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Credits

Development Art inspired by


Mariusz Szymański, Barbara Szymańska, Rekografia, Klaudia Zdanowska
Dave Brown
The Old World map by
Game Design and Writing Kartografia Niepraktyczna
Mariusz Szymański, Adam Szymański
Playtesters
Graphic Design, Art and DTP Adam Szymański, Piotr Guzowski, Mateusz
Barbara Szymańska Mucha, Bartosz Majcher, Marcin Szymański,
Michał Nonas, Dawid Gdula, Franciszek Tobor,
Proofreading
Agnieszka Majorek, Barbara Szymańska, Wojciech
Dave Brown
Kozłowski, Michał Szymczak, Mateusz Milczarek,
Editing Grzegorz Karaluch, Adrianna Niewiadomska, Rafał
Dave Brown, Grzegorz Karaluch Kiełbasa, Michał Jaworski, Aleksandra Jaworska,
Additional Writing Paweł Kukliński, Bartosz Perliński, Michał Maziarz,
Dave Brown Brice Gill, Wes, Marshall Hodge, Jim Looby

Art models Special thanks to


Jana Nell Antoniewicz, Bartosz Bruski, Pszemek Mateusz Bartosik, Ian Houlihan, Graeme Davis,
Blecharz, Tomek Olejniczak Krzysztof Kowalski

"The Circle" Adventure


Writing Proofreading (PL)
Tomasz Szczypiński Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski,
Michał Frąckiewicz (Imaginarium RPG), Michał
Additional Writing
Maciąg (pazuremspisane.pl), Tomek Dziedzic
Mariusz Szymański
Graphic Design and DTP Playtesters
Adam Szymański, Bartek „Pretor” Badura,
Barbara Szymańska
Bartosz Majcher, Grzegorz Karaluch, Konrad
Art „Cored” Balcerzak, Adrianna Niewiadomska,
Adrianna Niewiadomska Mateusz „Arateniz” Zientara, Mikołaj Machura,
Proofreading (eng) Piotr Guzowski, Wiktor „Viaahtr” Banaszek,
Dave Brown Hubert Stencel, January Kochański, Adam
Kochański, Michał Nonas, Maksymilian
Translation (eng) Kochański, Oktawian Nowak
Grzegorz Karaluch

Legal Note
Warhammer Fantasy is the Intellectual Property Some of the specializations and gear de-
(IP) of Games Workshop Limited. This expansion scriptions are based on those found at
is unofficial and in no way endorsed by Games www.warhammerfantasy.fandom.com. Great
Workshop Limited therefore it cannot be used thanks to the whole Warhammer wiki Community!
for commercial purposes, and we do not make
any profit out of it. All Warhammer-related na- All talents (not found in official Genesys rulebooks),
mes, races, race insignia, characters, vehicles, lo- illustrations and tables included in this expansion
cations are either ®, TM and/or © Copyright Ga- are the intellectual property of its authors and can-
mes Workshop Ltd 2000-202, variably registered not be used for commercial purposes. If you're in-
in the UK and other countries around the world. terested in using it in your own work, please con-
All Rights Reserved to their respective owners. tact us at old.world.genesys@gmail.com

4 The Old World: Grim and Perilous
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 al-
most 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 Fan-
tasy 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 origi-
nal 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 War-
hammer Fantasy setting.

The Old World: Grim and Perilous 5


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
Chapter 5: The Stigma of Corruption...................................................... 116
Corruption Threshold........................................................................116
Suffering Corruption..........................................................................116

6 The Old World: Grim and Perilous


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
Magic Items........................................................................................... 127
Gear and Services................................................................................ 130
Gear................................................................................................ 130
Potions and Elixirs..................................................................... 132
Animals and Related Gear...........................................................133
Services......................................................................................... 134
Vehicles......................................................................................... 134
Chapter 8: Adversaries of the Old World............................................. 137
Ghoul......................................................................................................137
Wraith................................................................................................... 138
Zombie.................................................................................................... 138
Beastmen............................................................................................... 139
Chaos Spawn - Dark Mass................................................................... 140
Skaven.....................................................................................................141
Daemons................................................................................................. 143
Greenskins............................................................................................ 150
Vampires.................................................................................................153
Fimir....................................................................................................... 154
Criminals and Law Enforcement...................................................... 156
Chapter 9: Adventuring Party ................................................................................ 160
Six Archetypes...................................................................................... 168
Party Sheets..........................................................................................177
Chapter 10: Grim World of Perilous Adventure ................................................ 182
Three Tones.......................................................................................... 182
One Shot Adventures.......................................................................... 183
Running Long Campaigns................................................................... 183
City Adventures and Investigations............................................... 186
Appendixes ........................................................................................................................ 188
appendix 1: The Circle ........................................................................ 189

The Old World: Grim and Perilous 7


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 pur-
chase additional specialization during Step 4: Invest Experience Points.

Character Creation: Step by step


This section summarizes all steps performed • What does your character think about the
during the character creation process. world?
• Why did your character leave home?
Step 1: Determine In the chapter Grim World of Perilous Ad-
Background venture we further explore how character's
background can be utilized during the game.
You should create a basic concept of your char-
acter by coming out with their background.
While this step may seem entirely skippable, Step 2: Select a
it is in fact very important as will later help
you to determine the character's goals and
Character Species
motivations. It also provides a framework for Choose a character species from among the
building your character in terms of the game following: Human, Wood Elf, High Elf, Dwarf,
mechanics. You may quickly create the char- Halfling, Gnome, Imperial Ogre. You may also
acter's background by answering some of the roll on Table 1-1: Character Species to deter-
following questions: mine one randomly. Choosing the character
• Where does your character come from? species has a great impact on both the game
narrative and mechanics. Narratively, it de-
• Who is your character's family? termines how your character is seen by other
• What is your character's social standing? members of society, for example halflings are
seen as great cooks and ogres are usually con-
• How old is your character? sidered mindless brutes. Even if your charac-

8 The Old World: Grim and Perilous


ter escapes those stereotypes, they will proba- Table 1-1: Character Species
bly have to deal with them at some point.
Species d100 result
In terms of the game mechanics, a character
species determines starting characteristic, Human 01-70
derived attributes, starting experience, spe- Dwarf 71-83
cial abilities and specializations available to
Halfling 84-95
your character.
Wood Elf 96-97
Note that at your Game Master's discretion,
the selection of character species may be lim- High Elf 98
ited to only some of the presented options.
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 se-
lected, career cannot be changed and it de-
termines part of a starting gear, career skills
and available starting specializations. After
selecting a career, you can choose a special-
ization - refer to Table 1-2: Available Special-
izations. 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 charac-
ter 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: Avail-
able Specializations randomly and check the
result for your character's species. This will
determine both career and starting special-
ization. Note that if your character is a wiz-
ard, 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 9


Table 1-2: Available Specializations
Wood
Career Human High Elf Dwarf Halfling Ogre Gnome Specialization
Elf
1-3 1-3 1-5 1-5 1-6 1-4 1-5 Artisan
4 - - 6-7 - 5-9 - Executioner
Crafstman
5-7 4-6 6-11 8-11 7-12 10-12 6-10 Merchant
8 - - 12-15 13-14 - 11-14 Military Engineer
9 - 12-13 16-17 - - 15 Duelist
10 7-10 14-19 18-20 15-18 - 16-19 Envoy
Noble
11 11-12 20 - 19-20 - - Highwayman
12 13-14 21-24 - - - - Knight
13 15 25-26 21 21-23 - 20-22 Assassin
14-16 16-17 27-29 22-24 24-29 - 23-28 Charlatan
17-19 18-19 - 25-27 30-33 13-14 29-33 Fence
Rogue
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 21-22 44-49 Thief
28-30 30-32 38-44 37-39 47-49 - 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
Scholar
37 - - - - - - Priest
38 - - - - - - Warrior Priest
39 - - - - - - Wizard
40-42 39-40 53-56 - - - - Cavalerist
43-46 41-42 57-60 45-50 58-59 23-31 64 Foot soldier
47-50 43-49 61-65 51-53 60-63 - 65-66 Marksman
Soldier
51-54 50-54 66-69 54-58 64-67 32-40 67-69 Mercenary
55 55 70-72 59-63 68-69 41-45 70 Officer
56-58 - 73-78 - 70-71 - - 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
Wanderer 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 91-93 82-84 90-94 70-74 89-91 Scout
86 88-90 - - - 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
Warrior
- - - 94-96 - - - Slayer
96-99 - - 97-00 98-00 94-00 99-00 Watchman
00 - - - - - - Witch Hunter

10 The Old World: Grim and Perilous


If your character is a Human, you may now
choose two non-career skills as per species de- Ranald's Luck
scription. Your character starts with one rank If you think Ranald is on your side today, instead of
in those two skills. choosing a character's species or specialization, you
can roll d100 and compare the result with Tables 1-1
Table 1-3: Lores of Magic or 1-2. This will give you an extra 5XP if you chose
a character's species or specialization this way, or
Lore of Magic d100 result 15XP if you chose both. However, you must accept
Amber Wizard 01-08 the result of the roll.
This XP cannot be spent on characteristics, just
Amethyst Wizard 08-15
skills and talents.
Bright Wizard 16-30

Celestial Wizard 31-45

Gold Wizard 46-60


Step 5: Determine
Grey Wizard 61-70
Derived Attributes
Jade Wizard 71-85 During this step you should determine your
character's wound threshold, strain thresh-
White Wizard 86-100 old, 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 - purchas-
ing additional talent tree. At your
GMs discretion, you may spend
10XP to select one specializa-
tion that reflects your charac-
ter's special training or back-
ground. Your character may
purchase talents from this spe-
cialization, 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 special-
ization, apply normal rules of purchasing
new specializations.

The Old World: Grim and Perilous 11


Core Rulebook, page 45. However, in The Old character trait allows them to persevere in the
World: Grim and Perilous there is also one face of adversity? What flaws hinder their
additional attribute to determine - corruption ability to pursue their goals? Answering these
threshold. Corruption threshold represents questions will let you come out with four Mo-
how quickly your character succumbs to the tivations: Desire, Fear, Strength and Flaw.
influence of Chaos. Your character’s starting You may also select them randomly by using
corruption threshold is determined by adding tables provided in the Genesys Core Rule-
the corruption threshold for their species to book, page 47 and onward.
their Presence rating (after spending start-
ing XP). After you determine this initial value,
further increases to your character’s Presence Step 7: Choose
rating do not increase their corruption thresh-
old—corruption threshold improvements are
Appearance and
acquired by purchasing talents, such as Pure. Personality
Rules for corruption are later explained in the
When you have your character's physical and
chapter The Stigma of Corruption.
mental characteristic completed, it is time for
some final touches. While it is not reflected
Step 6: Determine in the game mechanics, how your character
Character looks and who they are is extremely import-
ant narratively.
Motivation Note that while Genesys Core Rulebook al-
Determining character's motivations is as im- lows you to purchase equipment in this step,
portant as a character’s physical characteris- in The Old World: Grim and Perilous gear is
tics. Motivation includes a character’s driving determined by the character's starting career
forces: what ultimate goal is your character and specialization. All you have to do is to sim-
pursuing? What are they most afraid of? What ply write it down on your character's sheet.

Character Species
This section presents species available for cre- • Strain Threshold
ating a  player character. You should choose 10 + Willpower
from these instead of the options presented in
the Genesys Core Rulebook. • Corruption Threshold
6 + Presence
Human • Starting Experience
Humans are the most numerous of the races 90
inhabiting the Old World. They occupy huge • Starting Skills
areas from the Estalian coasts to the Nippon is-
lands. They are famous for their versatility and A Human starts with one rank in each of
adaptability, but their lives are short and they two different non-career, non-magic skills
most easily succumb to the influence of Chaos. at character creation. They obtain this rank
before spending experience points, and these
SPECIES ABILITY skills may not be increased higher than rank
2 during character creation.
2 2 2 2 2 2 • Available Specializations
Brawn Agility Intellect Cunning Willpower Presence
Specializations available to Human characters
• Wound Threshold are marked with Hu symbol.
10 + Brawn

12 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
2 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
pool not displaying a d.
• Wound Threshold

Wood Elf 9 + Brawn

Also known as Asrai, Wood Elves are a secre- • Strain Threshold


tive and highly isolationist race of Elves that 10 + Willpower
long ago voluntarily split off from the rest of
• Corruption Threshold
their kin, preferring instead to live out their
lives in Nature’s embrace beneath the en- 8 + Presence
chanted forest canopy of Athel Loren. They • Starting Experience
rarely appear in the lands of the Empire, and
even then they try to avoid all unnecessary 80
contact with humans. • 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 expe-
rience points, and these skills may not be in-
creased higher than rank 2 during character
creation.
• Available Specializations
Specializations available to Wood Elf charac-
ters 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 em-
pire, 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 capa-
ble 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 13
• Corruption Threshold • Starting Skills
8 + Presence A Dwarf starts with one rank in Discipline
• Starting Experience and may choose between one rank in either
Crafts or Engineering during character cre-
80 ation. They obtain this rank before spending
• Starting Skills experience points, and these skills may not be
increased higher than rank 2 during charac-
A High Elf starts with one rank in Knowledge ter creation.
(Academic) and may choose between one
rank in either Negotiation or Sailing during • Available Specializations
character creation. They obtain this rank be- Specializations available to Dwarf characters
fore spending experience points, and these are marked with Dw symbol.
skills may not be increased higher than rank
2 during character creation. • Magic Resistance

• Available Specializations When a Magic check targets a Dwarf, up-


grade the difficulty of the check once. Dwarfs
Specializations available to High Elf charac- cannot increase ranks in Magic (Divine) and
ters are marked with HE symbol. Magic (Arcana) skills.
• Aura of Nobility
When making a social skill check, High Elves Halfling
act as if they were of one social group higher
than they really are to a maximum of Aristoc- Halflings are a  species of short humanoids
racy. If the character is an Outcast, they act as dwelling primarily in The Moot and various
a Middle Class. other scattered regions in the Old World. They
seem to be joyful and carefree people which,
combined with their small size, makes other
Dwarf races perceive them as vulnerable.

The Dwarfs, or Dawi in their own language, This is a  frequent mistake, as in fact halflings
are a  strong and sturdy species of brilliant are agile, quick and relentless in combat and can
craftsmen and capable warriors. They once throw or shoot projectiles with extreme precision.
held an empire that stretched from Norsca in They also rarely succumb to the influence of Chaos.
the north to the jungles in the south, which SPECIES ABILITY
eventually fell due to centuries of conflicts
with High Elves and continuous invasions of 1 3 2 2 2 2
Greenskins. Brawn Agility Intellect Cunning Willpower Presence

SPECIES ABILITY
• Wound Threshold
3 1 2 2 2 2 8 + Brawn
Brawn Agility Intellect Cunning Willpower Presence
• Strain Threshold
• Wound Threshold 12 + Willpower
10 + 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
80 may choose between one rank in either Ranged
or Deception during character creation. They

14 The Old World: Grim and Perilous


obtain this rank before spending experience
points, and these skills may not be increased Gnome
higher than rank 2 during character creation. Gnomes, or Gnommi as they call themselves,
• Available Specializations are short and wiry, with faces distinguished by
Specializations available to Halfling charac- large ears and prominent noses.
ters are marked with Ha symbol. Due to their small size, usually confused by
• Fieldwarden humans with halflings, gnomes go to great
lengths not to dissuade people from this mis-
Halflings upgrade the ability of melee combat take. As a species naturally marked by magic,
checks once when targeting characters who are they have fallen victim to wizards, inquisitive
of a larger silhouette than they are. academics and witch hunters for centuries.
• Small Though times have changed, the gnomes still
remember past grievances and try to isolate
Halflings are silhouette 0. themselves to the point where their existence
• Chaos Immunity is generally regarded as a mere legend.
Halfings have a  higher corruption threshold, SPECIES ABILITY
but they cannot increase ranks in Magic (Ar-
cana) 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 cre-
ation. They obtain this rank before spending
experience points, and these skills may not be
increased higher than rank 2 during charac-
ter 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 15


• Fearsome
Imperial Ogre Imperial Ogres add j to Coercion and Leader-
Ogres are a  large, powerfully built species of ship checks, but add j to Charm checks. This
humanoids. Known for their brutality and does not apply when interacting with mem-
insatiable appetite, most of them hail from bers of their own species.
the Ogre Kingdoms, beyond the Worlds Edge • Huge
Mountains in the far east, where they live in
nomadic tribes. Imperial Ogres are silhouette 2.
So called Imperial Ogres differ from their breth- • Gut Strength
ren. They are commonly found in the Moot, liv- Imperial Ogres increase the damage of their
ing among the Halflings with whom they have melee attacks by one, but they need to eat
a strange kindred spirit. They tend to be small- three times as much as other characters or
er and less brutal than their cousins, but poten- they loose this benefit and also decrease their
tially brighter, and usually more civilized. wound threshold by three.
While their size and bad reputation continue • Simple Minded
to cause anxiety and prejudice among
common Oldworlders, Imperial ogres During character creation, Imperial
are an increasingly common sight in Ogres cannot choose Noble and Schol-
the Empire, where they usually serve ar careers.
in the army and mercenary companies,
but also deal in trade, crafts and hard
physical labor.
SPECIES ABILITY

4 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold
12 + 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 The Old World: Grim and Perilous


Careers
The careers listed below are available for (Academic), Melee (Light), Riding. After
players during Step 3: Choose a Career. Each choosing a  specialization, but before spend-
career determines the first six career skills, ing experience during character creation,
followed by four determined by the specializa- a Noble may choose four of their career skills
tion. Similarly, starting gear is determined by and gain one rank in each of them.
both career and specialization. Starting specialization
During character creation a  Noble can pick
Craftsman one of the following specializations for free:
Most commonly found in towns and cities, Duelist, Envoy, Highwayman, Knight.
craftsmen are organized into a  bewildering Starting Gear
variety of guilds that protect their members If you have a Noble character, they start with
from incompetent fraudsters who could un- the following gear in addition to gear gained
dercut profits. Most of them lead a  peaceful, after choosing a  specialization: a  Sword,
work-filled life under the guilds protection. a Fine Cloak.
However some, bored with monotonous work,
respond to the call of adventure.
Career Skills Rogue
Craftsmen count the following skills as ca- Rogues live by taking advantage of opportuni-
reer skills: Coordination, Crafts, Knowledge ties and are not afraid to bend or even break
(Academic), Negotiation, Riding, Perception. the law to achieve their goals. Following the
After choosing a  specialization, but before principle that more people means more op-
spending experience during character cre- portunities to catch, rogues naturally flock to
ation, a  Craftsman may choose four of their big cities where they become experts in city
career skills and gain one rank in each of them. survival.
Starting specialization Career Skills
During character creation a  Craftsman can Rogues count the following skills as career
pick one of the following specializations for skills: Cool, Coordination, Melee (Light), Skul-
free: Artisan, Executioner, Merchant, Mili- duggery, Stealth, Streetwise. After choosing
tary Engineer. a  specialization, but before spending experi-
ence during character creation, a Rogue may
Starting Gear choose four of their career skills and gain one
If you have a Craftsman character, they start rank in each of them.
with the following gear in addition to gear Starting specialization
gained after choosing a  specialization: Arti-
san's Tools, a Dagger, a Tool Bag. During character creation a Rogue can pick one
of the following specializations for free: Assas-
sin, Charlatan, Fence, Racketeer, Spy, Thief.
Noble Starting Gear
Few are lucky enough to be born of noble If you have a Rogue character, they start with
blood. Destined for wealth and honor, they the following gear in addition to gear gained
tend to look down on the simple, working after choosing a specialization: a Dagger.
people. Some of them, however, leave their
safe palaces, carried by romantic notions of
dangerous adventures. Scholar
Career Skills Whether they are wizards, academic re-
Nobles count the following skills as career searchers, or physicians, scholars are people
skills: Charm, Coercion, Cool, Knowledge 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 expe-
rience 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 special-
izations for free: Cavalerist, Foot Sol-
dier, Marksman, Mercenary, Officer,
Sailor.
Starting Gear
If you have a Soldier character, they start with
knowledge. Most of them avoid traveling, pre- the following gear in addition to gear gained
ferring to stay in the safe walls of a library or after choosing a  specialization: a  Dagger,
academy, but it happens that they join groups Flint and Steel, a Bedroll, a Flask.
of adventurers to find forgotten knowledge or
for personal reasons.
Wanderer
Career Skills
Wanderers spend most of their time traveling
Scholars count the following skills as career in the wild or wandering from town to town.
skills: Charm, Cool, Discipline, Knowledge Sometimes they are restless individuals, un-
(Academic), Negotiation, Perception. After able to stay in one place for too long; some-
choosing a specialization, but before spending times people forced to travel due to the hard-
experience during character creation, a Schol- ships of life. However, they have one thing in
ar may choose four of their career skills and common - they can survive in all conditions.
gain one rank in each of them.
Career Skills
Starting specialization
Wanderers count the following skills as career
During character creation a Scholar can pick
skills: Coordination, Perception, Ranged, Re-
one of the following specializations for free:
silience, Survival, Vigilance. After choosing
18 The Old World: Grim and Perilous
a  specialization, but before spending experi- They value independence and individual skills
ence during character creation, a  Wanderer more than regular pay and honors associated
may choose four of their career skills and gain with military service.
one rank in each of them. Career Skills
Starting specialization Warriors count the following skills as career
During character creation a  Wanderer can skills: Athletics, Cool, Melee (Light), Melee
pick one of the following specializations for (Heavy), Resilience, Vigilance. After choosing
free: Bounty Hunter, Coachman, Entertainer, a  specialization, but before spending experi-
Huntsman, Outlaw, Ratcatcher, Riverman, ence during character creation, a Warrior may
Scout, Sorcerer. choose four of their career skills and gain one
Starting Gear rank in each of them.

If you have a Wanderer character, they start with Starting specialization


the following gear in addition to gear gained af- During character creation a  Warrior can pick
ter choosing a specialization: a Dagger, a Back- one of the following specializations for free:
pack, a Bedroll, Flint and Steel, a Waterskin. Bodyguard, Champion, Roadwarden, Slayer,
Watchman, Witch Hunter.
Warrior Starting Gear

Warriors are a  broad category of people who If you have a Warrior character, they start with
primarily make a  living by using their com- the following gear in addition to gear gained
bat skills. However, they do not belong to the after choosing a  specialization: a  Dagger,
army, which distinguishes them from soldiers. Leather Armor.

Specializations
This section expands general specialization
rules introduced in Expanded Player's Guide,
Changing
page 102. Available specializations are pre- specialization
sented at the end of the chapter.
At your GM's discretion, you may change your
character's specialization (but not a  career!)
Selecting first by spending XP equal to ten times the total
number of specialization trees the character
specialization will have after making the purchase. For ex-
ample, if your character has two specializa-
The first specialization can be selected from tion trees, the third one will cost 30 XP. If the
among those tied to the chosen career for free. specialization is outside your character's ca-
Skills from the chosen career and specializa- reer, the cost is increased by additional 10 XP.
tion are now called career skills for the char- After the purchase, career skills from the new
acter and you may now choose four ranks in specialization are now career skills for your
four separate career skills. Additionally, at the character (all previous career skills remain in-
beginning of Step 4: Invest Experience Points tact!). Most of the time, you should be able to
players can spend 10 experience points (XP) to purchase talents from all purchased special-
select one other specialization. This one may izations, however, your GM may decide that
represent the character's background or spe- new specialization completely cuts off any
cial training and, if the Game Master allows, possibility of further training in one or more
does not need to be tied to the character's ca- of the previous specializations. For example,
reer. The character gains specialization tal- it may be hard to improve yourself as a  rat-
ents tree from this additional specialization, catcher after becoming a knight.
but not skills or gear!

The Old World: Grim and Perilous 19


but sometimes specialization progression table
Specialization presents alternatives, however, they almost never
progression and exclude each other. For example, when your char-
professions acter chose a scout specialization, they can later
become outrider or explorer, depending on which
When your character starts a new specialization, set of prerequisites they fulfilled, or they can
it is considered that they are at the lowest tier (first achieve both and benefit from both. Abilities and
profession in the specialization progression ta- additional talents gained by fulfilling prerequi-
ble). For example, if your character changes their sites and changing to new profession are perma-
specialization to the knight, they start as a squire. nent and can only be lost due to in-game events.
By fulfilling certain prerequisites listed in spe- NOTE: In most cases, specialization progression is
cialization progression table on specialization straightforward. However, if a profession is one of
sheet, your character may advance their career two alternatives, it is marked with an asterisk (*).
in the specialization and change their profession.
Sometimes the progression is straightforward, Purchase the Dirty
Tricks and the Backstab
Your character may spend 15XP to
purchase the Strike to Stun talent.
so your character becomes a squire, advances to Footpad* talents. Increase ranks Your character may spend 10XP to
in Athletics to 3. purchase the Assassin specialization.
the knight and finally to the knight commander,

How to use the Specialization Tree?


General rules on how to use Specialization to use it. The experience cost of purchasing
Trees are covered in Expanded Player's Guide, talents from the top row of the tree is 5XP per
page 102 and onward. However, as the special- talent and it increases by 5XP per row, so the
ization tree design in The Old World setting next rows are 10XP, 15XP, 20XP and 25XP ac-
slightly differs from the one presented in the cordingly. For the remaining information, see
EPG rulebook, here is an explanation on how the diagram below.

Shortened description Sixth Sense Talent's name


of the talent Your character may make a Vigilance or a Dis-
cipline check instead of Cool, to determine
Activation type Initiative order. Type of the talent:
(Active talents only) A - Active talent
[Incidental] P - Passive talent
Mark this box when you tow
A
purchase the 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 matically successful and don't require any checks
also some scholars and rogues, belong to guilds from your character.
or other similar organizations. Guilds organize
Big favors are for things complicated, possibly
the lives of their members, look after their in-
dangerous and often require effort from multi-
terests, and get rid of unaffiliated competitors.
ple people. Examples are: assist the character in
Some specializations, as part of their career
combat, help to find an accommodation for days
progression, are given the opportunity to ask
or weeks for many people, smuggle a few chests
favors from members of their guild. There are
with illegal weapons, help a  convict to escape,
two types of favors: small and big.
loan a  magic item. Tasks performed thanks to
Small favors are simple things that don't take this type of favors require opposed Leadership
too much effort or resources. Examples are: loan vs Discipline check to convince a guild's repre-
a wagon or tools for a few hours, help to find an sentative to follow your character's plan and de-
accommodation for one night, loan a  few shil- termine the possible outcome. After all, the task
lings, share some important news. Tasks per- may be too dangerous or oppose the goals and
formed thanks to these type of favors are auto- policies of the guild.

20 The Old World: Grim and Perilous


Craftsman

Artisan Starting Gear


From bread to shoes, swords to trouser belts, artisans are responsible for produc- 4D10+10 Silver Shillings, an Axe, a Leather Armor
ing 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 Additional Career Skills
resolved legally, but the fact that many guild apprentices look more like street thugs Brawl, Crafts, Knowledge (Academic), Riding
suggests this is not always the case.
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

Once per session, your character can


ask members of their guild for one small
Journeyman Belong to a guild. favor.
Your character may spend 5XP to pur-
chase the Combat Training talent.

Increase ranks in Crafts and Your character may spend 10XP to pur-
Master Knowledge (Academic) to 3. chase one rank in the Craft Specialization
Purchase one rank in the Expert talent and 15XP to purchase one rank in
Knowledge talent. the Applied Research talent.

Increase ranks in Crafts and Leadership is now career skill for your
Guild Knowledge (Academic) to 4. character.
Master Purchase the Master talent. Your character's social status is now Elite.
Become a respected member of Your character may spend 10XP to pur-
the guild. chase The Boss talent.

Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Craft Specialization Inventor Well Organized Thoughened
Select area of craftmanship. Your character Add a number of j equal to ranks of Inventor Each rank of Well Organized increases your Each rank of Toughened increases your
reduces difficulty of a Crafts check related to to a check to construct new items. character’s encumbrance threshold by two. character’s wound threshold by two.
� EXP

the selected area by one. Add jj to all other


Crafts check.
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Technical Jargon Expert Knowledge Quick Fix Sucker Punch


When making a Charm check targeting an en- Select an area of expertise. Your character Spend a Story Point to temporarily repair one Spend t from Initiative check to make
gineer, crafstman, or similar individual, your reduces the difficulty of Knowledge checks damaged item for a number of rounds equal a Brawl check before the first round of
�� EXP

character may count ranks of Charm as equal related to the selected area by one. to your character's ranks in Crafts. After that, combat. If successful, activate the Disorient
to ranks in Crafts or Engineering. the item is damaged one additional step. quality without spending a.
[Incidental] [Maneuver] [Incidental, oot]
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Knack for it Applied Research Repairman Urban Combatant


Select one non-combat, non-magic skill. Before making a check use this talent to use When using Quick Fix, you may remove a jam When your character is targeted by a combat
Your character removes jj from checks any Knowledge skill and Intellect instead. or malfunction instead of temporarily repair- check in an urban setting, you may spend
�� EXP

they make using that skill. If purchased for This may be used a number of times per ing the item. The item is still damaged by one a Story Point to substitute all j in opponent's
the second time - choose two skills. session equal to the ranks in the talent. step after a number of rounds equal to Crafts. pool to f before the roll is made.
[Incidental] [Incidental, oot]
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Natural Always Prepared Well Organized Back to Back


When your character purchases this talent, Once per encounter, you may spend a Story Each rank of Well Organized increases your While engaged with allies, your character and
�� EXP

choose two skills. Once per session, your Point to use this talent. Unil the end of the character’s encumbrance threshold by two. the allies add j to combat checks. If one or
character may use this talent to reroll one current round, all allied characters improve more allies engaged with your character also
skill check that uses one of those two skills. the ability of their checks once. have the talent, add up to a maximum of jj
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Inventor Master Dedication Prime Positions


Add a number of j equal to ranks of Inventor Choose one skill. Once per round, suffer 2 Each rank of Dedication increases one of When your character or their allies within
to a check to construct new items. strain to reduce the difficulty of the next your character's characteristics by one. short range benefit from cover, add a number
�� EXP

check you make using that skill by two, to of j equal to the defense provided by the
a minimum of Easy (k). cover to their ranged combat checks.
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Craftsman

Executioner Starting Gear


Executioners are professionals whose task is to take lives of convicted criminals, and 1d10 +10 Silver Shillings, a Great axe or a Great sword
sometimes also conduct interrogations with the use of torture.
Contrary to popular belief, executioners are not mindless brutes, but skilled crafts- Additional Career Skills
men, trained for many years in a guild or under the supervision of their master. Their
Coercion, Knowledge (Academic), Medicine, Melee (Heavy)
work is not easy, requiring not only a lot of strength but also considerable knowl-
edge. 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.

Specialization Progression
Profession

Executioner's None None


Apprentince

Increase ranks in Coercion to


Torturer* 4, Increase ranks in Medicine Your character may spend 25XP to pur-
to 2, Purchase one rank in the chase the Ruinous Repartee talent
Applied Research talent.

Master Increase ranks in Melee (Heavy)


to 4, Increase ranks in Medicine Your character may spend 25XP to pur-
Executioner* to 2, Purchase one rank in the chase the Master talent
Intimidating talent.

Social Class: Middle Class Species: Hu, Dw, Og

Specialization Tree
Cool Face Intimidating Torment Well Organized
When another character tries to discern your During the first round of a combat encounter, If their target is disoriented, staggered, or Each rank of Well Organized increases your
character's Motivations, they add automatic your character increases their melee defense prone, your character adds j to social skill character’s encumbrance threshold by two.
� EXP

hh to the check. a number of times equal to their ranks in checks they make.
Intimidating talent.

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Scathing Tirade Probing Question Grit Knack for it


May use this talent to make an Average (kk) If your character knows an opponent’s Flaw or Each rank of Grit increases your character’s Select one non-combat, non-magic skill.
Coercion check. For each s one enemy Fear motivation, when your character inflicts strain threshold by one. Your character removes jj from checks
�� EXP

within short range suffers 1 strain. For each strain on that opponent using a social skill, they make using that skill. If purchased for
a one enemy suffers 1 additional strain. the opponent suffers 3 additional strain. the second time - choose two skills.
[action]
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Stubborn Applied Research Patch Up Impaling Strike


Your character adds j per rank of Stubborn Before making a check use this talent to use After failed check to heal wounds, heal When your character inflicts a Critical Injury
to social skill checks targeting them. any Knowledge skill and Intellect instead. wounds equal to Int. Once during the session, with a melee weapon, they may use this
�� EXP

This may be used a number of times per spend d on healed character's check to have talent to immobilize the target until the end
session equal to the ranks in the talent. them suffer wounds equal to those healed. of the target’s next turn.
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Scathing Tirade [Imp.] Surgical Strike Surgeon Prey on the Weak


Enemies affected by your character’s Scathing Before your character makes a Brawl or When your character makes a Medicine Your character adds two damage to the
�� EXP

Tirade add j to all skill checks they make for Melee (Light) check, you may spend a Story check to heal wounds, the target heals one results of successful melee combat checks
a number of rounds equal to your character’s Point to use this talent to add Vicious quality additional wound per rank of Surgeon. targeting disoriented or prone targets.
ranks in Coercion. equal to your character's ranks in Medicine.
[Incidental]
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Scathing Tirade [Sup.] Grit Dedication Intimidating


Your character may choose to suffer 1 strain Each rank of Grit increases your character’s Each rank of Dedication increases one of During the first round of a combat encounter,
to use the Scathing Tirade talent as a ma- strain threshold by one. your character's characteristics by one. your character increases their melee defense
�� EXP

neuver, instead of as an action. a number of times equal to their ranks in


Intimidating talent.
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Craftsman

Merchant Starting Gear


1d10 +10 Silver Shillings, a Backpack, Goods worth about 30
Most of the goods of the Old World pass through the hands of merchants. Most of
Silver Shillings, a Staff
them are simple traders and pedlers, trying to make ends meet by trading in the
streets of towns and villages.
Additional Career Skills
Some, especially those born into wealthy families or those who are extremely lucky
Charm, Negotiation, Riding, Survival
in business, trade fortunes comparable to the budgets of principalities or even en-
tire 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.

Specialization Progression
Profession

Your character may spend 15XP to pur-


Pedlar None
chase the Herbalism talent.

Increase ranks in Negotiation


to 3. Your character can change their social
Merchant Purchase two ranks in the Know status to Middle Class OR your character
Somebody talent. may spend 10XP to purchase the Fence
Accumulate wealth worth at specialization.
least 50GC.
Increase ranks in Negotiation
and Charm to 4. Your character may change their social
Master Purchase three ranks in the status to Elite.
Merchant Know Somebody talent. Your character can use the Connected
Purchase the Connected talent. talent on an NPC of the Elite social
Accumulate wealth worth at least status.
200GC.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Know Somebody Bought Info Grit Well Organized
Once per session, when attempting to pur- When making any knowledge skill check, can Each rank of Grit increases your character’s Each rank of Well Organized increases your
chase a legally available item, your character instead spend an amount of currency equal to strain threshold by one. character’s encumbrance threshold by two.
� EXP

may use this talent to reduce its rarity by one fifty times the difficulty of the check and auto-
per rank of Know Somebody matically succeed on the check with one s
[Incidental] [action]
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Knack for it Counteroffer Black Market Contacts Silver Tongued


Select one non-combat, non-magic skill. Once per session, choose 1 non-nemesis adver- Once per session, when purchasing an illegal When resolving a social skill check, you may
Your character removes jj from checks sary within medium range; make an opposed item, your character may use this talent to spend one Story Point to use this talent to
�� EXP

they make using that skill. If purchased for Negotiation vs Discipline check. The target is reduce its rarity by one per rank of Black replace uncanceled aa with s.
the second time - choose two skills. staggered for one turn. t: the target is now ally. Market Contacts.
[action] [Incidental] [Incidental]
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Natural Know Somebody Heightened Awareness Tough Negotiator


When your character purchases this talent, Once per session, when attempting to pur- Allies within short range of your character When your character inflicts a critical
choose two skills. Once per session, your chase a legally available item, your character add j to their Perception and Vigilance remark in a Negotiation check, they inflict
�� EXP

character may use this talent to reroll one may use this talent to reduce its rarity by one checks. Allies engaged with your character additional strain to the target equal to your
skill check that uses one of those two skills. per rank of Know Somebody add jj instead. character's ranks in Negotiation.
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Connected Proper Upbringing Defensive Driving Lucky Strike


Once per session, ask one NPC of the Com- When making a social skill check in polite Increase the defense of any vehicle your When purchased, choose one characteristic.
�� EXP

moner or Middle Class social status for a big company, suffer a number of strain up to character pilots by one per rank of Defensive After a successful combat check, spend one
favor. You may use a Negotiation check to the ranks in Proper Upbringing to add an Driving. Story Point to add damage equal to ranks in
determine the outcome of the favor. equal number of a to the check. that characteristic to one hit of the attack.
[Incidental] [Incidental] [Incidental]
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Master Know Somebody Dedication Let's Talk This Over


Choose one skill. Once per round, suffer 2 Once per session, when attempting to pur- Each rank of Dedication increases one of Once per game session, when a combat
strain to reduce the difficulty of the next chase a legally available item, your character your character's characteristics by one. encounter is about to begin, make a Daunting
�� EXP

check you make using that skill by two, to may use this talent to reduce its rarity by one (kkkk) Charm check. If successful, the combat
a minimum of Easy (k). per rank of Know Somebody encounter becomes a social encounter instead.
[Incidental] [Incidental] [Incidental, oot]
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Craftsman

Military Engineer Starting Gear


It was the Dwarfs who first introduced the science of engineering to the Old World. 4D10 Silver Shillings, a Rope, an Axe
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 Additional Career Skills
devices suitable for use as weapons. Crafts, Engineering, Gunnery, Knowledge (Academic)
Engineers toil sleeplessly in their workshops to develop deadlier weapons, or to im-
prove existing ones. They also design and build mechanical devices or structures
such as bridges, canals, or fortifications.

Specialization Progression
Profession

Once per session, your character can


Sapper Belong to a guild. ask members of their guild for one small
favor.

Increase ranks in Engineering Once per session, your character can ask
Engineer and Knowledge (Academic) members of their guild for additional
to 3. two small favors.

Master Increase ranks in Engineering


and Knowledge (Academic) Once per session, your character can ask
Engineer to 4. members of their guild for one big favor.
Purchase the Master talent.

Social Class: Middle Class Species: Hu, Ha, Dw, Gn

Specialization Tree
Technical Jargon Grit Expert Knowledge Well Organized
When making a Charm check targeting an en- Each rank of Grit increases your character’s Select an area of expertise. Your character Each rank of Well Organized increases your
gineer, crafstman, or similar individual, your strain threshold by one. reduces the difficulty of Knowledge checks character’s encumbrance threshold by two.
� EXP

character may count ranks of Charm as equal related to the selected area by one.
to ranks in Crafts or Engineering.
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Craft Specialization Ranger Inventor Special Use Permit


Select area of craftmanship. Your character Discipline and Firearms are now career skills Add a number of j equal to ranks of Inven- Your character does not treat any items as
reduces difficulty of a Crafts check related to for your character. tor to a check to construct new items. restricted (R). They may carry or transport
�� EXP

the selected area by one. Add jj to all other those items without being arrested.
Crafts check.
[Incidental]
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Quick Fix Steady Hand Demolitionist Improvised Defenses


Spend a Story Point to temporarily repair one Before your character makes a ranged combat Use a bomb and make an Engineering check Make a Hard (kkk) Engineering check, if
damaged item for a number of rounds equal check, you may spend one Story Point to use to blow a cover. Diff is Easy (k), +1 k per cover's successful your character creates cover that
�� EXP

to your character's ranks in Crafts. After that, this talent to add a equal to your character’s def. For each s one character loses cover. Spend provides ranged defense 1 for one character
the item is damaged one additional step ranks in Discipline to the results. aa to hit one enemy with bomb's base dmg. for each s. Spend t to increase defense to 2.
[Maneuver] [Incidental] [action] [action]
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Applied Research Inventor Craft Specialization Mad Inventor


Before making a check use this talent to use Add a number of j equal to ranks of Inven- Select area of craftmanship. Your character Once per session, make an Engineering
�� EXP

any Knowledge skill and Intellect instead. tor to a check to construct new items. reduces difficulty of a Crafts check related to check to create the functional equivalent
This may be used a number of times per the selected area by one. Add jj to all other of any item using salvage. The difficulty is
session equal to the ranks in the talent. Crafts check. based on the item’s rarity.
[Incidental] [Incidental] [action]
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Master Well Organized Dedication Prime Positions


Choose one skill. Once per round, suffer 2 Each rank of Well Organized increases your Each rank of Dedication increases one of When your character or their allies within
strain to reduce the difficulty of the next character’s encumbrance threshold by two. your character's characteristics by one. short range benefit from cover, add a number
�� EXP

check you make using that skill by two, to of j equal to the defense provided by the
a minimum of Easy (k). cover to their ranged combat checks.
[Incidental]
gcrb #81
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noble

Duelist Starting Gear


Judicial duels are well established in the legal systems of the Old World. Although 1D100+40 Silver Shillings, a Buckler, a Pistol
brutal, they are governed by numerous rules and rarely end in the death of the par-
ticipants. 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. Additional Career Skills
Charm, Firearms, Melee (Light), Resilience
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.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Duelist Defeat an adversary in a duel. chase the Quick Draw OR one rank in the
Challenge! talent.

Pistolier* Increase ranks in Firearms to 4. Your character may spend 20XP to pur-
Purchase the Quick Draw talent. chase the Deadeye talent.

Increase ranks in Melee (Light)


Fencer* and Resillience to 3. Your character may spend 20XP to pur-
Purchase at least one rank in the chase the Death Rage talent.
Challenge! talent.

Social Class: Elite Species: Hu, Dw, HE, Gn

Specialization Tree
Proper Upbringing Durable Finesse Duelist
When making a social skill check in polite Your character reduces any Critical Injury When making a Brawl or Melee (Light) Your character adds j to melee combat checks
company, suffer a number of strain up to result they suffer by 10 per rank of Durable, check, your character may use Agility instead while engaged with a single opponent. Your
� EXP

the ranks in Proper Upbringing to add an to a minimum of 01. of Brawn. character adds j to melee combat checks
equal number of a to the check. while engaged with three or more opponents.
[Incidental] [Incidental]
GCRB #74
a gcrb #73
P rot #84
a gcrb #73
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Cool Face Fast Healer Dual Wielder Parry


When another character tries to discern your When your character heals wounds via natu- Use this talent to decrease the difficulty When suffering a hit from a melee combat
character's Motivations, they add automatic ral rest, they heal two additional wounds. of the next combined combat check made check, after damage is calculated but before
�� EXP

hh to the check. during the same turn by one. soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Maneuver] [Incidental, oot]
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Dodge Proper Upbringing Precise Aim Parry [Imp.]


When targeted by a combat check, suffer When making a social skill check in polite When performing an Aim maneuver, suffer When your character suffers a hit from a melee
a number of strain up to ranks in Dodge. company, suffer a number of strain up to 2 strain. During the next combat check, combat check and uses Parry, you may spend
�� EXP

Upgrade the difficulty of the combat check the ranks in Proper Upbringing to add an decrease the target’s defense by the ranks in d or hhh from the attacker’s check to hit the
a number of times equal to the strain suffered. equal number of a to the check. the talent. attacker once with a Brawl or Melee weapon.
[Incidental, oot] [Incidental] [Incidental] [Incidental, oot]
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Diplomatic Immunity Enduring Heroic Resilience Counterattack


Spend one Story Point to avoid incrimina- Each rank of Enduring increases your char- Once per encounter, when your character When your character uses Imp. Parry to hit an
�� EXP

tion. If your character is guilty, GM may acter’s soak value by one. suffers wounds, spend one Story Point to attacker, they may activate an item quality of
require them to suffer 1 corruption instead reduce wounds suffered by a number equal the weapon they used as if they had generated
of spending a Story Point. to your character's ranks in Resilience. aa on a combat check using that weapon.
[Incidental] [Incidental, oot]
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Ruinous Repartee Durable Parry Dedication


Once per enc, make an opposed Charm/Coercion Your character reduces any Critical Injury When suffering a hit from a melee combat Each rank of Dedication increases one of
vs Discipline check targeting character within result they suffer by 10 per rank of Durable, check, after damage is calculated but before your character's characteristics by one.
�� EXP

earshot. The target suffers strain equal to Pres- to a minimum of 01. soak is applied, suffer 3 strain to reduce the
ence x2, +1 per s. Heal equal amount of strain. damage of the hit by two plus ranks in Parry.
[action] [Incidental, oot]
gcrb #81
a GCRB #73
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Noble

Envoy Starting Gear


Envoys are hired by nations, powerful nobles, great merchant houses, guilds, or cults 2D100 + 100 Silver Shillings
to represent their employer's interests in the Old World's various national and pro-
vincial 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. Additional Career Skills
Charm, Coercion, Negotiation, Vigilance
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.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Herald None chase the Expert Knowledge (Heraldry)
talent.

Increase ranks in Charm and


Envoy Negotiation to 3. Your character may spend 10XP to pur-
Purchase the Counteroffer chase the Silver Tongued talent.
talent.

Increase ranks in Charm and


Diplomat Coercion to 4. Your character may spend 15XP to pur-
Purchase the Scathing Tirade chase the Ruinous Repartee talent.
(Improved) talent.

Social Class: Elite Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Grit Bought Info Proper Upbringing Cool Face
Each rank of Grit increases your character’s When making any knowledge skill check, When making a social skill check in polite When another character tries to discern your
strain threshold by one. spend an amount of currency equal to fifty company, suffer a number of strain up to character's Motivations, they add automatic
� EXP

times the difficulty of the check instead and the ranks in Proper Upbringing to add an hh to the check.
automatically succeed on the check with one s equal number of a to the check.
[action] [Incidental]
gcrb #73
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Scathing Tirade Counteroffer Grit Probing Question


May use this talent to make an Average (kk) Once per session, choose 1 non-nemesis adver- Each rank of Grit increases your character’s If your character knows an opponent’s Flaw or
Coercion check. For each s one enemy sary within medium range; make an opposed strain threshold by one. Fear motivation, when your character inflicts
�� EXP

within short range suffers 1 strain. For each Negotiation vs Discipline check. The target is strain on that opponent using a social skill,
a one enemy suffers 1 additional strain. staggered for one turn. t: the target is now ally. the opponent suffers 3 additional strain.
[action] [action]
gcrb #77
a gcrb #75
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Threaten Lucky Strike Diplomatic Immunity Proper Upbringing


After an adversary within short (+1 range When purchased, choose one characteristic. Spend one Story Point to avoid incrimina- When making a social skill check in polite
per rank) range deals damage to ally, suffer After a successful combat check, spend one tion. If your character is guilty, GM may company, suffer a number of strain up to
�� EXP

3 strain to inflict a number of strain on the Story Point to add damage equal to ranks in require them to suffer 1 corruption instead the ranks in Proper Upbringing to add an
adversary equal to the ranks in Coercion. that characteristic to one hit of the attack. of spending a Story Point. equal number of a to the check.
[Incidental, oot] [Incidental] [Incidental] [Incidental]
rot #89
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Scathing Tirade [Imp.] Threaten Grit Diplomatic Immunity [imp.]


Enemies affected by your character’s Scathing After an adversary within short (+1 range Each rank of Grit increases your character’s When your character uses Diplomatic Immu-
�� EXP

Tirade add j to all skill checks they make for per rank) range deals damage to ally, suffer strain threshold by one. nity, they may choose to expand its effect on
a number of rounds equal to your character’s 3 strain to inflict a number of strain on the all allies with social status of Middle Class or
ranks in Coercion. adversary equal to the ranks in Coercion. Elite accused of commiting the same crime.
[Incidental, oot]
gcrb #79
p rot #89
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Dedication Scathing Tirade [Sup.] Scapegoat Let's talk this over


Each rank of Dedication increases one of your Your character may choose to suffer 1 strain When using the Diplomatic Immunity talent, Once per game session, when a combat
character's characteristics by one. to use the Scathing Tirade talent as a ma- make a Daunting (kkkk) Charm check. If encounter is about to begin, make a Daunting
�� EXP

neuver, instead of as an action. successful, point any character from Outcast (kkkk) Charm check. If successful, the combat
or Commoner social group as guilty. encounter becomes a social encounter instead.
[Incidental] [action] [action]
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noble

Highwayman Starting Gear


Highwaymen are criminals who rob stagecoaches and caravans, but unlike common ban- 1D10 + 40 Silver Shillings, a Riding Horse, a Pistol
dits, 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. Additional Career Skills
Many highwaymen are actually bored nobles, who engage in this activity for thrills or Charm, Coordination, Firearms, Riding
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").
Since they usually work alone, they are almost universally excellent riders, swords-
men, and typically proficient with firearms.

Specialization Progression
Profession

Highwayman None None

Increase ranks in Firearms to 3.


Raubritter* You cannot be a Prince of Your character may spend 20XP to pur-
Thieves. chase the Crushing Charge talent.
Rob travelers to get rich.

Prince of Increase ranks in Charm to 3.


Your character may spend 25XP to pur-
Thieves* You cannot be a Raubritter.
chase the Ruinous Repartee talent.
Rob travelers to give to the poor.

Social Class: Outcast Species: Hu, Ha, HE, WE

Specialization Tree
Proper Upbringing Let's Ride Finesse Knack for it
When making a social skill check in polite Once per round in your character’s turn, get When making a Brawl or Melee (Light) Select one non-combat, non-magic skill.
company, suffer a number of strain up to on/off a vehicle or animal, or change position check, your character may use Agility instead Your character removes jj from checks
� EXP

the ranks in Proper Upbringing to add an in a vehicle as an incidental. A short-range fall of Brawn. they make using that skill. If purchased for
equal number of a to the check. from the mount causes no damage. the second time - choose two skills.
[Incidental] [Incidental] [Incidental]
GCRB #74
a gcrb #75
a Rot #84
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Grit Acrobatics Precise Aim Heroic Recovery


Each rank of Grit increases your character’s When moving, your character may suffer 2 When performing an Aim maneuver, suffer Choose one characteristic. Once per encoun-
strain threshold by one. strain to perform Athletics or Coordination 2 strain. During the next combat check, ter, spend one Story Point to use this talent
�� EXP

check as a maneuver instead of an action. decrease the target’s defense by the ranks in to have your character heal strain equal to the
the talent. rating of the chosen characteristic.
[Maneuver] [Incidental] [Incidental]
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Silver Tongued Born in the Saddle Dodge Cavalier


When resolving a social skill check, you may Once per encounter, your character may use When targeted by a combat check, suffer While riding a mount trained for battle, once
spend one Story Point to use this talent to this talent to add s equal to their ranks in a number of strain up to ranks in Dodge. per round your character may use this talent
�� EXP

replace uncanceled aa with s. Riding to a single check (using any skill) they Upgrade the difficulty of the combat check to direct the mount to perform an action.
make while mounted on beast or vehicle. a number of times equal to the strain suffered.
[Incidental] [Incidental] [Incidental, oot] [Maneuver]
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Audacious Proper Upbringing Dramatic Entrance Cavalier [Imp.]


When your character generates d on When making a social skill check in polite Once per session, 1SP: enter an encounter you While riding a mount, your character and
�� EXP

a social check, roll l and add the results to company, suffer a number of strain up to are not currently participating. Add a new slot the mount increase their defense by 1. Your
the check, in additional to the d being spent the ranks in Proper Upbringing to add an at the top of the Initiative order. Add j to the character can maintain control of an un-
as normal. equal number of a to the check. first check you make in the encounter. trained mount without a Riding check.
[Incidental] [Incidental] [Incidental, oot]
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Coordination Dodge Wild Improvisation Dramatic Escape Dedication


When targeted by a combat check, spend Once per session for each rank of the talent, Your character may use the Dramatic En- Each rank of Dedication increases one of
a Story Point to add number of f equal to you may use any skill and characteristic trance talent to immediately escape from the your character's characteristics by one.
�� EXP

ranks in Coordination to the results. instead of any other skill and characteristic. current encounter instead of entering it.
Upgrade the difficulty of the check once.
[Incidental, oot] [Incidental]
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noble

Knight Starting Gear


1D100 + 80 Silver Shillings, a Brigantine, a Riding Horse,
Knights are elite professional soldiers, generally, but not always of noble blood. They
a Shield, an Axe or a Mace
specialise in fighting in heavy armor while using large weapons, often from horse-
back, and comprise a general’s most elite shock troops known for their devastating
cavalry charges able to break entire armies with their fury. Additional Career Skills
Leadership, Melee (Heavy), Melee (Light), Riding
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.

Specialization Progression
Profession

Squire None None

Increase ranks in Leadership Your character may spend 5XP to


Knight to 3. purchase one rank of the Intimidating
Have a War Horse. talent.

Increase ranks in Leadership Your character can use the Inspiring


Knight to 4. Cry talent twice per encounter instead
Commander Have a War Horse. of once.
Purchase the Inspiring Cry Your character may spend 10XP to pur-
talent. chase the Officer specialization.

Social Class: Elite Species: Hu, HE, WE

Specialization Tree
Proper Upbringing Let's Ride Challenge! Toughened
When making a social skill check in polite Once per round in your character’s turn, get Once per enc, choose a number of adversaries Each rank of Toughened increases your
company, suffer a number of strain up to the on/off a vehicle or animal, or change position within short range up to ranks in the talent. character’s wound threshold by two.
� EXP

ranks in Proper Upbringing to add an equal in a vehicle as an incidental. A short-range fall Until the end of the enc, they add j to combat
number of a to the check. from the mount causes no damage. checks against your char and jj against others.
[Incidental] [Incidental] [Maneuver]
GCRB #74
a GCRB #74
a ROT #84
a GCRB #75
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Inspiring Rhetoric Breakthrough Defensive Stance Parry


Make an Average (kk) Leadership check. With Melee (Heavy) weapon, suffer strain Suffer a number of strain up to the talent ranks. When suffering a hit from a melee combat
For each s, one ally within short range no greater than ranks in the talent. Decrease Until the end of your char’s next turn, upgrade check, after damage is calculated but before
�� EXP

heals one strain. For each a, one ally heals def of engaged enemy by the strain suffered the diff of melee checks targeting your char soak is applied, suffer 3 strain to reduce the
one additional strain. until the end of your character's next turn. a number of times equal to the strain suffered. damage of the hit by two plus ranks in Parry.
[action] [Maneuver] [Maneuver] [Incidental, oot]
GCRB #76
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Inspiring Cry Cavalier Toughened Bulwark


Once per encounter, allow a number of allies While riding a mount trained for battle, once Each rank of Toughened increases your While wielding a weapon with the Defensive
(up to your character's ranks in Leadership) per round your character may use this talent character’s wound threshold by two. quality, your character may use Parry to
�� EXP

within medium range to reroll all j until the to direct the mount to perform an action. reduce the damage of an attack targeting an
end of the following round. engaged ally.
[Incidental] [Maneuver] [Incidental, oot]
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Challenge! Intimidating Fast Healer Armor Master


Once per enc, choose a number of adversaries During the first round of a combat encoun- When your character heals wounds via natu- When your character wears armor with
�� EXP

within short range up to ranks in the talent. ter, your character increases their melee ral rest, they heal two additional wounds. Encumbrance value of 4 or higher, they
Until the end of the enc, they add j to combat defense a number of times equal to their reduce its Encumbrance by 1 and increase
checks against your char and jj against others. ranks in Intimidating talent. Defense by 1.
[Maneuver]
ROT #84
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Crushing Charge Inspiring Rhetoric [Imp.] Dedication Enduring


While mounted, after engaging the target, suffer Allies affected by your character’s Inspiring Each rank of Dedication increases one of your Each rank of Enduring increases your charac-
3 strain. Make Melee combat check. The weapon Rhetoric add j to all skill checks they make character's characteristics by one. ter’s soak value by one.
�� EXP

gains the Knockdown and Sunder qualities and in- for a number of rounds equal to your charac-
creases Pierce and Vicious by the ranks in Riding. ter’s ranks in Leadership.
[action]
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Rogue

Assassin Starting Gear


Killing for money is nothing new in the Old World - soldiers and warriors do this 1D10+10 Silver Shillings, a Dagger, a Hand Crossbow
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. Additional Career Skills
Medicine, Ranged, Skulduggery, Streetwise
The best of assassins are highly trained killers, able to dispatch their targets in a mat-
ter of seconds, leaving behind no evidence of their presence. Many also master the
poisoner's art to improve their deadliness even further.

