Once per session, after your character's or one of its allies check generates d, you may use this talent to cancel the d and add t to the results. [Incidental]

While sailing, make an opposed Sailing vs Sailing check targeting a ship within medium range. Roll two crits - one for your ship, the other for the second ship. t: +20 to crit. [action]

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

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gcrb #80

a

a

P

Sea Legs

When your character makes a Brawn or Agility based check while on a boat or ship, they add j to the check for each rank of Sea Legs.

tow

P

Manaan's Blessing

When in nautical environment, your character may make a Simple (-) Sailing check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental] a tow

Sea Legs

When your character makes a Brawn or Agility based check while on a boat or ship, they add j to the check for each rank of Sea Legs.

tow

p

Artillerist

Gunnery is now a carrer skill for your character. Allies within medium range (up to your character's Presence rating) may use your character's ranks in Gunnery. tow

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P


Wanderer

Bounty Hunter

Starting Gear

Bounty Hunters hunt others for pay. Often this takes a cold, calculating individual with no care for another's wellbeing, or they can be those with a thirst for justice. Both are relentless hounds, who will not stop until they have their prey, be it a wanted criminal, elusive outlaw, runaway slave, or the lover of a nobleman's wife. Many start life as debt collectors, forcibly recovering borrowed money before moving onto to recovering people - a far more lucrative endeavor.

1D10 Silver Shillings, a Hand Crossbow, a Falchion, a Weighted Net, a Rope, a Torch

Additional Career Skills Coercion, Perception, Ranged, Streetwise

A few however become Fixers, preferring to eschew violence where they can, and instead use coercion and blackmail to resolve problems for their employers.

Specialization Progression Profession Debt Collector

None

None

Bounty Hunter*

Increase ranks in Ranged and Streetwise to 3. Capture a convict .

Your character may spend 15XP to purchase the Easy Prey talent.

Increase ranks in Coercion and Perception to 3. Force an adversary to capitulate in a social encounter.

Negotiation is now career skill for your character. Your character may spend 15XP to purchase the Tough Negotiator talent.

Fixer*

Social Class:

Species:

Outcast

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Hamstring Shot

Combat Training

� EXP

Once per encounter, make a ranged combat check. If the check is successful, halve the damage dealt. The target is immobilized until the end of its next turn. [action]

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

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a

Precision

�� EXP

When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility. [Incidental] rot $84

a

Precise Aim

P

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

gcrb #73

P

Quick Strike

�� EXP

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

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gcrb #74

a

Prey on the Weak

�� EXP

Your character adds two damage to the results of successful melee combat checks targeting disoriented or prone targets.

tow

p

Quick Strike

�� EXP

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter. gcrb #74

p

p

Enduring

Each rank of Enduring increases your character’s soak value by one.

gcrb #80

p

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Clever Retort

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check. [Incidental, oot] gcrb #73

a

Altered Deal

Once per session, when allied character within short range of your character fails a Negotiation check, your character may retry the check using Coercion instead of Negotiation. [Incidental, oot] A tow

Impaling Strike

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

P

Knack for It

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Bloodhound

When your character inflicts a Critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [Incidental]

When making a check to follow trail of another character, add a number of s equal to your character's ranks in Streetwise or Survival to the results. [Incidental]

rot $88

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Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

gcrb #73

P

Precise Aim

a

Natural

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental] gcrb #79

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Master

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental]

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gcrb #81

a

a


wanderer

Coachman

Starting Gear

The coaching companies transport people along the roads of the Old World, typically when river transport is impossible. It is a dangerous job as the routes stretch through areas almost untouched by civilization, but full of bandits, beastmen, and other, even worse atrocities. Therefore, the stagecoaches are usually handled by at least two hardy and vigilant crewmembers - a driver and a guard.

A Blunderbuss, An Axe, 1d10 + 10 Silver Shillings

Additional Career Skills Coercion, Firearms, Riding, Survival

As if that were not enough, coachmen often have to deal with troublesome passengers, typically from upper class as the fees for such travel can be high. No wonder some of them grow weary of dealing with the demands and rudeness of such people, often becoming messengers. Their knowledge of the roads make them swift and capable carriers, without the need to deal with the demands of those who believe themselves to be akin to the real nobility.

Specialization Progression Profession

Coachman

None

None

Messenger*

Increase ranks in Riding and Survival to 3. Purchase the Vanguard talent.

Your character may spend 15XP to purchase the Born in the Saddle talent. Once per encounter, while mounted, your character may spend a Story Point to make one extra move maneuver.

Increase ranks in Coercion and Firearms to 3. Purchase the Always Prepared talent.

Discipline is now a career skill for your character. Your character may spend 10XP to purchase the Steady Hand talent. Your character adds j to Coercion checks while mounted on a vehicle.

Coach Guard*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Animal Expertise

� EXP

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

p

Craft Specialization

�� EXP

Select area of craftmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

p

Regular Maintenance

�� EXP

The vehicle your character is on increases its strain treshold by your character's ranks in Crafts.

tow

p

Always Prepared

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Paragon

Once per encounter, use this talent before making a Fear check. If successful, - k to Fear checks made by allied characters until the end of the encounter. If failed, +k instead. [Incidental, oot] tow

A

Natural

Buns of Steel

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental]

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GCRB #75

a

Threaten

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot] A rot #89

Defensive Driving

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to re-roll one skill check that uses one of those two skills. [Incidental]

Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving.

GCRB #79

gcrb #80

a

Threaten

Let's Ride

While mounted on beast or vehicle, your character may make a Simple (-) Riding check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental]

p

Offensive Driving

A

Vanguard

If your character is mounted at the beginning of a combat encounter, they add ss to the check to determine Initiative order.

tow

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

Defensive Driving

�� EXP

Once per encounter, you may spend a Story Point to use this talent. Until the end of the current round, all allied characters improve the ability of their checks once. [Incidental]

After an adversary within short (+1 per rank) range deals damage to ally, suffer 3 strain to inflict a number of strain on the adversary equal to the ranks in Coercion. [Incidental, oot]

While on vehicle, make an opposed Riding vs Riding check targeting a vehicle within medium range. Roll two crits - one for your veh, the other for the second veh. t: +20 to crit. [action]

Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving.

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rot #89

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gcrb #80

a

Deadeye

a

Dedication

�� EXP

After inflicting a Critical Injury with a ranged weapon and rolling the result, suffer 2 strain. You may apply any Critical Injury of the same severity to the target instead. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #79

gcrb #81

a

P

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

p

Master

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] gcrb #81

a


Wanderer

Entertainer

Starting Gear

The lives of most Old World citizens are filled with work and the fear of tomorrow. For many, a moment of rest and fun is worth spending their hard earned money on. Entertainers satisfy this need by providing live shows in the cities and villages, and sometimes even palaces of the Old World. They travel a lot, in small groups or alone, performing wherever they think there is a chance to earn money or even a free meal or accommodation.

2d10 Silver Shillings, a dagger, a Rope, a Pole

Additional Career Skills Charm, Coordination, Deception, Vigilance

Some of them become famous actors or minstrels, so popular that they attract the patronage of the nobility. Usually they are more or less just vagrants, performing when and where they can before being chased away by suspicious town watchmen.

Specialization Progression Profession

Entertainer

None

Your character may spend 10XP to purchase the Work the Crowd talent

Actor*

Increase ranks in Charm and Deception to 4. Purchase two ranks in the Wild Improvisation talent.

Your character may spend 25XP to purchase the Ruinous Repartee talent. Your character may change their social status to Middle Class.

Increase ranks in Charm and Vigilance to 4. Purchase the Encouraging Song talent.

Your character may spend 25XP to purchase the Encouraging Song (Improved) talent.

Minstrel*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree Clever Retort

� EXP

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check. [Incidental, oot] gcrb #73

a

Keen Observer

�� EXP

Your character adds jj to checks to discern another character's motivations.

tow

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Encouraging Song

�� EXP

Make an Average (kk) Charm check. For each s: one ally within medium range adds j to their next skill check. For each a: one ally benefiting from Encouraging Song heals 1 strain. tow

a

Quick Witted

�� EXP

Once per enc, after another social skill check, make an Average (kk) Vigilance check. If successful, add s or f equal to ranks in Charm to the other check. If failed, suffer 3 strain. [Incidental, oot] a tow

Wild Improvisation

Perfect Liar

Jump Up

Precision

After your character makes a Deception check, they may suffer 1 strain to use this talent to cancel h equal to your character’s ranks in Perfect Liar. [Incidental]

Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental. [Incidental]

When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility.

tow

gcrb #73

rot #84

a

Distraction

Make an Average (kk) Coordination/Deception check. For each s disorient one enemy within short range. a: inflict 1 strain on an affected enemy. t: stagger a minion or rival. [action] a tow

Rapid Reaction

a

Acrobatics

When moving, your character may suffer 2 strain to perform Athletics or Coordination check as a maneuver instead of an action. [Maneuver] GCRB #76

A

Desperate Recovery

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental]

Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.

gcrb #74

gcrb #73

a

Audacious

p

Perfect Liar

When your character generates d on a social check, roll l and add the results to the check, in additional to the d being spent as normal. [Incidental]

After your character makes a Deception check, they may suffer 1 strain to use this talent to cancel h equal to your character’s ranks in Perfect Liar. [Incidental]

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a

Biggest Fan

a

Rapid Reaction

[Incidental]

a

Knack for It

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. gcrb #73

P

Wild Improvisation

Once per session for each rank of the talent, you may use any skill and characteristic instead of any other skill and characteristic. Increase the difficulty of the check by l. [Incidental] a tow

Coordination Dodge

When targeted by a combat check, spend a Story Point to add number of f equal to ranks in Coordination to the results. [Incidental, oot] tow

a

Dedication

�� EXP

Once per session for each rank of the talent, you may use any skill and characteristic instead of any other skill and characteristic. Increase the difficulty of the check by l. [Incidental]

Once per session, when in a crowd, 1SP: a single bystander within medium range considers themselves your biggest fan and becomes a loyal ally [Incidental]

gggggggggg Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

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gcrb #74

GCRB #81

a

a

a

P


Wanderer

Hunter

Starting Gear

Although farming and animal husbandry are common almost all over the Old World, hunting is still common as hunters and trappers hunt game for fur and meat. With long days and sometimes weeks away from home, they are experts at tracking animals while avoiding contact with the dangers of the forest. Sometimes however, they are forced to face things like mutants or beastmen by themselves. As a result, huntsman tend to develop effective martial skills and often have a reputation of tough and fearless, if sometimes reclusive people.

1D10 Silver Shillings , a Bow, a Light Spear, a Weighted Net

Additional Career Skills Melee (Light), Ranged, Survival, Stealth

Some of the more experienced hunstmen serve as gamekeepers at local courts, tending the game and fighting poachers, or organizing hunting for the nobility as masters of the hunt.

Specialization Progression Profession

Hunter

None

Your character may spend 5XP to purchase the Expert Knowledge (Zoology) talent.

Poacher*

Purchase the Ranger and the Snare talents. Increase ranks in Firearms to 3. Capture or kill an animal illegally.

Your character's social status is now Outcast. Cool and Skulduggery are now career skills for your character.

Increase ranks in Ranged and Survival to 4. Your character cannot be a Poacher.

Your character may spend 20XP to purchase the Deadeye talent. Riding is now a career skill for your character.

Master of the Hunt*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Grit

� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Ranger

�� EXP

Discipline and Firearms are now career skills for your character.

tow

p

Steady Hand

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). gcrb #75

P

Bloodhound

One With Nature

Remove up to jj from any skill checks made to find food, water or shelter. Checks to forage or search the area take half the time they would normally.

gcrb #74

gcrb #73

a

Animal Expertise

When making a check to follow trail of another character, add a number of s equal to your character's ranks in Streetwise or Survival to the results. [Incidental]

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent.

tow

GCRB #76

a

Impaling Strike

p

Animal Companion

�� EXP

Before your character makes a ranged combat check, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Discipline to the results. [Incidental]

When your character inflicts a Critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [Incidental]

Your creates bond with a silhouette 0 animal. Once per round, they may spend maneuver to direct the animal in performing one action and one maneuver during your character’s turn.

tow

rot #88

gcrb #77

a

Rapid Archery

�� EXP

While armed with a bow, suffer 2 strain. During the next ranged combat check, the bow gains the Linked quality with a value equal to the ranks in the Ranged skill. [Maneuver] a GCRB #79

Enduring

�� EXP

Each rank of Enduring increases your character’s soak value by one.

GCRB #80

p

a

Easy Prey

p

Animal Expertise

Suffer 3 strain to use this talent. Until the start of your character’s next turn, your character and allies within short range add jj to combat checks against immobilized targets. [Maneuver]

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent.

rot #90

tow

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Forager

When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental]

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

P

Snare

Once until the end of an encounter, spend a Story Point to force one character to make a Vigilance vs Survival or Streetwise check or suffer stagger until the end of their next turn, + one round per hh [Maneuver] tow

a

Share Pain

When animal companion suffers wounds, reduce wounds by half. Then your character suffers wounds equal to the number reduced. [Incidental, oot] tow

a

Harass

When animal companion makes a successful combat check, it may upgrade the difficulty of the target's next check instead of inflicting damage. [Incidental] tow

Master

a

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a GCRB #81


wanderer

Outlaw

Starting Gear

Outlaws are those individuals who live outside the law, either by necessity or choice. Commonly applied to wanted criminals, or those evading the authorities for other reasons. Often found outside of populated areas in the wilderness, most outlaws survive off the hard work of others, stealing, coercing, or extorting travelers on the roads and byways of the Old World. Some have noble cause, supporting the poor and forgotten against tyrannical government, but most are just common bandits.

a Bow, a Club, 1d10 Silver Shillings

Additional Career Skills Athletics, Ranged, Stealth, Survival

Some groups can grow so large they even threaten trade in the local area, and become frequent targets of bounty hunters, and even military expeditions.

Specialization Progression Profession

Bandit

None

Your character's social status is Outcast.

Outlaw

Increase ranks in Stealth and Athletics to 3. Purchase the Dirty Tricks talent.

Your character adds j to all combat checks they make against ambushed targets in the first round of a combat encounter.

Increase ranks in Stealth and Athletics to 4. Increase ranks in Survival to 3. Purchase the Back to Back talent. Gather a band of at least 10 bandits.

Leadership is now a career skill for your character. Your character may spend 25XP to purchase The Boss talent.

Outlaw Chief

Social Class:

Species:

Outcast

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Forager

� EXP

Remove up to jj from any skill checks made to find food, water or shelter. Checks to forage or search the area take half the time they would normally. gcrb #73

p

Heightened Awareness

�� EXP

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead. GCRB #76

p

Natural

�� EXP

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental] a GCRB #79

Herbalism

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). gcrb #75

P

Quick Draw

Jump Up

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #73

GCRB #75

a

Knack For It

Once per round draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. [Incidental]

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills.

gcrb #74

gcrb #73

a

Precise Aim

p

Acrobatics

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

When moving, your character may suffer 2 strain to perform Athletics or Coordination check as a maneuver instead of an action.

tow

tow

a

Deadeye

[Maneuver]

�� EXP

tow

GCRB #79

gcrb #74

Concussive Strike

Toughened

�� EXP

Each rank of Toughened increases your character’s wound threshold by two.

tow

GCRB #75

a

P

Dodge

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj

Quick Strike

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

Suffer 2 strain before a Melee (Light) or Melee (Heavy) check. Increase the difficulty of the check by one. The weapon gains Concussive 1 item quality for the check. [Incidental]

Dirty Tricks

After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check. [Incidental] a ROT #88

a

After inflicting a Critical Injury with a ranged weapon and rolling the result, suffer 2 strain. You may apply any Critical Injury of the same severity to the target instead. [Incidental]

a

P

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot] a gcrb #79

In rural area, make a Hard (kkk) Survival check to heal one wound per s, or one wound per ss if target's wounds exceed their wound threshold. [action]

a

Toughened

Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental. [Incidental]

P

Precise Aim

Back to Back

rot #91

p

Dedication

When performing an Aim maneuver, suffer 2 strain. During the next combat check, decrease the target’s defense by the ranks in the talent. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

gcrb #81

a

P


Wanderer

Rat Catcher

Starting Gear

A rat catcher is a common sight everywhere in villages, towns, and cities, making a living by disposing of the vermin which infest all dwellings in this unsanitary age. Rat catchers are often traveling folk, although in a large town or city settled these 'vermin soldiers' may actually be employed by the authorities. So called Exterminators - the toughest of Rat Catchers, can deal with every creature lurking in the city sewers including giant rats, mutants and sometimes vile ratlike beastmen - too big and too smart even for brave sewer jacks.

a Crossbow (Inferior quality), a Pole, a Lantern, 1D10 Silver Shillings

Additional Career Skills Ranged, Resilience, Stealth, Streetwise

Specialization Progression Profession

Ratcatcher

None

None

Sewer Jack

Purchase at least one rank in the Dark Street talent. Increase ranks in Streetwise to 3

Your character removes jj imposed by darkness.

Learn the terrible truth about ratlike mutants. Increase ranks in Resilience to 3. Increase ranks in Streetwise to 4.

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting Skavens.

Exterminator

Social Class:

Species:

Commoner

Hu, Ha, Dw, WE, Gn

Specialization Tree Precision

� EXP

When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility. [Incidental] rot #84

a

Warning Bark

�� EXP

Your character may make a Perception and Vigilance checks using dog's ranks in those skills, as long as the dog is within hearing and visual range of your character. tow

P

Harass

�� EXP

When animal companion makes a successful combat check, it may upgrade the difficulty of the target's next check instead of inflicting damage. [Incidental] tow

a

Guard Dog

Small, But Vicious Dog

Your character gains mid-sized dog. Once per round, they may spend maneuver to direct the dog in performing one action and one maneuver during your character’s turn. tow

P

Animal Expertise

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

p

Share Pain

When animal companion suffers wounds, reduce wounds by half. Then your character suffers wounds equal to the number reduced. [Incidental, oot] a tow

Animal Expertise

�� EXP

Once per round, guide the dog to perform a maneuver. Until the end of your character's next turn, target character within dog's short range increases their melee defense by one. [Incidental]

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent.

tow

tow

Man’s Best Friend

a

�� EXP

Once per session, after suffering a Critical Injury, suffer 1 corruption to guide the dog to make a Hard (kkk) Coordination check. If successful, do not suffer the Injury, but the dog dies. [Incidental, oot] a tow

P

Enduring

Each rank of Enduring increases your character’s soak value by one.

GCRB #80

P

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuGCRB #75

P

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

GCRB #73

p

Dark Street

For each rank of the talent, remove one uncanceled h from Perception, Vigilance, Streetwise, or Knowledge checks when in the sewers or in similar location. tow

P

Snare

Dark Street

For each rank of the talent, remove one uncanceled h from Perception, Vigilance, Streetwise, or Knowledge checks when in the sewers or in similar location. tow

P

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

p

Dodge

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot] a GCRB #78

Easy Prey

Once until the end of the encounter, spend a Story Point to force one character to make a Vigilance vs Survival or Streetwise check or suffer stagger until the end of their next turn, + one round per hh [Maneuver]

Suffer 3 strain to use this talent. Until the start of your character’s next turn, your character and allies within short range add jj to combat checks against immobilized targets. [Maneuver]

tow

rot #90

Urban Combatant

a

When your character is targeted by a combat check in an urban setting, you may spend a Story Point to substitute all j in opponent's pool to f before the roll is made. [Incidental, oot] a tow

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

p


wanderer

Riverman

Starting Gear

Much of life in the Old World resolves around its rivers. They connect the largest commercial centers, provide energy for industry, and offer sustenance for the inhabitants of towns and villages. Unsurprisingly then, many make a living on the rivers in somr form or another. Rivermen is the catch all term for those who make their living on the waters, river pilots, fishermen, barge crews, even smugglers and river pirates are just a few, and while the many occupations can differ greatly, they all share a great respect for both the gifts and dangers afforded by the rivers of the Old World.

1D10 Silver Shillings, A Short Spear, A Weighted Net

Additional Career Skills Athletics, Crafts, Sailing, Vigilance

Specialization Progression Profession

Riverman

None

Your character may spend 5XP to purchase the Expert Knowledge (Rivers and Sailing) talent.

Smuggler*

Increase ranks in Vigilance to 3. Purchase one rank in the Daring Sailor talent.

Skulduggery and Stealth are now career skills for your character. Your character may spend 15XP to purchase the Snuggery talent.

Increase ranks in Crafts and Sailing to 3. Purchase the Know the Ropes talent. Own a barge.

Leadership and Negotiation are now career skills for your character. Your character may use the Know the Ropes talent twice per encounter instead of once.

Barge Captain*

Social Class:

Species:

Commoner

Hu, Ha, Dw, Gn

Specialization Tree Jackspeak

Grit

� EXP

When making a social skill check in company of sailors, rivermen etc., suffer a number of strain up to the ranks in Jackspeak to add an equal number of a to the check. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

tow

gcrb #73

a

Craft Specialization

�� EXP

Select area of craftmanship. Your character reduces difficulty of a Crafts check related to the selected area by one. Add jj to all other Crafts check. tow

p

Regular Maintenance

�� EXP

The vehicle your character is on increases its strain treshold by your character's ranks in Crafts.

tow

p

Always Prepared

P

Lucky Strike

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). GCRB #75

P

Rapid Reaction

A

Manann's Blessing

When in nautical environment, your character may make a Simple (-) Sailing check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental]

GCRB #76

GCRB #74

tow

A

Jackspeak

When making a social skill check in company of sailors, rivermen etc., suffer a number of strain up to the ranks in Jackspeak to add an equal number of a to the check. [Incidental] tow

a

Natural

A

Know The Ropes

Once per encounter, before ally makes a check, spend one Story Point: Your character adds a number of sequal to their ranks in Sailing to the results of the check. [Incidental, oot] a tow

Defensive Driving

�� EXP

Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving.

tow

GCRB #79

gcrb #80

a

Dedication

�� EXP

Before making a Sailing check, you may add a number of h and an equal number of s to the results. The number may not exceed your character’s ranks in Daring Sailor. [Incidental]

Each rank of Dedication increases one of your character's characteristics by one.

tow

gcrb #81

a

tow

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

Daring Sailor

[Incidental]

When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [Incidental]

Once per encounter, you may spend a Story Point to use this talent. Unil the end of the current round, all allied characters improve the ability of their checks once. [Incidental]

a

Nimble Steersman

When making a Sailing check to operate a boat or a barge, your character may use Agility instead of Intelligence.

P

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

A

Daring Sailor

Before making a Sailing check, you may add a number of h and an equal number of s to the results. The number may not exceed your character’s ranks in Daring Sailor. [Incidental] a tow

Sea Legs

When your character makes a Brawn or Agility based check while on a boat or ship, they add j to the check for each rank of Sea Legs.

tow

p

Master

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] gcrb #81

A


Wanderer

Scout

Starting Gear

Scouts roam through the wilderness, following trails that few other eyes can discern, while keeping an eye out for dangerous beasts, hostile groups and unnatural occurrences. They frequently hire their expertise out to armies, merchants, and travelers who need to go far off the known roads. They are often skilled fighters, but rarely deal with hazards themselves, preferring to slip back to warn their employers.

1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope, a Torch, Winter Clothing

Additional Career Skills Perception, Riding, Stealth, Survival

Most Scouts are in fact trappers, huntsmen or similar individuals with extensive knowledge about specific territory they are most familiar with. However, some of them are true specialists, capable of guiding their clients through previously uncharted land.

Specialization Progression Profession

Scout

None

None

Outrider*

Spend some time in a military. Purchase the Combat Training talent. Increase ranks in Riding to 2.

Your character may spend 5XP to purchase the Vanguard talent.

Set foot on an uncharted If your character is ambushed, their allies territory. Increase ranks in Survival to 3. within short range add j to all checks Purchase the Heightened Aware- during the first round of the encounter. ness talent

Explorer*

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree One With Nature

Grit

� EXP

When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental]

Each rank of Grit increases your character’s strain threshold by one.

gcrb #74

gcrb #73

a

Let's Ride

P

Durable

�� EXP

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental]

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

gcrb #74

gcrb #73

a

Animal Expertise

�� EXP

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

P

Defensive

�� EXP

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

gcrb #80

p

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

p

Combat Training

Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

tow

p

Herbalism

Forager

Remove up to jj from any skill checks made to find food, water or shelter. Checks to forage or search the area take half the time they would normally. gcrb #73

P

Deep Pockets

Once per session, produce small (encumbrace 0 or 1) item worth no more than 5 shillings. [Incidental] tow

a

Bloodhound

When making a check to follow trail of another character, add a number of s equal to your character's ranks in Streetwise or Survival to the results. [Incidental] tow

a

Recon

Swift

Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). gcrb #75

P

Heightened Awareness

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead. gcrb #76

p

Snare

Once until the end of an encounter, spend a Story Point to force one character to make a Vigilance vs Survival or Streetwise check or suffer stagger until the end of their next turn, + one round per hh [Maneuver] a tow

Natural

In rural area, make a Hard (kkk) Survival check to heal one wound per s, or one wound per ss if target's wounds exceed their wound threshold. [action]

After spending time in an area, make a Hard (kkk) Survival/Streetwise check. Until the end of the session, your character or one ally may add s equal to the ranks in the skill to one check made in the area. [action]

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [Incidental]

tow

tow

gcrb #79

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

Master of Shadows

a

After successful Stealth check, for each s except the first, your character can hide one additional engaged character. Number of characters cannot exceed ranks in Stealth. [Incidental] a tow

Master

a

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a gcrb #81


Wanderer

Sorcerer

Starting Gear

Those few blessed (or cursed) with witchsight, who do not undergo formal training to master their abilities are called sorcerers, or as college wizards contemptuously refer - hedge wizards. They are mostly Humans, although the wild and primal mages of the Wood Elves might also fall into this category. For humans who find themselves in such a situation, if they are lucky, another similarly blessed individual may take them under their wing. They are taught to hide their abilities and often portray themselves as herbalists and healers, living quiet, secluded lives, on the edges of society. They are always fearful of the wrath of the Witch Hunters, who would not hesitate to burn them as heretics or cultists - better to burn the witch, than risk them falling into the clutches of the ruinous powers.

1D10 Silver Shillings, 3 Herbal Medicines, a Staff

Additional Career Skills Knowledge (Chaos), Magic (Arcana), Survival, Vigilance

Specialization Progression Profession Hedge Wizard

Be attuned to magic.

Your character can cast spells of the Lore of Chaos.

Sorcerer*

Increase ranks in Magic (Arcana) and Survival to 4. Purchase the Herbalism and the Signature Spell talents.

Your character may spend 20XP to purchase the Signature Spell (Improved) talent.

Your character may spend 20XP to Increase ranks in Magic (Arcana) purchase the Warlock talent. to 3. Your character may spend 20XP to Embrace a Dark Gift. purchase the Unleash talent.

Warlock*

Social Class:

Species:

Outcast

Hu, WE, Og, Gn

Specialization Tree Grit

� EXP

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

p

Animal Companion

�� EXP

Your creates bond with a silhuette 0 animal. Once per round, they may spend maneuver to direct the animal in performing one action and one maneuver during your character’s turn. gcrb #77

p

Share Pain

One With Nature

When your character casts a spell, they may use this talent to consume a physical item and add j to the check.

[Incidental]

[Incidental]

gcrb #74

tow

a

Animal Expertise

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

P

Grit

�� EXP

Each rank of Grit increases your character’s strain threshold by one.

tow

gcrb #73

Animal Expertise

�� EXP

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

p

Animal Companion

�� EXP

Your creates bond with a silhouette 0 animal. Once per round, they may spend maneuver to direct the animal in performing one action and one maneuver during your character’s turn. gcrb #77

p

Component Casting

When casting a spell with the difficulty of 2 or lower, a character may use Cunning instead of Intellect.

When animal companion suffers wounds, reduce wounds by half. Then your character suffers wounds equal to the number reduced. [Incidental, oot]

a

Hedge Magic

When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental]

p

Face of the Wild

When you cast a transform spell on yourself, spend a Story Point to maintain the effects of the spell until the end of the encounter. [Incidental] EPG #97

a

Dire Animal Companion

The companion increases Br by 1 and Ag or Will by 1. It increases its wounds and strain thresholds by 4 and gains one rank in Brawl, Discipline, Perception or Survival. EPG #98

P

a

Ensorcelled

EPG #95

a

Herbalism

If your character has at least one rank in a magic skill, once per encounter, they may add a to the result of their next social skill check. [Incidental]

In rural area, make a Hard (kkk) Survival check to heal one wound per s, or one wound per ss if target's wounds exceed their wound threshold. [action]

EPG #95

tow

a

Sixth Sense

Your character may make a Vigilance or a Discipline check instead of Cool, to determine Initiative order. [Incidental] tow

a

Signature Spell

When purchased, decide on a signature spell consisting of a particular magic action and a specific set of effects. Reduce the difficulty of the check to cast the spell by one. ROT # 89

P

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

a

Innate Focus

While not using a magic implement, your character increases the base damage of attack spells by 2. Reduce the difficulty of all spells by 1, but increase the strain suffered by 1. [Incidental] EPG #97

a

Blood Magic

When casting a spell, suffer 2 wounds to trigger up to three different effects . These effects must be the ones that can be triggered by spending a or t. [Incidental] tow

a

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P


Warrior

Bodyguard

Starting Gear

The Old World is a dangerous place and its cities are no exception. Local gangs lurk for the careless, and the narrow streets are full of thieves, thugs, and sometimes even greater dangers, so it's a common thing to hire armed men to ensure the safety of goods and people. Guards, the silent but vigilant protectors, are everywhere, from old warehouses and shops to noblemens' households and palaces of aristocracy. Every inn and every tavern has a bouncer, ready to deal with problematic clientele and those wealthy often employ bodyguards - highly skilled warriors responsible for the safety of their masters.

2d10+10 silver shillings, Brass Knuckles, a Club

Additional Career Skills Brawl, Coercion, Resillience, Vigilance

Specialization Progression Profession

Guard

None

None

Bouncer*

Increase ranks in Brawl to 3. Purchase one rank in the Parry talent.

