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The Old World - Grim and Perilous Beta v3

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG. Project's fanpage: https://www.facebook.com/TheOldWorldGenesys All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG.
Project's fanpage: https://www.facebook.com/TheOldWorldGenesys
All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd

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Development

Mariusz Szymański, Barbara Szymańska,

Dave Brown

Game Design and Writing

Mariusz Szymański, Adam Szymański

Graphic Design, Art and DTP

Barbara Szymańska

Proofreading

Dave Brown

Editing

Dave Brown, Grzegorz Karaluch

Additional Writing

Dave Brown

Art models

Jana Nell Antoniewicz, Bartosz Bruski, Pszemek

Blecharz, Tomek Olejniczak

Writing

Tomasz Szczypiński

Additional Writing

Mariusz Szymański

Graphic Design and DTP

Barbara Szymańska

Art

Adrianna Niewiadomska

Proofreading (eng)

Dave Brown

Translation (eng)

Grzegorz Karaluch

Legal Note

Credits

"The Circle" Adventure

Art inspired by

Rekografia, Klaudia Zdanowska

The Old World map by

Kartografia Niepraktyczna

Playtesters

Adam Szymański, Piotr Guzowski, Mateusz

Mucha, Bartosz Majcher, Marcin Szymański,

Michał Nonas, Dawid Gdula, Franciszek Tobor,

Agnieszka Majorek, Barbara Szymańska, Wojciech

Kozłowski, Michał Szymczak, Mateusz Milczarek,

Grzegorz Karaluch, Adrianna Niewiadomska, Rafał

Kiełbasa, Michał Jaworski, Aleksandra Jaworska,

Paweł Kukliński, Bartosz Perliński, Michał Maziarz,

Brice Gill, Wes, Marshall Hodge, Jim Looby

Special thanks to

Mateusz Bartosik, Ian Houlihan, Graeme Davis,

Krzysztof Kowalski

Proofreading (PL)

Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski,

Michał Frąckiewicz (Imaginarium RPG), Michał

Maciąg (pazuremspisane.pl), Tomek Dziedzic

Playtesters

Adam Szymański, Bartek „Pretor” Badura,

Bartosz Majcher, Grzegorz Karaluch, Konrad

„Cored” Balcerzak, Adrianna Niewiadomska,

Mateusz „Arateniz” Zientara, Mikołaj Machura,

Piotr Guzowski, Wiktor „Viaahtr” Banaszek,

Hubert Stencel, January Kochański, Adam

Kochański, Michał Nonas, Maksymilian

Kochański, Oktawian Nowak

Warhammer Fantasy is the Intellectual Property

(IP) of Games Workshop Limited. This expansion

is unofficial and in no way endorsed by Games

Workshop Limited therefore it cannot be used

for commercial purposes, and we do not make

any profit out of it. All Warhammer-related names,

races, race insignia, characters, vehicles, locations

are either ®, TM and/or © Copyright Games

Workshop Ltd 2000-202, variably registered

in the UK and other countries around the world.

All Rights Reserved to their respective owners.

Some of the specializations and gear descriptions

are based on those found at

www.warhammerfantasy.fandom.com. Great

thanks to the whole Warhammer wiki Community!

All talents (not found in official Genesys rulebooks),

illustrations and tables included in this expansion

are the intellectual property of its authors and cannot

be used for commercial purposes. If you're interested

in using it in your own work, please contact

us at old.world.genesys@gmail.com

4 The Old World: Grim and Perilous


Welcome to The Old World:

Foreword

Grim and Perilous!

We have been fans of Warhammer Fantasy for about 20 years now. 1st edition of WFRP was our

very first roleplaying game and to this day, it holds an incredibly special place in our hearts. In

2019, when the revised version of the famous Enemy Within came out, we were absolutely sure

we want to try this campaign again. However, while 4th edition of WFRP is an amazing game

and we truly love it (and in this Rulebook you will find some game mechanics heavily inspired

by the 4th edition), this time we wanted something more narrative. The 3rd edition was beyond

our reach, but we already had some experience with Genesys, so we decided to try it. While in

general the game mechanics seemed good, our first attempt of conversion failed miserably. It

was overly complicated, clunky and had so many exceptions and special rules, it turned out almost

unplayable. After countless iterations and throwing out over 90% of our work, we finally

had something good. Something we would like to share with RPG community.

By publishing our work, we don't mean any harm or challenge to any copyrights held by Games

Workshop, Cubicle 7, Edge Studios, or anyone else. Consider The Old World: Grim and Perilous

to be our tribute to Warhammer Fantasy Roleplay and roleplaying games in general. We hope

you have fun while reading this book and playing during your game sessions.

About this Product

This is an unofficial, free fan-made expansion for all of you who love Genesys and the world

of Warhammer Fantasy. It combines some of the best game mechanics of Warhammer Fantasy

Roleplay editions 1-4, while keeping the simplicity known from the basic Genesys rules. It

adds many new talents and skills, new career creation and specialization options, new rules for

magic, corruption and social status. The expansion is light in fluff, so you need to have original

Warhammer's rulebooks and adventures to be able to fully explore the fantastic world of

Warhammer Fantasy. However, feel free to use this supplement to create your own heroic dark

fantasy setting as it adds plenty of new talents, weapons, gear and many other things which may

improve your game sessions.

What do I need to play?

As always, you will need the Genesys Core Rulebook, a bunch of narrative dice (or an app) and

a group of friends, but the expansion relies heavily on Realms of Terrinoth in terms of weapons,

gear, some talents and crafting rules. It also uses (but to a lesser extent) the Expanded Player's

Guide, especially for specialization trees, magic talents and new magic spells, so we advise to

have these two books as well. Additionally, as mentioned earlier, we do not provide the game

setting and adventures other than "The Circle", so Warhammer Fantasy rulebooks (preferably

the 4th edition, which are now easy to get) are necessary to use this suplement to play in Warhammer

Fantasy setting.

The Old World: Grim and Perilous 5


Table of Contents

Chapter 1: Creating Your Character......................................................... 8

Character creation: step by step........................................................ 8

Character Species.................................................................................12

Careers.................................................................................................... 17

Specializations......................................................................................19

Selecting first specialization.................................................... 19

Changing specialization.............................................................. 19

Specialization progression and professions.......................... 20

Available Specializations....................................................................21

Craftsmen........................................................................................ 21

nobles...............................................................................................25

Rogues..............................................................................................29

Scholars.......................................................................................... 35

Soldiers...........................................................................................48

Wanderers.......................................................................................54

Warriors..........................................................................................63

Character Sheet................................................................................... 68

Chapter 2: New Talents.............................................................................. 70

Tier 1........................................................................................................ 70

Tier 2........................................................................................................74

Tier 3.........................................................................................................79

Tier 4........................................................................................................ 86

Tier 5........................................................................................................ 92

Chapter 3: New Skills and Rules.............................................................. 103

General Skills...................................................................................... 103

Combat Skills....................................................................................... 104

Knowledge Skills................................................................................ 105

Rules from the Genesys Rulebooks.................................................. 106

Resisting Loss of Consciousness and Instant Death................... 106

Chapter 4: Magic of the Old World.........................................................108

Magic Knowledge Skill......................................................................108

New Spells And Maneuvers.................................................................111

Narrative Descriptions............................................................... 111

Spells in Structured Encounters............................................. 111

New Augment and Barrier Additional Effects....................... 111

Maneuvers......................................................................................112

Miscast and The Curse of Tzeentch..................................................112

Magic Implements.................................................................................114

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

Corruption Threshold........................................................................116

Suffering Corruption..........................................................................116

6 The Old World: Grim and Perilous


Exceeding Corruption Threshold....................................................117

Reducing Corruption...........................................................................117

Dark Gifts..............................................................................................117

Chapter 6: Social Status............................................................................ 119

Social Groups........................................................................................119

Using Social Status.............................................................................120

Chapter 7: Equipment and Vehicles......................................................... 121

Weapons and Armors........................................................................... 121

New Item Qualities.......................................................................121

Melee Weapons............................................................................. 122

Ranged Weapons........................................................................... 124

Armor............................................................................................. 127

Magic Items........................................................................................... 127

Gear and Services................................................................................130

Gear................................................................................................ 130

Potions and Elixirs..................................................................... 132

Animals and Related Gear...........................................................133

Services......................................................................................... 134

Vehicles......................................................................................... 134

Chapter 8: Adversaries of the Old World............................................. 137

Ghoul......................................................................................................137

Wraith................................................................................................... 138

Zombie.................................................................................................... 138

Beastmen............................................................................................... 139

Chaos Spawn - Dark Mass................................................................... 140

Skaven.....................................................................................................141

Daemons................................................................................................. 143

Greenskins............................................................................................ 150

Vampires.................................................................................................153

Fimir....................................................................................................... 154

Criminals and Law Enforcement...................................................... 156

Chapter 9: Adventuring Party ................................................................................ 160

Six Archetypes...................................................................................... 168

Party Sheets..........................................................................................177

Chapter 10: Grim World of Perilous Adventure ................................................ 182

Three Tones.......................................................................................... 182

One Shot Adventures.......................................................................... 183

Running Long Campaigns................................................................... 183

City Adventures and Investigations............................................... 186

Appendixes ........................................................................................................................ 188

appendix 1: The Circle ........................................................................ 189

The Old World: Grim and Perilous 7


Chapter 1

Creating Your

Character

In this chapter you will find rules for creating your own character. Character creation follows

the steps described in the Genesys Core Rulebook, however during Step 3: Choose a Career,

you will also select specialization for the chosen career. You will also have an option to purchase

additional specialization during Step 4: Invest Experience Points.

Character Creation: Step by step

This section summarizes all steps performed

during the character creation process.

Step 1: Determine

Background

You should create a basic concept of your character

by coming out with their background.

While this step may seem entirely skippable,

it is in fact very important as will later help

you to determine the character's goals and

motivations. It also provides a framework for

building your character in terms of the game

mechanics. You may quickly create the character's

background by answering some of the

following questions:

• Where does your character come from?

• Who is your character's family?

• What is your character's social standing?

• How old is your character?

• What does your character think about the

world?

• Why did your character leave home?

In the chapter Grim World of Perilous Adventure

we further explore how character's

background can be utilized during the game.

Step 2: Select a

Character Species

Choose a character species from among the

following: Human, Wood Elf, High Elf, Dwarf,

Halfling, Gnome, Imperial Ogre. You may also

roll on Table 1-1: Character Species to determine

one randomly. Choosing the character

species has a great impact on both the game

narrative and mechanics. Narratively, it determines

how your character is seen by other

members of society, for example halflings are

seen as great cooks and ogres are usually considered

mindless brutes. Even if your charac-

8 The Old World: Grim and Perilous


ter escapes those stereotypes, they will probably

have to deal with them at some point.

In terms of the game mechanics, a character

species determines starting characteristic,

derived attributes, starting experience, special

abilities and specializations available to

your character.

Note that at your Game Master's discretion,

the selection of character species may be limited

to only some of the presented options.

Table 1-1: Character Species

Species

d100 result

Human 01-70

Dwarf 71-83

Halfling 84-95

Wood Elf 96-97

High Elf 98

Imperial Ogre 99

Gnome 100

Step 3: Choose

a Career and

a Specialization

Contrary to careers in the Genesys Core

Rulebook, careers in The Old World: Grim

and Perilous represent a character's job class

(for example Warrior or Scholar) rather than

a specific job or role - these are represented

by specializations and professions. Once selected,

career cannot be changed and it determines

part of a starting gear, career skills

and available starting specializations. After

selecting a career, you can choose a specialization

- refer to Table 1-2: Available Specializations.

At this point, you may only choose a

specialization that is tied to your character's

career and it determines the second part of

the starting gear and career skills. Note that

if gear is mentioned both in the description

of a career and a specialization, your character

receives it twice. There are no special rules

if the career skill is listed in both career and

specialization - your character obtains it only

once. Specializations can be changed during

the course of the game.

Alternatively, you may roll on Table 1-2: Available

Specializations randomly and check the

result for your character's species. This will

determine both career and starting specialization.

Note that if your character is a wizard,

you should also roll on Table 1-3: Lores

of Magic to determine the school of wizardry

your character graduated from.

After you select a career and specialization,

choose four of career skills. Your character starts

the game with one rank in each of those skills.

The Old World: Grim and Perilous 9


Table 1-2: Available Specializations

Career Human Wood

Elf

Crafstman

Noble

Rogue

Scholar

Soldier

Wanderer

Warrior

High Elf Dwarf Halfling Ogre Gnome Specialization

1-3 1-3 1-5 1-5 1-6 1-4 1-5 Artisan

4 - - 6-7 - 5-9 - Executioner

5-7 4-6 6-11 8-11 7-12 10-12 6-10 Merchant

8 - - 12-15 13-14 - 11-14 Military Engineer

9 - 12-13 16-17 - - 15 Duelist

10 7-10 14-19 18-20 15-18 - 16-19 Envoy

11 11-12 20 - 19-20 - - Highwayman

12 13-14 21-24 - - - - Knight

13 15 25-26 21 21-23 - 20-22 Assassin

14-16 16-17 27-29 22-24 24-29 - 23-28 Charlatan

17-19 18-19 - 25-27 30-33 13-14 29-33 Fence

20-22 20-21 30-32 28-31 34-36 15-20 34-37 Racketeer

23 22-24 33-37 32-33 37-40 - 38-43 Spy

24-27 25-29 - 34-36 41-46 21-22 44-49 Thief

28-30 30-32 38-44 37-39 47-49 - 50-56 Academician

31-33 33 45-47 40-42 50-51 - 57-59 Agitator

34-36 34-38 48-52 43-44 52-57 - 60-63 Physician

37 - - - - - - Priest

38 - - - - - - Warrior Priest

39 - - - - - - Wizard

40-42 39-40 53-56 - - - - Cavalerist

43-46 41-42 57-60 45-50 58-59 23-31 64 Foot soldier

47-50 43-49 61-65 51-53 60-63 - 65-66 Marksman

51-54 50-54 66-69 54-58 64-67 32-40 67-69 Mercenary

55 55 70-72 59-63 68-69 41-45 70 Officer

56-58 - 73-78 - 70-71 - -

Sailor

59-61 56-59 79-80 64-66 72-73 46-53 71 Bounty Hunter

62-65 60-62 81-82 67-69 74-76 - 72 Coachman

66-68 63-67 83-86 70-73 77-80 - 73-79 Entertainer

69-72 68-74 87-88 74-75 81-82 54-60 80-81 Hunter

73-74 75-79 89-90 76-77 83-84 61-69 82-84 Outlaw

75-77 80 - 78-80 85-87 - 85-87 Ratcatcher

78-82 - - 81 88-89 - 88 Riverman

83-85 81-87 91-93 82-84 90-94 70-74 89-91 Scout

86 88-90 - - - 75-77 92-95 Sorcerer

87-89 91-93 94-96 85-88 95 78-86 96-97 Bodyguard

90-91 94-97 97-100 89-93 96 87-93 98 Champion

92-95 98-00 - - 97 - - Roadwarden

- - - 94-96 - - - Slayer

96-99 - - 97-00 98-00 94-00 99-00 Watchman

00 - - - - - - Witch Hunter

10 The Old World: Grim and Perilous


If your character is a Human, you may now

choose two non-career skills as per species description.

Your character starts with one rank

in those two skills.

Table 1-3: Lores of Magic

Lore of Magic

Amber Wizard 01-08

Amethyst Wizard 08-15

Bright Wizard 16-30

Celestial Wizard 31-45

Gold Wizard 46-60

Grey Wizard 61-70

Jade Wizard 71-85

White Wizard 86-100

d100 result

Step 4: Invest

Experience Points

During this step you may spend starting

experience to improve your character's

characteristics, purchase talents and

increase ranks in skills. Remember

that unless stated otherwise, your

character cannot have any skills

higher than rank 2 once character

creation is finished. General rules

on how to spend XP during this

step are presented in the Genesys

Core Rulebook, page 44, however

The Old World: Grim and Perilous

adds one unique option - purchasing

additional talent tree. At your

GMs discretion, you may spend

10XP to select one specialization

that reflects your character's

special training or background.

Your character may

purchase talents from this specialization,

but they don't gain gear

and career skills and cannot advance

their profession in this specialization.

If at any point you decide to change your

character's specialization to this specialization,

apply normal rules of purchasing

new specializations.

Ranald's Luck

If you think Ranald is on your side today, instead of

choosing a character's species or specialization, you

can roll d100 and compare the result with Tables 1-1

or 1-2. This will give you an extra 5XP if you chose

a character's species or specialization this way, or

15XP if you chose both. However, you must accept

the result of the roll.

This XP cannot be spent on characteristics, just

skills and talents.

Step 5: Determine

Derived Attributes

During this step you should determine your

character's wound threshold, strain threshold,

defense and soak by following the rules

presented in the Genesys

The Old World: Grim and Perilous 11


Core Rulebook, page 45. However, in The Old

World: Grim and Perilous there is also one

additional attribute to determine - corruption

threshold. Corruption threshold represents

how quickly your character succumbs to the

influence of Chaos. Your character’s starting

corruption threshold is determined by adding

the corruption threshold for their species to

their Presence rating (after spending starting

XP). After you determine this initial value,

further increases to your character’s Presence

rating do not increase their corruption threshold—corruption

threshold improvements are

acquired by purchasing talents, such as Pure.

Rules for corruption are later explained in the

chapter The Stigma of Corruption.

Step 6: Determine

Character

Motivation

Determining character's motivations is as important

as a character’s physical characteristics.

Motivation includes a character’s driving

forces: what ultimate goal is your character

pursuing? What are they most afraid of? What

character trait allows them to persevere in the

face of adversity? What flaws hinder their

ability to pursue their goals? Answering these

questions will let you come out with four Motivations:

Desire, Fear, Strength and Flaw.

You may also select them randomly by using

tables provided in the Genesys Core Rulebook,

page 47 and onward.

Step 7: Choose

Appearance and

Personality

When you have your character's physical and

mental characteristic completed, it is time for

some final touches. While it is not reflected

in the game mechanics, how your character

looks and who they are is extremely important

narratively.

Note that while Genesys Core Rulebook allows

you to purchase equipment in this step,

in The Old World: Grim and Perilous gear is

determined by the character's starting career

and specialization. All you have to do is to simply

write it down on your character's sheet.

Character Species

This section presents species available for creating

a player character. You should choose

from these instead of the options presented in

the Genesys Core Rulebook.

Human

Humans are the most numerous of the races

inhabiting the Old World. They occupy huge

areas from the Estalian coasts to the Nippon islands.

They are famous for their versatility and

adaptability, but their lives are short and they

most easily succumb to the influence of Chaos.

SPECIES ABILITY

2 2 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

10 + Brawn

• Strain Threshold

10 + Willpower

• Corruption Threshold

6 + Presence

• Starting Experience

90

• Starting Skills

A Human starts with one rank in each of

two different non-career, non-magic skills

at character creation. They obtain this rank

before spending experience points, and these

skills may not be increased higher than rank

2 during character creation.

• Available Specializations

Specializations available to Human characters

are marked with Hu symbol.

12 The Old World: Grim and Perilous


• Mark of Chaos

Once per session, after a Human makes

a check, they may reroll any one die in the

pool not displaying a d.

Wood Elf

Also known as Asrai, Wood Elves are a secretive

and highly isolationist race of Elves that

long ago voluntarily split off from the rest of

their kin, preferring instead to live out their

lives in Nature’s embrace beneath the enchanted

forest canopy of Athel Loren. They

rarely appear in the lands of the Empire, and

even then they try to avoid all unnecessary

contact with humans.

SPECIES ABILITY

2 2 2 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

9 + Brawn

• Strain Threshold

10 + Willpower

• Corruption Threshold

8 + Presence

• Starting Experience

80

• Starting Skills

A Wood Elf starts with one rank in Vigilance

and may choose between one rank in either

Ranged or Survival during character creation.

They obtain this rank before spending experience

points, and these skills may not be increased

higher than rank 2 during character

creation.

• Available Specializations

Specializations available to Wood Elf characters

are marked with WE symbol.

• Blessing of Isha

Wood Elves add j to all Brawn, Agility and

Willpower based checks while in a forest.

High Elf

The High Elves, or Asur as they call themselves,

are the representatives of a once mighty empire,

today reduced to the Isle of Ulthuan and

a few of its satellite islands. Though the days of

their glory are past, they are still a proud race

of mighty wizards, skillful sailors, and capable

warriors who have led the relentless war

against Chaos for centuries.

SPECIES ABILITY

2 2 2 1 3 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

9 + Brawn

• Strain Threshold

10 + Willpower

The Old World: Grim and Perilous 13


• Corruption Threshold

8 + Presence

• Starting Experience

80

• Starting Skills

A High Elf starts with one rank in Knowledge

(Academic) and may choose between one

rank in either Negotiation or Sailing during

character creation. They obtain this rank before

spending experience points, and these

skills may not be increased higher than rank

2 during character creation.