Specialization Progression
Profession

Cutthroat None None

Purchase the Backstab and the Your character may spend 20XP to pur-
Assassin* Combat Training talents. chase the Backstab (Improved) talent.
Increase ranks in Skulduggery Your character may spend 20XP to
and Melee (Light) to 3. purchase the Recon talent.

Increase ranks in Skulduggery


Alchemy is now a career skill for your
and Medicine to 3.
Poisoner* Purchase the Elusive talent.
character.
Your character may spend 15XP to pur-
Kill an adversary by administer-
chase the Venom Soaked Blade talent.
ing a poison.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Combat Training Hamstring Shot Rapid Reaction Precision
Athletics or Resilience and Melee (Light) or Once per encounter, make a ranged combat Suffer a number of strain to add an equal When making a Brawl or Ranged check, your
Melee (Heavy) are now career skills for your check. If the check is successful, halve the number of s to a check to determine Initia- character may use Cunning instead of Brawn
� EXP

character. damage dealt. The target is immobilized tive order. The number may not exceed ranks and Agility.
until the end of its next turn. in Rapid Reaction.
[action] [Incidental, oot] [Incidental]
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Dual Wielder Grit Quick Strike Surgical Strike


Use this talent to decrease the difficulty Each rank of Grit increases your character’s Your character adds j for each rank of Quick Before your character makes a Brawl or Melee
of the next combined combat check made strain threshold by one. Strike to any combat checks they make (Light) check, you may spend a Story Point to
�� EXP

during the same turn by one. against any targets that have not yet taken use this talent to add Vicious quality equal to
their turn in the current encounter. your character's ranks in Medicine.
[Maneuver] [Incidental]
gcrb #76
a gcrb #73
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Backstab Headshot Unremarkable Acrobatics


May attack an unaware adversary with Your character adds damage equal to one Other characters add f to any checks made When moving, your character may suffer 2
a Melee (Light) weapon using the character’s plus their ranks in Headshot to combat to find or identify your character in a crowd. strain to perform Athletics or Coordination
�� EXP

Skulduggery skill instead of Melee (Light). If checks aiming at the head of the target. check as a maneuver instead of an action.
the check succeeds, each s adds +2 damage.
[action] [Maneuver]
rot #89
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Rapid Reaction Precise Aim Elusive Headshot


Suffer a number of strain to add an equal When performing an Aim maneuver, suffer When another character makes a check to Your character adds damage equal to one
�� EXP

number of s to a check to determine Initia- 2 strain. During the next combat check, follow your character's trail, add f equal plus their ranks in Headshot to combat
tive order. The number may not exceed ranks decrease the target’s defense by the ranks in to your character's ranks in Streetwise or checks aiming at the head of the target.
in Rapid Reaction. the talent. Survival to the check results.
[Incidental, oot] [Incidental] [Incidental, oot]
gcrb #74
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Unrelenting Quick Strike Dedication Unleash


After a successful melee check, suffer 4 strain to Your character adds j for each rank of Quick Each rank of Dedication increases one of Once per round, your character may suffer 1
make a melee attack against the same target. In- Strike to any combat checks they make your character's characteristics by one. corruption to perform a maneuver to imme-
�� EXP

crease the diff by one if this attack uses a second against any targets that have not yet taken diately defeat one rival or one minion group
weapon, or by two if uses the same weapon. their turn in the current encounter. in short range.
[Incidental] [Maneuver]
rot # 91
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a
rogue

Charlatan Starting Gear


Charlatans are extremely cunning individuals that prey on human naivety. Thanks to their 2d10 Silver Shillings, a Fine Cloak
sharp mind and glib tongue, they can convince unsuspecting victims of almost anything.
Inferior swindlers usually engage in small-scale fraud. Disguised as doctors or wiz- Additional Career Skills
ards, 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 Alchemy, Charm, Cool, Deception
of knowledge, but most rely only on a talent for improvising.
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

Increase ranks in Charm and


Your character may spend 15XP to
Charlatan Deception to 3.
purchase the Can’t We Talk About This?
Purchase one rank in the Expert
talent.
Knowledge talent.

Increase ranks in Charm and


Con-Artist Deception to 4. Your character may spend 25XP to pur-
Increase tanks in Cool to 3 chase the Master talent.
Purchase the Audacious talent.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Clever Retort Grit Perfect Liar Well Organized
Once per encounter, your character may use Each rank of Grit increases your character’s After your character makes a Deception Each rank of Well Organized increases your
this talent to add automatic hh to another strain threshold by one. check, they may suffer 1 strain to use this character’s encumbrance threshold by two.
� EXP

character’s social skill check. talent to cancel h equal to your character’s


ranks in Perfect Liar.
[Incidental, oot] [Incidental]
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Keen Observer Knack for It Proper Upbringing Black Market Contacts


Your character adds jj to checks to discern Select one non-combat, non-magic skill. When making a social skill check in polite Once per session, when purchasing an illegal
another character's motivations. Your character removes jj from checks company, suffer a number of strain up to item, your character may use this talent to
�� EXP

they make using that skill. If purchased for the ranks in Proper Upbringing to add an reduce its rarity by one per rank of Black
the second time - choose two skills. equal number of a to the check. Market Contacts.
[Incidental] [Incidental]
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Sneaky Bastard Expert Knowledge Silver Tongued Lucky Strike


Once per encounter, when your character Select an area of expertise. Your character When resolving a social skill check, you may When purchased, choose one characteristic.
makes a Negotiation check, they may use this reduces the difficulty of Knowledge checks spend one Story Point to use this talent to After a successful combat check, spend one
�� EXP

talent to add a number of a equal to their related to the selected area by one. replace uncanceled aa with s. Story Point to add damage equal to ranks in
ranks in Deception to the result. that characteristic to one hit of the attack.
[Incidental] [Incidental] [Incidental]
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Black Market Contacts Quick Witted Audacious Perfect Liar


Once per session, when purchasing an illegal Once per enc, after another social skill check, When your character generates d on After your character makes a Deception
�� EXP

item, your character may use this talent to make an Average (kk) Vigilance check. If suc- a social check, roll l and add the results to check, they may suffer 1 strain to use this
reduce its rarity by one per rank of Black cessful, add s or f equal to ranks in Charm the check, in additional to the d being spent talent to cancel h equal to your character’s
Market Contacts. to the other check. If failed, suffer 3 strain. as normal. ranks in Perfect Liar.
[Incidental] [Incidental, oot] [Incidental] [Incidental]
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a

Proper Upbringing Dedication Natural Grit


When making a social skill check in polite Each rank of Dedication increases one of When your character purchases this talent, Each rank of Grit increases your character’s
company, suffer a number of strain up to your character's characteristics by one. choose two skills. Once per session, your strain threshold by one.
�� EXP

the ranks in Proper Upbringing to add an character may use this talent to re-roll one
equal number of a to the check. skill check that uses one of those two skills.
[Incidental] [Incidental]
GCRB #74
a GCRB #81
P GCRB #79
a gcrb #73
P
Rogue

Fence Starting Gear


Fences are experts in liquidating stolen goods. For a percentage of the profit, they 2D10+10 Silver Shillings, a Cloak With Hidden Pockets
take a thief’s bounty and move it to another town, city, or even country where it can
be more safely disposed of.
Additional Career Skills
Fences are experts at evaluating the worth of any given item and therefore exactly
Charm, Deception, Negotiation, Streetwise
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.

Specialization Progression
Profession

Fence None None

Increase ranks in Streetwise


Your character may change their social
and Negotiation to 3.
Black Purchase two ranks of the Black
class to Middle Class.
Your character may spend 20XP to pur-
Marketeer* Market Contacts talent.
chase the Tough Negotiator talent.
Sell a single stolen item worth of
minimum 500 shillings.

Increase ranks in Streetwise


and Charm to 4. Leadership is now a career skill for your
Crime Lord* Purchase two ranks of the Street character.
Slang talent. Your character may spend 10XP to pur-
Found a new gang with at least chase The Boss talent.
20 people.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

Specialization Tree
Black Market Contacts Bought Info Street Slang Thoughened
Once per session, when purchasing an illegal When making any knowledge skill check, can When making a social skill check in dubious Each rank of Toughened increases your
item, your character may use this talent to instead spend an amount of currency equal to company, suffer a number of strain no character’s wound threshold by two.
� EXP

reduce its rarity by one per rank of Black fifty times the difficulty of the check and auto- greater than ranks in the talent. Add a equal
Market Contacts. matically succeed on the check with one s to the strain suffered.
[Incidental] [action] [Incidental]
tow
a GCRB #72
a tow
a GCRB #75
P

Unremarkable Deep Pockets Knack for it Lucky Strike


Other characters add f to any checks made Once per session, produce small (encum- Select one non-combat, non-magic skill. When purchased, choose one characteristic.
to find or identify your character in a crowd. brance 0 or 1) item worth no more than 5 Your character removes jj from checks After a successful combat check, spend one
�� EXP

shillings. they make using that skill. If purchased for Story Point to add damage equal to ranks in
the second time - choose two skills. that characteristic to one hit of the attack.
[Incidental] [Incidental]
gcrb #75
p tow
a gcrb #73
p GCRB #76
a

Snuggery Black Market Contacts Silver Tongued Backstab


Your character gains a hidden compartment or Once per session, when purchasing an illegal When resolving a social skill check, you may May attack an unaware adversary with
storage with capacity equal to your character’s item, your character may use this talent to spend one Story Point to use this talent to a Melee (Light) weapon using the character’s
�� EXP

ranks in Streetwise (compartment) or five reduce its rarity by one per rank of Black replace uncanceled aa with s. Skulduggery skill instead of Melee (Light). If
times ranks in Streetwise (storage). Market Contacts. the check succeeds, each s adds +2 damage.
[Incidental] [Incidental] [action]
tow
p tow
a tow
a rot #89
a

Sneaky Bastard Grit Natural Defensive


Once per encounter, when your character Each rank of Grit increases your character’s When your character purchases this talent, Each rank of Defensive increases your char-
�� EXP

makes a Negotiation check, they may use this strain threshold by one. choose two skills. Once per session, your acter’s melee defense and ranged defense
talent to add a number of a equal to their character may use this talent to reroll one skill by one.
ranks in Deception to the result. check that uses one of those two skills.
[Incidental] [Incidental]
tow
a GCRB #73
P gcrb #79
a GCRB #80
P

Street Slang Dedication Let’s Talk This Over Grit


When making a social skill check in dubious Each rank of Dedication increases one of your Once per session, when a combat encounter Each rank of Grit increases your character’s
company, suffer a number of strain no character's characteristics by one. is about to begin, make a Daunting (kkkk) strain threshold by one.
�� EXP

greater than ranks in the talent. Add a equal Charm check. If successful, the combat en-
to the strain suffered. counter becomes a social encounter instead.
[Incidental] [Incidental, oot]
tow
a GCRB #81
P rot #91
a GCRB #73
P
Rogue

Racketeer Starting Gear


1D10+10 Silver Shillings, Brass Knuckles,
Racketeers make up the general ranks of most criminal organizations. They are ex-
a Leather Jacket (Leather Armor)
perts 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. Additional Career Skills
Brawl, Coercion, Cool, Resilience
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.

Specialization Progression
Profession

Once per session, your character can ask


Thug Join a gang.
members of their gang for one small favor.

Increase ranks in Brawl, Cool Your character may spend 20XP to pur-
Enforcer* and Resillience to 3. chase the Strike to Stun talent.
Purchase the Sucker Punch Your character may spend 15XP to pur-
talent. chase the Urban Combatant talent.

Increase ranks in Streetwise


and Coercion to 4. Leadership is now a career skill for your
Crime Lord* Purchase two ranks of the Street character.
Slang talent. Your character may spend 10XP to pur-
Found a new gang with at least chase The Boss talent.
20 people.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Street Slang Tavern Brawler Toughened Scathing Tirade
When making a social skill check in dubious Your character adds a to Brawl checks and Each rank of Toughened increases your May use this talent to make an Average (kk)
company, suffer a number of strain no combat checks using improvised weapons. character’s wound threshold by two. Coercion check. For each s one enemy
� EXP

greater than ranks in the talent. Add a equal within short range suffers 1 strain. For each
to the strain suffered. a one enemy suffers 1 additional strain.
[Incidental] [action]
tow
A rot #87
P gcrb #75
P gcrb #77
A

Sucker Punch Toughened Threaten Intimidating


Spend t from Initiative check to make Each rank of Toughened increases your After an adversary within short (+1 range During the first round of a combat encoun-
a Brawl check before the first round of character’s wound threshold by two. per rank) range deals damage to ally, suffer ter, your character increases their melee
�� EXP

combat. If successful, activate the Disorient 3 strain to inflict a number of strain on the defense a number of times equal to their
quality without spending a. adversary equal to the ranks in Coercion. ranks in Intimidating talent.
[Incidental, oot] [Incidental, oot]
tow
A GCRB #75
P rot #89
A tow
P

Painful Blow Dodge Altered Deal Scathing Tirade [Imp.]


Increase the difficulty of a combat check by When targeted by a combat check, suffer Once per session, when allied character within Enemies affected by your character’s Scathing
one. If the target suffers at least one wound, a number of strain up to ranks in Dodge. short range of your character fails a Negotiation Tirade add j to all skill checks they make for
�� EXP

they suffer 2 strain each time they perform Upgrade the difficulty of the combat check check, your character may retry the check using a number of rounds equal to your character’s
a maneuver until the end of the encounter. a number of times equal to the strain suffered. Coercion instead of Negotiation. ranks in Coercion.
[Incidental] [Incidental, oot] [Incidental, oot]
rot #84
A gcrb #78
A tow
A gcrb #79
P

Prey on the Weak Enduring Threaten Street Slang


Your character adds two damage to the Each rank of Enduring increases your char- After an adversary within short (+1 range When making a social skill check in dubious
�� EXP

results of successful melee combat checks acter’s soak value by one. per rank) range deals damage to ally, suffer company, suffer a number of strain no
targeting disoriented or prone targets. 3 strain to inflict a number of strain on the greater than ranks in the talent. Add a equal
adversary equal to the ranks in Coercion. to the strain suffered.
[Incidental, oot] [Incidental]
tow
P gcrb #80
P rot #89
A tow
A

Toughened Dedication Ruinous Repartee Scathing Tirade [Sup.]


Each rank of Toughened increases your Each rank of Dedication increases one of Once per enc, make an opposed Charm/Coercion Your character may choose to suffer 1 strain
character’s wound threshold by two. your character's characteristics by one. vs Discipline check targeting character within to use the Scathing Tirade talent as a maneu-
�� EXP

earshot. The target suffers strain equal to Pres- ver, instead of as an action.
ence x2, +1 per s. Heal equal amount of strain.
[action] [Incidental]
gcrb #75
P gcrb #81
P gcrb #81
A gcrb #81
A
Rogue

Spy Starting Gear


Spies are experts at gathering information. Most of them are actually just paid 4d10+10 Silver Shillings, a Sword, a Fine Cloak
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 Additional Career Skills
gangs or even Chaos cults, and spy on them for months or even years. This is an Deception, Perception, Stealth, Streetwise
extremely demanding and dangerous job, as spies who are caught are waiting for
an unenviable fate.

Specialization Progression
Profession

Informant None None

Increase ranks in Deception


Spy Your character may spend 15XP to pur-
and Stealth to 3.
chase the Natural talent.

Increase ranks in Deception,


Your character may spend 25XP to
Streetwise and Stealth to 4.
Master Spy Purchase two ranks in the Proper
increase Cunning, Willpower or Pres-
ence by one. This cannot increase the
Upbringing and two ranks in the
characteristic above 5.
Street Slang talents

Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Cool Face Proper Upbringing Street Slang Unremarkable
When another character tries to discern your When making a social skill check in polite When making a social skill check in dubious Other characters add f to any checks made
character's Motivations, they add automatic company, suffer a number of strain up to company, suffer a number of strain no to find or identify your character in a crowd.
� EXP

hh to the check. the ranks in Proper Upbringing to add an greater than ranks in the talent. Add a equal
equal number of a to the check. to the strain suffered.
[Incidental] [Incidental]
tow
p GCRB #74
a tow
a gcrb #75
P

Silver Tongued Bought Info Knack for it Elusive


When resolving a social skill check, you may When making any knowledge skill check, can Select one non-combat, non-magic skill. When another character makes a check to fol-
spend one Story Point to use this talent to instead spend an amount of currency equal to Your character removes jj from checks low your character's trail, add f equal to your
�� EXP

replace uncanceled aa with s. fifty times the difficulty of the check and auto- they make using that skill. If purchased for character's ranks in Streetwise or Survival to
matically succeed on the check with one s the second time - choose two skills. the check results.
[Incidental] [action] [Incidental, oot]
tow
a gcrb #72
a GCRB #73
p tow
a

Recon Grit Backstab Probing Question


After spending time in an area, make a Hard (kkk) Each rank of Grit increases your character’s May attack an unaware adversary with If your character knows an opponent’s Flaw or
Survival/Streetwise check. Until the end of the strain threshold by one. a Melee (Light) weapon using the character’s Fear motivation, when your character inflicts
�� EXP

session, your character or one ally may add s equal Skulduggery skill instead of Melee (Light). If strain on that opponent using a social skill,
to the ranks in the skill to one check made in the area. the check succeeds, each s adds +2 damage. the opponent suffers 3 additional strain.
[action] [action]
tow
a gcrb #73
p rot #89
a tow
p

Infiltration Connected Street Slang Master of Shadows


Afer use of the Recon talent - 1 Story Point: Once per session, ask one NPC of the Com- When making a social skill check in dubious After successful Stealth check, for each s
�� EXP

your character is considered "native" to the moner or Middle Class social status for a big company, suffer a number of strain no except the first, your character can hide one
area. Until the end of the session, your char- favor. You may use a Negotiation check to greater than ranks in the talent. Add a equal additional engaged character. The number of
acter or one ally may add tf to one check. determine the outcome of the favor. to the strain suffered. characters cannot exceed ranks in Stealth.
[Incidental] [Incidental] [Incidental] [Incidental]
tow
a tow
a tow
a tow
a

Dedication Proper Upbringing Grit Master


Each rank of Dedication increases one of When making a social skill check in polite Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
your character's characteristics by one. company, suffer a number of strain up to strain threshold by one. strain to reduce the difficulty of the next
�� EXP

the ranks in Proper Upbringing to add an check you make using that skill by two, to
equal number of a to the check. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
p gcrb #73
a gcrb #73
P gcrb #81
a
Rogue

Thief Starting Gear


Thieves include blackmailers, burglars, embezzlers, kidnappers, pickpockets, cattle 1D10 Silver Shillings, a Rope, a Lock Pick Set
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.
Additional Career Skills
In most of the Old World’s cities, thieves are associated with thieves guilds or gangs,
Athletics, Coordination, Skulduggery, Stealth
which control and organize criminal activities and help pulling off heists which
would have been impossible to do alone.

Specialization Progression
Profession

Thief Steal something. None

Your character may spend 15XP to pur-


Purchase the Dirty Tricks and
Footpad* chase the Strike to Stun talent.
the Backstab talents.
Your character may spend 10XP to pur-
Increase ranks in Athletics to 3.
chase the Assassin specialization.

Do NOT purchase the Dirty Your character may spend 10XP to pur-
Tricks and the Backstab talents. chase the Recon talent.
Cat Increase ranks in Coordination The t generated on your character's Skul-
Burglar* Skulduggery and Stealth skills duggery checks may be spend to order
to 4. that whatever your character tried to do
Steal a single item worth at least (or did), is discovered after days or even
500 shillings. months later.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

Specialization Tree
Street Slang Grit Rapid Reaction Finesse
When making a social skill check in dubious Each rank of Grit increases your character’s Suffer a number of strain to add an equal When making a Brawl or Melee (Light)
company, suffer a number of strain no strain threshold by one. number of s to a check to determine Initia- check, your character may use Agility instead
� EXP

greater than ranks in the talent. Add a equal tive order. The number may not exceed ranks of Brawn.
to the strain suffered. in Rapid Reaction.
[Incidental] [Incidental, oot] [Incidental]
tow
A GCRB #73
P GCRB #74
A rot #84
A

Deep Pockets Acrobatics Knack For It Dirty Tricks


Once per session, produce small (encum- When moving, your character may suffer 2 Select one non-combat, non-magic skill. After your character inflicts a Critical Injury
brace 0 or 1) item worth no more than 5 strain to perform Athletics or Coordination Your character removes jj from checks on an adversary, they may use this talent
�� EXP

shillings. check as a maneuver instead of an action. they make using that skill. If purchased for to upgrade the difficulty of that adversary’s
the second time - choose two skills. next check.
[Incidental] [Maneuver] [Incidental]
tow
A tow
A GCRB #73
p rot #88
A

Street Slang Natural Dodge Backstab


When making a social skill check in dubious When your character purchases this talent, When targeted by a combat check, suffer May attack an unaware adversary with
company, suffer a number of strain no choose two skills. Once per session, your a number of strain up to ranks in Dodge. a Melee (Light) weapon using the character’s
�� EXP

greater than ranks in the talent. Add a equal character may use this talent to reroll one Upgrade the difficulty of the combat check Skulduggery skill instead of Melee (Light). If
to the strain suffered. skill check that uses one of those two skills. a number of times equal to the strain suffered. the check succeeds, each s adds +2 damage.
[Incidental] [Incidental] [Incidental, oot] [action]
tow
A GCRB #72
A gcrb #79
A rot #89
A

Elusive Master of Shadows Defensive Toughened


When another character makes a check to fol- After successful Stealth check, for each s Each rank of Defensive increases your char- Each rank of Toughened increases your
�� EXP

low your character's trail, add f equal to your except the first, your character can hide one acter’s melee defense and ranged defense character’s wound threshold by two.
character's ranks in Streetwise or Survival to additional engaged character. The number of by one.
the check results. characters cannot exceed ranks in Stealth.
[Incidental, oot] [Incidental]
tow
A tow
A GCRB #80
P GCRB #75
P

Grit Master Coordination Dodge Dedication


Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2 When targeted by a combat check, spend Each rank of Dedication increases one of
strain threshold by one. strain to reduce the difficulty of the next a Story Point to add number of f equal to your character's characteristics by one.
�� EXP

check you make using that skill by two, to ranks in Coordination to the results.
a minimum of Easy (k).
[Incidental] [Incidental, oot]
GCRB #73
P GCRB #81
A tow
A GCRB #81
P
Scholar

Academician Starting Gear


Academicians are universally educated scholars, usually associated with acade- 3D10 + 10 Silver Shillings, a Fine Cloak
mies 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. Additional Career Skills
Alchemy, Engineering, Knowledge (Academic), Survival
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.

Specialization Progression
Profession

Student None None

Choose any two skills excluding magic


Purchase at least one rank in skills. Those are now career skills for
Bachelor the Expert Knowledge talent. your character.
Increase ranks in Knowledge Once per session, your character can ask
(Academic) to 3. members of their academy for one small
favor.

Purchase three ranks in the Your character may spend 25XP to


Expert Knowledge talent. increase one of the following charac-
Professor Purchase the Master talent. teristics by one: Intelligence, Cunning,
Increase ranks in Knowledge Willpower. This cannot increase a char-
(Academic) to 5. acteristic above 5.

Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Knack For It Expert Knowledge Clever Retort Animal Expertise
Select one non-combat, non-magic skill. Select an area of expertise. Your character Once per encounter, your character may use Add j per rank of the talent to all checks
Your character removes jj from checks reduces the difficulty of Knowledge checks this talent to add automatic hh to another when interacting with animals. When dealing
� EXP

they make using that skill. If purchased for related to the selected area by one. character’s social skill check. Critical Injury to an animal increase the result
the second time - choose two skills. by 10 per rank of the talent.
[Incidental, oot]
gcrb #73
P tow
P gcrb #73
a tow
P

Applied Research Technical Jargon Grit Expert Knowledge


Before making a check use this talent to use When making a Charm check targeting an en- Each rank of Grit increases your character’s Select an area of expertise. Your character
any Knowledge skill and Intellect instead. gineer, craftsman, or similar individual, your strain threshold by one. reduces the difficulty of Knowledge checks
�� EXP

This may be used a number of times per character may count ranks of Charm as equal related to the selected area by one.
session equal to the ranks in the talent. to ranks in Crafts or Engineering.
[Incidental] [Incidental]
tow
A tow
a gcrb #73
p tow
P

Inventor Applied Research Silver Tongued Herbalism


Add a number of j equal to ranks of Inventor Before making a check use this talent to use Once per session, when resolving a social In rural area, make an Average (kk) Sur-
to a check to construct new items. any Knowledge skill and Intellect instead. skill check, you may spend one Story Point vival check to heal one wound per s, or one
�� EXP

This may be used a number of times per to use this talent to replace uncanceled aa wound per ss if target's wounds exceed
session equal to the ranks in the talent. with s. their wound threshold.
[Incidental] [Incidental] [Incidental] [action]
GCRB #76
a tow
a tow
a tow
a

Mad Inventor Natural Expert Knowledge Grit


Once per session, make an Engineering When your character purchases this talent, Select an area of expertise. Your character Each rank of Grit increases your character’s
�� EXP

check to create the functional equivalent choose two skills. Once per session, your reduces the difficulty of Knowledge checks strain threshold by one.
of any item using salvage. The difficulty is character may use this talent to reroll one skill related to the selected area by one.
based on the item’s rarity. check that uses one of those two skills.
[action] [Incidental]
tow
a gcrb #79
a tow
P gcrb #73
P

Dedication Probing Question Applied Research Master


Each rank of Dedication increases one of If your character knows an opponent’s Flaw or Before making a check use this talent to use Choose one skill. Once per round, suffer 2
your character's characteristics by one. Fear motivation, when your character inflicts any Knowledge skill and Intellect instead. strain to reduce the difficulty of the next
�� EXP

strain on that opponent using a social skill, This may be used a number of times per check you make using that skill by two, to
the opponent suffers 3 additional strain. session equal to the ranks in the talent. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
P tow
P tow
a gcrb #81
a
Scholar

Agitator Starting Gear


Old World politics is extremely complex and varies greatly from country to country, 3d10 Silver Shillings
but no matter what part of the continent we're talking about, simple people don't
have much to say about governance.
Additional Career Skills
Nevertheless, there are numerous political activists in the streets calling for changes
or even overthrow of the aristocracy. 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 ene-
mies and a great threat to the state, so they are persecuted and wanted by the city watch.

Specialization Progression
Profession

If this is your character's first specializa-


Increase ranks in Knowledge
Agitator (Academic) to 1.
tion, you may choose between Outcast and
Middle social class.

Perception is now a career skill for your


Increase ranks in Streetwise
Pamphleteer* character.
and Knowledge (Academic) to 3.
Your character may spend 15XP to pur-
Purchase the Bad Press talent.
chase the Connected talent.

Increase ranks in Charm and Your character may spend 10 XP to pur-


Demagogue* Coercion to 3. chase the Work the Crowd talent.
Purchase the Inspiring Rhetoric Your character may spend 25XP to pur-
(Improved) talent. chase the Ruinous Repartee talent.

Social Class: Outcast Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
A Brave Face Expert Knowledge Second Wind Clever Retort
Allied characters within medium range of Select an area of expertise. Your character Once per encounter, your character may use Once per encounter, your character may use
your character add j to the checks to recover reduces the difficulty of Knowledge checks this talent to heal an amount of strain equal this talent to add automatic hh to another
� EXP

strain at the end of an encounter (see page related to the selected area by one. to their ranks in Second Wind. character’s social skill check.
117 of the Genesys Core Rulebook).
[Incidental] [Incidental, oot]
tow
p tow
P gcrb #74
a gcrb #73
P

Stubborn Applied Research Inspiring Rhetoric Probing Question


Your character adds j per rank of Stubborn Before making a check use this talent to use Make an Average (kk) Leadership check. If your character knows an opponent’s Flaw or
to social skill checks targeting them. any Knowledge skill and Intellect instead. For each s, one ally within short range Fear motivation, when your character inflicts
�� EXP

This may be used a number of times per heals one strain. For each a, one ally heals strain on that opponent using a social skill,
session equal to the ranks in the talent. one additional strain. the opponent suffers 3 additional strain.
[Incidental] [action]
tow
p tow
a GCRB #76
A tow
P

Bad Press Second Wind Natural Silver Tongued


Once per session, make a Hard (kkk) Academic Once per encounter, your character may use When your character purchases this talent, Once per session, when resolving a social
check against distinguishable group of char- this talent to heal an amount of strain equal choose two skills. Once per session, your skill check, you may spend one Story Point
�� EXP

acters. During next social enc. decrease strain to their ranks in Second Wind. character may use this talent to re-roll one to use this talent to replace uncancelled aa
treshold of all its members by Presence rating. skill check that uses one of those two skills. with s.
[Action] [Incidental] [Incidental] [Incidental]
tow
a gcrb #74
a GCRB #79
a tow
a

Elusive Stubborn Quick Witted Inspiring Rhetoric [Imp.]


When another character makes a check to fol- Your character adds j per rank of Stubborn Once per enc, after another social skill check, Allies affected by your character’s Inspiring
�� EXP

low your character's trail, add f equal to your to social skill checks targeting them. make an Average (kk) Vigilance check. If suc- Rhetoric add j to all skill checks they make
character's ranks in Streetwise or Survival to cessful, add s or f equal to ranks in Charm for a number of rounds equal to your charac-
the check results. to the other check. If failed, suffer 3 strain. ter’s ranks in Leadership.
[Incidental, oot] [Incidental, oot]
tow
a tow
p tow
a GCRB #78
p

Always Prepared Dedication Inspiring Rhetoric [sup.] Second Wind


Once per encounter, you may spend a Story Each rank of Dedication increases one of Your character may choose to suffer 1 strain Once per encounter, your character may use
Point to use this talent. Unil the end of the your character's characteristics by one. to use the Inspiring Rhetoric talent as this talent to heal an amount of strain equal
�� EXP

current round, all allied characters improve a maneuver, instead of as an action. to their ranks in Second Wind.
the ability of their checks once.
[Incidental] [Incidental] [Incidental]
tow
a GCRB #76
P GCRB #80
A gcrb #74
a
Scholar

Physician Starting Gear


Physicians are practitioners of the healing arts who study the mysteries of 6D10+40 Silver Shillings, an Apothecary's Kit,
illness and anatomy. The science of medicine is relatively new and still distrust-
ed by the majority of Old World citizens. However, skilled physicians are often
well-respected members of their communities. They are capable of dealing with Additional Career Skills
most minor ailments and a  number of more straightforward injuries, such as Alchemy, Knowledge (Academic), Medicine, Perception
major cuts or crush wounds.
Physicians are often eager to seek out new medicines or learn about more effec-
tive treatments and are always welcomed by the groups of adventurers.

Specialization Progression
Profession

Your character can carry drugs and chem-


Physician Attend medical studies. icals in public as if they have the Special
Use Permit talent.

Increase ranks in Alchemy to 3.


Increase ranks in Knowledge
Apothecary* Your character may spend 5XP to pur-
(Academic) to 2.
chase the Potent Concotions talent.
Purchase at least one rank in the
Apothecary talent.

Increase ranks in Medicine to 4.


Increase ranks in Perception
Doktor* to 2.
Your character may spend 15XP to pur-
chase the Field Amputation talent.
Purchase two ranks in the
Surgeon talent.

Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Clever Retort Expert Knowledge Grit Surgeon
Once per encounter, your character may use Select an area of expertise. Your character Each rank of Grit increases your character’s When your character makes a Medicine
this talent to add automatic hh to another reduces the difficulty of Knowledge checks strain threshold by one. check to heal wounds, the target heals one
� EXP

character’s social skill check. related to the selected area by one. additional wound per rank of Surgeon.

[Incidental, oot]
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Physician Knack for it Patch Up Surgical Strike


When your character makes a Medicine check Select one non-combat, non-magic skill. After failed check to heal wounds, heal Before your character makes a Brawl or Melee
to help another character heal wounds, the Your character removes jj from checks wounds equal to Int. Once during the session, (Light) check, you may spend a Story Point to
�� EXP

target additionally heals 1 strain per rank of they make using that skill. If purchased for spend d on healed character's check to have use this talent to add Vicious quality equal to
Physician. the second time - choose two skills. them suffer wounds equal to those healed. your character's ranks in Medicine.
[Incidental] [Incidental]
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Probing Question Healer Apothecary Physician


If your character knows an opponent’s Flaw or When your character uses a healing potion When a patient under your character’s When your character makes a Medicine check
Fear motivation, when your character inflicts or a herbal medicine, the target heals two care heals wounds from natural rest, they to help another character heal wounds, the
�� EXP

strain on that opponent using a social skill, additional wounds. heal additional wounds equal to twice your target additionally heals 1 strain per rank of
the opponent suffers 3 additional strain. character’s ranks in Apothecary. Physician.

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Applied Research Natural It's Only a Flesh Wound Surgeon


Before making a check use this talent to use When your character purchases this talent, When an allied character within short range When your character makes a Medicine
�� EXP

any Knowledge skill and Intellect instead. choose two skills. Once per session, your suffers a Critical Injury, make a Hard (kkk) check to heal wounds, the target heals one
This may be used a number of times per character may use this talent to reroll one skill Medicine check. If successful, select the injury additional wound per rank of Surgeon.
session equal to the ranks in the talent. check that uses one of those two skills. with severity 1 lower.
[Incidental] [Incidental] [Incidental, oot]
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Master Grit Dedication Apothecary


Choose one skill. Once per round, suffer 2 Each rank of Grit increases your character’s Each rank of Dedication increases one of When a patient under your character’s
strain to reduce the difficulty of the next strain threshold by one. your character's characteristics by one. care heals wounds from natural rest, they
�� EXP

check you make using that skill by two, to heal additional wounds equal to twice your
a minimum of Easy (k). character’s ranks in Apothecary.
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Priest of Shallya Starting Gear


Shallya is the goddess of love, mercy and healing. Her temples are a place of solace 3D10 + 10 Silver Shillings, Apothecary's Kit
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 do-
nations for the maintenance of her temples, so they can be found in almost every Additional Career Skills
corner of the Old World. Discipline, Divine, Knowledge (Academic), Medicine
The priests of Shallya are usually idealists, believing in the power of grace and for-
giveness, 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
If your character has at least one rank in
the Divine skill, they can work Miracles of
Your character cannot be
Shallya, but they can never work miracles
Priest responsible for the death of any
of other deites or cast spells. Also, most
intelligent being.
of civilised people will think twice before
attacking a priest of Shallya.

The Heal Critical additional effect is now


Anointed Increase ranks in Medicine to 3.
available to your character.
Purchase 1 rank in the Apothe-
Priest cary talent.
Charm and Cool are now career skills for
your character.

Increase ranks in Charm to 3 The Revive Incapacitated additional effect


High Priest and Medicine to 4. is now available to your character. Your
Purchase 2 ranks in the Apothe- character may spend 10XP to purchase the
cary talent. Let's Talk This Over talent.

Social Class: Middle Class Species: Hu

Specialization Tree
Expert Knowledge Apothecary Proper Upbringing Pure
Select an area of expertise. Your character When a patient under your character’s When making a social skill check in polite Each rank of Pure increases your character's
reduces the difficulty of Knowledge checks care heals wounds from natural rest, they company, suffer a number of strain up to corruption threshold by one.
� EXP

related to the selected area by one. heal additional wounds equal to twice your the ranks in Proper Upbringing to add an
character’s ranks in Apothecary. equal number of a to the check.
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Ensorcelled Silver Tongued Grit Probing Question


If your character has at least one rank in Once per session, when resolving a social Each rank of Grit increases your character’s If your character knows an opponent’s Flaw or
a magic skill, once per encounter, they may skill check, you may spend one Story Point strain threshold by one. Fear motivation, when your character inflicts
�� EXP

add a to the result of their next social skill to use this talent to replace uncanceled aa strain on that opponent using a social skill,
check. with s. the opponent suffers 3 additional strain.
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Prepared Spell Ensorcelled [Imp.] Innate Focus Apothecary


For each rank, decide on a spell consisting of If your character has at least two ranks in While not using a magic implement, your When a patient under your character’s
a particular magic action and a specific set of a magic skill, when using the Ensorcelled character increases the base damage of attack care heals wounds from natural rest, they
�� EXP

one or more effects. Once per enc, cast that talent, they may add sa to their next social spells by 2. Reduce the difficulty of all spells by heal additional wounds equal to twice your
spell with the diff reduced by 1. skill check (instead of a). 1, but increase the strain suffered by 1. character’s ranks in Apothecary.
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Strength of Faith Natural Pure Proper Upbringing


Once per session, add s equal to ranks in When your character purchases this talent, Each rank of Pure increases your character's When making a social skill check in polite
�� EXP

Discipline and a equal to ranks in Willpower choose two skills. Once per session, your corruption threshold by one. company, suffer a number of strain up to
to the results of the next Divine check during character may use this talent to reroll one skill the ranks in Proper Upbringing to add an
this turn. check that uses one of those two skills. equal number of a to the check.
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Prepared Spell Apothecary Dedication Grit


For each rank, decide on a spell consisting of When a patient under your character’s Each rank of Dedication increases one of Each rank of Grit increases your character’s
a particular magic action and a specific set of care heals wounds from natural rest, they your character's characteristics by one. strain threshold by one.
�� EXP

one or more effects. Once per enc, cast that heal additional wounds equal to twice your
spell with the diff reduced by 1. character’s ranks in Apothecary.

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Warrior Priest Starting Gear


3D10 + 20 Silver Shillings, a Hammer, Heavy Robes,
of Sigmar a Sacred Symbol

The Warrior Priests of Sigmar are members of the Order of the Silver Hammer, one
Additional Career Skills
of four primary orders of the Church of Sigmar. These fanatical cultists tirelessly Discipline, Divine, Leadership, Knowledge (Chaos)
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 sol-
diers or join groups of adventurers.

Specialization Progression
Profession

If your character has at least one rank in


Join the Order of the Silver the Divine skill, they can work Miracles of
Priest Hammer. Sigmar, but they can never work miracles
of other deities or cast spells.

Increase ranks in Leadership


Chaplain* to 3. Your character may spend 5XP to pur-
Purchase the Inspiring Rhetoric chase the Inspiring Cry talent.
(Improved) talent.

When your character casts an attack


spell with the Close Combat effect while
Increase ranks in Divine to 4.
wielding a hammer or warhammer, they
Presbyter* Increase ranks in Discipline to 4.
increase the base damage of the spell by
Purchase the Combat Training
the damage of the weapon and add the
talent.
Deadly effect for free. This cannot be
combined with magic implements.

Social Class: Middle Class Species: Hu

Specialization Tree
pure Grit Heroic Recovery Cool Face
Each rank of Pure increases your character's Each rank of Grit increases your character’s Choose one characteristic. Once per encoun- When another character tries to discern your
corruption threshold by one. strain threshold by one. ter, spend one Story Point to use this talent character's Motivations, they add automatic
� EXP

to have your character heal strain equal to the hh to the check.


rating of the chosen characteristic.
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Chaos Bane Combat Training pure Inspiring Rhetoric


Your character counts the Critical rating of Athletics or Resilience and Melee (Light) or Each rank of Pure increases your character's Make an Average (kk) Leadership check.
their weapon as one lower to a minimum of Melee (Heavy) are now career skills for your corruption threshold by one. For each s, one ally within short range
�� EXP

1 when making an attack targeting a Chaos character. heals one strain. For each a, one ally heals
adversary. one additional strain.
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Prepared Spell Innate Focus Toughened Inspiring Rhetoric [imp.]


For each rank, decide on a spell consisting of While not using a magic implement, your Each rank of Toughened increases your Allies affected by your character’s Inspiring
a particular magic action and a specific set of character increases the base damage of attack character’s wound threshold by two. Rhetoric add j to all skill checks they make
�� EXP

one or more effects. Once per enc, cast that spells by 2. Reduce the difficulty of all spells by 1, for a number of rounds equal to your charac-
spell with the diff reduced by 1. but increase the strain suffered by 1. ter’s ranks in Leadership.
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Strength of Faith Battle Casting Natural Grit


Once per session, add s equal to ranks in Your character does not add j to magic skill When your character purchases this talent, Each rank of Grit increases your character’s
�� EXP

Discipline and a equal to ranks in Willpower checks for wearing heavy armor (armor with choose two skills. Once per session, your strain threshold by one.
to the results of the next Divine check during +2 soak or higher), using a shield, or not character may use this talent to reroll one skill
this turn. having at least one hand free. check that uses one of those two skills.
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Prepared Spell Zealous Fire Dedication Inspiring Rhetoric [Sup.]


For each rank, decide on a spell consisting Each time your Game Master spends a Story Each rank of Dedication increases one of Your character may choose to suffer 1 strain
of a particular magic action and a specific Point, your character heals 2 strain. your character's characteristics by one. to use the Inspiring Rhetoric talent as a ma-
�� EXP

set of one or more effects. Once per enc, cast neuver, instead of as an action.
that spell with the diff reduced by 1.
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Amber Wizard Starting Gear


6D10 + 10 Silver Shillings, a Light Spear, a Journeyman Wand
Ghur - the brown wind of magic, is a  reflection of the spiritist world of the beast.
or a Journeyman Staff
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 Additional Career Skills
social status and choosing to live in the wilderness, among nature and wild animals. 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

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Beasts. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


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

Social Class: Outcast Species: Hu

Specialization Tree
College Wizard Grit Swift Rule of Ghur
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Your character does not suffer the penalties for When your character casts an Attack spell,
cast they cause by 10, to a minimum of 01. strain threshold by one. moving through difficult terrain (they move they may use this talent to add the Close
� EXP

through difficult terrain at normal speed with- Combat effect to the spell without increasing
out spending additional maneuvers). the difficulty.
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Grit Combat Training Prepared Spell Animal Expertise


Each rank of Grit increases your character’s Athletics or Resilience and Melee (Light) or For each rank, decide on a spell consisting of Add j per rank of the talent to all checks
strain threshold by one. Melee (Heavy) are now career skills for your a particular magic action and a specific set of when interacting with animals. When dealing
�� EXP

character. one or more effects. Once per enc, cast that Critical Injury to an animal increase the result
spell with the diff reduced by 1. by 10 per rank of the talent.

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Face of the Wild College Wizard [Imp.] Rule of Ghur [Imp.] Animal Companion
When you cast a Transform spell on yourself, Your character reduces the result of any Increase m. def by 1, upgrade diff. of Charm Your char creates bond with a silhouette 0 ani-
spend a Story Point to maintain the effects of Miscast they cause by 30 instead of 10, to and Negotiation once. When casting a Conjure mal. Once per round, they may spend a maneuver
�� EXP

the spell until the end of the encounter. a minimum of 01. spell, add Summon Ally for free. Concentrate to direct the animal in performing one action
maneuver is not required to maintain the spell. and one maneuver during your character’s turn.
[Incidental]
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Masterful Casting Grit Prepared Spell Animal Expertise


When casting a spell, spend t to trigger up Each rank of Grit increases your character’s For each rank, decide on a spell consisting of Add j per rank of the talent to all checks
�� EXP

to three different effects instead of one. These strain threshold by one. a particular magic action and a specific set of when interacting with animals. When deal-
effects must be the ones that can be triggered one or more effects. Once per enc, cast that ing Critical Injury to an animal increase the
by spending a or t. spell with the diff reduced by 1. result by 10 per rank of the talent.
[Incidental]
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Rule of Ghur [Sup.] College Wizard [Sup.] Dedication Dire Animal Companion
Once per encounter, your character may When your character causes Miscast, before Each rank of Dedication increases one of The companion increases Br by 1, and Ag or
suffer 4 strain to use this talent to transform determining its result, you may spend a Story your character's characteristics by one. Will by 1. It increases its wounds and strain
�� EXP

into the Embodiment of Ghur until the end of Point to count the result as if rolled “01” thresholds by 4 and gains one rank in Brawl,
the encounter or until incapacitated. Discipline, Perception or Survival.
[maneuver]
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Amethyst Wizard Starting Gear


Amethyst wizards use Shyish - the purple wind of magic. Shyish blows from the past 6D10 + 10 Silver Shillings, a Scythe of Shyish
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 magis- Additional Career Skills
ters. But who would not be afraid of these slim, quiet and ascetic individuals capable Cool, Discipline, Knowledge (Chaos), Magic (Arcana)
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.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Death. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Rule of Shyish Expert Knowledge
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Whenever your character casts an Attack Select an area of expertise. Your character
cast they cause by 10, to a minimum of 01. strain threshold by one. spell, they always add the Holy effect to the reduces the difficulty of Knowledge checks
� EXP

spell without increasing the difficulty. The related to the selected area by one.
effect works against undead adversaries.

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Brilliant Casting Combat Training Prepared Spell Cool Face


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or For each rank, decide on a spell consisting of When another character tries to discern your
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your a particular magic action and a specific set of character's Motivations, they add automatic
�� EXP

a equal to your character’s ranks in Knowl- character. one or more effects. Once per enc, cast that hh to the check.
edge (Chaos) to the result. spell with the diff reduced by 1.
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Grit College Wizard [Imp.] Rule of Shyish [Imp.] Intimidating


Each rank of Grit increases your character’s Your character reduces the result of any Add j to Charm checks. After successful During the first round of a combat encoun-
strain threshold by one. Miscast they cause by 30 instead of 10, to Attack or Curse spell, spend 1 Story Point to ter, your character increases their melee
�� EXP

a minimum of 01. force all targets to make a Hard (kkk) Fear defense a number of times equal to their
check as an out of turn Incidental. ranks in Intimidating talent.
[Incidental]
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Masterful Casting Prepared Spell Grit Wraith Bane


When casting a spell, spend t to trigger up For each rank, decide on a spell consisting of Each rank of Grit increases your character’s Your character counts the Critical rating of
�� EXP

to three different effects instead of one. These a particular magic action and a specific set of strain threshold by one. their weapon as one lower to a minimum of 1
effects must be the ones that can be triggered one or more effects. Once per enc, cast that when making an attack targeting an undead
by spending a or t. spell with the diff reduced by 1. adversary.
[Incidental]
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Rule of Shyish [Sup.] College Wizard [Sup.] Dedication Lesser Caress of Laniph
Whenever a character under the effects of When your character causes Miscast, before Each rank of Dedication increases one of Once per encounter, make an Arcana vs
your character's Curse spell suffers wounds, determining its result, you may spend a Story your character's characteristics by one. Discipline check. If successful, the target suffers
�� EXP

your character heals 2 wounds. Point to count the result as if rolled “01” Heart Attack; your character suffers 3 corrup-
tion and may suffer other terrible consequences.

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Bright Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
As dangerous and unpredictable as the flames they wield, Bright Wizards are among
or a Journeyman Staff
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 Additional Career Skills
Red Wind of Magic, has on their minds and bodies. 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

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Fire. They can never cast spells from
Wizard the College of Magic other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability
Magister Increase ranks in Magic
of social skill checks targeting other
(Arcana) to 4.
wizards once.
Purchase the College Wizard
(Improved) talent.

Increase ranks in Knowledge


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

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Intuitive Casting Rule of Aqshy
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Your character adds sh for each rank of Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. Intuitive Casting to the magic checks they spell, they always add the Fire effect to the
� EXP

make in the first round of an encounter. spell without increasing the difficulty.

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Brilliant Casting Combat Training Expert Knowledge Prepared Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Select an area of expertise. Your character For each rank, decide on a spell consisting of
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your reduces the difficulty of Knowledge checks a particular magic action and a specific set of
�� EXP

a equal to your character’s ranks in Knowl- character. related to the selected area by one. one or more effects. Once per enc, cast that
edge (Chaos) to the result. spell with the diff reduced by 1.
[Incidental]
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Grit College Wizard [Imp.] Rule of Aqshy [Imp.] Explosive Casting


Each rank of Grit increases your character’s Your character reduces the result of any Your character is immune to fire but add Spells with a Blast quality have a rating equal
strain threshold by one. Miscast they cause by 30 instead of 10, to j to Charm and Negotiation checks. Once to twice your character’s ranks in Knowledge.
�� EXP

a minimum of 01. per encounter, spend a Story Point to create Spend a Story Point to trigger the spell’s Blast
a flaming sword. quality, instead of spending a.
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Baleful Gaze Rule of Aqshy [Sup.] Grit Prepared Spell


Once per round, spend a Story Point to upgrade Your character may spend a Story Point Each rank of Grit increases your character’s For each rank, decide on a spell consisting of
�� EXP

the difficulty of a combat check targeting your to perform an Attack magic action as strain threshold by one. a particular magic action and a specific set of
character within medium range by your ranks a maneuver. They cannot cast another spell one or more effects. Once per enc, cast that
in Coercion. this round. spell with the diff reduced by 1.
[Incidental, oot] [Maneuver]
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Unleash Masterful Casting Dedication College Wizard [Sup.]


Once per round, your character may suffer 1 When casting a spell, spend t to trigger up Each rank of Dedication increases one of When your character causes Miscast, before
corruption to perform a maneuver to imme- to three different effects instead of one. These your character's characteristics by one. determining its result, you may spend a Story
�� EXP

diately defeat one rival or one minion group effects must be the ones that can be triggered Point to count the result as if rolled “01”
in short range. by spending a or t.
[Maneuver] [Incidental] [Incidental]
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Celestial Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the
or a Journeyman Staff
stars, the upper atmosphere, and the weather. Most commonly referred to as Astro-
mancers, they are prognosticators, astrologers, and seers without Human peer and
also have power over the weather and other meteorological phenomena. Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance
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 ed-
ucated folk of the Empire.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of the Heavens. They can never cast spells
Wizard the College of Magic. from other Lores (except Lore of Chaos) or
work miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability
Magister Increase ranks in Magic
of social skill checks targeting other
(Arcana) to 4.
wizards once.
Purchase the College Wizard
(Improved) talent.

Increase ranks in Knowledge


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

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Expert Knowledge Rule of Azyr
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Lightning effect to
� EXP

related to the selected area by one. the spell without increasing the difficulty.

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Brilliant Casting Combat Training Prepared Spell Intuitive Casting


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or For each rank, decide on a spell consisting of Your character adds sh for each rank of
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your a particular magic action and a specific set of Intuitive Casting to the magic checks they
�� EXP

a equal to your character’s ranks in Knowl- character. one or more effects. Once per enc, cast that make in the first round of an encounter.
edge (Chaos) to the result. spell with the diff reduced by 1.
[Incidental]
EPG #95
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Grit College Wizard (Imp.) Rule of Azyr (Imp.) Sixth Sense


Each rank of Grit increases your character’s Your character reduces the result of any Your character cannot be disoriented and Your character may make a Vigilance or a Dis-
strain threshold by one. Miscast they cause by 30 instead of 10, to gains j to all Negotiation checks. Once per cipline check instead of Cool, to determine
�� EXP

a minimum of 01. encounter, spend a Story Point to fly until the Initiative order.
end of the encounter.
[Incidental] [Incidental]
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Rule of Azyr (Sup.) Grit Prepared Spell Intuitive Casting


At the beginning of an encounter, your Each rank of Grit increases your character’s For each rank, decide on a spell consisting of Your character adds sh for each rank of
�� EXP

character may spend a Story Point to perform strain threshold by one. a particular magic action and a specific set of Intuitive Casting to the magic checks they
Predict magic action as an out of turn one or more effects. Once per enc, cast that make in the first round of an encounter.
Incidental spell with the diff reduced by 1.
[Incidental, oot]
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Dedication Masterful Casting College Wizard (Sup.) Deadly Premonition


Each rank of Dedication increases one of your When casting a spell, spend t to trigger up When your character causes Miscast, before Once per session, suffer 1 corruption to
character's characteristics by one. to three different effects instead of one. These determining its result, you may spend a Story expand Cheat Death effect to additional char-
�� EXP

effects must be the ones that can be triggered Point to count the result as if rolled “01” acter. The character must be in visual range
by spending a or t. for effect to activate.
[Incidental] [Incidental] [Incidental]
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Gold Wizard Starting Gear


6D10 + 80 Silver Shillings, a Sword, a Journeyman Wand
Chamon, the yellow wind of magic, gathers around metals, especially the precious
or a Journeyman Staff
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. Additional Career Skills
Alchemy, Crafts, Knowledge (Chaos), Magic (Arcana)
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.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Metal. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


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

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Expert Knowledge Rule of Chamon
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Impact effect to
� EXP

related to the selected area by one. the spell without increasing the difficulty.