Your character may use the Parry talent while unarmed. Your character may spend 5XP to purchase the Painful Blow talent.

Increase ranks in Coercion and Resillience to 3. Purchase two ranks in the Body Guard talent.

Your character may spend 5XP to purchase the Threaten talent. Your character may spend 15XP to purchase the Heroic Resillience talent.

Bodyguard*

Social Class:

Species:

Commoner

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree Fast Healer

� EXP

When your character heals wounds via natural rest, they heal two additional wounds.

tow

p

Body Guard

Tavern Brawler

Your character adds a to Brawl checks and combat checks using improvised weapons.

rot #87

P

Intimidating

�� EXP

Once per round, suffer strain no greater than ranks in Body Guard. Choose engaged ally; upgrade the diff of combat checks targeting that ally by a number of strain suffered. [Maneuver]

During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent.

rot #90

tow

a

Heightened Awareness

�� EXP

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead. gcrb #76

p

Back to back

�� EXP

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj rot #91

p

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

p

p

Body Guard

Grit

Each rank of Grit increases your character’s strain threshold by one.

gcrb #73

P

Bulwark

gcrb #74

A

Toughened

gcrb #75

GCRB #80

p

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

P

Parry

rot #87

rot #90

Defensive

P

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot]

Each rank of Toughened increases your character’s wound threshold by two.

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

gcrb #75

While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally. [Incidental, oot]

Once per round, suffer strain no greater than ranks in Body Guard. Choose engaged ally; upgrade the diff of combat checks targeting that ally by a number of strain suffered. [Maneuver]

a

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

p

Parry

a

Power Through

If your character suffered wounds during an encounter, they may use Resilience instead of Cool or Discipline to make a check to recover strain at the end of the encounter. [Incidental] a tow

Grit

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot]

Each rank of Grit increases your character’s strain threshold by one.

gcrb #74

gcrb #73

a

Body Guard

p

Retribution!

Once per round, suffer strain no greater than ranks in Body Guard. Choose engaged ally; upgrade the diff of combat checks targeting that ally by a number of strain suffered. [Maneuver]

When an ally within medium range is attacked, spend 1 Story Point: hit the attacker once with a weapon your character is wielding, if the enemy is within the weapon’s range. [Incidental, oot]

rot #90

rot #91

a

a


Warrior

Champion

Starting Gear

Champions are professional warriors that train relentlessly to use a wide range of weapons and excel in melee combat. They often start as mercenaries or bullies for hire, ready to aid the highest bidder, whether it's to teach someone a lesson or to fight to the death. Champions search for glory and every opportunity is good to test their mettle. It's not suprising that many die before they can call themselves true masters, but the best of them gain fame and wealth and usually start their own fencing schools or represent others in trials by combat.

3D10+10 Silver Shillings, a Sword and a Buckler, or a Greatsword

Additional Career Skills Coordination, Discipline, Melee (Heavy), Melee (Light)

Specialization Progression Profession

Protagonist

None

None

Sword Master*

Increase ranks in Melee (Light) and Coordination to 4. Purchase the Sword Master talent.

Your character may spend 20XP to purchase the Combined Attack talent.

Judical Champion*

Increase ranks in Melee (Heavy) and Melee (Light) to 4. Fight instead of another character in a trial by combat.

Your character may spend 25XP to purchase the Concussive Strike talent.

Social Class:

Species:

Commoner

Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree Duelist

� EXP

Your character adds j to melee combat checks while engaged with a single opponent. Your character adds j to melee combat checks while engaged with three or more opponents. gcrb #73

p

Defensive Stance

Rapid Reaction

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental, oot] a gcrb #74

Burly

�� EXP

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver]

Your character decreases Cumbersome quality rating of a weapon they wield by 1.

gcrb #75

tow

a

Toughened

�� EXP

Each rank of Toughened increases your character’s wound threshold by two.

gcrb #75

p

Sword Master

P

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

a

Parry

Second Wind

Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [Incidental] gcrb #74

a

Breakthrough

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] gcrb #74

a

Quick Strike

With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. Decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [Maneuver]

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

GCRB #76

gcrb #74

A

Feint

P

Parry [Imp.]

Once per encounter, add a number of h equal to your character's ranks in Coordination to the results of the next melee combat check targeting your character this round. [Maneuver]

When your character suffers a hit from a melee combat check and uses Parry, you may spend d or hhh from the attacker’s check to hit the attacker once with a Brawl or Melee weapon. [Incidental, oot]

tow

gcrb #79

a

Defensive Stance

a

Counterattack

�� EXP

Once per enc, after rolling a melee attack check - 1 Story Point: while resolving the check, the weapon gains Stun Damage and Stun equal to your character's ranks in Discipline. [Incidental]

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot]

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver]

When your character uses Imp. Parry to hit an attacker, they may activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.

tow

gcrb #74

gcrb #75

ROT #90

a

Master

�� EXP

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] gcrb #81

a

Rapid Reaction

a

Suffer a number of strain to add an equal number of s to a check to determine Initiative order. The number may not exceed ranks in Rapid Reaction. [Incidental, oot] a gcrb #74

a

Quick Strike

Your character adds j for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter. gcrb #74

P

p

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P


Warrior

Roadwarden

Starting Gear

The Old World is a huge and wild place. The further from large settlements, the influence of its inhabitants declines, giving way to untamed forests and lonely hollows. All kinds of dangers lurk in these wild places, waiting to prey on the careless and ill-prepared. Bandits and robbers are just the beginning of what travelers usually have to contend with, so a formation of roadwardens was created to protect them.

a Riding Horse, a Sword, a Lantern, 1d10 Silver Shillings

Additional Career Skills Melee (Light), Riding, Vigilance, Survival

Roadwardens collect tolls and maintain the routes of travel, but they are best known for patrolling the roads looking for dangers that may prey on travelers. They usually travel on horseback, often covering many miles during the day. Thanks to this, they are usually excellent riders, toughened and ready for any danger.

Specialization Progression Profession

Roadwarden

None

None

Road Sergeant*

Increase ranks in Melee (Light) and Riding to 3. Purchase one rank in the Bad Cop talent.

Your character may change their social status to Middle Class. Leadership is now a career skill for your character. Your character may spend 20XP to purchase the Imperious Tone talent.

Increase ranks in Vigilance to 3. Purchase the Always Prepared talent. Purchase the Expert Knowledge (Law) talent.

Your character adds j to Coercion checks targeting them. Your character may spend 20XP to purchase the Prime Positions talent.

TollKeeper*

Social Class:

Species:

Commoner

Hu, Ha, WE

Specialization Tree Animal Expertise

� EXP

Add j per rank of the talent to all checks when interacting with animals. When dealing Critical Injury to an animal increase the result by 10 per rank of the talent. tow

p

Vanguard

�� EXP

If your character is mounted at the beginning of a combat encounter, they add ss to the check to determine Initiative order.

tow

p

Herbalism

�� EXP

In rural area, make a Hard (kkk) Survival check to heal one wound per s, or one wound per ss if target's wounds exceed their wound threshold. [action] a tow

Always Prepared

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

A Brave Face

Allied characters within medium range of your character add j to the checks to recover strain at the end of an encounter (see page 117 of the Genesys Core Rulebook). tow

P

Bad Cop

�� EXP �� EXP

p

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. GCRB #73

p

Heightened Awareness

GCRB #76

a

Enduring

GCRB #80

gcrb #81

P

tow

tow

Dedication

tow

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead.

Each rank of Enduring increases your character’s soak value by one.

Each rank of Dedication increases one of your character's characteristics by one.

Your character reduces difficulty of Knowledge checks related to Law once.

aa from a Coercion or Deception check: upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character's ranks in Bad Cop. [Incidental]

Once per encounter, you may spend a Story Point to use this talent. Unil the end of the current round, all allied characters improve the ability of their checks once. [Incidental]

a

Expert Knowledge (Law)

p

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

P

Bloodhound

When making a check to follow trail of another character, add a number of s equal to your character's ranks in Streetwise or Survival to the results. [Incidental] tow

a

Bad Cop

aa from a Coercion or Deception check: upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character's ranks in Bad Cop. [Incidental] tow

a

Let's Ride

Once per round in your character’s turn, get on/off a vehicle or animal, or change position in a vehicle as an incidental. A short-range fall from the mount causes no damage. [Incidental] GCRB #75

a

Buns of Steel

While mounted on beast or vehicle, your character may make a Simple (-) Riding check, instead of Discipline or Cool, to recover strain at the end of an encounter. [Incidental] a tow

Born in the Saddle

Once per encounter, your character may use this talent to add s equal to their ranks in Riding to a single check (using any skill) they make while mounted on beast or vehicle. [Incidental] tow

a

Quick Witted

Once per enc, after another social skill check, make an Average (kk) Vigilance check. If successful, add s or f equal to ranks in Charm to the other check. If failed, suffer 3 strain. [Incidental, oot] a tow

Master

Choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of Easy (k). [Incidental] a gcrb #81


Warrior

Slayer

Starting Gear

Dwarfs who have lost their honor swear a solemn oath to die in heroic battle and become Slayers. They dye their beards and hair orange, fashion them into a crest and travel the world with nothing but an axe, looking for a glorious death - the only means by which they can wash away their disgrace. Outcasts in the eyes of all other dwarfs, they never speak of the circumstances that led to the loss of their honor. Shunned and exiled, they dedicate the entire fiber of their being to the hardest and most destructive life of battle in search of redemption.

3d10 Silver Shillings, Two axes or a Great axe or a War Hammer (Inferior quality), Brass Knuckles

Additional Career Skills Athletics, Brawl, Melee (Heavy), Resilience

Unfortunately, this tenacity and determination often results in a far more fearsome and capable warrior, which in turn compounds their burden - the longer a Slayer lives, the more shame they carry, resulting in dour, unfriendly, and downright bad tempered individuals.

Specialization Progression Profession

Slayer

Troll or Giant Slayer Dragon or Demon Slayer

Social Class:

Suffer unbearable disgrace.

Change your character's social class to Outcast. Your character cannot wear heavy armor (soak 2 or higher) or use a shield and can never change their specialization.

Slay a troll or a giant.

Your character upgrades the ability of Fear checks once. When your character makes a Resillience check to stay conscious after exceeding their wound threshold, they reduce the difficulty of the check by one to a minimum of Easy (k).

Slay a greater demon or a dragon.

Your character upgrades the ability of Fear checks twice instead of once. Your character may spend 25XP to increase Brawn or Willpower by one. This cannot increase the characteristic above 5.

Species:

Outcast

Dw

Specialization Tree Toughened

� EXP

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Dual Wielder

�� EXP

Once per round, decrease the difficulty of the next combined combat check made during the same turn by one. [Maneuver] gcrb #76

A

Dual Strike

�� EXP

When resolving a combined check to attack with two weapons in a melee combat, suffer 2 strain to hit with the secondary weapon (instead of spending aa). [Incidental] a rot #90

Slayer [Sup.]

�� EXP

Your character adds j to melee combat checks against Daemon adversaries. This effect stacks with Slayer and Slayer (Improved) talents. tow

P

Combat Fury

�� EXP

Each time adversary or minion group is defeated within short range of your character, your character heals 2 strain.

tow

P

Power Through

Slayer

If your character suffered wounds during an encounter, they may use Resilience instead of Cool or Discipline to make a check to recover strain at the end of the encounter. [Incidental]

Your character adds j to melee combat checks against targets that are silhouette 2 or greater.

tow

tow

a

Reckless Charge

P

Tavern Brawler

After using a maneuver to move to engage an adversary, suffer 2 strain to add sshh to the results of the next melee combat check made this turn. [Incidental]

Your character adds a to Brawl checks and combat checks using improvised weapons.

rot #89

rot #87

a

Slayer [Imp.]

Your character adds j to melee combat checks against targets that are silhouette 3 or greater. This effect stacks with Slayer talent.

tow

P

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

gcrb #73

P

Enduring

Each rank of Enduring increases your character’s soak value by one.

gcrb #80

P

p

Heroic Will

Choose two characteristics. Spend a Story Point to ignore the effects of Critical Injuries on any skill checks using those two characteristics until the end of the encounter. [Incidental, oot] a gcrb #79

Thoughened

Each rank of Toughened increases your character’s wound threshold by two.

GCRB #75

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

P

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

gcrb #73

P

Enduring

Each rank of Enduring increases your character’s soak value by one.

gcrb #80

P

Dodge

When targeted by a combat check, suffer a number of strain up to ranks in Dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [Incidental, oot] gcrb #79

a

Death Rage

Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering.

rot #91

Unleash

P

Once per round, your character may suffer 1 corruption to perform a maneuver to immediately defeat one rival or one minion group in short range. [Maneuver] a tow


Warrior

Watchman

Starting Gear

‘The Watch’ is the first line of law enforcement in almost every town and city in the Old World. Since watchmen are those who encounter the common people most frequently, they often become the target for the peoples ire towards the town or cities authorities. This can lead many watchmen to become strict and bitter, a situation not helped when some towns hire the dregs of society to save some money, putting powers into the hands of lazy, mean, and sadistic men.

a Halberd, a Club, a Lantern, 1d10 Silver Shillings

Additional Career Skills Athletics, Melee (Light), Perception, Streetwise

Those few professional watchmen who become disillusioned with this type of cheap corruption, sometimes find their street smarts lead their lives in a new direction, their skills being highly valued by adventurers when navigating the streets of the Old World.

Specialization Progression Profession

Watchman

None

None

Watch Sergant*

Increase ranks in Athletics and Melee (Light) to 3. Purchase one rank in the Bad Cop talent.

Your character may change their social status to Middle Class. Leadership is now a career skill for your character. Your character may spend 20XP to purchase the Imperious Tone talent.

Investigator*

Social Class:

Your character may change their social Purchase the Investigator talent. status to Middle Class. Increase ranks in Perception and Your character may spend 20XP to Streetwise to 3. purchase the Recon talent.

Species:

Commoner

Hu, Ha, Dw, Og, Gn

Specialization Tree Street Slang

A Brave Face

� EXP

When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [Incidental]

Allied characters within medium range of your character add j to the checks to recover strain at the end of an encounter (see page 117 of the Genesys Core Rulebook).

tow

tow

a

Probing Question

�� EXP

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain. tow

p

Bloodhound

P

Work the Crowd

Your character decreases the difficulty of social skill checks by one when influencing groups (see Genesys Core Rulebook, page 120). tow

P

Heightened Awareness

�� EXP

When making a check to follow trail of another character, add a number of s equal to your character's ranks in Streetwise or Survival to the results. [Incidental]

Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead.

tow

GCRB #76

a

Stubborn

�� EXP

Your character adds j per rank of Stubborn to social skill checks targeting them.

tow

p

Dedication

�� EXP

Each rank of Dedication increases one of your character's characteristics by one.

gcrb #81

p

p

Investigator

Once per session, while at a crime scene, make a Hard (kkk) Perception check. If succeesful, for each s identify one prominent physical characteristics of one person who was at the scene. [action] TOW

a

Bad Cop

Expert Knowledge (Law) Your character reduces difficulty of Knowledge checks related to Law once.

tow

P

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. GCRB #73

p

Bad Cop

GCRB #75

P

Defensive Stance

Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [Maneuver] a GCRB #75

Back to Back

aa from a Coercion or Deception check: upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character's ranks in Bad Cop. [Incidental]

While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj

tow

Rot #91

a

Body Guard

Once per round, suffer strain no greater than ranks in Body Guard. Choose engaged ally; upgrade the diff of combat checks targeting that ally by a number of strain suffered. [Maneuver] a Rot #90

Toughened

aa from a Coercion or Deception check: upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character's ranks in Bad Cop. [Incidental]

Each rank of Toughened increases your character’s wound threshold by two.

tow

GCRB #75

a

Toughened

Each rank of Toughened increases your character’s wound threshold by two.

P

p

Urban Combatant

When your character is targeted by a combat check in an urban setting, you may spend a Story Point to substitute all j in opponent's pool to f before the roll is made. [Incidental, oot] a tow

Concussive Strike

Suffer 2 strain before a Melee (Light) or Melee (Heavy) check. Increase the difficulty of the check by one. The weapon gains Concussive 1 item quality for the check. [Incidental] a tow


Warrior

Witch Hunter

Starting Gear

Witch Hunters are grim, cold individuals who have dedicated their life to eradicating corruption wherever it may be. Most witch hunters are the state-issued Templars of the Cult of Sigmar. However, there is a wide variety of others, from the Colleges’ Magisters Vigilant to local mercenaries hired out to a nobleman’s service. What they all have in common however is their dedication and zeal against all things tainted and impure.

Leather Armor, a Sword or an Axe, a Rope, a Sacred Symbol, a Torch, 6d10 Silver Shillings

Additional Career Skills Coercion, Discipline, Knowledge (Chaos), Melee (Light)

All ordinary citizens agree that witch hunters are necessary and the work they do is crucial to the safety of the Old World, but there are very few who do not feel a flush of fear when they see a figure wearing the familiar wide-brimmed hat, a buckled tunic, and a long black cloak...

Specialization Progression Profession Witch Hunter’s Apprentice

Become a devout follower of a Chaos opposing deity.

Witch Hunter

Increase ranks in Discipline to 3. Increase ranks in Knowledge (Chaos) to 2 Convict a witch during the trial.

Witch Hunter Captain

Increase ranks in Discipline to 4. Increase ranks in Knowledge (Chaos) to 4. Become renowned among witch hunters.

Social Class:

If your character has at least one rank in the Divine skill, they can work Miracles of Sigmar, but they can never work miracles of other deities or cast spells.

Your character upgrades the ability of Fear checks once.

Your character may change their social status between Middle Class and Outcast at will. Once per in-game month, your character may ask for a big favor from another witch hunter.

Species:

Outcast

Hu

Specialization Tree Templar

� EXP

Divine is now a career skill for your character. They can only cast one spell using this skill per encounter.

rot #87

P

Chaos Bane

�� EXP

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting a Chaos adversary. tow

P

Templar [imp.]

�� EXP

When your character casts the Divine spell, they do not add j for wearing heavy armor, using a shield, or not having at least one hand free. ROT #89

P

The Hammer of Witches

�� EXP

Once per encounter, make a Hard (kkk) Divine check. Add j per each s to all magic checks targeting your character. For every aa add j to combat checks targeting spellcasters. [action] a tow

Strenght of Faith

�� EXP

Once per session, add s equal to ranks in Discipline and a equal to ranks in Willpower to the results of the next Divine check during this turn. [Maneuver] a EPG #97

pure

Each rank of Pure increases your character's corruption threshold by one.

tow

P

Heroic recovery

Choose one characteristic. Once per encounter, spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic. [Incidental] a ROT #88

Parry

When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [Incidental, oot] a GCRB #74

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

GCRB #73

P

Dedication

Each rank of Dedication increases one of your character's characteristics by one.

GCRB #81

P

Durable

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

GCRB #73

P

Know The Enemy

Your character may make a Knowledge (Chaos) check instead of Cool or Vigilance, to determine Initiative order when facing Chaos creatures. [Incidental] a tow

pure

Each rank of Pure increases your character's corruption threshold by one.

tow

P

Justice of the Citadel

Once per round may suffer 3 strain to use this talent to add damage equal to ranks in Discipline to one hit of a successful melee attack. [Incidental] ROT #90

a

Zealous Fire

Each time your Game Master spends a Story Point, your character heals 2 strain.

ROT #91

P

Knack for it

Select one skill. Your character removes jj from checks they make using that skill. If purchased for the second time - choose two skills. GCRB #73

P

Scathing tirade

May use this talent to make an Average (kk) Coercion check. For each s one enemy within short range suffers 1 strain. For each a one enemy suffers 1 additional strain. [action] a GCRB #77

Scathing Tirade [imp.]

Enemies affected by your character’s Scathing Tirade add j to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion. GCRB #79

P

Scathing Tirade [sup.]

Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action. [Incidental] GCRB #81

Baleful Gaze

a

Once per round, spend a Story Point to upgrade the difficulty of a combat check targeting your character within medium range by your ranks in Coercion. [Incidental, oot] a tow


Character

Sheet

Character Name: Species: Hair: Eyes: Notable feat.:

ge: Height:

Gender: Social claſs:

Deſcription

Career: Profeſſion: Strength: Deſire:

Specialization: Flaw: Fear:

Characteriſtics gility

Brawn

Intellect

Cunning

Willpower

Preſence

t‍tributes Soak Value

Defenſe

ranged

melee

Wounds

thresh.

current

Strain

Skills Rank

General Skills Career? Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafts (Int) Discipline (Will) Engineering (Int) Medicine (Int) Perception (Cun) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magic Skills Career? Arcana (Int) Divine (Will)

Rank

thresh.

current

Corruption

thresh.

current

bilities & dd. Talents

Combat Skills Brawl (Br) Firearms (Ag) Gunnery (Int) Melee - Heavy (Br) Melee - Light (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Wp) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Academic (Int) Chaos (Int) Cuſtom Skills

Career?

Rank

NAME ___________________________________ DESC___________________________________

________________________________________ NAME ___________________________________ DESC___________________________________

________________________________________

Career?

Rank

NAME ___________________________________ DESC___________________________________

________________________________________ NAME ___________________________________ DESC___________________________________

Career?

Rank

________________________________________ NAME ___________________________________

Career?

Rank

______________________ ______________________ ______________________ ______________________

DESC___________________________________

________________________________________ NAME ___________________________________ DESC___________________________________

________________________________________

Weapons Weapon

Skill

Dmg. Crit Range Encum. On you?

Special

________________ ______ ______ ______ _____ _______

__________________________________________________

________________ ______ ______ ______ _____ _______

__________________________________________________

________________ ______ ______ ______ _____ _______

__________________________________________________

________________ ______ ______ ______ _____ _______

__________________________________________________

Perſonal Gear ____________________ ____________________ ____________________ ____________________ ____________________

Critical Injuries

Encum. On you?

____________________ ____________________ ____________________ ____________________ ____________________

Money

____________________ ____________________ ____________________ ____________________

Encumbrance

Current

Encum. On you?

____________________ ____________________ ____________________ ____________________

Maximum

Mutations

© Barbara Szymańska 2022. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.

Gold Crowns Silver Shillings Braſs Pennies

Exp. Total exp. Available exp.


Chapter 2

New Talents In this chapter, we present new talents that should be used in addition to selected Genesys Core Rulebook, Expanded Player's Guide and Realms of Terrinoth talents (see Table 2-3: Genesys Talents for The Old World Setting). These talents can also be used in other dark fantasy settings.

Tier 1 A Brave Face

instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117 of Genesys Core Rulebook).

College Wizard

Tier: 1 Activation: Passive Ranked: No Allied characters within medium range of your character add j to the checks to recover strain at the end of an encounter (see page 117 of the Genesys Core Rulebook).

Tier: 1 Activation: Passive Ranked: No Your character reduces any Miscast result they cause by 10, to a minimum of 01.

Black Market Contacts

Cool Face

Tier: 1 Activation: Active (Incidental) Ranked: Yes Once per session, when attempting to purchase an item that is not available legally, your character may use this talent to reduce its rarity by one per rank of Black Market Contacts.

Tier: 1 Activation: Passive Ranked: No When another character tries to discern your character's Motivations, they add automatic hh to the check.

Buns of Steel Tier: 1 Activation: Active (Incidental) Ranked: No While mounted on a beast or vehicle, your character may make a Simple (-) Riding check,

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Craft Specialization Tier: 1 Activation: Passive Ranked: Yes For each rank of this talent, select a specific area of craftsmanship for your character. When your character makes a Crafts check

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which pertains to that area of craftsmanship, reduce the difficulty of the check once. If the check is to craft an item (see Realms of Terrinoth, page 112), additionally decrease the time needed by half (rounded up). When your character makes a Crafts check which DOES NOT pertain to that area of craftsmanship, add jj to the check instead.

Table 2-1: Example Crafts

Table 2-2: Example Areas of Knowledge Area

Field of Study

Astronomy

Celestial objects and phenomena.

Botany

Floral and fungal life.

Chaos

Chaos domain and creatures.

Heraldry

Armorial bearings and noble ceremonies.

Craft

Description

Magic

Winds of magic, magic items etc.

Art making

Sculpting, painting etc.

Metallurgy

Production of metal and alloys.

Cloth making

Making clothes, hats and shoes.

Theology

Deities and religious beliefs.

Masonry

Construction of stone buildings.

Zoology

Animals and their behavior.

Metalworking

Smithing and metal casting.

Shipbuilding

Building and repairing ships.

Woodworking

Wood carving, carpentry etc.

Hamstring Shot

Dark Street Tier: 1 Activation: Passive Ranked: Yes After your character makes a Perception, Vigilance, Streetwise, or Knowledge check to notice, identify, or avoid a threat in sewers, underground city tunnels, or other similar locations, your character cancels a number of uncanceled h no greater than your character's ranks in Dark Street.

Expert Knowledge Tier: 1 Activation: Passive Ranked: Yes For each rank of this talent, select a specific area of expertise for your character. When your character makes a Knowledge (Academic) or a Knowledge (Chaos) check which pertains to that area of knowledge, reduce the difficulty of the check once.

Tier: 1 Activation: Active (Action) Ranked: No Once per encounter, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn. Note: Balance change for the original Hamstring Shot talent.

Hedge Magic Tier: 1 Activation: Active (Incidental) Ranked: No When making a Magic (Arcana) check to cast a spell with the difficulty of Average (kk) or lower, your character may use Cunning instead of Intellect. If the spell is an Attack spell, your character may use Cunning to determine the base damage of the spell.

Intuitive Casting Tier: 1 Activation: Passive Ranked: Yes Your character adds j for each rank of Intuitive Casting to the first magic check they make in the current encounter.

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Jackspeak Tier: 1 Activation: Active (Incidental) Ranked: Yes When your character makes a social skill check in a company of sailors, rivermen or similar individuals (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of a to the check. The number may not exceed your character's ranks in Jackspeak.

Manann's Blessing

ter has received at least 1 wound in the previous encounter, your character may make a Simple (-) Resilience check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117 of Genesys Core Rulebook). Note: Originally from The Forge, episode 6.

Pure Tier: 1 Activation: Passive Ranked: Yes Each rank of Pure increases your character's corruption threshold by one.

Tier: 1 Activation: Active (Incidental) Ranked: No When in nautical environment, your character may make a Simple (-) Sailing check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117 of Genesys Core Rulebook).

Nimble Steersman Tier: 1 Activation: Active (Incidental) Ranked: No When making a Sailing check to operate a boat or a barge, your character may use Agility instead of Intelligence.

Perfect Liar Tier: 1 Activation: Active (Incidental) Ranked: Yes After your character makes a Deception check, they may suffer 1 strain to use this talent to cancel h equal to your character’s ranks in Perfect Liar.

Power Through Tier: 1 Activation: Active (Incidental) Ranked: No When in an ongoing hostile or actively dangerous scene or environment, where your charac-

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Rule of Aqshy Tier: 1 Activation: Passive Ranked: No Whenever your character casts an Attack spell, they always add the Fire effect to the spell without increasing the difficulty. Purchasing this talent also have a narrative effect as it subtly changes appearance of your character. Red strands appear among the character's hair, and their face blushes slightly.

Rule of Azyr Tier: 1 Activation: Passive Ranked: No Whenever your character casts an Attack spell, they always add the Lightning effect to the spell without increasing the difficulty. Purchasing this talent also has a narrative effect as it subtly changes appearance of your character. Blue flecks appear in their eyes and some hair may go gray as the wind of Azyr flows through their body.

Rule of Chamon Tier: 1 Activation: Passive Ranked: No Whenever your character casts an Attack spell, they always add the Impact effect to the spell without increasing the difficulty. Purchasing this talent also has a narrative effect as it subtly changes appearance of your character. Their skin becomes slightly yellowish and shiny and their gaze seems to be more focused.

Rule of Ghur Tier: 1 Activation: Active (Incidental) Ranked: No When your character casts an Attack spell, they may use this talent to add the Close Combat effect to the spell without increasing the difficulty.

Purchasing this talent also has a narrative effect as it subtly changes appearance of your character. Their hair grows thick and disheveled and their nails become long and sharpened.

Rule of Ghyran Tier: 1 Activation: Active (Incidental) Ranked: No Your character adds j to magic checks while in the rural environment and j while in the urban environment. Additionally, when your character casts an Attack spell, they may use this talent to add the Non-lethal effect to the spell without increasing the difficulty. Purchasing this talent also has a narrative effect as it subtly changes appearance of your character. Their skin becomes bright and healthy, and the cheeks blush slightly. A fresh scent always surrounds your character.

Rule of Hysh Tier: 1 Activation: Passive Ranked: No Whenever your character casts an Attack spell, they always add the Holy effect to the spell without increasing the difficulty. The effect works against Chaos and Daemon adversaries. Purchasing this talent also has a narrative effect as it subtly changes appearance of your character. After performing their first few ritual castings, they will soon find white streaks in their hair and their skin will turn pale.

Rule of Shyish Tier: 1 Activation: Passive Ranked: No Whenever your character casts an Attack spell, they always add the Holy effect to the spell without increasing the difficulty. The effect works against Undead adversaries. Purchasing this talent also has a narrative effect as it subtly changes appearance of your character as they become lean and pale.

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Tier 2

Rule of Ulgu Tier: 1 Activation: Active (Incidental) Ranked: No While resolving the Attack or Curse spell check, you may spend a to Disorient the target for a number of rounds equal to your character's ranks in Knowledge (Chaos).

Street Slang Tier: 1 Activation: Active (Incidental) Ranked: Yes When your character makes a social skill check in criminal or dubious company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of a to the check. The number may not exceed your character's ranks in Street Slang.

Technical Jargon

Acrobatics Tier: 2 Activation: Active (Maneuver) Ranked: No When your character is moving in a way that would normally require Athletics or Coordination check (e.g. climbing, swinging a rope etc.), they may suffer 2 strain to perform this check as a maneuver instead of an action.

Altered Deal Tier: 2 Activation: Active (Incidental, Out of Turn) Ranked: No Once per session, when allied character within short range of your character fails a Negotiation check, your character may use this talent to retry the check using Coercion instead of Negotiation.

Tier: 1 Activation: Active (Incidental) Ranked: No Your character may use this talent when making a Charm check targeting an engineer, craftsman, or similar individual to count their ranks of Charm as equal to their ranks in Crafts or Engineering.