• Available Specializations

Specializations available to High Elf characters

are marked with HE symbol.

• Aura of Nobility

When making a social skill check, High Elves

act as if they were of one social group higher

than they really are to a maximum of Aristocracy.

If the character is an Outcast, they act as

a Middle Class.

Dwarf

The Dwarfs, or Dawi in their own language,

are a strong and sturdy species of brilliant

craftsmen and capable warriors. They once

held an empire that stretched from Norsca in

the north to the jungles in the south, which

eventually fell due to centuries of conflicts

with High Elves and continuous invasions of

Greenskins.

SPECIES ABILITY

3 1 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

10 + Brawn

• Strain Threshold

9 + Willpower

• Corruption Threshold

8 + Presence

• Starting Experience

80

• Starting Skills

A Dwarf starts with one rank in Discipline

and may choose between one rank in either

Crafts or Engineering during character creation.

They obtain this rank before spending

experience points, and these skills may not be

increased higher than rank 2 during character

creation.

• Available Specializations

Specializations available to Dwarf characters

are marked with Dw symbol.

• Magic Resistance

When a Magic check targets a Dwarf, upgrade

the difficulty of the check once. Dwarfs

cannot increase ranks in Magic (Divine) and

Magic (Arcana) skills.

Halfling

Halflings are a species of short humanoids

dwelling primarily in The Moot and various

other scattered regions in the Old World. They

seem to be joyful and carefree people which,

combined with their small size, makes other

races perceive them as vulnerable.

This is a frequent mistake, as in fact halflings

are agile, quick and relentless in combat and can

throw or shoot projectiles with extreme precision.

They also rarely succumb to the influence of Chaos.

SPECIES ABILITY

1 3 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

8 + Brawn

• Strain Threshold

12 + Willpower

• Corruption Threshold

10 + Presence

• Starting Experience

80

• Starting Skills

A Halfling starts with one rank in Charm and

may choose between one rank in either Ranged

or Deception during character creation. They

14 The Old World: Grim and Perilous


obtain this rank before spending experience

points, and these skills may not be increased

higher than rank 2 during character creation.

• Available Specializations

Specializations available to Halfling characters

are marked with Ha symbol.

• Fieldwarden

Halflings upgrade the ability of melee combat

checks once when targeting characters who are

of a larger silhouette than they are.

• Small

Halflings are silhouette 0.

• Chaos Immunity

Halfings have a higher corruption threshold,

but they cannot increase ranks in Magic (Arcana)

skill.

Gnome

Gnomes, or Gnommi as they call themselves,

are short and wiry, with faces distinguished by

large ears and prominent noses.

Due to their small size, usually confused by

humans with halflings, gnomes go to great

lengths not to dissuade people from this mistake.

As a species naturally marked by magic,

they have fallen victim to wizards, inquisitive

academics and witch hunters for centuries.

Though times have changed, the gnomes still

remember past grievances and try to isolate

themselves to the point where their existence

is generally regarded as a mere legend.

SPECIES ABILITY

2 1 2 2 3 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

9 + Brawn

• Strain Threshold

10 + Willpower

• Corruption Threshold

8 + Presence

• Starting Experience

80

• Starting Skills

A Gnome starts with one rank in Skulduggery

and may choose between one rank in either

Charm or Coordination during character creation.

They obtain this rank before spending

experience points, and these skills may not be

increased higher than rank 2 during character

creation.

• Available Specializations

Specializations available to Gnome characters

are marked with Gn symbol.

• Attuned to Ulgu

Once per encounter, a Gnome can upgrade the

ability of Deception or Stealth check once. If

a Gnome gains the ability to cast spells, they

can only cast spells of the Lore of Shadows.

• Small

Gnomes are silhouette 0.

The Old World: Grim and Perilous 15


Imperial Ogre

Ogres are a large, powerfully built species of

humanoids. Known for their brutality and

insatiable appetite, most of them hail from

the Ogre Kingdoms, beyond the Worlds Edge

Mountains in the far east, where they live in

nomadic tribes.

So called Imperial Ogres differ from their brethren.

They are commonly found in the Moot, living

among the Halflings with whom they have

a strange kindred spirit. They tend to be smaller

and less brutal than their cousins, but potentially

brighter, and usually more civilized.

While their size and bad reputation continue

to cause anxiety and prejudice among

common Oldworlders, Imperial ogres

are an increasingly common sight in

the Empire, where they usually serve

in the army and mercenary companies,

but also deal in trade, crafts and hard

physical labor.

SPECIES ABILITY

4 1 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

• Fearsome

Imperial Ogres add j to Coercion and Leadership

checks, but add j to Charm checks. This

does not apply when interacting with members

of their own species.

• Huge

Imperial Ogres are silhouette 2.

• Gut Strength

Imperial Ogres increase the damage of their

melee attacks by one, but they need to eat

three times as much as other characters or

they lose this benefit and also decrease their

wound threshold by three.

• Simple Minded

During character creation, Imperial

Ogres cannot choose Noble and Scholar

careers.

• Wound Threshold

12 + Brawn

• Strain Threshold

8 + Willpower

• Corruption Threshold

8 + Presence

• Starting Experience

80

• Starting Skills

An Imperial Ogre starts with one rank in Brawl

during character creation. They obtain this

rank before spending experience points, and

may not increase Brawl above rank 2 during

character creation.

• Available Specializations

Specializations available to Imperial Ogre

characters are marked with Og symbol.

16 The Old World: Grim and Perilous


The careers listed below are available for

players during Step 3: Choose a Career. Each

career determines the first six career skills,

followed by four determined by the specialization.

Similarly, starting gear is determined by

both career and specialization.

Craftsman

Most commonly found in towns and cities,

craftsmen are organized into a bewildering

variety of guilds that protect their members

from incompetent fraudsters who could undercut

profits. Most of them lead a peaceful,

work-filled life under the guilds protection.

However some, bored with monotonous work,

respond to the call of adventure.

Career Skills

Craftsmen count the following skills as career

skills: Coordination, Crafts, Knowledge

(Academic), Negotiation, Riding, Perception.

After choosing a specialization, but before

spending experience during character creation,

a Craftsman may choose four of their

career skills and gain one rank in each of them.

Starting specialization

During character creation a Craftsman can

pick one of the following specializations for

free: Artisan, Executioner, Merchant, Military

Engineer.

Starting Gear

If you have a Craftsman character, they start

with the following gear in addition to gear

gained after choosing a specialization: Artisan's

Tools, a Dagger, a Tool Bag.

Noble

Few are lucky enough to be born of noble

blood. Destined for wealth and honor, they

tend to look down on the simple, working

people. Some of them, however, leave their

safe palaces, carried by romantic notions of

dangerous adventures.

Career Skills

Nobles count the following skills as career

skills: Charm, Coercion, Cool, Knowledge

Careers

(Academic), Melee (Light), Riding. After

choosing a specialization, but before spending

experience during character creation,

a Noble may choose four of their career skills

and gain one rank in each of them.

Starting specialization

During character creation a Noble can pick

one of the following specializations for free:

Duelist, Envoy, Highwayman, Knight.

Starting Gear

If you have a Noble character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Sword,

a Fine Cloak.

Rogue

Rogues live by taking advantage of opportunities

and are not afraid to bend or even break

the law to achieve their goals. Following the

principle that more people means more opportunities

to catch, rogues naturally flock to

big cities where they become experts in city

survival.

Career Skills

Rogues count the following skills as career

skills: Cool, Coordination, Melee (Light), Skulduggery,

Stealth, Streetwise. After choosing

a specialization, but before spending experience

during character creation, a Rogue may

choose four of their career skills and gain one

rank in each of them.

Starting specialization

During character creation a Rogue can pick one

of the following specializations for free: Assassin,

Charlatan, Fence, Racketeer, Spy, Thief.

Starting Gear

If you have a Rogue character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger.

Scholar

Whether they are wizards, academic researchers,

or physicians, scholars are people

who have devoted their lives to the search for

The Old World: Grim and Perilous 17


knowledge. Most of them avoid traveling, preferring

to stay in the safe walls of a library or

academy, but it happens that they join groups

of adventurers to find forgotten knowledge or

for personal reasons.

Career Skills

Scholars count the following skills as career

skills: Charm, Cool, Discipline, Knowledge

(Academic), Negotiation, Perception. After

choosing a specialization, but before spending

experience during character creation, a Scholar

may choose four of their career skills and

gain one rank in each of them.

Starting specialization

During character creation a Scholar can pick

one of the following specializations for free:

18 The Old World: Grim and Perilous

Academician, Agitator, Physician, Priest,

Warrior Priest, Wizard

Starting Gear

If you have a Scholar character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger.

Soldier

Wars almost constantly sweep through the Old

World, so it is not surprising that a large part of

the population serves or has served in the army

or local militia. Soldiers are usually well trained

in combat and used to long and exhausting

journeys. Although they lack finesse, they are

solid and loyal fighters.

Career Skills

Soldiers count the following skills as career

skills: Athletics, Brawl, Discipline, Melee

(Light), Resilience, Survival. After choosing

a specialization, but before spending experience

during character creation, a Soldier

may choose four of their career skills and

gain one rank in each of them.

Starting specialization

During character creation a Soldier

can pick one of the following specializations

for free: Cavalerist, Foot Soldier,

Marksman, Mercenary, Officer,

Sailor.

Starting Gear

If you have a Soldier character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger,

Flint and Steel, a Bedroll, a Flask.

Wanderer

Wanderers spend most of their time traveling

in the wild or wandering from town to town.

Sometimes they are restless individuals, unable

to stay in one place for too long; sometimes

people forced to travel due to the hardships

of life. However, they have one thing in

common - they can survive in all conditions.

Career Skills

Wanderers count the following skills as career

skills: Coordination, Perception, Ranged, Resilience,

Survival, Vigilance. After choosing


a specialization, but before spending experience

during character creation, a Wanderer

may choose four of their career skills and gain

one rank in each of them.

Starting specialization

During character creation a Wanderer can

pick one of the following specializations for

free: Bounty Hunter, Coachman, Entertainer,

Huntsman, Outlaw, Ratcatcher, Riverman,

Scout, Sorcerer.

Starting Gear

If you have a Wanderer character, they start with

the following gear in addition to gear gained after

choosing a specialization: a Dagger, a Backpack,

a Bedroll, Flint and Steel, a Waterskin.

Warrior

Warriors are a broad category of people who

primarily make a living by using their combat

skills. However, they do not belong to the

army, which distinguishes them from soldiers.

They value independence and individual skills

more than regular pay and honors associated

with military service.

Career Skills

Warriors count the following skills as career

skills: Athletics, Cool, Melee (Light), Melee

(Heavy), Resilience, Vigilance. After choosing

a specialization, but before spending experience

during character creation, a Warrior may

choose four of their career skills and gain one

rank in each of them.

Starting specialization

During character creation a Warrior can pick

one of the following specializations for free:

Bodyguard, Champion, Roadwarden, Slayer,

Watchman, Witch Hunter.

Starting Gear

If you have a Warrior character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger,

Leather Armor.

This section expands general specialization

rules introduced in Expanded Player's Guide,

page 102. Available specializations are presented

at the end of the chapter.

Selecting first

specialization

The first specialization can be selected from

among those tied to the chosen career for free.

Skills from the chosen career and specialization

are now called career skills for the character

and you may now choose four ranks in

four separate career skills. Additionally, at the

beginning of Step 4: Invest Experience Points

players can spend 10 experience points (XP) to

select one other specialization. This one may

represent the character's background or special

training and, if the Game Master allows,

does not need to be tied to the character's career.

The character gains specialization talents

tree from this additional specialization,

but not skills or gear!

Specializations

Changing

specialization

At your GM's discretion, you may change your

character's specialization (but not a career!)

by spending XP equal to ten times the total

number of specialization trees the character

will have after making the purchase. For example,

if your character has two specialization

trees, the third one will cost 30 XP. If the

specialization is outside your character's career,

the cost is increased by additional 10 XP.

After the purchase, career skills from the new

specialization are now career skills for your

character (all previous career skills remain intact!).

Most of the time, you should be able to

purchase talents from all purchased specializations,

however, your GM may decide that

new specialization completely cuts off any

possibility of further training in one or more

of the previous specializations. For example,

it may be hard to improve yourself as a ratcatcher

after becoming a knight.

The Old World: Grim and Perilous 19


Specialization

progression and

professions

When your character starts a new specialization,

it is considered that they are at the lowest tier (first

profession in the specialization progression table).

For example, if your character changes their

specialization to the knight, they start as a squire.

By fulfilling certain prerequisites listed in specialization

progression table on specialization

sheet, your character may advance their career

in the specialization and change their profession.

Sometimes the progression is straightforward,

so your character becomes a squire, advances to

the knight and finally to the knight commander,

General rules on how to use Specialization

Trees are covered in Expanded Player's Guide,

page 102 and onward. However, as the specialization

tree design in The Old World setting

slightly differs from the one presented in the

EPG rulebook, here is an explanation on how

but sometimes specialization progression table

presents alternatives, however, they almost never

exclude each other. For example, when your character

chose a scout specialization, they can later

become outrider or explorer, depending on which

set of prerequisites they fulfilled, or they can

achieve both and benefit from both. Abilities and

additional talents gained by fulfilling prerequisites

and changing to new profession are permanent

and can only be lost due to in-game events.

NOTE: In most cases, specialization progression is

straightforward. However, if a profession is one of

two alternatives, it is marked with an asterisk (*).

Footpad*

Purchase the Dirty

Tricks and the Backstab

talents. Increase ranks

in Athletics to 3.

Your character may spend 15XP to

purchase the Strike to Stun talent.

Your character may spend 10XP to

purchase the Assassin specialization.

How to use the Specialization Tree?

to use it. The experience cost of purchasing

talents from the top row of the tree is 5XP per

talent and it increases by 5XP per row, so the

next rows are 10XP, 15XP, 20XP and 25XP accordingly.

For the remaining information, see

the diagram below.

Shortened description

of the talent

Activation type

(Active talents only)

Mark this box when you

purchase the talent

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

tow

A

Talent's name

Type of the talent:

A - Active talent

P - Passive talent

Source of the talent and page no.:

TOW - The Old World

GCRB - Genesys Core Rulebook

EPG - Expanded Player's Guide

ROT - Realms of Terrinoth

Guilds and Favors

Some of the characters, especially artisans, but

also some scholars and rogues, belong to guilds

or other similar organizations. Guilds organize

the lives of their members, look after their interests,

and get rid of unaffiliated competitors.

Some specializations, as part of their career

progression, are given the opportunity to ask

favors from members of their guild. There are

two types of favors: small and big.

Small favors are simple things that don't take

too much effort or resources. Examples are: loan

a wagon or tools for a few hours, help to find an

accommodation for one night, loan a few shillings,

share some important news. Tasks performed

thanks to these type of favors are automatically

successful and don't require any checks

from your character.

Big favors are for things complicated, possibly

dangerous and often require effort from multiple

people. Examples are: assist the character in

combat, help to find an accommodation for days

or weeks for many people, smuggle a few chests

with illegal weapons, help a convict to escape,

loan a magic item. Tasks performed thanks to

this type of favors require opposed Leadership

vs Discipline check to convince a guild's representative

to follow your character's plan and determine

the possible outcome. After all, the task

may be too dangerous or oppose the goals and

policies of the guild.

20 The Old World: Grim and Perilous


Craftsman

Artisan

From bread to shoes, swords to trouser belts, artisans are responsible for producing

most of the Old World goods. What they have in common is that they belong to

guilds. Guilds protect the interests of their members by resolving conflicts of interest

with other guilds or by fighting unaffiliated competition. Most of these issues can be

resolved legally, but the fact that many guild apprentices look more like street thugs

suggests this is not always the case.

One of the guild's legal responsibilities is to support the city's garrison in the event of

a siege - each guild has to defend a designated section of the city walls. Some guilds hire

mercenaries for this purpose, but most are skimpy on the expense, so many artisans

are at least briefly trained and equipped for combat.

Starting Gear

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

Additional Career Skills

Brawl, Crafts, Knowledge (Academic), Riding

Profession

Specialization Progression

Journeyman

Belong to a guild.

Once per session, your character can

ask members of their guild for one small

favor.

Your character may spend 5XP to purchase

the Combat Training talent.

Master

Increase ranks in Crafts and

Knowledge (Academic) to 3.

Purchase one rank in the Expert

Knowledge talent.

Your character may spend 10XP to purchase

one rank in the Craft Specialization

talent and 15XP to purchase one rank in

the Applied Research talent.

Guild

Master

Increase ranks in Crafts and

Knowledge (Academic) to 4.

Purchase the Master talent.

Become a respected member of

the guild.

Leadership is now career skill for your

character.

Your character's social status is now Elite.

Your character may spend 10XP to purchase

The Boss talent.

Social Class:

Middle Class

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

tow

Technical Jargon

When making a Charm check targeting an engineer,

crafstman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

tow

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

gcrb #79

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

p

a

p

a

a

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

gcrb #76

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

tow

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

TOW

P

a

a

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow

Quick Fix

Spend a Story Point to temporarily repair one

damaged item for a number of rounds equal

to your character's ranks in Crafts. After that,

the item is damaged one additional step.

[Maneuver]

A

tow

Repairman

When using Quick Fix, you may remove a jam

or malfunction instead of temporarily repairing

the item. The item is still damaged by one

step after a number of rounds equal to Crafts.

tow

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Sucker Punch

Spend t from Initiative check to make

a Brawl check before the first round of

combat. If successful, activate the Disorient

quality without spending a.

[Incidental, oot]

a

tow

Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

a

tow

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

P

p

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

gcrb #76 gcrb #81 gcrb #81 tow

P


Craftsman

Executioner

Starting Gear

Executioners are professionals whose task is to take lives of convicted criminals, and

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

sometimes also conduct interrogations with the use of torture.

Contrary to popular belief, executioners are not mindless brutes, but skilled craftsmen,

trained for many years in a guild or under the supervision of their master. Their

Additional Career Skills

Coercion, Knowledge (Academic), Medicine, Melee (Heavy)

work is not easy, requiring not only a lot of strength but also considerable knowledge.

Therefore, most executioners are quite well educated - they can read, write and

know the basics of medicine necessary in their profession, and sometimes they also

speak several languages.

Profession

Specialization Progression

Executioner's

Apprentince

None

None

Torturer*

Increase ranks in Coercion to

4, Increase ranks in Medicine

to 2, Purchase one rank in the

Applied Research talent.

Your character may spend 25XP to purchase

the Ruinous Repartee talent

Master

Executioner*

Increase ranks in Melee (Heavy)

to 4, Increase ranks in Medicine

to 2, Purchase one rank in the

Intimidating talent.

Your character may spend 25XP to purchase

the Master talent

Social Class:

Middle Class

Species:

Hu, Dw, Og

Specialization Tree

EXP EXP EXP EXP EXP

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers 1 strain. For each

a one enemy suffers 1 additional strain.

[action]

a

GCRB #77

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Scathing Tirade [Sup.]

Your character may choose to suffer 1 strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

p

p

p

a

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

tow

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Applied Research

Patch Up

Impaling Strike

Before making a check use this talent to use

After failed check to heal wounds, heal

When your character inflicts a Critical Injury

any Knowledge skill and Intellect instead.

wounds equal to Int. Once during the session,

with a melee weapon, they may use this

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]

a

a

tow

tow

rot #88

a

Surgical Strike

Before your character makes a Brawl or

Melee (Light) check, you may spend a Story

Point to use this talent to add Vicious quality

equal to your character's ranks in Medicine.

[Incidental]

tow

P

P

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Torment

If their target is disoriented, staggered, or

prone, your character adds j to social skill

checks they make.

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow

P

P

p

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

GCRB #81 gcrb #73 GCRB #81 tow

P


Merchant

Most of the goods of the Old World pass through the hands of merchants. Most of

them are simple traders and pedlers, trying to make ends meet by trading in the

streets of towns and villages.

Some, especially those born into wealthy families or those who are extremely lucky

in business, trade fortunes comparable to the budgets of principalities or even entire

states. They have a great influence on politics through merchant guilds or by

sitting on city councils themselves, and sometimes they even maintain their own

armies and fleets.

Craftsman

Starting Gear

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

Silver Shillings, a Staff

Additional Career Skills

Charm, Negotiation, Riding, Survival

Profession

Specialization Progression

Pedlar

None

Your character may spend 15XP to purchase

the Herbalism talent.

Merchant

Increase ranks in Negotiation

to 3.

Purchase two ranks in the Know

Somebody talent.

Accumulate wealth worth at

least 50GC.

Your character can change their social

status to Middle Class OR your character

may spend 10XP to purchase the Fence

specialization.

Master

Merchant

Social Class:

Increase ranks in Negotiation

and Charm to 4.

Purchase three ranks in the

Know Somebody talent.

Purchase the Connected talent.

Accumulate wealth worth at least

200GC.

Commoner

Species:

Your character may change their social

status to Elite.