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Brilliant Casting Combat Training Inventor Prepared Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Add a number of j equal to ranks of Inventor For each rank, decide on a spell consisting of
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your to a check to construct new items. a particular magic action and a specific set of
�� EXP

a equal to your character’s ranks in Knowl- character. one or more effects. Once per enc, cast that
edge (Chaos) to the result. spell with the diff reduced by 1.
[Incidental] [Incidental]
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Grit College Wizard [Imp.] Rule of Chamon Potent Concoctions


Each rank of Grit increases your character’s Your character reduces the result of any Increase Soak by 1, but upgrade the difficulty of On an Alchemy check - t: roll an additional l
strain threshold by one. Miscast they cause by 30 instead of 10, to Athletics/Coordination/Vigilance checks once. and add it to the results. d: roll an additional l
�� EXP

a minimum of 01. Once per encounter, spend a Story Point to and add it to the results. t and d are spent nor-
maintain Augment, Barrier or Conjure spell. mally. Each of the effects can occur once per check.
[Incidental]
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Masterful Casting Grit Explosive Casting Prepared Spell


When casting a spell, spend t to trigger up Each rank of Grit increases your character’s Spells with a Blast quality have a rating equal For each rank, decide on a spell consisting of
�� EXP

to three different effects instead of one. These strain threshold by one. to twice your character’s ranks in Knowledge. a particular magic action and a specific set of
effects must be the ones that can be triggered Spend a Story Point to trigger the spell’s Blast one or more effects. Once per enc, cast that
by spending a or t. quality, instead of spending a. spell with the diff reduced by 1.
[Incidental] [Incidental]
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Dedication Rule of Chamon [Sup.] College Wizard [Sup.] The Golden Touch
Each rank of Dedication increases one of At the beginning of the encounter, your char- When your character causes Miscast, before Spend d or hh from the attacker’s melee
your character's characteristics by one. acter may spend a Story Point to perform an determining its result, you may spend a Story combat check to stagger the attacker until
�� EXP

Augment or Barrier magic action as an out of Point to count the result as if rolled “01” the end of their next round.
turn Incidental.
[Incidental, oot] [Incidental] [Incidental, oot]
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Grey Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
The wizards of the Grey College are among the most secretive. They wander in the
or a Journeyman Staff
shadows, always covered with the gray strands of Ulgu - the wind of magic that rep-
resents confusion, disorientation, illusion and all that is hidden from view. As per-
fect spies, they are part of the constant war against Chaos, usually devoted to expos- Additional Career Skills
ing cults of the Ruinous Powers from within. Knowledge (Chaos), Magic (Arcana), Stealth, Streetwise
The magic of Grey Wizards is not spectacular and definitely not very combat-orient-
ed. However, they can confuse their enemies with illusions woven from pure Ulgu,
and the most powerful are capable of opening Bridges of Shadows - inter-dimen-
sional portals capable of transporting a wizard anywhere in the known world.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Shadows. They can never cast spells
Wizard the College of Magic. from other Lores (except Lore of Chaos) or
work miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


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

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Expert Knowledge Rule of ulgu
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character While resolving an Attack or Curse spell
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks check, you may spend a to Disorient the
� EXP

related to the selected area by one. target for a number of rounds equal to your
character's ranks in Knowledge (Chaos).
[Incidental]
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Brilliant Casting Combat Training Unremarkable Prepared Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Other characters add f to any checks made For each rank, decide on a spell consisting of
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your to find or identify your character in a crowd. a particular magic action and a specific set of
�� EXP

a equal to your character’s ranks in Knowl- character. one or more effects. Once per enc, cast that
edge (Chaos) to the result. spell with the diff reduced by 1.
[Incidental]
EPG #95
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Grit College Wizard [Imp.] Rule of ulgu [Imp.] Elusive


Each rank of Grit increases your character’s Your character reduces the result of any Add j to Stealth checks, but j to Leadership When another character makes a check to fol-
strain threshold by one. Miscast they cause by 30 instead of 10, to checks. Once per encounter, spend a Story low your character's trail, add f equal to your
�� EXP

a minimum of 01. Point to maintain the effects of the Mask spell character's ranks in Streetwise or Survival to
until the end of the encounter. the check results.
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Flicker Step Grit Prepared Spell Master of Shadows


When your character casts a spell, they may Each rank of Grit increases your character’s For each rank, decide on a spell consisting of After successful Stealth check, for each s
�� EXP

spend aaa or t to instantly vanish and strain threshold by one. a particular magic action and a specific set of except the first, your character can hide one
reapear at any location within long range. one or more effects. Once per enc, cast that additional engaged character. The number of
spell with the diff reduced by 1. characters cannot exceed ranks in Stealth.
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College Wizard [Sup.] Rule of ulgu [Sup.] Dedication Teleportation


When your character causes Miscast, before Your character may add the Invisibility effect Each rank of Dedication increases one of Once per session, make a Daunting (kkkk) Ar-
determining its result, you may spend a Story to the Mask spells, following the normal your character's characteristics by one. cana check. If successful, your character vanish
�� EXP

Point to count the result as if rolled “01” rules of the effect. and reappear in any other known location. They
may take up to 5 allies, but add j per each.
[action]
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Jade Wizard Starting Gear


6D10 + 10 Silver Shillings, a Silver Sickle, a Journeyman
While most wizards are usually dreaded by the common people, Jade Wizards don't
Wand or a Journeyman Staff
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 im-
portant figures among local communities. Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Perception, Survival
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.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Life. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Expert Knowledge Rule of Ghyran
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Add j to magic checks while in the rural env
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks and j while in the urban env. When casting an
� EXP

related to the selected area by one. Attack spell, you may add the Non-lethal effect
to the spell without increasing the difficulty.
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Brilliant Casting Combat Training Prepared Spell One with Nature


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or For each rank, decide on a spell consisting of When in the wilderness, your character may
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your a particular magic action and a specific set of make a Simple (–) Survival check, instead of
�� EXP

a equal to your character’s ranks in Knowl- character. one or more effects. Once per enc, cast that Discipline or Cool, to recover strain at the end
edge (Chaos) to the result. spell with the diff reduced by 1. of an encounter.
[Incidental] [Incidental]
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Grit College Wizard [Imp.] Rule of Ghyran [Imp.] Awakening of the Forest
Each rank of Grit increases your character’s Your character reduces the result of any Increase wounds thr. by 2. When your char- Suffer 2 strain: make a Hard (kkk) Arcana
strain threshold by one. Miscast they cause by 30 instead of 10, to acter and their allies within short range are check targeting a tree within short range.
�� EXP

a minimum of 01. healing via natural rest: 1 Story Point - they Successful check awakens the tree that now
heal wounds equal to ranks in Magic (Arcana). obeys your character's orders.
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Flicker Step Grit Prepared Spell Masterful Casting


When your character casts a spell, they may Each rank of Grit increases your character’s For each rank, decide on a spell consisting of When casting a spell, spend t to trigger up
�� EXP

spend aaa or t to instantly vanish and strain threshold by one. a particular magic action and a specific set of to three different effects instead of one. These
reapear at any location within long range. one or more effects. Once per enc, cast that effects must be the ones that can be triggered
spell with the diff reduced by 1. by spending a or t.
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Rule of Ghyran [Sup.] College Wizard [Sup.] Dedication Awakening of the Forest
Once per session: Your character + allies When your character causes Miscast, before Each rank of Dedication increases one of [Imp.]
within short range heal a number of wounds determining its result, you may spend a Story your character's characteristics by one.
�� EXP

When using Awakening of the Forest, use


and strain equal to your characer's ranks in Point to count the result as if rolled “01” the Forest Guardian characteristic for the
Knowledge (Chaos). This may revive allies. awakened tree, instead of Aemhelin Scion.
[Incidental] [Incidental]
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White Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
White wizards, also called Hierophants, are among leaders of the never ending war
or a Journeyman Staff
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 rep- Additional Career Skills
resents light, not only in the literal sense, but also the concepts of purity, enlightenment, Discipline, Knowledge (Chaos), Leadership, Magic (Arcana)
order and tenacity, and is the complete opposite of the unpredictable energies of Chaos.
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

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Light. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

Specialization Tree
College Wizard Grit Expert Knowledge Rule of Hysh
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Holy effect to the
� EXP

related to the selected area by one. spell without increasing the difficulty. The
effect works against Chaos and Daemons.

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Brilliant Casting Combat Training Know the Enemy Pure


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Your character may make a Knowledge Each rank of Pure increases your character's
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your (Chaos) check instead of Cool or Vigilance, to corruption threshold by one.
�� EXP

a equal to your character’s ranks in Knowl- character. determine Initiative order when facing Chaos
edge (Chaos) to the result. creatures.
[Incidental] [Incidental]
EPG #95
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Grit Chaos Bane College Wizard [Imp.] Prepared Spell


Each rank of Grit increases your character’s Your character counts the Critical rating of Your character reduces the result of any For each rank, decide on a spell consisting of
strain threshold by one. their weapon as one lower to a minimum of Miscast they cause by 30 instead of 10, to a particular magic action and a specific set of
�� EXP

1 when making an attack targeting a Chaos a minimum of 01. one or more effects. Once per enc, cast that
adversary. spell with the diff reduced by 1.

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Masterful Casting Rule of Hysh [imp.] Pure Prepared Spell


When casting a spell, spend t to trigger up Your character and their allies within short Each rank of Pure increases your character's For each rank, decide on a spell consisting of
�� EXP

to three different effects instead of one. These range upgrade Fear checks once. 2 strain - make corruption threshold by one. a particular magic action and a specific set of
effects must be the ones that can be triggered an Arcana vs Discipline check vs Chaos or Dae- one or more effects. Once per enc, cast that
by spending a or t. mon to stagger for a round +1 round for ss spell with the diff reduced by 1.
[Incidental] [action]
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College Wizard [Sup.] Grit Dedication Rule of Hysh [Sup.]


When your character causes Miscast, before Each rank of Grit increases your character’s Each rank of Dedication increases one of After your character successfully used the
determining its result, you may spend a Story strain threshold by one. your character's characteristics by one. Rule of Hysh (Improved) talent, you may
�� EXP

Point to count the result as if rolled “01” spend a Story Point to automatically defeat
the target.
[Incidental] [Incidental]
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Soldier

Cavalerist Starting Gear


3D10 + 10 Silver Shillings, a Riding Horse, a Miliary Pick and
Cavalerists are light-armed mounted soldiers, usually used for hit-and-run attacks
a Bow OR a Spear OR a Light Spear and a Shield
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 sol-
diers, considering themselves as part of the elite of the army. Additional Career Skills
Melee (Light), Ranged, Riding, Survival
They maintain a specific culture, and rarely fraternize with troops of other forma-
tions. As a result, they are often seen as arrogant and self-righteous.

Specialization Progression
Profession

Join the military while having at


Horseman least 1 rank in Riding.
None

Increase ranks in Riding to 3.


cavalerist Your character may spend 15XP to pur-
Increase ranks in Melee (Light)
chase the Born in the Saddle talent.
or Ranged to 3.

Increase ranks in Riding to 4.


Cavalry Increase ranks in Melee (Light)
Your character may spend 10XP to pur-
Sergeant or Ranged to 3.
chase the Officer specialization.
Purchase the Cavalier (Im-
proved) talent.

Social Class: Middle Class Species: Hu, HE, WE

Specialization Tree
Quick Draw Finesse Grit Let's Ride
Once per round draw or holster an easily When making a Brawl or Melee (Light) Each rank of Grit increases your character’s Once per round in your character’s turn, get
accessible weapon or item as an incidental. check, your character may use Agility instead strain threshold by one. on/off a vehicle or animal, or change position
� EXP

Quick Draw also reduces a weapon’s Prepare of Brawn. in a vehicle as an incidental. A short-range fall
rating by one, to a minimum of one. from the mount causes no damage.
[Incidental] [Incidental] [Incidental]
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Ranger Parry Impaling Strike Desperate Recovery


Discipline and Firearms are now career skills When suffering a hit from a melee combat When your character inflicts a Critical Injury Before your character heals strain at the end
for your character. check, after damage is calculated but before with a melee weapon, they may use this talent of an encounter, if their strain is more than
�� EXP

soak is applied, suffer 3 strain to reduce the to immobilize the target until the end of the half of their strain threshold, they heal two
damage of the hit by two plus ranks in Parry. target’s next turn. additional strain.
[Incidental, oot] [Incidental]
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Steady Hand Side Step Vanguard Cavalier


Before your character makes a ranged combat Suffer a number of strain up to the talent ranks. If your character is mounted at the begin- While riding a mount trained for battle, once
check, you may spend one Story Point to use Until the end of your char’s next turn, upgrade ning of a combat encounter, they add ss per round your character may use this talent
�� EXP

this talent to add a equal to your character’s the diff. of ranged checks targeting your char to the check to determine Initiative order. to direct the mount to perform an action.
ranks in Discipline to the results. a number of times equal to the strain suffered.
[Incidental] [Maneuver] [Maneuver]
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Enduring Toughened Cavalier [Imp.] Grit


Each rank of Enduring increases your char- Each rank of Toughened increases your While riding a mount, your character and Each rank of Grit increases your character’s
�� EXP

acter’s soak value by one. character’s wound threshold by two. the mount increase their defense by 1. Your strain threshold by one.
character can maintain control of an un-
trained mount without a Riding check.

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Cavalier [Sup.] Toughened Side Step Dedication


Your character may choose to suffer 1 strain Each rank of Toughened increases your Suffer a number of strain up to the talent ranks. Each rank of Dedication increases one of
to use the Cavalier talent as an incidental, character’s wound threshold by two. Until the end of your char’s next turn, upgrade your character's characteristics by one.
�� EXP

instead of as a maneuver. the diff. of ranged checks targeting your char


a number of times equal to the strain suffered.
[Incidental] [Maneuver]
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Soldier

Foot Soldier Starting Gear


1D10 Silver Shillings , a Light Spear and a Shield or a Spear
Foot Soldiers are rank-and-file professional fighters who are trained to fight in large
and a Mace, Padded Armor
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 Em-
pire’s fortresses, patrols the borders, and repels the invaders. Additional Career Skills
Cool, Melee (Heavy), Melee (Light), Resilience
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.

Specialization Progression
Profession

Soldier Join the military. None

Purchase the Power Through


talent.
Veteran Increase ranks in Resilience Your character adds j to all Coercion
to 2. checks targeting them.
Take part in a military expedi-
tion or campaign..

Your character may change their


Elite social class to Middle Class.
Increase ranks in Resilience to 4.
Once per encounter, you may spend
Guard Increase ranks in Cool to 2.
a Story Point for your character to ig-
Purchase the Back to Back talent.
nore the effects of one Critical Injury
until the end of the encounter.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Shield Slam Parry Toughened Second Wind
When your character uses a shield to attack When suffers a hit from a melee combat check, Each rank of Toughened increases your Once per encounter, your character may use
a minion or rival, you may spend aaaa after damage is calculated but before soak is character’s wound threshold by two. this talent to heal an amount of strain equal
� EXP

or t to stagger the target until the end of the applied, suffer 3 strain to reduce the damage of to their ranks in Second Wind.
target’s next turn. the hit by two plus ranks in Parry.
[Incidental] [Incidental, oot] [Incidental]
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a

Block Bulwark Defensive Stance Power Through


While wielding a shield, your character may While wielding a weapon with the Defensive Suffer a number of strain up to the talent ranks. If your character suffered wounds during an
use the Parry talent to reduce damage from quality, your character may use Parry to Until the end of your char’s next turn, upgrade encounter, they may use Resilience instead of
�� EXP

ranged attacks as well as melee attacks target- reduce the damage of an attack targeting an the diff of melee checks targeting your char Cool or Discipline to make a check to recover
ing your character. engaged ally. a number of times equal to the strain suffered. strain at the end of the encounter.
[Incidental, oot] [Incidental, oot] [Maneuver] [Incidental]
rot #87
a rot #87
a GCRB #75
a tow
a

Shield Bash Parry Toughened Fast Healer


Spend t from Initiative check to make When suffering a hit from a melee combat Each rank of Toughened increases your When your character heals wounds via natu-
a combat check with a shield before the first check, after damage is calculated but before character’s wound threshold by two. ral rest, they heal two additional wounds.
�� EXP

round of combat. If successful, activate the soak is applied, suffer 3 strain to reduce the
Knockout quality without spending a damage of the hit by two plus ranks in Parry.
[Incidental, oot] [Incidental, oot]
tow
a GCRB #74
a GCRB #75
P tow
P

Heroic Resilience Second Wind Back to Back Defensive Stance


Once per encounter, when your character Once per encounter, your character may use While engaged with allies, your character and Suffer a number of strain up to the talent ranks.
�� EXP

suffers wounds, spend one Story Point to this talent to heal an amount of strain equal the allies add j to combat checks. If one or Until the end of your char’s next turn, upgrade
reduce wounds suffered by a number equal to their ranks in Second Wind. more allies engaged with your character also the diff of melee checks targeting your char
to your character's ranks in Resilience. have the talent, add up to a maximum of jj a number of times equal to the strain suffered.
[Incidental, oot] [Incidental] [Maneuver]
tow
a GCRB #74
a rot #91
p GCRB #75
a

Concussive Strike Defensive Toughened Dedication


Suffer 2 strain before a Melee (Light) or Each rank of Defensive increases your Each rank of Toughened increases your Each rank of Dedication increases one of your
Melee (Heavy) check. Increase the difficulty character’s melee defense and ranged defense character’s wound threshold by two. character's characteristics by one.
�� EXP

of the check by one. The weapon gains Con- by one.


cussive 1 item quality for the check.
[Incidental]
tow
a GCRB #80
P GCRB #75
P GCRB #81
p
Soldier

Marksman Starting Gear


1D10 Silver Shillings, a Military Pick, a Buckler, Padded
Marksman are the ranged troops of the army, and depending on the particular for-
Armor, a Bow or a Crossbow or an Arquebus (Inferior quality)
mation, 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. Additional Career Skills
Discipline, Firearms, Melee (Light), Ranged
While accuracy is not extremely important for their intended effect, most marks-
men 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 tourna-
ment targeteers after their military service.

Specialization Progression
Profession

Marksman Join the military. None

Increase ranks in Discipline to 3


Your character may spend 15XP to pur-
and Ranged to 5.
Targeteer* chase the Rapid Archery talent.
Purchase the Precise Archery
Your character may spend 25XP to pur-
talent.
chase the Master talent.
Win an archery tournament.

Increase ranks in Discipline to 3


Your character may use Eagle Eyes talent
and Firearms to 5.
twice during the encounter instead of
Sniper* Purchase the Eagle Eyes talent.
once.
Incapacitate adversary that was
Your character may spend 25XP to pur-
not previously wounded with
chase the Weak Spot talent.
a single ranged attack.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Hamstring Shot Quick Draw Well Organized Swift
Once per encounter, make a ranged combat Once per round draw or holster an easily Each rank of Well Organized increases your Your character does not suffer the penalties
check. If the check is successful, halve the accessible weapon or item as an incidental. character’s encumbrance threshold by two. for moving through difficult terrain (they
� EXP

damage dealt. The target is immobilized Quick Draw also reduces a weapon’s Prepare move through difficult terrain at normal speed
until the end of its next turn. rating by one, to a minimum of one. without spending additional maneuver).
[action] [Incidental]
TOW
A GCRB #74
A TOW
P GCRB #75
P

Side Step Grit Steady Hand Burly


Suffer a number of strain up to the talent ranks. Each rank of Grit increases your character’s Before your character makes a ranged combat Your character decreases Cumbersome qual-
Until the end of your char’s next turn, upgrade strain threshold by one. check, you may spend one Story Point to use ity rating of a weapon they wield by 1.
�� EXP

the diff of ranged checks targeting your char this talent to add a equal to your character’s
a number of times equal to the strain suffered. ranks in Discipline to the results.
[Maneuver] [Incidental]
GCRB #77
A GCRB #73
P TOW
A TOW
P

Headshot Precise Archery Eagle eyes Toughened


Your character adds damage equal to one plus When making a Ranged combat check tar- Once per encounter before making a ranged Each rank of Toughened increases your
their ranks in Headshot to combat checks geting a character engaged with one of your combat check, you may use this talent to in- character’s wound threshold by two.
�� EXP

aiming at the head of the target. character’s allies, downgrade the difficulty of crease your weapon’s range by one range band.
the check once. This lasts for the duration of the combat check.
[Incidental]
TOW
P ROT #90
P GCRB #78
A GCRB #75
P

Toughened Grit Precise Aim Enduring


Each rank of Toughened increases your Each rank of Grit increases your character’s When performing an Aim maneuver, suffer Each rank of Enduring increases your char-
�� EXP

character’s wound threshold by two. strain threshold by one. 2 strain. During the next combat check, acter’s soak value by one.
decrease the target’s defense by the ranks in
the talent.
[Incidental]
GCRB #75
P GCRB #73
P TOW
A GCRB #80
P

Headshot Precise Aim Deadeye Dedication


Your character adds damage equal to one plus When performing an Aim maneuver, suffer After inflicting a Critical Injury with a ranged Each rank of Dedication increases one of
their ranks in Headshot to combat checks 2 strain. During the next combat check, weapon and rolling the result, suffer 2 strain. your character's characteristics by one.
�� EXP

aiming at the head of the target. decrease the target’s defense by the ranks in You may apply any Critical Injury of the same
the talent. severity to the target instead.
[Incidental] [Incidental]
TOW
P TOW
A GCRB #79
A gcrb #81
P
Soldier

Mercenary Starting Gear


1D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace
War never ends in the Old World which means there is always a need for fighting
or a Pike and a Sword or a Halberd, Padded Armor
men. While the Empire does maintain a standing army, its strength is bolstered with
hired swords.
Additional Career Skills
Mercenaries range from wild youths with a taste for an adventure to grizzled profes-
Melee (Heavy), Negotiation, Ranged, Resilience
sional 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.

Specialization Progression
Profession

Mercenary Join the mercenary company. None

Purchase one rank in the Intim-


idating talent.
Mercenary Increase ranks in Melee (Heavy)
When using a Melee (Heavy) weapon,
your character adds jj to melee combat
Veteran* to 4.
checks targeting mounted adversaries.
Take part in a military expedi-
tion or campaign.

Your character may change their social


class to the Middle Class.
Condotier* Increase ranks in Negotiation When your character makes a Negotia-
to 4. tion check to negotiate a contract, they
increase the base offer by 20% per each
s beyond the first.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Reckless Charge Breakthrough Second Wind Toughened
After using a maneuver to move to engage an With Melee (Heavy) weapon, suffer strain no Once per encounter, your character may use Each rank of Toughened increases your
adversary, suffer 2 strain to add sshh greater than ranks in the talent. Decrease def this talent to heal an amount of strain equal character’s wound threshold by two.
� EXP

to the results of the next melee combat check of engaged enemy by the strain suffered until to their ranks in Second Wind.
made this turn. the end of your character's next turn.
[Incidental] [Maneuver] [Incidental]
rot #89
a tow
a GCRB #74
a GCRB #75
P

Intimidating Impaling Strike Parry Power Through


During the first round of a combat encounter, When your character inflicts a Critical Injury When suffering a hit from a melee combat If your character suffered wounds during an
your character increases their melee defense with a melee weapon, they may use this talent check, after damage is calculated but before encounter, they may use Resilience instead of
�� EXP

a number of times equal to their ranks in to immobilize the target until the end of the soak is applied, suffer 3 strain to reduce the Cool or Discipline to make a check to recover
Intimidating talent. target’s next turn. damage of the hit by two plus ranks in Parry. strain at the end of the encounter.
[Incidental] [Incidental, oot] [Incidental]
tow
P ROT #88
a gcrb #74
a tow
a

Second Wind Toughened Shockwave Fast Healer


Once per encounter, your character may use Each rank of Toughened increases your Your character treats Melee (Heavy) weapons When your character heals wounds via natu-
this talent to heal an amount of strain equal character’s wound threshold by two. as possessing the Blast item quality with a rat- ral rest, they heal two additional wounds.
�� EXP

to their ranks in Second Wind. ing equal to your character’s ranks in Melee
(Heavy). The Blast quality affects allies.
[Incidental]
gcrb #74
a GCRB #75
p rot #90
p tow
P

Breakthrough Intimidating Back to Back Defensive Stance


With Melee (Heavy) weapon, suffer strain no During the first round of a combat encounter, While engaged with allies, your character and Suffer a number of strain up to the talent ranks.
�� EXP

greater than ranks in the talent. Decrease def your character increases their melee defense the allies add j to combat checks. If one or Until the end of your char’s next turn, upgrade
of engaged enemy by the strain suffered until a number of times equal to their ranks in more allies engaged with your character also the diff of melee checks targeting your char
the end of your character's next turn. Intimidating talent. have the talent, add up to a maximum of jj a number of times equal to the strain suffered.
[Maneuver] [Maneuver]
tow
a tow
p rot #91
p gcrb #75
a

Enduring Crushing Blow Toughened Dedication


Each rank of Enduring increases your char- Once per session while resolving a melee com- Each rank of Toughened increases your Each rank of Dedication increases one of
acter’s soak value by one. bat check, suffer 4 strain. The weapon gains character’s wound threshold by two. your character's characteristics by one.
�� EXP

the Breach 1 and Knockdown item qualities,


and destroys one of the target's items.
[Incidental]
gcrb #80
p rot #91
a GCRB #75
P gcrb #81
p
Soldier

Officer Starting Gear


Officers are trained leaders who command the troops of the Old World. While a Fine Cloak, a Sword, 3D10+30 Silver Shillings
much depends on the training and morale of soldiers, often the right or wrong or-
ders from their commanders will determine the success of a campaign. Therefore,
a great responsibility rests on the shoulders of the officers. Additional Career Skills
Cool, Discipline, Leadership, Knowledge (Academic)
Although sometimes veteran soldiers become officers, they are usually representa-
tives 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.

Specialization Progression
Profession

Your character may spend 5XP to


Cadet Start officer training. purchase the Expert Knowledge (History)
talent.

Increase ranks in Cool to 3.


Warrant Increase ranks in Leadership
Your character may spend 10XP to pur-
to 3.
Officer Purchase one rank in the Coor-
chase the Paragon talent.
dinated Assault talent.

Increase ranks in Cool to 3.


Your character may change their social
Increase ranks in Discipline and
Officer Leadership to 4.
status to Elite.
Your character may spend 20XP to pur-
Purchase two ranks in the Proper
chase the Imperious Tone talent.
Upbringing talent.

Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Combat Training Expert Knowledge Proper Upbringing A Brave Face
Athletics or Resilience and Melee (Light) or (Military) When making a social skill check in polite Allied characters within medium range of
Melee (Heavy) are now career skills for your company, suffer a number of strain up to your character add j to the checks to recover
� EXP

Your character reduces difficulty of Knowl-


character. edge checks related to Military once. the ranks in Proper Upbringing to add an strain at the end of an encounter (see page
equal number of a to the check. 117 of the Genesys Core Rulebook).
[Incidental]
tow
p TOW
P GCRB #74
a tow
P

Grit Field Commander Inspiring Rhetoric Coordinated Assault


Each rank of Grit increases your character’s Make an Average (kk) Leadership check. If Make an Average (kk) Leadership check. Once per turn, use this talent to have a number
strain threshold by one. successful, a number of allies equal to your For each s, one ally within short range of engaged allies equal to your ranks in Leader-
�� EXP

Presence may immediately suffer 1 strain to heals one strain. For each a, one ally heals ship add a to combat checks until the end of
perform one maneuver (out of turn). one additional strain. your next turn. Additional ranks increase range.
[action] [action] [Maneuver]
gcrb #73
p GCRB #78
a GCRB #76
A GCRB #75
a

Inspiring Cry Artillerist Coordinated Assault Inspiring Rhetoric [Imp.]


Once per encounter, allow a number of allies Gunnery is now a carrer skill for your charac- Once per turn, use this talent to have a number Allies affected by your character’s Inspiring
(up to your character's ranks in Leadership) ter. Allies within medium range (up to your of engaged allies equal to your ranks in Leader- Rhetoric add j to all skill checks they make
�� EXP

within medium range to reroll all j until the character's Presence rating) may use your ship add a to combat checks until the end of for a number of rounds equal to your charac-
end of the following round. character's ranks in Gunnery. your next turn. Additional ranks increase range. ter’s ranks in Leadership.
[Incidental] [Maneuver]
tow
a tow
p GCRB #75
a GCRB #78
p

Prime Positions Coordinated Assault Grit Inspiring Rhetoric [Sup.]


When your character or their allies within Once per turn, use this talent to have a number Each rank of Grit increases your character’s Your character may choose to suffer 1 strain
�� EXP

short range benefit from cover, add a number of engaged allies equal to your ranks in Leader- strain threshold by one. to use the Inspiring Rhetoric talent as a ma-
of j equal to the defense provided by the ship add a to combat checks until the end of neuver, instead of as an action.
cover to their ranged combat checks. your next turn. Additional ranks increase range.
[Maneuver] [Incidental]
tow
p GCRB #75
a gcrb #73
p GCRB #80
a

Field Commander [Imp.] Coordinated Strike Proper Upbringing Dedication


When using Field Commander, you affect When using Coordinated Assault, suffer 4 When making a social skill check in polite Each rank of Dedication increases one of
a number of allies equal to 2x Presence. You strain: Allies affected by Coordinated Assault company, suffer a number of strain up to your character's characteristics by one.
�� EXP

may spend t to allow one ally to suffer 1 strain add damage equal to your ranks in Coordi- the ranks in Proper Upbringing to add an
to perform an action, instead of a maneuver. nated Assault to all combat checks. equal number of a to the check.
[Incidental] [Incidental]
GCRB #80
p tow
a gcrb #73
a gcrb #81
P
Soldier

Sailor Starting Gear


1D10 Silver Shillings , a Falchion and a Shield or a Club and
Many of the impoverished dream of riches, adventure and extraordinary journeys.
an Arquebus (Inferior quality), a Flask
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 Additional Career Skills
a military navy is hard and regimented, with constant military drills, and discipline
Athletics, Firearms, Melee (Light), Sailing
on merchant vessels is only marginally easier, although many would argue that point.
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


Sailor Join the navy. purchase the Expert Knowledge (Sea and
Sailing) talent.

Purchase two ranks in the Sea


Your character may spend 15XP to pur-
Marine* Legs talent.
chase the Stromfels' Wrath talent.
Increase ranks in Athletics and
Melee (Light) to 3.

Increase ranks in Athletics and Crafts is now a career skill for your
Boatswain* Sailing to 3. character.
Purchase the Know the Ropes Your character may spend 15XP to pur-
talent. chase the Regular Maintenance talent.

Social Class: Commoner Species: Hu, Ha, HE

Specialization Tree
Jackspeak Swift Second Wind Sea Legs
When making a social skill check in company Your character does not suffer the penalties for Once per encounter, your character may use When your character makes a Brawn or Agil-
of sailors, rivermen etc., suffer a number of moving through difficult terrain (they move this talent to heal an amount of strain equal ity based check while on a boat or ship, they
� EXP

strain up to the ranks in Jackspeak to add an through difficult terrain at normal speed with- to their ranks in Second Wind. add j to the check for each rank of Sea Legs.
equal number of a to the check. out spending additional maneuvers).
[Incidental] [Incidental]
tow
a gcrb #75
P gcrb #74
P tow
P

Craft Specialization Parry Toughened Manaan's Blessing


Select area of craftsmanship. Your character When suffering a hit from a melee combat Each rank of Toughened increases your When in nautical environment, your char-
reduces difficulty of a Crafts check related to check, after damage is calculated but before character’s wound threshold by two. acter may make a Simple (-) Sailing check,
�� EXP

the selected area by one. Add jj to all other soak is applied, suffer 3 strain to reduce the instead of Discipline or Cool, to recover
Crafts check. damage of the hit by two plus ranks in Parry. strain at the end of an encounter.
[Incidental, oot] [Incidental]
tow
p gcrb #74
a GCRB #75
p tow
a

Know the Ropes Daring Sailor Side Step Sea Legs


Once per encounter, before ally makes Before making a Sailing check, you may add Suffer a number of strain up to the talent ranks. When your character makes a Brawn or Agil-
a check, spend one Story Point: Your charac- a number of h and an equal number of s to Until the end of your char’s next turn, upgrade ity based check while on a boat or ship, they
�� EXP

ter adds a number of sequal to their ranks the results. The number may not exceed your the diff. of ranged checks targeting your char add j to the check for each rank of Sea Legs.
in Sailing to the results of the check. character’s ranks in Daring Sailor. a number of times equal to the strain suffered.
[Incidental, oot] [Incidental] [Maneuver]
tow
a tow
a gcrb #77
a tow
p

Silver Tongued Jackspeak Second Wind Artillerist


When resolving a social skill check, you may When making a social skill check in company Once per encounter, your character may use Gunnery is now a carrer skill for your charac-
�� EXP

spend one Story Point to use this talent to of sailors, rivermen etc., suffer a number of this talent to heal an amount of strain equal ter. Allies within medium range (up to your
replace uncanceled aa with s. strain up to the ranks in Jackspeak to add an to their ranks in Second Wind. character's Presence rating) may use your
equal number of a to the check. character's ranks in Gunnery.
[Incidental] [Incidental] [Incidental]
tow
a tow
a gcrb #74
P tow
a

Sailor's Luck Offensive Driving Defensive Dedication


Once per session, after your character's or While sailing, make an opposed Sailing vs Each rank of Defensive increases your char- Each rank of Dedication increases one of
one of its allies check generates d, you may Sailing check targeting a ship within medi- acter’s melee defense and ranged defense your character's characteristics by one.
�� EXP

use this talent to cancel the d and add t to um range. Roll two crits - one for your ship, by one.
the results. the other for the second ship. t: +20 to crit.
[Incidental] [action]
tow
a tow
a gcrb #80
P gcrb #81
P
Wanderer

Bounty Hunter Starting Gear


1D10 Silver Shillings, a Hand Crossbow, a Falchion,
Bounty Hunters hunt others for pay. Often this takes a cold, calculating individual
a Weighted Net, a Rope, a Torch
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 want-
ed criminal, elusive outlaw, runaway slave, or the lover of a nobleman's wife. Additional Career Skills
Coercion, Perception, Ranged, Streetwise
Many start life as debt collectors, forcibly recovering borrowed money before moving
onto to recovering people - a far more lucrative endeavor.
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 None None


Collector

Bounty Increase ranks in Ranged


Your character may spend 15XP to pur-
and Streetwise to 3. Capture
Hunter* a convict .
chase the Easy Prey talent.

Increase ranks in Coercion Negotiation is now career skill for your


Fixer* and Perception to 3. Force an character. Your character may spend
adversary to capitulate in a social 15XP to purchase the Tough Negotiator
encounter. talent.

Social Class: Outcast Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Hamstring Shot Combat Training Clever Retort Toughened
Once per encounter, make a ranged combat Athletics or Resilience and Melee (Light) or Once per encounter, your character may use Each rank of Toughened increases your
check. If the check is successful, halve the Melee (Heavy) are now career skills for your this talent to add automatic hh to another character’s wound threshold by two.
� EXP

damage dealt. The target is immobilized character. character’s social skill check.
until the end of its next turn.
[action] [Incidental, oot]
tow
a tow
P gcrb #73
a gcrb #75
P

Precision Durable Altered Deal Knack for It


When making a Brawl or Ranged check, your Your character reduces any Critical Injury Once per session, when allied character within Select one non-combat, non-magic skill.
character may use Cunning instead of Brawn result they suffer by 10 per rank of Durable, short range of your character fails a Negotiation Your character removes jj from checks
�� EXP

and Agility. to a minimum of 01. check, your character may retry the check using they make using that skill. If purchased for
Coercion instead of Negotiation. the second time - choose two skills.
[Incidental] [Incidental, oot]
rot $84
a gcrb #73
P tow
A gcrb #73
P

Precise Aim Quick Strike Impaling Strike Bloodhound


When performing an Aim maneuver, suffer Your character adds j for each rank of Quick When your character inflicts a Critical Injury When making a check to follow trail of
2 strain. During the next combat check, Strike to any combat checks they make with a melee weapon, they may use this another character, add a number of s equal
�� EXP

decrease the target’s defense by the ranks in against any targets that have not yet taken talent to immobilize the target until the end to your character's ranks in Streetwise or
the talent. their turn in the current encounter. of the target’s next turn. Survival to the results.
[Incidental] [Incidental] [Incidental]
tow
a gcrb #74
p rot $88
a tow
a

Prey on the Weak Enduring Durable Natural


Your character adds two damage to the Each rank of Enduring increases your char- Your character reduces any Critical Injury When your character purchases this talent,
�� EXP

results of successful melee combat checks acter’s soak value by one. result they suffer by 10 per rank of Durable, choose two skills. Once per session, your
targeting disoriented or prone targets. to a minimum of 01. character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
tow
p gcrb #80
p gcrb #73
P gcrb #79
a

Quick Strike Dedication Precise Aim Master


Your character adds j for each rank of Quick Each rank of Dedication increases one of When performing an Aim maneuver, suffer Choose one skill. Once per round, suffer 2
Strike to any combat checks they make your character's characteristics by one. 2 strain. During the next combat check, strain to reduce the difficulty of the next
�� EXP

against any targets that have not yet taken decrease the target’s defense by the ranks in check you make using that skill by two, to
their turn in the current encounter. the talent. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #74
p GCRB #81
P tow
a gcrb #81
a
wanderer

Coachman Starting Gear


The coaching companies transport people along the roads of the Old World, typically A Blunderbuss, An Axe, 1d10 + 10 Silver Shillings
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 har- Additional Career Skills
dy and vigilant crewmembers - a driver and a guard. Coercion, Firearms, Riding, Survival
As if that were not enough, coachmen often have to deal with troublesome passengers, typi-
cally 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 messen-
gers. 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

Your character may purchase up to two


Coachman None ranks of Crafts skill as if it were their
career skill.

Your character may spend 15XP to pur-


Increase ranks in Riding and chase the Born in the Saddle talent.
Messenger* Survival to 3. Once per round, while mounted, your
Purchase the Vanguard talent. character may spend a Story Point to
make one extra move maneuver.

Discipline is now a career skill for your


Coach Increase ranks in Coercion and character.
Firearms to 3. Your character may spend 10XP to
Guard* Purchase the Always Prepared purchase the Steady Hand talent.
talent. Your character adds j to Coercion
checks while mounted on a vehicle.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Animal Expertise Grit Buns of Steel Let's Ride
Add j per rank of the talent to all checks Each rank of Grit increases your character’s While mounted on beast or vehicle, your Once per round in your character’s turn, get
when interacting with animals. When dealing strain threshold by one. character may make a Simple (-) Riding on/off a vehicle or animal, or change position
� EXP

Critical Injury to an animal increase the result check, instead of Discipline or Cool, to recov- in a vehicle as an incidental. A short-range fall
by 10 per rank of the talent. er strain at the end of an encounter. from the mount causes no damage.
[Incidental] [Incidental]
tow
p gcrb #73
P tow
a GCRB #75
A

Craft Specialization Paragon Threaten Vanguard


Select area of craftmanship. Your character Once per encounter, use this talent before After an adversary within short (+1 range If your character is mounted at the begin-
reduces difficulty of a Crafts check related to making a Fear check. If successful, - k to Fear per rank) range deals damage to ally, suffer ning of a combat encounter, they add ss
�� EXP

the selected area by one. Add jj to all other checks made by allied characters until the end 3 strain to inflict a number of strain on the to the check to determine Initiative order.
Crafts check. of the encounter. If failed, +k instead. adversary equal to the ranks in Coercion.
[Incidental, oot] [Incidental, oot]
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Regular Maintenance Natural Defensive Driving Toughened


The vehicle your character is on increases When your character purchases this talent, Increase the defense of any vehicle your Each rank of Toughened increases your
its strain treshold by your character's ranks choose two skills. Once per session, your character pilots by one per rank of Defensive character’s wound threshold by two.
�� EXP

in Crafts (two times ranks in Crafts if character may use this talent to re-roll one Driving.
silhouette 3+). skill check that uses one of those two skills.
[Incidental]
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p GCRB #79
a gcrb #80
p GCRB #75
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Always Prepared Threaten Offensive Driving Defensive Driving


Once per encounter, you may spend a Story After an adversary within short (+1 range While on vehicle, make an opposed Riding vs Increase the defense of any vehicle your
�� EXP

Point to use this talent. Until the end of the per rank) range deals damage to ally, suffer Riding check targeting a vehicle within medi- character pilots by one per rank of Defensive
current round, all allied characters improve 3 strain to inflict a number of strain on the um range. Roll two crits - one for your veh, the Driving.
the ability of their checks once. adversary equal to the ranks in Coercion. other for the second veh. t: +20 to crit.
[Incidental] [Incidental, oot] [action]
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a rot #89
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P gcrb #80
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Deadeye Dedication Grit Master


After inflicting a Critical Injury with a ranged Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
weapon and rolling the result, suffer 2 strain. your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

You may apply any Critical Injury of the same check you make using that skill by two, to
severity to the target instead. a minimum of Easy (k).
[Incidental] [Incidental]
GCRB #79
a gcrb #81
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P gcrb #81
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Wanderer

Entertainer Starting Gear


The lives of most Old World citizens are filled with work and the fear of tomorrow. 2d10 Silver Shillings, a dagger, a Rope, a Pole
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, Additional Career Skills
performing wherever they think there is a chance to earn money or even a free meal Charm, Coordination, Deception, Vigilance
or accommodation.
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

Your character may spend 10XP to pur-


Entertainer None
chase the Work the Crowd talent

Increase ranks in Charm and Your character may spend 25XP to pur-
Actor* Deception to 4. chase the Ruinous Repartee talent.
Purchase two ranks in the Wild Your character may change their social
Improvisation talent. status to Middle Class.

Increase ranks in Charm and


Your character may spend 25XP to pur-
Minstrel* Vigilance to 4.
chase the Encouraging Song (Improved)
Purchase the Encouraging Song
talent.
talent.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

Specialization Tree
Clever Retort Perfect Liar Jump Up Precision
Once per encounter, your character may use After your character makes a Deception Once per round during your character’s When making a Brawl or Ranged check, your
this talent to add automatic hh to another check, they may suffer 1 strain to use this turn, your character may use this talent to character may use Cunning instead of Brawn
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character’s social skill check. talent to cancel h equal to your character’s stand from a prone or seated position as an and Agility.
ranks in Perfect Liar. incidental.
[Incidental, oot] [Incidental] [Incidental] [Incidental]
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a gcrb #73
a rot #84
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Keen Observer Distraction Acrobatics Knack for It


Your character adds jj to checks to discern Make an Average (kk) Coordination/Decep- When moving, your character may suffer 2 Select one non-combat, non-magic skill.
another character's motivations. tion check. For each s disorient one enemy strain to perform Athletics or Coordination Your character removes jj from checks
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within short range. a: inflict 1 strain on an check as a maneuver instead of an action. they make using that skill. If purchased for
affected enemy. t: stagger a minion or rival. the second time - choose two skills.
[action] [Maneuver]
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Encouraging Song Rapid Reaction Desperate Recovery Wild Improvisation


Make an Average (kk) Charm check. For each Suffer a number of strain to add an equal Before your character heals strain at the end Once per session for each rank of the talent,
s: one ally within medium range adds j to number of s to a check to determine Initia- of an encounter, if their strain is more than you may use any skill and characteristic
�� EXP

their next skill check. For each a: one ally ben- tive order. The number may not exceed ranks half of their strain threshold, they heal two instead of any other skill and characteristic.
efiting from Encouraging Song heals 1 strain. in Rapid Reaction. additional strain. Upgrade the difficulty of the check once.
[Incidental] [Incidental]
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Quick Witted Audacious Perfect Liar Coordination Dodge


Once per enc, after another social skill check, When your character generates d on After your character makes a Deception When targeted by a combat check, spend
�� EXP

make an Average (kk) Vigilance check. If suc- a social check, roll l and add the results to check, they may suffer 1 strain to use this a Story Point to add number of f equal to
cessful, add s or f equal to ranks in Charm the check, in additional to the d being spent talent to cancel h equal to your character’s ranks in Coordination to the results.
to the other check. If failed, suffer 3 strain. as normal. ranks in Perfect Liar.
[Incidental, oot] [Incidental] [Incidental] [Incidental, oot]
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Wild Improvisation Biggest Fan Rapid Reaction Dedication


Once per session for each rank of the talent, Once per session, when in a crowd, 1SP: gggggggggg Suffer a number of strain to Each rank of Dedication increases one of
you may use any skill and characteristic a single bystander within medium range add an equal number of s to a check to your character's characteristics by one.
�� EXP

instead of any other skill and characteristic. considers themselves your biggest fan and determine Initiative order. The number may
Upgrade the difficulty of the check once. becomes a loyal ally not exceed ranks in Rapid Reaction.
[Incidental] [Incidental] [Incidental]
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a GCRB #81
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Wanderer

Hunter Starting Gear


Although farming and animal husbandry are common almost all over the Old World, 1D10 Silver Shillings , a Bow, a Light Spear, a Weighted Net
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 Additional Career Skills
forced to face things like mutants or beastmen by themselves. As a result, huntsman Melee (Light), Ranged, Survival, Stealth
tend to develop effective martial skills and often have a reputation of tough and fear-
less, if sometimes reclusive people.
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

Your character may spend 5XP to


Hunter None purchase the Expert Knowledge (Zoology)
talent.

Purchase the Ranger and the


Your character's social status is now
Snare talents.
Poacher* Outcast.
Increase ranks in Firearms to 3.
Cool and Skulduggery are now career
Capture or kill an animal
skills for your character.
illegally.

Master of Increase ranks in Ranged and Your character may spend 20XP to
Survival to 4. purchase the Deadeye talent.
the Hunt* Your character cannot be Riding is now a career skill for your
a Poacher. character.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Grit Swift One With Nature Forager
Each rank of Grit increases your character’s Your character does not suffer the penalties When in the wilderness, your character may Remove up to jj from any skill checks
strain threshold by one. for moving through difficult terrain (they make a Simple (–) Survival check, instead of made to find food, water or shelter. Checks
� EXP

move through difficult terrain at normal speed Discipline or Cool, to recover strain at the to forage or search the area take half the
without spending additional maneuvers). end of an encounter. time they would normally.
[Incidental]
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Ranger Bloodhound Animal Expertise Snare


Discipline and Firearms are now career skills When making a check to follow trail of Add j per rank of the talent to all checks Once until the end of an encounter, spend a Story
for your character. another character, add a number of s equal when interacting with animals. When deal- Point to force one character to make a Vigilance vs
�� EXP

to your character's ranks in Streetwise or ing Critical Injury to an animal increase the Survival or Streetwise check or suffer stagger until
Survival to the results. result by 10 per rank of the talent. the end of their next turn, + one round per hh
[Incidental] [Maneuver]
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a GCRB #76
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Steady Hand Impaling Strike Animal Companion Share Pain


Before your character makes a ranged combat When your character inflicts a Critical Injury Your creates bond with a silhouette 0 animal. When animal companion suffers wounds,
check, you may spend one Story Point to use with a melee weapon, they may use this Once per round, they may spend maneuver to reduce wounds by half. Then your char-
�� EXP

this talent to add a equal to your character’s talent to immobilize the target until the end direct the animal in performing one action and acter suffers wounds equal to the number
ranks in Discipline to the results. of the target’s next turn. one maneuver during your character’s turn. reduced.
[Incidental] [Incidental] [Incidental, oot]
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Rapid Archery Easy Prey Animal Expertise Harass


While armed with a bow, suffer 2 strain. Suffer 3 strain to use this talent. Until the start Add j per rank of the talent to all checks When animal companion makes a successful
�� EXP

During the next ranged combat check, the of your character’s next turn, your character when interacting with animals. When deal- combat check, it may upgrade the difficulty
bow gains the Linked quality with a value and allies within short range add jj to com- ing Critical Injury to an animal increase the of the target's next check instead of inflicting
equal to the ranks in the Ranged skill. bat checks against immobilized targets. result by 10 per rank of the talent. damage.
[Maneuver] [Maneuver] [Incidental]
GCRB #79
a rot #90
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Enduring Dedication Grit Master


Each rank of Enduring increases your char- Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
acter’s soak value by one. your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

check you make using that skill by two, to


a minimum of Easy (k).
[Incidental]
GCRB #80
p GCRB #81
P gcrb #73
P GCRB #81
a
wanderer

Outlaw Starting Gear


Outlaws are those individuals who live outside the law, either by necessity or choice. a Bow, a Club, 1d10 Silver Shillings
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 Additional Career Skills
roads and byways of the Old World. Some have noble cause, supporting the poor Athletics, Ranged, Stealth, Survival
and forgotten against tyrannical government, but most are just common bandits.
Some groups can grow so large they even threaten trade in the local area, and be-
come frequent targets of bounty hunters, and even military expeditions.

Specialization Progression
Profession

Bandit None Your character's social status is Outcast.

Your character adds j to all combat


Increase ranks in Stealth and
Outlaw checks they make against ambushed
Athletics to 3. Purchase the Dirty
targets in the first round of a combat
Tricks talent.
encounter.

Increase ranks in Stealth and


Athletics to 4.
Outlaw Leadership is now a career skill for your
Increase ranks in Survival to 3.
character.
Chief Purchase the Back to Back
Your character may spend 25XP to pur-
talent.
chase The Boss talent.
Gather a band of at least 10
bandits.

Social Class: Outcast Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Forager Swift Jump Up Toughened
Remove up to jj from any skill checks Your character does not suffer the penalties for Once per round during your character’s Each rank of Toughened increases your
made to find food, water or shelter. Checks moving through difficult terrain (they move turn, your character may use this talent to character’s wound threshold by two.
� EXP

to forage or search the area take half the through difficult terrain at normal speed with- stand from a prone or seated position as an
time they would normally. out spending additional maneuvers). incidental.
[Incidental]
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Heightened Awareness Quick Draw Knack For It Dirty Tricks


Allies within short range of your character Once per round draw or holster an easily Select one non-combat, non-magic skill. After your character inflicts a Critical Injury
add j to their Perception and Vigilance accessible weapon or item as an incidental. Your character removes jj from checks on an adversary, they may use this talent
�� EXP

checks. Allies engaged with your character Quick Draw also reduces a weapon’s Prepare they make using that skill. If purchased for to upgrade the difficulty of that adversary’s
add jj instead. rating by one, to a minimum of one. the second time - choose two skills. next check.
[Incidental] [Incidental]
GCRB #76
p gcrb #74
a gcrb #73
p ROT #88
a

Natural Precise Aim Acrobatics Dodge


When your character purchases this talent, When performing an Aim maneuver, suffer When moving, your character may suffer 2 When targeted by a combat check, suffer
choose two skills. Once per session, your 2 strain. During the next combat check, strain to perform Athletics or Coordination a number of strain up to ranks in Dodge.
�� EXP

character may use this talent to reroll one decrease the target’s defense by the ranks in check as a maneuver instead of an action. Upgrade the difficulty of the combat check
skill check that uses one of those two skills. the talent. a number of times equal to the strain suffered.
[Incidental] [Incidental] [Maneuver] [Incidental, oot]
GCRB #79
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a gcrb #79
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Herbalism Deadeye Quick Strike Back to Back


In rural area, make an Average (kk) Sur- After inflicting a Critical Injury with a ranged Your character adds j for each rank of Quick While engaged with allies, your character and
�� EXP

vival check to heal one wound per s, or one weapon and rolling the result, suffer 2 strain. Strike to any combat checks they make the allies add j to combat checks. If one or
wound per ss if target's wounds exceed You may apply any Critical Injury of the same against any targets that have not yet taken more allies engaged with your character also
their wound threshold. severity to the target instead. their turn in the current encounter. have the talent, add up to a maximum of jj
[action] [Incidental]
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a gcrb #74
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Concussive Strike Toughened Precise Aim Dedication


Suffer 2 strain before a Melee (Light) or Each rank of Toughened increases your When performing an Aim maneuver, suffer Each rank of Dedication increases one of
Melee (Heavy) check. Increase the difficulty character’s wound threshold by two. 2 strain. During the next combat check, your character's characteristics by one.
�� EXP

of the check by one. The weapon gains Con- decrease the target’s defense by the ranks in
cussive 1 item quality for the check. the talent.
[Incidental] [Incidental]
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Wanderer

Rat Catcher Starting Gear


a Crossbow (Inferior quality), a Pole, a Lantern,
A rat catcher is a common sight everywhere in villages, towns, and cities, making
1D10 Silver Shillings
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. Additional Career Skills
Ranged, Resilience, Stealth, Streetwise
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.

Specialization Progression
Profession

Ratcatcher None None

Purchase at least one rank in the


Sewer Jack Your character removes jj imposed by
Dark Street talent.
darkness.
Increase ranks in Streetwise to 3

Learn the terrible truth about Your character counts the Critical
Exterminator ratlike mutants. rating of their weapon as one lower to
Increase ranks in Resilience to 3. a minimum of 1 when making an attack
Increase ranks in Streetwise to 4. targeting Skavens.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Gn

Specialization Tree
Precision Small, But Vicious Dog Swift Dark Street
When making a Brawl or Ranged check, your Your character gains mid-sized dog. Once per Your character does not suffer the penalties For each rank of the talent, remove one
character may use Cunning instead of Brawn round, they may spend maneuver to direct for moving through difficult terrain (they uncanceled h from Perception, Vigilance,
� EXP

and Agility. the dog in performing one action and one move through difficult terrain at normal Streetwise, or Knowledge checks when in the
maneuver during your character’s turn. speed without spending additional maneu- sewers or in similar location.
[Incidental]
rot #84
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Warning Bark Animal Expertise Durable Toughened


Your character may make a Perception and Add j per rank of the talent to all checks Your character reduces any Critical Injury Each rank of Toughened increases your
Vigilance checks using dog's ranks in those when interacting with animals. When dealing result they suffer by 10 per rank of Durable, character’s wound threshold by two.
�� EXP

skills, as long as the dog is within hearing and Critical Injury to an animal increase the result to a minimum of 01.
visual range of your character. by 10 per rank of the talent.

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Harass Share Pain Dark Street Dodge


When animal companion makes a successful When animal companion suffers wounds, For each rank of the talent, remove one When targeted by a combat check, suffer
combat check, it may upgrade the difficulty reduce wounds by half. Then your char- uncanceled h from Perception, Vigilance, a number of strain up to ranks in Dodge.
�� EXP

of the target's next check instead of inflicting acter suffers wounds equal to the number Streetwise, or Knowledge checks when in the Upgrade the difficulty of the combat check
damage. reduced. sewers or in similar location. a number of times equal to the strain suffered.
[Incidental] [Incidental, oot] [Incidental, oot]
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Guard Dog Animal Expertise Snare Easy Prey


Once per round, guide the dog to perform Add j per rank of the talent to all checks Once until the end of the encounter, spend a Story Suffer 3 strain to use this talent. Until the start
�� EXP

a maneuver. Until the end of your character's when interacting with animals. When dealing Point to force one character to make a Vigilance vs of your character’s next turn, your character
next turn, target character within dog's short Critical Injury to an animal increase the result Survival or Streetwise check or suffer stagger until and allies within short range add jj to com-
range increases their melee defense by one. by 10 per rank of the talent. the end of their next turn, + one round per hh bat checks against immobilized targets.
[Incidental] [Maneuver] [Maneuver]
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Man’s Best Friend Enduring Urban Combatant Dedication


Once per session, after suffering a Critical Injury, Each rank of Enduring increases your char- When your character is targeted by a combat Each rank of Dedication increases one of
suffer 1 corruption to guide the dog to make a Hard acter’s soak value by one. check in an urban setting, you may spend your character's characteristics by one.
�� EXP

(kkk) Coordination check. If successful, do not a Story Point to substitute all j in opponent's
suffer the Injury, but the dog dies. pool to f before the roll is made.
[Incidental, oot] [Incidental, oot]
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wanderer

Riverman Starting Gear


Much of life in the Old World resolves around its rivers. They connect the largest 1D10 Silver Shillings, A Short Spear, A Weighted Net
commercial centers, provide energy for industry, and offer sustenance for the inhab-
itants of towns and villages. Unsurprisingly then, many make a living on the rivers
in somr form or another. Additional Career Skills
Athletics, Crafts, Sailing, Vigilance
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.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Riverman None chase the Expert Knowledge (Rivers and
Sailing) talent.

Skulduggery and Stealth are now career


Increase ranks in Vigilance to 3.
Smuggler* skills for your character.
Purchase one rank in the Daring
Your character may spend 15XP to pur-
Sailor talent.
chase the Snuggery talent.

Increase ranks in Crafts and Leadership and Negotiation are now


Barge Sailing to 3. career skills for your character.
Captain* Purchase the Know the Ropes Your character may use the Know the
talent. Ropes talent twice per encounter instead
Own a barge. of once.

Social Class: Commoner Species: Hu, Ha, Dw, Gn

Specialization Tree
Jackspeak Grit Swift Nimble Steersman
When making a social skill check in company Each rank of Grit increases your character’s Your character does not suffer the penalties When making a Sailing check to operate
of sailors, rivermen etc., suffer a number of strain threshold by one. for moving through difficult terrain (they a boat or a barge, your character may use
� EXP

strain up to the ranks in Jackspeak to add an move through difficult terrain at normal speed Agility instead of Intelligence.
equal number of a to the check. without spending additional maneuvers).
[Incidental] [Incidental]
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Craft Specialization Lucky Strike Rapid Reaction Manann's Blessing


Select area of craftmanship. Your character When purchased, choose one characteristic. Suffer a number of strain to add an equal When in nautical environment, your char-
reduces difficulty of a Crafts check related to After a successful combat check, spend one number of s to a check to determine Initia- acter may make a Simple (-) Sailing check,
�� EXP

the selected area by one. Add jj to all other Story Point to add damage equal to ranks in tive order. The number may not exceed ranks instead of Discipline or Cool, to recover
Crafts check. that characteristic to one hit of the attack. in Rapid Reaction. strain at the end of an encounter.
[Incidental] [Incidental] [Incidental]
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Regular Maintenance Jackspeak Know The Ropes Daring Sailor


The vehicle your character is on increases When making a social skill check in company Once per encounter, before ally makes Before making a Sailing check, you may add
its strain treshold by your character's ranks of sailors, rivermen etc., suffer a number of a check, spend one Story Point: Your charac- a number of h and an equal number of s to
�� EXP

in Crafts (two times ranks in Crafts if strain up to the ranks in Jackspeak to add an ter adds a number of sequal to their ranks the results. The number may not exceed your
silhouette 3+). equal number of a to the check. in Sailing to the results of the check. character’s ranks in Daring Sailor.
[Incidental] [Incidental, oot] [Incidental]
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Always Prepared Natural Defensive Driving Sea Legs


Once per encounter, you may spend a Story When your character purchases this talent, Increase the defense of any vehicle your When your character makes a Brawn or Agil-
�� EXP

Point to use this talent. Unil the end of the choose two skills. Once per session, your character pilots by one per rank of Defensive ity based check while on a boat or ship, they
current round, all allied characters improve character may use this talent to reroll one Driving. add j to the check for each rank of Sea Legs.
the ability of their checks once. skill check that uses one of those two skills.
[Incidental] [Incidental]
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Daring Sailor Dedication Grit Master


Before making a Sailing check, you may add Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
a number of h and an equal number of s to your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

the results. The number may not exceed your check you make using that skill by two, to
character’s ranks in Daring Sailor. a minimum of Easy (k).
[Incidental] [Incidental]
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Wanderer

Scout Starting Gear


1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope,
Scouts roam through the wilderness, following trails that few other eyes can discern,
a Torch, Winter Clothing
while keeping an eye out for dangerous beasts, hostile groups and unnatural occur-
rences. 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 Additional Career Skills
with hazards themselves, preferring to slip back to warn their employers. 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 un-
charted land.