Torment Tier: 1 Activation: Passive Ranked: No If their target is disoriented, staggered, or prone, your character adds j to social skill checks they make.

Well Organized Tier: 1 Activation: Passive Ranked: Yes Each rank of Well Organized increases your character’s encumbrance threshold by two.

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Animal Expertise

Chaos Bane

Tier: 2 Activation: Passive Ranked: Yes Your character adds j per rank of Animal Expertise to all checks when interacting with a beast or animal (including combat checks). Additionally, when inflicting a Critical Injury to a beast (including Beastmen and Skaven) or an animal, your character increases the result by 10 per rank of Animal Expertise.

Tier: 2 Activation: Passive Ranked: No Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting a Chaos adversary.

Bad Cop Tier: 2 Activation: Active (Incidental) Ranked: Yes Your character may spend aa from a Coercion or Deception check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character's ranks in Bad Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter.

Breakthrough Tier: 2 Activation: Active (Maneuver) Ranked: Yes Once per round, while wielding a Melee (Heavy) weapon, your character may suffer a number of strain no greater than their ranks in Breakthrough to use this talent. Choose one enemy engaged with your character; until the end of your character's next turn, decrease the defense of the target a number of times equal to the strain suffered.

Burly Tier: 2 Activation: Passive Ranked: No Your character decreases Cumbersome quality rating of a weapon they wield by 1.

Combat Training Tier: 2 Activation: Passive Ranked: No Athletics or Resilience and Melee (Light) or Melee (Heavy) are now career skills for your character.

Daring Sailor Tier: 2 Activation: Active (Incidental) Ranked: Yes Before your character makes a Sailing check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Sailor.

Deep Pockets Tier: 2 Activation: Active (Incidental) Ranked: No Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time). Your GM has final say as to what items can be produced with Deep Pockets, but generally the item should cost less than 5 Silver Shillings and have an encumbrance of 0 or 1. Note: Inspired by a similar SotB talent.

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Distraction

Tier: 2 Activation: Active (Action) Ranked: No Your character may use this talent to make an Average (kk) Coordination or Deception check. For each s the check generates, one adversary of your choice within short range becomes disoriented. Your character may spend a from the check to inflict 1 strain on an affected adversary and may spend t from the check to stagger a minion or rival within short range.

Encouraging Song Tier: 2 Activation: Active (Action) Ranked: No Your character may use this talent to make an Average (kk) Charm check. For each s the check generates, one ally within medium range adds j to their next skill check. For each a, one ally benefiting from Encouraging Song heals 1 strain.

Fast Healer Tier: 2 Activation: Passive Ranked: No When your character heals wounds via natural rest, they heal two additional wounds.

Inspiring Cry Tier: 2 Activation: Active (Incidental) Ranked: No Once per encounter, your character may use this talent to allow allies within medium range to reroll any number of j when they make a check until the end of the following round. The number of allies affected may not exceed your character's ranks in Leadership. Note: Inspired by a similar SotC talent.

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Intimidating Tier: 2 Activation: Passive Ranked: Yes During the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating.

Keen Observer Tier: 2 Activation: Passive Ranked: No Your character adds jj to checks to discern another character's Motivations.

Know The Enemy Tier: 2 Activation: Active (Incidental) Ranked: No Your character may make a Knowledge (Chaos) check instead of Cool or Vigilance, to determine Initiative order when facing Chaos creatures.

Paragon Tier: 2 Activation: Active (Incidental, Out of Turn) Ranked: No Once per encounter, your character may use this talent before making a Fear check. If the check is successful, all allied characters present in the encounter decrease the difficulty of Fear checks by one until the end of the encounter. If the check fails, they increase the difficulty by one instead.

Patch Up Tier: 2 Activation: Active (Incidental) Ranked: No When your character fails a check to heal wounds, they may instead heal a number of wounds equal to their Intellect. Once before

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the end of the session, d may be spent from a check the healed character makes to have them suffer a number of wounds equal to your character’s Intellect. Your character may only use this talent on a particular target once per game session. Note: Originally from the SotC rulebook.

Physician Tier: 2 Activation: Passive Ranked: Yes When your character makes a Medicine check to help another character heal wounds, the target additionally heals 1 strain per rank of Physician.

Probing Question Tier: 2 Activation: Passive Ranked: No If your character knows an opponent’s Flaw or Fear Motivation, when your character inflicts strain on

that opponent using a social skill, the opponent suffers 3 additional strain.

Quick Fix Tier: 2 Activation: Active (Maneuver) Ranked: No You may spend a Story Point to allow your character to use this talent to temporarily repair one damaged item they are engaged with. For a number of rounds equal to your character’s ranks in Crafts, the item may be used without penalty (see page 89 of the Genesys Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.

Ranger Tier: 2 Activation: Passive Ranked: No Discipline and Firearms are now career skills for your character.

Regular Maintenance Tier: 2 Activation: Passive Ranked: No The vehicle your character is on increases its strain threshold by your character's ranks in Crafts.

Sea Legs Tier: 2 Activation: Passive Ranked: yes When your character makes a Brawn or Agility based check while on a boat or ship, they add j to the check for each rank of Sea Legs.

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Shield Bash

also be broken due to abusive treatment or other extenuating circumstances.

Tier: 2 Activation: Active (Incidental, Out of Turn) Ranked: No Your character may use this talent to spend t from a check they make to determine Initiative to make a Melee (Light) combat check with a shield against a valid target before the first round of combat begins. If this combat check is successful, your character may activate the Knockdown item quality without spending a.

As long as the bond persists, the dog follows your character, and you dictate the dog's overall behavior (although, since the dog is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their dog in performing one action and one maneuver during your character’s turn. The dog must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the dog does not contribute to the encounter. The specifics of its behavior are up to you and your GM.

Silver Tongued Tier: 2 Activation: Active (Incidental) Ranked: No Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s.

While benefiting from this talent, you may also benefit from all talents that hold the Animal Companion talent as a prerequisite. However, you cannot increase the allowed silhouette of the dog by increasing ranks in the Animal Companion talent.

Sixth Sense Tier: 2 Activation: Active (Incidental) Ranked: No Your character may make a Vigilance or Discipline check instead of Cool, to determine Initiative order.

Slayer Tier: 2 Activation: Passive Ranked: No Your character adds j to melee combat checks against targets that are silhouette 2 or greater.

Small, But Vicious Dog Tier: 2 Activation: Passive Ranked: No Your character creates a bond with a single mid-sized dog with a bad temper. The bond persists as long as your character chooses, although at your GM's discretion, the bond may

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Special Use Permit Tier: 2 Activation: Passive Ranked: No Your character does not treat any item as restricted (R). This also means your character can carry a Firearms and Ranged weapons (including explosives) or transport Gunnery weapons that normally would be restricted in public without being arrested. However, they can still be arrested for using such a weapon in an unlawful manner. Note: Inspired by a similar SotB talent.

Steady Hand Tier: 2 Activation: Active (Incidental) Ranked: No Before your character makes a ranged combat check, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Discipline to the results.

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Sucker Punch

Work the Crowd

Tier: 2 Activation: Active (Incidental, Out of Turn) Ranked: No Your character may use this talent to spend t from a check they make to determine Initiative to make a Brawl combat check against a valid target before the first round of combat begins. If this combat check is successful, your character may activate the Disorient item quality without spending a.

Tier: 2 Activation: Passive Ranked: No Your character decreases the difficulty of social skill checks by one when influencing groups (see Genesys Core Rulebook, page 120).

Tier 3 Audacious

Surgical Strike Tier: 2 Activation: Active (Incidental) Ranked: No Before your character makes a Brawl or Melee (Light) check, you may spend a Story Point to use this talent to grant your attack the Vicious item quality equal to your character's ranks in Medicine. Note: Originally from The Forge, episode 11.

Vanguard Tier: 2 Activation: Passive Ranked: No If your character is mounted at the beginning of a combat encounter, they add ss to the check to determine Initiative order.

Tier: 3 Activation: Passive Ranked: No When your character generates d on a social check, roll l and add the results to the check, in additional to the d being spent as normal.

Applied Research Tier: 3 Activation: Active (Incidental) Ranked: Yes Your character may use this talent before making a check to use any knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of Knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation, and require your character to use that specific knowledge skill. Note: Originally from the SotB rulebook.

Artillerist Tier: 3 Activation: Passive Ranked: No Gunnery is now a career skill for your character. A number of allied characters within medium range may use your character's ranks in Gunnery instead of theirs when making GunThe Old World: Grim and Perilous

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nery checks. The number cannot exceed your character's Presence rating.

Awakening of the Forest Tier: 3 Activation: Active (Action) Ranked: No Once per encounter, your character may suffer 2 strain to use this talent to make a Hard (kkk) Arcana check targeting a tree within short range. If the check is successful, the tree awakens (use the characteristic of Aymhelin Scion, Realms of Terrinoth p. 178) and obeys your character's commands until the end of the encounter or until dispelled. Your character may spend a maneuver to direct the tree, allowing them to determine its action and maneuver.

Born in the Saddle Tier: 3 Activation: Active (Incidental) Ranked: No Once per encounter, your character may use this talent to add s equal to their ranks in Riding to a single check (using any skill) they make while mounted on beast or vehicle.

Bad Press Tier: 3 Activation: Active (Action) Ranked: No Once per session, your character may make a Hard (kkk) Knowledge (Academic) check targeting an easily distinguishable group of characters (for example members of a particular guild or servants of a nobleman). If the check is successful, during the next social encounter, decrease strain threshold of all members of the targeted group by your character's Presence rating.

Bloodhound Tier: 3 Activation: Active (Incidental) Ranked: No When your character makes a check to follow another character’s trail (whether their physical tracks or a trail of information), you may use this talent to add a number of s equal to your character’s ranks in Streetwise or Survival, as appropriate for the environment, to the check results. Note: Originally from the SotC rulebook.

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College Wizard (Improved)

Diplomatic Immunity

Tier: 3 Activation: Passive Ranked: No Your character must have purchased the College Wizard talent to benefit from this talent. Your character reduces any Miscast result they cause by 30 instead of 10, to a minimum of 01.

Combined Attack Tier: 3 Activation: Active (Incidental) Ranked: No Once per round, when your character makes a melee combat check, they may suffer 3 strain to use this talent. Upgrade the difficulty of the check once. While resolving the check, the weapon gains the Linked item quality with the rating equal to your character's ranks in Coordination.

Demolitionist Tier: 3 Activation: Active (Action) Ranked: No Your character may use this talent to make an Engineering check to attempt to destroy some sort of cover present in the current encounter at the expense of a bomb. The difficulty of the check is Average (kk) plus k for each point of defense the cover provides, to a maximum of Formidable (kkkkk). Additional bombs can be used to add j per bomb used, to a maximum of jj. If the check is successful, for each s one enemy benefiting from the cover loses the benefit until the end of the encounter. Additionally, aa can be spent to hit one enemy in the cover. The hit deals the bomb's base damage, plus any damage from applicable talents or abilities.

Tier: 3 Activation: Active (Incidental) Ranked: No When your character is accused of committing a crime (except for the most serious ones like murder, worshiping Chaos etc.) you may spend one Story Point to use this talent. Your character avoids any possible fines or jail-time and is released immediately, even if they were caught red-handed. However, if your character is, in fact, guilty, your GM may rule that this talent might only be activated by them suffering one corruption instead of spending a Story Point.

Elusive Tier: 3 Activation: Active (Incidental, Out of Turn) Ranked: No When another character makes a check to follow your character’s trail (whether physical tracks or a trail of information), your character may use this talent to add a number of f equal to their ranks in Streetwise or Survival, as appropriate to the environment, to the check results. Note: Originally from the SotC rulebook.

Feint Tier: 3 Activation: Active (Maneuver) Ranked: No Once per encounter, add a number of h equal to your character's ranks in Coordination to the results of the next melee combat check targeting your character this round.

Harass Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Small, But Vicious Dog or Animal Companion talent to benefit from this talent. Whenever the character's animal companion makes a successful combat check against

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a target, it may forgo inflicting damage to upgrade the difficulty of the target's next check once instead.

Headshot Tier: 3 Activation: Passive Ranked: Yes Your character adds damage equal to their ranks in Headshot to combat checks aiming at the head of the target.

Herbalism Tier: 3 Activation: Active (Action) Ranked: No While in a rural environment, your character may use this talent to make a Hard (kkk) Survival check to attempt to heal themselves or any engaged character. If successful, for each uncanceled s target character heals one wound. If target's current wounds exceeded their wound threshold, heal one wound per uncanceled ss instead.

Heroic Resilience Tier: 3 Activation: Active (Incidental, Out of Turn) Ranked: No Once per encounter, when your character suffers wounds, you may spend one Story Point to use this talent to reduce wounds suffered by a number equal to your character's ranks in Resilience.

Improvised Defenses Tier: 3 Activation: Active (Action) Ranked: No Your character may use this talent to make a Hard (kkk) Engineering check to attempt to create temporary cover. If the check is successful, the cover provides ranged defense of 1 and can cover one character for each uncanceled s. t can be spend to increase defense provided to 2.

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Investigator Tier: 3 Activation: Active (Action) Ranked: No Once per session, your character may use this talent to make a Hard (kkk) Perception check while present at a crime scene. If they succeed, for each s they identify one prominent physical characteristics of one person who was at the crime scene when the crime was committed (as long as the crime was committed in the past 24 hours). This could include a person’s height, weight, body type, clothing, and if they are human or not.

Know the Ropes Tier: 3 Activation: Active (Incidental, Out of Turn) Ranked: No Once per encounter, before one of your character's allies makes a check, you may spend one Story Point to use this talent. Your character adds a number of s equal to their ranks in Sailing to the results of the check. When your character uses this talent, you should explain how their mastery of Sailing helped the other character accomplish their task.

Master of Shadows Tier: 3 Activation: Active (Incidental) Ranked: No When your character successfully hides from someone by performing a Stealth check, they may use this talent to automatically hide one additional character in engaged range for each s except the first. The number of additional characters hidden cannot exceed your character's ranks in Stealth.

Precise Aim Tier: 3 Activation: Active (Incidental) Ranked: Yes Once per round, when your character performs an Aim maneuver, they may suffer 2

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strain to use this talent. For their next combat check, your character decreases the target’s defense by a number equal to their ranks in Precise Aim.

Repairman Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Quick Fix talent to benefit from this talent. When your character uses the Quick Fix talent, they may choose to remove a jam or malfunction instead of temporarily repairing the item. The item is still damaged by one step after a number of rounds equal to your character's ranks in Crafts.

Rule of Aqshy (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Aqshy talent to benefit from this talent. Your character is immune to fire, but adds j to Charm and Negotiation checks. Additionally, once per encounter, you may spend one Story Point to make your character draw a sword made of pure Aqshy as an incidental. The sword is a magic weapon that lasts until the end of the encounter and has the following profile: Melee (Light); Critical 3; Damage +2; Range[Engaged]; Burn 1, and a Pierce quality with a rating equal to your character's ranks in Knowledge (Chaos). Only your character can wield the weapon. Purchasing this talent further changes your character's appearance, as their hair is becoming redder and redder and sparkles of passion appear in their eyes.

Rule of Azyr (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Azyr talent to benefit from this talent. Your character cannot be disoriented and gains j to all Negotiation checks. Additionally, once per encounter, your character may spend a Story Point to fly using the hovering guidelines in the Flying sidebar on page 100 of the Genesys Core Rulebook. This effect remains until the end of the encounter. Purchasing this talent further changes your character's appearance, as their eyes become blue with a faraway look and subtle chill wind moves their clothes.

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Rule of Chamon (Improved)

Rule of Ghyran (Improved)

Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Chamon talent to benefit from this talent.

Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Ghyran talent to benefit from this talent.

Increase your character's soak value by one, but upgrade the difficulty of Athletics, Coordination and Vigilance checks once. Additionally, once per encounter, after your character successfully casts an Augment, Barrier or Conjure spell, you may spend one Story Point to maintain the effects of the spell until the end of the encounter.

Your character increases their wounds threshold by two. Additionally, when your character heals wounds via natural rest, you may spend a Story Point to use this talent. Your character and their allies within short range heal a number of wounds equal to your character's ranks in Magic (Arcana) instead of wounds they would heal normally.

Purchasing this talent further changes your character's appearance, as their movements become slower and their joints stiffen.

Rule of Ghur (Improved) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Rule of Ghur talent to benefit from this talent. Your character increases their melee defense by one, but upgrades the difficulty of Charm and Negotiation checks once. Additionally, when your character casts a Conjure spell, they always add the Summon Ally effect without increasing the difficulty, and they must always summon a living animal. The animal remains for the duration of the encounter without need for your character to use a concentrate maneuver to maintain the spell. Purchasing this talent further changes your character's appearance, as they appear more bestial and speak with harsh voice.

Rule of Shyish (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Shyish talent to benefit from this talent. Your character adds j to Charm checks and j to Coercion checks. Additionally, after your character successfully casts an Attack or Curse spell, you may spend one Story Point to use this talent. All characters targeted by the spell must make a Hard (kkk) Fear check as an out of turn Incidental. Purchasing this talent further changes your character's appearance when their skin turns cold and sallow and their eyes look cloudy. The aura of death surrounds your character.

Rule of Ulgu (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Ulgu talent to benefit from this talent. Your character adds j to Stealth checks, but adds j to Leadership checks.

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Slayer (Improved) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Slayer talent to benefit from this talent. Your character adds j to melee combat checks against targets that are silhouette 3 or greater.

Snare Tier: 3 Activation: Active (Maneuver) Ranked: No Once per encounter, your character may spend a maneuver to use this talent to set a trap. Once before the end of the encounter, you may spend a Story Point to force one character in the encounter to make an opposed Vigilance vs your character's Survival or Streetwise check as an out of turn incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per hh.

Snuggery Additionally, after your character successfully casts a Mask spell, you may spend one Story Point to use this talent to make the illusion last until the end of the encounter without need for your character to use a concentrate maneuver to maintain the spell. Purchasing this talent also has a narrative effect as your character is surprisingly quickly forgotten by other people.

Share Pain Tier: 3 Activation: Active (Incidental, Out of Turn) Ranked: No Your character must have purchased the Small, But Vicious Dog or Animal Companion talent to benefit from this talent. When your character's animal companion suffers wounds, your character may use this talent to reduce the wounds by half (rounded up), then your character suffers those wounds instead.

Tier: 3 Activation: Passive Ranked: No Your character gains a hidden storage somewhere in the nearest city or a hidden compartment on the vehicle they are currently traveling by (player's choice). They may store items with a total encumbrance equal to their ranks in Streetwise for hidden compartment and five times their ranks in Streetwise for hidden storage. Once per in-game week, it may be moved to another location.

Stromfels' Wrath Tier: 3 Activation: Active (Incidental) Ranked: No Once per round on your character’s turn, your character may suffer 3 strain to use this talent to add damage equal to their ranks in Sailing to one hit of a successful melee attack.

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Tier 4

The Hammer of Witches Tier: 3 Activation: Active (Action) Ranked: No Once per encounter, your character may use this talent to make a Hard (kkk) Divine check. For each s the check generates, all characters (including allies) add j to magic checks targeting your character. For every aa, your character adds j to combat checks targeting spellcasting characters. Those effects last until the end of an encounter.

Warning Bark Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Small, But Vicious Dog to benefit from this talent. Your character may make Perception and Vigilance checks using dog's ranks in those skills, as long as the dog is within hearing and visual range of your character (generally medium range).

Wild Improvisation Tier: 3 Activation: Active (Incidental) Ranked: No Your character may use this talent before making a check to use any skill and characteristic instead of the skill and characteristic the check would normally require. However, they increase the difficulty of the check by l. Your character may use this talent a number of times per session equal to their ranks in Wild Improvisation. When your character uses this talent, you should explain how their improvisation skills let them accomplish this task.

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Always Prepared Tier: 4 Activation: Active (Incidental) Ranked: No Once per encounter, you may spend a Story Point to use this talent. Until the end of the current round, all allied characters improve the ability of their checks once.

Armor Master Tier: 4 Activation: Passive Ranked: No When your character wears armor with an Encumbrance value of 4 or higher, they reduce its Encumbrance by 1 and increase Defense by 1.

Backstab (Improved) Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Backstab talent to benefit from this talent. When your character uses the Backstab talent, in addition to the standard effect of the talent, they may suffer 2 strain to count the Critical rating of their weapon as one lower to a minimum of 1.

Biggest Fan Tier: 4 Activation: Active (Incidental) Ranked: No Once per session, when your character is in a crowded thoroughfare or busy street, they may spend a Story Point and select a single bystander within medium range. That character is familiar with your character's work and considers themselves their biggest fan. Until the end of the encounter or scene, treat that character as a loyal ally. You may direct them to answer questions, perform tasks, and aid your character within their means at the GM's dis-

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cretion. However, if your character acts against their fan's interests, your GM may decide that the fan immediately suffers 4 strain and attacks or otherwise tries to harm your character.

Blood Magic Tier: 4 Activation: Active (Incidental) Ranked: No When your character casts a spell, they may suffer 2 wounds to use this talent to trigger up to three different qualities or spell effects. These qualities or spell effects must be ones that can be triggered by spending a or t.

Backstab Talent and Unaware targets The Backstab talent, introduced in the Realms of Terrinoth rulebook, is a powerful tool that greatly captures the common theme of a sneaky rogue, so its not a surprise that its included in specialization trees available for the Rogue career. A portion of the talent's description states it can be used against unaware targets. But when is the target actually unaware? Obviously, allowing the talent to be used every single turn will quickly break the game so here are some sugestions for when you can backstab: • Against an ambushed adversary that have not yet taken their turn in the current encounter. • Your character made a successful Stealth check to hide from an adversary they want to backstab. • Allied character spends aaa or t from a check to allow your character backstab an adversary in your character's round. • A Story Point was spent to rule that one of the adversaries in the current encounter is unaware of your character's location. While those are only suggestions, we strongly recommend to apply them for both PCs and adversaries.

Cavalier (Improved) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Cavalier talent to benefit from this talent. While riding a mount, your character and the mount increase their defense by 1. In addition, a Riding check is no longer required to maintain control of an untrained mount in combat or a similarly stressful situation.

Cavalier (Supreme) Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No Your character must have purchased the Cavalier talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Cavalier talent as an incidental, instead of as a maneuver.

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Coordination Dodge

Dramatic Entrance

Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No When your character is targeted by a combat check, you may spend one Story Point to use this talent to add a number of f equal to your character's ranks in Coordination to the results.

Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No Once per session, your character may spend a Story Point to use this talent to enter a scene or encounter they are not currently participating in at an opportune time, even if their arrival is only slightly likely. If the scene is a combat encounter or otherwise uses Initiative order, your character adds a new PC Initiative slot at the top of the Initiative order. In addition, they add j to the first check they make in the encounter.

Connected Tier: 4 Activation: Active (Incidental) Ranked: No Once per in-game week, your character may use this talent to choose one NPC of the Commoner or Middle Class social status and reveal that they owe your character a big favor. Your character may use a Negotiation check to determine the outcome of the favor (instead of Leadership).

Crushing Charge Tier: 4 Activation: Active (Action) Ranked: No While mounted, after your character engages a target, they may suffer 3 strain to use this talent to make a Melee (Light), or Melee (Heavy) combat check. When resolving the check, the weapon gains the Knockdown and Sunder item qualities and increases the Pierce and Vicious item qualities by a number equal to your character's ranks in Riding.

Diplomatic Immunity (Improved) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Diplomatic Immunity talent to benefit from this talent. When your character uses the Diplomatic Immunity talent, they may choose to expand its effect to all allies with a social status of Middle Class or Elite who are accused of committing the same crime.

88

Dramatic Escape Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Dramatic Entrance talent to benefit from this talent. Your character may use the Dramatic Entrance talent to immediately escape from the current encounter instead of entering it. If your character is targeted by a check, they may escape after the dice pool is assembled, but before is rolled.

Imperious Tone Tier: 4 Activation: Active (Incidental) Ranked: No When your character makes a Charm or Coercion check targeting a character of a lower social status than they are, they may suffer 2 strain to use this talent. Count your character's ranks of Charm or Coercion as equal to their ranks in Leadership.

Infiltration Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Recon talent to benefit from this talent. After a successful check to use the Recon talent, you may spend a Story Point to use this talent. Until the end of the game session, your

The Old World: Grim and Perilous


Mad Inventor Tier: 4 Activation: Active (Action) Ranked: No Once per session, your character may use this talent to make an Engineering check to attempt to cobble together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is based on the item’s rarity; see Table I.4–1: Mad Inventor Item Rarity, page 80 of the Genesys Core Rulebook. Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend d on the check to indicate the item ends up being dangerous to the user and anyone around them in some way.

Offensive Driving

character is considered "native" to the area - other characters treat them as one of their own. In addition, until the end of the game session, your character or one of their allies may add tf to one check made in the area.

It's Only a Flesh Wound Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No Once per session, when a character within short range suffers a Critical Injury of severity 2 or lower, your character may attempt a Average (kk) Medicine check. If successful, your character selects the critical injury suffered, in lieu of the rolled result.

Tier: 4 Activation: Active (Action) Ranked: No While driving a vehicle or sailing, your character may use this talent to select one other vehicle within medium range and make an opposed Riding or Sailing versus Riding or Sailing check (depending on whether your character and their opponent are using Riding or Sailing to control their vehicle) targeting the other vehicle’s driver or steersman. If successful, roll twice on the Table III.2- 19 Critical Hit Result, on page 230 of the Genesys Core Rulebook. Choose one Critical Hit result to apply to your character’s vehicle, and the other to apply to the other vehicle. You may spend t to add +20 to one Critical Hit result. Your GM may spend d to add +20 to both Critical Hit results.

Prey on the Weak Tier: 4 Activation: Passive Ranked: No Your character adds two damage to the results of successful melee combat checks targeting disoriented or prone targets.

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89


Prime Positions Tier: 4 Activation: Passive Ranked: No When your character or their allies within short range benefit from cover, add a number of j equal to the defense provided by the cover to their ranged combat checks.

Recon Tier: 4 Activation: Active (Action) Ranked: No To use this talent, your character must spend some time (determined by the GM) observing a selected, easy to distinguish area. After that time, your character may make a Survival or Streetwise check, as appropriate to the environment. The base difficulty of the check is Hard (kkk), however it should be increased if the area is large, secured in any way or full of hostile inhabitants. If the check is successful, until the end of the game session, your character or one of their allies may add a number of s equal to your character's rank in the skill used to one check made in the area. For each t this ability may be used one additional time.

Rule of Hysh (Improved) Tier: 4 Activation: Active (Action) Ranked: No Your character must have purchased the Rule of Hysh talent to benefit from this talent. Your character and their allies within short range upgrade the ability of Fear checks once. Once per round, your character may suffer 2 strain to make an opposed Magic (Arcana) versus Discipline check targeting Chaos or Daemon adversary within medium range. If the check is successful, the target is staggered (even if the target is immune to stagger normally), until the end of its next round plus one round for every uncanceled ss beyond the first.

90

Purchasing this talent further changes your character's appearance, as their hair turns completely white and their eyes seem to glow with eerie light.

Rule of Ulgu (Supreme) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Rule of Ulgu (Improved) talent to benefit from this talent. Your character may add the Invisibility effect to Mask spells, following the normal rules of the effect. Purchasing this talent further changes your character's appearance, as they are always accompanied by long, barely visible shadows.

Scapegoat Tier: 4 Activation: Active (Action) Ranked: No Your character must have purchased the Diplomatic Immunity talent to benefit from this talent. When your character uses the Diplomatic Immunity talent, in addition to the standard effect, they may make a Daunting (kkkk) Charm check. If the check is successful, they may point any character from Outcast or Commoner social group who will then be incriminated and prosecuted for the crime.

Slayer (Supreme) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Slayer (Improved) talent to benefit from this talent. Your character adds j to melee combat checks against Daemon adversaries. This effect stacks with the Slayer and Slayer (Improved) talents.

The Old World: Grim and Perilous


dard effect of the talent, they may suffer 3 strain to use this talent. While resolving the check, their attack gains the Concussive 1 quality.

Sword Master Tier: 4 Activation: Active (Incidental) Ranked: No Once per encounter, after rolling a melee attack but before resolving the check, you may spend a Story Point to use this talent. While resolving the check, the weapon gains the Stun Damage item quality and the Stun item quality equal to your character's ranks in Discipline.

The Golden Touch Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No When your character suffers a hit from a melee combat check, after the attack is resolved, you may spend d or hh from the attacker’s check to stagger the attacker until the end of their next round.

Tough Negotiator Sneaky Bastard Tier: 4 Activation: Active (Incidental) Ranked: No Once per encounter, when your character makes a Negotiation check, they may use this talent to add a number of a equal to their ranks in Deception to the result.

Strike to Stun Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Backstab or the Sucker Punch talent to benefit from this talent. When your character uses either the Backstab or the Sucker Punch talent, in addition to the stan-

Tier: 4 Activation: Passive Ranked: No When your character inflicts a critical remark (See page 123 of the Genesys Core Rulebook) in a Negotiation check, they inflict additional strain to the target equal to your character's ranks in Negotiation.

Urban Combatant Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No When your character is targeted by a combat check while in an urban environment, you may spend one Story Point to use this talent before the dice pool is rolled. If you do so, your character's opponent removes all j added to the check, and instead adds an equal number of f to the results.

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Tier 5 Awakening of the Forest (Improved) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Awakening of the Forest talent to benefit from this talent. When using Awakening of the Forest, use the Forest Guardian characteristic (Realms of Terrinoth, page 179) for the awakened tree, instead of Aemhelin Scion.

Baleful Gaze

Quick Witted Tier: 4 Activation: Active (Incidental, Out of Turn) Ranked: No Once per encounter, after another character makes a social skill check, your character may use this talent to make an Average (kk) Vigilance check. If successful, you may add a number of s or f (your choice) equal to your character’s ranks in Charm to the other character’s check. If your character fails, your character suffers 3 strain.

Weak Spot Tier: 4 Activation: Active (Incidental) Ranked: No Before your character makes a ranged combat check, you may spend a Story Point to use this talent. While resolving the check, the weapon gains the Vicious item quality equal to your character's ranks in Firearms or Ranged skill.