Your character can use the Connected

talent on an NPC of the Elite social

status.

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

Specialization Tree

EXP EXP EXP EXP EXP

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

a

GCRB #74

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

p

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

a

GCRB #79

Connected

Once per session, ask one NPC of the Commoner

or Middle Class social status for a big

favor. You may use a Negotiation check to

determine the outcome of the favor.

[Incidental]

a

TOW

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Bought Info

When making any knowledge skill check, can

instead spend an amount of currency equal to

fifty times the difficulty of the check and automatically

succeed on the check with one s

[action]

a

gcrb #72

Counteroffer

Once per session, choose 1 non-nemesis adversary

within medium range; make an opposed

Negotiation vs Discipline check. The target is

staggered for one turn. t: the target is now ally.

[action]

P

gcrb #75

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

a

GCRB #74

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

a

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

TOW

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

gcrb #76

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

GCRB #81

P

A

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow

Tough Negotiator

When your character inflicts a critical

remark in a Negotiation check, they inflict

additional strain to the target equal to your

character's ranks in Negotiation.

tow

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

gcrb #76

Let's Talk This Over

Once per game session, when a combat

encounter is about to begin, make a Daunting

(kkkk) Charm check. If successful, the combat

encounter becomes a social encounter instead.

[Incidental, oot]

a

GCRB #81 GCRB #74 GCRB #81 ROT #91

P

a

p

a


Military Engineer

It was the Dwarfs who first introduced the science of engineering to the Old World.

Among them, the Engineers' Guild is deeply respected and its works are held in high

esteem, so long as it upholds traditional methods and values. Humanity took what

the Dwarfs had to offer and ran with it, especially in regards to gunpowder and other

devices suitable for use as weapons.

Engineers toil sleeplessly in their workshops to develop deadlier weapons, or to improve

existing ones. They also design and build mechanical devices or structures

such as bridges, canals, or fortifications.

Craftsman

Starting Gear

4D10 Silver Shillings, a Rope, an Axe

Additional Career Skills

Crafts, Engineering, Gunnery, Knowledge (Academic)

Profession

Specialization Progression

Sapper

Belong to a guild.

Once per session, your character can

ask members of their guild for one small

favor.

Engineer

Increase ranks in Engineering

and Knowledge (Academic)

to 3.

Once per session, your character can ask

members of their guild for additional

two small favors.

Master

Engineer

Increase ranks in Engineering

and Knowledge (Academic)

to 4.

Purchase the Master talent.

Once per session, your character can ask

members of their guild for one big favor.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Technical Jargon

When making a Charm check targeting an engineer,

crafstman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

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Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

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Quick Fix

Steady Hand

Demolitionist

Improvised Defenses

Spend a Story Point to temporarily repair one Before your character makes a ranged combat

Use a bomb and make an Engineering check

Make a Hard (kkk) Engineering check, if

damaged item for a number of rounds equal

check, you may spend one Story Point to use

to blow a cover. Diff is Easy (k), +1 k per cover's

successful your character creates cover that

to your character's ranks in Crafts. After that, this talent to add a equal to your character’s def. For each s one character loses cover. Spend

provides ranged defense 1 for one character

the item is damaged one additional step

ranks in Discipline to the results.

aa to hit one enemy with bomb's base dmg.

for each s. Spend t to increase defense to 2.

[Maneuver] [Incidental]

[action] [action]

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Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

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Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Ranger

Discipline and Firearms are now career skills

for your character.

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Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

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Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

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Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

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Special Use Permit

Your character does not treat any items as

restricted (R). They may carry or transport

those items without being arrested.

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Mad Inventor

Once per session, make an Engineering

check to create the functional equivalent

of any item using salvage. The difficulty is

based on the item’s rarity.

[action]

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Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

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noble

Duelist

Judicial duels are well established in the legal systems of the Old World. Although

brutal, they are governed by numerous rules and rarely end in the death of the participants.

But recently a new kind of duel has arisen among young and bored nobility

- a duel for honor. Illegal and highly dangerous, they attract those hungry for thrills.

For duelists every dishonor, no matter how small or even imagined, is the matter of

life and death and they are ready to challenge anyone they deem worthy. The result is

easy to predict - many do not live long enough to see their second fight.

Starting Gear

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

Additional Career Skills

Charm, Firearms, Melee (Light), Resilience

Profession

Specialization Progression

Duelist

Defeat an adversary in a duel.

Your character may spend 5XP to purchase

the Quick Draw OR one rank in the

Challenge! talent.

Pistolier*

Increase ranks in Firearms to 4.

Purchase the Quick Draw talent.

Your character may spend 20XP to purchase

the Deadeye talent.

Fencer*

Increase ranks in Melee (Light)

and Resillience to 3.

Purchase at least one rank in the

Challenge! talent.

Your character may spend 20XP to purchase

the Death Rage talent.

Social Class:

Elite

Species:

Hu, Dw, HE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

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Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

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gcrb #79

Diplomatic Immunity

Spend one Story Point to avoid incrimination.

If your character is guilty, GM may

require them to suffer 1 corruption instead

of spending a Story Point.

[Incidental]

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Ruinous Repartee

Once per enc, make an opposed Charm/Coercion

vs Discipline check targeting character within

earshot. The target suffers strain equal to Presence

x2, +1 per s. Heal equal amount of strain.

[action]

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Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

gcrb #73

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

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Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

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Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

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Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

P

Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

GCRB #76

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Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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Heroic Resilience

Once per encounter, when your character

suffers wounds, spend one Story Point to

reduce wounds suffered by a number equal

to your character's ranks in Resilience.

[Incidental, oot]

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Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

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Duelist

Your character adds j to melee combat checks

while engaged with a single opponent. Your

character adds j to melee combat checks

while engaged with three or more opponents.

gcrb #73

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

Parry [Imp.]

When your character suffers a hit from a melee

combat check and uses Parry, you may spend

d or hhh from the attacker’s check to hit the

attacker once with a Brawl or Melee weapon.

[Incidental, oot]

a

gcrb #79

Counterattack

When your character uses Imp. Parry to hit an

attacker, they may activate an item quality of

the weapon they used as if they had generated

aa on a combat check using that weapon.

ROT #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81 GCRB #73 gcrb #74 gcrb #81

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Noble

Envoy

Envoys are hired by nations, powerful nobles, great merchant houses, guilds, or cults

to represent their employer's interests in the Old World's various national and provincial

capitals. They are granted some sort of immunity from the government or the

court they are working in and the right to speak on behalf of their sovereign.

Some of them are chosen for their exquisite tastes and ability to spoil rivals and allies

alike with carefully chosen words and gifts, others may be selected for their sharp

minds, understanding of intelligence networks, or undeniable charisma. However,

all envoys must be masters of negotiation and other social interactions.

Starting Gear

2D100 + 100 Silver Shillings

Additional Career Skills

Charm, Coercion, Negotiation, Vigilance

Profession

Specialization Progression

Herald

None

Your character may spend 5XP to purchase

the Expert Knowledge (Heraldry)

talent.

Envoy

Increase ranks in Charm and

Negotiation to 3.

Purchase the Counteroffer

talent.

Your character may spend 10XP to purchase

the Silver Tongued talent.

Diplomat

Increase ranks in Charm and

Coercion to 4.

Purchase the Scathing Tirade

(Improved) talent.

Your character may spend 15XP to purchase

the Ruinous Repartee talent.

Social Class:

Elite

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers 1 strain. For each

a one enemy suffers 1 additional strain.

[action]

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gcrb #77

Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

gcrb #81

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Bought Info

When making any knowledge skill check,

spend an amount of currency equal to fifty

times the difficulty of the check instead and

automatically succeed on the check with one s

[action]

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gcrb #72

Counteroffer

Once per session, choose 1 non-nemesis adversary

within medium range; make an opposed

Negotiation vs Discipline check. The target is

staggered for one turn. t: the target is now ally.

[action]

gcrb #75

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

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gcrb #76

Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

Scathing Tirade [Sup.]

Your character may choose to suffer 1 strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #81

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Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Diplomatic Immunity

Spend one Story Point to avoid incrimination.

If your character is guilty, GM may

require them to suffer 1 corruption instead

of spending a Story Point.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Scapegoat

When using the Diplomatic Immunity talent,

make a Daunting (kkkk) Charm check. If

successful, point any character from Outcast

or Commoner social group as guilty.

[action]

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Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

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Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

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Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Diplomatic Immunity [imp.]

When your character uses Diplomatic Immunity,

they may choose to expand its effect on

all allies with social status of Middle Class or

Elite accused of commiting the same crime.

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Let's talk this over

Once per game session, when a combat

encounter is about to begin, make a Daunting

(kkkk) Charm check. If successful, the combat

encounter becomes a social encounter instead.

[action]

a

rot #91

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noble

Highwayman

Highwaymen are criminals who rob stagecoaches and caravans, but unlike common bandits,

they primarily target the wealthy merchants and nobility. A clearly distinguishing

feature of all highwaymen that sets them apart are their manners, wry wit and demeanor,

treating their victims with respect and the proper etiquette required of their standing.

Many highwaymen are actually bored nobles, who engage in this activity for thrills or

personal gain (those are called robber barons or raubritters), while others do it out of

a sense of justice, who redistribute the wealth to those less fortunate (who often earn

a great fame as "Prince of Thieves").

Since they usually work alone, they are almost universally excellent riders, swordsmen,

and typically proficient with firearms.

Starting Gear

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

Additional Career Skills

Charm, Coordination, Firearms, Riding

Profession

Specialization Progression

Highwayman

None

None

Raubritter*

Increase ranks in Firearms to 3.

You cannot be a Prince of

Thieves.

Rob travelers to get rich.

Your character may spend 20XP to purchase

the Crushing Charge talent.

Prince of

Thieves*

Increase ranks in Charm to 3.

You cannot be a Raubritter.

Rob travelers to give to the poor.

Your character may spend 25XP to purchase

the Ruinous Repartee talent.

Social Class:

Outcast

Species:

Hu, Ha, HE, WE

Specialization Tree

EXP EXP EXP EXP EXP

Proper Upbringing

Let's Ride

Finesse

When making a social skill check in polite

Once per round in your character’s turn, get

When making a Brawl or Melee (Light)

company, suffer a number of strain up to

on/off a vehicle or animal, or change position check, your character may use Agility instead

the ranks in Proper Upbringing to add an

in a vehicle as an incidental. A short-range fall

of Brawn.

equal number of a to the check.

from the mount causes no damage.

[Incidental] [Incidental] [Incidental]

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GCRB #74

gcrb #75

Rot #84

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

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Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

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Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

Acrobatics

When moving, your character may suffer 2

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

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Born in the Saddle

Once per encounter, your character may use

this talent to add s equal to their ranks in

Riding to a single check (using any skill) they

make while mounted on beast or vehicle.

[Incidental]

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Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

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Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

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Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

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gcrb #79

Dramatic Entrance

Once per session, 1SP: enter an encounter you

are not currently participating. Add a new slot

at the top of the Initiative order. Add j to the

first check you make in the encounter.

[Incidental, oot]

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Dramatic Escape

Your character may use the Dramatic Entrance

talent to immediately escape from the

current encounter instead of entering it.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Heroic Recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

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rot #88

Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

Rot #90

Cavalier [Imp.]

While riding a mount, your character and

the mount increase their defense by 1. Your

character can maintain control of an untrained

mount without a Riding check.

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

[Incidental, oot]

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noble

Knight

Knights are elite professional soldiers, generally, but not always of noble blood. They

specialise in fighting in heavy armor while using large weapons, often from horseback,

and comprise a general’s most elite shock troops known for their devastating

cavalry charges able to break entire armies with their fury.

At court, knights often serve as a military advisors. Whilst common soldiers may

have more battlefield experience than many knights, they usually lack the education

and perspective requisite to see the bigger picture of warfare and politics.

Starting Gear

1D100 + 80 Silver Shillings, a Brigantine, a Riding Horse,

a Shield, an Axe or a Mace

Additional Career Skills

Leadership, Melee (Heavy), Melee (Light), Riding

Profession

Specialization Progression

Squire

None

None

Knight

Increase ranks in Leadership

to 3.

Have a War Horse.

Your character may spend 5XP to

purchase one rank of the Intimidating

talent.

Knight

Commander

Increase ranks in Leadership

to 4.

Have a War Horse.

Purchase the Inspiring Cry

talent.

Your character can use the Inspiring

Cry talent twice per encounter instead

of once.

Your character may spend 10XP to purchase

the Officer specialization.

Social Class:

Elite

Species:

Hu, HE, WE

Specialization Tree

EXP EXP EXP EXP EXP

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to the

ranks in Proper Upbringing to add an equal

number of a to the check.

[Incidental]

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GCRB #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Inspiring Cry

Once per encounter, allow a number of allies

(up to your character's ranks in Leadership)

within medium range to reroll all j until the

end of the following round.

[Incidental]

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Challenge!

Once per enc, choose a number of adversaries

within short range up to ranks in the talent.

Until the end of the enc, they add j to combat

checks against your char and jj against others.

[Maneuver]

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ROT #84

Crushing Charge

While mounted, after engaging the target, suffer

3 strain. Make Melee combat check. The weapon

gains the Knockdown and Sunder qualities and increases

Pierce and Vicious by the ranks in Riding.

[action]

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Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

a

GCRB #74

Breakthrough

With Melee (Heavy) weapon, suffer strain

no greater than ranks in the talent. Decrease

def of engaged enemy by the strain suffered

until the end of your character's next turn.

[Maneuver]

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Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

ROT #90

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

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Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

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Challenge!

Once per enc, choose a number of adversaries

within short range up to ranks in the talent.

Until the end of the enc, they add j to combat

checks against your char and jj against others.

[Maneuver]

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ROT #84

Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

A

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

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Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

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rot #87

Armor Master

When your character wears armor with

Encumbrance value of 4 or higher, they

reduce its Encumbrance by 1 and increase

Defense by 1.

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Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

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Rogue

Assassin

Killing for money is nothing new in the Old World - soldiers and warriors do this

every day. However, there is a huge difference between killing an enemy in the heat

of battle and murdering in cold blood. Assassins do exactly that, take the contract,

and eliminate the target without asking any questions.

The best of assassins are highly trained killers, able to dispatch their targets in a matter

of seconds, leaving behind no evidence of their presence. Many also master the

poisoner's art to improve their deadliness even further.

Starting Gear

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

Additional Career Skills

Medicine, Ranged, Skulduggery, Streetwise

Profession

Specialization Progression

Cutthroat

None

None

Assassin*

Purchase the Backstab and the

Combat Training talents.

Increase ranks in Skulduggery

and Melee (Light) to 3.

Your character may spend 20XP to purchase

the Backstab (Improved) talent.

Your character may spend 20XP to

purchase the Recon talent.

Poisoner*

Increase ranks in Skulduggery

and Medicine to 3.

Purchase the Elusive talent.

Kill an adversary by administering

a poison.

Alchemy is now a career skill for your

character.

Your character may spend 15XP to purchase

the Venom Soaked Blade talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

gcrb #76

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a

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds +2 damage.

[action]

a

rot #89

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

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gcrb #74

Unrelenting

After a successful melee check, suffer 4 strain to

make a melee attack against the same target. Increase

the diff by one if this attack uses a second

weapon, or by two if uses the same weapon.

[Incidental]

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rot # 91

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

a

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Headshot

Your character adds damage equal to one

plus their ranks in Headshot to combat

checks aiming at the head of the target.

tow

Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

tow

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

p

p

P

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

gcrb #74

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Elusive

When another character makes a check to

follow your character's trail, add f equal

to your character's ranks in Streetwise or

Survival to the check results.

[Incidental, oot]

tow

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

p

P

a

P

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Surgical Strike

Before your character makes a Brawl or Melee

(Light) check, you may spend a Story Point to

use this talent to add Vicious quality equal to

your character's ranks in Medicine.

[Incidental]

a

tow

Acrobatics

When moving, your character may suffer 2

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow

Headshot

Your character adds damage equal to one

plus their ranks in Headshot to combat

checks aiming at the head of the target.

tow

Unleash

Once per round, your character may suffer 1

corruption to perform a maneuver to immediately

defeat one rival or one minion group

in short range.

[Maneuver]

tow

a

a

p

a


rogue

Charlatan

Charlatans are extremely cunning individuals that prey on human naivety. Thanks to their

sharp mind and glib tongue, they can convince unsuspecting victims of almost anything.

Inferior swindlers usually engage in small-scale fraud. Disguised as doctors or wizards,

they persuade naive people to buy miraculous medicines and tinctures, which

usually turn out to be nothing more than colored water. Some of them do have a bit

of knowledge, but most rely only on a talent for improvising.

The most talented and famous con-artists are able to draw the elite of the Old World

into huge financial frauds and live at their expense for years to evaporate at the last

moment with a colossal fortune.

Starting Gear

2d10 Silver Shillings, a Fine Cloak

Additional Career Skills

Alchemy, Charm, Cool, Deception

Profession

Specialization Progression

Swindler

None

None

Charlatan

Increase ranks in Charm and

Deception to 3.

Purchase one rank in the Expert

Knowledge talent.

Your character may spend 15XP to

purchase the Can’t We Talk About This?

talent.

Con-Artist

Increase ranks in Charm and

Deception to 4.

Increase tanks in Cool to 3

Purchase the Audacious talent.

Your character may spend 25XP to purchase

the Master talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Keen Observer

Your character adds jj to checks to discern

another character's motivations.

tow

Sneaky Bastard

Once per encounter, when your character

makes a Negotiation check, they may use this

talent to add a number of a equal to their

ranks in Deception to the result.

[Incidental]

a

tow

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

tow

a

p

a

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Quick Witted

Once per enc, after another social skill check,

make an Average (kk) Vigilance check. If successful,

add s or f equal to ranks in Charm

to the other check. If failed, suffer 3 strain.

[Incidental, oot]

a

tow

P

P

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Perfect Liar

After your character makes a Deception

check, they may suffer 1 strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow

Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

tow

a

A

a

a

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

a

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

tow

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

a

tow

Perfect Liar

After your character makes a Deception

check, they may suffer 1 strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow

P

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #74 GCRB #81 GCRB #79 gcrb #73

P


Rogue

Fence

Fences are experts in liquidating stolen goods. For a percentage of the profit, they

take a thief’s bounty and move it to another town, city, or even country where it can

be more safely disposed of.

Fences are experts at evaluating the worth of any given item and therefore exactly

how hot it is likely to be. The greater the risk, the greater cut they demand. Most of

them are no better than thieves they make deals with, yet those most resourceful can

be as rich as prominent merchants.

Starting Gear

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

Additional Career Skills

Charm, Deception, Negotiation, Streetwise

Profession

Specialization Progression

Fence

None

None

Black

Marketeer*

Crime Lord*

Increase ranks in Streetwise

and Negotiation to 3.

Purchase two ranks of the Black

Market Contacts talent.

Sell a single stolen item worth of

minimum 500 shillings.

Increase ranks in Streetwise

and Charm to 4.

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

20 people.

Your character may change their social

class to Middle Class.

Your character may spend 20XP to purchase

the Tough Negotiator talent.

Leadership is now a career skill for your

character.

Your character may spend 10XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

tow

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Snuggery

Your character gains a hidden compartment or

storage with capacity equal to your character’s

ranks in Streetwise (compartment) or five

times ranks in Streetwise (storage).

tow

p

p

Sneaky Bastard

Once per encounter, when your character

makes a Negotiation check, they may use this

talent to add a number of a equal to their

ranks in Deception to the result.

[Incidental]

a

tow

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow

Bought Info

When making any knowledge skill check, can

instead spend an amount of currency equal to

fifty times the difficulty of the check and automatically

succeed on the check with one s

[action]

a

GCRB #72

Deep Pockets

Once per session, produce small (encumbrance

0 or 1) item worth no more than 5

shillings.

[Incidental]

tow

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

a

P

P

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

p

a

a

Let’s Talk This Over

Once per session, when a combat encounter

is about to begin, make a Daunting (kkkk)

Charm check. If successful, the combat encounter

becomes a social encounter instead.

[Incidental, oot]

a

rot #91

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

a

GCRB #76

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds +2 damage.

[action]

rot #89

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

a

P

P


Rogue

Racketeer

Racketeers make up the general ranks of most criminal organizations. They are experts

at extorting "protection" money from small businesses, which tends to be their

most lucrative operation. Successful racketeers move into such activities as loan

sharking, drug pedaling, prostitution and illegal gambling dens.

As a criminal venture increases in complexity, so too does the organization that runs

it. Some of the crime lords operate very large gangs, sometimes even the size of an

entire city or province. Most gangs, however, are smaller, employing a few racketeers

and thugs for muscle.

Starting Gear

1D10+10 Silver Shillings, Brass Knuckles,

a Leather Jacket (Leather Armor)

Additional Career Skills

Brawl, Coercion, Cool, Resilience

Profession

Specialization Progression

Thug

Join a gang.

Once per session, your character can ask

members of their gang for one small favor.

Enforcer*

Increase ranks in Brawl, Cool

and Resillience to 3.

