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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
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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-
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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.
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.
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.
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.
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
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
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
• 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.
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.
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.
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!
Specialization Progression
Profession
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
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]
tow
a tow
P tow
A tow
a
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]
GCRB #73
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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
[Incidental] [Incidental]
gcrb #79
a TOW
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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] [Incidental]
gcrb #76
a gcrb #81
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P
Craftsman
Specialization Progression
Profession
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.
tow
p tow
P tow
P tow
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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]
GCRB #77
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P gcrb #73
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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.
[Incidental] [Incidental] [Incidental]
tow
p tow
a tow
a rot #88
a
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]
gcrb #79
p tow
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p
Specialization Progression
Profession
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]
GCRB #74
a gcrb #72
a gcrb #73
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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]
gcrb #73
p gcrb #75
P TOW
A tow
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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.
[Incidental] [Incidental]
GCRB #79
a GCRB #74
a gcrb #76
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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]
TOW
a GCRB #74
a GCRB #81
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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]
GCRB #81
a GCRB #74
a GCRB #81
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a
Craftsman
Specialization Progression
Profession
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.
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.
[Incidental]
tow
a gcrb #73
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the selected area by one. Add jj to all other those items without being arrested.
Crafts check.
[Incidental]
tow
p tow
P GCRB #76
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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]
tow
a tow
a tow
a tow
a
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]
tow
a GCRB #76
a tow
P tow
a
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
a tow
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noble
Specialization Progression
Profession
Pistolier* Increase ranks in Firearms to 4. Your character may spend 20XP to pur-
Purchase the Quick Draw talent. chase the Deadeye talent.
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
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a gcrb #73
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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]
tow
p tow
P GCRB #76
A gcrb #74
a
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]
gcrb #79
a gcrb #73
a tow
a gcrb #79
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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]
tow
a GCRB #80
p tow
a ROT #90
p
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
P gcrb #74
a gcrb #81
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Noble
Specialization Progression
Profession
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
p gcrb #72
a GCRB #74
a tow
P
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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p tow
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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
a gcrb #76
a tow
a GCRB #74
a
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
a gcrb #73
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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]
gcrb #81
p gcrb #81
a tow
a rot #91
a
noble
Specialization Progression
Profession
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
a gcrb #73
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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]
gcrb #73
p tow
a tow
A rot #88
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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]
tow
a tow
a gcrb #79
a Rot #90
a
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]
tow
a GCRB #74
a tow
a tow
p
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]
tow
a tow
a tow
P GCRB #81
P
noble
Specialization Progression
Profession
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
P
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
A tow
a GCRB #75
A GCRB #74
a
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]
tow
a ROT #90
a GCRB #75
P rot #87
a
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
a tow
P tow
P tow
P
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]
tow
a GCRB #78
p GCRB #81
P GCRB #80
P
Rogue
Specialization Progression
Profession
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.
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]
tow
P tow
a gcrb #74
a rot #84
a
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
p gcrb #74
p tow
a
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
a tow
p gcrb #75
P tow
a
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
a tow
a tow
a tow
p
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
a gcrb #74
P gcrb #81
P tow
a
rogue
Specialization Progression
Profession
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
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]
tow
p gcrb #73
P GCRB #74
A tow
a
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]
tow
a tow
p tow
a tow
a
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]
tow
a tow
a tow
a tow
a
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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.
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
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
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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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.
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
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
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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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]
gcrb #73
a tow
P gcrb #73
P gcrb #74
P
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]
tow
P gcrb #73
p tow
a tow
a
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.
tow
P TOW
p rot #84
P tow
P
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]
tow
a gcrb #79
a tow
a gcrb #74
p
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.
[Incidental]
gcrb #81
a gcrb #73
P gcrb #81
P rot #84
p
Scholar
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.
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.
[Incidental]
tow
p rot #84
P GCRB #74
a tow
P
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.
[Incidental] [Incidental]
EPG #95
a tow
a gcrb #73
p tow
P
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.
[Incidental]
TOW
A EPG #95
p EPG #97
a rot #84
p
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.
[maneuver] [Incidental] [Incidental]
EPG #97
a GCRB #79
a tow
P gcrb #73
a
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.
TOW
A rot #84
P GCRB #81
P gcrb #73
P
Scholar
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
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
1 when making an attack targeting a Chaos character. heals one strain. For each a, one ally heals
adversary. one additional strain.
[action]
tow
P tow
p GCRB #75
p GCRB # 76
a
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.
[Incidental]
TOW
A epg #97
a GCRB #75
P GCRB #78
P
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.
[Maneuver] [Incidental]
epg #97
a rot #90
P gcrb #79
a GCRB #73
p
set of one or more effects. Once per enc, cast neuver, instead of as an action.
that spell with the diff reduced by 1.
[Incidental]
TOW
A ROT #91
P gcrb #81
P gcrb #80
a
Scholar
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
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.