92

Tier: 5 Activation: Active (Incidental, Out of Turn) Ranked: No Once per round, when your character is targeted by a combat check from within medium range, they may spend a Story Point to upgrade the difficulty of the check a number of times equal to their ranks in Coercion.

College Wizard (Supreme) Tier: 5 Activation: Active (Incidental) Ranked: No Your character must have purchased the College Wizard (Improved) talent to benefit from this talent. When your character causes Miscast, before determining its result, you may spend a Story Point to count the result as if it were rolled “01”.

Combat Fury Tier: 5 Activation: Passive Ranked: No Each time an adversary or a minion group is defeated within short range of your character, your character heals 2 strain.

The Old World: Grim and Perilous


wound below double their wound threshold, but one of their limbs is permanently lost.

Concussive Strike Tier: 5 Activation: Active (Incidental) Ranked: No Once per round, before performing a Melee (Light) or Melee (Heavy) check, your character may suffer two strain to use this talent. Increase the difficulty of the check by one; while resolving the check the weapon gains the Concussive 1 quality.

Deadly Premonition Tier: 5 Activation: Active (Incidental) Ranked: No Once per session, when your character makes a Predict magic action with a Cheat Death additional effect, they may suffer 1 corruption to use this talent to expand the effect to one additional character. The character must be in visual range when incapacitated or killed and you still need to spend a Story Point for the effect to trigger.

Encouraging Song (Improved)

Lesser Caress of Laniph Tier: 5 Activation: Active (Action) Ranked: No Once per encounter, your character may make an opposed Magic (Arcana) vs Discipline check targeting one adversary within medium range. If the check is successful, the target suffers the Heart Attack Critical Injury and your character suffers 3 corruption and automatically activates the Exposed miscast effect. If the check generates d your character suffers a number of wounds equal to triple the Willpower rating of the target. If the check generates dd your character suffers the Heart Attack Critical Injury.

Heart Attack When the blood supply to the heart is blocked, it causes a heart attack. This can happen naturally, but also due to sudden stress, or through poisons, magical interventions, etc. In most cases a heart attack is fatal, however, some qualified physicians have their own methods to at least try to help the victim, often reaching for herbal mixtures, potions or special techniques of exerting pressure on the chest.

Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Encouraging Song talent to benefit from this talent.

Heart attack is considered a Critical Injury with the severity of Daunting (kkkk) and the following effect: The target suffocates (see Suffocation, Genesys Core Rulebook, p. 112) until the Critical Injury is healed.

When your character uses the Encouraging Song talent, you may spend t to decrease the difficulty of the next check of affected allies by one.

Man's Best Friend

Field Amputation Tier: 5 Activation: Active (Action) Ranked: No Once per session, you may spend a Story Point to use this talent to have your character make a Formidable (kkkkk) Medicine check targeting an engaged character who has died within the last round. If the check is successful, the target character is saved, returning to life at one

Tier: 5 Activation: Active (Incidental, Out of Turn) Ranked: No Your character must have purchased the Small, But Vicious Dog talent to benefit from this talent. Once per session, immediately after suffering a Critical Injury, your character may suffer one corruption to use this talent to guide their dog to perform a Hard (kkk) Coordination check as an out of turn incidental. If the check is successful, your character does not suffer the Critical Injury, but their dog perishes.

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Rule of Aqshy (Supreme)

Purchasing this talent changes your character's appearance even further, as their skin turns golden and their voice sounds metallic.

Tier: 5 Activation: Active (Maneuver) Ranked: No Your character must have purchased the Rule of Aqshy (Improved) talent to benefit from this talent.

Rule of Ghur (Supreme)

Your character may spend a Story Point to perform an Attack magic action as a maneuver. However, they cannot perform another magic action this round. Purchasing this talent changes your character's appearance even further, as their hair turns completely red and seems to turn into pure flame as they cast their spells. An aura of passion surrounds your character.

Rule of Azyr (Supreme)

Tier: 5 Activation: Active (Maneuver) Ranked: No Your character must have purchased the Rule of Ghur (Improved) talent to benefit from this talent. Once per encounter, your character may suffer 4 strain to use this talent to transform into the Embodiment of Ghur until the end of the encounter or until incapacitated. Your character cannot use weapons, wear armor or cast spells in this form, but they increase their size by one, Brawn rating by one, wounds threshold by six, soak by three, defense by one and

Tier: 5 Activation: Active (Incidental, Out of Turn) Ranked: No Your character must have purchased the Rule of Azyr (Improved) talent to benefit from this talent. At the beginning of an encounter, your character may spend a Story Point to perform a Predict magic action as an out of turn incidental. Purchasing this talent changes your characters' appearance even further, as their eyes turn completely blue and hair silver-gray. Immense power, but also calmness emanates from your character.

Rule of Chamon (Supreme) Tier: 5 Activation: Active (Incidental, Out of Turn) Ranked: No Your character must have purchased the Rule of Chamon (Improved) talent to benefit from this talent. At the beginning of an encounter, your character may spend a Story Point to perform an Augment or Barrier magic action as an out of turn incidental.

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their unarmed attacks become magic attacks with the following profile: Brawl; Damage +4; Critical 3; Range [Engaged]; Knockdown, Pierce 2, Vicious 2.

Whenever a character under the effects of your character's Curse spell suffers wounds, your character heals 2 wounds.

Sailor's Luck

Rule of Ghyran (Supreme) Tier: 5 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Ghyran (Improved) talent to benefit from this talent. Once per session, you may use this talent to have your character and their allies within short range heal a number of wounds and strain equal to your character's ranks in Knowledge (Chaos). Incapacitated allies may be revived if their wounds and strain are reduced below the thresholds.

Rule of Hysh (Supreme) Tier: 5 Activation: Active (Incidental) Ranked: No Your character must have purchased the Rule of Hysh (Improved) talent to benefit from this talent. After your character successfully used the Rule of Hysh (Improved) talent, you may spend a Story Point to use this talent. The target is automatically defeated. If the target was a Daemon, it returns to the Realm of Chaos immediately. Purchasing this talent changes your character's appearance even further, as their skin becomes pale, eyes completely white and their whole body emanates intense light when they cast their spells.

Rule of Shyish (Supreme) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Rule of Shyish (Improved) talent to benefit from this talent.

Tier: 5 Activation: Active (Incidental) Ranked: No Once per session, after your character's check generates d, you may use this talent to cancel the d and add t to the results.

The Boss Tier: 5 Activation: Passive Ranked: No Your character becomes a leader of a guild, gang or some other organization. Once per ingame week, your character may ask for a big favor from the members of their organization. In addition, your character can ask their organization members for as many small favors as they wish, leaving the Game Master to decide how many favors is too much.

Unleash Tier: 5 Activation: Active (Maneuver) Ranked: No Once per round, your character may suffer 1 corruption to perform a maneuver to immediately defeat one rival or one minion group in short range.

Warlock Tier: 5 Activation: Active (Incidental) Ranked: No Once per encounter, your character may suffer 1 corruption to use this talent. Until the end of the encounter, your character can cast spells without suffering strain and don't need to perform concentrate maneuvers to sustain their spells.

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95


Table 2-3: Genesys Talents for the Old World Setting Talent

Tier Activation

Ranked Source

A Brave Face

1

Passive

No

The Old World

Acrobatics

2

Active (Maneuver)

No

The Old World

Altered Deal

2

Active (Incidental, Out of Turn) No

The Old World

Always Prepared

4

Activation: Passive

No

The Old World

Animal Companion

3

Passive

Yes

Genesys Core Rulebook (page 77)

Animal Expertise

2

Passive

Yes

The Old World

Apothecary

1

Passive

Yes

Realms of Terrinoth (page 84)

Applied Research

3

Active (Incidental)

Yes

The Old World

Armor Master

4

Passive

No

The Old World

Artillerist

3

Passive

No

The Old World

Audacious

3

Passive

No

The Old World

Awakening of the Forest

3

Active (Action)

No

The Old World

Awakening of the Forest (Improved)

5

Passive

No

The Old World

Back to Back

4

Passive

No

Realms of Terrinoth (page 91)

Backstab

3

Active (Action)

No

Realms of Terrinoth (page 89)

Backstab (Improved)

4

Active (Action)

No

The Old World

Bad Cop

2

Active (Incidental)

Yes

The Old World

Bad Press

3

Active (Action)

No

The Old World

Baleful Gaze

5

Active (Incidental, Out of Turn) No

The Old World

Battle Casting

3

Passive

No

Realms of Terrinoth (page 90)

Biggest Fan

4

Active (Incidental)

No

The Old World

Black Market Contacts

1

Active (Incidental)

Yes

The Old World

Block

2

Active (Incidental, Out of Turn) No

Realms of Terrinoth (page 87)

Blood Magic

4

Active (Incidental)

No

The Old World

Bloodhound

3

Active (Incidental)

No

The Old World

Body Guard

3

Active (Maneuver)

Yes

Realms of Terrinoth (page 90)

Born in the Saddle

3

Active (Incidental)

No

The Old World

Bought Info

1

Active (Action)

No

Genesys Core Rulebook (page 72)

Breakthrough

2

Active (Maneuver)

Yes

The Old World

Brilliant Casting

2

Active (Incidental)

No

Expanded Player's Guide (page 95)

Bulwark

2

Active (Incidental, Out of Turn) No

Realms of Terrinoth (page 87)

Buns of Steel

1

Active (Incidental)

No

The Old World

Burly

2

Passive

Yes

The Old World

Cavalier

3

Active (Maneuver)

No

Realms of Terrinoth (page 90)

Cavalier (Improved)

4

Passive

No

The Old World

Cavalier (Supreme)

4

Active (Incidental)

No

The Old World

Challenge!

1

Active (Maneuver)

Yes

Realms of Terrinoth (page 84)

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Talent

Tier Activation

Ranked Source

Chaos Bane

2

Passive

Clever Retort

1

Active (Incidental, Out of Turn) No

Genesys Core Rulebook (page 73)

College Wizard

1

Passive

No

The Old World

College Wizard (Improved)

3

Passive

No

The Old World

College Wizard (Supreme)

5

Active (Incidental)

No

The Old World

Combat Fury

5

Passive

No

The Old World

Combat Training

2

Passive

No

The Old World

Combined Attack

3

Active (Incidental)

No

The Old World

Component Casting

1

Active (Incidental)

No

Expanded Player's Guide (page 95)

Concussive Strike

5

Active (Incidental)

No

The Old World

Connected

4

Active (Incidental)

No

The Old World

Cool Face

1

Passive

No

The Old World

Coordinated Assault

2

Active (Maneuver)

Yes

Genesys Core Rulebook (page 75)

Coordinated Strike

5

Active (Incidental)

No

The Old World

Coordination Dodge

4

Active (Incidental, Out of Turn) No

The Old World

Counterattack

3

Active (Incidental, Out of Turn) No

The Old World

Counteroffer

2

Active (Action)

No

Genesys Core Rulebook (page 75)

Craft Specialization

1

Passive

Yes

The Old World

Crushing Blow

5

Active (Incidental)

No

Realms of Terrinoth (page 91)

Crushing Charge

4

Active (Action)

No

The Old World

Daring Sailor

2

Active (Incidental)

Yes

The Old World

Dark Street

1

Passive

Yes

The Old World

Deadeye

4

Active (Incidental)

No

Genesys Core Rulebook (page 79)

Deadly Premonition

5

Active (Incidental)

No

The Old World

Death Rage

4

Passive

No

Realms of Terrinoth (page 91)

Dedication

5

Passive

No

Genesys Core Rulebook (page 81)

Deep Pockets

2

Active (Incidental)

No

The Old World

Defensive

4

Passive

Yes

Genesys Core Rulebook (page 80)

Defensive Driving

4

Passive

Yes

Genesys Core Rulebook (page 80)

Defensive Stance

2

Active (Maneuver)

Yes

Genesys Core Rulebook (page 75)

Demolitionist

3

Active (Action)

No

The Old World

Desperate Recovery

1

Passive

No

Genesys Core Rulebook (page 73)

Diplomatic Immunity

3

Active (Incidental)

No

The Old World

Diplomatic Immunity (Improved)

4

Passive

No

The Old World

Dire Animal Companion

5

Passive

No

Expanded Player's Guide (page 98)

Dirty Tricks

2

Active (Incidental)

No

Realms of Terrinoth (page 88)

Distraction

2

Active (Action)

No

The Old World

Dodge

3

Active (Incidental, Out of Turn) Yes

Genesys Core Rulebook (page 78)

Dramatic Entrance

4

Active (Incidental, Out of Turn) No

The Old World

No

The Old World

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97


Talent

Tier Activation

Ranked Source

Dramatic Escape

4

Passive

No

The Old World

Dual Strike

3

Active (Incidental)

No

Realms of Terrinoth (page 90)

Dual Wielder

2

Active (Maneuver)

No

Genesys Core Rulebook (page 76)

Duelist

1

Passive

No

Genesys Core Rulebook (page 73)

Durable

1

Passive

Yes

Genesys Core Rulebook (page 73)

Eagle eyes

3

Active (Incidental)

No

Genesys Core Rulebook (page 78)

Easy Prey

3

Active (Maneuver)

No

Realms of Terrinoth (page 90)

Elusive

3

Active (Incidental, Out of Turn) No

The Old World

Encouraging Song

2

Active (Action)

No

The Old World

Encouraging Song (Improved)

5

Passive

No

The Old World

Enduring

4

Passive

Yes

Genesys Core Rulebook (page 80)

Ensorcelled

1

Active (Incidental)

No

Expanded Player's Guide (page 95)

Ensorcelled (Improved)

2

Passive

No

Expanded Player's Guide (page 95)

Expert Knowledge

1

Passive

Yes

The Old World

Explosive Casting

3

Active (Incidental)

No

Expanded Player's Guide (page 97)

Face of the Wild

3

Active (Incidental)

No

Expanded Player's Guide (page 97)

Fast Healer

2

Passive

No

The Old World

Feint

3

Active (Maneuver)

No

The Old World

Field Amputation

5

Active (Action)

No

The Old World

Field Commander

3

Active (Maneuver)

Yes

Genesys Core Rulebook (page 76)

Field Commander (Improved)

4

Passive

No

Genesys Core Rulebook (page 80)

Finesse

1

Active (Incidental)

No

Realms of Terrinoth (page 84)

F licker Step

4

Active (Incidental)

No

Expanded Player's Guide (page 97)

Forager

1

Passive

No

Genesys Core Rulebook (page 73)

Grit

1

Passive

Yes

Genesys Core Rulebook (page 73)

Guard Dog

4

Active (Incidental)

No

The Old World

Hamstring Shot

1

Active (Action)

No

The Old World

Hedge Magic

1

Active (Incidental)

No

The Old World

Harass

3

Active (Incidental)

No

The Old World

Headshot

3

Passive

Yes

The Old World

Heightened Awareness

2

Passive

No

Genesys Core Rulebook (page 76)

Herbalism

3

Active (Action)

No

The Old World

Heroic Recovery

2

Active (Incidental)

No

Realms of Terrinoth (page 88)

Heroic Resilience

3

Active (Incidental, Out of Turn) No

The Old World

Heroic Will

3

Active (Incidental, Out of Turn) No

Genesys Core Rulebook (page 79)

Impaling Strike

2

Active (Incidental)

No

Realms of Terrinoth (page 88)

Imperious Tone

4

Active (Incidental)

No

The Old World

Improvised Defenses

3

Active (Action)

No

The Old World

Infiltration

4

Active (Action)

No

The Old World

98

The Old World: Grim and Perilous


Talent

Tier Activation

Ranked Source

Innate Focus

3

Active (Incidental)

No

Expanded Player's Guide (page 97)

Inspiring Cry

2

Active (Incidental)

No

The Old World

Inspiring Rhetoric

2

Active (Action)

No

Genesys Core Rulebook (page 76)

Inspiring Rhetoric (Improved)

3

Passive

No

Genesys Core Rulebook (page 78)

Inspiring Rhetoric (Supreme)

4

Active (Incidental)

No

Genesys Core Rulebook (page 80)

Intimidating

2

Passive

Yes

The Old World

Intuitive Casting

1

Passive

Yes

The Old World

Inventor

2

Active (Incidental)

Yes

Genesys Core Rulebook (page 76)

Investigator

3

Active (Action)

No

The Old World

It's Only a Flesh Wound

4

Active (Incidental, Out of Turn) No

The Old World

Jackspeak

1

Active (Incidental)

Yes

The Old World

Jump Up

1

Active (Incidental)

No

Genesys Core Rulebook (page 74)

Justice of the Citadel

3

Active (Incidental)

No

Realms of Terrinoth (page 90)

Keen Observer

2

Passive

No

The Old World

Knack for it

1

Passive

Yes

Genesys Core Rulebook (page 73)

Know Somebody

1

Active (Incidental)

Yes

Genesys Core Rulebook (page 74)

Know The Enemy

2

Active (Incidental)

No

The Old World

Know The Ropes

3

Active (Incidental, Out of Turn) No

The Old World

Lesser Caress of Laniph

5

Active (Action)

No

The Old World

Let's Ride

1

Active (Incidental)

No

Genesys Core Rulebook (page 74)

Let's Talk This Over

5

Active (Incidental, Out of Turn) No

Realms of Terrinoth (page 91)

Lucky Strike

2

Active (Incidental)

No

Genesys Core Rulebook (page 76)

Mad Inventor

4

Active (Action)

No

The Old World

Man's Best Friend

5

Active (Incidental, Out of Turn) No

The Old World

Manann's Blessing

1

Active (Incidental)

No

The Old World

Master

5

Active (Incidental)

No

Genesys Core Rulebook (page 81)

Master of Shadows

3

Active (Incidental)

No

The Old World

Masterful Casting

4

Active (Incidental)

No

Expanded Player's Guide (page 97)

Natural

3

Active (Incidental)

No

Genesys Core Rulebook (page 79)

Nimble Steersman

1

Active (Incidental)

No

The Old World

Offensive Driving

4

Active (Action)

No

The Old World

One With Nature

1

Active (Incidental)

No

Genesys Core Rulebook (page 74)

Painful Blow

1

Active (Incidental)

No

Realms of Terrinoth (page 84)

Painkiller Specialization

3

Passive

Yes

Genesys Core Rulebook (page 79)

Paragon

2

Active (Incidental)

No

The Old World

Parry

1

Active (Incidental, Out of Turn) Yes

Genesys Core Rulebook (page 74)

Parry (Improved)

3

Active (Incidental, Out of Turn) No

Genesys Core Rulebook (page 79)

Patch Up

2

Active (Incidental)

No

The Old World

Perfect Liar

1

Active (Incidental)

Yes

The Old World

The Old World: Grim and Perilous

99


Talent

Tier Activation

Ranked Source

Physician

2

Passive

Yes

The Old World

Potent Concotions

3

Passive

No

Realms of Terrinoth (page 90)

Power Through

1

Active (Incidental)

No

The Old World

Precise Aim

3

Active (Incidental)

Yes

The Old World

Precise Archery

3

Passive

No

Realms of Terrinoth (page 90)

Precision

1

Active (Incidental)

No

Realms of Terrinoth (page 84)

Prey on the Weak

4

Passive

No

The Old World

Prime Positions

4

Passive

No

The Old World

Probing Question

2

Passive

No

The Old World

Proper Upbringing

1

Active (Incidental)

Yes

Genesys Core Rulebook (page 74)

Pure

1

Passive

Yes

The Old World

Quick Draw

1

Active (Incidental)

No

Genesys Core Rulebook (page 74)

Quick Fix

2

Active (Maneuver)

No

The Old World

Quick Strike

1

Passive

Yes

Genesys Core Rulebook (page 74)

Quick Witted

4

Active (Incidental, Out of Turn) No

The Old World

Ranger

2

Passive

No

The Old World

Rapid Archery

3

Active (Maneuver)

No

Genesys Core Rulebook (page 79)

Rapid Reaction

1

Active (Incidental, Out of Turn) Yes

Genesys Core Rulebook (page 74)

Reckless Charge

2

Active (Incidental)

No

Realms of Terrinoth (page 89)

Recon

4

Active (Action)

No

The Old World

Regular Maintenance

2

Passive

No

The Old World

Repairman

3

Passive

No

The Old World

Retribution

5

Active (Incidental, Out of Turn) No

Realms of Terrinoth (page 91)

Ruinous Repartee

5

Active (Action)

No

Genesys Core Rulebook (page 81)

Rule of Aqshy

1

Passive

No

The Old World

Rule of Aqshy (Improved)

3

Active (Incidental)

No

The Old World

Rule of Aqshy (Supreme)

5

Active (Incidental)

No

The Old World

Rule of Azyr

1

Passive

No

The Old World

Rule of Azyr (Improved)

3

Active (Incidental)

No

The Old World

Rule of Azyr (Supreme)

5

Active (Incidental, Out of Turn) No

The Old World

Rule of Chamon

1

Passive

No

The Old World

Rule of Chamon (Improved)

3

Active (Incidental)

No

The Old World

Rule of Chamon (Supreme)

5

Active (Incidental, Out of Turn) No

The Old World

Rule of Ghur

1

Active (Incidental)

No

The Old World

Rule of Ghur (Improved)

3

Passive

No

The Old World

Rule of Ghur (Supreme)

5

Active (Maneuver)

No

The Old World

Rule of Ghyran

1

Active (Incidental)

No

The Old World

Rule of Ghyran (Improved)

3

Active (Incidental)

No

The Old World

Rule of Ghyran (Supreme)

5

Active (Incidental)

No

The Old World

100

The Old World: Grim and Perilous


Talent

Tier Activation

Ranked Source

Rule of Hysh

1

Passive

No

The Old World

Rule of Hysh (Improved)

4

Active (Action)

No

The Old World

Rule of Hysh (Supreme)

5

Active (Incidental)

No

The Old World

Rule of Shyish

1

Passive

No

The Old World

Rule of Shyish (Improved)

3

Active (Incidental)

No

The Old World

Rule of Shyish (Supreme)

5

Passive

No

The Old World

Rule of Ulgu

1

Active (Incidental)

No

The Old World

Rule of Ulgu (Improved)

3

Active (Incidental)

No

The Old World

Rule of Ulgu (Supreme)

4

Passive

No

The Old World

Sailor's Luck

5

Active (Incidental)

No

The Old World

Scapegoat

4

Active (Action)

No

The Old World

Scathing Tirade

2

Active (Action)

No

Genesys Core Rulebook (page 77)

Scathing Tirade (Improved)

3

Passive

No

Genesys Core Rulebook (page 79)

Scathing Tirade (Supreme)

4

Active (Incidental)

No

Genesys Core Rulebook (page 81)

Sea Legs

2

Passive

Yes

The Old World

Second Wind

1

Active (Incidental)

Yes

Genesys Core Rulebook (page 74)

Share Pain

3

Active (Incidental, Out of Turn) No

The Old World

Shield Bash

2

Active (Incidental, Out of Turn) No

The Old World

Shield Slam

1

Active (Incidental)

No

Realms of Terrinoth (page 84)

Shockwave

3

Passive

No

Realms of Terrinoth (page 90)

Side Step

2

Active (Maneuver)

Yes

Genesys Core Rulebook (page 77)

Signature Spell

2

Passive

No

Realms of Terrinoth (page 89)

Signature Spell (Improved)

4

Passive

No

Realms of Terrinoth (page 91)

Silver Tongued

2

Active (Incidental)

No

The Old World

Sixth Sense

2

Active (Incidental)

No

The Old World

Slayer

2

Passive

No

The Old World

Slayer (Improved)

3

Passive

No

The Old World

Slayer (Supreme)

4

Passive

No

The Old World

Small, But Vicious Dog

2

Passive

No

The Old World

Snare

3

Active (Maneuver)

No

The Old World

Sneaky Bastard

4

Active (Incidental)

No

The Old World

Snuggery

3

Passive

No

The Old World

Special Use Permit

2

Passive

No

The Old World

Steady Hand

2

Active (Incidental)

No

The Old World

Street Slang

1

Active (Incidental)

Yes

The Old World

Strength of Faith

4

Active (Maneuver)

No

Expanded Player's Guide (page 97)

Strike to Stun

4

Active (Incidental)

No

The Old World

Stromfels' Wrath

3

Active (Incidental)

No

The Old World

Stubborn

3

Passive

Yes

The Old World

The Old World: Grim and Perilous

101


Talent

Tier Activation

Ranked Source

Sucker Punch

2

Active (Incidental, Out of Turn) No

The Old World

Surgeon

1

Passive

Yes

Genesys Core Rulebook (page 74)

Surgical Strike

2

Active (Incidental)

No

The Old World

Swift

1

Passive

No

Genesys Core Rulebook (page 75)

Sword Master

4

Active (Incidental)

No

The Old World

Tavern Brawler

1

Passive

No

Realms of Terrinoth (page 87)

Technical Jargon

1

Active (Incidental)

No

The Old World

Teleportation

4

Active (Action)

No

The Old World

Templar

1

Passive

No

Realms of Terrinoth (page 87)

Templar (Improved)

2

Passive

No

Realms of Terrinoth (page 89)

The Boss

5

Passive

No

The Old World

The Golden Touch

4

Active (Incidental, Out of Turn) No

The Old World

The Hammer of Witches

3

Active (Action)

No

The Old World

Toughened

1

Passive

Yes

Genesys Core Rulebook (page 75)

Threaten

2

Active (Incidental, Out of Turn) Yes

Realms of Terrinoth (page 89)

Tough Negotiator

4

Passive

No

The Old World

Unleash

5

Active (Maneuver)

No

The Old World

Unrelenting

4

Active (Incidental)

No

Realms of Terrinoth (page 91)

Unremarkable

1

Passive

No

Genesys Core Rulebook (page 75)

Urban Combatant

4

Active (Incidental, Out of Turn) No

The Old World

Vanguard

2

Passive

No

The Old World

Warlock

5

Active (Incidental)

No

The Old World

Warning Bark

3

Active (Incidental)

No

The Old World

Weak Spot

4

Active (Incidental)

No

The Old World

Well Organized

1

Passive

Yes

The Old World

Wraithbane

2

Passive

No

Realms of Terrinoth (page 89)

Zealous Fire

5

Passive

No

Realms of Terrinoth (page 91)

102

The Old World: Grim and Perilous


Chapter 3

New Skills and Rules This chapter introduces new skills and rules specific for this expansion. Table 3-1: Skills for The Old World Setting, includes both new skills and skills from the Genesys Core Rulebook that can be used in this setting. The chapter also introduces some additional rules and summarizes rules from the Genesys Core Rulebook, Realms of Terrinoth and Expanded Player's Guide.

Your character should use this skill if...

General Skills

Your character should not use this skill if...

Crafting and managing gear is important part of The Old World setting. To reflect this, we have split the original Mechanics skill into two separate skills: Crafts and Engineering. In addition, we have introduced a new Sailing skill that covers activities related to river and sea travels which are also a big part of the setting.

Crafts (Intellect) Crafts represents all kinds of simple crafting skills used to create or repair most mundane items. Woodcraft, smithing, shoe-making, boat building, tailoring - all fall in this category. Skilled craftsmen are irreplaceable assets in groups of adventurers as they can keep the group's gear in fine condition.

• Your character tries to craft a sword or simple firearm, build a house or a boat. • Your character attempts to repair a damaged weapon or simple piece of equipment. • Your character needs to identify any parts or tools necessary prior to completing a job.

• Your character tries to design completely new device. That would require an Engineering check.

Crafts or Engineering? In The Old World setting, the Mechanics skill is replaced by two new skills: Crafts and Engineering. This differentiation was necessary due to game balance as damaging and repairing gear is much more important in the setting compared to the basic Genesys rules. However, two similar skills may lead to some confusion, so its important to remember one general rule: crafts is for simple things, while engineering covers the more complicated ones. In case of any doubt, the Game Master is the final arbiter.

The Old World: Grim and Perilous

103


• Your character tries to research the science behind their craft, for example metallurgy. That would be a Knowledge (Academic) check.

Engineering (Intellect) While craftsmen make and repair most everyday items, engineers deal with much more complicated devices. The Engineering skill covers the ability to design and construct complex mechanisms, as well as to prepare (and destroy) defense structures and siege machines.

Your character should use this skill if... • Your character tries to design a completely new device. • Your character wants to repair an ancient machinery. • Your character attempts to plant explosives. • Your character constructs a trebuchet or builds a defensive fighting position.

Your character should not use this skill if... • Your character creates something simple, like an axe or a backpack. The Crafts skill is more appropriate in this case. • Your character tries to create a gunpowder. That would require an Alchemy check.

Sailing (Intellect) The roads of the Old World are full of bandits, mutants and other dangers. So it is not surprising that a large part of the population live off river and sea transport. The Sailing skill covers most activities related to operating a boat, water navigation as well as knowledge of rivers and seas. It can also be considered the equivalent of the Survival skill while on the water.

Your character should use this skill if... • Your character tries to navigate through unknown waters. • Your character operates a barge on a wild and unpredictable river. • Your character needs to notice an approaching storm and know how to prepare for it.

104

Your character should not use this skill if... • Your character performs routine actions when exiting port. • Your character tries to repair a damaged ship. That would require a Crafts check. • Your character tries to recall some information about the lands they are sailing to. The Knowledge (Academic) skill covers that.

Combat Skills The Old World expansion introduces one new combat skill - Firearms, and slightly modifies one already present in the Genesys Core Rulebook - Gunnery.

The Old World: Grim and Perilous


Gunnery (Intellect) Gunnery is in most part identical to the Gunnery skill described on page 69 of Genesys Core Rulebook. The difference is, in The Old World setting most of the Gunnery weapons like cannons, siege crossbows or trebuches require an ability to quickly calculate ballistic trajectory instead of a simple hand-eye coordination, thus the skill is tied with Intellect in place of Agility.

Firearms (Agility) Gunpowder weapons are gaining popularity on the battlefields of the Old World. They are loud, heavy and unreliable. However, they provide a considerable advantage thanks to their high fire power. The Firearms skill covers usage and day to day maintenance of gunpowder weapons.

Skills linked to the Intellect Most of the skills are quite intuitional and your character does not need any special training to try their chances in most of these tasks. The only exception presented in the Genesys Core Rulebook are magic skills, because characters have to purchase at least one rank in those skills to use them. However, in The Old World setting specialized knowledge and "know-how" is often kept as a secret of the respective guild or university and passed from masters to their students. Because of this, if your character makes a check with a skill linked to Intellect that is not their career skill or they don't have at least one rank in that skill, they upgrade the difficulty of the check once.