Purchase the Sucker Punch

talent.

Your character may spend 20XP to purchase

the Strike to Stun talent.

Your character may spend 15XP to purchase

the Urban Combatant talent.

Crime Lord*

Increase ranks in Streetwise

and Coercion to 4.

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

20 people.

Leadership is now a career skill for your

character.

Your character may spend 10XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow

Sucker Punch

Spend t from Initiative check to make

a Brawl check before the first round of

combat. If successful, activate the Disorient

quality without spending a.

[Incidental, oot]

A

tow

Painful Blow

Increase the difficulty of a combat check by

one. If the target suffers at least one wound,

they suffer 2 strain each time they perform

a maneuver until the end of the encounter.

[Incidental]

A

rot #84

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

P

P

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

A

gcrb #78

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

P

P

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

rot #89

Altered Deal

Once per session, when allied character within

short range of your character fails a Negotiation

check, your character may retry the check using

Coercion instead of Negotiation.

[Incidental, oot]

A

tow

Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

Ruinous Repartee

Once per enc, make an opposed Charm/Coercion

vs Discipline check targeting character within

earshot. The target suffers strain equal to Presence

x2, +1 per s. Heal equal amount of strain.

[action]

A

gcrb #81

P

A

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers 1 strain. For each

a one enemy suffers 1 additional strain.

[action]

A

gcrb #77

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow

Scathing Tirade [Sup.]

Your character may choose to suffer 1 strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #81

P

P

A


Spy

Spies are experts at gathering information. Most of them are actually just paid

informants who are already inside the organization they are spying on. However,

real professionals are brave, highly trained and extremely cunning people who can

infiltrate almost any group, be it the nobility, the inner circle of guilds, criminal

gangs or even Chaos cults, and spy on them for months or even years. This is an

extremely demanding and dangerous job, as spies who are caught are waiting for

an unenviable fate.

Rogue

Starting Gear

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

Additional Career Skills

Deception, Perception, Stealth, Streetwise

Profession

Specialization Progression

Informant

None

None

Spy

Increase ranks in Deception

and Stealth to 3.

Your character may spend 15XP to purchase

the Natural talent.

Master Spy

Increase ranks in Deception,

Streetwise and Stealth to 4.

Purchase two ranks in the Proper

Upbringing and two ranks in the

Street Slang talents

Your character may spend 25XP to

increase Cunning, Willpower or Presence

by one. This cannot increase the

characteristic above 5.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow

Recon

After spending time in an area, make a Hard (kkk)

Survival/Streetwise check. Until the end of the

session, your character or one ally may add s equal

to the ranks in the skill to one check made in the area.

[action]

tow

Infiltration

Afer use of the Recon talent - 1 Story Point:

your character is considered "native" to the

area. Until the end of the session, your character

or one ally may add tf to one check.

[Incidental]

tow

p

a

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

Bought Info

When making any knowledge skill check, can

instead spend an amount of currency equal to

fifty times the difficulty of the check and automatically

succeed on the check with one s

[action]

a

gcrb #72

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Connected

Once per session, ask one NPC of the Commoner

or Middle Class social status for a big

favor. You may use a Negotiation check to

determine the outcome of the favor.

[Incidental]

tow

a

p

a

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

tow

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds +2 damage.

[action]

rot #89

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

tow

a

p

a

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Elusive

When another character makes a check to follow

your character's trail, add f equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

tow

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

tow

P

a

p

a

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81 gcrb #73 gcrb #73 gcrb #81

a


Rogue

Thief

Thieves include blackmailers, burglars, embezzlers, kidnappers, pickpockets, cattle

thieves and many more but most of them tend to be jacks-of-all-trades, willing and

able to take advantage of any money making opportunity that comes along.

In most of the Old World’s cities, thieves are associated with thieves guilds or gangs,

which control and organize criminal activities and help pulling off heists which

would have been impossible to do alone.

Starting Gear

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

Additional Career Skills

Athletics, Coordination, Skulduggery, Stealth

Profession

Specialization Progression

Thief

Steal something.

None

Footpad*

Purchase the Dirty Tricks and

the Backstab talents.

Increase ranks in Athletics to 3.

Your character may spend 15XP to purchase

the Strike to Stun talent.

Your character may spend 10XP to purchase

the Assassin specialization.

Cat

Burglar*

Social Class:

Do NOT purchase the Dirty

Tricks and the Backstab talents.

Increase ranks in Coordination

Skulduggery and Stealth skills

to 4.

Steal a single item worth at least

500 shillings.

Commoner

Species:

Your character may spend 10XP to purchase

the Recon talent.

The t generated on your character's Skulduggery

checks may be spend to order

that whatever your character tried to do

(or did), is discovered after days or even

months later.

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow

Deep Pockets

Once per session, produce small (encumbrace

0 or 1) item worth no more than 5

shillings.

[Incidental]

tow

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

tow

Elusive

When another character makes a check to follow

your character's trail, add f equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

A

A

A

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Acrobatics

When moving, your character may suffer 2

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #72

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

tow

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

GCRB #81

P

A

A

A

A

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

GCRB #74

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

gcrb #79

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

[Incidental, oot]

tow

A

p

A

P

A

Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Dirty Tricks

After your character inflicts a Critical Injury

on an adversary, they may use this talent

to upgrade the difficulty of that adversary’s

next check.

[Incidental]

A

rot #88

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds +2 damage.

[action]

rot #89

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

GCRB #81

A

A

P

P


Scholar

Academician

Academicians are universally educated scholars, usually associated with academies

or other science centers. They include sages who delve into philosophy and

scientific theory, theologists who specialize in religious lore, and tutors who

strive to educate the children of wealthy Merchants and Nobles.

Some of academicians are driven to pursue esoteric or forbidden knowledge,

which attracts the attention of witch hunters and other keepers of righteousness,

and sometimes forces them to enter the world of dangerous adventures.

Starting Gear

3D10 + 10 Silver Shillings, a Fine Cloak

Additional Career Skills

Alchemy, Engineering, Knowledge (Academic), Survival

Profession

Specialization Progression

Student

None

None

Bachelor

Professor

Purchase at least one rank in

the Expert Knowledge talent.

Increase ranks in Knowledge

(Academic) to 3.

Purchase three ranks in the

Expert Knowledge talent.

Purchase the Master talent.

Increase ranks in Knowledge

(Academic) to 5.

Choose any two skills excluding magic

skills. Those are now career skills for

your character.

Once per session, your character can ask

members of their academy for one small

favor.

Your character may spend 25XP to

increase one of the following characteristics

by one: Intelligence, Cunning,

Willpower. This cannot increase a characteristic

above 5.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

A

tow

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Mad Inventor

Once per session, make an Engineering

check to create the functional equivalent

of any item using salvage. The difficulty is

based on the item’s rarity.

[action]

a

tow

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

a

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Technical Jargon

When making a Charm check targeting an engineer,

craftsman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

a

tow

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

tow

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

P

a

a

P

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncanceled aa

with s.

[Incidental]

tow

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

tow

a

p

a

P

a

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

tow

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

P

P

a

P

a


Scholar

Agitator

Old World politics is extremely complex and varies greatly from country to country,

but no matter what part of the continent we're talking about, simple people don't

have much to say about governance.

Nevertheless, there are numerous political activists in the streets calling for changes

or even overthrow of the aristocracy.

Agitators are often well educated as many of them left or were removed forcibly from

academies. The most talented and charismatic of them are able to carry the crowds with

them, pouring new ideas into the minds of the masses. This usually makes them enemies

and a great threat to the state, so they are persecuted and wanted by the city watch.

Starting Gear

3d10 Silver Shillings

Additional Career Skills

Charm, Knowledge (Academic), Leadership, Streetwise

Profession

Specialization Progression

Agitator

Increase ranks in Knowledge

(Academic) to 1.

If this is your character's first specialization,

you may choose between Outcast and

Middle social class.

Pamphleteer*

Increase ranks in Streetwise

and Knowledge (Academic) to 3.

Purchase the Bad Press talent.

Perception is now a career skill for your

character.

Your character may spend 15XP to purchase

the Connected talent.

Demagogue*

Increase ranks in Charm and

Coercion to 3.

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend 10 XP to purchase

the Work the Crowd talent.

Your character may spend 25XP to purchase

the Ruinous Repartee talent.

Social Class:

Outcast

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

117 of the Genesys Core Rulebook).

tow

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow

Bad Press

Once per session, make a Hard (kkk) Academic

check against distinguishable group of characters.

During next social enc. decrease strain

treshold of all its members by Presence rating.

[Action]

a

tow

Elusive

When another character makes a check to follow

your character's trail, add f equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

tow

p

p

a

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

a

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

tow

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow

P

a

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

a

GCRB #79

Quick Witted

Once per enc, after another social skill check,

make an Average (kk) Vigilance check. If successful,

add s or f equal to ranks in Charm

to the other check. If failed, suffer 3 strain.

[Incidental, oot]

a

tow

Inspiring Rhetoric [sup.]

Your character may choose to suffer 1 strain

to use the Inspiring Rhetoric talent as

a maneuver, instead of as an action.

[Incidental]

a

A

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncancelled aa

with s.

[Incidental]

a

tow

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

tow GCRB #76 GCRB #80 gcrb #74

P

P

p

a


Scholar

Physician

Physicians are practitioners of the healing arts who study the mysteries of

illness and anatomy. The science of medicine is relatively new and still distrusted

by the majority of Old World citizens. However, skilled physicians are often

well-respected members of their communities. They are capable of dealing with

most minor ailments and a number of more straightforward injuries, such as

major cuts or crush wounds.

Starting Gear

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

Additional Career Skills

Alchemy, Knowledge (Academic), Medicine, Perception

Physicians are often eager to seek out new medicines or learn about more effective

treatments and are always welcomed by the groups of adventurers.

Profession

Specialization Progression

Physician

Attend medical studies.

Your character can carry drugs and chemicals

in public as if they have the Special

Use Permit talent.

Apothecary*

Increase ranks in Alchemy to 3.

Increase ranks in Knowledge

(Academic) to 2.

Purchase at least one rank in the

Apothecary talent.

Your character may spend 5XP to purchase

the Potent Concotions talent.

Doktor*

Increase ranks in Medicine to 4.

Increase ranks in Perception

to 2.

Purchase two ranks in the

Surgeon talent.

Your character may spend 15XP to purchase

the Field Amputation talent.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Physician

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals 1 strain per rank of

Physician.

tow

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

a

P

P

a

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Healer

When your character uses a healing potion

or a herbal medicine, the target heals two

additional wounds.

TOW

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

a

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Patch Up

After failed check to heal wounds, heal

wounds equal to Int. Once during the session,

spend d on healed character's check to have

them suffer wounds equal to those healed.

[Incidental]

a

tow

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

It's Only a Flesh Wound

When an allied character within short range

suffers a Critical Injury, make a Hard (kkk)

Medicine check. If successful, select the injury

with severity 1 lower.

[Incidental, oot]

a

tow

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

P

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

Surgical Strike

Before your character makes a Brawl or Melee

(Light) check, you may spend a Story Point to

use this talent to add Vicious quality equal to

your character's ranks in Medicine.

[Incidental]

a

tow

Physician

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals 1 strain per rank of

Physician.

tow

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

P

P

p

p


Priest of Shallya

Shallya is the goddess of love, mercy and healing. Her temples are a place of solace

for the tired, sick and desperate who cannot afford medical help. Though Shallya's

followers are usually the poorest, it is good practice among the wealthy to make donations

for the maintenance of her temples, so they can be found in almost every

corner of the Old World.

The priests of Shallya are usually idealists, believing in the power of grace and forgiveness,

tirelessly caring for the sick in the temple hospitals. Some of them are given

the grace of miracles by the goddess, while most receive the gift of good health and

exude an extraordinary aura of warmth and kindness around them.

Scholar

Starting Gear

3D10 + 10 Silver Shillings, Apothecary's Kit

Additional Career Skills

Discipline, Divine, Knowledge (Academic), Medicine

Profession

Specialization Progression

Priest

Your character cannot be

responsible for the death of any

intelligent being.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Shallya, but they can never work miracles

of other deites or cast spells. Also, most

of civilised people will think twice before

attacking a priest of Shallya.

Anointed

Priest

Increase ranks in Medicine to 3.

Purchase 1 rank in the Apothecary

talent.

The Heal Critical additional effect is now

available to your character.

Charm and Cool are now career skills for

your character.

High Priest

Increase ranks in Charm to 3

and Medicine to 4.

Purchase 2 ranks in the Apothecary

talent.

The Revive Incapacitated additional effect

is now available to your character. Your

character may spend 10XP to purchase the

Let's Talk This Over talent.

Social Class:

Middle Class

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow

Ensorcelled

If your character has at least one rank in

a magic skill, once per encounter, they may

add a to the result of their next social skill

check.

[Incidental]

a

EPG #95

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

p

A

Strength of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[maneuver]

a

EPG #97

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

A

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncanceled aa

with s.

[Incidental]

a

tow

Ensorcelled [Imp.]

If your character has at least two ranks in

a magic skill, when using the Ensorcelled

talent, they may add sa to their next social

skill check (instead of a).

EPG #95

P

p

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

GCRB #79

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

P

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by 2. Reduce the difficulty of all spells by

1, but increase the strain suffered by 1.

[Incidental]

a

EPG #97

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

gcrb #73

P

P

p

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

TOW rot #84 GCRB #81 gcrb #73

P


Warrior Priest

of Sigmar

The Warrior Priests of Sigmar are members of the Order of the Silver Hammer, one

of four primary orders of the Church of Sigmar. These fanatical cultists tirelessly

roam the Old World with one goal in mind - fight all forms of evil with the strength

of their arms as well as their faith. Some of them are loners similar to witch hunters,

seeking iniquity on their own, while others command small troops of Empire's soldiers

or join groups of adventurers.

Scholar

Starting Gear

3D10 + 20 Silver Shillings, a Hammer, Heavy Robes,

a Sacred Symbol

Additional Career Skills

Discipline, Divine, Leadership, Knowledge (Chaos)

Profession

Specialization Progression

Priest

Join the Order of the Silver

Hammer.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Sigmar, but they can never work miracles

of other deities or cast spells.

Chaplain*

Increase ranks in Leadership

to 3.

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend 5XP to purchase

the Inspiring Cry talent.

Presbyter*

Increase ranks in Divine to 4.

Increase ranks in Discipline to 4.

Purchase the Combat Training

talent.

When your character casts an attack

spell with the Close Combat effect while

wielding a hammer or warhammer, they

increase the base damage of the spell by

the damage of the weapon and add the

Deadly effect for free. This cannot be

combined with magic implements.

Social Class:

Middle Class

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

pure

Each rank of Pure increases your character's

corruption threshold by one.

TOW

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

1 when making an attack targeting a Chaos

adversary.

tow

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

Strength of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[Maneuver]

a

epg #97

Prepared Spell

For each rank, decide on a spell consisting

of a particular magic action and a specific

set of one or more effects. Once per enc, cast

that spell with the diff reduced by 1.

TOW

P

P

A

A

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by 2. Reduce the difficulty of all spells by 1,

but increase the strain suffered by 1.

[Incidental]

a

epg #97

Battle Casting

Your character does not add j to magic skill

checks for wearing heavy armor (armor with

+2 soak or higher), using a shield, or not

having at least one hand free.

rot #90

Zealous Fire

Each time your Game Master spends a Story

Point, your character heals 2 strain.

ROT #91

P

p

P

P

Heroic Recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

A

rot #88

pure

Each rank of Pure increases your character's

corruption threshold by one.

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

gcrb #79

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

p

P

P

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

a

GCRB # 76

Inspiring Rhetoric [imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Inspiring Rhetoric [Sup.]

Your character may choose to suffer 1 strain

to use the Inspiring Rhetoric talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #80

P

P

p

a


Amber Wizard

Ghur - the brown wind of magic, is a reflection of the spiritist world of the beast.

Therefore, Magisters of other Lores usually consider the magic it brings as primitive

and unpredictable, and the Amber Wizards as wild and uncouth. The Ghur Magisters

themselves however, do not seem to care, often rejecting human civilization, wealth or

social status and choosing to live in the wilderness, among nature and wild animals.

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.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Brawl, Knowledge (Chaos), Magic (Arcana), Survival

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Beasts. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic

(Arcana) to 5.

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Outcast

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Face of the Wild

When you cast a Transform spell on yourself,

spend a Story Point to maintain the effects of

the spell until the end of the encounter.

[Incidental]

EPG #97

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

EPG #97

p

p

A

a

Rule of Ghur [Sup.]

Once per encounter, your character may

suffer 4 strain to use this talent to transform

into the Embodiment of Ghur until the end of

the encounter or until incapacitated.

[maneuver]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

p

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

a

Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

Rule of Ghur [Imp.]

Increase m. def by 1, upgrade diff. of Charm

and Negotiation once. When casting a Conjure

spell, add Summon Ally for free. Concentrate

maneuver is not required to maintain the spell.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Rule of Ghur

When your character casts an Attack spell,

they may use this talent to add the Close

Combat effect to the spell without increasing

the difficulty.

[Incidental]

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Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

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Animal Companion

Your char creates bond with a silhouette 0 animal.

Once per round, they may spend a maneuver

to direct the animal in performing one action

and one maneuver during your character’s turn.

gcrb #77

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

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Dire Animal Companion

The companion increases Br by 1, and Ag or

Will by 1. It increases its wounds and strain

thresholds by 4 and gains one rank in Brawl,

Discipline, Perception or Survival.

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Amethyst Wizard

Amethyst wizards use Shyish - the purple wind of magic. Shyish blows from the past

to the future, bringing with it the rush of passing time and the inevitability of death.

The passing of life and its end is the natural fear of most rational beings, therefore

amethyst wizards are usually treated with great distrust, even among other magisters.

But who would not be afraid of these slim, quiet and ascetic individuals capable

of sucking the life out of every creature, and stopping the beating heart in their chest

with a movement of their hand?

Amethyst wizards are the keepers of death, making sure no one slips out of its cold

embrace. Therefore, one of their tasks is to track down and eliminate necromancers,

undead, and other creatures that contradict the laws of nature.

Scholar

Starting Gear

6D10 + 10 Silver Shillings, a Scythe of Shyish

Additional Career Skills

Cool, Discipline, Knowledge (Chaos), Magic (Arcana)

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Death. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic (Arcana)

to 5.

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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p

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

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EPG #97

Rule of Shyish [Sup.]

Whenever a character under the effects of

your character's Curse spell suffers wounds,

your character heals 2 wounds.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

P

P

p

A

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

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Rule of Shyish

Whenever your character casts an Attack

spell, they always add the Holy effect to the

spell without increasing the difficulty. The

effect works against undead adversaries.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

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Rule of Shyish [Imp.]

Add j to Charm checks. After successful

Attack or Curse spell, spend 1 Story Point to

force all targets to make a Hard (kkk) Fear

check as an out of turn Incidental.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

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Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

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Wraith Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of 1

when making an attack targeting an undead

adversary.

ROT #89

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Lesser Caress of Laniph

Once per encounter, make an Arcana vs

Discipline check. If successful, the target suffers

Heart Attack; your character suffers 3 corruption

and may suffer other terrible consequences.

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Bright Wizard

As dangerous and unpredictable as the flames they wield, Bright Wizards are among

the most feared combatants on the battlefield. Their magic is often spectacular and

impressively violent and they are known for their sudden mood changes and can

explode with anger in a matter of seconds - it is only one of many effects Aqshy, the

Red Wind of Magic, has on their minds and bodies.

The nature of Aqshy is tempestuous and aggressive, so it is not a surprise only a few

are able to resist the wild power it offers. Some people even claim acrimoniously

there are no masters among Bright Wizards, only survivors.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Coercion, Knowledge (Chaos), Magic (Arcana), Resilience

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic

Your character can cast spells of the Lore

of Fire. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic

(Arcana) to 5.

Purchase the College Wizard

(Supreme) talent.

Your character upgrades the ability

of social skill checks targeting other

wizards once.

Your character upgrades the ability

of social skill checks targeting other

wizards twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Baleful Gaze

Once per round, spend a Story Point to upgrade

the difficulty of a combat check targeting your

character within medium range by your ranks

in Coercion.

[Incidental, oot]

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Unleash

Once per round, your character may suffer 1

corruption to perform a maneuver to immediately

defeat one rival or one minion group

in short range.

[Maneuver]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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P

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Rule of Aqshy [Sup.]

Your character may spend a Story Point

to perform an Attack magic action as

a maneuver. They cannot cast another spell

this round.

[Maneuver]

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Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

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Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Rule of Aqshy [Imp.]

Your character is immune to fire but add

j to Charm and Negotiation checks. Once

per encounter, spend a Story Point to create

a flaming sword.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Rule of Aqshy

Whenever your character casts an Attack

spell, they always add the Fire effect to the

spell without increasing the difficulty.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

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Explosive Casting

Spells with a Blast quality have a rating equal

to twice your character’s ranks in Knowledge.