[Incidental]
tow
p gcrb #73
P gcrb #75
p tow
a
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.
gcrb #73
p tow
p TOW
A tow
P
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]
EPG #97
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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]
EPG #97
a gcrb #73
p TOW
A tow
p
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]
tow
a rot #84
a GCRB #81
P EPG #98
P
Scholar
Specialization Progression
Profession
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.
tow
p gcrb #73
P tow
P tow
P
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.
[Incidental]
EPG #95
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P TOW
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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]
gcrb #73
p tow
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A tow
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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]
EPG #97
a TOW
A gcrb #73
P ROT #89
p
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.
tow
p tow
A GCRB #81
P tow
a
Scholar
Specialization Progression
Profession
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.
tow
p gcrb #73
P tow
P tow
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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]
EPG #95
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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.
[Incidental] [Incidental]
gcrb #73
p tow
p tow
a EPG #97
a
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]
tow
a tow
a gcrb #73
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A
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]
tow
a EPG #97
a gcrb #81
P tow
a
Scholar
Specialization Progression
Profession
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.
tow
P GCRB #73
P tow
P tow
P
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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A TOW
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a minimum of 01. encounter, spend a Story Point to fly until the Initiative order.
end of the encounter.
[Incidental] [Incidental]
GCRB #73
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A
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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a GCRB #73
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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]
GCRB #81
P epg #97
a tow
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a
Scholar
Specialization Progression
Profession
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.
tow
p gcrb #73
P tow
P tow
P
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]
EPG #95
a tow
P GCRB #76
A TOW
A
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]
gcrb #73
p tow
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a ROT # 90
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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]
EPG #97
a gcrb #73
p EPG #97
a TOW
A
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]
GCRB #81
p tow
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Scholar
Specialization Progression
Profession
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]
tow
p gcrb #73
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A
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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p gcrb #75
p TOW
A
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.
[Incidental] [Incidental, oot]
gcrb #73
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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.
[Incidental] [Incidental]
EPG #97
a gcrb #73
p tow
P tow
a
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]
tow
p TOW
P GCRB #81
P EPG #97
a
Scholar
Specialization Progression
Profession
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.
[Incidental]
tow
p gcrb #73
P tow
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A
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]
EPG #95
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a
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.
[Incidental] [action]
gcrb #73
p tow
p tow
A TOW
A
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.
[Incidental] [Incidental]
EPG #97
a gcrb #73
p TOW
A EPG #97
a
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
Specialization Progression
Profession
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.
tow
p gcrb #73
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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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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.
gcrb #73
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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]
EPG #97
a tow
a tow
P TOW
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Point to count the result as if rolled “01” spend a Story Point to automatically defeat
the target.
[Incidental] [Incidental]
tow
a gcrb #73
P GCRB #81
P tow
a
Soldier
Specialization Progression
Profession
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]
gcrb #74
a rot #84
a gcrb #73
P gcrb #74
a
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]
tow
p gcrb #74
a rot #88
A gcrb #73
P
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]
tow
a gcrb #77
a tow
p rot #90
a
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.
GCRB #80
p GCRB #75
p tow
P gcrb #73
p
Specialization Progression
Profession
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]
rot #84
a GCRB #74
a GCRB #75
P GCRB #74
a
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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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
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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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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.
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
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
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
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
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
Specialization Progression
Profession
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
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
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
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
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
Specialization Progression
Profession
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
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]
tow
p tow
A rot #89
A tow
P
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]
tow
p GCRB #79
a gcrb #80
p GCRB #75
p
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]
tow
a rot #89
a tow
P gcrb #80
p
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
P gcrb #73
P gcrb #81
a
Wanderer
Specialization Progression
Profession
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.
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
� EXP
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]
gcrb #73
a tow
a gcrb #73
a rot #84
a
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]
tow
p tow
a GCRB #76
A gcrb #73
P
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]
tow
a gcrb #74
a gcrb #73
p tow
a
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]
tow
a tow
a tow
a tow
a
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]
tow
a tow
a gcrb #74
a GCRB #81
P
Wanderer
Specialization Progression
Profession
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]
gcrb #73
p gcrb #75
P gcrb #74
a gcrb #73
P
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]
tow
p tow
a GCRB #76
p tow
a
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]
tow
a rot #88
a gcrb #77
p tow
a
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
a tow
P tow
a
Specialization Progression
Profession
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]
gcrb #73
p gcrb #75
P gcrb #73
a GCRB #75
P
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
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
a tow
a tow
a gcrb #79
a
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]
tow
a GCRB #79
a gcrb #74
P rot #91
p
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]
tow
a GCRB #75
P tow
a gcrb #81
P
Wanderer
Specialization Progression
Profession
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.