Academic (Intellect)

• Your character attempts to repair minor damage of their gunpowder weapon (see page 89 of Genesys Core Rulebook).

Academic represents a broad category of specialized, scholarly knowledge available only to those with some kind of formal education. It encompasses things like biology, astrology, history, law, theology and many other areas of science that may seem useless to common folk. A character with ranks in Knowledge (Academic) can recall relevant historical events, recognize the coat of arms of local nobleman, identify poisonous plants or avoid breaking the law unknowingly.

Your character should not use this skill if...

Your character should use this skill if...

• Your character tries to shoot a crossbow, bow or throw something. The Ranged skill should be used here.

• Your character tries to find relevant information in a library.

Your character should use this skill if... • Your character tries to attack using a pistol, arquebus, blunderbuss or similar, personal gunpowder weapon.

• Your character attempts to repair a moderate or major damage of their gunpowder weapon (see page 89 of Genesys Core Rulebook). This would require a Crafts or Engineering check (whatever is more appropriate). • Your character fires a cannon or some kind of siege weapon.

Knowledge Skills The skills presented here are meant to replace the single Knowledge skill described in the Genesys Core Rulebook.

• Your character attempts to read a map. • Your character tries to calculate when an astronomical phenomenon will occur.

Your character should not use this skill if... • Your character needs to know something trivial or something that belongs to common knowledge such as the dates of popular religious celebrations. • Your character tries to recall something related to Chaos or magic. That area of knowledge is covered by Knowledge (Chaos) skill.

Chaos (Intellect) Chaos is the power that permeates and changes reality. It is the source of magic, daemons, mutants and other unnatural, strange phe-

The Old World: Grim and Perilous

105


nomenons and every bit of knowledge about these things is forbidden, guarded by wizards and witch hunters. This skill represents knowledge of the terrifying truth about the world.

Your character should use this skill if... • Your character tries to recall knowledge about the Ruinous Powers, warpstone, mutants, magic or similar Chaos related things. • Your character tries to identify a creature of Chaos and how to fight it. • Your character studies a cursed grimoire to absorb its power. • Your character tries to uncover a witch. • Your character attempts to identify a powerful artifact.

Your character should not use this skill if...

Rules from Expanded Player's Guide Here are the additional rules the from the Expanded Player's Guide rulebook that should be used in The Old World setting: • Expanded Magic Rules - page 95. • Specialization Trees - page 102 • Social Encounters - page 107.

Rules from the Realms of Terrinoth Rulebook Here are the additional rules the from the Realms of Terrinoth rulebook that may be used in The Old World setting:

• Your character tries to read a book written in an unknown language. This would require a Knowledge (Academic) check.

• Mounted Combat - page 83.

• Your character tries to cast a spell. This would require the use of a magic skill.

Resisting Loss of Consciousness and Instant Death

Reading and Writing Reading and writing are rare skills in the Old World's society. If your character's starting career is a Craftsman, Noble or Scholar, you may consider they have those skills. However, other careers need to purchase at least one rank in Knowledge (Academic) skill to be able to read and write.

Rules from the Genesys Core Rulebook Here are the alternate rules from the Genesys Core Rulebook that should be used in The Old World setting: • Magic Rules - page 210. • Vehicle Rules and Vehicle Combat - page 220. • Fear - page 243. and Sanity - page 244.

106

• Crafting (including Alchemy) - page 112.

As described on page 112 of the Genesys Core Rulebook, a character who exceeds their wound threshold is knocked out and incapacitated. However, a hero who overcomes wounds and fights despite being heavily injured is a common theme in heroic fantasy settings. This new rule helps to reflect this - once per encounter, on their next turn after having become incapacitate due to exceeding their wound threshold, a Player Character may make a Hard (kkk) Discipline or Resilience check as an out of turn incidental even though an incapacitated character is normally unable to perform actions. If the check is successful, the character can take their actions as usual until the end of the encounter. However, for every five wounds the character suffers in this state, they also suffer a Critical Injury and if they exceed double their wounds threshold they instantly die (as if the Dead Critical Injury result was rolled on Table I.6-10: Critical Injury Result, page 115 of the Genesys Core Rulebook).

The Old World: Grim and Perilous


Table 3-1: Skills for The Old World Setting Skill

Characteristic

Type

Source

Alchemy

Intellect

General

Genesys Core Rulebook (page 57)

Arcana

Intellect

Magic

Genesys Core Rulebook (page 70)

Athletics

Brawn

General

Genesys Core Rulebook (page 58)

Brawl

Brawn

Combat

Genesys Core Rulebook (page 67)

Charm

Presence

Social

Genesys Core Rulebook (page 54)

Coercion

Willpower

Social

Genesys Core Rulebook (page 55)

Cool

Presence

General

Genesys Core Rulebook (page 59)

Coordination

Agility

General

Genesys Core Rulebook (page 59)

Crafts

Intellect

General

The Old World

Deception

Cunning

Social

Genesys Core Rulebook (page 56)

Discipline

Willpower

General

Genesys Core Rulebook (page 60)

Divine

Willpower

Magic

Genesys Core Rulebook (page 70)

Engineering

Intellect

General

The Old World

Firearms

Agility

Combat

The Old World

Gunnery

Intellect

Combat

The Old World

Knowledge (Academic)

Intellect

Knowledge

The Old World

Knowledge (Chaos)

Intellect

Knowledge

The Old World

Leadership

Presence

Social

Genesys Core Rulebook (page 56)

Medicine

Intellect

General

Genesys Core Rulebook (page 61)

Melee - Heavy

Brawn

Combat

Genesys Core Rulebook (page 68)

Melee - Light

Brawn

Combat

Genesys Core Rulebook (page 68)

Negotiation

Presence

Social

Genesys Core Rulebook (page 56)

Perception

Cunning

General

Genesys Core Rulebook (page 62)

Ranged

Agility

Combat

Genesys Core Rulebook (page 68)

Resilience

Brawn

General

Genesys Core Rulebook (page 63)

Riding

Agility

General

Genesys Core Rulebook (page 63)

Sailing

Intellect

General

The Old World

Skulduggery

Cunning

General

Genesys Core Rulebook (page 64)

Stealth

Agility

General

Genesys Core Rulebook (page 64)

Streetwise

Cunning

General

Genesys Core Rulebook (page 65)

Survival

Cunning

General

Genesys Core Rulebook (page 65)

Vigilance

Willpower

General

Genesys Core Rulebook (page 65)

The Old World: Grim and Perilous

107


Chapter 4

Magic of the Old World This chapter expands magic rules introduced in the Genesys Core Rulebook and Expanded Player's Guide for The Old World setting. There are two main types of magic: Arcana and Divine. Arcana magic draws its power from the Winds of Magic, the invisible currents of magical energy that flow across the world from the Realm of Chaos. This makes it much more powerful and versatile, but also extremely dangerous even for experienced wizards. All Arcana magic users gain access to the new magic action: Sense Magic, and new maneuver: Overcast. However, they are vulnerable to the Curse of Tzeentch and replace Table III.24: Spending h and d on Magic Skill Checks from Genesys Core Rulebook, p. 211 with Table 4-5: Spending h and d on Arcana Skill

Checks from this expansion. Divine magic users derive their power from the deity they serve. It makes miracles and blessings much safer, but also confined to deity's own domain, which greatly limits the magical actions available to those chosen by the gods. While resolving a Divine check, use Table III.2-4: Spending h and d on Magic Skill Checks from Genesys Core Rulebook, p. 211 as usual, however, the selected effect should be explained in the narrative as the wrath of gods. Sets of available magic actions and effects, both for wizards and priests, are presented in Table 4-1: Available Magic Actions And Effects.

Magic Knowledge Skill As listed in the Genesys Core Rulebook, some of the spell effects a character can apply to magic actions depend on the character's rank in Knowledge. However, in the Old World setting,

108

any effect that refers to the spellcaster's ranks in Knowledge uses Knowledge (Chaos) in case of Arcana spellcasters and Discipline in case of Divine spellcasters and magic ring users.

The Old World: Grim and Perilous


Table 4-1: Available Magic Actions And Effects. Magic Action and Effect / Lore or Deity

Attack Blast

Lore of the Heavens

Lore of Fire

Lore of Metal

Lore of Beasts

Lore of Life

Lore of Light

Lore of Death

Lore of Shadow

Lore of Chaos

A A

A A A A A

A A A A

A

A A A

A A A

A A A A

A A

A A A A A

Close Combat Deadly

A

Fire

A A

A

Holy/Unholy

A

Ice Impact Lightining Manipulative Non-lethal Range

A A A A A A

A A A

A

A

A

A

A A

A

Destructive Empowered

A A A A A A

Poisonous Augment Divine Health Haste

A A

Range Swift Enchant Weapon

A A A A A A

A A

A

A A A

A A A

A A

A

A A

A A A A

A A A A A

A A A A A

A A

A

A

A

Barrier

A

A

A

A

A

A

Additional Target

A

A

A

A

A

A A A

A A

A A A

A A A

Empowered

A A

A

Reflection

A

Deflection

A

A

A A A A

A

A

A

A

A

A

A

A

A

A A A A A

A A

A

A

A

A

Medium Summon

A

A

A

A A

A A

A

A

Summon Ally Grand Summon

A

Enervate

A A

A

A

A

Range

A A A

A

Additional Summon

Range

A

A

Conjure

Misfortune

A

A

Sanctuary

Curse

A A

A

A

Add Defense

A A A A A A A A A A A

Additional Target

Range

A A

A

Blessing

A

A

A

A A

Primal Fury

A

Miracles Miracles of Sigmar of Shallya

A

A

A

A A A

A A

A A

A A

A A

A A

A

A

A

A

A

A A A A

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Magic Action and Effect / Lore or Deity

Additional Target

Lore of the Heavens

Lore of Fire

Lore of Metal

A

A

A

Lore of Beasts

Lore of Life

Lore of Light

Lore of Death

Lore of Shadow

Lore of Chaos

A

A

A

Miracles Miracles of Sigmar of Shallya

A A

A A A

A A A

A A

A A A A A

A

A

A

A

A

Heal

A

A

A

Additional Target

A

A

A

A A

A

A A

Despair

A

Doom

A A

A A

A A A

A

A

A

Paralyzed Dispell Range Additional Target

A A A

Range Restoration Heal Critical Revive Incapacitated Mask

A A A

Blur Mirror Image Additional Illusion

A A A A A

Range Size Realism Terror Invisibility Predict

A

Quicksilver Reflexes

A

A

A

A A

A

Additional Questions

A

A

Flash of Precognition

A

Scry Empowered

Cheat Death Sense Magic Scatter Attunement Transform

A A A A

A

A

A A A A

A A A

A A A A

A A A

A A A

A A A

A A A

A A A A

Silhouette Increase

A

A

Characteristic Retention

A

A

Transform Gear

A

A

Dire Form

A

A

Curse of the Wild

A

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New Spells And Maneuvers Narrative Descriptions This section discusses how these spells can be used in narrative encounters.

Sense Magic

Spells in Structured Encounters The following are the rules for using the new spells in a structured encounter.

Sense Magic

Skills: Arcana Magical sense, commonly known as Witchsight is the ability of most spellcasters to sense the presence or absence of magic. All people born with the talent to work magic have some degree of witchsight that can be developed and expanded with training so the spellcaster can actually see the ebb and flow of the Winds of Magic, witness the scintillating colors of the Chaos energy in its raw form, and be better able to harness it for the casting of spells. When using Sense Magic narratively, it has passive effect. Your character constantly sees the world as if through two types of vision superimposed upon each other. With their normal mundane sight, they see like any other person does. With their witchsight, the character actually sees the Winds of Magic to some degree, either as swirling clouds and rivers of churning colored energy, or as manifestations of their own thoughts, memories, emotions, expectations, beliefs, and fears and those of the people around them. When your character tries to identify the exact composition of the Winds of Magic or recognize magic objects or creatures, it requires a check with basic difficulty of Easy (k). Identifying magic items or trying to trace another magic user may increase the difficulty to Hard (kkk).

Concentration: Yes Skills: Arcana This is using magic to identify presence and composition of the Winds of Magic. The character makes an Arcana check. The default difficulty of the check is Average (kk). If the check is successful, until the end of the character’s next turn, the spellcaster reduces any Miscast result they cause by 10 times their ranks in Knowledge (Chaos), to a minimum of 01. Before making a sense magic check, choose any number of additional effects listed on Table 4-2: Sense Magic Additional Effects. These effects are added to the check.

New Augment and Barrier Additional Effects In this book we are introducing new additional effects for Augment and Barrier magic actions. These new effects, presented in Table 4-3: Augment Additional Effects and Table 4-4: Barrier Additional Effects may be used along with those listed in the Genesys Core Rulebook, on page 216.

Table 4-2: Sense Magic Additional Effects EFFECTS

DIFFICULTY MOD

Scatter: Select one Lore of Magic, all characters present in the current encounter must suffer one additional strain to perform magic actions using that Lore. Attunement: Spells casted by the character and any other character that casts spells using the same Lore cannot be dispelled.

+k + kk

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Table 4-3: Augment Additional Effects EFFECTS

DIFFICULTY MOD

Blessing: When the target deals damage to an adversary that the GM determines is the antithesis of the character's deity, each s deals +2 damage, instead of +1.

+ kk

Enchant Weapon: The target adds damage equal to the character's ranks in Knowledge (Chaos) or Discipline to armed combat checks.

+ kk

Table 4-4: Barrier Additional Effects EFFECTS

DIFFICULTY MOD

Deflection: If an opponent makes a melee attack against an affected target and generates hhh or d on the check, after the check is resolved, they suffer wounds equal to twice the character's ranks in Knowledge (Chaos) or Discipline.

Maneuvers Overcast Skilled or reckless wizards can channel more magical energy than necessary, making their spells more powerful but also more dangerous. If the character performs the overcast maneuver, they add j to their next Arcana check. However, if the check causes a Miscast, add +10 to the results. The character may spend up to four consecutive maneuvers overcasting, gaining j and adding +10 to the Miscast results for each maneuver spent. Note that in most magic related cases Overcast substitutes the Aim maneuver, the only exception is when the character targets a specific part of the attack spell target.

+ kk

Miscast and The Curse of Tzeentch As already mentioned, using the Winds of Magic to cast spells may be dangerous to wizards and all around them. The more power the character uses to cast a spell, the more likely something unexpected will happen. Among wizards, this is known as the Tzeentch’s Curse. Whenever h or d are generated on the Arcana check, your GM may spend them to activate Miscasts effects, according to Table 4-5 Spending h and d on Arcana Skill Checks.

Table 4-5: Spending h and d on Arcana Skill Checks COST

RESULT

h

The magical energies exhaust the character, and they suffer 2 strain or 1 wound (controlling player's choice). Additionally, add 10 to each next Miscast result during the encounter (no matter who causes it).

hh

The character fails to control the magical energies, causing a minor Chaos Manifestation. Roll on Table 4-6 Miscast Effects. Additionally, add 10 to each next Miscast result during the encounter (no matter who causes it).

hhh or d

The character fails to control the magical energies, causing a major Chaos Manifestation. Roll on Table 4-6 Miscast Effects and add 20 to the result. Additionally, add 10 to each next Miscast result during the encounter (no matter who causes it).

dd

The character fails to control the magical energies, causing a catastrophic Chaos Manifestation. Roll on Table 4-6 Miscast Effects and add 50 to the result. Additionally, add 10 to each next Miscast result during the encounter (no matter who causes it).

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Table 4-6: Miscast Effects d100

RESULT

01-05 Mental Block: The character and all allied spellcasters in the encounter add j to any attempts to cast spells until the end of the character's next turn. 06-10 Cold Sweats: The character has to suffer 2 strain to use their next action. 11-15

Waxy Earful: The character adds jj to all Vigilance checks until the end of the encounter.

16-20 Wyrdlight: Until the end of the day, the character glows with an eerie light and is considered an Outcast (Mutant, to be precise). Add jj to Stealth checks. 21-25 Delayed: The spell doesn’t take effect until the start of the next round, or after a minute in a narrative gameplay. 26-30 Haunted: The character must make an Average(kk) Fear check as an out-of-turn incidental. Damaged: If the character is using a magical item, it becomes damaged one step (see Table I.5–4: Repairing Gear, on page 89 of Genesys Core Rulebook). 36-40 Changer of Ways: Move one Story Point from the player's pool to the GM's pool. If the caster is an NPC, move one Story Point from the GM's pool to the player's pool instead. 41-45 Warped Time: At the beginning of the next turn, move one player's initiative slot from the top to the bottom of the initiative order. If the caster is an NPC, move an NPCs initiative slot instead. 31-35

46-50 Aethyric Shock: Until the end of the encounter, enemy spellcasters add j when casting a spell that targets the character. Exposed: All other spellcasters and creatures attuned to magical energies within a day's travel become 51-55 aware of the character (and depending on their disposition, may be very interested in finding them and doing them harm). 56-60 Accumulation of Chaos: The character adds hh to the result of their next Arcana check. 61-65 Magical Flare: The spell is slightly more powerful than expected. One character of the GM's choice is targeted or otherwise affected by the spell as well. 66-70 Hand of Tzeentch: The GM picks the target of the character's spell. If the caster is an NPC, the controlling player picks the target of the spell instead. 71-75 Overload: The character becomes staggered until the end of their next turn. 76-80 Witch Shall Be Born: Somewhere in range of 100 miles from the character, a magic attuned child is born. The character suffers 1 corruption. 81-85 Disconnected: The character loses their magical connection and is unable to cast spells for the rest of the encounter or scene. 86-90 Blinded: The character temporarily loses their sight. Until the end of the encounter, upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times. 91-95 Touch of Corruption: The character and one of their allies in medium range suffer 1 corruption. 96-100 Open Wound: Your character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys Core Rulebook p.115). 101-105 Destroyed: If the character is using a magical item, it is completely destroyed. 106-110 Laughter of Dark Gods: Add d to the character's next check. 111-115 Thrown: The character is moved by one range band in random direction, falls prone and suffers from short range falling damage (see Table I.6–9: Falling Damage, Genesys Core Rulebook p. 112). 116-120 Burst of Corruption: The character suffers 2 corruption. 121-125 Nemesis: A Chaos Daemon of the GM's choice appear in the character's short range. It takes it turns immediately after the character's turns and will do everything to kill the character. 126-130 Cursed: Until the end of the encounter, the character and all of their allies upgrade the difficulty of all checks once. 131-135 Windblock: The character suffocates (see Suffocation, Genesys Core Rulebook, p. 112) for a number of rounds equal to their ranks in Knowledge (Chaos). Lineage Concluded: The infection of Chaos renders the character sterile or barren. The character suffers 3 136-140 corruption. 141-145 The Pot: Until the end of the game session, the character is transformed into a mundane object of the GM's choice. The object may be easily destroyed, resulting in death of the character. 146-150 Crushed: The character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys Core Rulebook p.115) and add 50 to the result. 151+ Call of the Void: The character is sucked into Realm of Chaos. Usually, this means death.

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Magic Implements A character with a magic skill can use an implement to enhance magic skill checks as described in Part III, Chapter 2 of the Genesys Core Rulebook. With one difference, in The Old World setting most of magic implements are tied to specific skills (see Table 4-7: Magic Implements).

Holy Icon Holy Icons are representations of a deity. Imbued with the faith, they help the deity's chosen to perform unique miracles. When your character obtains a Holy Icon, the Game Master determines one effect that can be added to spells without increasing the difficulty. The effect chosen must be one that can normally only increase the difficulty of the spell by a maximum of two.

encounter, while your character is using a journeyman's wand, they may cast a spell without suffering strain. In addition, Attack spells cast by your character increase their base damage by three.

Lord's Staff These intricately decorated staffs are granted only to the best of magisters, who can now call themselves a wizard lord. When your character performs the overcast maneuver while using a lord's staff, their next Attack spell deals an additional 2 damage per maneuver spent. However, if the check causes a Miscast, add +5 to the results (cumulatively with basic overcast effect, so +15 per overcast in total). In addition, Attack spells cast by your character increase their base damage by four.

Journeyman's Staff These staffs are given to apprentices on the day they graduate from a College of Magic. They are made of a variety of materials, usually related to the specific College, and represent the journey every wizard must make on the way to mastery. When your character casts a spell while using a journeyman's staff, the first Range effect added to the spell does not increase the spell's difficulty. In addition, Attack spells cast by your character increase their base damage by four.

Journeyman's Wand Journeyman's wands are awarded to the best graduates from a College of Magic. They are made of a variety of materials, usually related to the specific College, and represents the austerities every wizard have to make. Once per

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Magic Ring

Master's Wand

Magic rings are items of great power, unique in the way they give access to magical effects even to those not attuned to the Winds of Magic. When your character obtains a magic ring, the Game Master chooses one type of magic action, then selects two additional effects that can be added to that action. One of the effects can normally only increase the difficulty of the spell by one; the second can normally only increase the difficulty of the spell by one or two. When your character casts a spell using a magic ring, they suffer 2 strain and make a Discipline check with the base difficulty of the appropriate magic action. However, they must always upgrade the difficulty of the check once, and dd generated from the check can be used to destroy the ring. An example of this might be a ring of protection, which allows your character to cast Barrier spell with the Reflection and the Additional Target effects by performing a Discipline check with the difficulty of l.

Master's wands are greatly attuned to the magic of their Magister and help them to store some of the raw power of the Winds of Magic. Once per encounter, while your character is using a master's wand, they may cast a spell without suffering strain. In addition, Attack spells cast by your character increase their base damage by four.

Master's Staff

Warpstone

These staffs are wielded by those who proved their mastery over Wind of Magic and can call themselves a true Magister. When your character casts a spell while using a master's staff, the first Range effect added to the spell does not increase the spell's difficulty. In addition, Attack spells cast by your character increase their base damage by five.

Warpstone is the crystallized essence of Chaos. Even a small fragment gives its user almost unlimited access to the magical energies of the Winds of Magic. However, it is highly unstable and dangerous for anyone near it, and anyone who posses it is quickly targeted and eliminated by the Empire's wizards and witch hunters. When your character casts a spell while using warpstone, they add sssss to the results. However, if the check causes a Miscast, in addition to the Miscast result, all characters (including yours) within short range suffer 1 corruption.

Scythe of Shyish Wizards of the Amethyst Order commonly choose magically attuned scythes in place of the more usual staffs, as both a symbol of their Lore and a deadly weapon used in combat. When your character casts a spell while using a scythe of Shyish, the Close Combat effect added to the spell does not increase the spell's difficulty and Attack spells cast by your character increase their base damage by four. In addition, scythe of Shyish can be used as a regular weapon with the characteristic of a War Scythe.

Table 4-7: Magic Implements Name

Damage

Skill

Encumberance

Price*

Rarity

Holy Icon

0

Divine

0

22GC

7

Journeyman's Staff

+4

Arcana

2

21GC

5

Journeyman's Wand

+3

Arcana

1

20GC

5

Lord's Staff

+4

Arcana

2

125GC

8

Magic Ring

0

Discipline

0

150GC

8

Master's Staff

+5

Arcana

2

44GC

6

Master's Wand

+4

Arcana

1

45GC

6

Scythe of Shyish

+4

Arcana

4

30GC

6

Warpstone

-

Arcana

0

- (R)

9

* Prices are explained in the Equipment Rules chapter, see the Coinage sidebar on page 127.

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Chapter 5

The Stigma of Corruption This chapter introduces new game resource corruption. Corruption represents the effects that the dark influences of Chaos exert on every living being. It offers strength and energy to change things to your advantage, but abusing it can have terrible consequences.

Corruption Threshold Your character's corruption threshold represents how much chaotic influence their bodies and minds can withstand before falling into Chaos. Characters can suffer corruption by contact with chaotic magic or creatures, but also by embracing the raw power offered by Chaos. Corruption can be used as a resource by players to change the outcome of important skill checks or to trigger powerful character abilities. However, recovering from corruption is by no means easy and usually requires special effort and playing against your character's goals. Your character's starting corruption threshold is determined at character creation, and based upon species and Presence rating. After you determine this initial value, increases to Presence rating after character creation does not increase your character's corruption threshold; corruption threshold improvements are

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then acquired only by purchasing appropriate talents, such as Pure.

Suffering Corruption Characters can be corrupted in many ways. Below we present the most common ones.

Adversaries and Suffering Corruption Minions and Rivals do not suffer corruption. Anything that normally inflicts corruption inflicts five wounds per one corruption instead. Nemeses can suffer corruption, but never voluntarily.

Dark Deal Chaos Gods are insidious in spirit and often are willing to help... but for a price. Once per encounter, your character may suffer 1 corruption to add t to the results of their next skill check.

Fulfilling Chaos God's Agenda Whenever your character does something (on purpose or not) that contributes to one of the

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Chaos Gods' schemes e.g. killing innocents, contaminating water sources, studying dark magic etc., your GM may decide that your character should suffer up to 3 corruption, depending on the seriousness of their wrongdoing.

Redemption

Your character may suffer 1 corruption to achieve effects as if a Story Point was spent like upgrading an ability die, activating talents etc., even if you have already spent a Story Point this check. Similarly to Story Points, this effect can be used once per check.

Some say that money is the root of all evil, so cleaning out your coin pouch may sometimes also clean your soul. Spending large portion of your character's money on charity or donating it to a temple of sacred cult may, at your GM's discretion, result in the reduction of your characters corruption. The amount that needs to be spent heavily depends on the general wealth of your character - a few gold crowns may be nothing for a wealthy wizard, while spending a single shilling may be the matter of survival for a poor stevedore.

Corrupting Influence

Heroic Deeds

Most of the Chaos creatures have abilities that can inflict corruption through dark magic or by contact. Also, when exposed to Warpstone your character may suffer up to 3 corruption, depending on the amount of Warpstone and the duration of exposure.

In some rare occasions, when your character proves themselves to be a real hero, risking their lives for the right cause, e.g. cleansing an unholy temple of the Dark Gods or destroying a cursed artifact, your GM may decide to reduce up to 3 corruption.

Exceeding Corruption Threshold

Dark Gifts

Changing Ways

When a character exceeds their corruption threshold, they immediately reduce their corruption to 0 and receive one Dark Gift.

Reducing Corruption Removing corruption should never be easy. Not as easy as suffering it, at least. Provided below are some examples of how can this be achieved, however the GM may devise their own ways of dealing with corruption.

Dark Whispers The GM may ask you to twist your character's actions. Examples of what may be asked include: accepting a bribe, letting dangerous adversary escape, "loosing" an important item etc. The choice to do this or not is always in your hands, but if you agree, your character removes 1 corruption.

Dark gifts are the mental and physical effects of the corrupting influence of Chaos. When your character is blessed by the Ruinous Powers, reduce their strain threshold by 1. Then select the most appropriate effect from Table 5-1: Example Dark Gifts, roll randomly or create a new unique dark gift with the help of the Game Master. The physical effects of Chaos, so called mutations, are in most cases beneficial but also easy to spot. On the other hand, mental effects are much easier to hide, but usually only impair the character. Most of the presented examples are quite universal, but some of them are tied closer to a specific Chaos God. Characters with visible mutations or known to be blessed with dark gifts are considered outcasts (see Social Status p. 62), commonly feared, vilified, and actively hunted.

Dark Gifts Limit When your character receives more dark gifts than their Willpower rating, their body and soul collapses, lost to the Chaos Gods. They become a mutated mindless mass of flesh known as a Chaos Spawn and fall under the GM's control.

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Table 5-1: Example Dark Gifts d100 dice roll

Name

Effect

01-05

Scales

Increase your character's melee and ranged defense by 1. All

06-10

Suspicious Mind

Your character adds jj to all Vigilance checks, but decreases their Presence rating by 1.

11-15

Monstrous Obesity

Your character increases their Soak by 1, but adds j to Nurgle, Slaanesh all Coordination checks.

16-20

Rage

Your character gains an ability similar to the Berserk talent (see the Genesys Core Rulebook, page 75). They must use it at the beginning of a combat encounter.

Khorne

21-25

Inhuman Beauty

Your character adds j to all Social skill checks

Slaanesh

26-30

Rotting Skin

Decrease your character's Soak by 1, but increase melee defense by 2.

Nurgle

31-35

Witch Sight

Magic (Arcana) is now career skill for your character and they gain access to the Lore of Chaos.

Nurgle, Tzeentch, Slaanesh

36-40

Animal Instincts

Your character decreases their Intelligence rating by 1, Nurgle, Slaanesh, but increases their Cunning rating by 1. Khorne

41-45

Bestial Appearance

Your character adds j to Coercion skill checks.

46-50

Devourer

All After defeating an adversary during a combat encounter, your character has to make a Hard (kkk) Discipline check as an out of turn incidental, or they start to devour the adversary and become staggered until the end of their next turn. All other adversaries within short range have to make a Hard (kkk) Fear check as an out of turn incidental.

51-55

Enormous Eye

Your character adds j to all Perception checks involving sight.

All

56-60

Inverted Face

Your character adds jj to Cool checks.

All

61-65

Wings

Your character can fly using the hovering guidelines in the Flying sidebar on page 100 of the Genesys Core Rulebook.

All

66-70

Iron Skin

Increase your character's Soak by 2, but decrease their Agility rating by 1.

All

71-75

Tortured Visions

When your character fails any Willpower based check, All they suffer 3 strain.

76-80

Additional Limbs

Your character can perform a second maneuver without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn.

All

81-85

Natural Weapons

Your character gains claws, big teeth, razor sharp tentacles, horns or any other natural weapon with the following profile: Brawl; Damage +2; Critical 3; Range [Engaged]; Accurate 1, Vicious 1.

All

86-90

Visions of Doom

At the begging of a combat encounter, your character must make a Hard (kkk) Fear check as an out of turn incidental.

Tzeentch, Slaanesh

91-95

Additional Head

Your character grows additional head somewhere on their body. This additional head may have its own personality and goals.

All

96-00

Plague Bearer

Your character has contracted Nurgle's Rot - a fatal Nurgle disease that slowly turns the infected into a Plaguebearer.