Spend a Story Point to trigger the spell’s Blast

quality, instead of spending a.

[Incidental]

EPG #97

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

[Incidental]

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Celestial Wizard

The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the

stars, the upper atmosphere, and the weather. Most commonly referred to as Astromancers,

they are prognosticators, astrologers, and seers without Human peer and

also have power over the weather and other meteorological phenomena.

Azyr’s Magisters are known for their greatest preference for sky and star gazing, and

for this reason they are sometimes called “Celestial Wizards” by some of the less educated

folk of the Empire.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of the Heavens. They can never cast spells

from other Lores (except Lore of Chaos) or

work miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic

(Arcana) to 5.

Purchase the College Wizard

(Supreme) talent.

Your character upgrades the ability

of social skill checks targeting other

wizards once.

Your character upgrades the ability

of social skill checks targeting other

wizards twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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EPG #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Rule of Azyr (Sup.)

At the beginning of an encounter, your

character may spend a Story Point to perform

Predict magic action as an out of turn

Incidental

[Incidental, oot]

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Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

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P

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard (Imp.)

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

P

P

P

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

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Rule of Azyr (Imp.)

Your character cannot be disoriented and

gains j to all Negotiation checks. Once per

encounter, spend a Story Point to fly until the

end of the encounter.

[Incidental]

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

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College Wizard (Sup.)

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

Rule of Azyr

Whenever your character casts an Attack

spell, they always add the Lightning effect to

the spell without increasing the difficulty.

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

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Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

Deadly Premonition

Once per session, suffer 1 corruption to

expand Cheat Death effect to additional character.

The character must be in visual range

for effect to activate.

[Incidental] [Incidental] [Incidental]

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epg #97

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Gold Wizard

Chamon, the yellow wind of magic, gathers around metals, especially the precious

ones like silver or gold. It brings greed and selfishness, but also clarity of mind, logic,

determination and healthy conservatism. Gold wizards are usually like that - focused

on their research, they pay little attention to the problems of ordinary people.

Gold wizards are masters of the alchemy arts. Their magic aids their research as it

allows its users to clear their minds and look at the nature of things from a broader

perspective. It also has the power to manipulate matter, especially metals - skillful

wizards can use this for experimentation and for self-defense to create impenetrable

barriers or launch destructive attacks against their foes.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Alchemy, Crafts, Knowledge (Chaos), Magic (Arcana)

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Metal. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic

(Arcana) to 5.

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

EPG #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

EPG #97

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Rule of Chamon [Sup.]

At the beginning of the encounter, your character

may spend a Story Point to perform an

Augment or Barrier magic action as an out of

turn Incidental.

[Incidental, oot]

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Rule of Chamon

Increase Soak by 1, but upgrade the difficulty of

Athletics/Coordination/Vigilance checks once.

Once per encounter, spend a Story Point to

maintain Augment, Barrier or Conjure spell.

[Incidental]

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Explosive Casting

Spells with a Blast quality have a rating equal

to twice your character’s ranks in Knowledge.

Spend a Story Point to trigger the spell’s Blast

quality, instead of spending a.

[Incidental]

EPG #97

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

[Incidental]

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Rule of Chamon

Whenever your character casts an Attack

spell, they always add the Impact effect to

the spell without increasing the difficulty.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

Potent Concoctions

On an Alchemy check - t: roll an additional l

and add it to the results. d: roll an additional l

and add it to the results. t and d are spent normally.

Each of the effects can occur once per check.

ROT # 90

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

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The Golden Touch

Spend d or hh from the attacker’s melee

combat check to stagger the attacker until

the end of their next round.

[Incidental, oot]

GCRB #81 tow tow tow

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Grey Wizard

The wizards of the Grey College are among the most secretive. They wander in the

shadows, always covered with the gray strands of Ulgu - the wind of magic that represents

confusion, disorientation, illusion and all that is hidden from view. As perfect

spies, they are part of the constant war against Chaos, usually devoted to exposing

cults of the Ruinous Powers from within.

The magic of Grey Wizards is not spectacular and definitely not very combat-oriented.

However, they can confuse their enemies with illusions woven from pure Ulgu,

and the most powerful are capable of opening Bridges of Shadows - inter-dimensional

portals capable of transporting a wizard anywhere in the known world.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Knowledge (Chaos), Magic (Arcana), Stealth, Streetwise

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Shadows. They can never cast spells

from other Lores (except Lore of Chaos) or

work miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic

(Arcana) to 5.

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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EPG #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Flicker Step

When your character casts a spell, they may

spend aaa or t to instantly vanish and

reapear at any location within long range.

[Incidental]

EPG #97

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College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Rule of ulgu [Sup.]

Your character may add the Invisibility effect

to the Mask spells, following the normal

rules of the effect.

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Rule of ulgu [Imp.]

Add j to Stealth checks, but j to Leadership

checks. Once per encounter, spend a Story

Point to maintain the effects of the Mask spell

until the end of the encounter.

[Incidental]

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Rule of ulgu

While resolving an Attack or Curse spell

check, you may spend a to Disorient the

target for a number of rounds equal to your

character's ranks in Knowledge (Chaos).

[Incidental]

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

Elusive

When another character makes a check to follow

your character's trail, add f equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

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Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

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Teleportation

Once per session, make a Daunting (kkkk) Arcana

check. If successful, your character vanish

and reappear in any other known location. They

may take up to 5 allies, but add j per each.

[action]

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Jade Wizard

While most wizards are usually dreaded by the common people, Jade Wizards don't

seem to have this problem. Living close to nature and the natural circle of life, it

brings them closer to the inhabitants of the countryside and makes them often important

figures among local communities.

The Jade Wizards rule Ghyran - the green wind of magic. It is the magic of plants,

water, soil and fertility, so these wizards usually focus on gentle healing spells and

are tasked with ensuring the unimpeded flow of energy through laylines. However,

it is naive to think that they are completely defenseless - like nature itself, they can

unleash terrible destructive powers if provoked.

Scholar

Starting Gear

6D10 + 10 Silver Shillings, a Silver Sickle, a Journeyman

Wand or a Journeyman Staff

Additional Career Skills

Knowledge (Chaos), Magic (Arcana), Perception, Survival

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Life. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic (Arcana)

to 5.

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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EPG #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Flicker Step

When your character casts a spell, they may

spend aaa or t to instantly vanish and

reapear at any location within long range.

[Incidental]

EPG #97

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

Rule of Ghyran [Imp.]

Increase wounds thr. by 2. When your character

and their allies within short range are

healing via natural rest: 1 Story Point - they

heal wounds equal to ranks in Magic (Arcana).

[Incidental]

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

Rule of Ghyran

Add j to magic checks while in the rural env

and j while in the urban env. When casting an

Attack spell, you may add the Non-lethal effect

to the spell without increasing the difficulty.

[Incidental]

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One with Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead of

Discipline or Cool, to recover strain at the end

of an encounter.

[Incidental]

Awakening of the Forest

Suffer 2 strain: make a Hard (kkk) Arcana

check targeting a tree within short range.

Successful check awakens the tree that now

obeys your character's orders.

[action]

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Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

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.

When using Awakening of the Forest, use

and strain equal to your characer's ranks in

Point to count the result as if rolled “01”

the Forest Guardian characteristic for the

Knowledge (Chaos). This may revive allies.

awakened tree, instead of Aemhelin Scion.

[Incidental]

[Incidental]

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gcrb #74

EPG #97

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White Wizard

White wizards, also called Hierophants, are among leaders of the never ending war

against Chaos. They tirelessly track down every taint of corruption and are the greatest

enemies of warp-born Daemons. This power comes to them by Hysh - the white Wind of

Magic, considered to be the most powerful but also the most difficult to control. It represents

light, not only in the literal sense, but also the concepts of purity, enlightenment,

order and tenacity, and is the complete opposite of the unpredictable energies of Chaos.

White Wizards use their magic to fight the Ruinous Powers, but also to heal and

guide those lost in darkness - here their methods differ from witch hunters, for

whom death in flames is the only redemption.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

Discipline, Knowledge (Chaos), Leadership, Magic (Arcana)

Profession

Specialization Progression

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Light. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to 3

Increase ranks in Magic

(Arcana) to 4.

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to 4

Increase ranks in Magic (Arcana)

to 5.

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by 10, to a minimum of 01.

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Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

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EPG #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

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EPG #97

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “01”

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

1 when making an attack targeting a Chaos

adversary.

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Rule of Hysh [imp.]

Your character and their allies within short

range upgrade Fear checks once. 2 strain - make

an Arcana vs Discipline check vs Chaos or Daemon

to stagger for a round +1 round for ss

[action]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

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Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

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Know the Enemy

Your character may make a Knowledge

(Chaos) check instead of Cool or Vigilance, to

determine Initiative order when facing Chaos

creatures.

[Incidental]

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College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by 30 instead of 10, to

a minimum of 01.

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Pure

Each rank of Pure increases your character's

corruption threshold by one.

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Rule of Hysh

Whenever your character casts an Attack

spell, they always add the Holy effect to the

spell without increasing the difficulty. The

effect works against Chaos and Daemons.

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Pure

Each rank of Pure increases your character's

corruption threshold by one.

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Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

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Rule of Hysh [Sup.]

After your character successfully used the

Rule of Hysh (Improved) talent, you may

spend a Story Point to automatically defeat

the target.

[Incidental]

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Cavalerist

Cavalerists are light-armed mounted soldiers, usually used for hit-and-run attacks

and harassing the enemy at short distances. While noble knights tend to look down

on common-born cavalrymen, those same cavalrymen look down on the foot soldiers,

considering themselves as part of the elite of the army.

They maintain a specific culture, and rarely fraternize with troops of other formations.

As a result, they are often seen as arrogant and self-righteous.

Soldier

Starting Gear

3D10 + 10 Silver Shillings, a Riding Horse, a Miliary Pick and

a Bow OR a Spear OR a Light Spear and a Shield

Additional Career Skills

Melee (Light), Ranged, Riding, Survival

Profession

Specialization Progression

Horseman

Join the military while having at

least 1 rank in Riding.

None

cavalerist

Increase ranks in Riding to 3.

Increase ranks in Melee (Light)

or Ranged to 3.

Your character may spend 15XP to purchase

the Born in the Saddle talent.

Cavalry

Sergeant

Increase ranks in Riding to 4.

Increase ranks in Melee (Light)

or Ranged to 3.

Purchase the Cavalier (Improved)

talent.

Your character may spend 10XP to purchase

the Officer specialization.

Social Class:

Middle Class

Species:

Hu, HE, WE

Specialization Tree

EXP EXP EXP EXP EXP

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

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gcrb #74

Ranger

Discipline and Firearms are now career skills

for your character.

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Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

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Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

Cavalier [Sup.]

Your character may choose to suffer 1 strain

to use the Cavalier talent as an incidental,

instead of as a maneuver.

[Incidental]

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Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

Side Step

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

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gcrb #77

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this talent

to immobilize the target until the end of the

target’s next turn.

[Incidental]

rot #88

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

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Cavalier [Imp.]

While riding a mount, your character and

the mount increase their defense by 1. Your

character can maintain control of an untrained

mount without a Riding check.

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Side Step

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

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Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

gcrb #74

Desperate Recovery

Before your character heals strain at the end

of an encounter, if their strain is more than

half of their strain threshold, they heal two

additional strain.

gcrb #73

Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

rot #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Foot Soldier

Foot Soldiers are rank-and-file professional fighters who are trained to fight in large

groups. Together with marksmen, they are the foundation of almost every army in

the Old World. As a part of the Imperial Army, they are the force that mans the Empire’s

fortresses, patrols the borders, and repels the invaders.

Although their real strength on the battlefield lies in their numbers, many of them

possess some amount of individual skill which may be invaluable while living the life

of an adventurer.

Soldier

Starting Gear

1D10 Silver Shillings , a Light Spear and a Shield or a Spear

and a Mace, Padded Armor

Additional Career Skills

Cool, Melee (Heavy), Melee (Light), Resilience

Profession

Specialization Progression

Soldier

Join the military.

None

Veteran

Purchase the Power Through

talent.

Increase ranks in Resilience

to 2.

Take part in a military expedition

or campaign..

Your character adds j to all Coercion

checks targeting them.

Elite

Guard

Increase ranks in Resilience to 4.

Increase ranks in Cool to 2.

Purchase the Back to Back talent.

Your character may change their

social class to Middle Class.

Once per encounter, you may spend

a Story Point for your character to ignore

the effects of one Critical Injury

until the end of the encounter.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Shield Slam

When your character uses a shield to attack

a minion or rival, you may spend aaaa

or t to stagger the target until the end of the

target’s next turn.

[Incidental]

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rot #84

Block

While wielding a shield, your character may

use the Parry talent to reduce damage from

ranged attacks as well as melee attacks targeting

your character.

[Incidental, oot]

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rot #87

Shield Bash

Spend t from Initiative check to make

a combat check with a shield before the first

round of combat. If successful, activate the

Knockout quality without spending a

[Incidental, oot]

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Heroic Resilience

Once per encounter, when your character

suffers wounds, spend one Story Point to

reduce wounds suffered by a number equal

to your character's ranks in Resilience.

[Incidental, oot]

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Concussive Strike

Suffer 2 strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

1 item quality for the check.

[Incidental]

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Parry

When suffers a hit from a melee combat check,

after damage is calculated but before soak is

applied, suffer 3 strain to reduce the damage of

the hit by two plus ranks in Parry.

[Incidental, oot]

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

rot #87

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

GCRB #74

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Defensive

Each rank of Defensive increases your

character’s melee defense and ranged defense

by one.

GCRB #80

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

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GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

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Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead of

Cool or Discipline to make a check to recover

strain at the end of the encounter.

[Incidental]

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Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

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Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

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GCRB #75

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

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Marksman

Marksman are the ranged troops of the army, and depending on the particular formation,

may be armed with bows, crossbows, or relatively cheap, mass produced

firearms, intended to rain arrows upon the enemy as they advance, or to cut them

down just before the infantry advance into melee.

While accuracy is not extremely important for their intended effect, most marksmen

train their abilities to some extent while being also able to defend themselves

in hand-to-hand combat. Those who develop exceptional skill often become snipers,

tasked with targeting enemy officers, with many turning to professional tournament

targeteers after their military service.

Soldier

Starting Gear

1D10 Silver Shillings, a Military Pick, a Buckler, Padded

Armor, a Bow or a Crossbow or an Arquebus (Inferior quality)

Additional Career Skills

Discipline, Firearms, Melee (Light), Ranged

Profession

Specialization Progression

Marksman

Join the military.

None

Targeteer*

Increase ranks in Discipline to 3

and Ranged to 5.

Purchase the Precise Archery

talent.

Win an archery tournament.

Your character may spend 15XP to purchase

the Rapid Archery talent.

Your character may spend 25XP to purchase

the Master talent.

Sniper*

Increase ranks in Discipline to 3

and Firearms to 5.

Purchase the Eagle Eyes talent.

Incapacitate adversary that was

not previously wounded with

a single ranged attack.

Your character may use Eagle Eyes talent

twice during the encounter instead of

once.

Your character may spend 25XP to purchase

the Weak Spot talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

A

TOW

Side Step

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

A

GCRB #77

Headshot

Your character adds damage equal to one plus

their ranks in Headshot to combat checks

aiming at the head of the target.

TOW

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Headshot

Your character adds damage equal to one plus

their ranks in Headshot to combat checks

aiming at the head of the target.

TOW

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Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

A

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Precise Archery

When making a Ranged combat check targeting

a character engaged with one of your

character’s allies, downgrade the difficulty of

the check once.

ROT #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

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Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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TOW

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

TOW

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

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TOW

Eagle eyes

Once per encounter before making a ranged

combat check, you may use this talent to increase

your weapon’s range by one range band.

This lasts for the duration of the combat check.

[Incidental]

A

GCRB #78

Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

TOW

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer 2 strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

GCRB #79

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Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuver).

GCRB #75

Burly

Your character decreases Cumbersome quality

rating of a weapon they wield by 1.

TOW

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

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Mercenary

War never ends in the Old World which means there is always a need for fighting

men. While the Empire does maintain a standing army, its strength is bolstered with

hired swords.

Mercenaries range from wild youths with a taste for an adventure to grizzled professional

soldiers who’ve seen a dozen battles or more; but all have one thing in common

- a dream of untold riches. Unfortunately, for most of them, the reality is an early

death and an unmarked grave.

Soldier

Starting Gear

1D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace

or a Pike and a Sword or a Halberd, Padded Armor

Additional Career Skills

Melee (Heavy), Negotiation, Ranged, Resilience

Profession

Specialization Progression

Mercenary

Join the mercenary company.

None

Mercenary

Veteran*

Purchase one rank in the Intimidating

talent.

Increase ranks in Melee (Heavy)

to 4.

Take part in a military expedition

or campaign.

When using a Melee (Heavy) weapon,

your character adds jj to melee combat

checks targeting mounted adversaries.

Condotier*

Increase ranks in Negotiation

to 4.

Your character may change their social

class to the Middle Class.

When your character makes a Negotiation

check to negotiate a contract, they

increase the base offer by 20% per each

s beyond the first.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer 2 strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

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rot #89

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

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Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

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Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

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Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

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Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this talent

to immobilize the target until the end of the

target’s next turn.

[Incidental]

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ROT #88

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

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Crushing Blow

Once per session while resolving a melee combat

check, suffer 4 strain. The weapon gains

the Breach 1 and Knockdown item qualities,

and destroys one of the target's items.

[Incidental]

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rot #91

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Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

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gcrb #74

Shockwave

Your character treats Melee (Heavy) weapons

as possessing the Blast item quality with a rating

equal to your character’s ranks in Melee

(Heavy). The Blast quality affects allies.

rot #90

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead of

Cool or Discipline to make a check to recover

strain at the end of the encounter.

[Incidental]

a

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Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

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Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

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P

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Soldier

Officer

Officers are trained leaders who command the troops of the Old World. While

much depends on the training and morale of soldiers, often the right or wrong orders

from their commanders will determine the success of a campaign. Therefore,

a great responsibility rests on the shoulders of the officers.

Although sometimes veteran soldiers become officers, they are usually representatives

of the petty nobility or richer bourgeoisie - apart from the priestly service, it is

one of the few opportunities for them to join the ranks of the elite.

Starting Gear

a Fine Cloak, a Sword, 3D10+30 Silver Shillings

Additional Career Skills

Cool, Discipline, Leadership, Knowledge (Academic)

Profession

Specialization Progression

Cadet

Start officer training.

Your character may spend 5XP to

purchase the Expert Knowledge (History)

talent.

Warrant

Officer

Increase ranks in Cool to 3.

Increase ranks in Leadership

to 3.

Purchase one rank in the Coordinated

Assault talent.

Your character may spend 10XP to purchase

the Paragon talent.

Officer

Increase ranks in Cool to 3.

Increase ranks in Discipline and

Leadership to 4.

Purchase two ranks in the Proper

Upbringing talent.

Your character may change their social

status to Elite.

Your character may spend 20XP to purchase

the Imperious Tone talent.

Social Class:

Middle Class

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Inspiring Cry

Once per encounter, allow a number of allies

(up to your character's ranks in Leadership)

within medium range to reroll all j until the

end of the following round.

[Incidental]

a

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Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

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p

p

p

Field Commander [Imp.]

When using Field Commander, you affect

a number of allies equal to 2x Presence. You

may spend t to allow one ally to suffer 1 strain

to perform an action, instead of a maneuver.

p

Expert Knowledge

(Military)

Your character reduces difficulty of Knowledge

checks related to Military once.

TOW

Field Commander

Make an Average (kk) Leadership check. If

successful, a number of allies equal to your

Presence may immediately suffer 1 strain to

perform one maneuver (out of turn).

[action]

a

GCRB #78

Artillerist

Gunnery is now a carrer skill for your character.

Allies within medium range (up to your

character's Presence rating) may use your

character's ranks in Gunnery.

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Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Coordinated Strike

When using Coordinated Assault, suffer 4

strain: Allies affected by Coordinated Assault

add damage equal to your ranks in Coordinated

Assault to all combat checks.

[Incidental]

a

P

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

a

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

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A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

117 of the Genesys Core Rulebook).

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Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Inspiring Rhetoric [Sup.]

Your character may choose to suffer 1 strain

to use the Inspiring Rhetoric talent as a maneuver,

instead of as an action.

[Incidental]

GCRB #80

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p

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

GCRB #80 tow gcrb #73 gcrb #81

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Sailor

Many of the impoverished dream of riches, adventure and extraordinary journeys.

Some decide that path to make these dreams a reality lies with the Navy

Life on board quickly turns out to be difficult, tedious and dangerous. Every day in

a military navy is hard and regimented, with constant military drills, and discipline

on merchant vessels is only marginally easier, although many would argue that point.

Those who do adapt to life on the sea, and survive the daily dangers, become tough,

superstitious individuals, endowed with extraordinary storytelling talents and luck.