Specialization Progression
Profession

Scout None None

Spend some time in a military.


Outrider* Purchase the Combat Training Your character may spend 5XP to pur-
talent. chase the Vanguard talent.
Increase ranks in Riding to 2.

Set foot on an uncharted


territory. If your character is ambushed, their allies
Explorer* 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

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
One With Nature Grit Forager Swift
When in the wilderness, your character may Each rank of Grit increases your character’s Remove up to jj from any skill checks Your character does not suffer the penalties for
make a Simple (–) Survival check, instead strain threshold by one. made to find food, water or shelter. Checks moving through difficult terrain (they move
� EXP

of Discipline or Cool, to recover strain at the to forage or search the area take half the through difficult terrain at normal speed with-
end of an encounter. time they would normally. out spending additional maneuvers).
[Incidental]
gcrb #74
a gcrb #73
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Let's Ride Durable Deep Pockets Heightened Awareness


Once per round in your character’s turn, get Your character reduces any Critical Injury Once per session, produce small (encum- Allies within short range of your character
on/off a vehicle or animal, or change position result they suffer by 10 per rank of Durable, brace 0 or 1) item worth no more than 5 add j to their Perception and Vigilance
�� EXP

in a vehicle as an incidental. A short-range fall to a minimum of 01. shillings. checks. Allies engaged with your character
from the mount causes no damage. add jj instead.
[Incidental] [Incidental]
gcrb #74
a gcrb #73
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a gcrb #76
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Animal Expertise Combat Training Bloodhound Snare


Add j per rank of the talent to all checks Athletics or Resilience and Melee (Light) or When making a check to follow trail of Once until the end of an encounter, spend a Story
when interacting with animals. When deal- Melee (Heavy) are now career skills for your another character, add a number of s equal Point to force one character to make a Vigilance vs
�� EXP

ing Critical Injury to an animal increase the character. to your character's ranks in Streetwise or Survival or Streetwise check or suffer stagger until
result by 10 per rank of the talent. Survival to the results. the end of their next turn, + one round per hh
[Incidental] [Maneuver]
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Defensive Herbalism Recon Natural


Each rank of Defensive increases your char- In rural area, make an Average (kk) Sur- After spending time in an area, make a Hard (kkk) When your character purchases this talent,
�� EXP

acter’s melee defense and ranged defense vival check to heal one wound per s, or one Survival/Streetwise check. Until the end of the ses- choose two skills. Once per session, your
by one. wound per ss if target's wounds exceed sion, your character or one ally may add s equal to character may use this talent to reroll one skill
their wound threshold. the ranks in the skill to one check made in the area. check that uses one of those two skills.
[action] [action] [Incidental]
gcrb #80
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Grit Dedication Master of Shadows Master


Each rank of Grit increases your character’s Each rank of Dedication increases one of After successful Stealth check, for each s Choose one skill. Once per round, suffer 2
strain threshold by one. your character's characteristics by one. except the first, your character can hide one strain to reduce the difficulty of the next
�� EXP

additional engaged character. Number of check you make using that skill by two, to
characters cannot exceed ranks in Stealth. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #73
p gcrb #81
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a gcrb #81
a
Wanderer

Sorcerer Starting Gear


Those few blessed (or cursed) with witchsight, who do not undergo formal training to 1D10 Silver Shillings, 3 Herbal Medicines, a Staff
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. Additional Career Skills
For humans who find themselves in such a situation, if they are lucky, another similarly Knowledge (Chaos), Magic (Arcana), Survival, Vigilance
blessed individual may take them under their wing. They are taught to hide their abili-
ties 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.

Specialization Progression
Profession

Hedge Be attuned to magic.


Your character can cast spells of the Lore
Wizard of Chaos.

Increase ranks in Magic (Ar- Your character may spend 15XP to


cana) and Survival to 4. purchase one rank in the Prepared Spell
Sorcerer* Purchase the Herbalism talent talent.
and one rank in the Prepared Your character may spend 15XP to pur-
Spell talent. chase the Healer talent.

Your character may spend 20XP to


Increase ranks in Magic (Arcana)
Warlock* to 3.
purchase the Warlock talent.
Your character may spend 20XP to
Embrace a Dark Gift.
purchase the Unleash talent.

Social Class: Outcast Species: Hu, WE, Og, Gn

Specialization Tree
Grit One With Nature Hedge Magic Component Casting
Each rank of Grit increases your character’s When in the wilderness, your character may When casting a spell with the difficulty of When your character casts a spell, they may
strain threshold by one. make a Simple (–) Survival check, instead of 2 or lower, a character may use Cunning use this talent to consume a physical item
� EXP

Discipline or Cool, to recover strain at the instead of Intellect. and add j to the check.
end of an encounter.
[Incidental] [Incidental] [Incidental]
gcrb #73
p gcrb #74
a tow
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Animal Companion Animal Expertise Ensorcelled Herbalism


Your creates bond with a silhuette 0 animal. Add j per rank of the talent to all checks If your character has at least one rank in In rural area, make an Average (kk) Sur-
Once per round, they may spend maneuver to when interacting with animals. When deal- a magic skill, once per encounter, they may vival check to heal one wound per s, or one
�� EXP

direct the animal in performing one action and ing Critical Injury to an animal increase the add a to the result of their next social skill wound per ss if target's wounds exceed
one maneuver during your character’s turn. result by 10 per rank of the talent. check. their wound threshold.
[Incidental] [action]
gcrb #77
p tow
P EPG #95
a tow
a

Share Pain Grit Sixth Sense Innate Focus


When animal companion suffers wounds, Each rank of Grit increases your character’s Your character may make a Vigilance or While not using a magic implement, your
reduce wounds by half. Then your char- strain threshold by one. a Discipline check instead of Cool, to deter- character increases the base damage of attack
�� EXP

acter suffers wounds equal to the number mine Initiative order. spells by 2. Reduce the difficulty of all spells by
reduced. 1, but increase the strain suffered by 1.
[Incidental, oot] [Incidental] [Incidental]
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a gcrb #73
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Animal Expertise Face of the Wild Prepared Spell Blood Magic


Add j per rank of the talent to all checks When you cast a transform spell on yourself, For each rank, decide on a spell consisting of When casting a spell, suffer 2 wounds to
�� EXP

when interacting with animals. When deal- spend a Story Point to maintain the effects of a particular magic action and a specific set of trigger up to three different effects . These
ing Critical Injury to an animal increase the the spell until the end of the encounter. one or more effects. Once per enc, cast that effects must be the ones that can be triggered
result by 10 per rank of the talent. spell with the diff reduced by 1. by spending a or t.
[Incidental] [Incidental]
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A tow
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Animal Companion Dire Animal Companion Grit Dedication


Your creates bond with a silhouette 0 animal. The companion increases Br by 1 and Ag or Each rank of Grit increases your character’s Each rank of Dedication increases one of
Once per round, they may spend maneuver to Will by 1. It increases its wounds and strain strain threshold by one. your character's characteristics by one.
�� EXP

direct the animal in performing one action and thresholds by 4 and gains one rank in Brawl,
one maneuver during your character’s turn. Discipline, Perception or Survival.

gcrb #77
p EPG #98
P gcrb #73
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Warrior

Bodyguard Starting Gear


The Old World is a dangerous place and its cities are no exception. Local gangs lurk 2d10+10 silver shillings, Brass Knuckles, a Club
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. Additional Career Skills
Brawl, Coercion, Resillience, Vigilance
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.

Specialization Progression
Profession

Guard None None

Your character may use the Parry talent


Increase ranks in Brawl to 3.
Bouncer* while unarmed.
Purchase one rank in the Parry
Your character may spend 5XP to pur-
talent.
chase the Painful Blow talent.

Increase ranks in Coercion and Your character may spend 5XP to pur-
Bodyguard* Resillience to 3. chase the Threaten talent.
Purchase two ranks in the Body Your character may spend 15XP to pur-
Guard talent. chase the Heroic Resillience talent.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

Specialization Tree
Fast Healer Tavern Brawler Grit Toughened
When your character heals wounds via natu- Your character adds a to Brawl checks and Each rank of Grit increases your character’s Each rank of Toughened increases your
ral rest, they heal two additional wounds. combat checks using improvised weapons. strain threshold by one. character’s wound threshold by two.
� EXP

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p rot #87
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Body Guard Intimidating Bulwark Parry


Once per round, suffer strain no greater than During the first round of a combat encoun- While wielding a weapon with the Defensive When suffering a hit from a melee combat
ranks in Body Guard. Choose engaged ally; ter, your character increases their melee quality, your character may use Parry to check, after damage is calculated but before
�� EXP

upgrade the diff of combat checks targeting defense a number of times equal to their reduce the damage of an attack targeting an soak is applied, suffer 3 strain to reduce the
that ally by a number of strain suffered. ranks in Intimidating talent. engaged ally. damage of the hit by two plus ranks in Parry.
[Maneuver] [Incidental, oot] [Incidental, oot]
rot #90
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Heightened Awareness Body Guard Toughened Power Through


Allies within short range of your character Once per round, suffer strain no greater than Each rank of Toughened increases your If your character suffered wounds during an
add j to their Perception and Vigilance ranks in Body Guard. Choose engaged ally; character’s wound threshold by two. encounter, they may use Resilience instead
�� EXP

checks. Allies engaged with your character upgrade the diff of combat checks targeting of Cool or Discipline to make a check to
add jj instead. that ally by a number of strain suffered. recover strain at the end of the encounter.
[Maneuver] [Incidental]
gcrb #76
p rot #90
a gcrb #75
p tow
a

Back to back Defensive Parry Grit


While engaged with allies, your character and Each rank of Defensive increases your char- When suffering a hit from a melee combat Each rank of Grit increases your character’s
�� EXP

the allies add j to combat checks. If one or acter’s melee defense and ranged defense check, after damage is calculated but before strain threshold by one.
more allies engaged with your character also by one. soak is applied, suffer 3 strain to reduce the
have the talent, add up to a maximum of jj damage of the hit by two plus ranks in Parry.
[Incidental, oot]
rot #91
p GCRB #80
p gcrb #74
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Dedication Toughened Body Guard Retribution!


Each rank of Dedication increases one of Each rank of Toughened increases your Once per round, suffer strain no greater than When an ally within medium range is
your character's characteristics by one. character’s wound threshold by two. ranks in Body Guard. Choose engaged ally; attacked, spend 1 Story Point: hit the attacker
�� EXP

upgrade the diff of combat checks targeting once with a weapon your character is wield-
that ally by a number of strain suffered. ing, if the enemy is within the weapon’s range.
[Maneuver] [Incidental, oot]
GCRB #81
p gcrb #75
P rot #90
a rot #91
a
Warrior

Champion Starting Gear


D10+10 Silver Shillings, a Sword and a Buckler, or
Champions are professional warriors that train relentlessly to use a  wide range of
a Greatsword
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. Additional Career Skills
Coordination, Discipline, Melee (Heavy), Melee (Light)
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.

Specialization Progression
Profession

Protagonist None None

Increase ranks in Melee (Light)


Sword and Coordination to 4. Your character may spend 20XP to pur-
Master* Purchase the Sword Master chase the Combined Attack talent.
talent.

Judical Increase ranks in Melee (Heavy)


and Melee (Light) to 4. Your character may spend 25XP to pur-
Champion* Fight instead of another charac- chase the Concussive Strike talent.
ter in a trial by combat.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn

Specialization Tree
Duelist Rapid Reaction Second Wind Parry
Your character adds j to melee combat checks Suffer a number of strain to add an equal Once per encounter, your character may use When suffering a hit from a melee combat
while engaged with a single opponent. Your number of s to a check to determine Initia- this talent to heal an amount of strain equal check, after damage is calculated but before
� EXP

character adds j to melee combat checks tive order. The number may not exceed ranks to their ranks in Second Wind. soak is applied, suffer 3 strain to reduce the
while engaged with three or more opponents. in Rapid Reaction. damage of the hit by two plus ranks in Parry.
[Incidental, oot] [Incidental] [Incidental, oot]
gcrb #73
p gcrb #74
a gcrb #74
a gcrb #74
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Defensive Stance Burly Breakthrough Quick Strike


Suffer a number of strain up to the talent ranks. Your character decreases Cumbersome qual- With Melee (Heavy) weapon, suffer strain no Your character adds j for each rank of Quick
Until the end of your char’s next turn, upgrade ity rating of a weapon they wield by 1. greater than ranks in the talent. Decrease def Strike to any combat checks they make
�� EXP

the diff of melee checks targeting your char of engaged enemy by the strain suffered until against any targets that have not yet taken
a number of times equal to the strain suffered. the end of your character's next turn. their turn in the current encounter.
[Maneuver] [Maneuver]
gcrb #75
a tow
P GCRB #76
A gcrb #74
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Toughened Second Wind Feint Parry [Imp.]


Each rank of Toughened increases your Once per encounter, your character may use Once per encounter, add a number of h When your character suffers a hit from a melee
character’s wound threshold by two. this talent to heal an amount of strain equal equal to your character's ranks in Coordina- combat check and uses Parry, you may spend
�� EXP

to their ranks in Second Wind. tion to the results of the next melee combat d or hhh from the attacker’s check to hit the
check targeting your character this round. attacker once with a Brawl or Melee weapon.
[Incidental] [Maneuver] [Incidental, oot]
gcrb #75
p gcrb #74
a tow
a gcrb #79
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Sword Master Parry Defensive Stance Counterattack


Once per enc, after rolling a melee attack When suffering a hit from a melee combat Suffer a number of strain up to the talent ranks. When your character uses Imp. Parry to hit an
�� EXP

check - 1 Story Point: while resolving the check, check, after damage is calculated but before Until the end of your char’s next turn, upgrade attacker, they may activate an item quality of
the weapon gains Stun Damage and Stun soak is applied, suffer 3 strain to reduce the the diff of melee checks targeting your char the weapon they used as if they had generated
equal to your character's ranks in Discipline. damage of the hit by two plus ranks in Parry. a number of times equal to the strain suffered. aa on a combat check using that weapon.
[Incidental] [Incidental, oot] [Maneuver]
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a gcrb #74
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Master Rapid Reaction Quick Strike Dedication


Choose one skill. Once per round, suffer 2 Suffer a number of strain to add an equal Your character adds j for each rank of Quick Each rank of Dedication increases one of
strain to reduce the difficulty of the next number of s to a check to determine Initia- Strike to any combat checks they make your character's characteristics by one.
�� EXP

check you make using that skill by two, to tive order. The number may not exceed ranks against any targets that have not yet taken
a minimum of Easy (k). in Rapid Reaction. their turn in the current encounter.
[Incidental] [Incidental, oot]
gcrb #81
a gcrb #74
a gcrb #74
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Warrior

Roadwarden Starting Gear


The Old World is a huge and wild place. The further from large settlements, the influ- a Riding Horse, a Sword, a Lantern, 1d10 Silver Shillings
ence 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-pre-
pared. Bandits and robbers are just the beginning of what travelers usually have to Additional Career Skills
contend with, so a formation of roadwardens was created to protect them. 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

Your character may change their social


Increase ranks in Melee (Light) status to Middle Class.
Road and Riding to 3. Coercion and Leadership are now career
Sergeant* Purchase one rank in the Bad skills for your character.
Cop talent. Your character may spend 20XP to pur-
chase the Imperious Tone talent.

Increase ranks in Vigilance to 3.


Toll- Your character adds j to Coercion checks
Purchase the Always Prepared
targeting them.
Keeper* talent.
Your character may spend 20XP to pur-
Purchase the Expert Knowledge
chase the Prime Positions talent.
(Law) talent.

Social Class: Commoner Species: Hu, Ha, WE

Specialization Tree
Animal Expertise Toughened Expert Knowledge (Law) Let's Ride
Add j per rank of the talent to all checks Each rank of Toughened increases your Your character reduces difficulty of Knowl- Once per round in your character’s turn, get
when interacting with animals. When dealing character’s wound threshold by two. edge checks related to Law once. on/off a vehicle or animal, or change position
� EXP

Critical Injury to an animal increase the result in a vehicle as an incidental. A short-range fall
by 10 per rank of the talent. from the mount causes no damage.
[Incidental]
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p GCRB #75
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P GCRB #75
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Vanguard A Brave Face Knack for it Buns of Steel


If your character is mounted at the begin- Allied characters within medium range of Select one non-combat, non-magic skill. While mounted on beast or vehicle, your
ning of a combat encounter, they add ss your character add j to the checks to recover Your character removes jj from checks character may make a Simple (-) Riding
�� EXP

to the check to determine Initiative order. strain at the end of an encounter (see page they make using that skill. If purchased for check, instead of Discipline or Cool, to recov-
117 of the Genesys Core Rulebook). the second time - choose two skills. er strain at the end of an encounter.
[Incidental]
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p tow
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Herbalism Bad Cop Heightened Awareness Born in the Saddle


In rural area, make an Average (kk) Survival aa from a Coercion or Deception check: Allies within short range of your character Once per encounter, your character may use
check to heal one wound per s, or one wo- upgrade the ability of a single ally’s subse- add j to their Perception and Vigilance this talent to add s equal to their ranks in
�� EXP

und per ss if target's wounds exceed their quent social skill check a number of times checks. Allies engaged with your character Riding to a single check (using any skill) they
wound threshold. equal to your character's ranks in Bad Cop. add jj instead. make while mounted on beast or vehicle.
[action] [Incidental] [Incidental]
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Always Prepared Enduring Bloodhound Quick Witted


Once per encounter, you may spend a Story Each rank of Enduring increases your char- When making a check to follow trail of Once per enc, after another social skill check,
�� EXP

Point to use this talent. Unil the end of the acter’s soak value by one. another character, add a number of s equal make an Average (kk) Vigilance check. If suc-
current round, all allied characters improve to your character's ranks in Streetwise or cessful, add s or f equal to ranks in Charm
the ability of their checks once. Survival to the results. to the other check. If failed, suffer 3 strain.
[Incidental] [Incidental] [Incidental, oot]
tow
a GCRB #80
p tow
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Dedication Toughened Bad Cop Master


Each rank of Dedication increases one of Each rank of Toughened increases your aa from a Coercion or Deception check: Choose one skill. Once per round, suffer 2
your character's characteristics by one. character’s wound threshold by two. upgrade the ability of a single ally’s subse- strain to reduce the difficulty of the next
�� EXP

quent social skill check a number of times check you make using that skill by two, to
equal to your character's ranks in Bad Cop. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
p GCRB #75
P tow
a gcrb #81
a
Warrior

Slayer Starting Gear


1d10 Silver Shillings, Two axes or a Great axe or a War
Dwarfs who have lost their honor swear a solemn oath to die in heroic battle and be-
come Slayers. They dye their beards and hair orange, fashion them into a crest and
Hammer (Inferior quality), Brass Knuckles
travel the world with nothing but an axe, looking for a glorious death - the only means
by which they can wash away their disgrace. Additional Career Skills
Outcasts in the eyes of all other dwarfs, they never speak of the circumstances that led Athletics, Brawl, Melee (Heavy), Resilience
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.
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

Change your character's social class to


Outcast.
Troll Slayer Suffer unbearable disgrace. Your character cannot wear heavy armor
(soak 2 or higher) or use a shield and can
never change their specialization.

Your character upgrades the ability of Fear


checks once.
Giant When your character makes a Resillience
Slay a troll. check to stay conscious after exceeding
Slayer their wound threshold, they reduce the
difficulty of the check by one to a mini-
mum of Easy (k).

Your character upgrades the ability of Fear


Daemon checks twice instead of once.
Slayer Slay a giant Your character may spend 25XP to
increase Brawn or Willpower by one. This
cannot increase the characteristic above 5.

Social Class: Outcast Species: Dw

Specialization Tree
Toughened Power Through Slayer Durable
Each rank of Toughened increases your If your character suffered wounds during an Your character adds j to melee combat Your character reduces any Critical Injury
character’s wound threshold by two. encounter, they may use Resilience instead checks against targets that are silhouette 2 result they suffer by 10 per rank of Durable, to
� EXP

of Cool or Discipline to make a check to or greater. a minimum of 01.


recover strain at the end of the encounter.
[Incidental]
GCRB #75
P tow
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P gcrb #73
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Dual Wielder Reckless Charge Tavern Brawler Enduring


Use this talent to decrease the difficulty After using a maneuver to move to engage an Your character adds a to Brawl checks and Each rank of Enduring increases your char-
of the next combined combat check made adversary, suffer 2 strain to add sshh combat checks using improvised weapons. acter’s soak value by one.
�� EXP

during the same turn by one. to the results of the next melee combat check
made this turn.
[Maneuver] [Incidental]
gcrb #76
A rot #89
a rot #87
p gcrb #80
P

Dual Strike Slayer [Imp.] Heroic Will Dodge


When resolving a combined check to attack Your character adds j to melee combat Choose two characteristics. Spend a Story When targeted by a combat check, suffer
with two weapons in a melee combat, suffer checks against targets that are silhouette 3 or Point to ignore the effects of Critical Injuries a number of strain up to ranks in Dodge.
�� EXP

2 strain to hit with the secondary weapon greater. This effect stacks with Slayer talent. on any skill checks using those two character- Upgrade the difficulty of the combat check
(instead of spending aa). istics until the end of the encounter. a number of times equal to the strain suffered.
[Incidental] [Incidental, oot] [Incidental, oot]
rot #90
a tow
P gcrb #79
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Slayer [Sup.] Durable Thoughened Death Rage


Your character adds j to melee combat Your character reduces any Critical Injury Each rank of Toughened increases your Your character adds +2 damage to melee
�� EXP

checks against Daemon adversaries. This ef- result they suffer by 10 per rank of Durable, to character’s wound threshold by two. attacks for each Critical Injury they are
fect stacks with Slayer and Slayer (Improved) a minimum of 01. currently suffering.
talents.

tow
P gcrb #73
P GCRB #75
P rot #91
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Combat Fury Enduring Dedication Unleash


Each time adversary or minion group is de- Each rank of Enduring increases your char- Each rank of Dedication increases one of Once per round, your character may suffer 1
feated within short range of your character, acter’s soak value by one. your character's characteristics by one. corruption to perform a maneuver to imme-
�� EXP

your character heals 2 strain. diately defeat one rival or one minion group
in short range.
[Maneuver]
tow
P gcrb #80
P gcrb #81
P tow
a
Warrior

Watchman Starting Gear


‘The Watch’ is the first line of law enforcement in almost every town and city in the Old 1d10 Silver Shillings, a Halberd, a Club, a Lantern
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
Additional Career Skills
towns hire the dregs of society to save some money, putting powers into the hands of lazy, Athletics, Melee (Light), Perception, Streetwise
mean, and sadistic men.
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

Your character may change their social


Increase ranks in Athletics and status to Middle Class.
Watch Melee (Light) to 3. Coercion and Leadership are now career
Sergant* Purchase one rank in the Bad skills for your character.
Cop talent. Your character may spend 20XP to pur-
chase the Imperious Tone talent.

Your character may change their social


Purchase the Investigator talent.
Investigator* Increase ranks in Perception and
status to Middle Class.
Your character may spend 20XP to
Streetwise to 3.
purchase the Recon talent.

Social Class: Commoner Species: Hu, Ha, Dw, Og, Gn

Specialization Tree
Street Slang A Brave Face Expert Knowledge (Law) Toughened
When making a social skill check in dubious Allied characters within medium range of Your character reduces difficulty of Knowl- Each rank of Toughened increases your
company, suffer a number of strain no your character add j to the checks to recover edge checks related to Law once. character’s wound threshold by two.
� EXP

greater than ranks in the talent. Add a equal strain at the end of an encounter (see page
to the strain suffered. 117 of the Genesys Core Rulebook).
[Incidental]
tow
a tow
P tow
P GCRB #75
P

Probing Question Work the Crowd Knack for it Defensive Stance


If your character knows an opponent’s Flaw or Your character decreases the difficulty of Select one non-combat, non-magic skill. Suffer a number of strain up to the talent ranks.
Fear motivation, when your character inflicts social skill checks by one when influencing Your character removes jj from checks Until the end of your char’s next turn, upgrade
�� EXP

strain on that opponent using a social skill, groups (see Genesys Core Rulebook, page they make using that skill. If purchased for the diff of melee checks targeting your char
the opponent suffers 3 additional strain. 120). the second time - choose two skills. a number of times equal to the strain suffered.
[Maneuver]
tow
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P GCRB #73
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a

Bloodhound Heightened Awareness Bad Cop Back to Back


When making a check to follow trail of Allies within short range of your character aa from a Coercion or Deception check: While engaged with allies, your character and
another character, add a number of s equal add j to their Perception and Vigilance upgrade the ability of a single ally’s subse- the allies add j to combat checks. If one or
�� EXP

to your character's ranks in Streetwise or checks. Allies engaged with your character quent social skill check a number of times more allies engaged with your character also
Survival to the results. add jj instead. equal to your character's ranks in Bad Cop. have the talent, add up to a maximum of jj
[Incidental] [Incidental]
tow
a GCRB #76
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a Rot #91
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Stubborn Investigator Body Guard Urban Combatant


Your character adds j per rank of Stubborn Once per session, while at a crime scene, make Once per round, suffer strain no greater than When your character is targeted by a combat
�� EXP

to social skill checks targeting them. a Hard (kkk) Perception check. If succeesful, for ranks in Body Guard. Choose engaged ally; check in an urban setting, you may spend
each s identify one prominent physical charac- upgrade the diff of combat checks targeting a Story Point to substitute all j in opponent's
teristics of one person who was at the scene. that ally by a number of strain suffered. pool to f before the roll is made.
[action] [Maneuver] [Incidental, oot]
tow
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a Rot #90
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Dedication Bad Cop Toughened Concussive Strike


Each rank of Dedication increases one of aa from a Coercion or Deception check: Each rank of Toughened increases your Suffer 2 strain before a Melee (Light) or
your character's characteristics by one. upgrade the ability of a single ally’s subse- character’s wound threshold by two. Melee (Heavy) check. Increase the difficulty
�� EXP

quent social skill check a number of times of the check by one. The weapon gains Con-
equal to your character's ranks in Bad Cop. cussive 1 item quality for the check.
[Incidental] [Incidental]
gcrb #81
p tow
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P tow
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Warrior

Witch Hunter Starting Gear


3d10 Silver Shillings, a Leather Armor, a Sword or an Axe,
Witch Hunters are grim, cold individuals who have dedicated their life to eradicating
a Rope, a Sacred Symbol, a Torch
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 Additional Career Skills
common however is their dedication and zeal against all things tainted and impure. 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 If your character has at least one rank in


Become a devout follower of the Divine skill, they can work Miracles of
Hunter’s a Chaos opposing deity. Sigmar, but they can never work miracles
Apprentice of other deities or cast spells.

Increase ranks in Discipline to 3.


Witch Increase ranks in Knowledge When making a Melee (Light) or Melee
(Chaos) to 3 (Heavy) check, your character may use
Hunter Convict a witch during the trial. Willpower instead of Brawn.

Once per session, your character may


Witch Increase ranks in Discipline to 4.
ask for a big favor from another witch
Increase ranks in Knowledge
Hunter (Chaos) to 4.
hunter.
Captain Your character may spend 10XP to pur-
Become renowned among witch
chase one rank in the Enduring talent.
hunters.

Social Class: Outcast Species: Hu

Specialization Tree
Templar pure Durable Knack for it
Divine is now a career skill for your character. Each rank of Pure increases your character's Your character reduces any Critical Injury Select one non-combat, non-magic skill.
They can only cast one spell using this skill per corruption threshold by one. result they suffer by 10 per rank of Durable, to Your character removes jj from checks
� EXP

encounter. a minimum of 01. they make using that skill. If purchased for
the second time - choose two skills.

rot #87
P tow
P GCRB #73
P GCRB #73
P

Chaos Bane Heroic recovery Know The Enemy Scathing tirade


Your character counts the Critical rating of Choose one characteristic. Once per encoun- Your character may make a Knowledge May use this talent to make an Average (kk)
their weapon as one lower to a minimum of ter, spend one Story Point to use this talent (Chaos) check instead of Cool or Vigilance, to Coercion check. For each s one enemy with-
�� EXP

1 when making an attack targeting a Chaos to have your character heal strain equal to the determine Initiative order when facing Chaos in short range suffers 1 strain. For each a one
adversary. rating of the chosen characteristic. creatures. enemy suffers 1 additional strain.
[Incidental] [Incidental] [action]
tow
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a GCRB #77
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Templar [imp.] Parry Toughened Scathing Tirade [imp.]


When your character casts the Divine spell, When suffering a hit from a melee combat Each rank of Toughened increases your Enemies affected by your character’s Scathing
they do not add j for wearing heavy armor, check, after damage is calculated but before character’s wound threshold by two. Tirade add j to all skill checks they make for
�� EXP

using a shield, or not having at least one soak is applied, suffer 3 strain to reduce the a number of rounds equal to your character’s
hand free. damage of the hit by two plus ranks in Parry. ranks in Coercion.
[Incidental, oot]
ROT #89
P GCRB #74
a GCRB #75
P GCRB #79
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The Hammer of Witches pure Justice of the Citadel Scathing Tirade [sup.]
Once per encounter, make a Hard (kkk) Each rank of Pure increases your character's Once per round may suffer 3 strain to use this Your character may choose to suffer 1 strain to
�� EXP

Divine check. Add j per each s to all magic corruption threshold by one. talent to add damage equal to ranks in Disci- use the Scathing Tirade talent as a maneuver,
checks targeting your character. For every aa pline to one hit of a successful melee attack. instead of as an action.
add j to combat checks targeting spellcasters.
[action] [Incidental] [Incidental]
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StrengTh of Faith Dedication Zealous Fire Baleful Gaze


Once per session, add s equal to ranks in Each rank of Dedication increases one of your Each time your Game Master spends a Story Once per round, spend a Story Point to upgrade
Discipline and a equal to ranks in Willpower character's characteristics by one. Point, your character heals 2 strain. the difficulty of a combat check targeting your
�� EXP

to the results of the next Divine check during character within medium range by your ranks
this turn. in Coercion.
[Maneuver] [Incidental, oot]
EPG #97
a GCRB #81
P ROT #91
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a
Character Sheet
Character Deſcription
Name: ge: Career: Specialization:
Species: Gender: Height: Profeſſion:
Hair: Eyes: Social claſs: Strength: Flaw:
Notable feat.: Deſire: Fear:
Characteriſtics
Brawn gility Intellect Cunning Willpower Preſence

t‍tributes

Soak Value Defenſe Wounds Strain Corruption


ranged melee thresh. current thresh. current thresh. current

Skills bilities & dd. Talents


General Skills Career? Rank Combat Skills Career? Rank NAME ___________________________________
Alchemy (Int) Brawl (Br) DESC___________________________________
Athletics (Br) Firearms (Ag) ________________________________________
Cool (Pr) Gunnery (Int)
Coordination (Ag) Melee - Heavy (Br) NAME ___________________________________
Crafts (Int) Melee - Light (Br) DESC___________________________________

Discipline (Will) Ranged (Ag) ________________________________________

Engineering (Int) Social Skills Career? Rank


NAME ___________________________________
Medicine (Int) Charm (Pr)
DESC___________________________________
Perception (Cun) Coercion (Wp) ________________________________________
Resilience (Br) Deception (Cun)
Riding (Ag) Leadership (Pr) NAME ___________________________________
Sailing (Int) Negotiation (Pr) DESC___________________________________

Skulduggery (Cun) Knowledge Skills Career? Rank ________________________________________


Stealth (Ag) Academic (Int)
NAME ___________________________________
Streetwise (Cun) Chaos (Int)
DESC___________________________________
Survival (Cun) Cuſtom Skills Career? Rank
________________________________________
Vigilance (Will) ______________________
Magic Skills Career? Rank ______________________ NAME ___________________________________
Arcana (Int) ______________________ DESC___________________________________
Divine (Will) ______________________ ________________________________________

Weapons
Weapon Skill Dmg. Crit Range Encum. On you? Special
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________

Perſonal Gear Money


Encum. On you? Encum. On you? Gold Crowns
____________________ ____________________ ____________________ ____________________
Silver Shillings
____________________ ____________________ ____________________ ____________________
Braſs Pennies
____________________ ____________________ ____________________ ____________________
____________________ ____________________ ____________________ ____________________ Exp.
Total exp.
____________________ ____________________
Encumbrance Current Maximum Available exp.

Critical Injuries Mutations

© Barbara Szymańska 2022. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
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 fan-
tasy settings.

Tier 1 character may make a Simple (-) Riding check,


instead of Discipline or Cool, to recover strain
at the end of an encounter (see page 117 of
A Brave Face Genesys Core Rulebook).
Tier: 1
Activation: Passive College Wizard
Ranked: No
Tier: 1
Allied characters within medium range of your Activation: Passive
character add j to the checks to recover strain
Ranked: No
at the end of an encounter (see page 117 of the
Genesys Core Rulebook). Your character reduces any Miscast result they
cause by 10, to a minimum of 01.

Black Market Contacts


Tier: 1
Cool Face
Activation: Active (Incidental) Tier: 1
Ranked: Yes Activation: Passive
Once per session, when attempting to pur- Ranked: No
chase an item that is not available legally, your When another character tries to discern your
character may use this talent to reduce its rar- character's Motivations, they add automatic
ity by one per rank of Black Market Contacts. hh to the check.

Buns of Steel Craft Specialization


Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
While mounted on a  beast or vehicle, your
70 The Old World: Grim and Perilous
For each rank of this talent, select a  specif- Table 2-2: Example Areas of
ic area of craftsmanship for your character. Knowledge
When your character makes a  Crafts check
which pertains to that area of craftsman- Area Field of Study
ship, reduce the difficulty of the check once. Astronomy Celestial objects and phenomena.
If the check is to craft an item (see Realms
Botany Floral and fungal life.
of Terrinoth, page 112), additionally de-
crease the time needed by half (rounded up). Chaos Chaos domain and creatures.
When your character makes a  Crafts check Heraldry Armorial bearings and noble
which DOES NOT pertain to that area of ceremonies.
craftsmanship, add jj to the check instead. Magic Winds of magic, magic items etc.

Table 2-1: Example Crafts Metallurgy Production of metal and alloys.


Theology Deities and religious beliefs.
Craft Description
Zoology Animals and their behavior.
Art making Sculpting, painting etc.
Cloth making Making clothes, hats and shoes.
Masonry Construction of stone buildings. Hamstring Shot
Metalworking Smithing and metal casting. Tier: 1
Shipbuilding Building and repairing ships. Activation: Active (Action)
Woodworking Wood carving, carpentry etc. Ranked: No
Once per encounter, your character may use
this talent to perform a ranged combat check
Dark Street against one non-vehicle target within range
of the weapon used. If the check is successful,
Tier: 1
halve the damage inflicted by the attack (be-
Activation: Passive fore reducing damage by the target’s soak).
Ranked: Yes The target is immobilized until the end of its
After your character makes a Perception, Vig- next turn.
ilance, Streetwise, or Knowledge check to Note: Balance change for the original Hamstring Shot talent.

notice, identify, or avoid a  threat in sewers,


underground city tunnels, or other similar
locations, your character cancels a number of
Hedge Magic
uncanceled h no greater than your charac- Tier: 1
ter's ranks in Dark Street. Activation: Active (Incidental)
Ranked: No
Expert Knowledge When making a Magic (Arcana) check to cast
a spell with the difficulty of Average (kk) or
Tier: 1 lower, your character may use Cunning in-
Activation: Passive stead of Intellect. If the spell is an Attack spell,
Ranked: Yes your character may use Cunning to determine
the base damage of the spell.
For each rank of this talent, select a  spe-
cific area of expertise for your character.
When your character makes a Knowledge (Ac-
ademic) or a Knowledge (Chaos) check which
Intuitive Casting
pertains to that area of knowledge, reduce the Tier: 1
difficulty of the check once. Activation: Passive
Ranked: Yes
Your character adds sh for each rank of In-
tuitive Casting to the magic checks they make
in the first round of an encounter.
The Old World: Grim and Perilous 71
ter has received at least 1 wound in the previous
Jackspeak encounter, your character may make a Simple
Tier: 1 (-) Resilience check, instead of Discipline or
Activation: Active (Incidental) Cool, to recover strain at the end of an encoun-
ter (see page 117 of Genesys Core Rulebook).
Ranked: Yes
Note: Originally from The Forge, episode 6.
When your character makes a social skill check
in a  company of sailors, rivermen or similar
individuals (as determined by your GM), they Pure
may suffer a number of strain to use this talent
to add an equal number of a to the check. The Tier: 1
number may not exceed your character's ranks Activation: Passive
in Jackspeak. Ranked: Yes
Each rank of Pure increases your character's
corruption threshold by one.
Manann's Blessing
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 in-
stead 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 danger-
ous scene or environment, where your charac-

72 The Old World: Grim and Perilous


Purchasing this talent also has a narrative effect
Rule of Aqshy as it subtly changes appearance of your charac-
Tier: 1 ter. Their hair grows thick and disheveled and
Activation: Passive their nails become long and sharpened.
Ranked: No
Whenever your character casts an Attack spell,
they always add the Fire effect to the spell
Rule of Ghyran
without increasing the difficulty. Tier: 1
Purchasing this talent also have a  narrative Activation: Active (Incidental)
effect as it subtly changes appearance of your Ranked: No
character. Red strands appear among the char- Your character adds j to magic checks while in
acter's hair, and their face blushes slightly. the rural environment and j while in the urban
environment. Additionally, when your charac-
ter casts an Attack spell, they may use this talent
Rule of Azyr to add the Non-lethal effect to the spell without
increasing the difficulty.
Tier: 1
Activation: Passive Purchasing this talent also has a narrative effect
as it subtly changes appearance of your charac-
Ranked: No
ter. Their skin becomes bright and healthy, and
Whenever your character casts an Attack spell, the cheeks blush slightly. A fresh scent always
they always add the Lightning effect to the surrounds your character.
spell without increasing the difficulty.
Purchasing this talent also has a narrative ef-
fect as it subtly changes appearance of your Rule of Hysh
character. Blue flecks appear in their eyes and
Tier: 1
some hair may go gray as the wind of Azyr
flows through their body. Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
Rule of Chamon they always add the Holy effect to the spell
without increasing the difficulty. The effect
Tier: 1 works against Chaos and Daemon adversaries.
Activation: Passive
Purchasing this talent also has a narrative ef-
Ranked: No
fect as it subtly changes appearance of your
Whenever your character casts an Attack spell, character. After performing their first few rit-
they always add the Impact effect to the spell ual castings, they will soon find white streaks
without increasing the difficulty. in their hair and their skin will turn pale.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your charac-
ter. Their skin becomes slightly yellowish and Rule of Shyish
shiny and their gaze seems to be more focused. Tier: 1
Activation: Passive
Rule of Ghur Ranked: No
Whenever your character casts an Attack spell,
Tier: 1 they always add the Holy effect to the spell with-
Activation: Active (Incidental) out increasing the difficulty. The effect works
Ranked: No against Undead adversaries.
When your character casts an Attack spell, they Purchasing this talent also has a narrative effect
may use this talent to add the Close Combat ef- as it subtly changes appearance of your charac-
fect to the spell without increasing the difficulty. ter as they become lean and pale.

The Old World: Grim and Perilous 73


Rule of Ulgu Tier 2
Tier: 1
Activation: Active (Incidental) Acrobatics
Ranked: No
Tier: 2
While resolving the Attack or Curse spell Activation: Active (Maneuver)
check, you may spend a to Disorient the tar-
Ranked: No
get for a number of rounds equal to your char-
acter's ranks in Knowledge (Chaos). When your character is moving in a way that
would normally require Athletics or Coordi-
nation check (e.g. climbing, swinging a  rope
Street Slang etc.), they may suffer 2 strain to perform this
check as a maneuver instead of an action.
Tier: 1
Activation: Active (Incidental)
Ranked: Yes Altered Deal
When your character makes a social skill check
Tier: 2
in criminal or dubious company (as determined
by your GM), they may suffer a  number of Activation: Active (Incidental, Out of Turn)
strain to use this talent to add an equal number Ranked: No
of a to the check. The number may not exceed Once per session, when allied character within
your character's ranks in Street Slang. short range of your character fails a Negotiation
check, your character may use this talent to retry
the check using Coercion instead of Negotiation.
Technical Jargon
Tier: 1
Activation: Active (Incidental)
Ranked: No
Your character may use this talent when mak-
ing 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.
74 The Old World: Grim and Perilous
Animal Expertise Chaos Bane
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Your character adds j per rank of Animal Your character counts the Critical rating of their
Expertise to all checks when interacting with weapon as one lower to a  minimum of 1 when
a  beast or animal (including combat checks). making an attack targeting a Chaos adversary.
Additionally, when inflicting a Critical Injury
to a beast (including Beastmen and Skaven) or
an animal, your character increases the result Combat Training
by 10 per rank of Animal Expertise.
Tier: 2
Activation: Passive
Bad Cop Ranked: No
Athletics or Resilience and Melee (Light) or
Tier: 2
Melee (Heavy) are now career skills for your
Activation: Active (Incidental) character.
Ranked: Yes
Your character may spend aa from a  Co-
ercion or Deception check to use this talent Daring Sailor
to upgrade the ability of a  single ally’s sub- Tier: 2
sequent social skill check a number of times
Activation: Active (Incidental)
equal to your character's ranks in Bad Cop.
The check must target the same character Ranked: Yes
as your character’s initial check, and it must Before your character makes a Sailing check,
take place during the same encounter. 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
Breakthrough ranks in Daring Sailor.

Tier: 2
Activation: Active (Maneuver) Deep Pockets
Ranked: Yes Tier: 2
Once per round, while wielding a  Melee Activation: Active (Incidental)
(Heavy) weapon, your character may suffer
Ranked: No
a number of strain no greater than their ranks
in Breakthrough to use this talent. Choose one Once per session, your character may use
enemy engaged with your character; until the this talent to produce a small but narratively
end of your character's next turn, decrease the useful item from their pockets, backpack, or
defense of the target a number of times equal similar receptacle (it turns out the item had
to the strain suffered. been there the whole time). Your GM has fi-
nal say as to what items can be produced with
Deep Pockets, but generally the item should
Burly cost less than 5 Silver Shillings and have an
encumbrance of 0 or 1.
Tier: 2 Note: Inspired by a similar SotB talent.

Activation: Passive
Ranked: No
Your character decreases Cumbersome quality
rating of a weapon they wield by 1.

The Old World: Grim and Perilous 75


Distraction Intimidating
Tier: 2 Tier: 2
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Your character may use this talent to make During the first round of a  combat encoun-
an Average (kk) Coordination or Deception ter, your character increases their melee de-
check. For each s the check generates, one fense a number of times equal to their ranks
adversary of your choice within short range be- in Intimidating.
comes disoriented. Your character may spend
a from the check to inflict 1 strain on an affect-
ed adversary and may spend t from the check
to stagger a minion or rival within short range.
Keen Observer
Tier: 2
Activation: Passive
Encouraging Song Ranked: No
Tier: 2 Your character adds jj to checks to discern
Activation: Active (Action) another character's Motivations.
Ranked: No
Your character may use this talent to make
an Average (kk) Charm check. For each s
Know The Enemy
the check generates, one ally within medium Tier: 2
range adds j to their next skill check. For each Activation: Active (Incidental)
a, one ally benefiting from Encouraging Song Ranked: No
heals 1 strain.
Your character may make a Knowledge (Chaos)
check instead of Cool or Vigilance, to determine
Fast Healer Initiative order when facing Chaos creatures.

Tier: 2
Activation: Passive Paragon
Ranked: No Tier: 2
When your character heals wounds via natural Activation: Active (Incidental, Out of Turn)
rest, they heal two additional wounds. Ranked: No
Once per encounter, your character may use
this talent before making a Fear check. If the
Inspiring Cry check is successful, all allied characters pres-
Tier: 2 ent in the encounter decrease the difficulty
Activation: Active (Incidental) of Fear checks by one until the end of the en-
Ranked: No counter. If the check fails, they increase the
difficulty by one instead.
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.
Patch Up
The number of allies affected may not exceed Tier: 2
your character's ranks in Leadership. Activation: Active (Incidental)
Note: Inspired by a similar SotC talent. 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

76 The Old World: Grim and Perilous


the end of the session, d may be spent from one or more effects. Once per encounter, your
a  check the healed character makes to have character may reduce the difficulty of the check
them suffer a  number of wounds equal to to cast that spell by one.
your character’s Intellect. Your character may
only use this talent on a particular target once
per game session. Probing Question
Tier: 2
Activation: Passive
Physician Ranked: No
Tier: 2 If your character knows an opponent’s Flaw or
Activation: Passive Fear Motivation, when your character inflicts
Ranked: Yes strain on that opponent using a social skill, the
opponent suffers 3 additional strain.
When your character makes a Medicine check to
help another character heal wounds, the target
additionally heals 1 strain per rank of Physician. Quick Fix
Tier: 2
Prepared Spell Activation: Active (Maneuver)
Tier: 2 Ranked: No
Activation: Active (Incidental) You may spend a  Story Point to allow your
Ranked: Yes character to use this talent to temporarily
repair one damaged item they are engaged
When your character with. For a  number of rounds equal to your
gains a rank in this character’s ranks in Crafts, the item may
talent, decide on a be used without penalty (see page 89 of the
spell consisting of Genesys Core Rulebook), even if it is unus-
a particular mag- able. When the effect ends, the item is dam-
ic action and a aged one additional step; if it was already
specific set of 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. If the vehicle's silhouette is 3 or more,
it increases its strain threshold two times your
character's ranks in Crafts.

The Old World: Grim and Perilous 77


Sea Legs Small, But Vicious Dog
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: yes Ranked: No
When your character makes a Brawn or Agility Your character creates a  bond with a  single
based check while on a boat or ship, they add j mid-sized dog with a  bad temper. The bond
to the check for each rank of Sea Legs. persists as long as your character chooses, al-
though at your GM's discretion, the bond may
also be broken due to abusive treatment or
Shield Bash other extenuating circumstances.
Tier: 2 As long as the bond persists, the dog follows
Activation: Active (Incidental, Out of Turn) your character, and you dictate the dog's over-
all behavior (although, since the dog is only
Ranked: No
bonded with the character, not dominated, it
Your character may use this talent to spend t may still perform inconvenient actions such
from a check they make to determine Initiative as scratching furniture, consuming rations,
to make a  Melee (Light) combat check with and marking territory). Once per round in
a shield against a valid target before the first structured encounters, your character may
round of combat begins. If this combat check spend one maneuver to direct their dog in
is successful, your character may activate the performing one action and one maneuver
Knockdown item quality without spending a. during your character’s turn. The dog must be
within hearing and visual range of your char-
acter (generally medium range) to do this.
Silver Tongued Otherwise, the dog does not contribute to the
Tier: 2 encounter. The specifics of its behavior are up
Activation: Active (Incidental) to you and your GM.
Ranked: No While benefiting from this talent, you may also
When resolving a  social skill check, you may benefit from all talents that hold the Animal
spend one Story Point to use this talent to re- Companion talent as a  prerequisite. Howev-
place uncanceled aa with s. er, you cannot increase the allowed silhouette
of the dog by increasing ranks in the Animal
Companion talent.
Sixth Sense
Tier: 2 Special Use Permit
Activation: Active (Incidental)
Tier: 2
Ranked: No
Activation: Passive
Your character may make a Vigilance or Disci-
Ranked: No
pline check instead of Cool, to determine Ini-
tiative order. Your character does not treat any item as re-
stricted (R).
This also means your character can carry a Fire-
Slayer arms and Ranged weapons (including explo-
sives) or transport Gunnery weapons that nor-
Tier: 2
mally would be restricted in public without being
Activation: Passive arrested. However, they can still be arrested for
Ranked: No using such a weapon in an unlawful manner.
Your character adds j to melee combat checks Note: Inspired by a similar SotB talent.
against targets that are silhouette 2 or greater.

78 The Old World: Grim and Perilous


Steady Hand Vanguard
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
Before your character makes a ranged combat If your character is mounted at the beginning
check, you may spend one Story Point to use of a  combat encounter, they add ss to the
this talent to add a equal to your character’s check to determine Initiative order.
ranks in Discipline to the results.

Work the Crowd


Sucker Punch Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Incidental, Out of Turn) Ranked: No
Ranked: No Your character decreases the difficulty of social
Your character may use this talent to spend skill checks by one when influencing groups
t from a check they make to determine Ini- (see Genesys Core Rulebook, page 120).
tiative to make a Brawl combat check against
a  valid target before the first round of com-
bat begins. If this combat check is successful,
your character may activate the Disorient item
Tier 3
quality without spending a.
Audacious
Surgical Strike Tier: 3
Activation: Passive
Tier: 2
Ranked: No
Activation: Active (Incidental)
When your character generates d on a social
Ranked: No
check, roll l and add the results to the check,
Before your character makes a Brawl or Melee in additional to the d being spent as normal.
(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 Applied Research
Medicine. Tier: 3
Note: Originally from The Forge, episode 11. Activation: Active (Incidental)
Ranked: Yes
Your character may use this talent before mak-
ing a check to use any knowledge skill and In-
tellect instead of the skill and characteristic
the check would normally require. Your char-
acter may use this talent a  number of times
per session equal to their ranks in Applied
Research. When your character uses this tal-
ent, 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 giv-
en situation, and require your character to use
that specific knowledge skill.
Note: Originally from the SotB rulebook.

The Old World: Grim and Perilous 79


tracks or a trail of information), you may use this
Artillerist talent to add a number of s equal to your char-
Tier: 3 acter’s ranks in Streetwise or Survival, as appro-
Activation: Passive priate for the environment, to the check results.
Note: Originally from the SotC rulebook.
Ranked: No
Gunnery is now a career skill for your character.
A number of allied characters within medium Born in the Saddle
range may use your character's ranks in Gun-
Tier: 3
nery instead of theirs when making Gunnery
checks. The number cannot exceed your char- Activation: Active (Incidental)
acter's Presence rating. Ranked: No
Once per encounter, your character may use
this talent to add s equal to their ranks in
Awakening of the Riding to a single check (using any skill) they
Forest make while mounted on beast or vehicle.
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 awak-
ens (use the characteristic of Aymhelin Scion,
Realms of Terrinoth p. 178) and obeys your
character's commands until the end of the en-
counter or until dispelled. Your character may
spend a  maneuver to direct the tree, allowing
them to determine its action and maneuver.

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, de-
crease strain threshold of all members of the tar-
geted 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
80 The Old World: Grim and Perilous
College Wizard Diplomatic Immunity
(Improved) Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No When your character is accused of commit-
Your character must have purchased the College ting a  crime (except for the most serious
Wizard talent to benefit from this talent. ones like murder, worshiping Chaos etc.) you
may spend one Story Point to use this talent.
Your character reduces any Miscast result they Your character avoids any possible fines or
cause by 30 instead of 10, to a minimum of 01. jail-time and is released immediately, even
if they were caught red-handed. However, if
your character is, in fact, guilty, your GM may
Combined Attack rule that this talent might only be activated
Tier: 3 by them suffering one corruption instead of
spending a Story Point.
Activation: Active (Incidental)
Ranked: No
Once per round, when your character makes Elusive
a melee combat check, they may suffer 3 strain Tier: 3
to use this talent. Upgrade the difficulty of Activation: Active (Incidental, Out of Turn)
the check once. While resolving the check, the
Ranked: No
weapon gains the Linked item quality with
the rating equal to your character's ranks in When another character makes a check to follow
Coordination. 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
Demolitionist ranks in Streetwise or Survival, as appropriate
to the environment, to the check results.
Tier: 3 Note: Originally from the SotC rulebook.
Activation: Active (Action)
Ranked: No
Feint
Your character may use this talent to make an
Engineering check to attempt to destroy some Tier: 3
sort of cover present in the current encoun- Activation: Active (Maneuver)
ter at the expense of a bomb. The difficulty of Ranked: No
the check is Easy (k) plus k for each point of Once per encounter, add a number of h equal
defense the cover provides, to a maximum of to your character's ranks in Coordination to the
Formidable (kkkkk). Additional bombs can results of the next melee combat check targeting
be used to add j per bomb used, to a  max- your character this round.
imum of jj. If the check is successful, for
each s one enemy benefiting from the cover
loses the benefit until the end of the encoun- Guard Dog
ter. Additionally, aa can be spent to hit one
enemy in the cover. The hit deals the bomb's Tier: 3
base damage, plus any damage from applica- Activation: Active (Incidental)
ble talents or abilities. Ranked: No
Your character must have purchased Small, But Vi-
cious Dog talent to benefit from this talent.
Once per round, your character may use this
talent to guide their dog to perform the Guard
Dog maneuver. Until the end of your character's

The Old World: Grim and Perilous 81


next turn, target character within dog's short
range increases their melee defense by one. Heroic Resilience
Tier: 3
Harass Activation: Active (Incidental, Out of Turn)
Ranked: No
Tier: 3 Once per encounter, when your character suffers
Activation: Active (Incidental) wounds, you may spend one Story Point to use
Ranked: No this talent to reduce wounds suffered by a num-
Your character must have purchased the Small, But ber equal to your character's ranks in Resilience.
Vicious Dog or Animal Companion talent to benefit
from this talent.
Improvised Defenses
Whenever the character's animal compan-
ion makes a successful combat check against Tier: 3
a target, it may forgo inflicting damage to up- Activation: Active (Action)
grade the difficulty of the target's next check Ranked: No
once instead. Your character may use this talent to make
a  Hard (kkk) Engineering check to attempt
to create temporary cover. If the check is suc-
Headshot cessful, the cover provides ranged defense of
Tier: 3 1 and can cover one character for each uncan-
celed s. t can be spend to increase defense
Activation: Passive
provided to 2.
Ranked: Yes
Your character adds damage equal to one plus
their ranks in Headshot to combat checks aim- Investigator
ing at the head of the target.
Tier: 3
Activation: Active (Action)
Healer Ranked: No
Once per session, your character may use this
Tier: 3
talent to make a Hard (kkk) Perception check
Activation: Passive while present at a crime scene. If they succeed,
Ranked: No for each s they identify one prominent phys-
When your character uses a healing potion or a ical characteristics of one person who was at
herbal medicine, the target heals two additional the crime scene when the crime was commit-
wounds. The sixth healing potion and beyond ted (as long as the crime was committed in the
each day still has no effect. past 24 hours). This could include a  person’s
height, weight, body type, clothing, and if they
are human or not.
Herbalism
Tier: 3 Know the Ropes
Activation: Active (Action)
Tier: 3
Ranked: No
Activation: Active (Incidental, Out of Turn)
While in a rural environment, your character Ranked: No
may use this talent to make an Average (kk)
Survival check to attempt to heal themselves Once per encounter, before one of your charac-
or any engaged character. If successful, for ter's allies makes a check, you may spend one
each uncanceled s target character heals one Story Point to use this talent. Your character
wound. If target's current wounds exceeded adds a  number of s equal to their ranks in
their wound threshold, heal one wound per Sailing to the results of the check. When your
uncanceled ss instead. character uses this talent, you should explain

82 The Old World: Grim and Perilous


how their mastery of Sailing helped the other
character accomplish their task. Precise Aim
Tier: 3
Master of Shadows Activation: Active (Incidental)
Ranked: Yes
Tier: 3 When your character performs an Aim ma-
Activation: Active (Incidental) neuver, they may suffer 2 strain to use this tal-
Ranked: No ent. For their next combat check, your charac-
When your character successfully hides from ter decreases the target’s defense by a number
someone by performing a Stealth check, they equal to their ranks in Precise Aim.
may use this talent to automatically hide one
additional character in engaged range for
each s except the first. The number of addi- Repairman
tional characters hidden cannot exceed your Tier: 3
character's ranks in Stealth.
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 malfunc-
tion 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 Sto-
ry 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 becom-
ing redder and redder and sparkles of passion
appear in their eyes.