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Applicable Gods

Slaanesh, Tzeentch

All


Chapter 6

Social Status In the Old World's societies social status is almost everything - it determines who you are, how wealthy you are and what you can accomplish in life. It's not a surprise that most people judge others by what social group they belong to. In this chapter, we introduce rules to reflect these complex social relationships.

Social Groups There are four basic social groups in the Old World's society. Moreover, beyond this simple division, there are outcasts - those who live outside the boundaries of society.

Aristocracy (Tier 4) Elite of the elite. Kings, lords electors, highest nobility, leaders of major cults, magisters patriarchs and matriarchs of Colleges of Magic etc. They rule hundreds, thousands, sometimes tens of thousands of people, and their decisions can shape the entire countries. This social status should not be available to the PCs unless special circumstances exist.

Elite (Tier 3) The elite social group mostly consists of the nobility, the wealthiest merchants, wizards and the highest ranks of the clergy. Their power come from their property and connections, and they are unfamiliar with the hardships of the common folk. Most of these people were born to be rich and powerful, so if you were not lucky enough to be one of them, only a brilliant military or church career can introduce you to this group.

Middle Class (Tier 2) The middle class, made up of artisans, merchants, academics, some military men, and common clergy, usually inhabit cities and other large industrial and commercial centers of the Empire. Although most of them were not born rich, they were fortunate enough or talented enough to acquire the skills that would enable them to lead a life not available to most of the Empire's population, and some of them even aspire to the elite social group.

Commoners (Tier 1) The commoners are the largest and most diverse social group in the Empire. Its representatives include simple farmers, soldiers, workers, stevedores, but also influential gang bosses or devious fraudsters. What they all have in common is that they are low born and have experienced poverty and the hardships of physical work in their lives, with a little chance of improving their situation.

Outcasts Outlaws, exiles, rebel wizards, mutants, dwarven slayers and many witch hunters. Although very different, what they all share is a life outside the boundaries of society. Outcasts are not a separate social group, rather it covers all those vagrants who are unable (or unwilling) to find a place within the rest of the populace. While some may at times appear as heroes to ordinary people, as a whole they tend to be hated and feared because they live outside the law, not restricted by the customs of the common folk.

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quire your character to change their status before they are eligible to buy the new specialization. For example, your character may need to become a member of the elite (nobility to be precise) to start the Knight specialization. On the other hand, your character may not have to change their social group from Elite to Middle Class when they become, for example, a physician or academic because these specializations, although less popular, are also practiced by the nobility. Keep in mind that it's usually much easier to lower your character's social status than do the opposite. In either case, your GM is the final arbiter.

Using Social Status Belonging to a particular social group affects your character's entire life. How much respect they enjoy, how high the discount they receive at the inn, or how high the sentence in a court, and even whether they will be admitted to certain places depends largely on who they were born or how high a status they managed to earn.

Initial Social Group Your character's social group depends on their initial specialization. If it happens that during the character creation process you chose more than one specialization for your character, pick whichever seems more appropriate (however, your GM is the final arbiter).

Maintaining Social Status Maintaining your character's current social status is fairly simple - all they need to do is to eat, wear, sleep and behave like one of their kind. Keep in mind that it is much easier and far cheaper for commoner than for elite or even middle class characters. As a commoner a few shillings on simple food and dormitory is all you need, while as a member of the elite you will always need the best meal, the most comfortable room and other luxuries that can cost far more.

Changing Social Status Your character may move to another social group mostly due to one of the following reasons: 1. Failing to maintain your character's current social status. If your character is unable to maintain their status financially, your GM may decide to decrease their social status to a more appropriate one. In most cases, the lowest social class they can fall is commoner. Your character must be heavily in debt to become an Outcast this way. 2. In-game events. Nobility, promotion in the structure of a guild or church, being convicted of serious crimes and many other things may move your character to another social group. 3. Purchase of new specialization. Starting a new specialization that has a different social status that your current one, may re-

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Hiding Social Status Your character may attempt to hide their social status and pretend to be a member of another social group. Your character may make an opposed Deception vs Vigilance check targeting character that is not aware of your character's social status. Add j to the check for each tier of difference in social status between your character's real status and the status they attempt to portray (Outcasts should be treated as Commoners for the purpose of this check). If the check is successful, until the end of the encounter or scene, your character modifies their social skill checks against the target character as if they were member of that social group. Your GM may spend hhh or d from your character's check to blow their cover.

Social Skill Checks Modifiers When a character of Aristocracy, Elite or Middle Class social status makes a social skill check targeting a character with a lower social status (excluding Outcasts), they add j to Charm, Coercion and Leadership checks for each tier of difference in social status. When a character of Commoner, Middle Class or Elite social status makes a social skill check targeting a character with a higher social status, they add j to Charm, Coercion and Leadership checks for each tier of difference in social status. Characters of Outcast social status add j to Coercion and j to Charm checks when targeting a character from another social group. Note that checks targeting Outcasts are not modified in any way.

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Chapter 7

Equipment and Vehicles This chapter includes many of the most popular weapons, gear and services to be found in the Old World. Note that the tables of weapons and armors in The Old World also have a number of HP, or Hard Points. This indicates how many attachments that item can be fitted

with, however, we do not provide specific rules for using item attachments - those are covered on page 206 of the Genesys Core Rulebook and are later supplemented on page 106 of the Realms of Terrinoth. Feel free to choose whatever fits best for your campaign.

Weapons and Armors This section covers the most common types of weapons and armor to be found in the Old World. Items marked with (T) next to their name come from the Realms of Terrinoth rulebook (p. 92) and, if not stated otherwise, additional rules from the Realms of Terrinoth should be applied.

New Item Qualities In this product we introduce one new item quality - Parrying - and slightly change the effect of the Pierce quality with a goal to make it more viable choice.

Parrying (Passive) Parrying weapons are designed to actively deflect incoming strikes. When a user of an item with the Parrying quality is using the Parry talent, they may further reduce

Restricted Items Some of the weapons or items in this chapter has an "(R)" next to their price - this means the item is restricted. Restricted items are banned in most of the towns in the Old World and cannot be carried openly in public. Depending on the town, restrictions may vary, some do not accept such items inside town walls and require them to be deposited at the watch barracks; some demand them to be kept in a locked chest or at similar place out of the reach of the public.

the damage of the hit they suffer by a number equal to the item's ranks in the Parrying quality. If the user has not purchased the Parry talent, they follow the normal rules of the talent, but reduce damage only by the item's Parrying quality rating.

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Pierce (Passive) Pierce quality seems to be designed as the way to counter heavily armored or high soak enemies, however Pierce rating between 1-3 tends to be no different than simply adding damage to the weapon. We try to fix it by changing the effect of Pierce quality. This new effect should make it a bit more beneficial. Any hits from this weapon ignore a number of points of soak equal to the weapon’s

Pierce rating. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores two points of soak, but the extra point of Pierce has no further effect. In addition, if the hit would otherwise be unable to get past the target's soak, it will inflict one wound (regardless of the Pierce rating).

Damaging and Repairing Equipment Struggling with equipment deficiencies is a common theme in dark fantasy adventures. To better reflect it, we decided to introduce a rule that allows your GM to spend hhh generated on a check involving the use of weapons or tools to damage the equipment used by one step. Additionally, t generated on a combat check may be spent to damage one piece of a target's equipment by one step. To repair a broken piece of equipment, character's follow the general rules presented on page

89 of the Genesys Core Rulebook, however they use Crafts or Engineering skill instead of Mechanics. For ease of tracking the state of your character's equipment, there are special die shaped boxes in the Weapons and Personal Gear sections of the Character's Sheet. Cover one third of the box to mark minor damage, two thirds for moderate and full box for major damage of the equipment.

Melee Weapons

Club

Bladed Gloves

Simple, cheap and effective, clubs have proved their value in numerous conflicts. However, they tend to break easily. Your Game Master may spend hh generated on a combat check using a club to damage it by one step.

Simple leather gloves with razor-sharp blades or spikes attached, designed to inflict deep and painful cuts. Originally from Cathay, they were later adopted by some of the Empire's torturers and assassins. When using this weapon, your character can no longer choose to deal damage to the target's strain threshold instead of their wound threshold.

Brass Knuckles Brass knuckles are pieces of metal shaped to fit around the knuckles. Favored by criminals, bodyguards and bouncers, they greatly increase the power of the punch, and are easy to use and conceal.

Buckler A buckler is a small, round shield. Due to its size, it offers poor protection, but is very useful in deflecting the blow of an opponent's weapons. When held, a buckler's encumbrance is 0.

122

Garrote This traditional assassin's weapon consists of a length of cord which is wrapped around a target's throat then easily chokes out or entirely suffocates them. The garrote can only be used against unaware targets (see note on the Backstab talent on page 39). A successful attack against a target causes them to become suffocated (see Suffocation, Genesys Core Rulebook, p. 112). Breaking free requires an opposed Brawl vs Brawl check, with an additional j for each round they have been caught.

Falchion A falchion is a heavy, one-handed, single-edged sword shaped very much like a large meat

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cleaver. It's not a subtle weapon, but it's very effective at dealing deep, grevious wounds.

Hammer The hammer, the sacred weapon of Sigmar himself, occupies a special place in the Empire's armory. It is a weapon of choice for the Emperor's Elite Guards and Warrior Priests of Sigmar, but is also widely appreciated by common soldiers, devoted to Sigmar or not. Although it requires a lot of strength to wield it, it can be used double-handed, which negates its Cumbersome quality, while still a Melee (Light) weapon.

Mace A mace is a direct successor to a club that uses a heavy head on the end of a handle to deliver powerful strikes. While not nearly as cheap as a club, it's much more durable, making it very reliable weapon on the battlefield.

Parrying Dagger As the name implies a parrying dagger is designed to parry, or defend, more effectively than a simple dagger, typically incorporating a wider guard, and often some other defensive features to better protect the hand as well. They may also be used for attack if an opportunity arises. When your character suffers a hit from melee combat check while using this weapon, after the attack is resolved, they may spend d or hhh from the attacker's check to automatically hit the attacker once. The hit deals the parrying dagger's base damage, plus any damage from applicable talents or abilities.

Sickle Rarely used by professionals, and much more often by the peasantry, this weapon is actually a converted agricultural tool. Not very effective, but cheap and when well sharpened it is capable of delivering deep cuts.

Swordbreaker A swordbreaker is a type of dagger that has large, deep serrations along one side of the blade, resembling the barbed teeth of a comb and designed to entrap an opponent's blade, allowing the user to disarm or damage it. When your character suffers a hit from melee combat check while using this weapon, after the attack is resolved, they may spend d or hhh from the attacker's check to disarm the attacker.

War Scythe A war scythe or military scythe is a form of pole weapon that bears some superficial resemblance to that of an agricultural scythe from which it likely evolved. The war scythe however, is unrelated to agricultural tools and is a purpose-built infantry melee weapon. Thanks to its razor sharp blade, it is surprisingly effective for such a simple weapon.

Rapier Rapiers are widely regarded as a weapon of the elite, so most of them are subtly crafted and ornate. However, they are not a decoration. Designed to perform quick and nimble thrusting attacks, rapiers are deadly when it comes to striking weak spots on an opponents armor.

Sabre Popular among Kislevites and recently adopted by the Empire's cavalrymen, the sabre is a versatile weapon with single-edged curved blade. The Old World: Grim and Perilous

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Table 7-1: Melee Weapons Name

Skill

Dam Crit

Range

Encum

HP

3 2 6 4 4 3 3

Engaged Engaged Engaged Engaged Engaged Engaged Engaged

2 1 1 1 2 1 2

1 1 1 0 0 1 1

Price Rarity 75s 60s 40s 10s 5s 20s 100s

1 5 3 1 1 1 3

Special

Axe (T) Bladed Gloves Buckler Brass Knuckles Club Dagger (T) Falchion

Melee (Light) Brawl Melee (Light) Brawl Melee (Light) Melee (Light) Melee (Light)

+3 +1 +0 +1 +3 +2 +3

Flail (T)

Melee (Heavy)

+4

3

Engaged

4

2

150s

3

Garrote

Brawl

+0

5

Engaged

1

0

5s

2

Greataxe (T)

Melee (Heavy)

+4

3

Engaged

4

2

15GC

4

Greatsword (T)

Melee (Heavy)

+4

2

Engaged

3

2

20GC

4

Halberd (T)

Melee (Heavy)

+3

3

Engaged

5

3

22GC

3

Hammer

Melee (Light)

+3

3

Engaged

2

1

165s

2

Military Pick (T) Mace Parrying Dagger Pike (T) Rapier Sabre

Melee (Light) Melee (Light) Melee (Light) Melee (Heavy) Melee (Light) Melee (Light)

+1 +3 +1 +4 +3 +3

2 3 3 4 2 2

Engaged Engaged Engaged Short Engaged Engaged

3 2 1 4 2 2

1 1 1 2 1 1

65s 160s 120s 40s 35GC 43GC

2 1 3 1 5 6

Shield (T)

Melee (Light)

+0

6

Engaged

1

1

45s

1

Shield, Bulwark (T)

Melee (Light)

+2

5

Engaged

3

2

14GC

3

Shield, Large (T)

Melee (Light)

+1

5

Engaged

2

2

160s

2

Sickle Spear (T) Spear, Light (T) Staff (T) Sword (T) Swordbreaker

Melee (Light) Melee (Heavy) Melee (Light) Melee (Heavy) Melee (Light) Melee (Light)

+1 +3 +2 +2 +3 +1

2 3 4 4 2 3

Engaged Engaged Engaged Engaged Engaged Engaged

1 3 2 2 1 1

1 1 1 0 1 0

20s 40s 25s 6d 10GC 14GC

2 2 2 0 2 6

War Hammer (T) Melee (Heavy)

+5

4

Engaged

4

2

30GC

4

Concussive 1, Cumbersome 4, Inaccurate 1, Knockdown

War Scythe

Melee (Heavy)

+4

3

Engaged

4

1

120s

3

Inaccurate 1, Vicious 2

Melee (Light)

+0

6

Short

1

0

20s

2

Defensive 1, Ensnare 2

Weighted Net

Weighted Net Popular among pit fighters and bounty hunters, a net is a versatile alternative to the more widespread shield. It offers a little bit of protection and, if needed, may be hurled at the enemy to immobilize them. A weighted net can be used to make melee combat checks against targets within short range (the difficulty remains Average (kk). If the combat check is successful, your character may suffer 2 strain to activate the Ensnare item quality instead of spending aa.

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Vicious 1 Accurate 1 Disorient 2, Parrying 2 Disorient 3 Disorient 2 Accurate 1 Innacurate 1, Vicious 2 Cumbersome 3, Linked 1, Unwieldy 3 Cumbersome 3, Pierce 2, Vicious 1 Defensive 1, Pierce 1, Unwieldy 3 Defensive 1, Pierce 3, Unwieldy 3 Cumbersome 3, Disorient 2, Pierce 1 Pierce 2 Disorient 2 Pierce 1, Parrying 1 Prepare 1 Accurate 1, Pierce 1 Vicious 2 Defensive 1, Deflection 1, Inaccurate 1, Knockdown Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2, Knockdown, Reinforced Defensive 1, Deflection 2, Inaccurate 2, Knockdown Vicious 2 Accurate 1 Accurate 1, Defensive 1 Defensive 1 Defensive 1 Sunder

Ranged Weapons Arquebus An arquebus is amongst the most powerful of weapons ever invented. Armor piercing, devastating shots give a great advantage in combat. However, like most of gunpowder weapons, arquebuses are heavy, expensive and need a lot of effort to maintain. Your Game Master may spend d or hh generated on a combat check using an arquebus to jam the weapon. Jammed

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weapons cannot be fired and require an Easy (k) Firearms check for the barrel to be cleared.

character is an ogre, they may use Ranged skill to fire the siege crossbow instead of Gunnery.

Blunderbuss

Dueling Pistol

The favorite weapon of innkeepers and coachmen, blunderbuss' have proved their worth. They are not very subtle, but are reliable and deadly at short distances. It can be loaded with nails, glass, small stones or anything else at hand. d and h cannot be spent to cause a blunderbuss to run out of ammunition.

A dueling pistol is a work of art, and a gunsmith labors long and hard to produce a single example. They are often carried by Imperial nobles to solve disputes over love and honor, and many a noble has died at dawn in a duel over some grievance. Dueling pistols are prohibitively expensive weapons and common warriors rarely have them.

Dwarf Crank Gun Rare and incomparably expensive, a dwarf crank gun is a multi-barreled monstrosity that can decimate an enemy team by itself. While powerful, its often hard to use it properly due to its weight and high failure rate. Your Game Master may spend d or hh generated on a combat check using a dwarf crank gun to malfunction the weapon. Malfunctioned weapons cannot be fired and require an Average (kk) Engineering check to clear the malfunction. Engineering weapon - to create or repair this weapon, your character should use the Engineering skill instead of Crafts.

Hochland Long Rifle The Hochland long rifle was developed from the long rifles used by the hunters of Hochland. These weapons use barrels which have been rifled or grooved, which makes the lead shot spin in flight, in turn making these weapons highly accurate and giving them a range unsurpassed by most other handguns. On the battlefield it is often used by specialized soldiers, where it is particularly effective at neutralizing specific targets from afar.

Bomb A bomb is a hollow shell of ceramic, or thin metal filled with gunpowder, stopped with wax and fitted with a fuse. Bombs can be thrown but because they are heavy and bulky, clever engineers prefer to plant them near strategic areas of the battlefield.

Crossbow, Siege Reportedly, this weapon was designed for ogres serving in the Empire's army. Its size and bulky nature seem to confirm this, but who would not want the firepower of two heavy crossbows combined into one? If your

Engineering weapon - to create or repair this weapon, your character should use the Engineering skill instead of Crafts.

Longbow An improvement on the design of the bow, a longbow is made from a single piece of carefully selected yew or elm as long as a man is tall. An experienced bowman can land a shot with uncanny accuracy and with deadly force capable of piercing even the heaviest of armors, making longbows a popular choice for regiments throughout the Old World.

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125


fired and require an Average (kk) Engineering check to clear the malfunction.

Pistol Pistols are handy and, thanks to their solid firepower, they give an edge in dire situations. However, like any firearm, they require regular maintenance. Your Game Master may spend d or hh generated on a combat check using a pistol to jam the weapon. Jammed weapons cannot be fired and require an Easy (k) Firearms check for the barrel to be cleared.

Engineering weapon - to create or repair this weapon, your character should use the Engineering skill instead of Crafts.

Repeater Pistol A Repeater Pistol is a smaller version of the Repeater Handgun, and is fired one handed, leaving the other free to wield a sword. Despite being younger and smaller version of Repeater Handgun, it has exactly the same drawbacks. Your Game Master may spend d or hh generated on a combat check using a repeater pistol to malfunction the weapon. Malfunctioned weapons cannot be fired and require an Average (kk) Engineering check to clear the malfunction.

Repeater Handgun The Repeater Handgun is one of the latest inventions of Empire's engineers. It is a bizarre, multi-barreled contraption that spits out a torrent of shots at its enemies. A repeater handgun offers unmatched raw firepower, but has an awful tendency to malfunction at the worst possible moment. Your Game Master may spend d or hh generated on a combat check using a repeater handgun to malfunction the weapon. Malfunctioned weapons cannot be

Engineering weapon - to create or repair this weapon, your character should use the Engineering skill instead of Crafts.

Table 7-2: Ranged Weapons Name

Skill

Dam Crit

Encum HP

Price

Rarity

Special

1

Pierce 3, Prepare 2, Knockdown

Arquebus

Firearms

Medium

3

20GC (R)

5

Blunderbuss

Firearms

7

3

Short

3

1

12GC (R)

2

Blast 5, Prepare 2

Bomb

Ranged

9

3

Short

2

0

80s (R)

6

Blast 7, Inaccurate 2, Limited Ammo 1

Bow (T)

Ranged

7

3

Medium

2

1

75s

2

Unwieldy 2

Crossbow (T)

Ranged

7

2

Medium

3

1

125s

3

Pierce 2, Prepare 1

Crossbow, Hand (T)

Ranged

5

3

Short

2

0

160s

4

Accurate 1, Prepare 1

Crossbow, Heavy (T)

Ranged

8

2

Long

4

2

22GC (R)

6

Cumbersome 3, Pierce 3, Prepare 2

Crossbow, Repeating (T)

Ranged

5

2

Short

3

2

15GC

6

Linked 2, Prepare 2

Crossbow, Siege

Gunnery

8

3

Long

6

2

50GC (R)

8

Cumbersome 4, Linked 1, Pierce 3, Prepare 2

Dueling Pistol

Firearms

5

3

Short

1

1

52GC (R)

7

Pierce 2, Prepare 2, Superior

Dwarf Crank Gun

Gunnery

10

3

Medium

7

2

500GC (R)

10

Auto-Fire, Cumbersome 5, Inaccurate 1, Pierce 2, Prepare 2, Vicious 2

Hochland Long Rifle

Firearms

9

2

Long

3

2

80GC (R)

9

Accurate 1, Cumbersome 3, Pierce 3, Prepare 2, Knockdown

Incendiary

Ranged

6

6

Short

1

0

40s (R)

4

Blast 5, Burn 3, Inaccurate 2, Limited Ammo 1

Longbow

Ranged

8

3

Long

3

2

160s

4

Accurate 1, Cumbersome 3, Pierce 1, Unwieldy 3

Pistol

Firearms

5

3

Short

1

1

15GC (R)

4

Pierce 2, Prepare 2

7

Auto-Fire, Cumbersome 3, Limited Ammo 6, Pierce 1

Repeater Handgun

Firearms

7

2

Range

8

3

Medium

4

2

42GC (R)

Repeater Pistol

Firearms

6

3

Short

3

2

30GC (R)

7

Auto-Fire, Limited Ammo 6

Sling (T)

Ranged

4

4

Medium

0

0

5d

0

Disorient 2, Prepare 1

Throwing Axe (T)

Ranged

+2

3

Short

1

1

40s

1

Inaccurate 1, Limited Ammo 1, Vicious 1

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Full Plate

Armor Gromril Armor made from the metal known as gromril is the toughest and most sturdy in the known world. Known variously as meteoric iron, silverstone and hammernought armor, Gromril armor is limited to wealthy Dwarfs and the elite Ironbreakers. Armor forged of pure gromril is highly coveted for its protective value and such suits are treasured heirlooms, many of which date back to the Golden Age.

Full plate armor is the pinnacle of human armorsmithing. Only wealthy nobility can afford to buy and maintain this type of armor, but it is well worth the price as it provides almost impenetrable defense. On the other hand, it is loud and restricts movement, so it is usually avoided by those who value agility and the element of surprise in combat. Your character adds jj to Stealth and Coordination checks while wearing this armor.

Table 7-3: Armor Name

Defense

Soak

Encumbrance

HP

Price

Rarity

Brigandine (T)

1

+1

2

1

200s

5

Chainmail (T)

0

+2

3

2

16GC

4

Full Plate

1

+3

5

2

63GC

6

Gromril

2

+3

3

2

-

10

Heavy Robes (T)

1

0

1

1

45s

0

Leather (T)

0

+1

1

1

75s

3

Padded (T)

0

+1

2

0

35s

2

Plate (T)

1

+2

4

2

42GC

6

Scale (T)

0

+2

4

1

215

4

Gear and Services This section covers the typical items and services to be found in the Old World. Items marked with (T) next to their name come from Realms of Terrinoth rulebook and, if not stated otherwise, additional rules from Realms of Terrinoth should be applied.

Gear Artisan's Tools Artisan's tools consist of everything a craftsman needs in their daily work: hammers, saws, pliers, etc. When your character uses an artisan's tools, they have the right tool for the job (as per page 93 of the Genesys Core Rulebook) when making Crafts checks, although at yours GMs discretion, creating some items may require access to workshop or smithy.

Coinage Three types of coins are commonly used in the Empire: brass pennies, silver shillings and golden crowns. There are 12 pennies in a shilling and 20 shillings in 1 crown, resulting in a total of 240 pennies in 1 crown. In this supplement, most of the prices are kept in shillings (s), however sometimes you may spot a symbol of a pennies (d) for items that cost less than 1 shilling, or crowns (GC) for items more expensive than 200s.

Cloak With Hidden Pockets The favorite outerwear of fences and smugglers, this cloak not only increases your character's encumbrance threshold by one, but it also helps to conceal gear. If another character tries to search your character (as per page 85 of the Genesys Core Rulebook), they upgrade difficulty of the check once.

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127


Extra Shots This includes additional lead shots and gunpowder stored in spare poaches. If your character has an extra shots, they can spend a maneuver to replenish their firearm when it suffered an "out of ammo" d result, but this consumes the item in the process. Note that this does not replenish weapons with the Limited Ammo quality.

Lock Pick Set While not as sophisticated as Thieves' Tools, a trusty lock pick set is usually enough to do the job. When your character makes a Skulduggery check to open any mechanical locks or latches, they have right tool for the job (as per page 93 of the Genesys Core Rulebook).

Repeater Ammo

It allows your character to quickly reload a Repeater Pistol or a Repeater Handgun and is consumed in the process.

Sacred Symbol Representations of deities opposing Chaos and evil, blessed by a priest. Once per session, if your character is a follower of the religion represented by the sacred symbol, they may make Hard (kkk) Discipline check as an action. If the check is successful, all unnatural creatures (such as ghosts, undead etc.) and creatures of Chaos within short range suffer 2 strain plus 1 strain for each s.

Tool Bag Plain leather or linen shoulder bag in which you can store your most used tools. While wearing a tool bag, your character increases their encumbrance threshold by two.

A specially prepared ammunition set containing a cartridge with 6 bullets and gunpowder.

Table 7-4: Gear Name

Encumbrance 3 8 2

Price 300s 30GC 150s

Rarity 5 7 4

Extra Shots

2 +4 1 1 +1 2 1

120s 25s 10s 15s 25s 5s 25s

2 3 1 5 4 2 4

Fine Cloak (T) Flask (Empty) (T) Flint and Steel (T) Lantern (T) Lock Pick Set Pole (30 hands long) (T) Repeater Ammo Rope (T) Sacred Symbol Thieves' Tools Tool Bag Torches (T) Trail Rations (1 day) (T) Wagon (T) Waterskin (T) Winter Clothing (T)

1 0 0 1 1 2 1 1 0 1 +2 1 1 1 4

150s 5d 10d 15s 28s 2s 5s 10d 10s 50s 10s 1s 1s 120s 2s 23s

4 1 1 1 4 1 6 1 2 5 2 0 0 2 1 3

Alchemist's Kit (T) Alchemist's Lab (Supplies) (T) Apothecary's Kit (T) Artisan's Tools Backpack (T) Bedroll (T) Climbing Gear (T) Cloak With Hidden Pockets Extra Quiver (T)

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Potions and Elixirs Elixirs are quite rare, but potent mixtures that offer wide variety of effects. All potions and elixirs used in The Old World setting presented on Table 7-5: Potions and Elixirs (except Herbal Medicine), are described in the Realms of Terrinoth, page 102. Unless stated otherwise, consuming a potion or elixir is a maneuver and consumes the item in the process. The effects of multiple doses of the same potions does not stack.

Herbal Medicine Herbal treatments are holistic and traditional, used to treat wounds and illness for generations. Popular among the poor and superstitious who lack access to, or distrust, more educated approaches. The viability of these remedies vary - from effective, to unfounded bunkum. Herbal medicines can be brewed with Survival check instead of Alchemy. Once per encounter, when your character uses a herbal medicine, they heal 3 wounds, but until the end of the encounter they add jj to all checks.

Table 7-5: Potions and Elixirs Name

Encumbrance 0 1 0 1 1

Price 200s 15s 13GC 5s 35s

Rarity 6 3 8 4 4

Poison (T)

0

42s (R)

5

Smokebomb Vial (T)

0

30s

6

Acid Flask (T) Bottled Courage (T) Health Elixir (T) Herbal Medicine Immunity Elixir (T)

Animals and Related Gear Animals and gear presented on Table 7-6: Animals and Gear with (T) next to their name are described in the Realms of Terrinoth, page 104.

this creature adds jj to its combat checks), Pound (once per turn, while at short range this creature may perform a move maneuver to engage a target as an incidental). Equipment: Claws (Brawl; Damage 6; Critical 2; Range [Engaged]; Vicious 3).

Big Cat (Rival)

Dog, mid sized (Rival)

Many species of big cats roam the wilds of the Old World, but are a rare sight in inhabited areas. Those that can be found in cities are usually owned by beast tamers or are attractions during fights in arenas. Due to the fact that they are extremely dangerous, local authorities usually require them to be transported in cages, so they are considered restricted (R).

Mixed breed dogs are a common sight in the settlements of the Old World. They are often used for hunting and as guard dogs but can also be a faithful companions of dangerous adventures.

3

4

Brawn

Agility Soak Value

3

1

3

2

2

Intellect

Cunning

Willpower

Presence

W. Threshold

12

If the dog comes from the Small, But Vicious Dog talent, increase its ranks in Perception to 3 and Wound Threshold by 2.

2

3

1

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

3

M/R Defense

1 1

Skills: Athletics 3, Brawl 3, Cool 3, Coordination 3, Perception 2, Stealth 2. Talents: Swift (the creature does not suffer penalties for moving through difficult terrain). Abilities: Ambush predator (when attacking a target that has not yet acted this round,

W. Threshold

7

M/R Defense

0 0

Skills: Athletics 2, Brawl 2, Charm 2, Perception 1, Vigilance 2. Talents: None Abilities: Pack Fighter (if this creature makes a successful combat check, the next ally making a combat check against the same target during the same round adds aa to the results).

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129


Equipment: Bite (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown).

Skills: Brawl 2, Cool 3, Coordination 2, Perception 4, Vigilance 2.

Bird of Prey (Rival)

Talents: Finesse (When making a Brawl check, this creature may use Agility instead of Brawn).

Also known as raptors, they are species of birds that are captured and trained primarily for hunting. They have keen eyesight for detecting prey at a distance or during flight, strong feet equipped with talons for grasping or killing their target, and powerful, curved beaks for tearing flesh.