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
a tow
P GCRB #75
P tow
P
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.
tow
P tow
p GCRB #73
p GCRB #75
p
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]
tow
a tow
a tow
P GCRB #78
a
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]
tow
a tow
P tow
a rot #90
a
(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]
tow
a GCRB #80
P tow
a gcrb #81
p
wanderer
Specialization Progression
Profession
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]
tow
a gcrb #73
P GCRB #75
P tow
A
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]
tow
p GCRB #76
A GCRB #74
A tow
A
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]
tow
p tow
a tow
a tow
a
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]
tow
a GCRB #79
a gcrb #80
P tow
p
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]
tow
a gcrb #81
P gcrb #73
P gcrb #81
A
Wanderer
Specialization Progression
Profession
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
P gcrb #73
P gcrb #75
P
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
p tow
a gcrb #76
p
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]
tow
P tow
p tow
a tow
a
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
p tow
a tow
a gcrb #79
a
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
P tow
a gcrb #81
a
Wanderer
Specialization Progression
Profession
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
a EPG #95
a
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
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]
tow
a gcrb #73
p tow
a EPG #97
a
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]
tow
p EPG #97
a TOW
A tow
a
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
P gcrb #81
P
Warrior
Specialization Progression
Profession
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.
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
tow
p rot #87
P gcrb #73
P gcrb #75
P
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
a tow
p rot #87
A gcrb #74
a
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
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
a gcrb #73
p
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
Specialization Progression
Profession
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
a
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
P
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
a
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]
tow
a gcrb #74
a gcrb #75
a ROT #90
p
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
P gcrb #81
P
Warrior
Specialization Progression
Profession
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]
tow
p GCRB #75
P tow
P GCRB #75
a
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]
tow
p tow
P GCRB #73
p tow
a
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]
tow
a tow
a GCRB #76
P tow
a
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
a tow
a
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
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
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
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
a gcrb #79
a
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
P
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
Specialization Progression
Profession
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
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
p tow
P GCRB #73
p GCRB #75
a
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
p tow
a Rot #91
p
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
p TOW
a Rot #90
a tow
a
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
a GCRB #75
P tow
a
Warrior
Specialization Progression
Profession
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
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
P ROT #88
a tow
a GCRB #77
a
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
P
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]
tow
a tow
P ROT #90
a GCRB #81
a
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
P tow
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
Weapons
Weapon Skill Dmg. Crit Range Encum. On you? Special
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
© 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.
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-
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.
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
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.
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
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.
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.
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.
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
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)
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.
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.
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.
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.
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 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-
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.
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.
Attunement: Spells casted by the character and any other character that casts spells
using the same Lore cannot be dispelled.
+ kk
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
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.
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.
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.
96-00 Plague Bearer Your character has contracted Nurgle's Rot - a fatal Nurgle
disease that slowly turns the infected into a Plaguebearer.
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.
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.
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.
Gromril 2 +3 3 2 - 10
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,
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
Repeater Ammo 1 5s 6
Torches (T) 1 1s 0
Waterskin (T) 1 2s 1
Herbal Medicine 1 5s 4
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.
3 4 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
3 12 1 1
Skills: Athletics 3, Brawl 3, Cool 3, Coordina-
tion 3, Perception 2, Stealth 2.
Soak Value
Intellect Cunning
W. Threshold
Willpower
M/R Defense
Presence
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
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
Defense Armor
3 2 ‒2 0
HT Thresh.
1
SS Thresh.
Control Skill: Sailing
Silhouette Max Speed Handling 20 18 Complement: 12 crew
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
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
0 20 3 3 3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
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
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
Minotaur (Nemesis)
5 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
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
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.
• 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
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
6 18 1 1
Skills: Combat 2, General 2, Knowledge 0,
Magic 0, Social 4
• 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.
• 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.
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.
Plaguebearer (Rival)
4 2 2 2 4 1
Brawn Agility Intellect Cunning Willpower Presence
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
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
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.
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
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
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
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-
• 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.
Rulebook. If there are multiple sources of Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
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
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.
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
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.
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-
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.
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
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).
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.
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.
• 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
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?
Party name
.........................................................................................................
Party archetype
The Company
Reputation
Ruthleſs, ................................................
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).
Party name
.........................................................................................................
Party archetype
Defenders of Faith
Reputation
Brave
Renown
Available: ........ Total: ..........
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.
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
Swaſhbulers
Reputation
Idealiſtic, Brave
Renown
Available: ........ Total: ..........
..................................... Passive
Party Tenſion Meter
...................................................................................................................................................................
...................................................................................................................................................................
1 3 5 7 9 11
..................................... Renown Cost: ....
................................................................................................................................................................... 0 2 4 6 8 10 12
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
..................................... .....................................
Renown Cost: ....
... ....................................................................................................................................
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....................................................................................................................................
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...................................................................................................................................................................
.................................................................................................................................................................
.....................................
..................................... 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: .... ... ....................................................................................................................................
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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.
The Circle
The Circle