The Old World: Grim and Perilous 83


Your character increases their melee de-
Rule of Azyr fense by one, but upgrades the difficulty of
(Improved) Charm and Negotiation checks once. Addi-
Tier: 3 tionally, when your character casts a Conjure
spell, they always add the Summon Ally effect
Activation: Active (Incidental)
without increasing the difficulty, and they
Ranked: No must always summon a living animal. The ani-
Your character must have purchased the Rule of mal remains for the duration of the encounter
Azyr talent to benefit from this talent. without need for your character to use a con-
Your character cannot be disoriented and centrate maneuver to maintain the spell.
gains j to all Negotiation checks. Addition- Purchasing this talent further changes your
ally, once per encounter, your character may character's appearance, as they appear more
spend a Story Point to fly using the hovering bestial and speak with harsh voice.
guidelines in the Flying sidebar on page 100
of the Genesys Core Rulebook. This effect re-
mains until the end of the encounter. Rule of Ghyran
Purchasing this talent further changes your (Improved)
character's appearance, as their eyes become Tier: 3
blue with a faraway look and subtle chill wind
Activation: Active (Incidental)
moves their clothes.
Ranked: No
Your character must have purchased the Rule of Ghy-
Rule of Chamon ran talent to benefit from this talent.
(Improved) Your character increases their wounds thresh-
old by two.
Tier: 3
Activation: Active (Incidental) Additionally, when your character heals
wounds via natural rest, you may spend a Sto-
Ranked: No
ry Point to use this talent. Your character and
Your character must have purchased the Rule of their allies within short range heal a number
Chamon talent to benefit from this talent. of wounds equal to your character's ranks in
Increase your character's soak value by one, but Magic (Arcana) instead of wounds they would
upgrade the difficulty of Athletics, Coordination heal normally.
and Vigilance checks once. Additionally, once
per encounter, after your character successfully
casts an Augment, Barrier or Conjure spell, you Rule of Shyish
may spend one Story Point to maintain the ef- (Improved)
fects of the spell until the end of the encounter.
Tier: 3
Purchasing this talent further changes your Activation: Active (Incidental)
character's appearance, as their movements Ranked: No
become slower and their joints stiffen.
Your character must have purchased the Rule of Shy-
ish talent to benefit from this talent.
Rule of Ghur Your character adds j to Charm checks and j
(Improved) to Coercion checks.
Additionally, after your character successfully
Tier: 3
casts an Attack or Curse spell, you may spend
Activation: Passive one Story Point to use this talent. All charac-
Ranked: No ters targeted by the spell must make a  Hard
Your character must have purchased the Rule of Ghur (kkk) Fear check as an out of turn Incidental.
talent to benefit from this talent.

84 The Old World: Grim and Perilous


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 suf-
fers wounds, your character may use this talent
to reduce the wounds by half (rounded up), then
your character suffers those wounds instead.

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.

Purchasing this talent further changes your Snare


character's appearance when their skin turns Tier: 3
cold and sallow and their eyes look cloudy. The Activation: Active (Maneuver)
aura of death surrounds your character.
Ranked: No
Once per encounter, your character may spend
Rule of Ulgu a maneuver to use this talent to set a trap. Once
(Improved) before the end of the encounter, you may spend
a Story Point to force one character in the en-
Tier: 3 counter to make an opposed Vigilance vs your
Activation: Active (Incidental) character's Survival or Streetwise check as an
Ranked: No out of turn incidental. If they fail, they are stag-
gered until the end of their next turn, plus one
Your character must have purchased the Rule of Ulgu
additional turn per hh.
talent to benefit from this talent.
Your character adds j to Stealth checks, but
adds j to Leadership checks. Snuggery
Additionally, after your character successfully Tier: 3
casts a  Mask spell, you may spend one Story Activation: Passive
Point to use this talent to make the illusion last Ranked: No
until the end of the encounter without need for
Your character gains a hidden storage some-
your character to use a concentrate maneuver
where in the nearest city or a  hidden com-
to maintain the spell.
partment on the vehicle they are currently
Purchasing this talent also has a narrative ef- traveling by (player's choice). They may store
fect as your character is surprisingly quickly items with a total encumbrance equal to their
forgotten by other people. ranks in Streetwise for hidden compartment
The Old World: Grim and Perilous 85
and five times their ranks in Streetwise for check would normally require. However, they
hidden storage. Once per in-game week, it upgrade the difficulty of the check once. Your
may be moved to another location. character may use this talent a  number of
times per session equal to their ranks in Wild
Improvisation. When your character uses this
Stromfels' Wrath talent, you should explain how their improvi-
sation skills let them accomplish this task.
Tier: 3
Activation: Active (Incidental)
Ranked: No Tier 4
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 Always Prepared
Sailing to one hit of a successful melee attack. Tier: 4
Activation: Active (Incidental)
The Hammer of Witches Ranked: No
Once per encounter, you may spend a  Story
Tier: 3 Point to use this talent. Until the end of the
Activation: Active (Action) current round, all allied characters improve
Ranked: No the ability of their checks once.
Once per encounter, your character may use
this talent to make a Hard (kkk) Divine check.
For each s the check generates, all characters
Armor Master
(including allies) add j to magic checks tar- Tier: 4
geting your character. For every aa, your Activation: Passive
character adds j to combat checks targeting Ranked: No
spellcasting characters. Those effects last until
When your character wears armor with an En-
the end of an encounter.
cumbrance value of 4 or higher, they reduce its
Encumbrance by 1 and increase Defense by 1.
Warning Bark
Tier: 3 Backstab (Improved)
Activation: Active (Incidental) Tier: 4
Ranked: No Activation: Active (Incidental)
Your character must have purchased the Small, But Ranked: No
Vicious Dog to benefit from this talent. Your character must have purchased the Backstab
Your character may make Perception and talent to benefit from this talent.
Vigilance checks using dog's ranks in those When your character uses the Backstab tal-
skills, as long as the dog is within hearing and ent, in addition to the standard effect of the
visual range of your character (generally me- talent, they may suffer 2 strain to count the
dium range). Critical rating of their weapon as one lower
to a minimum of 1.

Wild Improvisation
Tier: 3
Biggest Fan
Activation: Active (Incidental) Tier: 4
Ranked: No Activation: Active (Incidental)
Your character may use this talent before Ranked: No
making a check to use any skill and character- Once per session, when your character is in
istic instead of the skill and characteristic the a  crowded thoroughfare or busy street, they
86 The Old World: Grim and Perilous
may spend a  Story Point and select a  single
bystander within medium range. That char- Backstab Talent
acter is familiar with your character's work and Unaware targets
and considers themselves their biggest fan.
The Backstab talent, introduced in the Realms of
Until the end of the encounter or scene, treat
Terrinoth rulebook, is a  powerful tool that greatly
that character as a  loyal ally. You may direct captures the common theme of a sneaky rogue, so
them to answer questions, perform tasks, and its not a surprise that its included in specialization
aid your character within their means at the trees available for the Rogue career. A portion of
GM's discretion. However, if your character the talent's description states it can be used against
acts against their fan's interests, your GM unaware targets. But when is the target actually un-
aware? Obviously, allowing the talent to be used ev-
may decide that the fan immediately suffers 4
ery single turn will quickly break the game so here
strain and attacks or otherwise tries to harm are some sugestions for when you can backstab:
your character.
• 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 ad-
versaries in the current encounter is unaware of
your character's location.
While those are only suggestions, we strongly recom-
mend to apply them for both PCs and adversaries.

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.

Cavalier (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Cavalier tal-
ent 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 main-
tain control of an untrained mount in combat
or a similarly stressful situation.

The Old World: Grim and Perilous 87


Cavalier (Supreme) (Improved)
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Cavalier tal- Your character must have purchased the Diplomatic
ent to benefit from this talent. Immunity talent to benefit from this talent.
Your character may choose to suffer 1 strain to When your character uses the Diplomatic Im-
use the Cavalier talent as an incidental, instead munity talent, they may choose to expand its
of as a maneuver. effect to all allies with a social status of Middle
Class or Elite who are accused of committing
the same crime.
Coordination Dodge
Tier: 4 Dramatic Entrance
Activation: Active (Incidental, Out of Turn)
Tier: 4
Ranked: No
Activation: Active (Incidental, Out of Turn)
When your character is targeted by a  combat
check, you may spend one Story Point to use Ranked: No
this talent to add a number of f equal to your Once per session, your character may spend
character's ranks in Coordination to the results. a Story Point to use this talent to enter a scene
or encounter they are not currently participat-
ing in at an opportune time, even if their arrival
Connected is only slightly likely. If the scene is a combat en-
counter or otherwise uses Initiative order, your
Tier: 4 character adds a  new PC Initiative slot at the
Activation: Active (Incidental) top of the Initiative order. In addition, they add
Ranked: No j to the first check they make in the encounter.
Once per session, your character may use this
talent to choose one NPC of the Commoner or
Middle Class social status and reveal that they Dramatic Escape
owe your character a big favor. Your character Tier: 4
may use a Negotiation check to determine the Activation: Passive
outcome of the favor (instead of Leadership). Ranked: No
Your character must have purchased the Dramatic
Crushing Charge Entrance talent to benefit from this talent.
Your character may use the Dramatic Entrance
Tier: 4 talent to immediately escape from the current
Activation: Active (Action) encounter instead of entering it. If your charac-
Ranked: No ter is targeted by a check, they may escape after
While mounted, after your character engages the dice pool is assembled, but before is rolled.
a target, they may suffer 3 strain to use this tal-
ent to make a Melee (Light), or Melee (Heavy)
combat check. When resolving the check, the Imperious Tone
weapon gains the Knockdown and Sunder Tier: 4
item qualities and increases the Pierce and Vi- Activation: Active (Incidental)
cious item qualities by a number equal to your Ranked: No
character's ranks in Riding.
When your character makes a  Charm or Co-
ercion check targeting a character of a lower
Diplomatic Immunity social status than they are, they may suffer 2
strain to use this talent. Count your charac-
88 The Old World: Grim and Perilous
It's Only a Flesh
Wound
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an allied  character within short range
suffers a  Critical Injury (except Death), your
character may attempt a  Hard (kkk) Medi-
cine check. If successful, your character se-
lects the Critical Injury with severity rating
lowered by 1, in lieu of the rolled result.

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 dif-
ficulty 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 be-
ing 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 any-
one around them in some way.
ter's ranks of Charm or Coercion as equal to
their ranks in Leadership.
Offensive Driving
Infiltration Tier: 4
Activation: Active (Action)
Tier: 4
Ranked: No
Activation: Active (Incidental)
While driving a vehicle or sailing, your charac-
Ranked: No
ter may use this talent to select one other vehi-
Your character must have purchased the Recon tal- cle within medium range and make an opposed
ent to benefit from this talent. Riding versus Riding or Sailing versus Sailing
After a successful check to use the Recon tal- check (depending on whether your character
ent, you may spend a  Story Point to use this and their opponent are using Riding or Sail-
talent. Until the end of the game session, your ing to control their vehicle) targeting the other
character is considered "native" to the area vehicle’s driver or steersman. If successful, roll
- other characters treat them as one of their twice on the Table III.2- 19 Critical Hit Result,
own. In addition, until the end of the game on page 230 of the Genesys Core Rulebook.
session, your character or one of their allies Choose one Critical Hit result to apply to your
may add tf to one check made in the area. character’s vehicle, and the other to apply to the

The Old World: Grim and Perilous 89


other vehicle. You may spend t to add +20 to
one Critical Hit result. Your GM may spend d Rule of Hysh
to add +20 to both Critical Hit results. (Improved)
Tier: 4
Prey on the Weak Activation: Active (Action)
Ranked: No
Tier: 4 Your character must have purchased the Rule of
Activation: Passive Hysh talent to benefit from this talent.
Ranked: No Your character and their allies within short range
Your character adds two damage to the results upgrade the ability of Fear checks once. Once per
of successful melee combat checks targeting round, your character may suffer 2 strain to make
disoriented or prone targets. an opposed Magic (Arcana) versus Discipline
check targeting Chaos or Daemon adversary
within medium range. If the check is successful,
Prime Positions the target is staggered (even if the target is im-
mune to stagger normally), until the end of its
Tier: 4
next round plus one round for every uncanceled
Activation: Passive ss beyond the first.
Ranked: No
Purchasing this talent further changes your
When your character or their allies within
character's appearance, as their hair turns
short range benefit from cover, add a number
completely white and their eyes seem to glow
of j equal to the defense provided by the cover
with eerie light.
to their ranged combat checks.

Rule of Ulgu
Recon (Supreme)
Tier: 4
Tier: 4
Activation: Active (Action)
Activation: Passive
Ranked: No
Ranked: No
To use this talent, your character must spend
some time (determined by the GM) observing Your character must have purchased the Rule of
Ulgu (Improved) talent to benefit from this talent.
a selected, easy to distinguish area. After that
time, your character may make a Survival or Your character may add the Invisibility effect
Streetwise check, as appropriate to the envi- to Mask spells, following the normal rules of
ronment. The base difficulty of the check is the effect.
Hard (kkk), however it should be increased if Purchasing this talent further changes your char-
the area is large, secured in any way or full of acter's appearance, as they are always accompa-
hostile inhabitants. nied by long, barely visible shadows.
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 Scapegoat
character's rank in the skill used to one check Tier: 4
made in the area. For each t this ability may
Activation: Active (Action)
be used one additional time.
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)

90 The Old World: Grim and Perilous


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-
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
Charm check. If the check is successful, they but before resolving the check, you may spend
may point any character from Outcast or Com- a Story Point to use this talent. While resolving
moner social group who will then be incrimi- the check, the weapon gains the Stun Damage
nated and prosecuted for the crime. item quality and the Stun item quality equal to
your character's ranks in Discipline.

Slayer (Supreme)
The Golden Touch
Tier: 4
Activation: Passive Tier: 4
Ranked: No Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Slayer (Im-
proved) talent to benefit from this talent. When your character suffers a hit from a me-
lee combat check, after the attack is resolved,
Your character adds j to melee combat checks you may spend d or hh from the attacker’s
against Daemon adversaries. This effect stacks check to stagger the attacker until the end of
with the Slayer and Slayer (Improved) talents. their next round.

The Old World: Grim and Perilous 91


Tough Negotiator Tier 5
Tier: 4
Activation: Passive
Ranked: No
Awakening of the
When your character inflicts a critical remark
Forest (Improved)
(See page 123 of the Genesys Core Rulebook) Tier: 5
in a  Negotiation check, they inflict addition- Activation: Passive
al strain to the target equal to your character's Ranked: No
ranks in Negotiation.
Your character must have purchased the Awakening
of the Forest talent to benefit from this talent.
Urban Combatant When using Awakening of the Forest, use the
Tier: 4 Forest Guardian characteristic (Realms of
Activation: Active (Incidental, Out of Turn) Terrinoth, page 179) for the awakened tree, in-
stead of Aemhelin Scion.
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.

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 The Old World: Grim and Perilous


Baleful Gaze Coordinated Assault
Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per round, when your character is tar- Your character must have purchased the Coordinated
geted by a combat check from within medium Assault talent to benefit from this talent..
range, they may spend a  Story Point to up- When your character uses the Coordinated
grade the difficulty of the check a number of Assault talent, in addition to the standard ef-
times equal to their ranks in Coercion. fect of the talent, your character may suffer 4
strain to use this talent. Allies affected by Co-
ordinated Assault add damage equal to your
College Wizard character's ranks in Coordinated Assault to all
(Supreme) combat checks they make until the end of your
character’s next turn.
Tier: 5
Activation: Active (Incidental)
Ranked: No Deadly Premonition
Your character must have purchased the College Wiz-
Tier: 5
ard (Improved) talent to benefit from this talent.
Activation: Active (Incidental)
When your character causes Miscast, before Ranked: No
determining its result, you may spend a Story
Once per session, when your character makes
Point to count the result as if it were rolled “01”.
a Predict magic action with a Cheat Death addi-
tional effect, they may suffer 1 corruption to use
Combat Fury this talent to expand the effect to one additional
character. The character must be in visual range
Tier: 5 when incapacitated or killed and you still need
Activation: Passive to spend a Story Point for the effect to trigger.
Ranked: No
Each time an adversary or a minion group is
defeated within short range of your character,
Encouraging Song
your character heals 2 strain. (Improved)
Tier: 5
Concussive Strike Activation: Passive
Ranked: No
Tier: 5 Your character must have purchased the Encourag-
Activation: Active (Incidental) ing Song talent to benefit from this talent.
Ranked: No
When your character uses the Encouraging Song
Once per round, before performing a  Melee talent, you may spend t to decrease the difficul-
(Light) or Melee (Heavy) check, your charac- ty of the next check of affected allies by one.
ter may suffer two strain to use this talent. In-
crease the difficulty of the check by one; while
resolving the check the weapon gains the Con-
cussive 1 quality.
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

The Old World: Grim and Perilous 93


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, magi-
cal 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, of-
ten reaching for herbal mixtures, potions or special
techniques of exerting pressure on the chest.
Heart attack is considered a Critical Injury with
the severity of Daunting (kkkk) and the follow-
ing effect: The target suffocates (see Suffocation,
Genesys Core Rulebook, p. 112) until the Critical
Injury is healed.

Man's Best Friend


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
a Formidable (kkkkk) Medicine check target- as an out of turn incidental. If the check is suc-
ing an engaged character who has died within cessful, your character does not suffer the Crit-
the last round. If the check is successful, the tar- ical Injury, but their dog perishes.
get character is saved, returning to life at one
wound below double their wound threshold,
but one of their limbs is permanently lost. Rule of Aqshy
(Supreme)
Lesser Caress of Tier: 5
Laniph Activation: Active (Maneuver)
Ranked: No
Tier: 5
Activation: Active (Action) Your character must have purchased the Rule of
Aqshy (Improved) talent to benefit from this talent.
Ranked: No
Once per encounter, your character may make Your character may spend a Story Point to per-
an opposed Magic (Arcana) vs Discipline check form an Attack magic action as a  maneuver.
targeting one adversary within medium range. However, they cannot perform another magic
If the check is successful, the target suffers the action this round.
Heart Attack Critical Injury and your character Purchasing this talent changes your character's
suffers 2 corruption and automatically activates appearance even further, as their hair turns
the Exposed miscast effect. If the check gen- completely red and seems to turn into pure
erates d your character suffers a  number of flame as they cast their spells. An aura of pas-
wounds equal to triple the Willpower rating of sion surrounds your character.
the target. If the check generates dd your char-
acter suffers the Heart Attack Critical Injury.
94 The Old World: Grim and Perilous
by one, Brawn rating by one, wounds thresh-
Rule of Azyr old by six, soak by three, defense by one and
(Supreme) their unarmed attacks become magic attacks
with the following profile: Brawl; Damage
Tier: 5 +4; Critical 3; Range [Engaged]; Knockdown,
Activation: Active (Incidental, Out of Turn) Pierce 2, Vicious 2.
Ranked: No
Your character must have purchased the Rule of
Azyr (Improved) talent to benefit from this talent. Rule of Ghyran
At the beginning of an encounter, your charac- (Supreme)
ter may spend a Story Point to perform a Pre-
Tier: 5
dict magic action as an out of turn incidental.
Activation: Active (Incidental)
Purchasing this talent changes your characters' Ranked: No
appearance even further, as their eyes turn
completely blue and hair silver-gray. Immense Your character must have purchased the Rule of Ghy-
power, but also calmness emanates from your ran (Improved) talent to benefit from this talent.
character. Once per session, you may use this talent
to have your character and their allies with-
in short range heal a  number of wounds
Rule of Chamon and strain equal to your character's ranks in
(Supreme) Knowledge (Chaos). Incapacitated allies may
be revived if their wounds and strain are re-
Tier: 5 duced below the thresholds.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Rule of
Sailor's Luck
Chamon (Improved) talent to benefit from this talent. Tier: 5
At the beginning of an encounter, your charac- Activation: Active (Incidental)
ter may spend a Story Point to perform an Aug- Ranked: No
ment or Barrier magic action as an out of turn Once per session, after your character's check
incidental. generates d, you may use this talent to can-
Purchasing this talent changes your character's cel the d and add t to the results.
appearance even further, as their skin turns
golden and their voice sounds metallic.
Rule of Hysh
(Supreme)
Rule of Ghur Tier: 5
(Supreme) Activation: Active (Incidental)
Tier: 5 Ranked: No
Activation: Active (Maneuver) Your character must have purchased the Rule of
Ranked: No Hysh (Improved) talent to benefit from this talent.
Your character must have purchased the Rule of Ghur After your character successfully used the Rule
(Improved) talent to benefit from this talent. of Hysh (Improved) talent, you may spend a Sto-
Once per encounter, your character may suf- ry Point to use this talent. The target is automat-
fer 4 strain to use this talent to transform into ically defeated. If the target was a  Daemon, it
the Embodiment of Ghur until the end of the returns to the Realm of Chaos immediately.
encounter or until incapacitated. Your char- Purchasing this talent changes your charac-
acter cannot use weapons, wear armor or cast ter's appearance even further, as their skin
spells in this form, but they increase their size becomes pale, eyes completely white and their

The Old World: Grim and Perilous 95


whole body emanates intense light when they In addition, your character can ask their orga-
cast their spells. nization members for as many small favors as
they wish, leaving the Game Master to decide
how many favors is too much.
Rule of Shyish
(Supreme) Unleash
Tier: 5
Tier: 5
Activation: Passive
Activation: Active (Maneuver)
Ranked: No
Ranked: No
Your character must have purchased the Rule of Shy-
Once per round, your character may suffer
ish (Improved) talent to benefit from this talent.
1 corruption to perform a maneuver to imme-
Whenever a character under the effects of your diately defeat one rival or one minion group in
character's Curse spell suffers wounds, your short range.
character heals 2 wounds.

Warlock
Tier: 5
The Boss Activation: Active (Incidental)
Tier: 5 Ranked: No
Activation: Passive Once per encounter, your character may suf-
Ranked: No fer 1 corruption to use this talent. Until the
Your character becomes a  leader of a  guild, end of the encounter, your character can cast
gang or some other organization. Once per spells without suffering strain and don't need
session, your character may ask for a  big fa- to perform concentrate maneuvers to sustain
vor from the members of their organization. their spells.

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 5 Passive No The Old World
(Improved)
Back to Back 4 Passive No Realms of Terrinoth (page 91)
Backstab 3 Active (Action) No Realms of Terrinoth (page 89)

96 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
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)
Chaos Bane 2 Passive No The Old World
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)

The Old World: Grim and Perilous 97


Talent Tier Activation Ranked Source
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
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)

98 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
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 3 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
Healer 3 Passive No 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
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)

The Old World: Grim and Perilous 99


Talent Tier Activation Ranked Source
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)
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
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)

Prepared Spell 2 Active (Incidental) Yes The Old World


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)

100 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
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
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)
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

The Old World: Grim and Perilous 101


Talent Tier Activation Ranked Source
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
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.

General Skills • Your character needs to identify any parts or


tools necessary prior to completing a job.
Crafting and managing gear is important part
of The Old World setting. To reflect this, we Your character should not use
have split the original Mechanics skill into two this skill if...
separate skills: Crafts and Engineering. In ad-
dition, we have introduced a new Sailing skill • Your character tries to design completely
that covers activities related to river and sea new device. That would require an Engi-
travels which are also a big part of the setting. neering check.
• Your character tries to research the science
Crafts (Intellect) behind their craft, for example metallurgy.
Crafts represents all kinds of simple crafting
skills used to create or repair most mundane
items. Woodcraft, smithing, shoe-making,
Crafts
boat building, tailoring - all fall in this catego- or Engineering?
ry. Skilled craftsmen are irreplaceable assets In The Old World setting, the Mechanics skill is re-
in groups of adventurers as they can keep the placed by two new skills: Crafts and Engineering.
group's gear in fine condition. This differentiation was necessary due to game
balance as damaging and repairing gear is much
Your character should use this more important in the setting compared to the basic
Genesys rules. However, two similar skills may lead
skill if... to some confusion, so its important to remember
• Your character tries to craft a sword or sim- one general rule: crafts is for simple things, while en-
ple firearm, build a house or a boat. gineering covers the more complicated ones. In case
of any doubt, the Game Master is the final arbiter.
• Your character attempts to repair a  dam-
aged weapon or simple piece of equipment.
The Old World: Grim and Perilous 103
That would be a Knowledge (Academic) check. • Your character performs routine actions
when exiting port.
Engineering (Intellect) • Your character tries to repair a  damaged
While craftsmen make and repair most ev- ship. That would require a Crafts check.
eryday items, engineers deal with much more
complicated devices. The Engineering skill • Your character tries to recall some informa-
covers the ability to design and construct com- tion about the lands they are sailing to. The
plex mechanisms, as well as to prepare (and de- Knowledge (Academic) skill covers that.
stroy) defense structures and siege machines.

Your character should use this Combat Skills


skill if... The Old World expansion introduces one new
• Your character tries to design a completely combat skill - Firearms, and slightly modifies
new device. one already present in the Genesys Core Rule-
book - Gunnery.
• 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 surpris-
ing that a large part of the population live off
river and sea transport. The Sailing skill cov-
ers most activities related to operating a boat,
water navigation as well as knowledge of rivers
and seas. It can also be considered the equiva-
lent 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 approach-
ing storm and know how to prepare for it.

Your character should not use


this skill if...
104 The Old World: Grim and Perilous
Gunnery (Intellect) Skills linked
Gunnery is in most part identical to the Gun- to the Intellect
nery skill described on page 69 of Genesys Core Most of the skills are quite intuitional and your
Rulebook. The difference is, in The Old World character does not need any special training to
setting most of the Gunnery weapons like can- try their chances in most of these tasks. The only
nons, siege crossbows or trebuches require an exception presented in the Genesys Core Rule-
book are magic skills, because characters have to
ability to quickly calculate ballistic trajectory in- purchase at least one rank in those skills to use
stead of a  simple hand-eye coordination, thus them. However, in The Old World setting special-
the skill is tied with Intellect in place of Agility. ized knowledge and "know-how" is often kept as
a secret of the respective guild or university and
Firearms (Agility) passed from masters to their students. Because of
this, if your character makes a check with a skill
Gunpowder weapons are gaining popularity on linked to Intellect that is not their career skill or
the battlefields of the Old World. They are loud, they don't have at least one rank in that skill, they
heavy and unreliable. However, they provide a upgrade the difficulty of the check once.
considerable advantage thanks to their high fire
power. The Firearms skill covers usage and day
to day maintenance of gunpowder weapons.
Academic (Intellect)
Academic represents a broad category of special-
Your character should use this ized, scholarly knowledge available only to those
skill if... with some kind of formal education. It encom-
passes things like biology, astrology, history, law,
• Your character tries to attack using a pistol,
theology and many other areas of science that
arquebus, blunderbuss or similar, personal
may seem useless to common folk. A character
gunpowder weapon.
with ranks in Knowledge (Academic) can recall
• Your character attempts to repair minor relevant historical events, recognize the coat
damage of their gunpowder weapon (see of arms of local nobleman, identify poisonous
page 89 of Genesys Core Rulebook). plants or avoid breaking the law unknowingly.

Your character should not use Your character should use this
this skill if... skill if...
• Your character tries to shoot a  crossbow, • Your character tries to find relevant infor-
bow or throw something. The Ranged skill mation in a library.
should be used here.
• Your character attempts to read a map.
• Your character attempts to repair a moderate
• Your character tries to calculate when an
or major damage of their gunpowder weap-
astronomical phenomenon will occur.
on (see page 89 of Genesys Core Rulebook).
This would require a  Crafts or Engineering Your character should not use
check (whatever is more appropriate).
this skill if...
• Your character fires a cannon or some kind
• Your character needs to know something
of siege weapon.
trivial or something that belongs to com-
mon knowledge such as the dates of popu-
Knowledge Skills lar religious celebrations.
• Your character tries to recall something re-
The skills presented here are meant to replace lated to Chaos or magic. That area of knowl-
the single Knowledge skill described in the edge is covered by Knowledge (Chaos) skill.
Genesys Core Rulebook.
Chaos (Intellect)
Chaos is the power that permeates and chang-
es 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 • Specialization Trees - page 102
these things is forbidden, guarded by wizards • Social Encounters - page 107.
and witch hunters. This skill represents knowl-
edge of the terrifying truth about the world.

Your character should use this Rules from


skill if... the Realms of
• Your character tries to recall knowledge Terrinoth Rulebook
about the Ruinous Powers, warpstone, mu-
Here are the additional rules the from the
tants, magic or similar Chaos related things.
Realms of Terrinoth rulebook that may be
• Your character tries to identify a creature of used in The Old World setting:
Chaos and how to fight it.
• Mounted Combat - page 83.
• Your character studies a cursed grimoire to
• Crafting (including Alchemy) - page 112.
absorb its power.
• Your character tries to uncover a witch.
• Your character attempts to identify a pow- Resisting Loss of
erful artifact. Consciousness and
Your character should not use Instant Death
this skill if... As described on page 112 of the Genesys Core
• Your character tries to read a book written Rulebook, a character who exceeds their wound
in an unknown language. This would re- threshold is knocked out and incapacitated.
quire a Knowledge (Academic) check. However, a  hero who overcomes wounds and
fights despite being heavily injured is a  com-
• Your character tries to cast a  spell. This mon theme in heroic fantasy settings. This new
would require the use of a magic skill. rule helps to reflect this - once per encounter,

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.

Rules from
Expanded Player's
Guide
Here are the additional rules the from the Ex-
panded Player's Guide rulebook that should be
used in The Old World setting:
• Expanded Magic Rules - page 95.

106 The Old World: Grim and Perilous


Discipline or Resilience check as an out of turn
Reading and Writing incidental even though an incapacitated char-
acter is normally unable to perform actions. If
Reading and writing are rare skills in the Old
World's society. If your character's starting career
the check is successful, the character can take
is a Craftsman, Noble or Scholar, you may consider their actions as usual until the end of the en-
they have those skills. However, other careers need counter. However, for every five wounds the
to purchase at least one rank in Knowledge (Aca- character suffers in this state, they also suffer
demic) skill to be able to read and write. a Critical Injury and if they exceed double their
wounds threshold they instantly die (as if the
on their next turn after having become inca- Dead Critical Injury result was rolled on Table
pacitate due to exceeding their wound thresh- I.6-10: Critical Injury Result, page 115 of the
old, a Player Character may make a Hard (kkk) Genesys Core Rulebook).

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.

Types of Magic Divine magic users derive their power from


the deity they serve. It makes miracles and
]There are two main types of magic: Arcana blessings much safer, but also confined to
and Divine. Arcana magic draws its power deity's own domain, which greatly limits the
from the Winds of Magic, the invisible cur- magical actions available to those chosen by
rents of magical energy that flow across the the gods. While resolving a Divine check, use
world from the Realm of Chaos. This makes Table III.2-4: Spending h and d on Magic
it much more powerful and versatile, but also Skill Checks from Genesys Core Rulebook,
extremely dangerous even for experienced p.  211 as usual, however, the selected effect
wizards. All Arcana magic users gain access to should be explained in the narrative as the
the new magic action: Sense Magic, and new wrath of gods.
maneuver: Overcast. However, they are vul-
nerable to the Curse of Tzeentch and replace Sets of available magic actions and effects, both
Table III.2-4: Spending h and d on Magic for wizards and priests, are presented in Table
Skill Checks from Genesys Core Rulebook, p. 4-1: Available Magic Actions And Effects.
211 with Table 4-5: Spending h and d on Ar-
cana Skill Checks from this expansion.

Magic Knowledge Skill


As listed in the Genesys Core Rulebook, some of any effect that refers to the spellcaster's ranks in
the spell effects a  character can apply to mag- Knowledge uses Knowledge (Chaos) in case of
ic actions depend on the character's rank in Arcana spellcasters and Discipline in case of Di-
Knowledge. However, in the Old World setting, vine spellcasters and magic ring users.

108 The Old World: Grim and Perilous


Table 4-1: Available Magic Actions And Effects.
Magic Action Lore Lore of Lore of Lore of Lore of Lore of Lore of Lore of Lore of Miracles Miracles
and Effect / of the Fire Metal Beasts Life Light Death Shadow Chaos of Sigmar of Shallya
Lore or Deity Heavens
Attack A A A A A A A A A A
Blast A A A A A A A A
Close Combat A A A A A A A A
Deadly A A A A A A A A
Fire A A
Holy/Unholy A A A
Ice A A
Impact A A A A A
Lightining A
Manipulative A A A A A
Non-lethal A A A A A A A A
Range A A A A A A A A A A
Destructive A A A A A
Empowered A A A A A A A A
Poisonous A A A
Augment A A A A A A A A A A
Divine Health A A A A A
Haste A A A A A A A
Primal Fury A A
Range A A A A A A A A
Swift A A A A A
Enchant
A A A A
Weapon
Blessing A A A
Additional
A A A A A A A A A
Target
Barrier A A A A A A A A A A
Additional
A A A A A A A
Target
Range A A A A A A
Add Defense A A A A A A A
Empowered A A A A A
Reflection A
Deflection A A A A
Sanctuary A A
Conjure A A A A
Additional
A A A
Summon
Medium
A A A
Summon
Range A A A A
Summon Ally A A A
Grand
A A A
Summon
Curse A A A A A A A
Enervate A A A A A A
Misfortune A A
Range A A A A A A A

The Old World: Grim and Perilous 109


Magic Action Lore Lore of Lore of Lore of Lore of Lore of Lore of Lore of Lore of Miracles Miracles
and Effect / of the Fire Metal Beasts Life Light Death Shadow Chaos of Sigmar of Shallya
Lore or Deity Heavens
Additional
A A A A A
Target
Despair A A
Doom A A
Paralyzed A A A A
Dispell A A A A A A A A A
Range A A A A A A A A A
Additional
A A A A A A A A A
Target
Heal A A A
Additional
A A A
Target
Range A A A
Restoration A A
Heal Critical
Revive
Incapacitated
Mask A
Blur A
Mirror Image A
Additional
A
Illusion
Range A
Size A
Realism A
Terror A
Invisibility
Predict A A A
Quicksilver
A A
Reflexes
Scry A A A
Empowered A
Additional
A A
Questions
Flash of
A A
Precognition
Cheat Death A
Sense Magic A A A A A A A A A
Scatter A A A A A A A A A
Attunement A A A A A A A A A
Transform A A
Silhouette
A A
Increase
Characteristic
A A
Retention
Transform
A A
Gear
Dire Form A A
Curse of the
A
Wild

110 The Old World: Grim and Perilous


New Spells And Maneuvers
Narrative Spells in
Descriptions Structured
This section discusses how these spells can be Encounters
used in narrative encounters. The following are the rules for using the new
spells in a structured encounter.
Sense Magic
Skills: Arcana Sense Magic
Magical sense, commonly known as Witch- Concentration: Yes
sight is the ability of most spellcasters to sense
the presence or absence of magic. All people Skills: Arcana
born with the talent to work magic have some This is using magic to identify presence and
degree of witchsight that can be developed composition of the Winds of Magic. The char-
and expanded with training so the spellcaster acter makes an Arcana check. The default dif-
can actually see the ebb and flow of the Winds ficulty of the check is Easy (k). If the check is
of Magic, witness the scintillating colors of the successful, until the end of the character’s next
Chaos energy in its raw form, and be better turn, the spellcaster reduces any Miscast result
able to harness it for the casting of spells. they cause by 10 for each s plus 10 times their
When using Sense Magic narratively, it has ranks in Knowledge (Chaos), to a minimum of
passive effect. Your character constantly sees 01. Before making a sense magic check, choose
the world as if through two types of vision su- any number of additional effects listed on Ta-
perimposed upon each other. With their nor- ble 4-2: Sense Magic Additional Effects. These
mal mundane sight, they see like any other effects are added to the check.
person does. With their witchsight, the char-
acter actually sees the Winds of Magic to some
degree, either as swirling clouds and rivers of New Augment and
churning colored energy, or as manifestations Barrier Additional
of their own thoughts, memories, emotions,
expectations, beliefs, and fears and those of
Effects
the people around them. When your character In this book we are introducing new addition-
tries to identify the exact composition of the al effects for Augment and Barrier magic ac-
Winds of Magic or recognize magic objects or tions. These new effects, presented in Table
creatures, it requires a check with basic diffi- 4-3: Augment Additional Effects and Table
culty of Easy (k). Identifying magic items or 4-4: Barrier Additional Effects may be used
trying to trace another magic user may in- along with those listed in the Genesys Core
crease the difficulty to Hard (kkk). 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. +k

Attunement: Spells casted by the character and any other character that casts spells
using the same Lore cannot be dispelled.
+ kk

The Old World: Grim and Perilous 111


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 + kk
wounds equal to twice the character's ranks in Knowledge (Chaos) or Discipline.

Maneuvers Miscast and The


Overcast
Curse of Tzeentch
As already mentioned, using the Winds of
Skilled or reckless wizards can channel more Magic to cast spells may be dangerous to wiz-
magical energy than necessary, making their ards and all around them. The more power the
spells more powerful but also more danger- character uses to cast a  spell, the more likely
ous. If a character performs the overcast ma- something unexpected will happen. Among
neuver, they add j to their next Arcana check. wizards, this is known as the Tzeentch’s
However, if the check causes a  Miscast, add Curse. Whenever h or d are generated on the
+10 to the results. If the character spend two Arcana check, your GM may spend them to ac-
consecutive maneuvers overcasting, they add tivate Miscasts effects, according to Table 4-5
jj to their next Arcana check and +40 to the Spending h and d on Arcana Skill Checks.
Miscast results. Note that in most magic relat-
ed cases Overcast substitutes the Aim maneu-
ver, the only exception is when the character
targets a specific part of the attack spell target.

Table 4-5: Spending h and d on Arcana Skill Checks


COST RESULT
The character fails to control the magical energies, causing a minor Chaos Manifestation.
h Roll on Table 4-6 Miscast Effects and substract 20 from the result. Additionally, add 10 to
each next Miscast result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a moderate Chaos
hh Manifestation. Roll on Table 4-6 Miscast Effects. Additionally, add 10 to each next Miscast
result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a major Chaos Manifestation.
hhh or d Roll on Table 4-6 Miscast Effects and add 20 to the result. Additionally, add 20 to each next
Miscast result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a catastrophic Chaos
dd Manifestation. Roll on Table 4-6 Miscast Effects and add 50 to the result. Additionally, add
20 to each next Miscast result during the encounter (no matter who causes it).

112 The Old World: Grim and Perilous


Table 4-6: Miscast Effects
d100 RESULT
01-05 Mental Block: The character and all allied spellcasters in the encounter add jj 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 suffers wound and 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). They also 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. The character adds h to the result of their next Arcana check.
26-30 Haunted: The character must make a Hard (kkk) Fear check as an out-of-turn incidental.

31-35Damaged: 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 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.
41-45Aethyric Shock: Until the end of the encounter, all enemies add jj when attacking or casting spells that
targets the character.
46-50 Changer of Ways: Move all Story Points 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.
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). The character suffers 1 corruption.
56-60 Accumulation of Chaos: The character adds hhh to the results of their next Arcana check.

61-65 Magical Flare: The spell is slightly more powerful than expected. The character suffers 2 strain and 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 adversary, players
picks the target of the spell instead.
71-75 Overload: The character suffers two wounds and becomes staggered until the end of their next turn.

76-80 Disconnected: The character suffers four wounds and loses their magical connection. They are unable to
cast spells for the rest of the encounter or scene. Sustained spells are immediately dispelled.
81-85 Blinded: The character temporarily loses their sight. Until the end of the game session, upgrade the
difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times.
86-90 Witch Shall Be Born: Somewhere in range of 100 miles from the character, a magic attuned child is born.
The character suffers 2 corruption.
91-95 Touch of Corruption: All characters 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 and the closest ally 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 twice.
131-135 Windblock: The character suffocates (see Suffocation, Genesys Core Rulebook, p. 112) for a number of
rounds equal to one plus their ranks in Knowledge (Chaos).
136-140 Lineage Concluded: The infection of Chaos renders the character sterile or barren. The character suffers 3
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.

The Old World: Grim and Perilous 113


cast a spell without suffering strain. In addition,
Magic Implements Attack spells cast by your character increase
their base damage by three.
A character with a magic skill can use an im-
plement to enhance magic skill checks as de-
scribed in Part III, Chapter 2 of the Genesys Lord's Staff
Core Rulebook. With one difference, in The These intricately decorated staffs are granted
Old World setting most of magic implements only to the best of magisters, who can now call
are tied to specific skills (see Table 4-7: Magic themselves a wizard lord. When your charac-
Implements). ter performs the overcast maneuver while us-
ing a lord's staff, their next Attack spell deals
Holy Icon an additional 2 damage per maneuver spent.
However, if the check causes a Miscast, add +5
Holy Icons are representations of a deity. Im- to the results (cumulatively with basic overcast
bued with the faith, they help the deity's cho- effect, so +15 per overcast in total). In addition,
sen to perform unique miracles. When your Attack spells cast by your character increase
character obtains a Holy Icon, the Game Mas- their base damage by four.
ter determines one effect that can be added to
spells without increasing the difficulty. The
effect chosen must be one that can normal- Magic Ring
ly only increase the difficulty of the spell by Magic rings are items of great power, unique
a maximum of two.

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, usual-
ly related to the specific College, and
represent the journey every wizard
must make on the way to mas-
tery. When your character
casts a  spell while using
a journeyman's staff, the
first Range effect add-
ed to the spell does not
increase the spell's dif-
ficulty. In addition, At-
tack 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  Col-
lege of Magic. They are made of
a  variety of materials, usually re-
lated to the specific College, and
represents the austerities every
wizard have to make. Once per
encounter, while your character is
using a  journeyman's wand, they may
114 The Old World: Grim and Perilous
in the way they give access to magical effects Master's Wand
even to those not attuned to the Winds of Mag-
ic. When your character obtains a magic ring, Master's wands are greatly attuned to the magic
the Game Master chooses one type of magic of their Magister and help them to store some of
action, then selects two additional effects that the raw power of the Winds of Magic. Once per
can be added to that action. One of the effects encounter, while your character is using a mas-
can normally only increase the difficulty of the ter's wand, they may cast a spell without suffer-
spell by one; the second can normally only in- ing strain. In addition, Attack spells cast by your
crease the difficulty of the spell by one or two. character increase their base damage by four.
When your character casts a spell using a magic
ring, they suffer 2 strain and make a Discipline Scythe of Shyish
check with the base difficulty of the appropri-
ate magic action. However, they must always Wizards of the Amethyst Order commonly
upgrade the difficulty of the check once, and choose magically attuned scythes in place of the
dd generated from the check can be used to more usual staffs, as both a symbol of their Lore
destroy the ring. An example of this might be and a  deadly weapon used in combat. When
a ring of protection, which allows your charac- your character casts a spell while using a scythe
ter to cast Barrier spell with the Reflection and of Shyish, the Close Combat effect added to the
the Additional Target effects by performing spell does not increase the spell's difficulty and
a Discipline check with the difficulty of l. 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
Master's Staff the characteristic of a War Scythe.
These staffs are wielded by those who proved
their mastery over Wind of Magic and can call Warpstone
themselves a true Magister. When your char-
acter casts a spell while using a master's staff, Warpstone is the crystallized essence of Cha-
the first Range effect added to the spell does os. Even a small fragment gives its user almost
not increase the spell's difficulty. In addition, unlimited access to the magical energies of the
Attack spells cast by your character increase Winds of Magic. However, it is highly unstable
their base damage by five. and dangerous for anyone near it, and anyone
who posses it is quickly targeted and eliminat-
ed 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 addi-
tion to the Miscast result, all characters (includ-
ing yours) within short range suffer 1 corruption.

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.

The Old World: Grim and Perilous 115


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 Suffering
Threshold Corruption
Your character's corruption threshold rep- Characters can be corrupted in many ways.
resents how much chaotic influence their bod- Below we present the most common ones.
ies and minds can withstand before falling into
Chaos. Characters can suffer corruption by con- Dark Deal
tact with chaotic magic or creatures, but also Chaos Gods are insidious in spirit and often are
by embracing the raw power offered by Chaos. willing to help... but for a price. Once per encoun-
Corruption can be used as a resource by play- ter, your character may suffer 1 corruption to add
ers to change the outcome of important skill t to the results of their next skill check.
checks or to trigger powerful character abilities.
However, recovering from corruption is by no
means easy and usually requires special effort Adversaries and
and playing against your character's goals. Suffering Corruption
Your character's starting corruption threshold Minions and Rivals do not suffer corruption. Any-
is determined at character creation, and based thing that normally inflicts corruption inflicts
upon species and Presence rating. After you five wounds per one corruption instead. Nemeses
determine this initial value, increases to Pres- can suffer corruption, but never voluntarily.
ence rating after character creation does not
increase your character's corruption thresh-
old; corruption threshold improvements are
Fulfilling Chaos God's
then acquired only by purchasing appropriate Agenda
talents, such as Pure. Whenever your character does something (on
purpose or not) that contributes to one of the
Chaos Gods' schemes e.g. killing innocents,
116 The Old World: Grim and Perilous
contaminating water sources, studying dark Redemption
magic etc., your GM may decide that your char-
acter should suffer up to 3 corruption, depend- Some say that money is the root of all evil, so
ing on the seriousness of their wrongdoing. cleaning out your coin pouch may sometimes
also clean your soul. Spending large portion of
your character's money on charity or donating
Changing Ways it to a temple of sacred cult may, at your GM's
Your character may suffer 1 corruption to discretion, result in the reduction of your char-
achieve effects as if a  Story Point was spent acters corruption. The amount that needs to be
like upgrading an ability die, activating talents spent heavily depends on the general wealth
etc., even if you have already spent a  Story of your character - a  few gold crowns may be
Point this check. Similarly to Story Points, this nothing for a  wealthy wizard, while spending
effect can be used once per check. a single shilling may be the matter of survival
for a poor stevedore.
Corrupting Influence
Most of the Chaos creatures have abilities that Heroic Deeds
can inflict corruption through dark magic or In some rare occasions, when your character
by contact. Also, when exposed to Warpstone proves themselves to be a  real hero, risking
your character may suffer up to 3 corruption, their lives for the right cause, e.g. cleansing an
depending on the amount of Warpstone and unholy temple of the Dark Gods or destroying
the duration of exposure. a  cursed artifact, your GM may decide to re-
duce up to 3 corruption.
Exceeding
Corruption Dark Gifts
Threshold Dark gifts are the mental and physical effects
of the corrupting influence of Chaos. When
When a  character exceeds their corruption your character is blessed by the Ruinous Pow-
threshold, they immediately reduce their cor- ers, reduce their strain threshold by 1. Then
ruption to 0 and receive one Dark Gift. select the most appropriate effect from Table
5-1: Example Dark Gifts, roll randomly or cre-
Reducing ate a new unique dark gift with the help of the
Game Master. The physical effects of Chaos, so
Corruption called mutations, are in most cases beneficial
Removing corruption should never be easy. but also easy to spot. On the other hand, men-
Not as easy as suffering it, at least. Provided tal effects are much easier to hide, but usually
below are some examples of how can this be only impair the character. Most of the present-
achieved, however the GM may devise their ed examples are quite universal, but some of
own ways of dealing with corruption. them are tied closer to a  specific Chaos God.
Characters with visible mutations or known
to be blessed with dark gifts are considered
Dark Whispers outcasts (see Social Status p. 62), commonly
The GM may ask you to twist your character's feared, vilified, and actively hunted.
actions. Examples of what may be asked in-
clude: accepting a  bribe, letting dangerous Dark Gifts Limit
adversary escape, "loosing" an important item
etc. The choice to do this or not is always in When your character receives more dark gifts
your hands, but if you agree, your character than their Willpower rating, their body and soul
removes 1 corruption. 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.

The Old World: Grim and Perilous 117


Table 5-1: Example Dark Gifts
d100 dice Name Effect Applicable Gods
roll
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 Slaanesh, Tzeentch
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 Khorne
talent (see the Genesys Core Rulebook, page 75). They
must use it at the beginning of a combat encounter.
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 Nurgle
melee defense by 2.
31-35 Witch Sight Magic (Arcana) is now career skill for your character Nurgle, Tzeentch,
and they gain access to the Lore of Chaos (or Lore of Slaanesh
Shadows if the character is a gnome).
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. All
46-50 Devourer After defeating an adversary during a combat All
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 All
involving sight.
56-60 Inverted Face Your character adds jj to Cool checks. All
61-65 Wings Your character can fly using the hovering guidelines All
in the Flying sidebar on page 100 of the Genesys Core
Rulebook.
66-70 Iron Skin Increase your character's Soak by 2, but decrease their All
Agility rating by 1.
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 All
without suffering strain. They still cannot exceed the
limitation of two maneuvers in a turn.
81-85 Natural Weapons Your character gains claws, big teeth, razor sharp All
tentacles, horns or any other natural weapon with the
following profile:
Brawl; Damage +2; Critical 3; Range [Engaged];
Accurate 1, Vicious 1.
86-90 Visions of Doom At the begging of a combat encounter, your character Tzeentch, Slaanesh
must make a Hard (kkk) Fear check as an out of
turn incidental.
91-95 Additional Head Your character grows additional head somewhere All
on their body. This additional head may have its own
personality and goals.

96-00 Plague Bearer Your character has contracted Nurgle's Rot - a fatal Nurgle
disease that slowly turns the infected into a Plaguebearer.

118 The Old World: Grim and Perilous


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 common clergy, usually inhabit cities and oth-


er large industrial and commercial centers of
There are four basic social groups in the Old the Empire. Although most of them were not
World's society. Moreover, beyond this simple born rich, they were fortunate enough or tal-
division, there are outcasts - those who live out- ented enough to acquire the skills that would
side the boundaries of society. enable them to lead a life not available to most
of the Empire's population, and some of them
Aristocracy (Tier 4) even aspire to the elite social group.
Elite of the elite. Kings, lords electors, highest
nobility, leaders of major cults, magisters patri-
Commoners (Tier 1)
archs and matriarchs of Colleges of Magic etc. The commoners are the largest and most di-
They rule hundreds, thousands, sometimes verse social group in the Empire. Its repre-
tens of thousands of people, and their decisions sentatives include simple farmers, soldiers,
can shape the entire countries. This social sta- workers, stevedores, but also influential gang
tus should not be available to the PCs unless bosses or devious fraudsters. What they all have
special circumstances exist. in common is that they are low born and have
experienced poverty and the hardships of phys-
Elite (Tier 3) ical work in their lives, with a  little chance of
The elite social group mostly consists of the no- improving their situation.
bility, the wealthiest merchants, wizards and the
highest ranks of the clergy. Their power come Outcasts
from their property and connections, and they Outlaws, exiles, rebel wizards, mutants,
are unfamiliar with the hardships of the common dwarven slayers and many witch hunters. Al-
folk. Most of these people were born to be rich though very different, what they all share is
and powerful, so if you were not lucky enough to a life outside the boundaries of society. Out-
be one of them, only a brilliant military or church casts are not a separate social group, rather it
career can introduce you to this group. covers all those vagrants who are unable (or
unwilling) to find a  place within the rest of
Middle Class (Tier 2) the populace. While some may at times ap-
The middle class, made up of artisans, mer- pear as heroes to ordinary people, as a whole
chants, academics, some military men, and they tend to be hated and feared because they

The Old World: Grim and Perilous 119


live outside the law, not restricted by the cus- quire your character to change their status
toms of the common folk. before they are eligible to buy the new spe-
cialization. For example, your character
Using Social Status may need to become a member of the elite
(nobility to be precise) to start the Knight
Belonging to a particular social group affects specialization. On the other hand, your
your character's entire life. How much respect character may not have to change their so-
they enjoy, how high the discount they receive cial group from Elite to Middle Class when
at the inn, or how high the sentence in a court, they become, for example, a  physician or
and even whether they will be admitted to cer- academic because these specializations,
tain places depends largely on who they were although less popular, are also practiced by
born or how high a status they managed to earn. the nobility. Keep in mind that it's usually
much easier to lower your character's so-
Initial Social Group cial status than do the opposite. In either
Your character's social group depends on their case, your GM is the final arbiter.
initial specialization. If it happens that during
the character creation process you chose more Hiding Social Status
than one specialization for your character, Your character may attempt to hide their social
pick whichever seems more appropriate (how- status and pretend to be a member of another
ever, your GM is the final arbiter). social group. Your character may make an op-
posed Deception vs Vigilance check targeting
Maintaining Social Status character that is not aware of your character's
Maintaining your character's current social social status. Add j to the check for each tier
status is fairly simple - all they need to do is of difference in social status between your
to eat, wear, sleep and behave like one of their character's real status and the status they at-
kind. Keep in mind that it is much easier and tempt to portray (Outcasts should be treated
far cheaper for commoner than for elite or even as Commoners for the purpose of this check).
middle class characters. As a commoner a few If the check is successful, until the end of the
shillings on simple food and dormitory is all you encounter or scene, your character modifies
need, while as a member of the elite you will al- their social skill checks against the target
ways need the best meal, the most comfortable character as if they were member of that social
room and other luxuries that can cost far more. group. Your GM may spend hhh or d from
your character's check to blow their cover.
Changing Social Status
Your character may move to another social group Social Skill Checks
mostly due to one of the following reasons: Modifiers
1. Failing to maintain your character's cur- When a  character of Aristocracy, Elite or Mid-
rent social status. If your character is un- dle Class social status makes a social skill check
able to maintain their status financially, targeting a  character with a  lower social status
your GM may decide to decrease their social (excluding Outcasts), they add j to Charm, Coer-
status to a more appropriate one. In most cion and Leadership checks for each tier of differ-
cases, the lowest social class they can fall is ence in social status.
commoner. Your character must be heavily When a  character of Commoner, Middle Class
in debt to become an Outcast this way. or Elite social status makes a  social skill check
2. In-game events. Nobility, promotion in targeting a character with a higher social status,
the structure of a  guild or church, being they add j to Charm, Coercion and Leadership
convicted of serious crimes and many oth- checks for each tier of difference in social status.
er things may move your character to an- Characters of Outcast social status add j to Co-
other social group. ercion and j to Charm checks when targeting
3. Purchase of new specialization. Starting a  character from another social group. Note
a  new specialization that has a  different that checks targeting Outcasts are not modified
social status that your current one, may re- in any way.
120 The Old World: Grim and Perilous
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 Restricted Items
World. Items marked with (T) next to their
name come from the Realms of Terrinoth Some of the weapons or items in this chapter has
rulebook (p. 92) and, if not stated otherwise, an "(R)" next to their price - this means the item is
restricted. Restricted items are banned in most of
additional rules from the Realms of Terrinoth
the towns in the Old World and cannot be carried
should be applied. openly in public. Depending on the town, restric-
tions may vary, some do not accept such items in-
side town walls and require them to be deposited
New Item Qualities at the watch barracks; some demand them to be
kept in a locked chest or at similar place out of the
In this product we introduce one new item reach of the public.
quality - Parrying - and slightly change the ef-
fect of the Pierce quality with a goal to make it
more viable choice. the damage of the hit they suffer by a  num-
ber equal to the item's ranks in the Parrying
Parrying (Passive) quality. If the user has not purchased the Par-
Parrying weapons are designed to active- ry talent, they follow the normal rules of the
ly deflect incoming strikes. When a  user of talent, but reduce damage only by the item's
an item with the Parrying quality is using Parrying quality rating.
the Parry talent, they may further reduce
The Old World: Grim and Perilous 121
Pierce (Passive) Pierce rating. If the weapon has more ranks
of Pierce than the target’s total soak, it com-
Pierce quality seems to be designed as the way to pletely ignores the target’s soak. For example,
counter heavily armored or high soak enemies, how- Pierce 3 against a soak of 2 ignores two points
ever Pierce rating between 1-3 tends to be no differ- of soak, but the extra point of Pierce has no
ent than simply adding damage to the weapon. We further effect. In addition, if the hit would
try to fix it by changing the effect of Pierce quality. otherwise be unable to get past the target's
This new effect should make it a bit more beneficial. soak, it will inflict one wound (regardless of
Any hits from this weapon ignore a  num- the Pierce rating).
ber of points of soak equal to the weapon’s

Damaging and Repairing


Equipment
Struggling with equipment deficiencies is a com- 89 of the Genesys Core Rulebook, however they
mon theme in dark fantasy adventures. To better use Crafts or Engineering skill instead of Me-
reflect it, we decided to introduce a rule that allows chanics.
your GM to spend hh generated on a check in-
For ease of tracking the state of your character's
volving the use of weapons or tools to damage the
equipment, there are special die shaped boxes
equipment used by one step. Additionally, t gen-
in the Weapons and Personal Gear sections
erated on a combat check may be spent to damage
of the Character's Sheet. Cover one third of
one piece of a target's equipment by one step.
the box to mark minor damage, two thirds for
To repair a broken piece of equipment, charac- moderate and full box for major damage of the
ter's follow the general rules presented on page equipment.