Soldier

Starting Gear

1D10 Silver Shillings , a Falchion and a Shield or a Club and

an Arquebus (Inferior quality), a Flask

Additional Career Skills

Athletics, Firearms, Melee (Light), Sailing

Profession

Specialization Progression

Sailor

Join the navy.

Your character may spend 5XP to

purchase the Expert Knowledge (Sea and

Sailing) talent.

Marine*

Purchase two ranks in the Sea

Legs talent.

Increase ranks in Athletics and

Melee (Light) to 3.

Your character may spend 15XP to purchase

the Stromfels' Wrath talent.

Boatswain*

Increase ranks in Athletics and

Sailing to 3.

Purchase the Know the Ropes

talent.

Crafts is now a career skill for your

character.

Your character may spend 15XP to purchase

the Regular Maintenance talent.

Social Class:

Commoner

Species:

Hu, Ha, HE

Specialization Tree

EXP EXP EXP EXP EXP

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

a

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Craft Specialization

Select area of craftsmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

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Know the Ropes

Once per encounter, before ally makes

a check, spend one Story Point: Your character

adds a number of sequal to their ranks

in Sailing to the results of the check.

[Incidental, oot]

a

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Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

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p

a

Sailor's Luck

Once per session, after your character's or

one of its allies check generates d, you may

use this talent to cancel the d and add t to

the results.

[Incidental]

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Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

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gcrb #74

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

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Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

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P

a

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Offensive Driving

While sailing, make an opposed Sailing vs

Sailing check targeting a ship within medium

range. Roll two crits - one for your ship,

the other for the second ship. t: +20 to crit.

[action]

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Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Side Step

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #77

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

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p

P

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

P

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

add j to the check for each rank of Sea Legs.

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Manaan's Blessing

When in nautical environment, your character

may make a Simple (-) Sailing check,

instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

a

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Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

add j to the check for each rank of Sea Legs.

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Artillerist

Gunnery is now a carrer skill for your character.

Allies within medium range (up to your

character's Presence rating) may use your

character's ranks in Gunnery.

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P

p

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow tow gcrb #80 gcrb #81

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Bounty Hunter

Bounty Hunters hunt others for pay. Often this takes a cold, calculating individual

with no care for another's wellbeing, or they can be those with a thirst for justice.

Both are relentless hounds, who will not stop until they have their prey, be it a wanted

criminal, elusive outlaw, runaway slave, or the lover of a nobleman's wife.

Many start life as debt collectors, forcibly recovering borrowed money before moving

onto to recovering people - a far more lucrative endeavor.

A few however become Fixers, preferring to eschew violence where they can, and

instead use coercion and blackmail to resolve problems for their employers.

Wanderer

Starting Gear

1D10 Silver Shillings, a Hand Crossbow, a Falchion,

a Weighted Net, a Rope, a Torch

Additional Career Skills

Coercion, Perception, Ranged, Streetwise

Profession

Specialization Progression

Debt

Collector

None

None

Bounty

Hunter*

Increase ranks in Ranged

and Streetwise to 3. Capture

a convict .

Your character may spend 15XP to purchase

the Easy Prey talent.

Fixer*

Increase ranks in Coercion

and Perception to 3. Force an

adversary to capitulate in a social

encounter.

Negotiation is now career skill for your

character. Your character may spend

15XP to purchase the Tough Negotiator

talent.

Social Class:

Outcast

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

a

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Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot $84

Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

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a

a

p

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

p

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

gcrb #73

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

P

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Altered Deal

Once per session, when allied character within

short range of your character fails a Negotiation

check, your character may retry the check using

Coercion instead of Negotiation.

[Incidental, oot]

A

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Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this

talent to immobilize the target until the end

of the target’s next turn.

[Incidental]

rot $88

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

gcrb #73

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Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Bloodhound

When making a check to follow trail of

another character, add a number of s equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

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Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

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P

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Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #74 GCRB #81 tow gcrb #81

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wanderer

Coachman

The coaching companies transport people along the roads of the Old World, typically

when river transport is impossible. It is a dangerous job as the routes stretch through

areas almost untouched by civilization, but full of bandits, beastmen, and other, even

worse atrocities. Therefore, the stagecoaches are usually handled by at least two hardy

and vigilant crewmembers - a driver and a guard.

As if that were not enough, coachmen often have to deal with troublesome passengers, typically

from upper class as the fees for such travel can be high. No wonder some of them grow

weary of dealing with the demands and rudeness of such people, often becoming messengers.

Their knowledge of the roads make them swift and capable carriers, without the need

to deal with the demands of those who believe themselves to be akin to the real nobility.

Starting Gear

A Blunderbuss, An Axe, 1d10 + 10 Silver Shillings

Additional Career Skills

Coercion, Firearms, Riding, Survival

Profession

Specialization Progression

Coachman

None

Your character may purchase up to two

ranks of Crafts skill as if it were their

career skill.

Messenger*

Increase ranks in Riding and

Survival to 3.

Purchase the Vanguard talent.

Your character may spend 15XP to purchase

the Born in the Saddle talent.

Once per round, while mounted, your

character may spend a Story Point to

make one extra move maneuver.

Coach

Guard*

Increase ranks in Coercion and

Firearms to 3.

Purchase the Always Prepared

talent.

Discipline is now a career skill for your

character.

Your character may spend 10XP to

purchase the Steady Hand talent.

Your character adds j to Coercion

checks while mounted on a vehicle.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

tow

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

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Regular Maintenance

The vehicle your character is on increases

its strain treshold by your character's ranks

in Crafts (two times ranks in Crafts if

silhouette 3+).

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Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Until the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

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p

p

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a

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer 2 strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Paragon

Once per encounter, use this talent before

making a Fear check. If successful, - k to Fear

checks made by allied characters until the end

of the encounter. If failed, +k instead.

[Incidental, oot]

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Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

P

A

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Buns of Steel

While mounted on beast or vehicle, your

character may make a Simple (-) Riding

check, instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

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Threaten

After an adversary within short (+1 range

per rank) range deals damage to ally, suffer

3 strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

rot #89

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

a

Offensive Driving

While on vehicle, make an opposed Riding vs

Riding check targeting a vehicle within medium

range. Roll two crits - one for your veh, the

other for the second veh. t: +20 to crit.

[action]

P

tow

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

GCRB #75

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

A

P

p

p

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

GCRB #79 gcrb #81 gcrb #73 gcrb #81

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Wanderer

Entertainer

The lives of most Old World citizens are filled with work and the fear of tomorrow.

For many, a moment of rest and fun is worth spending their hard earned money on.

Entertainers satisfy this need by providing live shows in the cities and villages, and

sometimes even palaces of the Old World. They travel a lot, in small groups or alone,

performing wherever they think there is a chance to earn money or even a free meal

or accommodation.

Starting Gear

2d10 Silver Shillings, a dagger, a Rope, a Pole

Additional Career Skills

Charm, Coordination, Deception, Vigilance

Some of them become famous actors or minstrels, so popular that they attract the

patronage of the nobility. Usually they are more or less just vagrants, performing

when and where they can before being chased away by suspicious town watchmen.

Profession

Specialization Progression

Entertainer

None

Your character may spend 10XP to purchase

the Work the Crowd talent

Actor*

Increase ranks in Charm and

Deception to 4.

Purchase two ranks in the Wild

Improvisation talent.

Your character may spend 25XP to purchase

the Ruinous Repartee talent.

Your character may change their social

status to Middle Class.

Minstrel*

Increase ranks in Charm and

Vigilance to 4.

Purchase the Encouraging Song

talent.

Your character may spend 25XP to purchase

the Encouraging Song (Improved)

talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Keen Observer

Your character adds jj to checks to discern

another character's motivations.

tow

Encouraging Song

Make an Average (kk) Charm check. For each

s: one ally within medium range adds j to

their next skill check. For each a: one ally benefiting

from Encouraging Song heals 1 strain.

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a

Quick Witted

Once per enc, after another social skill check,

make an Average (kk) Vigilance check. If successful,

add s or f equal to ranks in Charm

to the other check. If failed, suffer 3 strain.

[Incidental, oot]

a

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p

a

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

Perfect Liar

After your character makes a Deception

check, they may suffer 1 strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

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Distraction

Make an Average (kk) Coordination/Deception

check. For each s disorient one enemy

within short range. a: inflict 1 strain on an

affected enemy. t: stagger a minion or rival.

[action]

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Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental]

gcrb #74

Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

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a

a

a

a

Biggest Fan

Once per session, when in a crowd, 1SP:

a single bystander within medium range

considers themselves your biggest fan and

becomes a loyal ally

[Incidental]

a

Jump Up

Once per round during your character’s

turn, your character may use this talent to

stand from a prone or seated position as an

incidental.

[Incidental]

gcrb #73

Acrobatics

When moving, your character may suffer 2

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

GCRB #76

Desperate Recovery

Before your character heals strain at the end

of an encounter, if their strain is more than

half of their strain threshold, they heal two

additional strain.

gcrb #73

Perfect Liar

After your character makes a Deception

check, they may suffer 1 strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

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a

A

p

a

Rapid Reaction

gggggggggg Suffer a number of strain to

add an equal number of s to a check to

determine Initiative order. The number may

not exceed ranks in Rapid Reaction.

[Incidental]

a

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

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Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

[Incidental, oot]

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a

P

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow tow gcrb #74 GCRB #81

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Wanderer

Hunter

Starting Gear

Although farming and animal husbandry are common almost all over the Old World, 1D10 Silver Shillings , a Bow, a Light Spear, a Weighted Net

hunting is still common as hunters and trappers hunt game for fur and meat. With

long days and sometimes weeks away from home, they are experts at tracking animals

while avoiding contact with the dangers of the forest. Sometimes however, they are

Additional Career Skills

forced to face things like mutants or beastmen by themselves. As a result, huntsman

Melee (Light), Ranged, Survival, Stealth

tend to develop effective martial skills and often have a reputation of tough and fearless,

if sometimes reclusive people.

Some of the more experienced hunstmen serve as gamekeepers at local courts, tending the

game and fighting poachers, or organizing hunting for the nobility as masters of the hunt.

Profession

Specialization Progression

Hunter

None

Your character may spend 5XP to

purchase the Expert Knowledge (Zoology)

talent.

Poacher*

Purchase the Ranger and the

Snare talents.

Increase ranks in Firearms to 3.

Capture or kill an animal

illegally.

Your character's social status is now

Outcast.

Cool and Skulduggery are now career

skills for your character.

Master of

the Hunt*

Increase ranks in Ranged and

Survival to 4.

Your character cannot be

a Poacher.

Your character may spend 20XP to

purchase the Deadeye talent.

Riding is now a career skill for your

character.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Ranger

Discipline and Firearms are now career skills

for your character.

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Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

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p

p

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Rapid Archery

While armed with a bow, suffer 2 strain.

During the next ranged combat check, the

bow gains the Linked quality with a value

equal to the ranks in the Ranged skill.

[Maneuver]

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GCRB #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

p

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

gcrb #75

Bloodhound

When making a check to follow trail of

another character, add a number of s equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

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Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this

talent to immobilize the target until the end

of the target’s next turn.

[Incidental]

rot #88

Easy Prey

Suffer 3 strain to use this talent. Until the start

of your character’s next turn, your character

and allies within short range add jj to combat

checks against immobilized targets.

[Maneuver]

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rot #90

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead of

Discipline or Cool, to recover strain at the

end of an encounter.

[Incidental]

gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

GCRB #76

Animal Companion

Your creates bond with a silhouette 0 animal.

Once per round, they may spend maneuver to

direct the animal in performing one action and

one maneuver during your character’s turn.

gcrb #77

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

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Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Snare

Once until the end of an encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

the end of their next turn, + one round per hh

[Maneuver]

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Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

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Harass

When animal companion makes a successful

combat check, it may upgrade the difficulty

of the target's next check instead of inflicting

damage.

[Incidental]

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Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

GCRB #80 GCRB #81 gcrb #73 GCRB #81

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wanderer

Outlaw

Outlaws are those individuals who live outside the law, either by necessity or choice.

Commonly applied to wanted criminals, or those evading the authorities for other

reasons. Often found outside of populated areas in the wilderness, most outlaws

survive off the hard work of others, stealing, coercing, or extorting travelers on the

roads and byways of the Old World. Some have noble cause, supporting the poor

and forgotten against tyrannical government, but most are just common bandits.

Starting Gear

a Bow, a Club, 1d10 Silver Shillings

Additional Career Skills

Athletics, Ranged, Stealth, Survival

Some groups can grow so large they even threaten trade in the local area, and become

frequent targets of bounty hunters, and even military expeditions.

Profession

Specialization Progression

Bandit

None

Your character's social status is Outcast.

Outlaw

Increase ranks in Stealth and

Athletics to 3. Purchase the Dirty

Tricks talent.

Your character adds j to all combat

checks they make against ambushed

targets in the first round of a combat

encounter.

Outlaw

Chief

Social Class:

Increase ranks in Stealth and

Athletics to 4.

Increase ranks in Survival to 3.

Purchase the Back to Back

talent.

Gather a band of at least 10

bandits.

Outcast

Species:

Leadership is now a career skill for your

character.

Your character may spend 25XP to purchase

The Boss talent.

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

Specialization Tree

EXP EXP EXP EXP EXP

Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

GCRB #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

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Concussive Strike

Suffer 2 strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

1 item quality for the check.

[Incidental]

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Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

gcrb #74

Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer 2 strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

GCRB #79

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

P

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Jump Up

Once per round during your character’s

turn, your character may use this talent to

stand from a prone or seated position as an

incidental.

[Incidental]

gcrb #73

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Acrobatics

When moving, your character may suffer 2

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

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Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

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Precise Aim

When performing an Aim maneuver, suffer

2 strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dirty Tricks

After your character inflicts a Critical Injury

on an adversary, they may use this talent

to upgrade the difficulty of that adversary’s

next check.

[Incidental]

a

ROT #88

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

gcrb #79

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow GCRB #75 tow gcrb #81

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Rat Catcher

A rat catcher is a common sight everywhere in villages, towns, and cities, making

a living by disposing of the vermin which infest all dwellings in this unsanitary age.

Rat catchers are often traveling folk, although in a large town or city settled these

'vermin soldiers' may actually be employed by the authorities.

So called Exterminators - the toughest of Rat Catchers, can deal with every creature

lurking in the city sewers including giant rats, mutants and sometimes vile ratlike

beastmen - too big and too smart even for brave sewer jacks.

Wanderer

Starting Gear

a Crossbow (Inferior quality), a Pole, a Lantern,

1D10 Silver Shillings

Additional Career Skills

Ranged, Resilience, Stealth, Streetwise

Profession

Specialization Progression

Ratcatcher

None

None

Sewer Jack

Purchase at least one rank in the

Dark Street talent.

Increase ranks in Streetwise to 3

Your character removes jj imposed by

darkness.

Exterminator

Learn the terrible truth about

ratlike mutants.

Increase ranks in Resilience to 3.

Increase ranks in Streetwise to 4.

Your character counts the Critical

rating of their weapon as one lower to

a minimum of 1 when making an attack

targeting Skavens.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Warning Bark

Your character may make a Perception and

Vigilance checks using dog's ranks in those

skills, as long as the dog is within hearing and

visual range of your character.

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Harass

When animal companion makes a successful

combat check, it may upgrade the difficulty

of the target's next check instead of inflicting

damage.

[Incidental]

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Guard Dog

Once per round, guide the dog to perform

a maneuver. Until the end of your character's

next turn, target character within dog's short

range increases their melee defense by one.

[Incidental]

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Man’s Best Friend

Once per session, after suffering a Critical Injury,

suffer 1 corruption to guide the dog to make a Hard

(kkk) Coordination check. If successful, do not

suffer the Injury, but the dog dies.

[Incidental, oot]

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P

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Small, But Vicious Dog

Your character gains mid-sized dog. Once per

round, they may spend maneuver to direct

the dog in performing one action and one

maneuver during your character’s turn.

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Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

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Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

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Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

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Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

p

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Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal

speed without spending additional maneu-

GCRB #75

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

GCRB #73

Dark Street

For each rank of the talent, remove one

uncanceled h from Perception, Vigilance,

Streetwise, or Knowledge checks when in the

sewers or in similar location.

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Snare

Once until the end of the encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

the end of their next turn, + one round per hh

[Maneuver]

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P

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Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

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Dark Street

For each rank of the talent, remove one

uncanceled h from Perception, Vigilance,

Streetwise, or Knowledge checks when in the

sewers or in similar location.

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Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

GCRB #78

Easy Prey

Suffer 3 strain to use this talent. Until the start

of your character’s next turn, your character

and allies within short range add jj to combat

checks against immobilized targets.

[Maneuver]

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rot #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

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wanderer

Riverman

Much of life in the Old World resolves around its rivers. They connect the largest

commercial centers, provide energy for industry, and offer sustenance for the inhabitants

of towns and villages. Unsurprisingly then, many make a living on the rivers

in somr form or another.

Rivermen is the catch all term for those who make their living on the waters, river

pilots, fishermen, barge crews, even smugglers and river pirates are just a few, and

while the many occupations can differ greatly, they all share a great respect for both

the gifts and dangers afforded by the rivers of the Old World.

Starting Gear

1D10 Silver Shillings, A Short Spear, A Weighted Net

Additional Career Skills

Athletics, Crafts, Sailing, Vigilance

Profession

Specialization Progression

Riverman

None

Your character may spend 5XP to purchase

the Expert Knowledge (Rivers and

Sailing) talent.

Smuggler*

Increase ranks in Vigilance to 3.

Purchase one rank in the Daring

Sailor talent.

Skulduggery and Stealth are now career

skills for your character.

Your character may spend 15XP to purchase

the Snuggery talent.

Barge

Captain*

Increase ranks in Crafts and

Sailing to 3.

Purchase the Know the Ropes

talent.

Own a barge.

Leadership and Negotiation are now

career skills for your character.

Your character may use the Know the

Ropes talent twice per encounter instead

of once.

Social Class:

Commoner

Species:

Hu, Ha, Dw, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

a

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Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

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Regular Maintenance

The vehicle your character is on increases

its strain treshold by your character's ranks

in Crafts (two times ranks in Crafts if

silhouette 3+).

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Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

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Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

GCRB #76

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

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Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

GCRB #75

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental]

GCRB #74

Know The Ropes

Once per encounter, before ally makes

a check, spend one Story Point: Your character

adds a number of sequal to their ranks

in Sailing to the results of the check.

[Incidental, oot]

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Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

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Nimble Steersman

When making a Sailing check to operate

a boat or a barge, your character may use

Agility instead of Intelligence.

[Incidental]

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Manann's Blessing

When in nautical environment, your character

may make a Simple (-) Sailing check,

instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

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Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

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Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

add j to the check for each rank of Sea Legs.

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Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

tow gcrb #81 gcrb #73 gcrb #81

A


Scout

Scouts roam through the wilderness, following trails that few other eyes can discern,

while keeping an eye out for dangerous beasts, hostile groups and unnatural occurrences.

They frequently hire their expertise out to armies, merchants, and travelers

who need to go far off the known roads. They are often skilled fighters, but rarely deal

with hazards themselves, preferring to slip back to warn their employers.

Most Scouts are in fact trappers, huntsmen or similar individuals with extensive

knowledge about specific territory they are most familiar with. However, some of

them are true specialists, capable of guiding their clients through previously uncharted

land.

Wanderer

Starting Gear

1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope,

a Torch, Winter Clothing

Additional Career Skills

Perception, Riding, Stealth, Survival

Profession

Specialization Progression

Scout

None

None

Outrider*

Spend some time in a military.

Purchase the Combat Training

talent.

Increase ranks in Riding to 2.

Your character may spend 5XP to purchase

the Vanguard talent.

Explorer*

Set foot on an uncharted

territory.

Increase ranks in Survival to 3.

Purchase the Heightened Awareness

talent

If your character is ambushed, their allies

within short range add j to all checks

during the first round of the encounter.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead

of Discipline or Cool, to recover strain at the

end of an encounter.

[Incidental]

a

gcrb #74

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

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gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

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Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

gcrb #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable,

to a minimum of 01.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

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Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

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Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Deep Pockets

Once per session, produce small (encumbrace

0 or 1) item worth no more than 5

shillings.

[Incidental]

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Bloodhound

When making a check to follow trail of

another character, add a number of s equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

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Recon

After spending time in an area, make a Hard (kkk)

Survival/Streetwise check. Until the end of the session,

your character or one ally may add s equal to

the ranks in the skill to one check made in the area.

[action]

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Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. Number of

characters cannot exceed ranks in Stealth.

[Incidental]

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Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

gcrb #76

Snare

Once until the end of an encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

the end of their next turn, + one round per hh

[Maneuver]

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Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

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Wanderer

Sorcerer

Starting Gear

Those few blessed (or cursed) with witchsight, who do not undergo formal training to

1D10 Silver Shillings, 3 Herbal Medicines, a Staff

master their abilities are called sorcerers, or as college wizards contemptuously refer

- hedge wizards. They are mostly Humans, although the wild and primal mages of the

Wood Elves might also fall into this category.