1

3

1

4

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

2

W. Threshold

5

M/R Defense

Abilities: Eye in the sky (when this creature is flying, its allies gain j to Perception and Vigilance checks), Flying (this creature may fly using the hovering guidelines in the Flying sidebar on page 100 of the Genesys Core Rulebook), Silhouette 0. Equipment: Beak and talons (Brawl; Damage 4; Critical 3; Range [Engaged]; Accurate 2, Vicious 2).

1 1

Table 7-6: Animals and Gear Name

Encumbrance

Price

Rarity

Barding (T) Beast of Burden (T) Big Cat

5 -

45GC 150s 22GC (R)

5 1 6

Bird of Prey Dog Riding Horse (Riding Beast - T) Saddlebags (T) War Horse (War Mount - T)

+4 -

50s 3s 23GC 25s 75GC

4 2 2 3 6

Services

and are described in the Realms of Terrinoth, page 105. With one exception, however...

This section presents a number of services that characters might procure in the course of their adventures. Most of the services presented on Table 7-7: Services are marked with (T)

Bugman's Ale The greatest and most refreshing alcoholic beverage ever created. Now in a barrel!

Table 7-7: Services Name

Encumbrance

Price

Rarity

Ale (Flagon) (T)

-

3d

0

Bugman's Ale (Barrel)

3

20s

3

Bugman's Ale (Flagon)

-

1s

3

Lodging (Common Room, 1 night) (T)

-

10d

0

Lodging (Private Room, 1 night) (T)

-

2s (poor) - 40s (luxury)

1-4

Meal (Tavern) (T)

-

8d (poor) - 25s (luxury)

0-3

Porter (Per day) (T)

-

1s

1

Torchbearer (Per day) (T)

-

1s

1

Travel, Riverboat (1 day) (T)

-

3s

1

Travel, Wagon (1 day) (T)

-

2s

1

Travel, Coach (1 day) (T)

-

8s

2

Wine (bottle) (T)

1

1s (poor) - 27s (luxury)

1-6

130

The Old World: Grim and Perilous


River Guards Barge

Vehicles This section presents some examples of typical vehicles used in the Old World.

Coach Coaches may not be the cheapest, but they are one of the most comfortable and also one of the fastest ways to travel around the Old World. A typical coach can take 8 to 12 passengers and is manned by two coachmen, one of whom always also acts as a guard. Coaches do not usually carry provisions, but instead rely on inns to accommodate passengers.

2

2

‒1

Silhouette

Max Speed

Handling

Defense

Armor

HT Thresh.

SS Thresh.

0 5

4

Price/Rarity: 60GC/4

SS Thresh.

20

1

18

Control Skill: Sailing Passenger Capacity: 12

Simple rowing boat. Typically used by fishermen, river pilots, smugglers, etc.

River Barge (Small) River barges are the most popular means of transport. Every day, the crews of these small ships travel the smaller and larger rivers of the Old World, delivering people and goods, and avoiding river pirates and greedy tax collectors. Armor

HT Thresh.

SS Thresh.

0

Complement: 4 crew Passenger Capacity: 6 Consumables: 2 weeks Encumbrance Capacity: 500

18

1

16

2

1

‒1

Silhouette

Max Speed

Handling

Defense

Armor

HT Thresh.

SS Thresh.

0

2

0

2

Control Skill: Athletics Complement: 1 rower

Defense

Control Skill: Sailing

Price/Rarity: 120GC/5

Handling

HT Thresh.

Rowing Boat

Weapons: None

Handling

Max Speed

Armor

0

Weapons: 2 Light Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 5; Critical 3; Range[Medium]; Prepare 1)

Encumbrance Capacity: 40

Max Speed

Silhouette

Defense

Price/Rarity: 300GC/6

Consumables: None

Silhouette

‒2

Encumbrance Capacity: 100

Passenger Capacity: 8

‒2

2

Consumables: 2 weeks

Complement: 1 driver, 1 guard

2

3

Complement: 4 crew

0

Control Skill: Riding

3

River guards patrol the waterways for pirates and any other dangers. Their ships are usually nothing but commercial barges, reinforced and adapted to transport a unit of soldiers. They are also usually armed with one or two light cannons, thus providing themselves with a significant advantage in the event of a possible skirmish.

Passenger Capacity: 2 Consumables: None Encumbrance Capacity: 40 Price/Rarity: 80s/2 Weapons: None Vulnerable: This vehicle is particularly vulnerable to incoming fire. All successful combat checks targeting the vehicle add aa to the results.

Weapons: None

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131


Control Skill: Sailing

Transport Ship Ships of this type are medium-sized vessels, capable of sea navigation as well as of travesing the larger rivers. They are usually used for trade or expeditions. As the seas and oceans are even more dangerous than the land, transport ships are usually at least lightly armed.

5

2

‒3

Silhouette

Max Speed

Handling

Defense

Armor

HT Thresh.

SS Thresh.

0

45

1

35

Complement: 60 crew Passenger Capacity: 250 Consumables: 2 months Encumbrance Capacity: 500 Price/Rarity: 14000GC/9 Weapons: 12 Light Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 5; Critical 3; Range[Medium]; Prepare 1). 8 Medium Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 6; Critical 3; Range[Long]; Prepare 2)

Control Skill: Sailing Complement: 12 crew Passenger Capacity: 40

6 Heavy Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 7; Critical 2; Range[Long]; Prepare 2)

Consumables: 2 months Encumbrance Capacity: 2500 Price/Rarity: 2500GC/7 Weapons: 6 Light Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 5; Critical 3; Range[Medium]; Prepare 1). 2 Medium Cannons (Fire Arc Port and Fire Arc Starboard; Gunnery; Damage 6; Critical 3; Range[Long]; Prepare 2)

Warship While it might seem that land forces lead the way in conflicts, most of the Old World nations maintain their own naval fleet, necessary for the security of maritime trade as well as for protection against invasion from the sea. The largest fleets, consisting of hundreds of ships, are commanded by the High Elves, but the fleets of the Dark Elves, Bretonnia and the Empire are close to them. Warship sizes and armaments vary greatly, ranging from swift, nearly unarmed units to the enormous Men O'War - floating fortresses manned by hundreds of men. Below we present a warship of the frigate type. Frigates are fast and maneuverable, and heavily armed at the same time.

6 Silhouette

132

3

‒2

Max Speed

Handling

Defense

Armor

HT Thresh.

SS Thresh.

0

55

3

40

The Old World: Grim and Perilous


Chapter 8

Adversaries of the Old World This chapter provides a selection of adversaries found in The Old World setting. Unlike other products, we used a simplified approach for presenting an adversary’s skills, gathering them instead into 5 groups: Combat, General, Knowledge, Magic and Social. If an adversary has 3 ranks in the General skill, we assume all skills under the General category exist at rank 3. Of course, in some situations this may make no sense. For example, a Chaos Spawn with 3 ranks in Sailing skill seems absurd, and so it’s the up to the GM to determine what applies and what doesn’t. Minions, as usual, gain skills only as a group and we mark them accordingly with a “+”. Contrary to the various Genesys settings, The Old World's adversaries offer a greater challenge and danger—even the weakest ones— with abilities and talents that present a serious threat to the PCs. Combat should always remain a last resort in solving problems. Should this occur, however, make it action packed, deadly, and difficult. In case you wish to use adversaries from other settings such as from the Realms of Terrinoth Setting, remember to consider increasing the damage of their attacks and their wounds thresholds. You may even consider decreasing their critical ratings or giving them additional abilities or weapon qualities if necessary. How-

ever, do not overdo it! We want the combat to be challenging in an entertaining way, not hopeless!

Ghoul (Rival) Ghouls are the degenerated descendants of humans who were reduced to cannibalistic creatures due to the consumption of raw or decaying flesh. They are ugly, stooping creatures with only a vestigial sense of their former life or personality. Their skin is sallow and filthy, their eyes are bestial and insane, and their snarling lips reveal sharp-pointed teeth in slavering mouths. Dressed only in the rags they pull from their victims, ghouls use their sharp claws soaked with poison to paralyze those foolish enough to step into their crypts. Skills: Combat 2, General 3, Knowledge 0, Magic 0, Social 0

3

3

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

4

W. Threshold

16

M/R Defense

1 1

Talents: None Abilities: Ambush predator (when attacking a target that has not yet acted this round, this creature adds jj to its combat checks), Savage (a ghoul increases the damage of its

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133


attacks by 2 when attacking an immobilized target), Dark Vision (may remove up to jj imposed by darkness). Equipment: Poison-soaked claws (Brawl; Damage 6; Critical 3; Range [Engaged]; a Ghoul may spend aa to immobilize the target).

Zombie (Minion) Grotesquely reanimated corpses, Zombies are compelled by the Dark Magic of a Vampire or Necromancer, and driven by the will of their master to commit acts of extreme violence. They are a truly foul thing to behold, living corpses that is wroth with decay and unclean flesh. A Zombie's skin hangs in strips from his tattered frame, revealing withered muscle and bloodless veins. Dangerous in large groups, Zombies stagger towards the enemies with grasping arms and teeth. Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0

3

1

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

4

W. Threshold

5

M/R Defense

0 0

Talents: None Abilities: Infectious (may spend aaa from a successful combat check to inflict Infected Wounds to the target), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins), Undying (may spend hhh from any check made by PC to return one previously defeated Zombie to an existing minion group, removing damage from the group accordingly. Spend d to return an entire previously defeated minion group). Equipment: Rusted Blade (Melee (Light); Damage 6; Critical 3; Range [Engaged]), Hands and nails (Brawl; Damage 3; Critical 5; Range [Engaged]; Ensnare 1).

Infected Wounds Some adversaries have abilities that can infect wounds of their target, but you may also decide to trigger infection when a PCs check generates d in certain, filthy places like sewers or swamps. Infected wounds are considered a Critical Injury with severity of Hard (kkk) and the following effect: The target cannot heal wounds by natural rest or a Medicine check and they decrease their wounds and strain thresholds by one per each day since the infection started until the Critical Injury is healed. If wounds or strain threshold falls to 0, the target dies.

Beastmen Beastmen are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence. Proud of their origins, it is said that they are the descendants of ancient humans corrupted and twisted by the influence of Chaos at the dawn of Chaos's coming into the world.

Ungor (Minion) 3 3 3 1 Brawn

Agility

Intellect

Soak Value

Cunning

W. Threshold

3

2

1

Willpower

Presence

M/R Defense

0 0

5

Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0 Talents: None Abilities: Chaos creature (may spend t from a combat or magic check to inflict 1 corruption to the target). Equipment: Bow (Ranged; Damage 7; Critical 3; Range [Medium]; Unwieldy 2), Short Spear (Melee [Light]; Damage 6; Critical 3; Range [Engaged]; Accurate 1).

Caprigor/Bovigor (Minion) 4

2

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

4

W. Threshold

8

M/R Defense

0 0

Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0

134

The Old World: Grim and Perilous


Talents: Bullrush (when making a melee combat check after using a maneuver to engage the target, may spend aaa or t to knock the target prone and move them up to one range band away from this character). Abilities: Chaos creature (may spend t from a combat or magic check to inflict 1 corruption to the target). Equipment: Greataxe (Melee (Heavy); Damage 8, Critical 3; Range [Engaged]; Cumbersome 3, Pierce 2, Vicious 1), Horns (Brawl; Damage 6; Critical 3; Range [Engaged]; Disorient 2, Knockdown).

Bestigor (Rival) 4 3 2 1 Brawn

Agility Soak Value

6

Intellect

Cunning

W. Threshold

16

2

1

Willpower

Presence

M/R Defense

1 1

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 0 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Berserk (Until the end of the encounter or until they are incapacitated, Bestigor adds saa to all melee combat checks they make. However, opponents add s󲊳to all combat checks targeting the Bestigor. While berserk, a Bestigor cannot make ranged combat checks.), Bullrush (when making a melee combat check after using a maneuver to engage the target, may spend aaa) or t to knock the target prone and move them up to one range band away from this character). Abilities: Chaos creature (may spend t from a combat or magic check to inflict 1 corruption to the target). Equipment: Greataxe (Melee (Heavy); Damage 8, Critical 3; Range [Engaged]; Cumbersome 3, Pierce 2, Vicious 1), Horns (Brawl; Damage 6; Critical 3; Range [Engaged]; Disorient 2, Knockdown), heavy armor (+2 soak, +1 defense)

Minotaur (Nemesis) 5 3 3 1 1 Brawn Soak Value

8

Agility W.Threshold

25

Intellect

Cunning

S.Threshold

12

Willpower C. Threshold

3

1 Presence M/R Defense

0 0

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 0

Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice), Berserk (until the end of the encounter or until incapacitated, a Minotaur adds s aa to all melee combat checks it makes. However, opponents add s to all combat checks targeting Minotaur.), Bullrush (when making a melee combat check after using a maneuver to engage the target, may spend aaa) or t to knock the target prone and move them up to one range band away from this character). Abilities: Gore (after making a successful combat check using its vicious axe, this creature may spend aa or t to inflict one hit with its horns on the target or another target this character is engaged with, dealing base damage +1 damage per s, Silhouette 3, Terrifying (at the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out of turn incidental). Equipment: Horns (Brawl; Damage 7; Critical 3; Range [Engaged]; Concussive 1, Knockdown), Vicious axe (Melee [Heavy]; Damage 9, Critical 3; Range [Engaged]; Pierce 2, Vicious 3).

Chaos Spawn - Dark Mass (Nemesis) A Dark Mass is a monstrous pile of human flesh transformed by the Dark Gods into a single spawn of Chaos. This slow, mindless but unrelenting foe is equipped with multiple swords, spears and clubs to kill everything on it's way and protects it's vulnerable body with a wall of shields.

5

3

1

3

5

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

5

W.Threshold

40

S.Threshold

20

C. Threshold

3

M/R Defense

4 4

Skills: Combat 3, General 1, Knowledge 0, Magic 0, Social 0 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice), Whirlwind (a Dark Mass may suffer 4 strain and make a melee combat attack against the engaged adversary with the highest difficulty and defense. Increase the difficulty of the check once. If the combat check succeeds, each

The Old World: Grim and Perilous

135


adversary engaged with the Dark Mass suffers one hit, dealing damage equal to the attack’s base damage +1 per uncanceled s) Abilities: Chaos creature (may spend aaa from a combat or magic check to inflict 1 corruption to the target), Composite Body (each time it suffers 10 wounds, it also loses 1 Combat Skill Point and 1 Defense), Nemesis Action (activates twice per round; at his initiative as normal and at the end of the round, after all characters have acted), Spontaneous Mutation (if it exceeds corruption threshold, it instantly heals all wounds), Susceptible to Fire (all fire based attacks and spells ignore the Soak of a Dark Mass), Silhouette 3, Terrifying (at the start of the encounter, all of its opponents must make a Daunting (kkkk) fear check as an out of turn incidental). Equipment: Armed protrusions (Melee (Light); Damage 8; Critical 2; Range [Short]; Linked 2), Unarmed protrusions (Melee (Light); Damage 4; Critical 4; Range [Long]; Ensnare 3, Manipulative (if the attack hits, may spend a to move target by one range band in any direction), Thrown spear (Ranged; Damage 8; Critical 2; Range [Medium])

Skaven The Skaven are a malevolent and diabolical race of large humanoid rat-creatures that inhabit a massive inter-continental subterranean empire known in their tongue simply as the Under-Empire. They are a cruel, treacherous and highly numerous species that have since spread their loathsome corruption to the farthest corners of the Old World.

Clanrat (Minion)

3

3

2

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

4

W. Threshold

7

M/R Defense

2 1

Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0 Talents: None Abilities: Dark Vision (may remove up to jj imposed by darkness), Infectious (may spend aaa from a successful combat check to inflict Infected Wounds to the target).

136

Equipment: Serrated Sword (Melee [Light]; Damage 6; Critical 3; Range [Engaged]; Defensive 1, Vicious 1], Shield (Melee [Light]; Damage 3; Critical 5; Range [Engaged]; Defensive 1, Deflection 1).

Stormvermin (Rival) 4

3

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

6

W. Threshold

16

M/R Defense

3 2

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 0 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once). Abilities: Dark Vision (may remove up to jj imposed by darkness), Maul (a Stormvermin adds jj to combat checks against prone or immobilized targets.). Equipment: Halberd (Melee (Heavy); Damage 7; Critical 3; Range [Engaged]; Defensive 1,

The Old World: Grim and Perilous


Pierce 3, Unwieldy 3), skaven heavy armor (+2 soak, +2 defense).

Gutter Runner (Rival)

3

5

2

4

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

W. Threshold

4

M/R Defense

12

2 2

Skills: Combat 4, General 4, Knowledge 0, Magic 0, Social 0 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Backstab (may make a Skulduggery check instead of Melee [Light] against unaware target. A successful check deals +2 damage per s instead of +1), Finesse (may use Agility instead of Brawn when making a Brawl or Melee (Light) check). Abilities: Dark Vision (may remove up to jj imposed by darkness), Eshin Clan Poison (targets poisoned by the warpstone daggers upgrade the difficulty of checks twice until the end of the encounter or scene), Vanish (after performing a check, may spend aa or t to hide from all other characters in the encounter). Equipment: Warpstone daggers (Melee (Light); Damage 6; Critical 3; Range [Engaged]; Accurate 1, may spend aa to poison the target. Poisoned targets must make a Hard (kkk) Resilience check as an out-of-turn incidental or suffer 4 wounds (not reduced by soak) plus 1 strain per h. d on the check can be spent to inflict a Critical Injury or to force the target to repeat the check at the beginning of their turn), Smokebomb vial (maneuver to throw, provides concealment worth +2 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Rat ogre (Nemesis) 5

3

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

7

W.Threshold

22

S.Threshold

10

C. Threshold

3

M/R Defense

1 0

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 0 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice). Abilities: Overhead Slam (after a successful Brawl check, may spend aa to deal addition-

al damage equal to Rat ogre's Brawn and if the attack inflicts Critical Injury, add +30 to the Critical Injury result) Silhouette 3, Terrifying (at the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out of turn incidental). Equipment: Armored fists (Brawl; Damage 9; Critical 3; Range [Engaged]).

Grey Seer (Nemesis) 4 3 5 2 1 Brawn Soak Value

2

Agility W.Threshold

16

Intellect

Cunning

S.Threshold

18

3

Willpower C. Threshold

5

Presence M/R Defense

1 1

Skills: Combat 0, General 3, Knowledge 4, Magic 5, Social 3 Talents: Masterful Casting (spend t to trigger up to three different spell effects instead of one. These effects must be the ones that can be triggered by spending a or t.) Abilities: Black Hunger (once per encounter, Grey Seer may make an Average (kk) Coercion check. If successful, for each s one Skaven rival or minion group present in the current encounter increases damage dealt in melee c0mbat by 2 and cannot be forced to retreat until the end of the encounter), Infecting Gaze (Attack and Curse spells casted by Grey Sear automatically inflict Infected Wounds to their targets), Master of the Swarm (upgrade the difficulty of combat checks targeting a Grey Seer once for each group of Clan Rats in the short range of him. If the check fails, one individual Clan Rat is defeated). Spells: A Grey Seer can choose any magic action allowed by the Arcana skill and the Lore of Chaos, and may select any additional spell effect. The spells they use most often are the following: • Gnaw - choose one target at short or medium range and make a Hard (kkk) Magic check. If successful, this magic attack inflicts 10 damage +1 damage per s, with Critical Rating 2 and the Sunder, Burn 4 Pierce 4 and Vicious 4 qualities. • Warp Storm - choose one target at short or medium range and make a Hard (kkk) Magic check. If successful, this magic attack inflicts 10 damage +1 damage per s, with the Auto-Fire, Blast 8 and Stun 4 qualities.

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137


Equipment: Warpstone (add sssss to Magic checks. Grey Seer can consume it as an out of turn incidental to heal up to 10 wounds), heavy robes (+1 defense).

Daemons Daemons are a broad category of spiritual beings who represent an aspect of one of the deities. Although most deities have their own spiritual messengers, the most common causes of revelations and possessions are the Daemons of Chaos.

Daemonette (Rival) 4

3

2

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

6

W. Threshold

18

M/R Defense

1 1

Skills: Combat 2, General 2, Knowledge 0, Magic 0, Social 4 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Let's Talk This Over (may make a Daunting (kkkk) Charm check to switch from combat encounter to social encounter).

• Wither - choose two targets at short or medium range and make a Hard (kkk) Magic check. If successful, a Grey Seer may choose one additional target for each a and all targets reduce the ability of any skill checks they make by 1 until the end of the Grey Seer's next turn. When the target suffers strain for any reason, they suffer 1 additional strain. The Grey Seer may perform the concentrate maneuver to maintain effects of this curse.

138

Abilities: Chaos creature (may spend aaa from a combat or magic check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption, Daemonette heals 5 wounds per corruption suffered), Seducing Voice (once per encounter, may make Hard (kkk) Charm check targeting character in hearing range [Medium in general]. If the check is successful, target character is charmed by the Daemonette and will fight on her side if needed. At the beginning of their turn, the character may make a Hard (kkk) Discipline check as an incidental to free themselves from the effects of the charm), Twisted Words (may spend aaa from a social check to inflict 1 corruption to the target). Equipment: Scythe-like talons (Brawn; Damage 7; Critical 2; Range[Engaged]; Pierce 1, Vicious 1).

The Old World: Grim and Perilous


Bloodthirster (Nemesis) 5

4

2

3

5

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

W.Threshold

8

66

S.Threshold

C. Threshold

3

21

M/R Defense

2 2

Skills: Combat 5, General 4, Knowledge 1, Magic 0, Social 2 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice). Abilities: Chaos creature (may spend aaa from a combat check to inflict 2 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Nemesis Action (activates twice per round; at his initiative as normal and at the end of the round, after all characters have acted), Relentless (Bloodthirsters ignore the effects of Critical Injuries and cannot be staggered or forced to flee), Silhouette 4, Spontaneous Mutation (if a Bloodthirster exceeds it's corruption threshold, it instantly heals all wounds), Terrifying (at the start of the encounter, all of its opponents must make a Daunting (kkkk) fear check as an out of turn incidental), Wrath of Khorne (once per round, may make opposed Coercion vs Discipline check targeting character within a medium range. If the check is successful, the target acts as if under the effects of the Berserk talent).

Abilities: Blood Call (when a Bloodletter damages a target, they heal wounds equal to the wounds inflicted), Chaos creature (may spend aaa from a combat check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption, Bloodletter heals 5 wounds per corruption suffered). Equipment: Hellblade (Melee [Heavy]; Damage 9; Critical 1; Range [Engaged]; Pierce 3, Vicious 1. Deals +2 damage per s instead of +1. Magic weapon. This weapon disappears when Bloodletter is defeated).

Equipment: Daemonic Axe (Melee (Heavy); Damage 14; Critical 3; Range [Short]; Pierce 4, Sunder, Vicious 3, may spend t on a successful combat check to inflict one hit dealing the weapon's base damage on everyone [except the Bloodthirster!] engaged with the target. Magic weapon. This weapon disappears when Bloodthirster is defeated).

Bloodletter (Rival) 4

3

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

4

W. Threshold

12

M/R Defense

0 0

Skills: Combat 4, General 4, Knowledge 0, Magic 0, Social 0 Talents: Rapid Reaction 2 (may suffer up to 2 wounds to add equal number of s to a check they make to determine Initiative order) The Old World: Grim and Perilous

139


Plaguebearer (Rival) 4

2

2

2

4

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

W. Threshold

M/R Defense

18

6

2 0

Skills: Combat 2, General 3, Knowledge 0, Magic 0, Social 0. Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once). Abilities: Chaos creature (may spend aaa from a combat check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption, Plaguebearer heals 5 wounds per corruption suffered), Infectious (may spend aa from a successful combat check to inflict Infected Wounds to the target), Plaguebearer's Curse (a character incapacitated by a Plaguebearer must make an Average (kk) Resilience check as an out of turn incidental. If fails, the character contracts Nurgle's Rot - a fatal disease that slowly turns those infected into a Plaguebearer). Equipment: Plaguesword (Melee [Light]; Damage 7; Critical 3; Range [Engaged]; Burn 2, Ensnare 2. Magic weapon. This weapon disappears when Plaguebearer is defeated).

Pink Horror (Rival) 4

2

4

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

5

W. Threshold

16

M/R Defense

0 0

Skills: Combat 2, General 2, Knowledge 3, Magic 4, Social 2 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Conduit (once per encounter, GM may spend a Story Point to allow this adversary to perform a magic action as a maneuver). Abilities: Chaos creature (may spend aa from a combat or magic check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption,

140

Pink Horror heals 5 wounds per corruption suffered), Magical Body (when another character makes an Arcana check, this adversary heals 3 wounds), Split (after exceeding its wounds threshold, a Pink Horror splits into two new Daemons. Replace the Pink Horror with a minion group of two Blue Horrors. They take their turn immediately). Spells: Pink Horrors can choose any magic action allowed by the Arcana skill and the Lore of Chaos, and may select additional spell effects as normal. The spells they use most often are the following: • Bolt of Corruption - choose one target at short or medium range and make an Average (kk) Magic check. If successful, this magic attack inflicts 9 damage +1 damage per s, with a Critical Rating 2 and the Sunder, Pierce 3 and Vicious 3 qualities. • Gate of Horrors - make an Average (kk) Magic check. If successful, the Pink Horror summons minion group consisting of two Blue Horrors plus one additional Blue Horror per aa. The minion group appears engaged with the Pink Horror and take its turn immediately after the Pink Horror. A Pink Horror does not need to perform the concentrate maneuver to maintain the effects of the spell, however, summoned Blue Horrors disappear when the Pink Horror is defeated). Equipment: Claws and Jaws (Brawl; Damage 6; Critical 4; Range[Engaged]).

Blue Horror (Minion) 3 2 2 2 1 Brawn

Agility Soak Value

4

Intellect

Cunning

W. Threshold

8

Willpower

1 Presence

M/R Defense

0 0

Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0 Talents: None Abilities: Chaos creature (may spend aa from a combat to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption ((when suffering corruption, Blue Horror heals 5 wounds per corruption suffered, this

The Old World: Grim and Perilous


may result in returning one previously defeated Blue Horror to an existing minion group, removing damage from the group accordingly), Magical Body (when another character makes an Arcana check, this minion group heals 3 wounds). Equipment: Claws and Jaws (Brawl; Damage 5; Critical 4; Range[Engaged]).

Nurgling (Minion)

1

3

1

Brawn

Agility

Intellect

Soak Value

1

1 Cunning

W. Threshold

5

1

1

Willpower

Presence

Equipment: Sharp Teeth (Melee [Light], Damage 4, Critical 3, Range [Engaged]).

Doomlord (Nemesis) The mighty Doomlords are the most powerful servants of the Renegade God Malal. Towering creatures with hooves, horns, and tails, they fight the forces of Chaos with massive weapons and soul-sucking magic.

5

3

4

3

5

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

7

M/R Defense

0 0

Skills: Combat +, General +, Knowledge 0, Magic 0, Social +. Talents: None Abilities: Chaos creature (may spend aa from a combat check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption, Nurgling heals 5 wounds per corruption suffered, this may result in returning one previously defeated Nurgling to an existing minion group, removing damage from the group accordingly), Infectious (may spend aaa from a successful combat check to inflict Infected Wounds to the target).

W.Threshold

59

S.Threshold

25

C. Threshold

3

M/R Defense

1 1

Skills: Combat 4, General 4, Knowledge 1, Magic 0, Social 2. Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice). Abilities: Chaos creature (may spend aaa from a combat check to inflict 2 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from magical source), Hatred - Chaos (this creature adds jj to combat checks targeting Chaos creatures, mutants and followers of Chaos), Nemesis Action (activates twice per round; at its initiative as normal and at the end of the round, after all characters have acted), Relentless (Doomlord ignores effects of Critical Injuries and cannot be staggered or forced to flee), Silhouette 4, Soul Drain (when Doomlord inflicts a critical incjury with its daemonic tail on any creature that is not Undead nor Daemon, do not roll as normal. Instead, the target is instantly killed and Doomlord heals a number of wounds equal to half the wounds threshold of the target [rounded up]), Spontaneous Mutation (if exceeds corruption threshold, it instantly heals all wounds), Terrifying (at the start of the encounter, all of its opponents must make a Daunting (kkkk) fear check as an out of turn incidental). Equipment: Daemonic tail (Brawl, Damage 8, Critical 5, Range [Short], Ensnare, Stun 5), Soul sword (Melee (Heavy), Damage 12, Critical 2, Range [Short], Pierce 2, Sunder, Stun 3. Magic weapon. This weapon disappeares when Doomlord is defeated).

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Doombringer (Rival) After the warriors known as the Doomed Ones, Doombringers are the most numerous servants of the renegade Chaos God Malal. They may be summoned by his followers to help fight the creatures and servants of the Ruinous Powers. Doombringers are a semi-skeletal mixture of bird and beast, with hoofed legs, a head something like a bird’s skull, and arms that end in long, curving blades of razor-sharp bone. Their beaks are armed with sharp teeth. Their skin is pitch-black, contrasting with the gleaming white of their hooves, skulls, and blades in the favored colors of Malal: black and white. They are fast and agile fighters, leaping and slashing with uncanny speed.

3

4

2

Brawn

Agility

Intellect

Soak Value

4

142

2 Cunning

W. Threshold

16

4

1

Willpower

Presence

M/R Defense

1 1

Skills: Combat 3, General 3, Knowledge 0, Magic 0, Social 0. Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once). Abilities: Chaos creature (may spend aaa from a combat check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Doom bringer (Doombringers decrease the critical rating of their weapon by 2 when targeting characters that have at least 4 corruption), Feast of corruption (when suffering corruption, Doombringer heals 5 wounds per corruption suffered), Hatred - Chaos (this creature adds jj to combat checks targeting Chaos creatures, mutants and followers of Chaos), Nimble (Doombringers have a melee and ranged defense of 1). Equipment: Bone blades (Melee [Light], Damage 7, Critical 4, Range [Engaged], Vicious 5. Magic weapon. This weapon disappears when Doombringer is defeated).