Melee Weapons Club


Simple, cheap and effective, clubs have proved
Bladed Gloves their value in numerous conflicts. However,
Simple leather gloves with razor-sharp blades they tend to break easily. Your Game Master
or spikes attached, designed to inflict deep may spend hhh generated on a  combat
and painful cuts. Originally from Cathay, they check using a club to cause major damage to it.
were later adopted by some of the Empire's
torturers and assassins. When using this
Garrote
weapon, your character can no longer choose This traditional assassin's weapon consists
to deal damage to the target's strain threshold of a length of cord which is wrapped around
instead of their wound threshold. a target's throat then easily chokes out or en-
tirely suffocates them. The garrote can only
Brass Knuckles be used against unaware targets (see note on
Brass knuckles are pieces of metal shaped to the Backstab talent on page 39). A successful
fit around the knuckles. Favored by criminals, attack against a  target causes them to be-
bodyguards and bouncers, they greatly in- come suffocated (see Suffocation, Genesys
crease the power of the punch, and are easy to Core Rulebook, p. 112). Breaking free re-
use and conceal. quires an opposed Brawl vs Brawl check,
with an additional j for each round they
Buckler have been caught.
A buckler is a  small, round shield. Due to its Falchion
size, it offers poor protection, but is very useful
in deflecting the blow of an opponent's weap- A falchion is a heavy, one-handed, single-edged
ons. When held, a buckler's encumbrance is 0. sword shaped very much like a  large meat

122 The Old World: Grim and Perilous


cleaver. It's not a subtle weapon, but it's very Sickle
effective at dealing deep, grevious wounds.
Rarely used by professionals, and much more
Hammer often by the peasantry, this weapon is actually
a  converted agricultural tool. Not very effec-
The hammer, the sacred weapon of Sigmar him-
tive, but cheap and when well sharpened it is
self, occupies a special place in the Empire's ar-
capable of delivering deep cuts.
mory. It is a weapon of choice for the Emperor's
Elite Guards and Warrior Priests of Sigmar, but Swordbreaker
is also widely appreciated by common soldiers,
devoted to Sigmar or not. Although it requires A swordbreaker is a  type of dagger that has
a lot of strength to wield it, it can be used dou- large, deep serrations along one side of the
ble-handed, which negates its Cumbersome blade, resembling the barbed teeth of a comb
quality, while still a Melee (Light) weapon. and designed to entrap an opponent's blade, al-
lowing the user to disarm or damage it. When
Mace your character suffers a hit from melee combat
check while using this weapon, after the attack
A mace is a direct successor to a club that uses
is resolved, they may spend d or hhh from
a heavy head on the end of a handle to deliver
the attacker's check to disarm the attacker.
powerful strikes. While not nearly as cheap as
a club, it's much more durable, making it very War Scythe
reliable weapon on the battlefield.
A war scythe or military scythe is a  form of
Parrying Dagger pole weapon that bears some superficial re-
semblance to that of an agricultural scythe
As the name implies a parrying dagger is de-
from which it likely evolved. The war scythe
signed to parry, or defend, more effectively
however, is unrelated to agricultural tools
than a  simple dagger, typically incorporat-
and is a purpose-built infantry melee weapon.
ing a wider guard, and often some other de-
Thanks to its razor sharp blade, it is surpris-
fensive features to better protect the hand as
ingly effective for such a simple weapon.
well. They may also be used for attack if an op-
portunity 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.

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, ra-
piers are deadly when it comes to strik-
ing weak spots on an opponents armor.

Sabre
Popular among Kislevites and recent-
ly adopted by the Empire's cavalrymen,
the sabre is a versatile weapon with sin-
gle-edged curved blade.

The Old World: Grim and Perilous 123


Table 7-1: Melee Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Axe (T) Melee (Light) +3 3 Engaged 2 1 75s 1 Vicious 1
Bladed Gloves Brawl +1 2 Engaged 1 1 60s 5 Accurate 1
Buckler Melee (Light) +0 6 Engaged 1 1 40s 3 Disorient 2, Parrying 2
Brass Knuckles Brawl +1 4 Engaged 1 0 10s 1 Disorient 3
Club Melee (Light) +3 4 Engaged 2 0 5s 1 Disorient 2
Dagger (T) Melee (Light) +2 3 Engaged 1 1 20s 1 Accurate 1
Falchion Melee (Light) +3 3 Engaged 2 1 100s 3 Innacurate 1, Vicious 2
+4 3 4 2 150s 3 Cumbersome 3, Linked 1,
Flail (T) Melee (Heavy) Engaged
Unwieldy 3
Garrote Brawl +0 5 Engaged 1 0 5s 2

+4 3 4 2 15GC 4 Cumbersome 3, Pierce 2,


Greataxe (T) Melee (Heavy) Engaged
Vicious 1
+4 2 3 2 20GC 4 Defensive 1, Pierce 1,
Greatsword (T) Melee (Heavy) Engaged
Unwieldy 3
+3 3 5 3 22GC 3 Defensive 1, Pierce 3,
Halberd (T) Melee (Heavy) Engaged
Unwieldy 3
+3 3 2 1 165s 2 Cumbersome 3, Disorient 2,
Hammer Melee (Light) Engaged
Pierce 1
Military Pick (T) Melee (Light) +1 2 Engaged 3 1 65s 2 Pierce 2
Mace Melee (Light) +3 3 Engaged 2 1 160s 1 Disorient 2
Parrying Dagger Melee (Light) +1 3 Engaged 1 1 120s 3 Pierce 1, Parrying 1
Pike (T) Melee (Heavy) +4 4 Short 4 2 40s 1 Prepare 1
Rapier Melee (Light) +3 2 Engaged 2 1 35GC 5 Accurate 1, Pierce 1
Sabre Melee (Light) +3 2 Engaged 2 1 43GC 6 Vicious 2
+0 6 1 1 45s 1 Defensive 1, Deflection 1,
Shield (T) Melee (Light) Engaged
Inaccurate 1, Knockdown
Cumbersome 4, Defensive 2,
Shield, Bulwark +2 5 3 2 14GC 3
Melee (Light) Engaged Deflection 3, Inaccurate 2,
(T)
Knockdown, Reinforced
+1 5 2 2 160s 2 Defensive 1, Deflection 2,
Shield, Large (T) Melee (Light) Engaged
Inaccurate 2, Knockdown
Sickle Melee (Light) +1 2 Engaged 1 1 20s 2 Vicious 2
Spear (T) Melee (Heavy) +3 3 Engaged 3 1 40s 2 Accurate 1
Spear, Light (T) Melee (Light) +2 4 Engaged 2 1 25s 2 Accurate 1, Defensive 1
Staff (T) Melee (Heavy) +2 4 Engaged 2 0 6d 0 Defensive 1
Sword (T) Melee (Light) +3 2 Engaged 1 1 10GC 2 Defensive 1
Swordbreaker Melee (Light) +1 3 Engaged 1 0 14GC 6 Sunder

+5 4 4 2 30GC 4 Concussive 1, Cumbersome 4,


War Hammer (T) Melee (Heavy) Engaged
Inaccurate 1, Knockdown
War Scythe Melee (Heavy) +4 3 Engaged 4 1 120s 3 Inaccurate 1, Vicious 2
Weighted Net Melee (Light) +0 6 Short 1 0 20s 2 Defensive 1, Ensnare 2

Weighted Net Ranged Weapons


Popular among pit fighters and bounty hunt-
ers, a net is a versatile alternative to the more Arquebus
widespread shield. It offers a little bit of pro-
An arquebus is amongst the most powerful of
tection and, if needed, may be hurled at the en-
weapons ever invented. Armor piercing, devas-
emy to immobilize them. A weighted net can
tating shots give a great advantage in combat.
be used to make melee combat checks against
However, like most of gunpowder weapons,
targets within short range (the difficulty re-
arquebuses are heavy, expensive and need a lot
mains Average (kk). If the combat check is
of effort to maintain. Your Game Master may
successful, your character may suffer 2 strain
spend d or hh generated on a combat check
to activate the Ensnare item quality instead of
using an arquebus to jam the weapon. Jammed
spending aa.

124 The Old World: Grim and Perilous


weapons cannot be fired and require an Easy character is an ogre, they may use Ranged skill
(k) Firearms check for the barrel to be cleared. to fire the siege crossbow instead of Gunnery.

Blunderbuss Dueling Pistol


The favorite weapon of innkeepers and coach- A dueling pistol is a  work of art, and a  gun-
men, blunderbuss' have proved their worth. smith labors long and hard to produce a single
They are not very subtle, but are reliable and example. They are often carried by Imperial
deadly at short distances. It can be loaded nobles to solve disputes over love and honor,
with nails, glass, small stones or anything else and many a noble has died at dawn in a duel
at hand. d and h cannot be spent to cause over some grievance. Dueling pistols are pro-
a blunderbuss to run out of ammunition. hibitively 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 generat-
ed on a combat check using a dwarf crank gun
to malfunction the weapon. Malfunctioned
weapons cannot be fired and require an Aver-
age (kk) Engineering check to clear the mal-
function. 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 Hoch-
land. These weapons use barrels which have
been rifled or grooved, which makes the lead
shot spin in flight, in turn making these weap-
ons highly accurate and giving them a range
unsurpassed by most other handguns. On the
battlefield it is often used by specialized sol-
diers, where it is particularly effective at neu-
Bomb tralizing specific targets from afar.
A bomb is a  hollow shell of ceramic, or thin Engineering weapon - to create or repair this
metal filled with gunpowder, stopped with wax weapon, your character should use the Engi-
and fitted with a  fuse. Bombs can be thrown neering skill instead of Crafts.
but because they are heavy and bulky, clever
engineers prefer to plant them near strategic Longbow
areas of the battlefield. An improvement on the design of the bow,
a longbow is made from a single piece of care-
Crossbow, Siege fully selected yew or elm as long as a man is
Reportedly, this weapon was designed for tall. An experienced bowman can land a shot
ogres serving in the Empire's army. Its size with uncanny accuracy and with deadly force
and bulky nature seem to confirm this, but capable of piercing even the heaviest of ar-
who would not want the firepower of two mors, making longbows a popular choice for
heavy crossbows combined into one? If your regiments throughout the Old World.

The Old World: Grim and Perilous 125


Pistol fired and require an Average (kk) Engineering
check to clear the malfunction.
Pistols are handy and, thanks to their solid
firepower, they give an edge in dire situations. Engineering weapon - to create or repair this
However, like any firearm, they require regular weapon, your character should use the Engi-
maintenance. Your Game Master may spend neering skill instead of Crafts.
d or hh generated on a combat check using Repeater Pistol
a pistol to jam the weapon. Jammed weapons
cannot be fired and require an Easy (k) Fire- A Repeater Pistol is a  smaller version of the
arms check for the barrel to be cleared. Repeater Handgun, and is fired one handed,
leaving the other free to wield a  sword. De-
Repeater Handgun spite being younger and smaller version of
The Repeater Handgun is one of the latest in- Repeater Handgun, it has exactly the same
ventions of Empire's engineers. It is a bizarre, drawbacks. Your Game Master may spend d
multi-barreled contraption that spits out a tor- or hh generated on a  combat check using
rent of shots at its enemies. A repeater hand- a repeater pistol to malfunction the weapon.
gun offers unmatched raw firepower, but has Malfunctioned weapons cannot be fired and
an awful tendency to malfunction at the worst require an Average (kk) Engineering check
possible moment. Your Game Master may to clear the malfunction.
spend d or hh generated on a combat check Engineering weapon - to create or repair this
using a  repeater handgun to malfunction the weapon, your character should use the Engi-
weapon. Malfunctioned weapons cannot be neering skill instead of Crafts.

Table 7-2: Ranged Weapons


Name Skill Dam Crit Range Encum HP Price Rarity Special
Arquebus Firearms 8 2 Medium 3 1 20GC (R) 5 Pierce 3, Prepare 1, Knockdown
Blunderbuss Firearms 7 3 Short 3 1 12GC (R) 2 Blast 5, Prepare 1
9 3 2 0 6 Blast 7, Inaccurate 2, Limited
Bomb Ranged Short 80s (R)
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 5 3 2 0 4
Ranged Short 160s Accurate 1, Prepare 1
(T)
Crossbow, Heavy 8 2 4 2 6 Cumbersome 3, Pierce 3,
Ranged Long 22GC (R)
(T) Prepare 2
Crossbow, 5 2 3 2 6
Ranged Short 15GC Linked 2, Prepare 2
Repeating (T)
8 3 6 2 8 Cumbersome 4, Linked 1,
Crossbow, Siege Gunnery Long 50GC (R)
Pierce 3, Prepare 2
Dueling Pistol Firearms 5 3 Short 1 1 52GC (R) 7 Pierce 2, Prepare 2, Superior
Auto-Fire, Cumbersome 5,
10 3 7 2 500GC 10
Dwarf Crank Gun Gunnery Medium Inaccurate 1, Pierce 2,
(R)
Prepare 2, Vicious 2
Hochland Long 9 2 3 2 9 Accurate 1, Cumbersome 3,
Firearms Long 80GC (R)
Rifle Pierce 3, Prepare 1, Knockdown
6 6 1 0 4 Blast 5, Burn 3, Inaccurate 2,
Incendiary Ranged Short 40s (R)
Limited Ammo 1
8 3 3 2 4 Accurate 1, Cumbersome 3,
Longbow Ranged Long 160s
Pierce 1, Unwieldy 3
Pistol Firearms 5 3 Short 1 1 15GC (R) 4 Pierce 2, Prepare 1
Repeater 7 3 4 2 7 Auto-Fire, Cumbersome 3,
Firearms Medium 42GC (R)
Handgun Limited Ammo 6, Pierce 1
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
+2 3 1 1 1 Inaccurate 1, Limited Ammo 1,
Throwing Axe (T) Ranged Short 40s
Vicious 1

126 The Old World: Grim and Perilous


Armor Full Plate
Full plate armor is the pinnacle of human ar-
Gromril morsmithing. Only wealthy nobility can af-
Armor made from the metal known as gromril ford to buy and maintain this type of armor,
is the toughest and most sturdy in the known but it is well worth the price as it provides
world. Known variously as meteoric iron, sil- almost impenetrable defense. On the other
verstone and hammernought armor, Grom- hand, it is loud and restricts movement, so it
ril armor is limited to wealthy Dwarfs and is usually avoided by those who value agility
the elite Ironbreakers. Armor forged of pure and the element of surprise in combat. Your
gromril is highly coveted for its protective character adds jj to Stealth and Coordina-
value and such suits are treasured heirlooms, tion checks while wearing this armor.
many of which date back to the Golden Age.

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

Magic Items
In this section we present examples of magic seeking their target on their own and hitting
items. Magic items are objects of great power. weak points in the opponent's armor with
Those are extremely rare creations of the most great precision.
powerful wizards, dwarven runesmiths or are
made by the Chaos itself. They are hard to find, Barrakul
but the strength they offer is worth every ef- The longsword's name means "Hope of the
fort. However, the power often comes at a cost. Mountains" in the Khazalid language and it
All magic items can be damaged (see p. 89 was once forged by an unknown runesmith
Genesys Core Rulebook), but cannot be de- as a token of friendship between the dwarfs
stroyed unless great magical power is used and the followers of Sigmar. No one who is an
to do so. All magic weapons deal magic dam- enemy of Sigmar may use this sword. Drawn,
age (including arrows shot from magic bows) the blade gleams with a strange glow, and the
and ignore Reinforced quality, unless the item runes shine softly.
having this quality is also a magic one. Barrakul ignores much of the enemy's armor
and gains Pierce 5 quality, unless it's magic ar-
Trueflight Bow mor. If the target is a dwarf, upgrade the diffi-
These extremely rare bows were created by culty of the combat check twice and reduce the
wood elves during the wars with dwarfs. Ar- damage dealt by 2.
rows fired from this bow almost never miss,

The Old World: Grim and Perilous 127


Swords of duelists
Legend says that those swords were forged us-
ing souls of skilled swordsmen. Thanks to this,
those weapons are capable of fighting on their
own. But not everything went as intended by
the wizard creating them, and the imprisoned
soul to this day curses the sword's owner and
thirsts for his blood.
While wearing the sword of duelist, your char-
acter may spend a Story Point to draw a sword
and send it to combat. Once per round in struc-
tured encounters, your character may spend
one maneuver to direct the sword in perform-
ing one action and one maneuver during your
character’s turn.

Sword of Duelist (Rival)


3 0 0 0 0 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

4 12 1 1
Skills: Combat 3, General 0, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Sword of Duelist: The sword is immune to
Fear and ignores effects of Critical Injuries.
However, if it suffers a Critical Injury, it is
damaged one step. If the sword is damaged character may count their ranks of Brawl as
3 times, it's incapacitated until repaired. equal to their ranks in Knowledge (Academ-
ic). Your character may add damage equal to
• Vengeful Spirit: d generated on combat their Intellect rating to their unarmed combat
checks of the sword may be spent to force checks.
it's owner to make a Daunting (kkkk) Dis-
cipline check as an out of turn incidental. Barding of Guarding
If the check fails, the sword turns against
it's owner and tries to kill them unless inca- Once very popular among elven knights, over
pacitated or unless someone uses a Dispel the years most of those armors have been lost
magic action against it. and the method of their manufacture has
been forgotten. Increases the durability of war
• Silhouette 0 mounts. Equipped with this armor, the mount
Equipment: gains the Durable 2 talent.
• Sword: Melee (Light); Damage 7; Critical 2; Chaos Armor
Range (Engaged); Defensive 1, Deflection 1
Chaos Armor is a powerful gift from the Ruin-
Scholar's Gloves ous Powers. Usually only the most devout Chaos
warriors receive these armors, but sometimes
These gloves are said to have been created by a they come across people whom the Chaos gods
certain short-fused wizard of the lore of met- want to tempt and bring to their side.
al. When wearing the Scholar's Gloves, your

128 The Old World: Grim and Perilous


Identification of Dagger of Halflings
Magic Items Those dagger were created by a wizard known
for his extremely aggresive halfling body-
It's one thing to find a magic item, it's another to guards. The Dagger of Halflings will only dis-
recognize that it's actually magical. Most magical play special magic properties in the hands of a
items look like elaborately crafted but perfectly Halfling; to other users, it simply counts as a
ordinary items. Characters wit ability to sense regular dagger.
magic will certainly immediately notice that an
item is imbued with power, but this is not enough
to clearly define its properties. One of the sim-
Lantern Of Days
plest but also the most unreliable and time-con- It seems to be nothing more than an ordinary
suming ways is to simply experiment, hoping storm lantern, but when lit, it casts a strong
that the object will reveal its nature during use.
light around, and what's more, it uses virtual-
Characters with the Sense Magic action may at- ly no oil and cannot be extinguished without
tempt to identify the item's properties by making the owner's permission. The Lantern of Days
a Hard (kkk) Arcana check. Educated charac-
removes jj added to checks due to darkness.
ters, on the other hand, are able to recognize the
item, its name, and history with a Knowledge (If it becomes important to determine how far
(Academic) or Knowledge (Chaos) check. The dif- the light reaches, the Lantern of Days can pro-
ficulty of the check should be based on the item's vide light out to medium range.)
rarity (see Table I:5-1: Rarity, page 51 Genesys
Core Rulebook). If the item has no specified rari- Seven-league Boots
ty, it means it's completely unique. The difficulty
for unique items is Formidable (kkkkk). These boots are one of many artifacts created by
Stanislaus Gans - a wizard known for his great
talent and mischievous sense of humor. The
Once worn, the Chaos Armor cannot be re- boots move the wearer exactly 7 miles. When
moved, becoming one with the body and al- using boots, your character suffers 2 strain for
tering the wearer's physiology. While your every 21 miles (3 steps) traveled and must make
character is wearing Chaos Armor, they gain 3 a Daunting (kkkk) Knowledge (Academic)
defense, reduce their strain threshold by 2 and check. If the check fails, your character com-
increase their Brawn rating to 5 and soak by pletely misses the place they wanted to get to.
3. Your character also receives 1 Dark Gift (see hh or d means that they landed in some
page 117) and gains the Chaos creature ability: dangerous place, e.g. in a river or right in front
This character may spend aaa or t gener- of a speeding coach.
ated on a combat check to inflict 1 Corruption
to the target. Blood Drinker
Crafted with warpstone and vampire blood,
Purse of Teeth this cursed sword has the ability to drain
A Purse of Teeth appears as an ordinary leath- the life from its victims. Blood Drinker re-
er pouch with drawstrings. However, if it is sembles a normal sword, but, when the light
opened and any attempt made to take mon- catches it, the steel seems to shimmer with a
ey from it by anyone other than its rightful reddish tinge. When using this sword, your
owner, rows of very sharp teeth magically ap- character heals wounds equal to the wounds
pear inside the purse and bite the hand of the inflicted to their target. However, if the com-
thief. When someone tries to steal from the bat check generates hh or d your charac-
Purse of Teeth, they have to make a Daunting ter suffers 1 corruption.
(kkkk) Skulduggery check. If the check fails,
they suffer 3 wounds + 1 wound for each h. If
the check generates d the purse tightens on
the thief's hand and screams, 'Thief! Thief!' at
almost deafening volume.

The Old World: Grim and Perilous 129


Table 7-4: Magic Items
Name Skill Dam Crit Range Encum Price Rarity Special
Barding of - - - 10
- - -
Guarding
+4 2 3 - Defensive 1, Pierce 1,
Barrakul Melee (Heavy) Engaged -
Unwieldy 3
Blood Drinker Melee (Light) +3 2 Engaged 1 - - Defensive 1
Chaos Armor - - - - 0 - - Reinforced
+3 2 1 12 Accurate 2, Supreme, Pierce
Dagger of Halflings Melee (Light) -
1
Lantern Of Days - - - - - 35GC 7
Purse of Teeth - - - - 0 40GC 8
Seven-league Boots - - - - - - -
Sword of duelist Melee (Light) +3 2 Engaged 1 - 10 Defensive 1
Cumbersome 3, Guided 3,
Trueflight Bow Ranged 8 3 Long 3 - 10 Pierce 1, Unwieldy 3,
Vicious 1

Gear and Services


This section covers the typical items and ser-
vices to be found in the Old World. Items Coinage
marked with (T) next to their name come from Three types of coins are commonly used in the
Realms of Terrinoth rulebook and, if not stat- Empire: brass pennies, silver shillings and gold-
ed otherwise, additional rules from Realms of en crowns. There are 12 pennies in a shilling and
20 shillings in 1 crown, resulting in a total of 240
Terrinoth should be applied. pennies in 1 crown. In this supplement, most of
the prices are kept in shillings (s), however some-
times you may spot a symbol of a pennies (d) for
Gear items that cost less than 1 shilling, or crowns (GC)
for items more expensive than 200s.
Artisan's Tools
Artisan's tools consist of everything a  crafts-
man needs in their daily work: hammers, Extra Shots
saws, pliers, etc. When your character uses an This includes additional lead shots and gun-
artisan's tools, they have the right tool for the powder stored in spare poaches.
job (as per page 93 of the Genesys Core Rule-
book) when making Crafts checks, although If your character has an extra shots, they can
at yours GMs discretion, creating some items spend a  maneuver to replenish their firearm
may require access to workshop or smithy. when it suffered an "out of ammo" d result,
but this consumes the item in the process.
Cloak with Hidden Pockets Note that this does not replenish weapons
with the Limited Ammo quality.
The favorite outerwear of fences and smug-
glers, this cloak not only increases your char- Lock Pick Set
acter's encumbrance threshold by one, but it
also helps to conceal gear. If another character While not as sophisticated as Thieves' Tools,
tries to search your character (as per page 85 a  trusty lock pick set is usually enough to do
of the Genesys Core Rulebook), they upgrade the job. When your character makes a  Skul-
difficulty of the check once. duggery check to open any mechanical locks
or latches, they have right tool for the job (as
per page 93 of the Genesys Core Rulebook).

130 The Old World: Grim and Perilous


Repeater Ammo represented by the sacred symbol, they may
make a Hard (kkk) Discipline check as an
A specially prepared ammunition set contain- action. If the check is successful, all unnatu-
ing a cartridge with 6 bullets and gunpowder. ral creatures (such as ghosts, undead etc.) and
It allows your character to quickly reload a Re- creatures of Chaos within short range suffer 2
peater Pistol or a  Repeater Handgun and is
strain plus 1 strain for each s.
consumed in the process.
Tool Bag
Sacred Symbol
Plain leather or linen shoulder bag in which
Representations of deities opposing Chaos you can store your most used tools. While
and evil, blessed by a priest. Once per session, wearing a  tool bag, your character increases
if your character is a  follower of the religion their encumbrance threshold by two.

Table 7-5: Gear


Name Encumbrance Price Rarity
Alchemist's Kit (T) 3 300s 5

Alchemist's Lab (Supplies) (T) 8 30GC 7

Apothecary's Kit (T) 2 150s 4

Artisan's Tools 2 120s 2

Backpack (T) +4 25s 3

Bedroll (T) 1 10s 1

Climbing Gear (T) 1 15s 5

Cloak With Hidden Pockets +1 25s 4

Extra Quiver (T) 2 5s 2

Extra Shots 1 25s 4

Fine Cloak (T) 1 150s 4

Flask (Empty) (T) 0 5d 1

Flint and Steel (T) 0 10d 1

Lantern (T) 1 15s 1

Lock Pick Set 1 28s 4

Pole (30 hands long) (T) 2 2s 1

Repeater Ammo 1 5s 6

Rope (T) 1 10d 1

Sacred Symbol 0 10s 2

Thieves' Tools 1 50s 5

Tool Bag +2 10s 2

Torches (T) 1 1s 0

Trail Rations (1 day) (T) 1 1s 0

Wagon (T) - 120s 2

Waterskin (T) 1 2s 1

Winter Clothing (T) 4 23s 3

The Old World: Grim and Perilous 131


Potions and Elixirs Herbal Medicine
Herbal treatments are holistic and traditional,
Elixirs are quite rare, but potent mixtures used to treat wounds and illness for genera-
that offer wide variety of effects. All potions tions. Popular among the poor and superstitious
and elixirs used in The Old World setting pre- who lack access to, or distrust, more educated
sented on Table 7-6: Potions and Elixirs (ex- approaches. The viability of these remedies vary
cept Herbal Medicine), are described in the - from effective, to unfounded bunkum.
Realms of Terrinoth, page 102.
Herbal medicines can be brewed with Survival
Unless stated otherwise, consuming a potion check instead of Alchemy. Once per encounter,
or elixir is a maneuver and consumes the item when your character uses a  herbal medicine,
in the process. The effects of multiple doses of they heal 3 wounds, but until the end of the en-
the same potions does not stack. counter they add jj to all checks.

Table 7-6: Potions and Elixirs


Name Encumbrance Price Rarity
Acid Flask (T) 0 200s 6

Bottled Courage (T) 1 15s 3

Health Elixir (T) 0 13GC 8

Herbal Medicine 1 5s 4

Immunity Elixir (T) 1 35s 4

Poison (T) 0 42s (R) 5

Smokebomb Vial (T) 0 30s 6

Animals and
Related Gear
Animals and gear presented on Table 7-7: Ani-
mals and Gear with (T) next to their name are
described in the Realms of Terrinoth, page 104.

Big Cat (Rival)


Many species of big cats roam the wilds of the
Old World, but are a rare sight in inhabited ar-
eas. Those that can be found in cities are usu-
ally owned by beast tamers or are attractions
during fights in arenas. Due to the fact that
they are extremely dangerous, local authori-
ties usually require them to be transported in
cages, so they are considered restricted (R).

3 4 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

3 12 1 1
Skills: Athletics 3, Brawl 3, Cool 3, Coordina-
tion 3, Perception 2, Stealth 2.

132 The Old World: Grim and Perilous


Talents: during the same round adds aa to the
• Swift: The creature does not suffer penal- results.
ties for moving through difficult terrain. Equipment:
Abilities: • Bite: Brawl; Damage 4; Critical 3; Range
• Ambush predator: When attacking a target (Engaged); Knockdown.
that has not yet acted in the encounter this Bird of Prey (Rival)
creature adds jj to its combat checks.
Also known as raptors, they are species of birds
• Pound: Once per turn, while at short range, that are captured and trained primarily for hunt-
this creature may perform a move maneu- ing. They have keen eyesight for detecting prey at
ver to engage a target as an incidental. a distance or during flight, strong feet equipped
Equipment: with talons for grasping or killing their target,
and powerful, curved beaks for tearing flesh.
• Claws: Brawl; Damage 6; Critical 3; Range
(Engaged); Vicious 2.
1 3 1 4 2 1
Dog, mid sized (Rival) Brawn Agility

Soak Value
Intellect Cunning

W. Threshold
Willpower

M/R Defense
Presence

Mixed breed dogs are a common sight in the 2 5 1 1


settlements of the Old World. They are often
used for hunting and as guard dogs but can Skills: Brawl 2, Cool 3, Coordination 2, Perception
also be a  faithful companions of dangerous 4, Vigilance 2.
adventures. Talents:
If the dog comes from the Small, But Vicious Dog • Finesse: When making a Brawl check, this
talent, increase its ranks in Perception to 3 and creature may use Agility instead of Brawn.
Wound Threshold by 2.
Abilities:
2 3 1 3 2 2 • Eye in the sky: When this creature is flying,
Brawn Agility Intellect Cunning Willpower Presence
its allies gain j to Perception and Vigilance
checks.
Soak Value W. Threshold M/R Defense

3 7 0 0
• Flying: This creature may fly using the hov-
Skills: Athletics 2, Brawl 2, Perception 1, Vigi- ering guidelines in the Flying sidebar on
lance 2. page 100 of the Genesys Core Rulebook).
Talents: None • Silhouette 0.
Abilities: Equipment:
• Pack Fighter: If this creature makes a suc- • Beak and talons: Brawl; Damage 4; Critical
cessful combat check, the next ally making 3; Range (Engaged); Accurate 2, Vicious 2.
a  combat check against the same target
Table 7-7: Animals and Gear
Name Encumbrance Price Rarity
Barding (T) 5 45GC 5
Beast of Burden (T) - 150s 1
Big Cat - 22GC (R) 6
Bird of Prey - 50s 4
Dog - 3s 2
Riding Horse (Riding Beast - T) - 23GC 2
Saddlebags (T) +4 25s 3
War Horse (War Mount - T) - 75GC 6

The Old World: Grim and Perilous 133


and are described in the Realms of Terrinoth,
Services page 105. With one exception, however...
This section presents a  number of services Bugman's Ale
that characters might procure in the course of
their adventures. Most of the services present- The greatest and most refreshing alcoholic
ed on Table 7-8: Services are marked with (T) beverage ever created. Now in a barrel!

Table 7-8: 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) - 3s 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

Passenger Capacity: 8
Vehicles Consumables: None
This section presents some examples of typical Encumbrance Capacity: 40
vehicles used in the Old World.
Price/Rarity: 60GC/4
Coach Weapons: None
Coaches may not be the cheapest, but they
are one of the most comfortable and also one River Barge (Small)
of the fastest ways to travel around the Old
World. A  typical coach can take 8 to 12 pas- River barges are the most popular means of
sengers and is manned by two coachmen, transport. Every day, the crews of these small
one of whom always also acts as a  guard. ships travel the smaller and larger rivers of the
Coaches do not usually carry provisions, but in- Old World, delivering people and goods, and
stead rely on inns to accommodate passengers. avoiding river pirates and greedy tax collectors.
Defense Armor

2 2 ‒1
Defense

0
Armor

0 3 2 ‒2 0
HT Thresh.
1
SS Thresh.
HT Thresh. SS Thresh.
Silhouette Max Speed Handling 5 4
Silhouette Max Speed Handling 18 16

Control Skill: Riding Control Skill: Sailing

Complement: 1 driver, 1 guard Complement: 4 crew


Passenger Capacity: 6

134 The Old World: Grim and Perilous


Consumables: 2 weeks Vulnerable: This vehicle is particularly vul-
Encumbrance Capacity: 500 nerable to incoming fire. All successful com-
bat checks targeting the vehicle add aa to
Price/Rarity: 120GC/5 the results.
Weapons: None
Transport Ship
River Guards Barge Ships of this type are medium-sized vessels, ca-
River guards patrol the waterways for pirates pable of sea navigation as well as of travesing
and any other dangers. Their ships are usual- the larger rivers. They are usually used for trade
ly nothing but commercial barges, reinforced or expeditions. As the seas and oceans are even
and adapted to transport a  unit of soldiers. more dangerous than the land, transport ships
They are also usually armed with one or two are usually at least lightly armed.
light cannons, thus providing themselves with Defense Armor

a significant advantage in the event of a possi- 5 2 ‒3 0 1


ble skirmish. Silhouette Max Speed Handling
HT Thresh.
45 35
SS Thresh.

Defense Armor

3 2 ‒2 0
HT Thresh.
1
SS Thresh.
Control Skill: Sailing
Silhouette Max Speed Handling 20 18 Complement: 12 crew

Control Skill: Sailing Passenger Capacity: 40

Complement: 4 crew Consumables: 2 months

Passenger Capacity: 12 Encumbrance Capacity: 2500

Consumables: 2 weeks Price/Rarity: 2500GC/7

Encumbrance Capacity: 100 Weapons:

Price/Rarity: 300GC/6 • 6 Light Cannons (Fire Arc Port and Fire Arc
Starboard; Gunnery; Damage 5; Critical 3;
Weapons: Range[Medium]; Prepare 1).
• 2 Light Cannons (Fire Arc Port and Fire Arc • 2 Medium Cannons (Fire Arc Port and Fire
Starboard; Gunnery; Damage 5; Critical 3; Arc Starboard; Gunnery; Damage 6; Critical
Range[Medium]; Prepare 1) 3; Range[Long]; Prepare 2)
Rowing Boat Warship
Simple rowing boat. Typically used by fisher- While it might seem that land forces lead the
men, river pilots, smugglers, etc. way in conflicts, most of the Old World na-
Defense Armor
tions maintain their own naval fleet, neces-
2 1 ‒1 0 0 sary for the security of maritime trade as well
HT Thresh. SS Thresh. as for protection against invasion from the
Silhouette Max Speed Handling 2 2 sea. The largest fleets, consisting of hundreds
of ships, are commanded by the High Elves,
Control Skill: Athletics but the fleets of the Dark Elves, Bretonnia and
Complement: 1 rower the Empire are close to them.
Passenger Capacity: 2 Warship sizes and armaments vary greatly,
Consumables: None ranging from swift, nearly unarmed units to
the enormous Men O'War - floating fortresses
Encumbrance Capacity: 40 manned by hundreds of men.
Price/Rarity: 80s/2
Weapons: None

The Old World: Grim and Perilous 135


Below we present a warship of the frigate type. Encumbrance Capacity: 500
Frigates are fast and maneuverable, and heav- Price/Rarity: 14000GC/9
ily armed at the same time.
Weapons:
Defense Armor

6 3 ‒2 0 3 • 12 Light Cannons (Fire Arc Port and Fire Arc


Silhouette Max Speed Handling
HT Thresh.
55 40
SS Thresh.
Starboard; Gunnery; Damage 5; Critical 3;
Range[Medium]; Prepare 1).
Control Skill: Sailing • 8 Medium Cannons (Fire Arc Port and Fire
Arc Starboard; Gunnery; Damage 6; Critical
Complement: 60 crew 3; Range[Long]; Prepare 2)
Passenger Capacity: 250 • 6 Heavy Cannons (Fire Arc Port and Fire Arc
Consumables: 2 months Starboard; Gunnery; Damage 7; Critical 2;
Range[Long]; Prepare 2)

136 The Old World: Grim and Perilous


Chapter 8

Adversaries of
the Old World
This chapter provides a selection of adversar- ever, do not overdo it! We want the combat to be
ies found in The Old World setting. Unlike challenging in an entertaining way, not hopeless!
other products, we used a simplified approach
for presenting an adversary’s skills, gathering
them instead into 5 groups: Combat, General, Ghoul (Rival)
Knowledge, Magic and Social.
Ghouls are the degenerated descendants of
If an adversary has 3 ranks in the General skill, humans who were reduced to cannibalistic
we assume all skills under the General catego- creatures due to the consumption of raw or de-
ry exist at rank 3. Of course, in some situations caying flesh. They are ugly, stooping creatures
this may make no sense. For example, a Chaos with only a vestigial sense of their former life or
Spawn with 3 ranks in Sailing skill seems ab- personality. Their skin is sallow and filthy, their
surd, and so it’s the up to the GM to determine eyes are bestial and insane, and their snarl-
what applies and what doesn’t. Minions, as ing lips reveal sharp-pointed teeth in slaver-
usual, gain skills only as a group and we mark ing mouths. Dressed only in the rags they pull
them accordingly with a “+”. from their victims, ghouls use their sharp claws
Contrary to the various Genesys settings, The soaked with poison to paralyze those foolish
Old World's adversaries offer a  greater chal- enough to step into their crypts.
lenge and danger—even the weakest ones—
with abilities and talents that present a serious 3 3 1 2 2 1
threat to the PCs. Combat should always re-
Brawn Agility Intellect Cunning Willpower Presence

main a last resort in solving problems. Should Soak Value W. Threshold M/R Defense

this occur, however, make it action packed, 4 16 1 1


deadly, and difficult. Skills: Combat 2, General 3, Knowledge 0,
In case you wish to use adversaries from other Magic 0, Social 0
settings such as from the Realms of Terrinoth Talents: None
Setting, remember to consider increasing
the damage of their attacks and their wounds Abilities:
thresholds. You may even consider decreasing • Ambush predator: When attacking a target
their critical ratings or giving them additional that has not yet acted in the encounter, this
abilities or weapon qualities if necessary. How- creature adds jj to its combat checks
The Old World: Grim and Perilous 137
• Savage: A  ghoul increases the damage of der the GM's control. It takes the last PCs
its attacks by 2 when attacking an immobi- initiative slot.
lized target. Equipment:
• Dark Vision: May remove up to jj im- • Spectral claws: Brawl; Damage 4; Critical 1;
posed by darkness. Range (Engaged); Breach 1, Stun Damage.
Equipment: • Wailing cry: Ranged; Damage 2; Critical 5;
• Poison-soaked claws: Brawl; Damage 6; Range (Medium); Breach 1, Stun Damage.
Critical 3; Range (Engaged); a  Ghoul may
spend aa to immobilize the target.
Zombie (Minion)
Wraith (Rival) Grotesquely reanimated corpses, Zombies are
compelled by the Dark Magic of a Vampire or
Wraiths are souls that were damned for the Necromancer, and driven by the will of their
eternity. They are nothing more than a spectral master to commit acts of extreme violence.
husks who have almost completely lost their They are a  truly foul thing to behold, living
original identity. They restlessly wander near corpses that is wroth with decay and unclean
their places of death, feed on hatred towards flesh. A Zombie's skin hangs in strips from his
the living and prey on the fear of their victims. tattered frame, revealing withered muscle and
bloodless veins. Dangerous in large groups,
1 3 2 3 3 1 Zombies stagger towards the enemies with
Brawn Agility Intellect Cunning Willpower Presence
grasping arms and teeth.
Soak Value W. Threshold M/R Defense

0 20 3 3 3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

Skills: Combat 3, General 2, Knowledge 0, Soak Value W. Threshold M/R Defense

Magic 0, Social 0 4 5 0 0
Talents: None
Skills: Combat +, General +, Knowledge 0,
Abilities: Magic 0, Social 0
• Ghostly: May move over or through terrain Talents: None
(including doors and walls) without penal-
ty. Halve the damage dealt to the wraith be- Abilities:
fore applying soak, unless the attack came • Infectious: May spend aaa from a com-
from a magical source such as a spell or bat check to inflict Infected Wounds to the
magical weapon. target.
• Silhouette 2 • Undead: Does not need to breathe, eat, or
• Terrifying: At the start of the encounter, drink, and can survive underwater; im-
all of its opponents must make a Daunting mune to poisons and toxins.
(kkkk) fear check as an out of turn inci- • Undying: May spend hhh from any
dental, as per page 243 of the Genesys Core check made by PC to return one previous-
Rulebook. If there are multiple sources of ly defeated Zombie to an existing minion
fear in the encounter, the opponents only group, removing damage from the group
make one fear check against the most ter- accordingly. Spend d to return an entire
rifying enemy. previously defeated minion group.
• Undead: Does not need to breathe, eat, or Equipment:
drink, and can survive underwater; im- • Rusted blade: Melee (Light); Damage 6;
mune to poisons and toxins. Critical 3; Range (Engaged),
• Wraith's curse: Characters incapacitat- • Nails: Brawl; Damage 3; Critical 5; Range
ed by Wraith are instantly killed. The next (Engaged); Ensnare 1.
round they are ressurected as a Wraith un-
138 The Old World: Grim and Perilous
Infected Wounds Ungor (Minion)
Some adversaries have abilities that can infect 3 3 1 3 2 1
wounds of their target, but you may also decide to Brawn Agility Intellect Cunning Willpower Presence

trigger infection when a PCs check generates d in Soak Value W. Threshold M/R Defense

certain, filthy places like sewers or swamps. Infect- 3 5 0 0


ed wounds are considered a  Critical Injury with
severity of Hard (kkk) and the following effect:
The target cannot heal wounds by natural rest or Skills: Combat +, General +, Knowledge 0,
a  Medicine check and they decrease their wounds Magic 0, Social 0
and strain thresholds by one per each day since the
infection started until the Critical Injury is healed. If
Talents: None
wounds or strain threshold falls to 0, the target dies. Abilities:
• Chaos creature: May spend t from a com-
bat check to inflict 1 corruption to the target.
Beastmen Equipment:
Beastmen are a race of savage mutant human- • Bow: Ranged; Damage 7; Critical 3; Range
oids that bear various traits of bestial appear- (Medium); Unwieldy 2),
ance, such as cloven hooves, muscular human • Short spear: Melee (Light); Damage 6; Criti-
bodies, horned bestial heads and a malign prim- cal 3; Range (Engaged); Accurate 1.
itive intelligence. Proud of their origins, it is said
that they are the descendants of ancient humans Bestigor (Rival)
corrupted and twisted by the influence of Chaos
at the dawn of Chaos's coming into the world. 4 2 1 3 2 1
Caprigor/Bovigor (Minion) Brawn Agility

Soak Value
Intellect Cunning

W. Threshold
Willpower

M/R Defense
Presence

4 2 1 3 2 1 6 16 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense


Skills: Combat 3, General 2, Knowledge 0,
4 Magic 0, Social 0
8 0 0
Talents:
Skills: Combat +, General +, Knowledge 0,
• Adversary 1: Upgrade the difficulty of com-
Magic 0, Social 0
bat checks targeting this character once.
Talents:
• Berserk: Until the end of the encounter
• Bullrush: When making a  melee combat or until they are incapacitated, Bestigor
check after using a maneuver to engage the adds saa to all melee combat checks
target, may spend aaa or t to knock they make. However, opponents add s󲊳to
the target prone and move them up to one all combat checks targeting the Bestigor.
range band away from this character. While berserk, a  Bestigor cannot make
Abilities: ranged combat checks.
• Chaos creature: May spend t from a com- • Bullrush: When making a  melee combat
bat check to inflict 1 corruption to the target. check after using a maneuver to engage the
target, may spend aaa) or t to knock
Equipment: the target prone and move them up to one
• Greataxe: Melee (Heavy); Damage 8, Crit- range band away from this character.
ical 3; Range (Engaged); Cumbersome 3, Abilities:
Pierce 2, Vicious 1,
• Chaos creature: May spend t from a com-
• Horns: Brawl; Damage 6; Critical 3; Range bat or magic check to inflict 1 corruption to
(Engaged); Disorient 2, Knockdown. the target.

The Old World: Grim and Perilous 139


Equipment:
• Greataxe: Melee (Heavy); Damage 8, Crit-
ical 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 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

8 2 5 12 3 0 0
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 2: Upgrade the difficulty of com-
bat 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 • Vicious axe: Melee (Heavy); Damage 9,
range band away from this character. Critical 3; Range (Engaged); Pierce 2,
Abilities: Vicious 3).
• Gore: After making a  successful combat
check using its vicious axe, this creature
may spend aa or t to inflict one hit with
Chaos Spawn - Dark
its horns on the target or another target Mass (Nemesis)
this character is engaged with, dealing base
A Dark Mass is a  monstrous pile of human
damage +1 damage per s.
flesh transformed by the Dark Gods into
• Silhouette 3 a single spawn of Chaos. This slow, mindless
• Terrifying: At the start of the encounter, all but unrelenting foe is equipped with multiple
of its opponents must make a Hard (kkk) swords, spears and clubs to kill everything on
fear check as an out of turn incidental, as per it's way and protects it's vulnerable body with
page 243 of the Genesys Core Rulebook. If a wall of shields.
there are multiple sources of fear in the en-
counter, the opponents only make one fear
5 3 1 3 5 1
Brawn Agility Intellect Cunning Willpower Presence
check against the most terrifying enemy. Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

Equipment: 5 40 20 2 4 4
• Horns: Brawl; Damage 7; Critical 3; Range
(Engaged); Concussive 1, Knockdown, Skills: Combat 3, General 1, Knowledge 0,
Magic 0, Social 0

140 The Old World: Grim and Perilous


Talents:
• Adversary 2: Upgrade the difficulty of com-
Skaven
bat checks targeting this character twice. The Skaven are a  malevolent and diabolical
• Whirlwind: A Dark Mass may suffer 4 race of large humanoid rat-creatures that in-
strain and make a  melee combat attack habit a  massive inter-continental subterra-
against the engaged adversary with the nean empire known in their tongue simply as
highest difficulty and defense. Increase the the Under-Empire. They are a  cruel, treach-
difficulty of the check once. If the combat erous and highly numerous species that have
check succeeds, each adversary engaged since spread their loathsome corruption to the
with the Dark Mass suffers one hit, dealing farthest corners of the Old World.
damage equal to the attack’s base damage Clanrat (Minion)
+1 per uncanceled s)
Abilities: 3 3 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
• Chaos creature: May spend aaa from Soak Value W. Threshold M/R Defense

a combat check to inflict 1 corruption to the 4 7 2 1


target.
Skills: Combat +, General +, Knowledge 0,
• Composite body: Each time it suffers 10
Magic 0, Social 0
wounds, it also loses 1 Combat Skill Point
and 1 Defense. Talents: None
• Nemesis action: Activates twice per round; Abilities:
at his initiative as normal and at the end of • Dark vision: May remove up to jj im-
the round, after all characters have acted. posed by darkness.
• Spontaneous mutation: If it exceeds cor- • Infectious May spend aaa from a com-
ruption threshold, it instantly heals all bat check to inflict Infected Wounds to the
wounds. target.
• Susceptible to fire: All fire based attacks Equipment:
and spells ignore Soak of a Dark Mass.
• Serrated sword: Melee (Light); Damage 6;
• Silhouette 3 Critical 3; Range (Engaged); Defensive 1,
• Terrifying: At the start of the encounter, Vicious 1,
all of its opponents must make a Daunting • Shield: Melee (Light); Damage 3; Critical 5;
(kkkk) fear check as an out of turn inci- Range (Engaged); Defensive 1, Deflection 1.
dental, as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of Stormvermin (Rival)
fear in the encounter, the opponents only
make one fear check against the most ter- 4 3 2 2 2 1
rifying enemy. Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

Equipment: 3 2
6 16
• Armed protrusions: Melee (Light); Damage
Skills: Combat 3, General 2, Knowledge 0,
8; Critical 2; Range (Short); Linked 2,
Magic 0, Social 0
• Unarmed protrusions: Melee (Light); Dam-
Talents:
age 4; Critical 4; Range (Long); Ensnare 3,
Manipulative (if the attack hits, may spend • Adversary 1: Upgrade the difficulty of com-
a to move target by one range band in any bat checks targeting this character once.
direction), Abilities:
• Thrown spear: Ranged; Damage 8; Critical • Dark vision: May remove up to jj im-
2; Range (Medium) posed by darkness.

The Old World: Grim and Perilous 141


• Maul: A Stormvermin adds jj to combat • Smokebomb vial: Maneuver to throw, pro-
checks against prone or immobilized tar- vides concealment worth +2 dice (see the
gets. Concealment section on page 110 of the
Equipment: Genesys Core Rulebook).

• Halberd: Melee (Heavy); Damage 7; Critical Rat ogre (Nemesis)


3; Range (Engaged); Defensive 1, Pierce 3,
Unwieldy 3, 5 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence

• Skaven heavy armor: +2 soak, +2 defense. Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

7 22 10 3 1
0
Gutter Runner (Rival)
Skills: Combat 3, General 2, Knowledge 0,
3 5 2 4 2 1 Magic 0, Social 0
Brawn Agility Intellect Cunning Willpower Presence
Talents:
Soak Value W. Threshold M/R Defense

4 12 2 2 • Adversary 2: Upgrade the difficulty of com-


bat checks targeting this character twice.
Skills: Combat 4, General 4, Knowledge 0, Abilities:
Magic 0, Social 0
• Overhead Slam: After a  successful Brawl
Talents: check, may spend aa to deal additional
• Adversary 1: Upgrade the difficulty of com- damage equal to Rat ogre's Brawn and if
bat checks targeting this character once. the attack inflicts Critical Injury, add +30 to
• Backstab: May make a  Skulduggery check the Critical Injury result.
instead of Melee (Light) against unaware • Silhouette 3
target. A successful check deals +2 damage • Terrifying: At the start of the encounter, all
per s instead of +1. of its opponents must make a Hard (kkk)
• Finesse: May use Agility instead of Brawn fear check as an out of turn incidental, as per
when making a Brawl or Melee (Light) check. page 243 of the Genesys Core Rulebook. If
Abilities: there are multiple sources of fear in the en-
counter, the opponents only make one fear
• Dark Vision: May remove up to jj im- check against the most terrifying enemy.
posed by darkness.
Equipment:
• Eshin Clan Poison: Targets poisoned by the
warpstone daggers upgrade the difficulty • Armored fists: Brawl; Damage 9; Critical 3;
of checks twice until the end of the encoun- Range (Engaged).
ter or scene. Grey Seer (Nemesis)
• Vanish: After performing a  check, may
spend aa or t to hide from all other 1 2 4 3 5 3
characters in the encounter. Brawn Agility Intellect Cunning Willpower Presence

Soak Value W.Threshold S.Threshold C. Threshold M/R Defense


Equipment: 3
2 16 18 1 1
• Warpstone daggers: Melee (Light); Dam-
Skills: Combat 0, General 3, Knowledge 4,
age 6; Critical 3; Range (Engaged}; Accurate
Magic 5, Social 3
1, may spend aa to poison the target. Poi-
soned targets must make a Hard (kkk) Re- Talents:
silience check as an out-of-turn incidental • Masterful casting: Spend t to trigger up
or suffer 4 wounds (not reduced by soak) to three different spell effects instead of
plus 1 strain per h. d on the check can be one. These effects must be the ones that can
spent to inflict a Critical Injury or to force be triggered by spending a or t.
the target to repeat the check at the begin-
ning of their turn.

142 The Old World: Grim and Perilous


Abilities: Spells: A Grey Seer can choose any magic action
• Black Hunger: Once per encounter, Grey allowed by the Arcana skill and the Lore of Cha-
Seer may make an Average (kk) Coercion os, and may select any additional spell effect.
check. If successful, for each s one Skaven The spells they use most often are the following:
rival or minion group present in the current • Gnaw - choose one target at short or medi-
encounter increases damage dealt in melee um range and make a  Hard (kkk) Magic
c0mbat by 2 and cannot be forced to retreat check. If successful, this magic attack in-
until the end of the encounter. flicts 10 damage +1 damage per s, with
• Infecting gaze: Attack and Curse spells Critical Rating 2 and the Sunder, Burn 4
casted by Grey Sear automatically inflict Pierce 4 and Vicious 4 qualities.
Infected Wounds to their targets. • Warp Storm - choose one target at short
• Master of the Swarm: Upgrade the difficul- or medium range and make a Hard (kkk)
ty of combat checks targeting a  Grey Seer Magic check. If successful, this magic attack
once for each group of Clan Rats in the inflicts 10 damage +1 damage per s, with
short range of him. If the check fails, one the Auto-Fire, Blast 8 and Stun 4 qualities.
individual Clan Rat is defeated. • Wither - choose two targets at short or me-
dium range and make a Hard (kkk) Magic
check. If successful, a Grey Seer may choose
one additional target for each a and all tar-
gets 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.
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 spiritu-
al 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 5
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

6 18 1 1
Skills: Combat 2, General 2, Knowledge 0,
Magic 0, Social 4

The Old World: Grim and Perilous 143


Talents: • Daemon: Decrease the damage dealt to this
• Adversary 1: Upgrade the difficulty of com- adversary by two, unless the attack came
bat checks targeting this character once. from a magical source.

• Let's Talk This Over: May make a Daunting • Nemesis action: Activates twice per round;
(kkkk) Charm check to switch from com- at his initiative as normal and at the end of
bat encounter to social encounter. the round, after all characters have acted.

Abilities: • Relentless: Bloodthirsters ignore the effects


of Critical Injuries and cannot be staggered
• Chaos creature: May spend aaa from or forced to flee.
a combat or magic check to inflict 1 corrup-
tion to the target. • Silhouette 4,

• Daemon: Decrease the damage dealt to this • Spontaneous mutation: If a  Bloodthirster


adversary by two, unless the attack came exceeds it's corruption threshold, it instantly
from a magical source. heals all wounds.

• Feast of corruption: When suffering cor- • Terrifying: At the start of the encounter,
ruption, Daemonette heals 5 wounds per all of its opponents must make a Daunting
corruption suffered. (kkkk) fear check as an out of turn inci-
dental, as per page 243 of the Genesys Core
• Seducing voice: Once per encounter, may Rulebook. If there are multiple sources of
make a Hard (kkk) Charm check target- fear in the encounter, the opponents only
ing character in hearing range [Medium in make one fear check against the most ter-
general]. If the check is successful, target rifying enemy.
character is charmed by the Daemonette
and will fight on her side if needed. At the • Wrath of Khorne: Once per round, may
beginning of their turn, the character may make opposed Coercion vs Discipline check
make a Hard (kkk) Discipline check as an targeting character within a medium range.
incidental to free themselves from the ef- If the check is successful, the target acts as
fects of the charm. if under the effects of the Berserk talent.