Additional Career Skills

For humans who find themselves in such a situation, if they are lucky, another similarly Knowledge (Chaos), Magic (Arcana), Survival, Vigilance

blessed individual may take them under their wing. They are taught to hide their abilities

and often portray themselves as herbalists and healers, living quiet, secluded lives,

on the edges of society. They are always fearful of the wrath of the Witch Hunters, who

would not hesitate to burn them as heretics or cultists - better to burn the witch, than

risk them falling into the clutches of the ruinous powers.

Profession

Specialization Progression

Hedge

Wizard

Be attuned to magic.

Your character can cast spells of the Lore

of Chaos.

Sorcerer*

Increase ranks in Magic (Arcana)

and Survival to 4.

Purchase the Herbalism talent

and one rank in the Prepared

Spell talent.

Your character may spend 15XP to

purchase one rank in the Prepared Spell

talent.

Your character may spend 15XP to purchase

the Healer talent.

Warlock*

Increase ranks in Magic (Arcana)

to 3.

Embrace a Dark Gift.

Your character may spend 20XP to

purchase the Warlock talent.

Your character may spend 20XP to

purchase the Unleash talent.

Social Class:

Outcast

Species:

Hu, WE, Og, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Animal Companion

Your creates bond with a silhuette 0 animal.

Once per round, they may spend maneuver to

direct the animal in performing one action and

one maneuver during your character’s turn.

gcrb #77

Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

tow

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

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p

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Animal Companion

Your creates bond with a silhouette 0 animal.

Once per round, they may spend maneuver to

direct the animal in performing one action and

one maneuver during your character’s turn.

p

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead of

Discipline or Cool, to recover strain at the

Hedge Magic

When casting a spell with the difficulty of

2 or lower, a character may use Cunning

instead of Intellect.

end of an encounter.

[Incidental] [Incidental] [Incidental]

gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by 10 per rank of the talent.

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Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Face of the Wild

When you cast a transform spell on yourself,

spend a Story Point to maintain the effects of

the spell until the end of the encounter.

[Incidental]

EPG #97

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Dire Animal Companion

The companion increases Br by 1 and Ag or

Will by 1. It increases its wounds and strain

thresholds by 4 and gains one rank in Brawl,

Discipline, Perception or Survival.

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Ensorcelled

If your character has at least one rank in

a magic skill, once per encounter, they may

add a to the result of their next social skill

check.

[Incidental]

EPG #95

Sixth Sense

Your character may make a Vigilance or

a Discipline check instead of Cool, to determine

Initiative order.

[Incidental]

tow

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by 1.

TOW

a

a

a

A

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Component Casting

When your character casts a spell, they may

use this talent to consume a physical item

and add j to the check.

EPG #95

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by 2. Reduce the difficulty of all spells by

1, but increase the strain suffered by 1.

[Incidental]

EPG #97

Blood Magic

When casting a spell, suffer 2 wounds to

trigger up to three different effects . These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

tow

a

a

a

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Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #77 EPG #98 gcrb #73 gcrb #81

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Warrior

Bodyguard

The Old World is a dangerous place and its cities are no exception. Local gangs lurk

for the careless, and the narrow streets are full of thieves, thugs, and sometimes even

greater dangers, so it's a common thing to hire armed men to ensure the safety of

goods and people.

Guards, the silent but vigilant protectors, are everywhere, from old warehouses and

shops to noblemens' households and palaces of aristocracy. Every inn and every tavern

has a bouncer, ready to deal with problematic clientele and those wealthy often employ

bodyguards - highly skilled warriors responsible for the safety of their masters.

Starting Gear

2d10+10 silver shillings, Brass Knuckles, a Club

Additional Career Skills

Brawl, Coercion, Resillience, Vigilance

Profession

Specialization Progression

Guard

None

None

Bouncer*

Increase ranks in Brawl to 3.

Purchase one rank in the Parry

talent.

Your character may use the Parry talent

while unarmed.

Your character may spend 5XP to purchase

the Painful Blow talent.

Bodyguard*

Increase ranks in Coercion and

Resillience to 3.

Purchase two ranks in the Body

Guard talent.

Your character may spend 5XP to purchase

the Threaten talent.

Your character may spend 15XP to purchase

the Heroic Resillience talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

rot #90

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

p

gcrb #76

Back to back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

rot #90

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

P

p

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

A

rot #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

P

p

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead

of Cool or Discipline to make a check to

recover strain at the end of the encounter.

[Incidental]

a

tow

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

Retribution!

When an ally within medium range is

attacked, spend 1 Story Point: hit the attacker

once with a weapon your character is wielding,

if the enemy is within the weapon’s range.

[Incidental, oot]

GCRB #81 gcrb #75 rot #90 rot #91

a


Warrior

Champion

Champions are professional warriors that train relentlessly to use a wide range of

weapons and excel in melee combat. They often start as mercenaries or bullies for

hire, ready to aid the highest bidder, whether it's to teach someone a lesson or to

fight to the death.

Champions search for glory and every opportunity is good to test their mettle. It's

not suprising that many die before they can call themselves true masters, but the

best of them gain fame and wealth and usually start their own fencing schools or

represent others in trials by combat.

Starting Gear

D10+10 Silver Shillings, a Sword and a Buckler, or

a Greatsword

Additional Career Skills

Coordination, Discipline, Melee (Heavy), Melee (Light)

Profession

Specialization Progression

Protagonist

None

None

Sword

Master*

Increase ranks in Melee (Light)

and Coordination to 4.

Purchase the Sword Master

talent.

Your character may spend 20XP to purchase

the Combined Attack talent.

Judical

Champion*

Increase ranks in Melee (Heavy)

and Melee (Light) to 4.

Fight instead of another character

in a trial by combat.

Your character may spend 25XP to purchase

the Concussive Strike talent.

Social Class:

Commoner

Species:

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

Specialization Tree

EXP EXP EXP EXP EXP

Duelist

Your character adds j to melee combat checks

while engaged with a single opponent. Your

character adds j to melee combat checks

while engaged with three or more opponents.

gcrb #73

Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Sword Master

Once per enc, after rolling a melee attack

check - 1 Story Point: while resolving the check,

the weapon gains Stun Damage and Stun

equal to your character's ranks in Discipline.

[Incidental]

tow

p

p

a

Master

Choose one skill. Once per round, suffer 2

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

gcrb #74

Burly

Your character decreases Cumbersome quality

rating of a weapon they wield by 1.

tow

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

P

a

a

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

GCRB #76

Feint

Once per encounter, add a number of h

equal to your character's ranks in Coordination

to the results of the next melee combat

check targeting your character this round.

[Maneuver]

tow

a

A

a

Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

P

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Parry [Imp.]

When your character suffers a hit from a melee

combat check and uses Parry, you may spend

d or hhh from the attacker’s check to hit the

attacker once with a Brawl or Melee weapon.

[Incidental, oot]

a

gcrb #79

Counterattack

When your character uses Imp. Parry to hit an

attacker, they may activate an item quality of

the weapon they used as if they had generated

aa on a combat check using that weapon.

ROT #90

a

P

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81 gcrb #74 gcrb #74 gcrb #81

P


Warrior

Roadwarden

The Old World is a huge and wild place. The further from large settlements, the influence

of its inhabitants declines, giving way to untamed forests and lonely hollows. All

kinds of dangers lurk in these wild places, waiting to prey on the careless and ill-prepared.

Bandits and robbers are just the beginning of what travelers usually have to

contend with, so a formation of roadwardens was created to protect them.

Roadwardens collect tolls and maintain the routes of travel, but they are best known

for patrolling the roads looking for dangers that may prey on travelers. They usually

travel on horseback, often covering many miles during the day. Thanks to this, they

are usually excellent riders, toughened and ready for any danger.

Starting Gear

a Riding Horse, a Sword, a Lantern, 1d10 Silver Shillings

Additional Career Skills

Melee (Light), Riding, Vigilance, Survival

Profession

Specialization Progression

Roadwarden

None

None

Road

Sergeant*

Toll-

Keeper*

Increase ranks in Melee (Light)

and Riding to 3.

Purchase one rank in the Bad

Cop talent.

Increase ranks in Vigilance to 3.

Purchase the Always Prepared

talent.

Purchase the Expert Knowledge

(Law) talent.

Your character may change their social

status to Middle Class.

Coercion and Leadership are now career

skills for your character.

Your character may spend 20XP to purchase

the Imperious Tone talent.

Your character adds j to Coercion checks

targeting them.

Your character may spend 20XP to purchase

the Prime Positions talent.

Social Class:

Commoner

Species:

Hu, Ha, WE

Specialization Tree

EXP EXP EXP EXP EXP

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by 10 per rank of the talent.

tow

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

tow

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one wound

per ss if target's wounds exceed their

wound threshold.

[action]

a

tow

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

tow

p

p

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

117 of the Genesys Core Rulebook).

tow

Bad Cop

aa from a Coercion or Deception check:

upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

[Incidental]

tow

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

a

p

Expert Knowledge (Law)

Your character reduces difficulty of Knowledge

checks related to Law once.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

Bloodhound

When making a check to follow trail of

another character, add a number of s equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

Buns of Steel

While mounted on beast or vehicle, your

character may make a Simple (-) Riding

check, instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

a

tow

Born in the Saddle

Once per encounter, your character may use

this talent to add s equal to their ranks in

Riding to a single check (using any skill) they

make while mounted on beast or vehicle.

[Incidental]

Quick Witted

Once per enc, after another social skill check,

make an Average (kk) Vigilance check. If successful,

add s or f equal to ranks in Charm

to the other check. If failed, suffer 3 strain.

[Incidental, oot]

a

tow

Dedication

Toughened

Bad Cop

Master

Each rank of Dedication increases one of

Each rank of Toughened increases your

aa from a Coercion or Deception check:

Choose one skill. Once per round, suffer 2

your character's characteristics by one.

character’s wound threshold by two.

upgrade the ability of a single ally’s subsequent

strain to reduce the difficulty of the next

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]

p

P

a

gcrb #81 GCRB #75 tow gcrb #81

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GCRB #73

GCRB #76

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GCRB #75

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Warrior

Slayer

Dwarfs who have lost their honor swear a solemn oath to die in heroic battle and become

Slayers. They dye their beards and hair orange, fashion them into a crest and

travel the world with nothing but an axe, looking for a glorious death - the only means

by which they can wash away their disgrace.

Outcasts in the eyes of all other dwarfs, they never speak of the circumstances that led

to the loss of their honor. Shunned and exiled, they dedicate the entire fiber of their

being to the hardest and most destructive life of battle in search of redemption.

Unfortunately, this tenacity and determination often results in a far more fearsome and

capable warrior, which in turn compounds their burden - the longer a Slayer lives, the more

shame they carry, resulting in dour, unfriendly, and downright bad tempered individuals.

Profession

Specialization Progression

Starting Gear

1d10 Silver Shillings, Two axes or a Great axe or a War

Hammer (Inferior quality), Brass Knuckles

Additional Career Skills

Athletics, Brawl, Melee (Heavy), Resilience

Troll Slayer

Suffer unbearable disgrace.

Change your character's social class to

Outcast.

Your character cannot wear heavy armor

(soak 2 or higher) or use a shield and can

never change their specialization.

Giant

Slayer

Daemon

Slayer

Slay a troll.

Slay a giant

Your character upgrades the ability of Fear

checks once.

When your character makes a Resillience

check to stay conscious after exceeding

their wound threshold, they reduce the

difficulty of the check by one to a minimum

of Easy (k).

Your character upgrades the ability of Fear

checks twice instead of once.

Your character may spend 25XP to

increase Brawn or Willpower by one. This

cannot increase the characteristic above 5.

Social Class:

Outcast

Species:

Dw

Specialization Tree

EXP EXP EXP EXP EXP

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

gcrb #76

Dual Strike

When resolving a combined check to attack

with two weapons in a melee combat, suffer

2 strain to hit with the secondary weapon

(instead of spending aa).

[Incidental]

a

rot #90

Slayer [Sup.]

Your character adds j to melee combat

checks against Daemon adversaries. This effect

stacks with Slayer and Slayer (Improved)

talents.

tow

Combat Fury

Each time adversary or minion group is defeated

within short range of your character,

your character heals 2 strain.

tow

P

A

P

P

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead

of Cool or Discipline to make a check to

recover strain at the end of the encounter.

[Incidental]

tow

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer 2 strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

rot #89

Slayer [Imp.]

Your character adds j to melee combat

checks against targets that are silhouette 3 or

greater. This effect stacks with Slayer talent.

tow

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable, to

a minimum of 01.

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

a

a

P

P

P

Slayer

Your character adds j to melee combat

checks against targets that are silhouette 2

or greater.

tow

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Heroic Will

Choose two characteristics. Spend a Story

Point to ignore the effects of Critical Injuries

on any skill checks using those two characteristics

until the end of the encounter.

[Incidental, oot]

a

gcrb #79

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

P

P

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable, to

a minimum of 01.

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

gcrb #79

Death Rage

Your character adds +2 damage to melee

attacks for each Critical Injury they are

currently suffering.

rot #91

P

P

a

P

Unleash

Once per round, your character may suffer 1

corruption to perform a maneuver to immediately

defeat one rival or one minion group

in short range.

[Maneuver]

a

tow


Warrior

Watchman

‘The Watch’ is the first line of law enforcement in almost every town and city in the Old

World. Since watchmen are those who encounter the common people most frequently, they

often become the target for the peoples ire towards the town or cities authorities.

This can lead many watchmen to become strict and bitter, a situation not helped when some

towns hire the dregs of society to save some money, putting powers into the hands of lazy,

mean, and sadistic men.

Those few professional watchmen who become disillusioned with this type of cheap

corruption, sometimes find their street smarts lead their lives in a new direction, their

skills being highly valued by adventurers when navigating the streets of the Old World.

Starting Gear

1d10 Silver Shillings, a Halberd, a Club, a Lantern

Additional Career Skills

Athletics, Melee (Light), Perception, Streetwise

Profession

Specialization Progression

Watchman

None

None

Watch

Sergant*

Increase ranks in Athletics and

Melee (Light) to 3.

Purchase one rank in the Bad

Cop talent.

Your character may change their social

status to Middle Class.

Coercion and Leadership are now career

skills for your character.

Your character may spend 20XP to purchase

the Imperious Tone talent.

Investigator*

Purchase the Investigator talent.

Increase ranks in Perception and

Streetwise to 3.

Your character may change their social

status to Middle Class.

Your character may spend 20XP to

purchase the Recon talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, Og, Gn

Specialization Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers 3 additional strain.

tow

Bloodhound

When making a check to follow trail of

another character, add a number of s equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow

p

a

p

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

117 of the Genesys Core Rulebook).

tow

Work the Crowd

Your character decreases the difficulty of

social skill checks by one when influencing

groups (see Genesys Core Rulebook, page

120).

tow

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

GCRB #76

Investigator

Once per session, while at a crime scene, make

a Hard (kkk) Perception check. If succeesful, for

each s identify one prominent physical characteristics

of one person who was at the scene.

[action]

TOW

P

P

p

a

Expert Knowledge (Law)

Your character reduces difficulty of Knowledge

checks related to Law once.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

Bad Cop

aa from a Coercion or Deception check:

upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

[Incidental]

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

Rot #90

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

Defensive Stance

Suffer a number of strain up to the talent ranks.

Until the end of your char’s next turn, upgrade

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

GCRB #75

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

a

tow

Dedication

Bad Cop

Toughened

Concussive Strike

Each rank of Dedication increases one of aa from a Coercion or Deception check:

Each rank of Toughened increases your

Suffer 2 strain before a Melee (Light) or

your character's characteristics by one.

upgrade the ability of a single ally’s subsequent

character’s wound threshold by two.

Melee (Heavy) check. Increase the difficulty

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]

p

a

P

gcrb #81 tow GCRB #75 tow

a

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GCRB #73

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p

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GCRB #75

Rot #91

P

p


Witch Hunter

Witch Hunters are grim, cold individuals who have dedicated their life to eradicating

corruption wherever it may be. Most witch hunters are the state-issued Templars of the

Cult of Sigmar. However, there is a wide variety of others, from the Colleges’ Magisters

Vigilant to local mercenaries hired out to a nobleman’s service. What they all have in

common however is their dedication and zeal against all things tainted and impure.

All ordinary citizens agree that witch hunters are necessary and the work they do is

crucial to the safety of the Old World, but there are very few who do not feel a flush of

fear when they see a figure wearing the familiar wide-brimmed hat, a buckled tunic,

and a long black cloak...

Warrior

Starting Gear

3d10 Silver Shillings, a Leather Armor, a Sword or an Axe,

a Rope, a Sacred Symbol, a Torch

Additional Career Skills

Coercion, Discipline, Knowledge (Chaos), Melee (Light)

Profession

Specialization Progression

Witch

Hunter’s

Apprentice

Become a devout follower of

a Chaos opposing deity.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Sigmar, but they can never work miracles

of other deities or cast spells.

Witch

Hunter

Increase ranks in Discipline to 3.

Increase ranks in Knowledge

(Chaos) to 3

Convict a witch during the trial.

When making a Melee (Light) or Melee

(Heavy) check, your character may use

Willpower instead of Brawn.

Witch

Hunter

Captain

Increase ranks in Discipline to 4.

Increase ranks in Knowledge

(Chaos) to 4.

Become renowned among witch

hunters.

Once per session, your character may

ask for a big favor from another witch

hunter.

Your character may spend 10XP to purchase

one rank in the Enduring talent.

Social Class:

Outcast

Species:

Hu

Specialization Tree

EXP EXP EXP EXP EXP

Templar

Divine is now a career skill for your character.

They can only cast one spell using this skill per

encounter.

rot #87

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

1 when making an attack targeting a Chaos

adversary.

tow

Templar [imp.]

When your character casts the Divine spell,

they do not add j for wearing heavy armor,

using a shield, or not having at least one

hand free.

ROT #89

P

P

P

The Hammer of Witches

Once per encounter, make a Hard (kkk)

Divine check. Add j per each s to all magic

checks targeting your character. For every aa

add j to combat checks targeting spellcasters.

[action]

a

tow

StrengTh of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[Maneuver]

a

EPG #97

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow

Heroic recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

a

ROT #88

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 3 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

P

P

Durable

Your character reduces any Critical Injury

result they suffer by 10 per rank of Durable, to

a minimum of 01.

GCRB #73

Know The Enemy

Your character may make a Knowledge

(Chaos) check instead of Cool or Vigilance, to

determine Initiative order when facing Chaos

creatures.

[Incidental]

a

tow

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Justice of the Citadel

Once per round may suffer 3 strain to use this

talent to add damage equal to ranks in Discipline

to one hit of a successful melee attack.

[Incidental]

ROT #90

Zealous Fire

Each time your Game Master spends a Story

Point, your character heals 2 strain.

ROT #91

P

P

a

P

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Scathing tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy within

short range suffers 1 strain. For each a one

enemy suffers 1 additional strain.

[action]

a

GCRB #77

Scathing Tirade [imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

GCRB #79

Scathing Tirade [sup.]

Your character may choose to suffer 1 strain to

use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

GCRB #81

P

P

a

Baleful Gaze

Once per round, spend a Story Point to upgrade

the difficulty of a combat check targeting your

character within medium range by your ranks

in Coercion.

[Incidental, oot]

a

tow


Character

Character

Name:

ge:

Species: Gender: Height:

Hair: Eyes: Social claſs:

Notable feat.:

Characteriſtics

Career:

Profeſſion:

Strength:

Deſire:

Sheet

Deſcription

Specialization:

Flaw:

Fear:

Brawn

gility

Intellect

Cunning

Willpower

Preſence

t‍tributes

Soak Value

General Skills Career? Rank

Alchemy (Int)

Athletics (Br)

Cool (Pr)

Coordination (Ag)

Crafts (Int)

Discipline (Will)

Engineering (Int)

Medicine (Int)

Perception (Cun)

Resilience (Br)

Riding (Ag)

Sailing (Int)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

Magic Skills Career? Rank

Arcana (Int)

Divine (Will)

Weapon

Defenſe

ranged melee thresh. current

thresh. current

thresh. current

Combat Skills Career? Rank

Brawl (Br)

Firearms (Ag)

Gunnery (Int)

Melee - Heavy (Br)

Melee - Light (Br)

Ranged (Ag)

Social Skills Career? Rank

Charm (Pr)

Coercion (Wp)

Deception (Cun)

Leadership (Pr)

Negotiation (Pr)

Knowledge Skills Career? Rank

Academic (Int)

Chaos (Int)

Cuſtom Skills Career? Rank

______________________

______________________

______________________

______________________

Skill Dmg. Crit Range Encum. On you?

________________ ______ ______ ______ _____ _______ __________________________________________________

________________ ______ ______ ______ _____ _______ __________________________________________________

________________ ______ ______ ______ _____ _______ __________________________________________________

________________ ______ ______ ______ _____ _______ __________________________________________________

____________________

____________________

____________________

____________________

____________________

Critical Injuries

Skills

Wounds

Encum. On you?