The Old World: Grim and Perilous


Table 8-1: Lesser Daemons of Chaos Daemon

d100 result

Bloodletter

01-20

Doombringer

21-40

Daemonette

41-60

Pink Horror

61-80

Plague Bearer

81-100

Night Goblin (Minion)

2

3

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

W. Threshold

3

M/R Defense

1 0

6

Skills: Combat +, General 0, Knowledge 0, Magic 0, Social + Talents: None

Greenskins The term 'Greenkins' is a collective description of multiple closely related species of green skinned humanoids - Orcs, Goblins, Hobgoblins, Snotlings and a few others. Despite being enemies of civilized nations for millennia, little is known about them. Their culture, goals, and language are still topics of academic dispute - even something as basic as reproduction has not been fully understood. Some believe that greenskins are very similar to humans in this matter, others that their biology is more like mushrooms or plants. Regardless, however, the Greenskins are a brutal, savage faction, widely regarded as the scourge of all civilization.

Abilities: Dark Vision (night goblins remove up to jj imposed by darkness), Hatred - Dwarfs (this creature adds jj to combat checks targeting dwarfs), Neurotoxin (characters hit with a poisoned bow suffer 2 strain each time they perform an action until the end of the encounter), Silhouette 0. Equipment: Spear (Melee [Light]; Damage 5; Critical 3; Range [Engaged]; Defensive 1), poisoned bow (Ranged; Damage 6; Critical 3; Range [Medium]; Ensnare 2, Unwieldy 2), patchwork armor (+1 soak).

Orc (Minion)

3

2

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Snotling (Minion)

Soak Value

4

1

2

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

1

W. Threshold

4

W. Threshold

M/R Defense

M/R Defense

0 0

8

Skills: Combat +, General +, Knowledge 0, Magic 0, Social + Talents: Burly (This creature decreases Cumbersome quality rating of a weapon they wield by 1).

0 0

Skills: Combat +, General 0, Knowledge 0, Magic 0, Social 0

Abilities: Dark Vision (orcs remove up to jj imposed by darkness).

Talents: None

Equipment: Orc Choppa (Melee [Light]; Damage 7; Critical 3; Range [Engaged]; Cumbersome 4, Vicious 1), patchwork armor (+1 soak).

Abilities: Dark Vision (snotlings remove up to jj imposed by darkness), Infectious (may spend aaa from a successful combat check to inflict Infected Wounds to the target), Pack Tactics (when this creature's minion group consists of at least two minions and is engaged with a target, they can spend a maneuver to prevent the target from disengaging from the minion group until the end of their next turn and to add aa to their next combat check against the target.), Silhouette 0. Equipment: Sticks and stones (Melee [Light]; Damage 4; Critical 4; Range [Engaged]; Disorient 2).

Black Orc (Rival) 4

2

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

6

W. Threshold

14

M/R Defense

1 0

Skills: Combat 2, General 1, Knowledge 0, Magic 0, Social 1 Talents: Burly (This creature decreases Cumbersome quality rating of a weapon they wield by 1).

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Abilities: Dark Vision (black orcs remove up to jj imposed by darkness). Equipment: Large Orc Choppa (Melee [Heavy]; Damage 9; Critical 3; Range [Engaged]; Cumbersome 5, Vicious 2), heavy patchwork armor (+2 soak, melee defense 1).

Grievous Wound Some adversaries are capable of inflicting deep wounds thanks to their feral strength or the design of their weapons. Such grievous wounds, while not extremely dangerous to ones life, tend to take weeks, months or even years to heal completely. A grievous wound is considered a Critical Injury with a severity of Formidable (kkkkk) and the following effect: The target decreases their wound threshold by one until the Critical Injury is healed. This may occur multiple times.

5

2

2

3

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

7

W.Threshold

23

S.Threshold

16

C. Threshold

2

M/R Defense

2 2

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 3 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice), Crushing Blow (once per session after rolling a melee attack but before resolving the check, an Orc Warboss may suffer 4 strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities, and destroys one item the target is wielding that does not have the Reinforced quality) Abilities: Dark Vision (an orc warboss remove up to jj imposed by darkness), Da Biggest and Da Strongest! (every time an orc warboss incapacitates its target, all other greenkins present in the current encounter gain j to combat checks until the end of the encounter. If the Orc Warboss is defeated, the greenskins are also defeated), Deep Cuts (an orc warboss may spend aaa from a successful combat check with its orc choppa to inflict the Grevious Wound Critical Injury to the target). Equipment: Large Orc Choppa (Melee [Heavy];

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Troll (Nemesis) Trolls are huge, humanoid creatures known for their aggression and stupidity. It is said that they can eat anything and that their gastric juices even digest stone and steel. Many adventurers find this out the hard way, losing valuable equipment or even their lifes in the enormous maw of a troll.

5

2

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

7

W.Threshold

28

S.Threshold

14

C. Threshold

3

M/R Defense

0 0

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 3 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once).

Orc Warboss (Nemesis)

Soak Value

Damage 10; Critical 3; Range [Engaged]; Cumbersome 5, Vicious 2), heavy armor (+2 soak, defense 2).

Abilities: Corrosive Vomit (a troll may spend t from a combat check to force the target to make a Hard (kkk) Coordination check as an out of turn incidental. If the check fails, the target suffers 6 wounds and one item the target wields that does not have the Reinforced quality, is destroyed), Dark Vision (a troll remove up to jj imposed by darkness), Regeneration (at the beginning of its turn, this creature automatically heals 3 wounds), Stupid (when troll's check generates d or hhh the troll is staggered until the end of their next round), Sweep Attack (a troll may spend a from a combat check to hit an additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s). Equipment: Large Club (Melee [Heavy]; Damage 12; Critical 3; Range [Engaged]; Cumbersome 5, Knockdown).

Vampires Vampires are undead, nature-violating creatures that must feed on the blood of mortals to survive. Their roots go back to the ancient kingdom of Nehekhara, where the vampire Queen Neferata gave non-life to the first generation affected by the curse of vampirism.

The Old World: Grim and Perilous


Vampires are powerful creatures, but their strength lies not only in the physical aspect, but perhaps mainly in the vast experience accumulated over hundreds of years, and often also in their ability to use necromantic magic.

Blood Dragon (Nemesis) 4 4 3 3 3 3 Brawn Soak Value

6

Agility W.Threshold

22

Intellect

Cunning

S.Threshold

14

Willpower C. Threshold

3

Presence M/R Defense

2 1

Skills: Combat 5, General 3, Knowledge 3, Magic 0, Social 2 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Parry 3 (when a Blood Dragon suffers a hit from a melee combat check, after the damage is calculated but before soak is applied, they may take a Parry incidental. They suffer 3 strain and reduce the damage dealt by that hit by five. This talent may only be used once per hit and when the Blood Dragon is wielding a Melee weapon), Improved Parry (When a Blood Dragon suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, they may spend d or hhh from the attacker's check to use this talent. Then, the Blood Dragon automatically hits the attacker once with a Brawl or Melee weapon they are wielding. The hits deals the weapon's base damage, plus any damage from applicable talents and abilities. The Blood Dragon can't use this talent if the original attack incapacitates them). Abilities: Blood Call (when a Blood Dragon damages a target with their fangs, they heal wounds equal to the wounds inflicted), Monstrous Transformation (once per encounter this creature may change their human form to its true monster form as an incidental, forcing all of its opponents to make a Daunting (kkkk) Fear check as an out of turn incidental), Nemesis Action (activates twice per round; at his initiative as normal and at the end of the round, after all characters have acted), Sword Saint (a character targeting a Blood Dragon with a melee combat check decreases the ability of the check twice), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins), Vampiric Curse (this character can-

not cross a flowing water and does not reflect in mirrors. If exposed to direct sunlight, they suffer 4 wounds at the beginning of each round and decrease the ability of all checks twice). Equipment: Fangs (Brawl; Damage 5; Critical 4; Range [Engaged]; Concussive 1), Longsword (Melee [Heavy]; Damage 8; Critical 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 3), Plate armor (+2 soak, defense 1).

Strigoi (Nemesis) 5

3

3

4

4

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

5

W.Threshold

24

S.Threshold

15

C. Threshold

3

M/R Defense

0 0

Skills: Combat 3, General 3, Knowledge 3, Magic 0, Social 2 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice). Abilities: Blood Call (when a Strigoi damages a target with their fangs, they heal wounds equal to the wounds inflicted), Deep Cuts (a Strigoi vampire may spend aaa from a successful combat check with its claws to inflict the Grievous Wound Critical Injury to the target), Terrifying (at the start of an encounter, all of its opponents must make a Daunting (kkkk) Fear check as an out of turn incidental), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins), Vampiric Curse (this character cannot cross a flowing water and does not reflect in mirrors. If exposed to direct sunlight, they suffer 4 wounds at the beginning of each round and decrease the ability of all checks twice). Equipment: Claws (Brawl; Damage 8; Critical 2; Range [Engaged]; Vicious 2), Fangs (Brawl; Damage 6; Critical 4; Range [Engaged]; Concussive 1)

Fimir Fimirs are the remnants of a once numerous species of one-eyed humanoids devoted to Chaos Gods. Today they wander swamplands, coming under the cover of a thick mist, targeting and attacking isolated settlements and small groups of travelers for loot and slaves needed in their dark and blasphemous rituals.

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Fimirs are sturdy creatures, standing on two muscular legs and supporting their balance with a reptilian tail. Their society is divided into three casts: Shearls are workers and slaves, Fimm are warriors, and Dirach are priests and warlocks. Each tribe is ruled with an iron fist by a single female - a witch-queen known as Meargl. For most of the Old World citizens, Fimirs are nothing more than mere legends, but those who live near bogs know to fear and avoid the strange, unnatural mist.

Meargh (Nemesis) 3 1 5 4 Brawn Soak Value

3

Agility W.Threshold

16

Intellect

Cunning

S.Threshold

15

4

4

Willpower

Presence

C. Threshold

2

the Meargh. The Meargh may perform the concentrate maneuver to maintain effects of this spell). •

Summon Greater Daemon (make a Daunting (kkkk) Magic (Arcana) check. If successful, Meargh summons one greater Daemon of Chaos. The Daemon appears engaged to Meargh and take its turn immediately after the Meargh. The Meargh may perform the concentrate maneuver to maintain effects of this spell).

Curse of the Bog (choose two targets at short or medium range and make an Average (kk) Magic check. If successful, a Meargh may choose one additional target for each a and all targets reduce the ability of any skill checks they make by 1 until the end of the Meargh next turn. When the target makes a check, you may change j to face displaying a f. The Meargh may perform the concentrate maneuver to maintain effects of this curse.

M/R Defense

o o

Skills: Combat 0, General 2, Knowledge 4, Magic 4, Social 2 Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this character twice) Abilities: Mist Vision (Meargh adds jj to Vigilance, Perception and ranged combat checks when outside the mist. However, they ignore all j gained to checks due to concealment), Magical Mist (Meargh is permanently surrounded by a thick fog that provides +3 concealment that covers an area within long range. The fog can be dispelled, but is automatically recreated at the beginning of Meargh's turn). The Great Pact (When Meargh uses the Conjure magic action, the spell gains the Summon Ally effect without increasing the difficulty. When Grand Summon effect is added, Meargh may increase the difficulty of the spell by three instead of two to summon a nemesis, instead of a rival. All creatures Meargh summons must be Daemons). Spells: Meargh can choose any magic action allowed by the Arcana skill and the Lore of Chaos, and may select additional spell effects, as normal. The spells they use most often are the following: •

Summon Daemon (make a Hard (kkk) Magic (Arcana) check. If successful, Meargh summons one lesser Daemon of Chaos. The type of the Daemon can be determined by rolling on Table. 8-1: Lesser Daemons of Chaos. The Daemon appears engaged to Meargh and take its turn immediately after

146

Equipment: Bog wand (decreases the difficulty of Curse spells by one. +3 damage to attack spells).

Dirach (Rival)

3

1

3

3

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

3

W. Threshold

12

M/R Defense

0 0

Skills: Combat 0, General 2, Knowledge 4, Magic 4, Social 2 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once) Abilities: Mist Vision (Dirach adds jj to Vigilance, Perception and ranged combat checks when outside the mist. However, they ignore all j gained to checks due to concealment), Magical Mist (Dirach is permanently surrounded by a thick fog that provides +3 concealment that covers an area within medium range. The fog can be dispelled, but is automatically recreated at the beginning of Dirach's turn). The Pact (When Dirach uses the Conjure magic action, the spell gains the Summon Ally effect without increasing the difficulty. All creatures Dirach summons must be Daemons).

The Old World: Grim and Perilous


Spells: Dirach can choose any magic action allowed by the Arcana skill and the Lore of Chaos, and may select additional spell effects, as normal. The spells they use most often are the following: •

Summon Daemon (make a Hard (kkk) Magic (Arcana) check. If successful, Dirach summons one lesser Daemon of Chaos. The type of the Daemon can be determined by rolling on Table. 8-1: Lesser Daemons of Chaos. The Daemon appears engaged to Dirach and take its turn immediately after the Dirach. The Dirach may perform the concentrate maneuver to maintain effects of this spell). Curse of the Bog (choose two targets at short or medium range and make an Average (kk) Magic check. If successful, a Dirach may choose one additional target for each a and all targets reduce the ability of any skill checks they make by 1 until the end of the Dirach next turn. When the target makes a check, you may change j to face displaying a f. The Dirach may perform the concentrate maneuver to maintain effects of this curse.

Equipment: Bog wand (decreases the difficulty of Curse spells by one. +3 damage to attack spells)

Fimm (Rival) 4

1

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

W. Threshold

M/R Defense

14

5

1 1

Skills: Combat 3, General 2, Knowledge 0, Magic 0, Social 0 Talents: None Abilities: Mist Vision (Fimm adds jj to Vigilance, Perception and ranged combat checks when outside the mist. However, they ignore all j gained to checks due to concealment) Equipment: Heavy club (Melee [Heavy]; Damage 7; Critical 3; Range [Engaged]; Dissorient 2), scale armor (1 def, +1 soak), Armored tail (Brawl; Damage 6; Critical 4; Range [Engaged]; Concussive 1)

Shearl (Minion) 3

1

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

3

W. Threshold

6

M/R Defense

0 0

Skills: Combat +, General +, Knowledge 0, Magic 0, Social 0 Talents: None Abilities: Mist Vision (Shearl adds jj to Vigilance, Perception and ranged combat checks when outside the mist. However, they ignore all j gained to checks due to concealment) Equipment: Short spear (Melee [Light]; Damage 5; Critical 3; Range [Engaged]; Accurate 1)

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147


Chapter 9

Grim World of Perilous Adventure In this chapter you, the Game Master, can find guidelines, optional game mechanics and ideas how to use the rules presented in the previous chapters. The Old World is a really capacious setting and allows you to play a wide range of adventures, from classic dungeon crawlers, through city adventures, court intrigues, investigations, exploration and typical rogue stories. Genesys will be great at each of them, as long as you try to keep them in an adventurous tone. Due to such a wide range of themes that you can successfully use, treat this chapter as a set of guidelines rather than rules carved in stone and take whatever fits your stories best.

Three Tones The Old World has many shades and every Game Master probably perceives them a bit differently. It does not lack stories about heroes, but also about simple people whose main goal is to survive in gloomy and dangerous realities. To meet the various playstyles, we defined three tones of the Old World, each with some modifications to the rules.

to overcome their limits. Many of them will die, but just as many will become heroes of tavern tales. It offers tough choices as well as epic moments and is full of black humor - this is how we usually play. It is the default tone in The Old World: Grim and Perilous, so it does not introduce any changes to the rules.

Grimdark This tone is the gloomiest of those presented. It is often a fatalistic story about simple people who live in a brutal world, whose goal is not heroism but to survive the next day. Wounds are festering, poverty is palpable, and every skirmish is extremely dangerous. To play in this tone, use the following rules: •

Remove Wizards from the pool of available specializations. Sorcerer is still available.

High Elves are no longer a playable species.

Decrease the corruption threshold of Player Characters by 3.

Increase the difficulty of Fear checks by one.

Increase the difficulty of Medicine checks to heal wounds by one (but not the difficulty of healing Critical Injuries!).

Each Critical Injury a character suffers from adds +20 (instead of +10) to any subsequent Critical Injury roll.

Dark Heroic This tone is about ordinary people in extraordinary situations. The characters were not born to be great heroes, but circumstances force them

148

The Old World: Grim and Perilous


Use the Every Shot Counts sidebar for tracking ammo.

Heroic The heroic tone is intended for stories about the chosen ones - people born to greatness. Courageous, beautiful, brave and steadfast, they are ready to resist any evil. To play in this tone, use the following rules: • •

Increase the starting experience of the characters by 10XP. Exceeding double the wound threshold of a character no longer causes instant death, but the character is incapacitated (if they are not yet incapacitated).

This XP should be spent immediately to buy ranks in skills and talents. If you want the PCs to still feel like starting characters, 20-30XP should be enough. For moderately advanced characters, additional 100-140XP should allow them to reach 4th or even 5th tier of talents. And if you want really powerful PCs in your adventure, consider giving them additional 180-220XP.

Corruption As the story of the PCs won't be continued, Players may feel a strong incentive to suffer as much corruption as possible without exceeding their corruption threshold - this may have a significant impact on the game. To mitigate this potential corruption problem, PCs should start with current corruption equal to half their corruption threshold plus two. This change should stop the Players from overusing the effect of voluntarily suffering corruption and should make the exceeding of corruption thresholds possible during a single game.

Every Shot Counts We are not fans of counting ammo ourselves and we happily accepted rules introduced in Tracking Ammo sidebar on page 89 of Genesys Core Rulebook. However, in some scenarios or tones, especially those focused on survival like expeditions to uncharted regions or prolonged sieges, counting each piece of ammo may be very important. In such case, we assume that ranged and firearm weapons consume one ammunition per attack or one ammunition per hit if the attack deals multiple hits. The Extra Quiver and Extra Shots items no longer replenish weapons, but are means of storing 10 ammo each. Weapons with the Limited Ammo item quality work as usual. Additionally, d and h cannot be spent to trigger the "out of ammo" result.

Running Long Campaigns Sometimes a campaign may take dozens of game sessions, which often translates to years in the real world. In this section we will provide ideas how to seamlessly run such a lengthy campaigns.

One Shot Adventures

Awarding experience points

Playing one-shot adventures differ slightly from usual games - the story of the PCs ends after a single game session and this may introduce problems. In longer campaigns, PCs are typically starting characters, and specializations are designed to develop those characters over multiple sessions, in a one-shot adventure, this development does not have time to happen.

One of the biggest challenges when running long, multi-part campaigns like Warhammer's iconic Enemy Within, is rewarding Players and their characters with experience and magic items without quickly making the characters overpowered which in result, may trivialize the game.

Additional XP

While the Genesys Core Rulebook suggests granting the PCs 20XP per game session, our suggestion is to untie the XP gained from the number of sessions played and instead make them dependent on the characters personal goals, and those of the overall campaign.

To make it possible for most of the specializations to reach at least a fraction of their potential, consider giving some additional experience points to PCs after their characters are created.

We can distinguish two types of goals: minor and major. Minor goals are significant group or character achievements that bring them closer to achieving the campaign's main goal

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(or closing a character's personal plot). It may be the discovery of some important information, the defeat of a less important follower of the main adversary, the closing of a minor subplot, etc. Achieving these goals should happen quite often and will therefore be the main source of XP for player characters. Major goals are the turning points of a story and achieving them closes a chapter of a campaign. It can also be the closing of a character's personal storyline or a large side storyline. We suggest granting 5-10 XP for achieving a minor goal and 20-30XP for major goals. At your discretion, you may also grant an occasional 5XP for brilliant ideas or playing to a character’s motivations. Altogether, it should be sufficient for Players to feel their characters are developing but won't result in runaway power creep. But how many goals should be achieved in a single game session? Usually, it will be 1-2 minor goals in a regular game session with additional major goal if it's a chapter's finale, but the true answer is - it doesn't really matter! You will have sessions where not a single goal has been achieved and sessions with multiple goals completed. We want to untie XP gained from a number or length of the game sessions and tie it to what actually happens during them. If your Players are active and focused on the game, they will surely achieve something. But if it's one of those slacky sessions where you mostly chat and joke (there's nothing wrong with it!), we believe players will understand if their characters get little or no XP.

Magic Items When it comes to magic items, if you are using the default dark heroic tone in your campaign, one or two moderately powerful magic items (e.g a sword with additional +2 damage or a bow with Guided 3 item quality) per chapter should be enough to reward the PCs. The exact number of magic items available to PCs is at your discretion, although at the end of a long campaign, each of the characters should have at least one.

Characters Background Our experience shows that Players whose characters have an interesting background with personal threads that appear during the game sessions have much more fun and less often abandon the ongoing campaigns. Note that we

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do not encourage you to persuade players to write long stories describing the history of their characters, but rather to make players think about how the characters are part of the game world. They certainly have families (forget lone wolves and vengeful orphans! This is an awful cliche…), acquaintances, possibly close friends and former enemies, and maybe unfinished business that could culminate during the campaign. Genesys gives you Motivations - a powerful tool that allows you and your Players to easily create new personal threads for the characters. Why do characters fear what they Fear? How did they find their Strength or what drives their Desire? These questions can be answered during your sessions to add additional depth to the story or build a character arc, but they can also become a subplot or even the main plot of an entire campaign. Weaving the personal threads of characters into the plot of a campaign will result in greater Player involvement, which will translate into the overall quality of the campaign. It also perfectly harmonizes with the previously proposed dependence of the experience gained on achieving personal goals. You may notice our strong emphasis on giving a family to a character. We are aware that having family may be seen as a handicap for some of Players. Especially when in previous games family members were used only to torment the PCs or serve as low effort adventure hooks. To counteract this, our advice is to make some members of the PC's family important characters, or at least a way to sometimes offer some help to PCs. Speaking in the context of the game mechanics, family members may provide numerous small favors but rarely big favors as well.

Changing specializations and professions Classic Warhammer campaigns share the common issue that makes traditional career system impractical as they do not provide time for the professional development of PCs. Fortunately, this problem is greatly reduced in The Old World as characters cannot change their starting careers and it's unlikely for them to have enough XP to spend on more than two specializations, especially if they want to purchase a specialization outside their career. In addition, the achievement based specialization

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progression system allows character to change their professions based on in-game events and how they spend XP. This feature allows for much more flexibility when it comes to developing a character, however some changes may still require training, time and narrative explanation. For example, if one of your Players wants their character to join a College of Magic, they will need to spend some time on training and may also need to fulfill some additional requirements to be accepted first. There are two ways of handling such situations. Firstly, and probably most importantly, talk to your group in advance about their plans for their characters, giving PCs the opportunity to choose the more appropriate career and specializations. However, sometimes Players come up with ideas or opportunities arise in the middle of the campaign, when a long time-shift is not

possible. In such situations, we would allow for the PCs to reveal they already have some basic training in the new specialization and new opportunities allow for them to return to what they abandoned in the past. Of course, if it doesn't make sense narratively, you can simply disallow the purchase of the given specialization. It is much easier to deal with a change of profession during a campaign, as such a change can be very natural. On the other hand, some of the professions require very specific in-game events to happen for the change to be allowed. If it's impossible for the prerequisite to be fulfilled, you may consider changing it to something else, but it’s often a sign that the new profession simply doesn't fit the campaign. For example, one of the requirements for a Scout to become an Explorer is to set foot in uncharted territory. This may be hard to achieve during campaign set in a single city, which raises the question of if it makes sense for the character to become an Explorer in the first place. You may guide the Player towards the alternative path - the Outrider, or even towards purchasing a new specialization.

Death of a character While The Old World: Grim and Perilous is more lethal when compared to the base ruleset of Genesys, death should still occur rarely. You should not actively try to kill the PCs - even in dark heroic and grimdark tones death should be a consequence, not a goal! On the other hand, we advise not to try to rescue the PCs at all cost, especially when it comes to ignoring the check result in the name of "narrative consistency". Life can be absurdly bittersweet and unplanned death of a character can be a great turning point in a narrative, showing that even the grandest of plans can fail over a simple obstacle. The same principle should apply when it comes to powerful adversaries - you may think that defeating the Big Bad too quickly will be unsatisfactory for you and your Players, but this is usually not the case. Players will forgive you a fight that is too easy faster than a hopelessly difficult one. It is also a way of showing the interruption of fate, and can also bring a bit of black humor to the situation which greatly fits the setting. In the course of long campaigns, the death of at least one of the characters is very likely. A replacement will therefore be necessary. Surely The Old World: Grim and Perilous

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you have your own ways of introducing new characters to the party, so our only suggestion is that the new character should have similar goals to the rest of the PCs, and preferably know at least one other character in the group. This will avoid the often unproductive internal friction between the group and allow the story to run more smoothly. It can be a great idea to use the aforementioned family members, especially when the new character has already appeared during the game and is well known to the PCs. Maybe their goal would be to avenge a deceased PC or finish what they started. Or maybe make sure no family secrets see the light of day...

City Adventures and Investigations This section covers ideas how to better control time and city environment during games focused on investigation and city exploration.

Controlling time In many adventures that take place over just a few days, the passage of time is very important. Characters often race against time and often split the party, but it's hard to reflect it without properly structuring the game. Therefore, we propose to divide the day in the game into 4 periods of time: morning, noon, evening, night. During each of these periods, players may play up to three short or one long scene, and then proceed to the next part of the day. Players who do not participate in any of the scenes during given period, can declare what their characters were doing at that time "off screen", however these should not be any extremely important actions. You must determine by yourself whether the scene will be long or short, but the general rule is that scenes with no more than 1-2 checks can be considered short, while complex encounters requiring a lot of checks are long scenes. During each day, PCs should spend at least one period for rest, otherwise they will not recover strain during that day and instead reduce their strain threshold by 4.

Threat Indicator A common problem with adventures, especially those based on an investigation (but not exclusively) is that the opponents, important NPCs

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and game environment in general do not react to the actions of the PCs. The characters move freely around the city, ask uncomfortable questions, get to know people and stick their noses in other people's affairs, or just neglect their own social life, but it does not provoke any reaction. And if there is a reaction, Players may perceive it as an arbitrary decision by the GM aimed solely at disrupting their plans. To solve these problems, we propose the Threat Indicator mechanic. Threat indicator is a tool that allows you and your Players to track how the PCs affect the environment and how their actions can cause additional problems for them. Except when absolutely necessary, the threat indicator should be visible to Players (but keep it hidden until PCs do something that moves it for the first time), and usually also have a general name meaning what the given threat relates to, such as "Enemy interest" or "Social unrest", but its effects should remain hidden until activated. This makes the Players feel the tension building up around their characters as they know something will happen, but have no idea what it will be.

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Creating a Threat Indicator To prepare the indicator, draw a straight line and divide it into equal segments. The number of segments should depend on the complexity of the thread PCs are involved with - for simple problems 10-12 segments are enough, for more complicated situations there may be even 20 or more of them. Your line should now resemble a slider. Then determine activators - designated places on the slider where the plot will twist and the opponents will react to the players' actions. Mark the first such point approximately one third of the length of the line - when the slider reaches this point, something small will happen or the opponents will make a careful move. Perhaps someone will follow the PCs, someone will whisper in their ear that they are in danger, or will gently threaten them. Or maybe the wife of one of the PCs will start complaining about him wandering at nights.

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The second point should be approximately in the middle of the slider. This is the moment when someone breaks into a PC's room, threats gain strength and the atmosphere thickens. The third point should be in three-quarters of the slider, activating it means that someone sets fire to the inn where they stay overnight, somebody important is kidnapped, local government sends people to investigate PCs action or even an assassin is hired to get rid of the PCs. Finally, reaching the end of the slider triggers the ultimate consequence of the threat. Perhaps the enemies will decide to confront the PCs personally and set a trap, the wanted murderer will run away or PC's wife will decide to divorce. Usually, this encourages the Players to try to solve their characters problems before the final consequences are triggered. The length of the threat indicator and a number and placement of the activators is up to you to determine. Just keep in mind planned length and complexity of the adventure.

Using multiple Indicators In typical, single-threaded adventures, a single threat indicator is usually sufficient. However, if the adventure is multi-track, contains many intersecting threads, and thus many possible complications appear on the horizon, it is worth considering creating many shorter threat indicators instead of a single long one. This way, each of the essential threads gets its own threat indicator, which is advanced independently of the others. Such shorter indicators should have no more than 10 segments, usually 4-8 are enough, and 1-2 activators.

Advancing a Threat Indicator A threat indicator can be advanced in one of two main ways: 1. Spending h: If the current scene is related to the thread the threat indicator represents, you may spend h generated on a PC's check to advance the threat indicator by one segment. For example, when a PC tries to convince an important NPC to help them, even if they succeed, the NPC may whisper a word to the wrong people or just become suspicious about PC's motives. A maximum of three h can be spent this way in a single scene but we advise not to use every single

h possible as you may loose many interesting side effects and twists during scenes - it's best to spend h to advance indicator when it really fits the narrative or you have no other ideas how to use them. If you are using multiple indicators, the scene doesn't need to be directly related to a threat to advance its threat indicator. 2. Preplanned advancements: You may define beforehand that some events like meeting an important NPC, capturing someone or finding the murderer's weapon will automatically advance the threat indicator (or even multiple indicators!) by a few segments. In some occasions, like a secret Chaos cult preparing the blasphemous ritual, you may decide that the indicator is advanced every day to reflect the need of rush on the part of PCs. if you use multiple threat indicators, you can create a choice where participating in one thread has consequences in another and advances the other thread's threat indicator. For example, undertaking a heist takes a toll on the relationship with PC's wife, who doesn't like her husband's night trips. In some rare occasions, a threat indicator can also be turned back: 1. Spending t: Similarly to spending h by you, a Player may spend t generated on their character's check to turn back the indicator by one segment. As usual, the Player needs to explain how spending the t gets some heat off their character. A maximum of one t can be spent this way per scene. When using multiple indicators, t may also be spent to turn back one of indicators loosely related to the current scene. For example, spending t during a heist may result in one of the PCs finding beatiful brooch that will help the PC to improve their relationship with their wife. 2. In-game events: At your discretion, some in-game events may result in turning back one or more threat indicators by a few segments. As an example, let's give a situation in which the PCs join the city guards, which will certainly help them hide some of their suspicious activities and delay the guards' reaction. Note that if a thread comes to its conclusion, you should remove the related threat indicator.

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Appendix 1

The Circle

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The Old World: Grim and Perilous


The Circle

A challenging Adventure for The Old World: Grim and Perilous

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