• Twisted words: May spend aaa from a so- Equipment:


cial check to inflict 1 corruption to the target. • Daemonic axe: Melee (Heavy); Damage 14;
Equipment: Critical 3; Range (Short); Pierce 4, Sunder,
Vicious 3, may spend t on a  successful
• Scythe-like talons: Brawn; Damage 7; Crit- combat check to inflict one hit dealing the
ical 2; Range[Engaged]; Pierce 1, Vicious 1. weapon's base damage on everyone (except
the Bloodthirster!) engaged with the target.
Bloodthirster (Nemesis) Magic weapon. This weapon disappears
when Bloodthirster is defeated.
6 4 2 3 5 1
Brawn Agility Intellect Cunning Willpower Presence
Bloodletter (Rival)
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

8 66 21 2 2 2 4 3 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
Skills: Combat 5, General 4, Knowledge 1, Soak Value W. Threshold M/R Defense

Magic 0, Social 2 4 12 0 0
Talents:
Skills: Combat 4, General 4, Knowledge 0,
• Adversary 2: Upgrade the difficulty of com- Magic 0, Social 0
bat checks targeting this character twice.
Talents:
Abilities:
• Rapid Reaction 2: May suffer up to 2 wounds
• Chaos creature: May spend aaa from to add equal number of s to a check they
a combat check to inflict 2 corruption to the make to determine Initiative order.
target.

144 The Old World: Grim and Perilous


Abilities: incidental. If fails, the character contracts
• Blood Call: When a  Bloodletter damages Nurgle's Rot - a  fatal disease that slowly
a  target, they heal wounds equal to the turns those infected into a Plaguebearer.
wounds inflicted. Equipment:
• Chaos creature: May spend aaa from • Plaguesword: Melee (Light); Damage 7;
a combat check to inflict 1 corruption to the Critical 3; Range (Engaged); Burn 2, En-
target. snare 2. Magic weapon. This weapon disap-
• Daemon: Decrease the damage dealt to this pears when Plaguebearer is defeated.
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering cor-
ruption, Bloodletter heals 5 wounds per
corruption suffered.
Equipment:
• Hellblade: Melee (Heavy); Damage 9; Crit-
ical 1; Range (Engaged); Pierce 3, Vicious 1.
Deals +2 damage per s instead of +1. Mag-
ic weapon. This weapon disappears when
Bloodletter is defeated.

Plaguebearer (Rival)
4 2 2 2 4 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

6 18 2
0
Skills: Combat 2, General 3, Knowledge 0,
Magic 0, Social 0.
Talents:
• Adversary 1: Upgrade the difficulty of com-
bat 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 cor-
ruption, Plaguebearer heals 5 wounds per
corruption suffered.
• Infectious: May spend aa from a  com-
bat check to inflict Infected Wounds to the
target.
• Plaguebearer's curse: A character incapac-
itated by a Plaguebearer must make a Hard
(kkk) Resilience check as an out of turn

The Old World: Grim and Perilous 145


Nurgling (Minion) Lord of Change (Nemesis)
1 3 1 1 1 1 5 2 6 3 4 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

1 5 0 0 7 45 30 2 o o
Skills: Combat +, General +, Knowledge 0, Skills: Combat 3, General 3, Knowledge 5,
Magic 0, Social +. Magic 5, Social 2
Talents: None Talents:
Abilities: • Adversary 2: Upgrade the difficulty of com-
• Chaos creature: May spend aaa from bat checks targeting this character twice.
a combat check to inflict 1 corruption to the Abilities:
target. • Chaos creature: May spend aaa from a
• Daemon: Decrease the damage dealt to this combat or magic check to inflict 2 corrup-
adversary by two, unless the attack came tion to the target.
from a magical source. • Changer of Ways: Once per round the GM
• Feast of corruption: When suffering cor- may spend a Story Point to activate this
ruption, Nurgling heals 5 wounds per cor- ability as an incidental. When activated, roll
ruption suffered, this may result in return- D100 on Table 8-1: Changer of Ways effects
ing one previously defeated Nurgling to an and apply the result.
existing minion group, removing damage • Daemon: Decrease the damage dealt to this
from the group accordingly. adversary by two, unless the attack came
• Infectious: May spend aa from a combat from magical source.
check to inflict Infected Wounds to the tar- • Nemesis action Activates twice per round;
get. at its initiative as normal and at the end of
Equipment: the round, after all characters have acted.
• Sharp Teeth: Brawl, Damage 4, Critical 4, • Relentless: Lord of Change ignores effects
Range (Engaged). of Critical Injuries and cannot be staggered
or forced to flee.
• Silhouette 4
• Spontaneous mutation: If exceeds corrup-
tion threshold, it instantly heals all wounds.
• Storm of Chaos: When a Player Charac-
ter makes an Arcana check in the presence
of Lord of Change, the controlling Player
should roll a separate j. If the result is h,
the spell causes a Mediocre Chaos Manifes-
tation. This may cause two Chaos Manifes-
tations in a single check if the main check
also generates one. Do not add the results of
this additional roll to the main check.
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn inci-
dental, as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only

146 The Old World: Grim and Perilous


Pierce 5 and Vicious 5
qualities.
• Mark of Tzeentch
Choose two targets at short or
medium range and make a Hard
(kkk) Arcana check. If success-
ful, Lord of Change may choose one
additional target for each a and all
targets reduce their wound and strain
thresholds by 5 and the ability of any
skill checks they make by 1 until the
end of the Lord's of Change next turn.
• Wind of Corruption - Choose
one target at medium or long range and
make a Hard (kkk) Arcana check. If suc-
cessful, this magic attack inflicts 17 dam-
age +1 damage per s, with Fire 5 and Blast
10 qualities. The GM may spend a Story Point
to activate the Blast quality and when activat-
ed, it affects all characters in medium range.
Lord of Change may spend a to move any
affected character by one range band in any
direction.
make one fear check against the most ter- Equipment:
rifying enemy.
• Beak and Claws: Brawn, Damage 8, Critical
Spells: Lord of Change can choose any magic 3, Range (Short), Linked 2.
action allowed by the Arcana skill, and may se-
lect any additional spell effects. The spells they • Rod of Sorcery: Melee (Heavy), Damage 7,
use most often are the following: Critical 6, Range (Short), Magic weapon. This
weapon disappears when Lord of Change is
• Bolt of Corruption - Choose one target at defeated. Decreases the difficulty of all Ar-
short or medium range and make an Easy cana checks by three and increases the dam-
(k) Arcana check. If successful, this mag- age of Attack spells by 5. Even if the check to
ic attack inflicts 11 damage +1 damage per cast spell fails, Lord of Change treats the re-
s, with Critical Rating 2 and the Sunder, sult as successful with single s.
Table 8-1: Changer of Ways effects
d100 RESULT

1-10 Until the end of the next round, every Player Character is controlled by the Player to the left of the original
Player.
11-20 Until the end of the next round, every t counts as d and every d counts as t.
Until the end of the next round, all Player Characters switch their wound threshold with strain threshold.
21-30 Current wounds and strain remain intact. This may incapacitate a Player Character but also revive them when
effect ends.
31-40 All magic in the current encounter is immediately dispelled.
41-50 All characters present in the current encounter add t to their next check.
51-60 All characters present in the current encounter add d to their next check.
61-70 All characters present in the current encounter suffer 5 wounds and 1 corruption.
71-80 Nothing happens.
81-90 Switch Player's Story Point pool with GM's Story Point pool.
91-100 Roll twice and apply both effects. If this effect is rolled again, reroll it.

The Old World: Grim and Perilous 147


Pink Horror (Rival) Blue Horror per aa. The minion group
appears engaged with the Pink Horror
4 2 4 2 2 1 and take its turn immediately after the
Pink Horror. A Pink Horror does not need
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense


to perform the concentrate maneuver to
5 16 0 0 maintain the effects of the spell, however,
summoned Blue Horrors disappear when
Skills: Combat 2, General 2, Knowledge 3, the Pink Horror is defeated).
Magic 4, Social 2
Equipment:
Talents:
• Claws and jaws: Brawl; Damage 6; Critical
• Adversary 1: Upgrade the difficulty of com- 4; Range (Engaged).
bat checks targeting this character once.
• Conduit: Once per encounter, GM may
Blue Horror (Minion)
spend a Story Point to allow this adversary 3 2 1 2 2 1
to perform a magic action as a maneuver. Brawn Agility Intellect Cunning Willpower Presence

Abilities: Soak Value W. Threshold M/R Defense

4 8 0 0
• Chaos creature: May spend aaa from
a combat or magic check to inflict 1 corrup-
Skills: Combat +, General +, Knowledge 0,
tion to the target.
Magic 0, Social 0
• Daemon: Decrease the damage dealt to this
Talents: None
adversary by two, unless the attack came
from a magical source. Abilities:
• Feast of corruption: When suffering cor- • Chaos creature: May spend aaa from
ruption, Pink Horror heals 5 wounds per a combat check to inflict 1 corruption to the
corruption suffered. target.
• Magical Body: When another character • Daemon: Decrease the damage dealt to this
makes an Arcana check, this adversary adversary by two, unless the attack came
heals 3 wounds. from a magical source.
• Split: After exceeding its wounds thresh- • Feast of corruption: When suffering cor-
old, a Pink Horror splits into two new Dae- ruption, Blue Horror heals 5 wounds per
mons. Replace the Pink Horror with a min- corruption suffered, this may result in re-
ion group of two Blue Horrors. They take turning one previously defeated Blue Hor-
their turn immediately. ror to an existing minion group, removing
damage from the group accordingly.
Spells: Pink Horrors can choose any magic ac-
tion allowed by the Arcana skill and the Lore of • Magical Body: When another character
Chaos, and may select additional spell effects makes an Arcana check, this adversary
as normal. The spells they use most often are heals 3 wounds.
the following: Equipment:
• Bolt of Corruption - choose one target at • Claws and jaws: Brawl; Damage 5; Critical
short or medium range and make an Aver- 4; Range (Engaged).
age (kk) Arcana check. If successful, this
magic attack inflicts 9 damage +1 damage
per s, with a Critical Rating 2 and the Sun-
der, Pierce 3 and Vicious 3 qualities.
• Gate of Horrors - make an Average (kk)
Arcana check. If successful, the Pink Hor-
ror summons minion group consisting
of two Blue Horrors plus one additional

148 The Old World: Grim and Perilous


Doomlord (Nemesis) • Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
The mighty Doomlords are the most powerful from magical source.
servants of the Renegade God Malal. Tower-
ing creatures with hooves, horns, and tails, • Hatred - Chaos: This creature adds jj to
they fight the forces of Chaos with massive combat checks targeting Chaos creatures,
weapons and soul-sucking magic. mutants and followers of Chaos.
• Nemesis action: Activates twice per round;
5 3 4 3 5 2 at its initiative as normal and at the end of
Brawn Agility Intellect Cunning Willpower Presence
the round, after all characters have acted.
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

59 • Relentless: Doomlord ignores effects of


7 25 2 1 1 Critical Injuries and cannot be staggered or
Skills: Combat 4, General 4, Knowledge 1, Mag- forced to flee.
ic 0, Social 2. • Silhouette 4
Talents: • Soul drain: When Doomlord inflicts a crit-
• Adversary 2: Upgrade the difficulty of com- ical incjury with its daemonic tail on any
bat checks targeting this character twice. creature that is not Undead nor Daemon,
do not roll as normal. Instead, the target is
Abilities: instantly killed and Doomlord heals a num-
• Chaos creature: May spend aaa from a ber of wounds equal to half the wounds
combat check to inflict 2 corruption to the threshold of the target (rounded up).
target. • Spontaneous mutation: If exceeds corrup-
tion 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 inciden-
tal, as per page 243 of the Genesys Core Rule-
book. If there are multiple sources of fear in
the encounter, the opponents only make one
fear check against the most terrifying enemy.
Equipment:
• Daemonic tail: Brawl, Damage 8, Critical 5,
Range (Short), Ensnare, Stun 5,
• Soul sword: Melee (Heavy), Damage 8, Crit-
ical 2, Range (Short), Breach 1, Stun Dam-
age. Magic weapon. This weapon disap-
peares when Doomlord is defeated.

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 some-
thing like a bird’s skull, and arms that end in
long, curving blades of razor-sharp bone. Their

The Old World: Grim and Perilous 149


beaks are armed with sharp teeth. Their skin
is pitch-black, contrasting with the gleaming Greenskins
white of their hooves, skulls, and blades in the The term 'Greenkins' is a  collective descrip-
favored colors of Malal: black and white. tion of multiple closely related species of
They are fast and agile fighters, leaping and green skinned humanoids - Orcs, Goblins,
slashing with uncanny speed. Hobgoblins, Snotlings and a few others. De-
spite being enemies of civilized nations for
3 4 2 2 4 1 millennia, little is known about them. Their
Brawn Agility Intellect Cunning Willpower Presence culture, goals, and language are still top-
Soak Value W. Threshold M/R Defense ics of academic dispute - even something as
4 16 1 1 basic as reproduction has not been fully un-
derstood. Some believe that greenskins are
Skills: Combat 3, General 3, Knowledge 0, very similar to humans in this matter, others
Magic 0, Social 0. that their biology is more like mushrooms or
Talents: plants. Regardless, however, the Greenskins
are a brutal, savage faction, widely regarded
• Adversary 1: Upgrade the difficulty of com- as the scourge of all civilization.
bat checks targeting this character once.
Abilities: Snotling (Minion)
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
1 2 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence

target. Soak Value W. Threshold M/R Defense

• Daemon: Decrease the damage dealt to this 1 4 0 0


adversary by two, unless the attack came
from a magical source. Skills: Combat +, General 0, Knowledge 0,
Magic 0, Social 0
• Doom bringer: Doombringers decrease the
critical rating of their weapon by 2 when Talents: None
targeting characters that have at least 4 cor- Abilities:
ruption. • Dark vision: Snotlings remove up to jj im-
• Feast of corruption: When suffering corrup- posed by darkness.
tion, Doombringer heals 5 wounds per cor- • Infectious: May spend aa from a success-
ruption suffered. ful combat check to inflict Infected Wounds
• Hatred - Chaos: This creature adds jj to to the target.
combat checks targeting Chaos creatures, • Pack tactics: When this creature's minion
mutants and followers of Chaos. group consists of at least two minions and is
Equipment: engaged with a target, they can spend a ma-
• Bone blades: Brawl, Damage 7, Critical 4, neuver to prevent the target from disengag-
Range (Engaged), Vicious 5. Magic weapon. ing from the minion group until the end of
This weapon disappears when Doombring- their next turn and to add aa to their next
er is defeated. combat check against the target.
• Silhouette 0.
Table 8-2: Lesser Daemons of Chaos
Equipment:
Daemon d100 result
• Sticks and stones: Melee (Light); Damage 4;
Bloodletter 01-20
Critical 4; Range (Engaged); Disorient 2.
Doombringer 21-40
Daemonette 41-60
Pink Horror 61-80
Plague Bearer 81-100

150 The Old World: Grim and Perilous


Night Goblin (Minion) Black Orc (Rival)
2 3 1 3 1 1 4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense Soak Value W. Threshold M/R Defense

3 6 1
0 6 14 1
0
Skills: Combat +, General 0, Knowledge 0, Skills: Combat 2, General 1, Knowledge 0,
Magic 0, Social + Magic 0, Social 1
Talents: None Talents: None
Abilities: Abilities:
• Dark vision: Night goblins remove up to • Dark vision: Black orcs remove up to jj
jj imposed by darkness. imposed by darkness.
• Hatred - Dwarfs: This creature adds jj to Equipment:
combat checks targeting dwarfs. • Large Orc Choppa: Melee (Heavy); Damage
• Neurotoxin: Characters hit with a poisoned 9; Critical 3; Range (Engaged); Vicious 2,
bow suffer 2 strain each time they perform • Heavy patchwork armor: +2 soak, melee
an action until the end of the encounter. defense 1.
• Silhouette 0.
Equipment: Grievous Wound
• Spear: Melee (Light); Damage 5; Critical 3; Some adversaries are capable of inflicting deep
Range (Engaged); Defensive 1), wounds thanks to their feral strength or the design
of their weapons. Such grievous wounds, while not
• Poisoned bow: Ranged; Damage 6; Critical
extremely dangerous to ones life, tend to take weeks,
3; Range (Medium); Ensnare 2, Unwieldy 2, months or even years to heal completely. A grievous
• Patchwork armor: +1 soak. wound is considered a Critical Injury with a severity
of Formidable (kkkkk) and the following effect:
Orc (Minion) The target decreases their wound threshold by one
until the Critical Injury is healed. This may occur
multiple times.
3 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

Orc Warboss (Nemesis)


Soak Value W. Threshold M/R Defense

4 8 0 0
Skills: Combat +, General +, Knowledge 0, 5 2 2 3 3 3
Magic 0, Social + Brawn Agility Intellect Cunning Willpower Presence

Talents: None
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

7 2 3 1 6 2 2 2
Abilities:
Skills: Combat 3, General 2, Knowledge 0,
• Dark vision: Orcs remove up to jj im-
Magic 0, Social 3
posed by darkness.
Talents:
Equipment:
• Adversary 2: Upgrade the difficulty of com-
• Orc Choppa: Melee (Light); Damage 7; Crit-
bat checks targeting this character twice.
ical 3; Range (Engaged); Vicious 1),
• Crushing blow: Once per session after roll-
• Patchwork armor: +1 soak.
ing 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 Knock-

The Old World: Grim and Perilous 151


down item qualities, and destroys one item valuable equipment or even their lifes in the
the target is wielding that does not have the enormous maw of a troll.
Reinforced quality.
Abilities:
5 2 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence

• Dark vision: An orc warboss remove up to Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

jj imposed by darkness. 7 28 14 3 0 0
• Da Biggest and Da Strongest! Every time an
orc warboss incapacitates its target, all other Skills: Combat 3, General 2, Knowledge 0,
greenkins present in the current encounter Magic 0, Social 3
gain j to combat checks until the end of the Talents:
encounter. If the Orc Warboss is defeated, • Adversary 1: Upgrade the difficulty of com-
the greenskins are also defeated. bat checks targeting this character once.
• Deep cuts: An orc warboss may spend Abilities:
aaa from a successful combat check with
its orc choppa to inflict the Grevious Wound • Corrosive vomit: A troll may spend t from
Critical Injury to the target. a combat check to force the target to make
a  Hard (kkk) Coordination check as an
Equipment: out of turn incidental. If the check fails, the
• Large Orc Choppa: Melee (Heavy); Damage target suffers 6 wounds and one item the
10; Critical 3; Range (Engaged); Vicious 2, target wields that does not have the Rein-
• Heavy armor: +2 soak, defense 2. forced quality, is destroyed.
• Dark vision: A  troll remove up to jj im-
Troll (Nemesis) posed by darkness.
Trolls are huge, humanoid creatures known • Regeneration: At the beginning of its turn,
for their aggression and stupidity. It is said this creature automatically heals 3 wounds.
that they can eat anything and that their gas-
tric juices even digest stone and steel. Many • Silhouette 2
adventurers find this out the hard way, losing • 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; Crit-
ical 3; Range (Engaged); Knockdown.

152 The Old World: Grim and Perilous


• Monstrous transformation: Once per en-
Vampires counter this creature may change their hu-
Vampires are undead, nature-violating crea- man form to its true monster form as an
tures that must feed on the blood of mortals incidental, forcing all of its opponents to
to survive. Their roots go back to the ancient make a Daunting (kkkk) Fear check as an
kingdom of Nehekhara, where the vampire out of turn incidental.
Queen Neferata gave non-life to the first gen- • Nemesis action: Activates twice per round;
eration affected by the curse of vampirism. at his initiative as normal and at the end of
Vampires are powerful creatures, but their the round, after all characters have acted.
strength lies not only in the physical aspect,
but perhaps mainly in the vast experience ac- • Sword saint: A character targeting a Blood
cumulated over hundreds of years, and often Dragon with a melee combat check decreas-
also in their ability to use necromantic magic. es the ability of the check twice.
• Undead: Does not need to breathe, eat, or
Blood Dragon (Nemesis) drink, and can survive underwater; immune
to poisons and toxins.
4 3 3 3 4 3
Brawn Agility Intellect Cunning Willpower Presence • Vampiric curse: This character cannot cross
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
a flowing water and does not reflect in mir-
6 22 14 3 2 1 rors. If exposed to direct sunlight, they suf-
fer 4 wounds at the beginning of each round
Skills: Combat 5, General 3, Knowledge 3, and decrease the ability of all checks twice.
Magic 0, Social 2 Equipment:
Talents: • Fangs: Brawl; Damage 5; Critical 4; Range
• Adversary 1: Upgrade the difficulty of com- (Engaged); Concussive 1.
bat checks targeting this character once. • Longsword: Melee (Heavy); Damage 8;
• Parry 3: When a Blood Dragon suffers a hit Critical 2; Range (Engaged); Defensive 1,
from a melee combat check, after the dam- Pierce 1, Unwieldy 3.
age is calculated but before soak is applied, • Plate armor: +2 soak, defense 1.
they may take a Parry incidental. They suf-
fer 3 strain and reduce the damage dealt by Strigoi (Nemesis)
that hit by five. This talent may only be used
once per hit and when the Blood Dragon is 5 3 3 4 4 2
wielding a Melee weapon. Brawn Agility Intellect Cunning Willpower Presence

• Improved Parry: When a  Blood Dragon


Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

suffers a  hit from a  melee combat check


5 24 15 3 0 0
and uses Parry to reduce the damage from Skills: Combat 3, General 3, Knowledge 3, Mag-
that hit, after the attack is resolved, they ic 0, Social 2
may spend d or hhh from the attack-
er's check to use this talent. Then, the Blood Talents:
Dragon automatically hits the attacker • Adversary 2: Upgrade the difficulty of com-
once with a Brawl or Melee weapon they are bat checks targeting this character twice.
wielding. The hits deals the weapon's base
damage, plus any damage from applica- Abilities:
ble talents and abilities. The Blood Dragon • Blood call: When a Strigoi damages a target
can't use this talent if the original attack in- with their fangs, they heal wounds equal to
capacitates them. the wounds inflicted.
Abilities: • Deep cuts: A  Strigoi vampire may spend
• Blood call: When a Blood Dragon damages aaa from a  successful combat check
a target with their fangs, they heal wounds with its claws to inflict the Grievous Wound
equal to the wounds inflicted. Critical Injury to the target.

The Old World: Grim and Perilous 153


• Terrifying: At the start of the encounter, Meargh (Nemesis)
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn inci- 3 1 5 4 4 4
dental, as per page 243 of the Genesys Core Brawn Agility Intellect Cunning Willpower Presence

Rulebook. If there are multiple sources of Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

fear in the encounter, the opponents only 3 16 15 2 o o


make one fear check against the most ter-
rifying enemy. Skills: Combat 0, General 2, Knowledge 4,
• Undead: Does not need to breathe, eat, or Magic 4, Social 2
drink, and can survive underwater; immune Talents:
to poisons and toxins.
• Adversary 2: Upgrade the difficulty of com-
• Vampiric curse: This character cannot cross bat checks targeting this character twice.
a flowing water and does not reflect in mir-
rors. If exposed to direct sunlight, they suf- Abilities:
fer 4 wounds at the beginning of each round • Mist vision: Meargh adds jj to Vigilance,
and decrease the ability of all checks twice. Perception and ranged combat checks when
Equipment: outside the mist. However, she ignores all
j gained to checks due to concealment.
• Claws: Brawl; Damage 8; Critical 2; Range
(Engaged); Vicious 2. • Magical mist: Meargh is permanently sur-
rounded by a thick fog that provides +3
• Fangs: Brawl; Damage 6; Critical 4; Range concealment that covers an area within
(Engaged); Concussive 1. long range. The fog can be dispelled, but is
automatically recreated at the beginning of
Meargh's turn.
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, tar-
geting and attacking isolated settlements and
small groups of travelers for loot and slaves
needed in their dark and blasphemous rituals.
Fimirs are sturdy creatures, standing on two
muscular legs and supporting their balance
with a reptilian tail. Their society is divid-
ed 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.

154 The Old World: Grim and Perilous


• The great pact: When Meargh uses the Dirach (Rival)
Conjure magic action, the spell gains the
Summon Ally effect without increasing the
difficulty. When Grand Summon effect is
3 1 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence
added, Meargh may increase the difficulty Soak Value W. Threshold M/R Defense

of the spell by three instead of two to sum- 3 12 0 0


mon a nemesis, instead of a rival. All crea-
tures Meargh summons must be Daemons. Skills: Combat 0, General 2, Knowledge 4,
Spells: Meargh can choose any magic action Magic 4, Social 2
allowed by the Arcana skill and the Lore of Talents:
Chaos, and may select additional spell effects,
as normal. The spells she use most often are Adversary 1: Upgrade the difficulty of combat
the following: checks targeting this character once.

• Summon Daemon - Make a Hard (kkk) Abilities:


Magic (Arcana) check. If successful, Mear- Mist Vision: Dirach adds jj to Vigilance, Per-
gh summons one lesser Daemon of Chaos. ception and ranged combat checks when out-
The type of the Daemon can be determined side the mist. However, he ignores all j gained
by rolling on Table. 8-2: Lesser Daemons to checks due to concealment.
of Chaos. The Daemon appears engaged to Magical Mist: Dirach is permanently surround-
Meargh and take its turn immediately after ed by a thick fog that provides +3 concealment
the Meargh. The Meargh may perform the that covers an area within medium range. The
concentrate maneuver to maintain effects fog can be dispelled, but is automatically recre-
of this spell. ated at the beginning of Dirach's turn.
• Summon Greater Daemon - Make a Daunt- The Pact: When Dirach uses the Conjure magic
ing (kkkk) Magic (Arcana) check. If suc- action, the spell gains the Summon Ally effect
cessful, Meargh summons one greater without increasing the difficulty. All creatures
Daemon of Chaos. The Daemon appears Dirach summons must be Daemons.
engaged to Meargh and take its turn im-
mediately after the Meargh. The Meargh Spells: Dirach can choose any magic action al-
may perform the concentrate maneuver to lowed by the Arcana skill and the Lore of Cha-
maintain effects of this spell. os, and may select additional spell effects, as
normal. The spells they use most often are the
• Curse of the Bog - Choose two targets at following:
short or medium range and make an Av-
erage (kk) Magic check. If successful, a • Summon Daemon - Make a Hard (kkk)
Meargh may choose one additional target Magic (Arcana) check. If successful, Dirach
for each a and all targets reduce the abili- summons one lesser Daemon of Chaos. The
ty of any skill checks they make by 1 until type of the Daemon can be determined by
the end of the Meargh next turn. When the rolling on Table. 8-2: Lesser Daemons of
target makes a check, you may change j to Chaos. The Daemon appears engaged to
face displaying a f. The Meargh may per- Dirach and take its turn immediately after
form the concentrate maneuver to main- the Dirach. The Dirach may perform the
tain effects of this curse. concentrate maneuver to maintain effects
of this spell.
Equipment:
• Curse of the Bog - Choose two targets at
• Bog wand: Decreases the difficulty of Curse short or medium range and make an Av-
spells by one. +3 damage to Attack spells. erage (kk) Magic check. If successful, a
Dirach may choose one additional target
for each a and all targets reduce the abili-
ty 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

The Old World: Grim and Perilous 155


face displaying a f. The Dirach may per-
form the concentrate maneuver to main- Criminals and law
tain effects of this curse. enforcement
Equipment:
Life in cities of the Old World can be as dan-
• Bog wand: Decreases the difficulty of Curse gerous as the deepest wilderness. Big cities are
spells by one. +3 damage to Attack spells. teeming with those who, instead of honest work,
have made it their goal to prey on the peaceful
Fimm (Rival) citizens. However, not every criminal chooses
this path on their own. The law in the Old World
4 1 1 2 2 1 is usually so complex and often internally con-
Brawn Agility Intellect Cunning Willpower Presence
tradictory that it is easy to become an enemy of
Soak Value W. Threshold M/R Defense
law enforcement entirely by accident.
5 14 1 1
Unchained (Nemesis)
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0 All wizards feel the lure of addiction, but the
urge of Aqshy is the greatest of them all. There-
Talents: None fore, it's extremely important to train bright
Abilities: wizards to shackle their temptations. Un-
chained is a term for experienced wizards, even
• Mist Vision: Fimm adds jj to Vigilance, wizard lords, who become so arrogant to be-
Perception and ranged combat checks when lieve they no longer need their ritual chains and
outside the mist. However, he ignores all j are capable of dealing with raw power of Chaos.
gained to checks due to concealment.
Equipment: 3 2 5 3 4 3
Brawn Agility Intellect Cunning Willpower Presence
• Heavy club: Melee (Heavy); Damage 8; Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
Critical 3; Range (Engaged); Dissorient 2.
3 14 18 1 o o
• Scale armor: 1 defence, +1 soak.
• Armored tail: Brawl; Damage 6; Critical 4; Skills: Combat 2, General 3, Knowledge 4,
Range (Engaged); Concussive 1. Magic 5, Social 2
Talents:
Shearl (Minion) • Adversary 1: Upgrade the difficulty of com-
3 1 1 2 2 1 bat checks targeting this character once.
Brawn Agility Intellect Cunning Willpower Presence • Rule of Aqshy (Supreme): Unchained al-
Soak Value W. Threshold M/R Defense ways add the Fire effect to their spells with-
3 6 0 0 out increasing the difficulty and may spend
a Story Point to perform magic action as an
Skills: Combat +, General +, Knowledge 0, incidental. However, they can only perform
Magic 0, Social 0 one magic action per round.
Talents: None • Explosive casting: Spells with a Blast qual-
Abilities: ity have a rating equal to twice the char-
acter’s ranks in Knowledge. Spend a Story
• Mist Vision: Shearl adds jj to Vigilance, Point to trigger the spell’s Blast quality, in-
Perception and ranged combat checks when stead of spending a.
outside the mist. However, he ignores all j
gained to checks due to concealment. Abilities:
Equipment: • Burning passion: When Unchained makes
a Charm or Coercion check, they may
• Short spear: Melee (Light); Damage 5; Criti- spend a Story Point to add a number of s
cal 3; Range (Engaged); Accurate 1. equal to their ranks in Knowledge (Chaos)
to the results.

156 The Old World: Grim and Perilous


• Corrupting words: The Unchained may Talents:
spend t or aaa from social skill check • Adversary 1: Upgrade the difficulty of com-
to inflict 1 corruption to the target. bat checks targeting this character once.
• Flame of Chaos: Decrease the difficulty of • Probing question: If Mob Boss knows
all spells casted by Unchained by 2 to a min- their's opponent’s Flaw or Fear motivation,
imum of Easy (k). when they inflict strain on that opponent
Spells: Unchained can choose any magic ac- using a social skill, the opponent suffers 3
tion allowed by the Arcana skill and the Lore of additional strain.
Fire, and may select additional spell effects, as • Ruinous repartee: Once per encounter,
normal. The spells they use most often are the Mob Boss may use this talent to make an
following: opposed Charm or Coercion versus Disci-
• Boiling blood - Choose one engaged target pline check targeting one character within
and make an Average (kk) Arcana check. If medium range (or within earshot). If suc-
successful, this magic attack inflicts 15 dam- cessful, the target suffers 8 strain, plus one
age +1 damage per s, with Burn 4 quality. additional strain per s. Mob Boss heals
• Flame storm - Choose one target in short or strain equal to the strain inflicted.
medium range and make a Hard (kkk) Ar- Abilities:
cana check. If successful, this magic attack • Commanding presence: Thugs and enforc-
inflicts 15 damage +1 damage per s, with ers add +1 damage to melee combat checks
Sunder, Pierce 4, Blast 8 and Burn 4 qualites. when Mob Boss is present in the encounter.
• Wall of fire - Choose one engaged target • Natural leader: Increase Strain Threshold
and make an Average (kk) Arcana check. of this adversary by 1 for every single thug
If successful, until the end of Unchained's within medium range.
next turn the target increases its soak by 1
+1 for every ss except the first, and gains • Oversight: When performing the assist ma-
4 defence. If an opponent makes a melee neuver, add shh to the result instead of
attack against the target and generates d adding j.
or hhh on the check, after the check is Equipment:
resolved, they suffer 8 wounds. Unchained
may perform the concentrate maneuver to • Leather jacket: +1 soak.
maintain effects of this spell. • Sword: Melee (Light), Damage 6, Critical 2,
Equipment: Range (Engaged), Defensive 1.

• Flame sword: Melee (Light); Critical 3; • Pistol: Firearms, Damage 5, Critical 3,


Damage 5; Range (Engaged); Burn 1, Pierce Range (Medium), Pierce 2, Prepare 1.
4, Magic weapon. This weapon disappeares
when Unchained is defeated.
Enforcer (Rival)
• Master's staff - Increases the base damage 4 2 2 2 3 1
of spells by 5. The first Range effect added Brawn Agility Intellect Cunning Willpower Presence

to the spell does not increase the difficulty. Soak Value W. Threshold M/R Defense

5 12 o o
Mob Boss (Nemesis)
Skills: Combat 3, General 2, Knowledge 0,
3 2 3 4 5 4 Magic 0, Social 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W.Threshold S.Threshold C. Threshold M/R Defense


Talents:
4 14 16 2 1 o • Adversary 1: Upgrade the difficulty of com-
bat checks targeting this character once.
Skills: Combat 2, General 3, Knowledge 3,
Magic 0, Social 4

The Old World: Grim and Perilous 157


Abilities: Cat Burglar (Nemesis)
• Menacing: This character inflicts 2 addition-
al strain with successful Coercion checks. 3 5 3 4 3 3
Brawn Agility Intellect Cunning Willpower Presence
• Sucker Punch: When combat encounter is
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
about to begin, the GM may spend a Sto-
ry Point to allow this character to perform
3 12 14 2 o o
a Brawl check against a valid target as an Skills: Combat 1, General 4, Knowledge 1,
out of turn indicental. If this combat check Magic 0, Social 2
is successful, the character may activate
Knockdown quality without spending a. Talents:
Equipment: • Adversary 4: Upgrade the difficulty of com-
bat checks targeting this character four
• Brass knuckles: Brawl, Damage 5, Critical times.
4, Range (Engaged); Dissorient 3.
• Swift: Does not suffer penalties for moving
• Club: Melee (Light); Damage 7; Critical 3; through difficult terrain.
Range (Engaged); Dissorient 2.
Abilities:
• Leather jacket: +1 soak.
• Catlike agility: Once per turn, may spend a
Street Thug (Minion) Story Point to move to any location within
short range as an incidental, including lo-
3 2 1 2 2 1 cations that are vertically distant or have no
Brawn Agility Intellect Cunning Willpower Presence easy access route.
• Throw off the scent: When another charac-
Soak Value W. Threshold M/R Defense

4 5 0 0 ter makes a check to analyze a crime scene


left by a cat burglar, the GM may spend a
Skills: Combat +, General +, Knowledge 0,
Story Point to add hhhhh to the re-
Magic 0, Social +
sults.
Talents: None
Equipment:
Abilities:
• Rope
• Group tactics: When this character's min-
• Thieves tools: Add a to Skulduggery checks.
ion group consists of at least two minions
and is engaged with a target, they can spend Thief (Minion)
a maneuver to prevent the target from dis-
engaging from the minion group until the 3 3 2 3 2 2
end of their next turn and to add aa to Brawn Agility Intellect Cunning Willpower Presence
their next combat check against the target. Soak Value W. Threshold M/R Defense

• Maul: Street thugs add jj to combat checks 4 5 0 0


against prone or immobilized targets.
Skills: Combat 0, General +, Knowledge 0,
• Threatening: When providing assistance Magic 0, Social 0
on another character’s Coercion checks,
add s to results for each minion in the Talents:
group beyond the first. • Swift: Does not suffer penalties for moving
Equipment: through difficult terrain.
• Brass knuckles: Brawl, Damage 4, Critical Abilities: None
4, Range (Engaged); Dissorient 3. Equipment:
• Club: Melee (Light); Damage 6; Critical 3; • Rope
Range (Engaged); Dissorient 2.
• Thieves tools: Add a to Skulduggery checks.
• Leather jacket: +1 soak.

158 The Old World: Grim and Perilous


• Dagger: Melee (Light), Damage 4, Critical 3, end of their next turn and to add aa to
Range (Engaged), Accurate 1 their next combat check against the target.

Master Investigator • Lawful Authority: Add s to the results of


any social skill.
(Nemesis) Equipment:
2 2 3 4 4 3 • Halberd: Melee (Heavy), Damage 6, Critical
Brawn Agility Intellect Cunning Willpower Presence 3, Range (Engaged), Defensive 1, Pierce 3,
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense Unwieldy 3.
3 12 14 2 o o • Lantern: removes j from darkness.
Skills: Combat 0, General 4, Knowledge 2, • Leather armor: +1 soak.
Magic 0, Social 3
Priest of Morr (Rival)
Talents:
• Bloodhound: When making a check to fol- 2 2 3 2 4 3
low trail of another character, this charac- Brawn Agility Intellect Cunning Willpower Presence

ters adds ssss to the results. Soak Value W. Threshold M/R Defense

2 10 0 0
Abilities:
• It doesn't match: When another character Skills: Combat 0, General 3, Knowledge 3,
makes a social skill check in the presence of Magic 0, Social 3
Master Investigator and the check gener- Talents:
ates d, the Master Investigator may spend
it to deal 5 strain to that character, • Silver tongued: When this character is re-
solving a social skill check, you may spend
• I smell bullshit: When targeted by a Decep- one Story Point to use this talent to replace
tion check, may spend a Story Point to add uncanceled aa with s.
ffff to the check.
Abilities:
• Master interogator: If Master Investigator
knows a character's Desire or Fear Moti- • Grim calmness: When this character is tar-
vation, they downgrade the difficulty of all geted by a Charm or Coercion check, the
Coercion and Deception checks targeting character making the check immediately
the character twice. suffers 2 strain.

Equipment: None • Turn undead: Priest of Morr may make a


Hard (kkk) Discipline check as an action.
Watchman (Minion) If the check is successful, all ghosts, vam-
pires, undead etc. within short range suffer
3 3 2 2 3 2 2 strain plus 2 strain for each s.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value W. Threshold M/R Defense

4 5 1
0 • Symbol of Morr: When making a Charm
or Leadership check targeting followers of
Skills: Combat +, General +, Knowledge 0, Morr, add a to the results.
Magic 0, Social +
Talents: None
Abilities:
• Group tactics: When this character's min-
ion group consists of at least two minions
and is engaged with a target, they can spend
a maneuver to prevent the target from dis-
engaging from the minion group until the

The Old World: Grim and Perilous 159


Chapter 9

Adventuring
Party
Most Warhammer Fantasy adventures focus on the actions and stories of several player charac-
ters who work together. Sometimes these groups are quite natural, like wandering mercenaries
or groups of mobsters. Other times, the group consists of very unlikely allies, bound together by
nothing more than a common goal or common enemy. In this chapter, we present the idea of
party archetypes. Shared by player characters, they will help establish the group's identity and
reflect the teamwork and camaraderie of its members, but also include tensions between the
characters. Each of the archetpe sheets adds new powerful party abilities, but also brings new
challenges to the table, so we made them entirely optional. You may introduce a party archetype
anytime during your campaign and, if for some reason you did not like it, seamlessly remove it
when needed.

Creating a Party why are they traveling together? You may


safely omit this step if you plan some kind of
The process of party creation is very sim- introductory adventure, however based on
ple and may be summarized in the following our experience allowing players to define the
steps: 1. Create a background. 2. Set goal. 3. party's background at this stage will help avoid
Select Party Archetype. 4. Select Reputation (if the common pitfall of phase of rivalry between
available). Note that you may go through this player characters and save everyone lots of
process after creating the characters, which is time and stress.
a good way to explain how very different per-
sonalities from various backgrounds and social 2. Set a goal
standings come together and work as a group.
You may also create a party before starting the The next step is to set a destination of the par-
character creation process. This will probably ty's journey. It could be something very specific,
allow your group to create more cohesive team like taking down a common enemy or reaching
with intertwined character threads. a new continent. It could also be a very broad
goal such as banding together to fight Chaos or
1. Create a background simply trying to get rich. This goal doesn't have
to be set in stone, but it will serve as a good
First step is to ask the players a simple ques- starting point for the group's first adventures
tion - how did the characters meet and and and help them bond better.
160 The Old World: Grim and Perilous
3. Select a party archetype Changing the
At this point, you should have a good idea of Party Archetype
what brought the party together and (rough-
ly) what their goal is. You probably also know What if your group of idealistic young swash-
which characters will make up the group. It's bucklers decides to start something more institu-
time to choose the party's archetype and give tionalized? Or your seekers of knowledge found
it a name. The archetype is just a template that what they were looking for and they decide it''s
time to move on? If it makes sense narratively,
places the group in a certain context and gives the party may change it's archetype anytime they
them mechanical properties, so choose the ar- want, however doing so will result in loosing all of
chetype that best fits your preferences. For ex- their gained Renown. After all, they are starting
ample, a party created for tracking Chaos cults something completely new! But all is not lost - to
may choose the Defenders of Faith archetype, reflect the trust and leadership built between its
but the Seekers of Knowledge, Peacekeepers, members, the new party may still use one of the
previous party's purchased active abilities. They
or even Swashbucklers archetypes would also may also keep one of their allies, if they have any.
fit well. If, on the other hand, the team plans to
make money from it, why not choose the Sol-
diers of Fortune? When choosing, pay atten- up opportunities to show off. Parties with
tion to the reputation the party will have, as it this type of reputation will earn Renown for
determines the framework in which the group taking nearly reckless approaches to dan-
will operate and how will they gain a Renown gerous challenges such as stealing closely
- the new in-game currency we will explain lat- guarded goods, launching a frontal attack
er. Note that the archetype and its reputation on a monster's lair, or a wild chase on the
should fit the way your group wants to play city roofs.
and what kind of goals they want to achieve,
but does not have to reflect the party's compo- • Conservative: "The plan is everything,"
sition. In other words, you don't have to play as a member of a conservative party might
a mercenary to choose the Soldiers of Fortune. say. Groups with this trait prioritize intel-
Noone in the group even has to be a soldier or ligence gathering, observation, and creat-
warrior as long as you all agree that the main ing detailed plans before taking any action.
drive of the party is money and fame. They always strive to minimize the risks
they take.
Once you've chosen the archetype, it's time to
give the party a name. The name will place the • Conservative parties will earn Renown for
group in the game world and allow it to be- carrying out brilliant schemes, avoiding
come famous as its reputation grows. Example risks through cunning, trickery or black-
names may include "The Reikland Expedition mail, as well as setting their enemies against
to the Grey Mountains", "Bauer's Mercenary each other.
Group", or "The Palatzstrasse Gang". • Enlightened: Enlightened groups are driv-
en by a thirst for knowledge and discovery.
4. Select Reputation Traits They are fascinated by ancient civilizations,
lost artifacts, and faraway lands, and are
Each archetype has two Reputation Traits, in
dedicated to uncovering mysteries. Many
the cases where an archetype sheet lists only
of them believe that these discoveries can
one trait, you can now select the second and
help improve the world, while others pur-
write it down on the party sheet. Choose what
sue knowledge for personal gain or satisfac-
best fits the playstyle of your group.
tion. Enlightened parties will earn Renown
There are five Reputation Traits: for discovering ancient knowledge, acquir-
• Brave: Brave groups are ready to dive head ing powerful artifacts, mapping uncharted
first into the biggest dangers, and deadly lands, and uncovering secrets.
risks are almost a part of their daily routine. • Idealistic: Idealistic groups are guided by
Their motivations can be different - money, a higher purpose and a moral code. They
glory, or fervent faith - but they rarely pass believe in making the world a better place,

The Old World: Grim and Perilous 161


and take on challenges that align with their ments, as well as sometimes bring additional
beliefs. Their actions are often calculat- troubles. You will find some examples later in
ed and well thought out, but they are not this chapter, in the description of each of the
afraid to take risks in the pursuit of a great- party archetypes.
er good. Idealistic parties will earn Renown
for making selfless sacrifices, performing Gaining Renown
acts of kindness, and using their abilities to Whenever a party acts in accordance to their
help those in need. They often bring a sense Reputation Traits and does something big,
of hope and inspiration to those around spectacular or something that significantly
them, and are respected for their unwaver- brings them closer to achieving their goals, the
ing commitment to their values. Game Master may decide to reward the party
• Ruthless: Ruthless groups are known for with a point of Renown. Every point of Renown
their uncompromising pursuit of their increases party's Total Renown and also may be
goals, no matter the cost. They are infamous spent to activate various effects we explain lat-
for their shrewd and heartless nature, tak- er in the chapter. It is up to GM's discretion if
ing advantage of any opportunity to further something is worthy of a Renown point, but we
their interests. Whether it's for personal advise to reward between 0 and 2 points per ses-
gain or to advance their plans, they are not
afraid to take extreme measures, including
using blackmail, violence and intimidation.
Ruthless parties will earn Renown for their
spectacular, yet cold blooded actions like
assassinating rival leader, kidnapping and
ransom of influential individuals, destroy-
ing or sabotaging rival factions' resources,
raiding and pillaging enemy territories.
Note that most of the time the Brave and Con-
servative traits, as well as Idealistic and Ruth-
less are contradictory, so you should not create
a party based on those pairs if you don't have a
good reason to do so.
Further explanation of effects of Reputation
Traits are described later in the chapter.

Party's Reputation
Every adventuring party has a reputation,
depending on the chosen archetype and ex-
pressed in Reputation Traits. This reputation
determines the framework in which the party
will operate and imposes societal expectations
on its members. For example, mercenaries are
usually expected to be brave, while bandits
should be ruthless. After all, no-one will take
a mercenary group seriously with a reputation
for cowardice, and overly forgiving gangsters
will quickly lose influence and territory. Main-
taining the party's reputation and acting in
accordance with its requirements will earn its
members fame (or infamy!), respect, and may
bring them closer to certain people or assign-

162 The Old World: Grim and Perilous


sion. Note that Renown should only be award- Total
ed when someone actually finds out about the renown Effects
group's actions. Good deeds done quietly will 11-25 The party is well-renowned and may be
not make the party famous, so sometimes the offered special or difficult jobs. Party
increase of the Renown will only take place af- members are quite often recognized by
ter the award worthy event has been made fa- people.
mous. Therefore, parties based on archetypes 26-30 The party is among the most famous in
with Reputation Traits of Brave or Idealistic their respective fields. Most people have
at least heard something about them.
will have an easier time gaining Renown, as
30+ Absolute legends.
such deeds are easily recognizable by others,
however the party will often put themselves at Note that this division is arbitrary and there
risk or willfully resign from other rewards. may be many deviations from it during your
game sessions. For example, a party that
Loosing Renown helped a small village get rid of orc invaders
Similarly to gaining reputation, adventuring may be seen as heroes in that particular com-
parties may lose it when its members are act- munity, despite having only 1 Total Renown.
ing against their Reputation Traits. Whenever On the other hand, even a legendary group
this happens, the party should advance their can be completely anonymous when they are
Party Tension Meter by at least 3 segments far from their homeland.
(depending on the severity of their wrongdo-
ing). They also loose 1 Renown point (if they
have any) and decrease the Total renown by 1. Spending Renown
Note that the act that causes the loss of rep-
In addition to raising Total Renown, Renown
utation has to be noticed by others, but the
points can give your team both permanent
tension increase happens independently. This
and temporary benefits. Below are a number
may lead to interesting stories when PCs did
of options on which a group can spend avail-
something terrible and try to hide it from the
able Renown.
general public, which additionally fuels con-
flict between them. Purchasing Party Abilities
Low and High Renown Each archetype has a set of abilities, similar
in effect to talents. The first, passive, ability
Total Renown shows how famous the party
is obtained immediately after party creation,
is in their field and how well known it is to
the rest however, have to be purchased first. A
the general public. Depending on the group's
party can purchase a new ability by spending
fame, both good and bad things may happen
the cost in Renown specified in its descrip-
and it also modifies the effects of some of the
tion. The cost must be paid in full, but it is
party's abilities. We go into detail when de-
not necessary to buy abilities in any particular
scribing specific archetypes, but the general
order (e.g. you can purchase an ability with a
breakdown is as follows:
cost of 6 Renown before purchasing the one
Total for 2 Renown). The party can activate one
renown Effects ability per game session for free. Subsequent
0-4 The party is mostly unknown to anyone activations require Renown to be spent. Party
outside their immediate environment. abilities are always activated as an out of turn
This, for example, can lead to a Incidental, unless the description of the abili-
situation in which the team will not get ty states otherwise.
the job they are interested in or they
will have to prove themselves first. Additional Activation of
5-10 The party is known in their own field
and its members may be recognized by
Party Abilities
some passer-by. Once per session, the party may activate a sin-
gle ability for free. A second ability (including
the first activated) may be activated by spend-
ing 1 Renown point. Every subsequent activa-
The Old World: Grim and Perilous 163
tion of any ability increases the overall cost by Who the party can specifically hire or convince
1 Renown point (second activation costs 1 Re- to join depends on their Total Renown, but the
nown, the third 2 and so on). general rule is that Henchmen can be acquired
by spending 2 Renown, a Lieutenant 4, and a
Stand Together Specialist 5 Renown. For more guidelines on
Sometimes a party can't let internal disagree- creating allies, see Table 9:1 Mercenaries and
ments distract them when important goals Allies. After purchasing an ally, you should de-
are at stake. Therefore, when the effects of the termine with the players how the new individ-
Party Tension Meter are about to activate, they uals joined the party. Did recent successes at-
may spend 1 Renown to ignore them. If it is the tract new recruits to the mercenary company?
effects of the final segment, Party Tension Me- Or did their gang conquer the territory of an
ter is reseted as normal. enemy group? Or perhaps a local blacksmith
agreed to give party members priority in or-
ders and a large discount in exchange for gain-
Supporters, Allies, ing notoriety through cooperation with such a
Associates distinguished group? Also remember that in
some cases, the addition of new allies may not
During the course of their adventures, PCs make sense. Recruiting a new person in the
may find themselves in need of allies or just middle of the sea may be really difficult. Al-
extra hands to work. The fame resulting from though wait... is that not a drifting castaway?
reputation significantly helps find those will-
ing to join the group. This can be especially Losing Allies
important for archetypes such as Seekers of Allies are faithful members of the party or its
Knowledge, The Company or Soldiers of For- devoted supporters. This does not mean abso-
tune, but any party could use a helping hand. lute loyalty and can be lost if the party acts in
Allies can be divided into three general catego- a way that dramatically endangers the ally, is
ries: Henchmen, Lieutenants, and Specialists. open treachery or (in the case of lieutenants
• Henchmen are rank and file members of and specialists) blatantly violates their Moti-
your party and their strength lies in num- vations. In such a situation, the ally can simply
bers. Most of the time they will function as leave or even turn against the party!
minions so there is no need to give them Another, more mundane situation in which an
names or personality. ally can be lost is their death.
• Lieutenants are the party's best and most Regardless of how the party loses the ally, the
trusted henchmen. They follow the Rival Renown points spent on them are lost forever.
profile, so they should have a name, person-
ality and defined Strength and Flaw Mo- Ally Upkeep Cost
tivations. They usually bring muscle to the It would be naive to think that allies join the
party, but they can have their own goals and party completely selflessly. For some, the re-
may serve as a questgivers and important ward will be fame, fulfilling a duty, or advanc-
parts of the adventures. ing a personal interest. However, there are also
• Specialists are skilled characters that can those allies who will expect financial compen-
fill certain gaps in skills the party is lack- sation or a share of the loot. Since it is difficult
ing. They can be valuable contacts, crafts- to provide clear guidelines as to what amounts
men, medics, merchants, rich promoters of money (or favors) allies will expect, we leave
or wise mentors. Similarly to Lieutenants, this to the GM'a discretion. It is worth consid-
they typically use the profile of a Rival (al- ering why a particular ally joins the party and
though the strongest may even be a Nem- what role they will play in it. If someone de-
eses!), but unlike the Lieutenants, they cides to ally with a group with a Reputation for
usually keep themselves away from the Idealists, they are more likely to be driven by
center of action, supporting the team with a need of the heart or ruled by fame. On the
knowledge, information, contacts, and other hand, allies of archetypes like Soliders
skills. of Fortune or The Company are usually more

164 The Old World: Grim and Perilous


Table 9-1: Mercenaries and Allies
Tier Henchmen Lieutenant Specialist
Tier 0
(0-4 Total N/A N/A N/A
Renown)

The party may spend 2 Renown The party may spend 4 Renown
to hire a minion group consisting to join a Lieutenant that is
of 3 henchmen. Choose one a Rival with 3 ranks in two
characteristic. Henchmen have selected characteristics, and
Tier 1 3 ranks in this characteristic and 2 in the rest. The Lieutenant
(5-10 2 ranks in the rest. Choose two has 2 ranks in three combat or
N/A
Total combat or general skills (that are general skills (that are not based
Renown) not based on Intelligence), those on Intelligence). Lieutenant
skills are now Henchmen skills. has a wound threshold equal
Henchmen have wound threshold to 7+Brawn and equipment
equal to 2+Brawn and equipment determined by the GM.
determined by the GM.

The party may spend 2 Renown The party may spend 4 Renown The party may spend 5
to hire a minion group to join a Lieutenant that is Renown to join a Specialist
consisting of 3 Henchmen. a Rival with 3 ranks in three that is a Rival with 3 ranks in
Choose two characteristics. selected characteristics, and 2 three selected characteristics,
Henchmen have 3 ranks in in the rest. The Lieutenant has and 2 in the rest. The
those two characteristics and 2 3 ranks in one skill and 2 ranks Specialist has 2 ranks in
ranks in the rest. Choose three in three skills. Those skills may two different skills. Those
Tier 2
combat or general skills (that be combat or general skills (that can be any skills except for
(11-25
are not based on Intelligence), are not based on Intelligence). combat and magic skills.
Total
those skills are now Henchmen The Lieutenant has a wound The Specialist has a wound
Renown)
skills. Henchmen have wound threshold equal to 7+Brawn and threshold equal to 6+Brawn
threshold equal to 2+Brawn equipment determined by the and equipment determined
and equipment determined by GM. As per GM's discretion, the by the GM. As per GM's
the GM. party may choose one rank 1 discretion, the party may
The party may spend 1 Renown talent for the Lieutenant. choose one rank 1 talent for
to upgrade all allied Henchmen the Specialist.
from tier 1 to tier 2.

The party may spend 2 Renown The party may spend 5 Renown The party may spend 5
to hire a minion group to join a Lieutenant that is Renown to join a Specialist
consisting of 3 Henchmen. a Rival with 4 ranks in one that is a Rival with 4 ranks in
Choose one primary and one selected characteristic, 3 ranks one selected characteristic,
secondary characteristic. in one other characteristic and 3 ranks in one other
Henchmen have 4 ranks in 2 in the rest. The Lieutenant has characteristic, and 2 in the
the primary, 3 ranks in the 3 ranks in four different skills. rest. The Specialist has 3
secondary characteristic and 2 Those skills may be combat or ranks in two different skills.
Tier 3
ranks in the rest. Choose four general skills (that are not based Those can be any skills except
(26-30
combat or general skills (that on Intelligence). The Lieutenant for combat and magic skills.
Total
are not based on Intelligence), has a wound threshold equal The Specialist has a wound
Renown)
those skills are now Henchmen to 9+Brawn and equipment threshold equal to 6+Brawn
skills. Henchmen have wound determined by the GM. As and equipment determined
threshold equal to 3+Brawn per GM's discretion, the party by the GM. As per GM's
and equipment determined by may choose two rank 1 talents discretion, the party may
the GM. and one rank 2 talent for the choose two rank 1 talents and
The party may spend 1 Renown Lieutenant. The Lieutenant has two rank 2 talents for the
to upgrade all allied Henchmen also 1 rank in the Adversary Specialist.
from tier 2 to tier 3. talent.