____________________

____________________

____________________

____________________

____________________

Weapons

Perſonal Gear

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

Special

bilities & dd. Talents

Encum. On you?

____________________ ____________________

____________________ ____________________

____________________ ____________________

____________________ ____________________

Encumbrance

Strain

Current

Maximum

Mutations

Corruption

Money

Gold Crowns

Silver Shillings

Braſs Pennies

Exp.

Total exp.

Available exp.

© 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 fantasy

settings.

Tier 1

A Brave Face

Tier: 1

Activation: Passive

Ranked: No

Allied characters within medium range of your

character add j to the checks to recover strain

at the end of an encounter (see page 117 of the

Genesys Core Rulebook).

Black Market Contacts

Tier: 1

Activation: Active (Incidental)

Ranked: Yes

Once per session, when attempting to purchase

an item that is not available legally, your

character may use this talent to reduce its rarity

by one per rank of Black Market Contacts.

character may make a Simple (-) Riding check,

instead of Discipline or Cool, to recover strain

at the end of an encounter (see page 117 of

Genesys Core Rulebook).

College Wizard

Tier: 1

Activation: Passive

Ranked: No

Your character reduces any Miscast result they

cause by 10, to a minimum of 01.

Cool Face

Tier: 1

Activation: Passive

Ranked: No

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

Buns of Steel

Tier: 1

Activation: Active (Incidental)

Ranked: No

While mounted on a beast or vehicle, your

70 The Old World: Grim and Perilous

Craft Specialization

Tier: 1

Activation: Passive

Ranked: Yes


For each rank of this talent, select a specific

area of craftsmanship for your character.

When your character makes a Crafts check

which pertains to that area of craftsmanship,

reduce the difficulty of the check once.

If the check is to craft an item (see Realms

of Terrinoth, page 112), additionally decrease

the time needed by half (rounded up).

When your character makes a Crafts check

which DOES NOT pertain to that area of

craftsmanship, add jj to the check instead.

Table 2-1: Example Crafts

Craft

Art making

Cloth making

Masonry

Metalworking

Shipbuilding

Woodworking

Description

Sculpting, painting etc.

Making clothes, hats and shoes.

Construction of stone buildings.

Smithing and metal casting.

Building and repairing ships.

Wood carving, carpentry etc.

Dark Street

Tier: 1

Activation: Passive

Ranked: Yes

After your character makes a Perception, Vigilance,

Streetwise, or Knowledge check to

notice, identify, or avoid a threat in sewers,

underground city tunnels, or other similar

locations, your character cancels a number of

uncanceled h no greater than your character's

ranks in Dark Street.

Expert Knowledge

Tier: 1

Activation: Passive

Ranked: Yes

For each rank of this talent, select a specific

area of expertise for your character.

When your character makes a Knowledge (Academic)

or a Knowledge (Chaos) check which

pertains to that area of knowledge, reduce the

difficulty of the check once.

Table 2-2: Example Areas of

Knowledge

Area

Astronomy

Botany

Chaos

Heraldry

Magic

Metallurgy

Theology

Zoology

Field of Study

Celestial objects and phenomena.

Floral and fungal life.

Chaos domain and creatures.

Armorial bearings and noble

ceremonies.

Winds of magic, magic items etc.

Production of metal and alloys.

Deities and religious beliefs.

Animals and their behavior.

Hamstring Shot

Tier: 1

Activation: Active (Action)

Ranked: No

Once per encounter, your character may use

this talent to perform a ranged combat check

against one non-vehicle target within range

of the weapon used. If the check is successful,

halve the damage inflicted by the attack (before

reducing damage by the target’s soak).

The target is immobilized until the end of its

next turn.

Note: Balance change for the original Hamstring Shot talent.

Hedge Magic

Tier: 1

Activation: Active (Incidental)

Ranked: No

When making a Magic (Arcana) check to cast

a spell with the difficulty of Average (kk) or

lower, your character may use Cunning instead

of Intellect. If the spell is an Attack spell,

your character may use Cunning to determine

the base damage of the spell.

Intuitive Casting

Tier: 1

Activation: Passive

Ranked: Yes

Your character adds sh for each rank of Intuitive

Casting to the magic checks they make

in the first round of an encounter.

The Old World: Grim and Perilous 71


Jackspeak

Tier: 1

Activation: Active (Incidental)

Ranked: Yes

When your character makes a social skill check

in a company of sailors, rivermen or similar

individuals (as determined by your GM), they

may suffer a number of strain to use this talent

to add an equal number of a to the check. The

number may not exceed your character's ranks

in Jackspeak.

Manann's Blessing

Tier: 1

Activation: Active (Incidental)

Ranked: No

When in nautical environment, your character

may make a Simple (-) Sailing check, instead

of Discipline or Cool, to recover strain at the

end of an encounter (see page 117 of Genesys

Core Rulebook).

Tier: 1

Activation: Active (Incidental)

Ranked: No

When in an ongoing hostile or actively dangerous

scene or environment, where your character

has received at least 1 wound in the previous

encounter, your character may make a Simple

(-) Resilience check, instead of Discipline or

Cool, to recover strain at the end of an encounter

(see page 117 of Genesys Core Rulebook).

Note: Originally from The Forge, episode 6.

Pure

Tier: 1

Activation: Passive

Ranked: Yes

Each rank of Pure increases your character's

corruption threshold by one.

Nimble Steersman

Tier: 1

Activation: Active (Incidental)

Ranked: No

When making a Sailing check to operate a boat

or a barge, your character may use Agility instead

of Intelligence.

Perfect Liar

Tier: 1

Activation: Active (Incidental)

Ranked: Yes

After your character makes a Deception check,

they may suffer 1 strain to use this talent to cancel

h equal to your character’s ranks in Perfect Liar.

Power Through

72 The Old World: Grim and Perilous


Rule of Aqshy

Tier: 1

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they always add the Fire effect to the spell

without increasing the difficulty.

Purchasing this talent also have a narrative

effect as it subtly changes appearance of your

character. Red strands appear among the character's

hair, and their face blushes slightly.

Rule of Azyr

Tier: 1

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they always add the Lightning effect to the

spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your

character. Blue flecks appear in their eyes and

some hair may go gray as the wind of Azyr

flows through their body.

Rule of Chamon

Tier: 1

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they always add the Impact effect to the spell

without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your character.

Their skin becomes slightly yellowish and

shiny and their gaze seems to be more focused.

Rule of Ghur

Tier: 1

Activation: Active (Incidental)

Ranked: No

When your character casts an Attack spell, they

may use this talent to add the Close Combat effect

to the spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your character.

Their hair grows thick and disheveled and

their nails become long and sharpened.

Rule of Ghyran

Tier: 1

Activation: Active (Incidental)

Ranked: No

Your character adds j to magic checks while in

the rural environment and j while in the urban

environment. Additionally, when your character

casts an Attack spell, they may use this talent

to add the Non-lethal effect to the spell without

increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your character.

Their skin becomes bright and healthy, and

the cheeks blush slightly. A fresh scent always

surrounds your character.

Rule of Hysh

Tier: 1

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they always add the Holy effect to the spell

without increasing the difficulty. The effect

works against Chaos and Daemon adversaries.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your

character. After performing their first few ritual

castings, they will soon find white streaks

in their hair and their skin will turn pale.

Rule of Shyish

Tier: 1

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they always add the Holy effect to the spell without

increasing the difficulty. The effect works

against Undead adversaries.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your character

as they become lean and pale.

The Old World: Grim and Perilous 73


Rule of Ulgu

Tier: 1

Activation: Active (Incidental)

Ranked: No

While resolving the Attack or Curse spell

check, you may spend a to Disorient the target

for a number of rounds equal to your character's

ranks in Knowledge (Chaos).

Street Slang

Tier: 1

Activation: Active (Incidental)

Ranked: Yes

When your character makes a social skill check

in criminal or dubious company (as determined

by your GM), they may suffer a number of

strain to use this talent to add an equal number

of a to the check. The number may not exceed

your character's ranks in Street Slang.

Technical Jargon

Tier: 1

Activation: Active (Incidental)

Ranked: No

Your character may use this talent when making

a Charm check targeting an engineer,

craftsman, or similar individual to count their

ranks of Charm as equal to their ranks in Crafts

or Engineering.

Tier 2

Acrobatics

Tier: 2

Activation: Active (Maneuver)

Ranked: No

When your character is moving in a way that

would normally require Athletics or Coordination

check (e.g. climbing, swinging a rope

etc.), they may suffer 2 strain to perform this

check as a maneuver instead of an action.

Altered Deal

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per session, when allied character within

short range of your character fails a Negotiation

check, your character may use this talent to retry

the check using Coercion instead of Negotiation.

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

Tier: 2

Activation: Passive

Ranked: Yes

Your character adds j per rank of Animal

Expertise to all checks when interacting with

a beast or animal (including combat checks).

Additionally, when inflicting a Critical Injury

to a beast (including Beastmen and Skaven) or

an animal, your character increases the result

by 10 per rank of Animal Expertise.

Bad Cop

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Your character may spend aa from a Coercion

or Deception check to use this talent

to upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

The check must target the same character

as your character’s initial check, and it must

take place during the same encounter.

Breakthrough

Tier: 2

Activation: Active (Maneuver)

Ranked: Yes

Once per round, while wielding a Melee

(Heavy) weapon, your character may suffer

a number of strain no greater than their ranks

in Breakthrough to use this talent. Choose one

enemy engaged with your character; until the

end of your character's next turn, decrease the

defense of the target a number of times equal

to the strain suffered.

Burly

Tier: 2

Activation: Passive

Ranked: No

Your character decreases Cumbersome quality

rating of a weapon they wield by 1.

Chaos Bane

Tier: 2

Activation: Passive

Ranked: No

Your character counts the Critical rating of their

weapon as one lower to a minimum of 1 when

making an attack targeting a Chaos adversary.

Combat Training

Tier: 2

Activation: Passive

Ranked: No

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

Daring Sailor

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Before your character makes a Sailing check,

they may add a number of h to the results to

use this talent to add an equal number of s.

The number may not exceed your character’s

ranks in Daring Sailor.

Deep Pockets

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, your character may use

this talent to produce a small but narratively

useful item from their pockets, backpack, or

similar receptacle (it turns out the item had

been there the whole time). Your GM has final

say as to what items can be produced with

Deep Pockets, but generally the item should

cost less than 5 Silver Shillings and have an

encumbrance of 0 or 1.

Note: Inspired by a similar SotB talent.

The Old World: Grim and Perilous 75


Distraction

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may use this talent to make

an Average (kk) Coordination or Deception

check. For each s the check generates, one

adversary of your choice within short range becomes

disoriented. Your character may spend

a from the check to inflict 1 strain on an affected

adversary and may spend t from the check

to stagger a minion or rival within short range.

Encouraging Song

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may use this talent to make

an Average (kk) Charm check. For each s

the check generates, one ally within medium

range adds j to their next skill check. For each

a, one ally benefiting from Encouraging Song

heals 1 strain.

Fast Healer

Tier: 2

Activation: Passive

Ranked: No

When your character heals wounds via natural

rest, they heal two additional wounds.

Inspiring Cry

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per encounter, your character may use

this talent to allow allies within medium range

to reroll any number of j when they make

a check until the end of the following round.

The number of allies affected may not exceed

your character's ranks in Leadership.

Note: Inspired by a similar SotC talent.

Intimidating

Tier: 2

Activation: Passive

Ranked: Yes

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks

in Intimidating.

Keen Observer

Tier: 2

Activation: Passive

Ranked: No

Your character adds jj to checks to discern

another character's Motivations.

Know The Enemy

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character may make a Knowledge (Chaos)

check instead of Cool or Vigilance, to determine

Initiative order when facing Chaos creatures.

Paragon

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per encounter, your character may use

this talent before making a Fear check. If the

check is successful, all allied characters present

in the encounter decrease the difficulty

of Fear checks by one until the end of the encounter.

If the check fails, they increase the

difficulty by one instead.

Patch Up

Tier: 2

Activation: Active (Incidental)

Ranked: No

When your character fails a check to heal

wounds, they may instead heal a number of

wounds equal to their Intellect. Once before

76 The Old World: Grim and Perilous


the end of the session, d may be spent from

a check the healed character makes to have

them suffer a number of wounds equal to

your character’s Intellect. Your character may

only use this talent on a particular target once

per game session.

Physician

Tier: 2

Activation: Passive

Ranked: Yes

When your character makes a Medicine check to

help another character heal wounds, the target

additionally heals 1 strain per rank of Physician.

Prepared Spell

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

When your character

gains a rank in this

talent, decide on a

spell consisting of

a particular magic

action and a

specific set of

one or more effects. Once per encounter, your

character may reduce the difficulty of the check

to cast that spell by one.

Probing Question

Tier: 2

Activation: Passive

Ranked: No

If your character knows an opponent’s Flaw or

Fear Motivation, when your character inflicts

strain on that opponent using a social skill, the

opponent suffers 3 additional strain.

Quick Fix

Tier: 2

Activation: Active (Maneuver)

Ranked: No

You may spend a Story Point to allow your

character to use this talent to temporarily

repair one damaged item they are engaged

with. For a number of rounds equal to your

character’s ranks in Crafts, the item may

be used without penalty (see page 89 of the

Genesys Core Rulebook), even if it is unusable.

When the effect ends, the item is damaged

one additional step; if it was already

suffering from major damage, it is destroyed

and cannot be repaired.

Ranger

Tier: 2

Activation: Passive

Ranked: No

Discipline and Firearms are now career skills

for your character.

Regular Maintenance

Tier: 2

Activation: Passive

Ranked: No

The vehicle your character is on increases its

strain threshold by your character's ranks in

Crafts. If the vehicle's silhouette is 3 or more,

it increases its strain threshold two times your

character's ranks in Crafts.

The Old World: Grim and Perilous 77


Sea Legs

Tier: 2

Activation: Passive

Ranked: yes

When your character makes a Brawn or Agility

based check while on a boat or ship, they add j

to the check for each rank of Sea Legs.

Shield Bash

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character may use this talent to spend t

from a check they make to determine Initiative

to make a Melee (Light) combat check with

a shield against a valid target before the first

round of combat begins. If this combat check

is successful, your character may activate the

Knockdown item quality without spending a.

Silver Tongued

Tier: 2

Activation: Active (Incidental)

Ranked: No

When resolving a social skill check, you may

spend one Story Point to use this talent to replace

uncanceled aa with s.

Sixth Sense

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character may make a Vigilance or Discipline

check instead of Cool, to determine Initiative

order.

Slayer

Tier: 2

Activation: Passive

Ranked: No

Your character adds j to melee combat checks

against targets that are silhouette 2 or greater.

Small, But Vicious Dog

Tier: 2

Activation: Passive

Ranked: No

Your character creates a bond with a single

mid-sized dog with a bad temper. The bond

persists as long as your character chooses, although

at your GM's discretion, the bond may

also be broken due to abusive treatment or

other extenuating circumstances.

As long as the bond persists, the dog follows

your character, and you dictate the dog's overall

behavior (although, since the dog is only

bonded with the character, not dominated, it

may still perform inconvenient actions such

as scratching furniture, consuming rations,

and marking territory). Once per round in

structured encounters, your character may

spend one maneuver to direct their dog in

performing one action and one maneuver

during your character’s turn. The dog must be

within hearing and visual range of your character

(generally medium range) to do this.

Otherwise, the dog does not contribute to the

encounter. The specifics of its behavior are up

to you and your GM.

While benefiting from this talent, you may also

benefit from all talents that hold the Animal

Companion talent as a prerequisite. However,

you cannot increase the allowed silhouette

of the dog by increasing ranks in the Animal

Companion talent.

Special Use Permit

Tier: 2

Activation: Passive

Ranked: No

Your character does not treat any item as restricted

(R).

This also means your character can carry a Firearms

and Ranged weapons (including explosives)

or transport Gunnery weapons that normally

would be restricted in public without being

arrested. However, they can still be arrested for

using such a weapon in an unlawful manner.

Note: Inspired by a similar SotB talent.

78 The Old World: Grim and Perilous


Steady Hand

Tier: 2

Activation: Active (Incidental)

Ranked: No

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

Sucker Punch

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character may use this talent to spend

t from a check they make to determine Initiative

to make a Brawl combat check against

a valid target before the first round of combat

begins. If this combat check is successful,

your character may activate the Disorient item

quality without spending a.

Surgical Strike

Tier: 2

Activation: Active (Incidental)

Ranked: No

Before your character makes a Brawl or Melee

(Light) check, you may spend a Story Point to

use this talent to grant your attack the Vicious

item quality equal to your character's ranks in

Medicine.

Note: Originally from The Forge, episode 11.

Vanguard

Tier: 2

Activation: Passive

Ranked: No

If your character is mounted at the beginning

of a combat encounter, they add ss to the

check to determine Initiative order.

Work the Crowd

Tier: 2

Activation: Passive

Ranked: No

Your character decreases the difficulty of social

skill checks by one when influencing groups

(see Genesys Core Rulebook, page 120).

Tier 3

Audacious

Tier: 3

Activation: Passive

Ranked: No

When your character generates d on a social

check, roll l and add the results to the check,

in additional to the d being spent as normal.

Applied Research

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

Your character may use this talent before making

a check to use any knowledge skill and Intellect

instead of the skill and characteristic

the check would normally require. Your character

may use this talent a number of times

per session equal to their ranks in Applied

Research. When your character uses this talent,

you should explain how their mastery of

Knowledge lets them accomplish this task. In

addition, your GM may rule that a particular

knowledge skill makes the most sense in a given

situation, and require your character to use

that specific knowledge skill.

Note: Originally from the SotB rulebook.

The Old World: Grim and Perilous 79


Artillerist

Tier: 3

Activation: Passive

Ranked: No

Gunnery is now a career skill for your character.

A number of allied characters within medium

range may use your character's ranks in Gunnery

instead of theirs when making Gunnery

checks. The number cannot exceed your character's

Presence rating.

Awakening of the

Forest

Tier: 3

Activation: Active (Action)

Ranked: No

Once per encounter, your character may suffer

2 strain to use this talent to make a Hard (kkk)

Arcana check targeting a tree within short

range. If the check is successful, the tree awakens

(use the characteristic of Aymhelin Scion,

Realms of Terrinoth p. 178) and obeys your

character's commands until the end of the encounter

or until dispelled. Your character may

spend a maneuver to direct the tree, allowing

them to determine its action and maneuver.

tracks or a trail of information), you may use this

talent to add a number of s equal to your character’s

ranks in Streetwise or Survival, as appropriate

for the environment, to the check results.

Note: Originally from the SotC rulebook.

Born in the Saddle

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per encounter, your character may use

this talent to add s equal to their ranks in

Riding to a single check (using any skill) they

make while mounted on beast or vehicle.

Bad Press

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session, your character may make

a Hard (kkk) Knowledge (Academic) check

targeting an easily distinguishable group of

characters (for example members of a particular

guild or servants of a nobleman). If the check is

successful, during the next social encounter, decrease

strain threshold of all members of the targeted

group by your character's Presence rating.

Bloodhound

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character makes a check to follow

another character’s trail (whether their physical

80 The Old World: Grim and Perilous


College Wizard

(Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the College

Wizard talent to benefit from this talent.

Your character reduces any Miscast result they

cause by 30 instead of 10, to a minimum of 01.

Combined Attack

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per round, when your character makes

a melee combat check, they may suffer 3 strain

to use this talent. Upgrade the difficulty of

the check once. While resolving the check, the

weapon gains the Linked item quality with

the rating equal to your character's ranks in

Coordination.

Demolitionist

Tier: 3

Activation: Active (Action)

Ranked: No

Your character may use this talent to make an

Engineering check to attempt to destroy some

sort of cover present in the current encounter

at the expense of a bomb. The difficulty of

the check is Easy (k) plus k for each point of

defense the cover provides, to a maximum of

Formidable (kkkkk). Additional bombs can

be used to add j per bomb used, to a maximum

of jj. If the check is successful, for

each s one enemy benefiting from the cover

loses the benefit until the end of the encounter.

Additionally, aa can be spent to hit one

enemy in the cover. The hit deals the bomb's

base damage, plus any damage from applicable

talents or abilities.

Diplomatic Immunity

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character is accused of committing

a crime (except for the most serious

ones like murder, worshiping Chaos etc.) you

may spend one Story Point to use this talent.

Your character avoids any possible fines or

jail-time and is released immediately, even

if they were caught red-handed. However, if

your character is, in fact, guilty, your GM may

rule that this talent might only be activated

by them suffering one corruption instead of

spending a Story Point.

Elusive

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

When another character makes a check to follow

your character’s trail (whether physical tracks or

a trail of information), your character may use

this talent to add a number of f equal to their

ranks in Streetwise or Survival, as appropriate

to the environment, to the check results.