The Old World: Grim and Perilous 165


Tier Henchmen Lieutenant Specialist
The party may spend 2 Renown The party may spend 5 Renown The party may spend 8 Re-
to hire a minion group consisting to join a Lieutenant that is a nown to join a Specialist that
of 3 Henchmen. Choose one Rival with 4 ranks in two selected is a Nemesis with 5 ranks in
primary and two secondary characteristics and 2 in the one selected characteristic,
characteristics. Henchmen have rest. The Lieutenant has 3 ranks 4 ranks in one other charac-
4 ranks in the primary, 3 ranks in in four different skills. Those teristic, and 2 in the rest. The
the secondary characteristics and skills may be combat or general Specialist has 4 ranks in four
2 ranks in the rest. Choose four skills (that are not based on different skills. Those can be
Tier 4 combat or general skills (that Intelligence). The Lieutenant any skills including combat
(31+ Total are not based on Intelligence), has a wound threshold equal and magic skills. The Specialist
Renown) those skills are now Henchmen to 9+Brawn and equipment has a wound threshold equal
skills. Henchmen have wound determined by the GM. As per to 10+Brawn, strain threshold
threshold equal to 4+Brawn and GM's discretion, the party may equal to 10+Willpower and
equipment determined by the choose two rank 1 talents, one equipment determined by the
GM. rank 2 talent and one rank 3 GM. As per GM's discretion,
The party may spend 1 Renown talent for the Lieutenant. The the party may choose three
to upgrade all allied Henchmen Lieutenant has also 1 rank in the rank 1 talents, two rank 2
from tier 3 to tier 4. Adversary talent. talents and two rank 3 talents
for the Specialist.

likely to choose influence or money over ideals. As mentioned before, the party tension me-
In general, we advise not to bother with it too ter works almost identically to threat indi-
much and unless necessary, just assume that cators, with a few exceptions. First of all, the
allies get what they want during the course of party tension meter is never removed from
adventures. This avoids bookkeeping and puts the game. Secondly, you shouldn't advance
greater focus on the actual action and story. this kind of indicator unless absolutely nec-
essary. Most of the time, advancements will
Party Tension Meter come from spending threats, but, as always, it
should fit the narrative. For example, bounty
An adventuring party consists of people from hunter Klaus makes a ranged check to shoot an
various backgrounds, with different goals and orc engaged in combat with Ulrika, the knight.
social standings. It's therefore inevitable that The check is successful, but it generates hh.
there will be a clash of wills, temperaments, The GM decides to spend it to advance the par-
and opinions, leading to misunderstandings, ty tension meter by two segments, as the bolt
selfish ambitions, and disagreements. To re- misses Ulrika by just an inch. Klaus' reckless-
flect the growing friction between members of ness will certainly affect their mutual trust.
a party during the course of their adventures, Additionally, the party tension meter should
each party archetype has its own party tension also be moved when:
meter. It's a specific kind of threat indicator
and, with some exceptions, follows the gen- • There is a major disagreement between
eral rules for threat indicators described in party members or one player acts in op-
the chapter "The Grim World of Perilous Ad- position to the rest of the group. Clashing
venture," page XXX. Each party tension meter views and goals can be a very interesting
has two activators. The first reflects the effects axis of adventure and lead to great scenes.
of increased stress and the heavy atmosphere The problem arises when the party starts
within the party. The second marks the mo- having unproductive disputes or begins
ment when tensions between party members to act against each other and the group
reach a climax and must be defused. The team is starting to get heavily involved in PVP.
suffers the consequences, but at the same time Sometimes it's hard to distinguish be-
clears the air. Then the process starts again. tween an interesting discussion and a con-
flict, so applying this rule requires a bit of
Advancing a Party Tension sensitivity and should not be overused, es-
pecially when your group's style of play is
Meter very conservative and focused on detailed

166 The Old World: Grim and Perilous


Turning a Party Tension
Meter back
Similarly to all threat indicators, a party ten-
sion mater can be turned back, however, it
should be quite rare. For example, you may
allow spending t to turn the meter back (but
only once per encounter/scene!). Also, achiev-
ing important goals and outstanding success-
es may reduce some tension between the party
members. If the party was really invested in re-
ducing tension to zero, you could allow it under
the condition that they come up with a good
plan how to do so and are ready to bear the ap-
propriate costs. One interesting idea might be
to organize a tavern crawl that would eat up a
significant chunk of the party's money. Or, for
more devout parties, an all-night penance and
a generous offering to the temple. The possi-
bilities are endless, but it's important that their
cost is steep enough to discourage the party
from taking advantage of it too often, while
at the same time not taking too much time or
pulling the party away from its real goals.

Managing Renown
New rules and special abilities can give play-
ers a strong incentive to make decisions that
only increase their Renown. So what can you
planning. However, if you decide to ad- do to prevent this? The simplest answer is:
vance the party tension meter anyway, ex- Don't do anything! If this is exactly what play-
plain your decision to the players and move ers want their characters to be occupied with
it by at least two segments. If you think it's and you are having fun presenting them with
too much for a given situation, you proba- new challenges, there's nothing wrong with
bly shouldn't move the indicator at all. that. However, we understand that sometimes
• Acting against the team's reputation. As we you may want players to participate in a more
explained earlier, a party builds its reputa- structured story, and chasing Renown may
tion in a specific way that depends on its ar- distract them unnecessarily.
chetype. After all, society expects mercenar- In this situation, we first suggest construct-
ies to be brave and gangsters to be ruthless, ing a story that fits the archetype chosen by
so when a group acts in a manner inconsis- the players. For example, if the players have
tent with its reputation, it can lose renown, decided that their PCs will form a smuggling
but usually the first result will be an increase gang and bring in illegal goods from the Bor-
in tensions within the team. The rule of der Princess, pose problems for them with law
thumb is: if a team behaves in a manner in- enforcement, hostile competition, or untrust-
consistent with their reputation, move the worthy clients. This will cause their Renown
party tension meter by at least 3 segments to grow naturally with the development of the
(more depending on how much their actions plot and even drive it further.
damage their reputation). Any subsequent
Also, don't hesitate to talk to the players if the
misconduct should also move the meter by
chosen archetype of the team does not fit your
at least 3 segments, as well as result in the
plans. Then help them choose a different ar-
loss of a Renown point (as long as anyone
chetype that fits the story better.
outside the party has learned of their deeds).
The Old World: Grim and Perilous 167
Finally, if you see that players are too focused utation of the party the main focus of the cam-
on their party's reputation, you can challenge paign. If the players' goal is wealth, fame, and
them with difficult decisions where they will influence, increasing the Renown can be an ex-
have to choose between the group's fame and cellent way to achieve it. As the party's Renown
actually achieving their goal. A party of ad- grows, new challenges will present themselves,
venturers will certainly want to break into the and new doors will open for the PCs, perhaps
headquarters of the Chaos cult by force, but the even literally! If the PCs want to stand before
cultists will have more time to get rid of some the Emperor himself, they may need to attain
incriminating documents. The team's Renown a certain level of Renown first. With fame, also
will increase, but not without paying a price. come new and more powerful enemies.

Renown as a Main Theme of Choosing the right party archetype is also im-
portant, as some archetypes are better suited
the Campaign for this type of gameplay than others (especially
Nothing is stopping you from making the rep- The Company, Soldiers of Fortune, and Peace-
keepers archetypes should do well).

Six Party Archetypes


In this section we present you six Party Arche- your players characteristic themes or situations
types together with their narrative descrip- which they can find themselves in during their
tions, Party Sheets and ideas for party-related campaign. These are only short examples and
events and adventure hooks. Use them as you rough concepts which you can use to build lon-
wish, adapt them to your needs or make your ger adventures. It's all up to you.
own based on these examples. The printable Party Sheets can be found at the
The party-related events and adventure hooks end of this chapter so that you can show them
are sets of ideas which you can use to show to your players without the risk of spoilers.

Soldiers of Fortune Examples: caravan guards, mercenaries, local


Soldiers of Fortune are diverse bands of indi- warlord bodyguards, thieves for hire.
viduals driven by the allure of fame and wealth.
They offer a wide range of services, from swords Example Events and
and axes for hire to archery and even, ahem, Adventure Hooks
wizardry! What sets them apart is not just their
weapons but also their expertise, skills, brav- 0-4 Renown
ery, and most of all, their fearless daring. And • Who are you again? Halfway through ne-
all of this is available at a reasonable price! Sol- gotiating the terms of the contract, the
diers of Fortune aren't just braggart warriors, potential client starts to hesitate whether
but also bandits, wanderers, and even scholars. PCs will be able to handle the task. To make
In short, anyone who'll do anything for mon- matters worse, they constantly ask them to
ey and fame. Despite their cutthroat nature, repeat their names. Throughout the adven-
they have a reputation for getting the job done ture, they express their doubts aloud about
and are sought after by those in need of their whether they made the right choice in en-
services. To put it simply, the Soldiers of For- trusting them with the mission.
tune are the epitome of the phrase "no guts, no
glory." Their typical ventures include escorting • It's not like I don't trust you... A situation
caravans, serving as mercenaries during wars, similar to the one described above, but
protecting local warlords, and carrying out with the difference that the client breaks
theft on commission. off negotiations, sneering at PCs faces. He
entrusts the task to another, more well-

168 The Old World: Grim and Perilous


known group. Will PCs accept humiliation them... But everyone mispronounces their
or will they try to prove their worth? names... Strange, isn't it?! It turns out that
• Someone like you: The client notices (and the party is only similar to another, much
repeatedly repeats it later) that they need more famous, group of mercenaries. What
someone new "from outside the business." will happen when their paths cross?
On the one hand, they will compliment PCs • Stubborn amateur: Someone completely
and expect them to act unconventionally, devoid of the necessary predispositions
but on the other hand, they will still deni- tries very hard to join the party. At first,
grate their qualifications, especially when they want to ingratiate himself with PCs
it comes to pay. and is persistently servile. Disdained by
them, they will burn with a desire for re-
5-10 Renown venge. They will disappear from their sight
• Doppelgangers: The party has become but patiently wait for the right moment.
known and recognizable, or at least every- They will appear again at the least conve-
thing suggests so. Innkeepers greet them nient time...
with a bow and offer the best table or ac- • I used to be an adventurer like you... A
commodation, strangers buy them rounds grumpy old man temporarily joins PCs. He
and raise toasts to PCs, women flock to too, in his youth, was an adventurer, saw
and experienced everything... but all was
better in his time. Regardless of PCs' will,
he wants to be their mentor.

11-25 Renown
• Fallen idol: PCs has the opportunity to
meet a legendary hero whom they knew
only from numerous songs. Unfortunately,
they will also have the opportunity to dis-
cover that the hero beloved by all is nothing
more than a swindler.
• Doppelgangers... again!: The client claims
that someone else has already collected pay-
ment for the job that PCs did? The innkeep-
er does not want to accept them under his
roof? An unknown girl slaps one of PCs? Is
someone else reaping the benefits of their
hard work?

26-30 Renown
• Paranoia!: The group is hired as an escort
by a wealthy and influential merchant.
Nothing strange about that, but this time
they encounter a real paranoid who sees
assassins lurking behind every bush. Why
does he need such reputable professionals
and what is he so afraid of?
• Sticky fingers: The PCs are losing a few
items, mostly secondary weapons like dag-
gers, arrows, etc. It turns out that there are
people willing to buy those items, believing
that they are "artifacts" that gave the PCs
their abilities.

The Old World: Grim and Perilous 169


30+ Renown to lead PCs on the right path. He constant-
• True legends, urgently wanted: a wealthy ly follows them and moralizes, preventing
client offers mountains of gold to accom- them from working.
plish something completely impossible, 5-10 Renown
like defeating a dragon whose existence is
highly doubtful. The client believes in the • Found, not stolen: PCs get their hands on
PCs and treats them like demigods - since an easy loot, e.g. the sea threw cargo from
they have already accomplished so many a sunken ship ashore. Unfortunately, it is
epic deeds, what's the problem with killing claimed by an infamous pirate.
a legendary monster? • Falcons!: The barge is called Falcon and it
• Upstart: A certain burgher has recently has special holds that make it difficult for
received a knighthood and a small estate. customs officers to search it. Officially, it's
Unfortunately, the local peasants did not carrying a load of grain, but several bottles
welcome him warmly, and there is a feeling of Kemperbad brandy are hidden in the
of rebellion in the air... He will need protec- holds. There is a need for a few crew mem-
tion and support. bers with strong nerves who won't throw
their cargo overboard as soon as they see
the first Imperial patrol...
The Company • Omerta: An honest townsman who acciden-
The Company represents any ruthless organi- tally saw too much and told the city guard
zation that stops at nothing in pursuit of pow- about it must understand that he made a
er, influence and profit. Whether it be a guild, big mistake. Make him an offer he can't re-
a mercenary company, a band of thieves, or fuse, but he must revoke his confession.
a city-based criminal enterprise, this group
operates under a code of strength, intimida- 11-25 Renown
tion, and cunning. Their objectives are clear • It's a mistake!: One of PCs was accused of
and unwavering, and their methods are often crimes they didn't commit . Wanted posters
brutal and effective. The Company is a force to hang around every corner and the bounty is
be reckoned with, a formidable presence that temptingly high, so the party is targeted by
commands respect through fear and intimi- bounty hunters.
dation. They are not ones to be trifled with, as
they have no qualms about using their might • Vigilante: Someone who hides their face
and influence to get what they want. Their behind a mask decides to deliver justice
reputation precedes them, and those who dare themselves, regardless of the city guards
cross their path risk everything, from their and courts. They travel through rooftops
possessions to their very lives. at nights and smashes the heads of thugs.
Whoever it is, is after PCs.
Examples: members of a thieves guild, rack-
eteers, band of smugglers, guild's armed de- 26-30 Renown
tachment • Young wolves: New, very ambitious gang
0-4 Renown appeared in the PCs territory. They have lit-
tle to no mercy, but a huge appetite. They
• It's not your territory!: A stronger, more want to take PCs out of the business. Teach
recognizable group is trying to chase PCs them a lesson.
out of their own territory! it's outrageous,
will the party let themselves be pushed • He was a good boy: Someone had handed
around like that? over a respected member of the Company
to the guards. There are three suspects: a de-
• It's my due!: Some "businessmen" are be- generate mother, an envious brother and an
hind on giving their dues to a local boss. unfaithful lover. Find out who!
He wants PCs to collect the debt - easy way
or hard way.
• Good uncle: An elderly, kind person decided
170 The Old World: Grim and Perilous
30+ Renown • Living legend: The body of a troll slay-
• Ranald's Cat: Someone grabs all the thieves' er known throughout the Old World was
tastiest treats. Jewels and works of art that found in a local inn. There is not even the
were considered unobtainable disappear slightest wound on the body, and a smile full
one by one. Behind these daring thefts is of delight does not leave the deceased's face.
someone everyone calls Ranald's Cat. Odd- What could defeat such a seasoned warrior?
ly enough, their true identity remains un- • Riddle: One of the PCs, reading some fat,
known even to you - the elite of the under- dusty volumes, inadvertently brought the
world. It's time to change that. bookmark inserted into it closer to the
• On the other side: Fear casts a long shadow flame of a candle. The heat of the flame
over the whole city. Grim Razor - the seri- made some strange marks appear on the
al killer - has already killed the fifth victim! piece of parchment! Everything indicates
The city guards are helpless. The captain that the previous reader left him an en-
of the guard contacts the PCs discreetly to crypted message.
offer them cooperation, at least until the 5-10 Renown
killer is caught. Well, it's hard to deny that
gruesome murders spoil the business... • Tomb Raiders: A group of miners acciden-
tally made an extraordinary discovery in
an abandoned copper mine - an ancient
Seekers of dwarven tomb. The problem is that the local
Knowledge dwarves don't really like the idea of plun-
dering their ancestors' tombs, and the local
In the Old World there are always people authorities want to avoid conflict.
who are hungry for knowledge and driven by • Bigfoot: An old teacher from a provincial
the desire to explore the world. Either inde- school has died and his heirs ask PCs to
pendently or funded by wealthy patrons, they take care of his book collection. It turns out
lead expeditions in search of ancient artifacts, that in his old age he became interested
traces of lost civilizations, or visit places asso- in local folklore and he devoted a lot of at-
ciated with outstanding figures from the past tention and time to the legendary creature
- just to breathe the same air as they did. Seek- allegedly living in the local forests. Among
ers of Knowledge are a party of individuals the notes there is even a sketch of this crea-
who know that a good plan is half the battle, ture and a cast of its foot.
so they meticulously prepare for every expe-
• Man-Eater!: A group of adventurers claim
dition. However, the world can be surprising,
to have caught a giant man-eating pike and
and its secrets can be as intriguing as they
are trying to extort a few pennies for its car-
are dangerous. Some people become too fond
cass. The specimen is indeed impressive, so
of uncovering dark secrets, whether they are
it might be worth taking a little trip to ex-
tracking Chaos cults or discovering dark ar-
plore this beast's natural habitat.
cana on their own.
Examples: Explorers, historians, tomb pros- 11-25 Renown
pectors, treasure hunters, wizards and schol- • The old house: It has been abandoned for
ars who seek to unlock the secrets of magic, years and is considered haunted. While ex-
trackers of dark cults ploring it, the PCs discover a mirror that
hangs in the attic. It's in a black frame
0-4 Renown
covered with strange markings. The world
• Barrow lady: Among the woods there is seen in its reflection is slightly different. A
a small hill, too regular for a natural cre- bit darker....
ation. The locals say it is the tomb of the
• Glade: Travelers repeat tales of a glade in
former ruler. They also say that in its vicin-
the depths of the Drakwald where flowers
ity you can sometimes find a crying wom-
bloom even in the dead of winter and pred-
an. Apparently, whoever sees her will soon
ators and beastmen give this place a wide
lose a loved one.
The Old World: Grim and Perilous 171
berth. It is said that a great elm grows there, Defenders of Faith are those who carry this
the trunk of which is covered with magical flame. They understand the power of a pas-
carvings. They are said to be made by elves. sionate spirit, and they put that fire to use in
• Urban legend: Rumor has it that the ruins order to make the world a better place. But they
of a castle are connected by an underground are only humans and their fire can be used to
tunnel with the catacombs of the local tem- ignite the flames of oppression and tyranny.
ple. Who knows what secrets may be hidden Examples: witch hunter's servants, templars,
there, but the entrace has to be found first. pilgrims, members of the Inquisition, devout
followers of any deity.
26-30 Renown
• Relic: A shady merchant tries to sell a sup- 0-4 Renown
posedly authentic relic to the PCs. The • Omen: It seems that this sign is literally ev-
problem is that an identical object has been erywhere. Someone draws it with chalk or
worshiped for hundreds of years in a local charcoal on the walls of buildings through-
temple. Everything indicates that the one out the city, even in the latrine! What does
in the temple is fake! this symbol mean?
• Arbitrators: Two famous scholars have • Voice from the forest: In the Old World,
been engaged in a academic dispute for there are still places where the Old Faith is
years and only a research expedition led by practiced. However, when the party arrives
independent and neutral experts can bring
a solution to this important issue! Both ac-
ademics will do anything to ensure that this
expedition confirms their position.

30+ Renown
• Nemo: An engineer has created a boat that
can swim underwater! She would like to
test it. This is a great opportunity to verify
the rumors about the underwater city at the
bottom of the local lake.
• Around the World: People say all sorts of stu-
pid things, but to say that if you go west all
the time you'll go east is only a complete fool.
Or a visionary. A famous traveler managed to
recruit wealthy sponsors who funded three
fully equipped ships for him and plans to em-
bark on a voyage around the Old World. He
tries to persuade PCs to lead the expedition.

Defenders of Faith
In the whole Old World, there is nothing hot-
ter than the burning hearts of faith, hope, and
fear of gods. Sometimes this flame lights the
pyres or even whole villages. But most of the
time, it warms those who are in need. It's the
heat that boils the soup for the hungry, the
warm refuge where homeless find shelter. It is
a guiding light that shines hope onto the path
of the lost, and gives solace to the troubled.

172 The Old World: Grim and Perilous


at an isolated village ruled by a mysteri- solve his problem. Due to a poorly cast spell,
ous voice from the forest, questions arise - a child with dark and powerful talents was
Druids? Forgotten deity? Or perhaps some born. The wizard has located the child, but
dark force? he does not have enough strength to solve
• Pilgrim: The PCs meet a lonely pilgrim the issue. To make matters worse, the child
who encourages them to travel together. is also being sought after by a Chaos cult.
Who would have thought he would try to • Renegade: Ruinous Powers are capable of
trap them?! corrupting anyone. A holy knight, a model
of all virtues, suddenly rebelled and trust-
5-10 Renown ed in the dark forces. He worships Chaos,
• Defiled temple: Several years ago, a band of attacks travelers, and is a thorn in the side
beastmen raided and desecrated a secluded of the Order. The party must find him and
temple. The army has already driven the in- punish him accordingly. But perhaps he
vaders away, but noone dared to enter the has some reasons for his actions?
temple since then. It's frightening to think
what can live there. 30+ Renown

• Night watch: The inn where PCs are staying • Penitent sinner: A heretic stands in the way
at night was surrounded by a band of beast- of PCs. He is willing to hand over the rest
men and mutants.The first attack was re- of the members of a blasphemous cult, but
pelled, but it's not over yet. The band leader in exchange, he expects forgiveness and
gives the defenders an ultimatum: surren- protection. Is it a provocation of Chaos or
der or he will burn the innt to the ground. a true remorse?
He promises mercy to those who open the • Barony of the Damned: The distant bar-
door for him. ony has closed its borders to travelers. Ru-
• Mercy: The Shallyan convent, which runs a mor has it that the baroness practices black
shelter for the needy, has a major problem - magic, and the forts are manned by the un-
its wards are dying by the dozens, and their dead. Despite this, the inhabitants of the
bodies bear clear signs of poisoning. barony seem to fully accept the situation.
The party is asked to investigate. What will
11-25 Renown they discover?
• Witch!: Strange things are happening in
a small village - hens have stopped laying
eggs, cows are not giving milk, and crops
Peacekeepers
are failing in the fields. The desperate vil- The Peacekeepers are parties who are con-
lagers have found the culprit behind this cerned with maintaining the status quo, no
- a witch. Thanks to the testimony of wit- matter what it may be. They prefer to resolve
nesses, she was quickly tracked down and issues through diplomacy or intimidation
locked up in a wooden cage. The villagers rather than through brute force, but make no
are already preparing to burn her at the mistake, when push comes to shove, they are
stake, but the lord of the land has doubts. a force to be reckoned with. They are conser-
He asks the party to investigate the matter. vative by nature, and believe in finding peace-
• Relic: A sacred object wroshipped for cen- ful solutions to problems whenever possible.
turies turned out to be a forgery. Was it However, when violence is necessary, they
stolen or was it a lie all that time? The local are more than capable of defending them-
priest calls the party for help. Where is the selves and their charges. They are the guard-
original or how can he hide the truth with- ians of peace and stability, and they will stop
out being lynched by the crowd? at nothing to ensure that their communities
remain safe and secure.
26-30 Renown Exmples: City guards, roadwardens, witch
• The Birth of a Witch: An acquaintance wiz- hunters, itinerant court, trackers of necro-
ard approaches the PCs with a request to mancers or Chaos cults

The Old World: Grim and Perilous 173


0-4 Renown the elves that no human would enter their
• All hands needed: the land has been struck valley. Unfortunately, greedy merchants in-
by a terrible tragedy, a flood/forest fire, etc. sist on leading their caravan right through
as a result the roads are swarming with it! They must be stopped before it is too
helpless refugees. Slow columns of people, late, but the problem is they are very deter-
wagons and livestock are constantly at- mined, have lots of bodyguards and very
tacked by groups of bandits, goblins, and powerful friends. Is someone trying to pro-
beastmen. They need care and protection. voke a conflict?

• Gang of ghouls: Morr priests complain of 26-30 Renown


increasingly frequent abductions of fresh • Castle Poe-Nari: the ruins of the castle on
corpses from the cemetery. The items the top of the hill have long been considered
placed in the grave with the deceased re- the lair of a vampire. Now, with a few com-
main untouched, so it is not the work of pletely drained victims found in the area,
graverobbers. Ghouls? Medical stundents? we can be sure that this is indeed the case.
Or maybe something worse? What can we do to stop it?
• Undeads! when the dead rise from their • Coincidence?: a coal mine that was a mod-
graves, it never bodes well for the local el of good work organization for years is
community, especially if they lack the care now suspending production. The reason is
of Morr's priest. a series of unfortunate accidents that have
5-10 Renown befallen the crew. So, is it a coincidence? A
curse? Or perhaps sabotage?!
• Urban legend: for years, locals have been
saying that the ruins of the castle are con- 30+ Renown
nected by an underground tunnel to the • Drachenfels lives?: an aged nobleman
catacombs under the temple, but recently gained wealth, long life and immense luck
a group of adventurers has been trying to with the help of the Great Warlock. It would
find its entrance. They must be stopped, or seem that when Drachenfels died, no one
they will destroy something or even wake would claim the debt, but a recently re-
up what should be left well alone. ceived invitation seems to contradict this.
• Tomb Raiders: a group of miners discov- The party is asked to go to the cursed cas-
ered a dwarf tomb in an abandoned copper tle and negotiate the life and soul of the old
mine. So far they were too afraid to open it, man.
but the rumors about inexhaustible trea- • Vendetta: Two aristocratic families have
sures are gaining strength. If they profane been fighting each other for generations,
the tomb, it will lead to a conflict with the but the conflict has never been so bloody
dwarves living in the area. before. Recently, both families even hired
• Gold fever: allegedly, gold has been discov- mercenaries! Perhaps PCs could take on
ered in the area, which means that people the role of a mediators before an open war
from all over the Old World will flock here breaks out between them?
soon. Who will then take care of the safety
of the small mountain village's inhabitants?
Swashbucklers
11-25 Renown The Swashbucklers are bands of thrill-seekers
• Hawkeye: a horse brought the body of a and daredevils, always ready to push the bound-
dead courier. An arrow was sticking out aries and discover what lies beyond the hori-
from between his shoulders, which some- zon. They are a restless bunch, with a stubborn
one recognized as elven. The atmosphere streak of independence and a tendency to jump
becomes heavy, and an elven minstrel has into action without fully considering the conse-
just arrived at the tavern. quences. However, they are not heartless mer-
• Shortcut: ages ago, an emperor swore to cenaries or ruthless bandits, but rather young
and adventurous souls driven by curiosity and a
174 The Old World: Grim and Perilous
drive a wagon through it and so high that
a tall man on a horse can pass through!
Perhaps there is someone who still knows
where the entrance is.
• Man-Eater!: A great man-eating pike is on
the prowl in Reik. One scholar announces
that he will pay a hefty sum if the PCs deliv-
er the fish in one piece... well, in two pieces
at most... The problem is that the local fish-
ermen just want to kill it.
• Sewer Time!: Something has taken root in
the city sewers. Strange noises come from
the manholes, and the sewer jacks die one
by one. Their bodies have a strange mark on
them. The party is hired to investigate.

5-10 Renown
• Death on the Reik: Party lands on a barge
called Tod, owned by a ferryman named
Shnitter. He transports both people and
goods for a very good price and does not
ask too many questions. He is bony and
rather gloomy, though he appreciates dark
humor. The journey goes smoothly until the
first passenger disappears in the night.
• Simple Adventure: A local village is being
raided by a band of beastmen. So the party
has to deal with them. Easy! It soon turns
out that the beastmen are led by a young
woman... in a red dress... riding a bull...
with a dwarven crossbow. What's more,
thirst for adventure. They are often brought to- not only did no one die in the raids, but the
gether by chance, whether by a shared sense of beastmen even drop off food for the villag-
wonder or by the twists and turns of fate that ers! What is going on here!?
lead them down a common path of excitement • Tower of Hoeth: Rumor has it that a pow-
and discovery. These fearless individuals are erful sorcerer lived and died in this tower.
not content to sit idly by, and instead live life on Untold treasures are certainly to be found
the edge, embracing each new challenge with within it, but it is also said that whoever en-
a sense of wild abandon. Whether they are on tered the tower did not return, or returned
a mission to right a wrong, pursue a dream, horribly changed.
or simply satisfy their wanderlust, the Swash-
bucklers embody the spirit of adventure, always 11-25 Renown
seeking to live life to the fullest and leave their • Treasure Island: PCs are notoriously ha-
mark on the world. rassed by people who have maps of hidden
Examples: Virtually any adventuring party treasures, but don't have enough free time to
venture out on their own. But they will gladly
0-4 Renown sell it back to the party - is the map real or
• Urban legend: The local castle ruins are said fake? They will only find out on the spot.
to be connected by an underground tunnel • The Birth of a Witch: A friend of one of the
with catacombs under the temple. Appar- PCs comes to them crying. She recently
ently, the tunnel is so spacious that you can gave birth to a child, but due to the mistake
The Old World: Grim and Perilous 175
of her wizard brother, the child was born 30+ Renown
with witchsight. The brother is worried • Le Voyage dans la Lune: Some call her a ge-
about his career, so he asked a group of reli- nius, others a dangerous lunatic. A mad sci-
gious fanatics to "take care of the problem". entist has built a vehicle in which she wants
26-30 Renown to send an expedition to Morrslieb to settle
once and for all the question of whether the
• By Grace: A bard who had been praising moon is made of cheese. Years ago she be-
PCs' heroic deeds for some reason changed friended the PCs and now wants them to
his mind about them and started slander- perform this dangerous stunt.
ing them in vile lampoons. What can the
party do to regain his favor? • Prodigal Son: An Imperial elector is begging
for help. His only heir was kidnapped by a
• What lies in Shadow: The party is contacted band of revolutionaries who want to end the
by a wizard lord, highly placed in the hierar- Empire's feudal system. His death will bring
chy of the college. He asks for great discre- a great catastrophe to the entire House and
tion as he explains that his college has been will entail terrible perturbations throughout
experimenting with warpstone. Not only is the Empire or even incite a civil war. With
it illegal, but what's worse, the cursed sub- time, however, it turns out that the heir was
stance is missing, possibly stolen. He asks not kidnapped, but voluntarily escaped, be-
PCs for help in finding the warpstone. cause they believe in a world of equality. Can
someone as famous as PCs convince him?

176 The Old World: Grim and Perilous


Party Sheets

The Old World: Grim and Perilous 177


Party name
.........................................................................................................
Party archetype
Soldiers of Fortune
Reputation
Brave, Ruthleſs
Renown
Available: ........ Total: ..........

Fireſide Stories Passive


Party Tenſion Meter
All party members receive 30% (+10% per each 10 reputation) discount on food
and accomodation at inns and taverns. However, they are expected to tell the
story of their most recent adventures. 1 3 5 7 9

Pep Talk Renown Cost: 2 0 2 6 8 10


Activate this ability during a narrative scene. Choose a party member. That party
member may suffer a number of strain up to their Presence rating. All other party
members may recover that number of strain.
Low Morale
Veteran Blade Renown Cost: 5 4 All party members add jj to their next check.
Activate this ability at the beggining of a round of combat. Until the end of that
round, all party members may perform combat checks using ranks of the party
member with the highest rank in the respective skill. The party member has to be
present during the encounter.
Reinforce the Belief
Defenſive Formation Renown Cost: 12
11
All party members sufffer a number of strain equal to two plus the
Activate this ability during a combat encounter. Every party member engaged with Presence rating of the character with the highest Presence rating.
at least one other party member gain 2 melee defence until they move (or are forced Until the end of the game session, party cannot use party abilities.
to move) and enemies suffer 2 strain if they engage them. This ability can be Reset the tension party meter.
activated again during the same encounter by moving the party tension meter once.

Party name
.........................................................................................................
Party archetype
The Company
Reputation
Ruthleſs, ................................................
Renown
Available: ........ Total: ..........

Bad Reputation Passive


Party Tenſion Meter
When a party member performs a Coercion check, they automatically add s to
the results. However, if the check fails, they suffer two strain.
1 3 5 7
Brutal ſſault Renown Cost: 4
Activate this talent during a combat encounter. Until the end of an encounter, all
party members gain +1 damage (+1 damage on 15 Total Renown) to a melee
0 2 6
attacks, but if they suffer wounds, they suffer 1 additional wound.

Blackmail Renown Cost: 6


Infighting
When activating this ability, select one NPC the party knows. This character
now owes the party a big favor. One of the party members may make an opposed
4 During the next encounter, h generated from party members'
Coercion vs Discipline or Leadership vs Discipline check to determine the checks may be spent to inflict 2 strain to another party member.
outcome of the favor.
If the party knows Fear or Flaw of the targeted character, decrease the difficulty
of the check once, however, if the check generates d, the party loses 1 Renown.
Baſhing Heads
Web Of Lies Renown Cost: 8 8
All party members suffer 4 wounds. If the party's Total Renown is 10
When activating this ability, choose one non-nemesis adversary present in the or greater, all party members suffer 6 strain instead. Reset the party
current encounter and reveal them to be a close friend or ally who has positioned tension meter.
themselves to help the party at this exact moment. The details of which character
turns out to be an ally depend on the type of encounter and your GM’s approval, but in
general the higher the party's renown, the more influencial character this may be.

178 The Old World: Grim and Perilous


Party name
.........................................................................................................
Party archetype
Seekers of Knowledge
Reputation
Enlightened, .................................................
Renown
Available: ........ Total: ..........

Striders Passive
Party Tenſion Meter
All party members increase their Encumbrance Threshold by 1. They also add j to
all Resillience checks related to long travels, lack of food or water etc.
1 3 5 7 9 11
Travel Reſearc‍ Renown Cost: 1
Activate this ability when the party encounters a challenge related to the
environment they are in, such as a high peak to climb, a raging river, difficult
0 2 4 6 10
weather conditions, etc. Each party member can decrease the difficulty of one
check related to this challenge by 2 (to a minimum of Easy).

ct on Plan Renown Cost: 5 Impaſſioned Debate


Activate this ability when a combat encounter is about to begin and the 8 Until the end of the game session, all party members upgrade the
adversaries are taken by surprise. All party members add j (plus one additional j
on 15 and 28 Total Reputation) to the check to determine the initiative order. If difficulty of Knowledge checks once.
the Total Reputation of party is 25+, this ability can also be activated when party
members are surprised in a combat encounter. In such case, they are no longer
surprised, but surprise their enemies instead.
Leſſons Learned
Tutor Renown Cost: 7 12
Add 3 additional Story Points to the GM's pool. Those Story Points
Activate this ability during an encounter or scene. Choose one talent from all of the may be spent as usual, however, they are discarded when spent
talents purchased by party members. Until the end of the encounter/scene, all party instead of moving to the Player's Pool. Reset the Party Tension Meter.
members may benefit from that talent (and its prerequisites if it has any) as if they
have purchased it. If the selected talent is a ranked one, party members increase
their ranks in the talent by 1.

Party name
.........................................................................................................
Party archetype
Defenders of Faith
Reputation
Brave
Renown
Available: ........ Total: ..........

United in Faith Passive


Party Tenſion Meter
All party members add j to Charm and Negotiation checks targeting other
followers of their deity and they are generally welcome in the places of their faith,
but they must pay tithes (1/10 of monthly income). Additionally, once per session, 1 3 5 9
the party may collect a small favor from a member of their faith.

Godly Fervor Renown Cost: 2 0 2 4 6 8


All party members heal 2 wounds and 2 strain.

Growing Suſpicion
Divine Intervention Renown Cost: 6 7 Party members cannot use Assist maneuver until the Party
Activate this talent during an encounter or scene. Until the end of the encoun- Tension Meter is reset.
ter/scene, every party member may reroll one skill check. They have to accept the
new result.

Reinforce the Belief


Zealous ccuſation Renown Cost: 7
10
All party members sufffer a number of strain equal to two plus the
Activate this talent during a combat or social encounter. Spend a number of Story Presence rating of the character with the highest Presence rating.
Points. For a number of rounds equal to the number of Story Points spent, all Until the end of the game session, party cannot use party abilities.
party members add j(+j on 15 and 24 Total Reputation) to all combat and social Reset the tension party meter.
checks targeting adversaries that are the antithesis of the party's chosen deity, as
per GM's discretion.

The Old World: Grim and Perilous 179


Party name
.........................................................................................................
Party archetype
Peacekeepers
Reputation
Conſervative, ....................................
Renown
Available: ........ Total: ..........

Calm Minds Passive


Party Tenſion Meter
When party members heal strain at the end of a social encounter, they heal 2
additional strain.
1 3 5 9 11
Eyes and Ears Renown Cost: 1
When activating this ability, select an area (e.g. castle, town, district) or an easily 0 2 4 6 8 10
recognizable group of people (e.g. members of a merchant guild). The party
immediately learns all the important news and gossip about the selected location
or group. The first activation of this ability doesn't count towards the limit of
party abilities usage per session.
Diſcord
Turn the Tide Renown Cost: 4 7 Until the end of the game session, all party members upgrade the
Activate this talent during a combat encounter. All party members gain +1 difficulty of all social skill checks once.
damage to melee attacks for a number of rounds equal to the number of Story
Points in the Game Master's pool.

Tipping Point
Hard Stance Renown Cost: 8
12
During the next structured encounter, all party members have to
Activate this talent during a social encounter. Until the end of the current round, all suffer 1 strain to perform an action.
party members social skill checks inflict 1 additional strain (+1 strain on 15 Total
Reputation).

Party name
.........................................................................................................
Party archetype
Swaſhbulers
Reputation
Idealiſtic, Brave
Renown
Available: ........ Total: ..........

Braſh Young Fools Passive


Party Tenſion Meter
All party members add sh to the first check they make in an encounter.

Got Your Ba Renown Cost: 2 1 3 7


Activate this ability immediately after a party member suffers a Critical Injury but
before they determine the result. One other party member in short range suffers 0 2 4 6 8
the Critical Injury instead, but reduces the result by 20.

Heroic Determination Renown Cost: 3


Pointing Fingers
Activate this ability when party members are about to make Fear checks. They add
j(+ j on 12 and 20 Total Reputation) to those checks. They may also spend aa 5 Until the end of the game session, decrease strain thresholds of
generated on the check to upgrade the ability of the first check related to the
all party members by 1 (2 on 15 Total Reputation, 3 on 25 Total
source of fear once.
Reputation).

Fortune Favors The Bold! Renown Cost: 11


The rgument
Activate this ability when a combat or social encounter is about to begin. Until the end
of the encounter, when the Game Master spends a Story Point, they have to move two 9
Story Points to the Players Pool instead of one. Once during the next structured encounter, the Game Master may
spend a Story Point to upgrade the difficulty of all checks the party
makes in the current round twice. Reset the party tension meter.

180 The Old World: Grim and Perilous


Party name
.........................................................................................................
Party archetype
..............................................................................................
Reputation
..............................................................................................
Renown
Available: ........ Total: ..........

..................................... Passive
Party Tenſion Meter
...................................................................................................................................................................
...................................................................................................................................................................
1 3 5 7 9 11
..................................... Renown Cost: ....
................................................................................................................................................................... 0 2 4 6 8 10 12
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................

..................................... .....................................
Renown Cost: ....
... ....................................................................................................................................
...................................................................................................................................................................
....................................................................................................................................
...................................................................................................................................................................
....................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
..................................... Renown Cost: .... ... ....................................................................................................................................
................................................................................................................................................................... ....................................................................................................................................
................................................................................................................................................................... ....................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................

Party name
.........................................................................................................
Party archetype
..............................................................................................
Reputation
..............................................................................................
Renown
Available: ........ Total: ..........

..................................... Passive
Party Tenſion Meter
...................................................................................................................................................................
...................................................................................................................................................................
1 3 5 7 9 11
..................................... Renown Cost: ....
................................................................................................................................................................... 0 2 4 6 8 10 12
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................

..................................... .....................................
Renown Cost: ....
... ....................................................................................................................................
...................................................................................................................................................................
....................................................................................................................................
...................................................................................................................................................................
....................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
..................................... Renown Cost: .... ... ....................................................................................................................................
................................................................................................................................................................... ....................................................................................................................................
................................................................................................................................................................... ....................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................

The Old World: Grim and Perilous 181


Chapter 10

Grim World of
Perilous Adventure
In this chapter you, the Game Master, can find to overcome their limits. Many of them will die,
guidelines, optional game mechanics and ideas but just as many will become heroes of tavern
how to use the rules presented in the previous tales. It offers tough choices as well as epic mo-
chapters. The Old World is a  really capacious ments and is full of black humor - this is how
setting and allows you to play a wide range of we usually play. It is the default tone in The Old
adventures, from classic dungeon crawlers, World: Grim and Perilous, so it does not intro-
through city adventures, court intrigues, in- duce any changes to the rules.
vestigations, exploration and typical rogue sto-
ries. Genesys will be great at each of them, as Grimdark
long as you try to keep them in an adventurous This tone is the gloomiest of those presented.
tone. Due to such a wide range of themes that It is often a fatalistic story about simple people
you can successfully use, treat this chapter as who live in a brutal world, whose goal is not her-
a set of guidelines rather than rules carved in oism but to survive the next day. Wounds are
stone and take whatever fits your stories best. festering, poverty is palpable, and every skir-
mish is extremely dangerous. To play in this
tone, use the following rules:
Three Tones • Remove Wizards from the pool of available
The Old World has many shades and every specializations. Sorcerer is still available.
Game Master probably perceives them a  bit • High Elves are no longer a playable species.
differently. It does not lack stories about
heroes, but also about simple people whose • Decrease the corruption threshold of Player
main goal is to survive in gloomy and danger- Characters by 3.
ous realities. To meet the various playstyles, • Increase the difficulty of Fear checks by one.
we defined three tones of the Old World, each • Increase the difficulty of Medicine checks
with some modifications to the rules. to heal wounds by one (but not the difficulty
Dark Heroic of healing Critical Injuries!).
This tone is about ordinary people in extraordi- • Each Critical Injury a character suffers from
nary situations. The characters were not born to adds +20 (instead of +10) to any subsequent
be great heroes, but circumstances force them Critical Injury roll.

182 The Old World: Grim and Perilous


• Use the Every Shot Counts sidebar for This XP should be spent immediately to buy
tracking ammo. ranks in skills and talents. If you want the PCs to
still feel like starting characters, 20-30XP should
Heroic be enough. For moderately advanced charac-
The heroic tone is intended for stories about the ters, additional 100-140XP should allow them to
chosen ones - people born to greatness. Coura- reach 4th or even 5th tier of talents. And if you
geous, beautiful, brave and steadfast, they are want really powerful PCs in your adventure,
ready to resist any evil. To play in this tone, use consider giving them additional 180-220XP.
the following rules:
• Increase the starting experience of the Corruption
characters by 10XP. As the story of the PCs won't be continued,
• Exceeding double the wound threshold of Players may feel a strong incentive to suffer as
a character no longer causes instant death, much corruption as possible without exceeding
but the character is incapacitated (if they their corruption threshold - this may have a sig-
are not yet incapacitated). nificant impact on the game.
To mitigate this potential corruption problem,
Every Shot Counts PCs should start with current corruption equal
to half their corruption threshold plus two. This
We are not fans of counting ammo ourselves and change should stop the Players from overusing
we happily accepted rules introduced in Tracking
the effect of voluntarily suffering corruption
Ammo sidebar on page 89 of Genesys Core Rule-
book. However, in some scenarios or tones, espe- and should make the exceeding of corruption
cially those focused on survival like expeditions to thresholds possible during a single game.
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 ammu-
Running Long
nition per hit if the attack deals multiple hits. The Campaigns
Extra Quiver and Extra Shots items no longer re-
plenish weapons, but are means of storing 10 ammo Sometimes a  campaign may take dozens of
each. Weapons with the Limited Ammo item quali- game sessions, which often translates to years
ty work as usual. Additionally, d and h cannot be in the real world. In this section we will provide
spent to trigger the "out of ammo" result. ideas how to seamlessly run such a  lengthy
campaigns.
One Shot Awarding experience points
Adventures One of the biggest challenges when running
Playing one-shot adventures differ slightly long, multi-part campaigns like Warhammer's
from usual games - the story of the PCs ends iconic Enemy Within, is rewarding Players and
after a single game session and this may intro- their characters with experience and magic items
duce problems. without quickly making the characters overpow-
In longer campaigns, PCs are typically starting ered which in result, may trivialize the game.
characters, and specializations are designed to While the Genesys Core Rulebook suggests
develop those characters over multiple sessions, granting the PCs 20XP per game session, our
in a one-shot adventure, this development does suggestion is to untie the XP gained from the
not have time to happen. number of sessions played and instead make
them dependent on the characters personal
Additional XP goals, and those of the overall campaign.
To make it possible for most of the specializa- We can distinguish two types of goals: minor
tions to reach at least a fraction of their poten- and major. Minor goals are significant group
tial, consider giving some additional experience or character achievements that bring them
points to PCs after their characters are created. closer to achieving the campaign's main goal
(or closing a character's personal plot). It may
The Old World: Grim and Perilous 183
be the discovery of some important informa- write long stories describing the history of their
tion, the defeat of a  less important follower characters, but rather to make players think
of the main adversary, the closing of a minor about how the characters are part of the game
subplot, etc. Achieving these goals should hap- world. They certainly have families (forget lone
pen quite often and will therefore be the main wolves and vengeful orphans! This is an awful
source of XP for player characters. cliche…), acquaintances, possibly close friends
Major goals are the turning points of a  story and former enemies, and maybe unfinished
and achieving them closes a chapter of a cam- business that could culminate during the cam-
paign. It can also be the closing of a character's paign. Genesys gives you Motivations - a pow-
personal storyline or a large side storyline. erful tool that allows you and your Players to
easily create new personal threads for the char-
We suggest granting 5-10 XP for achieving a mi- acters. Why do characters fear what they Fear?
nor goal and 20-30XP for major goals. At your How did they find their Strength or what drives
discretion, you may also grant an occasional their Desire? These questions can be answered
5XP for brilliant ideas or playing to a character’s during your sessions to add additional depth to
motivations. Altogether, it should be sufficient the story or build a character arc, but they can
for Players to feel their characters are develop- also become a subplot or even the main plot of
ing but won't result in runaway power creep. an entire campaign.
But how many goals should be achieved in Weaving the personal threads of characters
a  single game session? Usually, it will be 1-2 into the plot of a campaign will result in great-
minor goals in a regular game session with ad- er Player involvement, which will translate
ditional major goal if it's a chapter's finale, but into the overall quality of the campaign. It also
the true answer is - it doesn't really matter! You perfectly harmonizes with the previously pro-
will have sessions where not a  single goal has posed dependence of the experience gained on
been achieved and sessions with multiple goals achieving personal goals.
completed. We want to untie XP gained from
a number or length of the game sessions and tie You may notice our strong emphasis on giving
it to what actually happens during them. If your a family to a character. We are aware that hav-
Players are active and focused on the game, ing family may be seen as a handicap for some of
they will surely achieve something. But if it's Players. Especially when in previous games fam-
one of those slacky sessions where you mostly ily members were used only to torment the PCs
chat and joke (there's nothing wrong with it!), or serve as low effort adventure hooks. To coun-
we believe players will understand if their char- teract this, our advice is to make some members
acters get little or no XP. of the PC's family important characters, or at
least a way to sometimes offer some help to PCs.
Magic Items Speaking in the context of the game mechanics,
When it comes to magic items, if you are using family members may provide numerous small
the default dark heroic tone in your campaign, favors but rarely big favors as well.
one or two moderately powerful magic items Changing specializations
(e.g a sword with additional +2 damage or a bow and professions
with Guided 3 item quality) per chapter should
be enough to reward the PCs. The exact number Classic Warhammer campaigns share the com-
of magic items available to PCs is at your dis- mon issue that makes traditional career sys-
cretion, although at the end of a long campaign, tem impractical as they do not provide time for
each of the characters should have at least one. the professional development of PCs. Fortu-
nately, this problem is greatly reduced in The
Characters Background Old World as characters cannot change their
Our experience shows that Players whose char- starting careers and it's unlikely for them to
acters have an interesting background with have enough XP to spend on more than two
personal threads that appear during the game specializations, especially if they want to pur-
sessions have much more fun and less often chase a  specialization outside their career. In
abandon the ongoing campaigns. Note that we addition, the achievement based specialization
do not encourage you to persuade players to progression system allows character to change

184 The Old World: Grim and Perilous


their professions based on in-game events and the PCs to reveal they already have some basic
how they spend XP. This feature allows for training in the new specialization and new op-
much more flexibility when it comes to devel- portunities allow for them to return to what they
oping a character, however some changes may abandoned in the past. Of course, if it doesn't
still require training, time and narrative ex- make sense narratively, you can simply disallow
planation. For example, if one of your Players the purchase of the given specialization.
wants their character to join a College of Magic, It is much easier to deal with a change of profes-
they will need to spend some time on training sion during a campaign, as such a change can
and may also need to fulfill some additional re- be very natural. On the other hand, some of the
quirements to be accepted first. professions require very specific in-game events
There are two ways of handling such situations. to happen for the change to be allowed. If it's im-
Firstly, and probably most importantly, talk possible for the prerequisite to be fulfilled, you
to your group in advance about their plans for may consider changing it to something else, but
their characters, giving PCs the opportunity to it’s often a sign that the new profession simply
choose the more appropriate career and special- doesn't fit the campaign. For example, one of the
izations. However, sometimes Players come up requirements for a Scout to become an Explorer
with ideas or opportunities arise in the middle is to set foot in an uncharted territory. This may
of the campaign, when a long time-shift is not be hard to achieve during campaign set in a sin-
possible. In such situations, we would allow for gle 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 to-
wards 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 ignor-
ing 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 re-
placement will therefore be necessary. Surely
you have your own ways of introducing new

The Old World: Grim and Perilous 185


characters to the party, so our only suggestion the actions of the PCs. The characters move free-
is that the new character should have similar ly around the city, ask uncomfortable questions,
goals to the rest of the PCs, and preferably know get to know people and stick their noses in other
at least one other character in the group. This people's affairs, or just neglect their own social
will avoid the often unproductive internal fric- life, but it does not provoke any reaction. And if
tion between the group and allow the story to there is a reaction, Players may perceive it as an
run more smoothly. It can be a great idea to use arbitrary decision by the GM aimed solely at dis-
the aforementioned family members, especially rupting their plans. To solve these problems, we
when the new character has already appeared propose the Threat Indicator mechanic.
during the game and is well known to the PCs. Threat indicator is a  tool that allows you and
Maybe their goal would be to avenge a deceased your Players to track how the PCs affect the en-
PC or finish what they started. Or maybe make vironment and how their actions can cause ad-
sure no family secrets see the light of day... ditional problems for them. Except when abso-
lutely necessary, the threat indicator should be
City Adventures visible to Players (but keep it hidden until PCs
do something that moves it for the first time),
and Investigations and usually also have a general name meaning
what the given threat relates to, such as "Enemy
This section covers ideas how to better control interest" or "Social unrest", but its effects should
time and city environment during games fo- remain hidden until activated. This makes the
cused on investigation and city exploration. Players feel the tension building up around
their characters as they know something will
Controlling time happen, but have no idea what it will be.
In many adventures that take place over just
a  few days, the passage of time is very import-
ant. Characters often race against time and
often split the party, but it's hard to reflect it
without properly structuring the game. There- 0 1 2 3 4 5 6 7 8 9 10
fore, we propose to divide the day in the game
into 4 periods of time: morning, noon, evening, Creating a Threat Indicator
night. During each of these periods, players may To prepare the indicator, draw a straight line
play up to three short or one long scene, and and divide it into equal segments. The number
then proceed to the next part of the day. Play- of segments should depend on the complexi-
ers who do not participate in any of the scenes ty of the thread PCs are involved with - for
during given period, can declare what their simple problems 10-12 segments are enough,
characters were doing at that time "off screen", for more complicated situations there may
however these should not be any extremely im- be even 20 or more of them. Your line should
portant actions. You must determine by your- now resemble a slider.
self whether the scene will be long or short, but
the general rule is that scenes with no more Then determine activators - designated plac-
than 1-2 checks can be considered short, while es on the slider where the plot will twist and
complex encounters requiring a  lot of checks the opponents will react to the players' ac-
are long scenes. During each day, PCs should tions. Mark the first such point approximately
spend at least one period for rest, otherwise one third of the length of the line - when the
they will not recover strain during that day and slider reaches this point, something small will
instead reduce their strain threshold by 4. happen or the opponents will make a  careful
move. Perhaps someone will follow the PCs,
Threat Indicator someone will whisper in their ear that they
A common problem with adventures, especially are in danger, or will gently threaten them.
those based on an investigation (but not exclu- Or maybe the wife of one of the PCs will start
sively) is that the opponents, important NPCs complaining about him wandering at nights.
and game environment in general do not react to The second point should be approximately in

186 The Old World: Grim and Perilous


the middle of the slider. This is the moment ing side effects and twists during scenes
when someone breaks into a PC's room, threats - it's best to spend h to advance indicator
gain strength and the atmosphere thickens. when it really fits the narrative or you have
The third point should be in three-quarters of no other ideas how to use them. If you are
the slider, activating it means that someone using multiple indicators, the scene doesn't
sets fire to the inn where they stay overnight, need to be directly related to a threat to ad-
somebody important is kidnapped, local gov- vance its threat indicator.
ernment sends people to investigate PCs action 2. Preplanned advancements: You may define
or even an assassin is hired to get rid of the PCs. beforehand that some events like meeting an
Finally, reaching the end of the slider triggers important NPC, capturing someone or find-
the ultimate consequence of the threat. Perhaps ing the murderer's weapon will automatical-
the enemies will decide to confront the PCs per- ly advance the threat indicator (or even mul-
sonally and set a trap, the wanted murderer will tiple indicators!) by a few segments. In some
run away or PC's wife will decide to divorce. occasions, like a secret Chaos cult preparing
Usually, this encourages the Players to try to the blasphemous ritual, you may decide that
solve their characters problems before the final the indicator is advanced every day to reflect
consequences are triggered. the need of rush on the part of PCs. if you use
multiple threat indicators, you can create
The length of the threat indicator and a num- a choice where participating in one thread
ber and placement of the activators is up to you has consequences in another and advances
to determine. Just keep in mind planned length the other thread's threat indicator. For ex-
and complexity of the adventure. ample, undertaking a heist takes a toll on the
Using multiple Indicators relationship with PC's wife, who doesn't like
her husband's night trips.
In typical, single-threaded adventures, a  sin-
gle threat indicator is usually sufficient. How- In some rare occasions, a threat indicator can
ever, if the adventure is multi-track, contains also be turned back:
many intersecting threads, and thus many 1. Spending t: Similarly to spending h by
possible complications appear on the horizon, you, a  Player may spend t generated on
it is worth considering creating many shorter their character's check to turn back the in-
threat indicators instead of a  single long one. dicator by one segment. As usual, the Play-
This way, each of the essential threads gets its er needs to explain how spending the t
own threat indicator, which is advanced inde- gets some heat off their character. A max-
pendently of the others. Such shorter indicators imum of one t can be spent this way per
should have no more than 10 segments, usually scene. When using multiple indicators, t
4-8 are enough, and 1-2 activators. may also be spent to turn back one of indi-
cators loosely related to the current scene.
Advancing a Threat Indicator For example, spending t during a  heist
A threat indicator can be advanced in one of may result in one of the PCs finding beati-
two main ways: ful brooch that will help the PC to improve
their relationship with their wife.
1. Spending h: If the current scene is related
to the thread the threat indicator represents, 2. In-game events: At your discretion, some
you may spend h generated on a  PC's in-game events may result in turning back
check to advance the threat indicator by one one or more threat indicators by a few seg-
segment. For example, when a  PC tries to ments. As an example, let's give a  situa-
convince an important NPC to help them, tion in which the PCs join the city guards,
even if they succeed, the NPC may whisper which will certainly help them hide some
a word to the wrong people or just become of their suspicious activities and delay the
suspicious about PC's motives. A maximum guards' reaction.
of three h can be spent this way in a single Note that if a thread comes to its conclusion,
scene but we advise not to use every single you should remove the related threat indicator.
h possible as you may loose many interest-

The Old World: Grim and Perilous 187


Appendix 1

The Circle
The Circle

A challenging Adventure for


The Old World: Grim and Perilous
download here

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