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The Old World: Grim and Perilous

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Development

Mariusz Szymański, Barbara Szymańska,

Dave Brown

Game Design and Writing

Mariusz Szymański, Dave Brown

Graphic Design, Art and DTP

Barbara Szymańska

Proofreading

Dave Brown (ENG)

Tomasz „Ribald” Okraska (PL)

Editing

Dave Brown (ENG)

Grzegorz Karaluch, Tomasz Szczypiński (PL)

Art inspired by

Rekografia, Klaudia Zdanowska

The Old World map by

Kartografia Niepraktyczna

Writing

Tomasz Szczypiński

Additional Writing

Mariusz Szymański

Graphic Design and DTP

Barbara Szymańska

Art

Adrianna Niewiadomska, Angelina Bezmilitsyna

Proofreading (eng)

Dave Brown

Translation (eng)

Grzegorz Karaluch

www.perilous.eu

Credits

"The Circle" Adventure

Follow us!

Legal Note

Art models

Jana Nell Antoniewicz, Bartosz Bruski, Pszemek

Blecharz, Tomek Olejniczak, Adrianna Niewiadomska,

Feilbergs Workshop, Michał Stępowski,

Ardath - The Lute Player, Dave Brown

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

TheOldWorldGenesys

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 -, 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 years now. The st edition of WFRP was

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

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

sure we wanted to try this campaign again. However, while the th 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 th edition), this time we wanted something more narrative. The rd 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 at a 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 % of our work, we finally

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

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

Workshop, Cubicle , 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 -, while keeping the simplicity 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. This 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. Additionally, as mentioned earlier, we do not provide the

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

the th 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........................................................10

Character Creation: Step by step.......................................................10

Step 1: Determine Background....................................................10

Step 2: Select a Character Species.............................................10

Step 3: Choose a Career and a Specialization........................... 11

Step 4: Invest Experience Points................................................. 13

Step 5: Determine Derived Attributes....................................... 13

Step 6: Determine Character Motivation.................................14

Step 7: Choose Appearance and Personality.............................14

Character Species.................................................................................14

Human...............................................................................................14

Wood Elf.......................................................................................... 15

High Elf........................................................................................... 15

Dwarf...............................................................................................16

Halfling...........................................................................................16

Gnome............................................................................................... 17

Imperial Ogre..................................................................................18

Careers....................................................................................................19

Craftsman........................................................................................19

Noble................................................................................................19

Rogue............................................................................................... 20

Scholar........................................................................................... 20

Soldier............................................................................................ 20

Wanderer........................................................................................21

Warrior...........................................................................................21

Specializations..................................................................................... 22

Selecting first specialization................................................... 22

Changing specialization............................................................. 22

Specialization progression and professions.......................... 22

Available Specializations................................................................... 25

Craftsmen....................................................................................... 25

nobles.............................................................................................. 29

Rogues..............................................................................................33

Scholars..........................................................................................39

Soldiers.......................................................................................... 52

Wanderers...................................................................................... 58

Warriors..........................................................................................67

Character Sheet....................................................................................73

6 The Old World: Grim and Perilous


Chapter 2: New Talents...............................................................................74

Tier 1.........................................................................................................74

Tier 2........................................................................................................79

Tier 3........................................................................................................ 84

Tier 4........................................................................................................ 92

Tier 5........................................................................................................ 98

Chapter 3 New Skills and Rules...............................................................109

General Skills......................................................................................109

Combat Skills....................................................................................... 110

Knowledge Skills.................................................................................111

Rules from the Genesys Rulebook................................................... 112

Resisting Loss of Consciousness and Instant Death................... 112

Chapter 4: Magic of the Old World......................................................... 114

Types of Magic...................................................................................... 114

New Spells And Maneuvers.................................................................117

Narrative Descriptions...............................................................117

Spells in Structured Encounters............................................ 118

New Augment and Barrier Additional Effects...................... 121

Maneuvers..................................................................................... 121

Miscast and The Curse of Tzeentch.........................................122

Magic Implements........................................................................ 123

Chapter 5: The Stigma of Corruption......................................................126

Corruption Threshold....................................................................... 126

Suffering Corruption......................................................................... 126

Exceeding Corruption Threshold................................................... 127

Reducing Corruption.......................................................................... 127

Dark Gifts............................................................................................. 127

Chapter 6: Weakness of Flesh, Frailty of Mind....................................129

Diseases................................................................................................. 129

Fear and Sanity.....................................................................................131

Effects of Fear............................................................................. 132

Chapter 7: Social Status............................................................................ 135

Social Groups....................................................................................... 135

Using Social Status............................................................................. 136

Chapter 8: Equipment and Vehicles......................................................... 137

Weapons and Armors........................................................................... 137

New Item Qualities...................................................................... 137

Melee Weapons............................................................................. 138

Ranged Weapons...........................................................................140

Armor............................................................................................. 143

The Old World: Grim and Perilous 7


Magic Items........................................................................................... 143

Identification of Magic Items................................................... 145

Gear and Services................................................................................ 146

Gear................................................................................................ 146

Alchemical Concotions.............................................................. 148

Animals and Related Gear.......................................................... 148

Services.........................................................................................150

Vehicles.........................................................................................150

Chapter 9: Adversaries of the Old World............................................. 153

Undead................................................................................................... 153

Ghoul.............................................................................................. 153

Wraith............................................................................................ 154

Beastmen............................................................................................... 155

Bestigor......................................................................................... 155

Minotaur....................................................................................... 156

Chaos Spawn - Dark Mass................................................................... 156

Skaven.................................................................................................... 157

Srotmvermin................................................................................. 157

Grey Seer....................................................................................... 158

Gutter Runner.............................................................................. 158

Rat Ogre......................................................................................... 158

Daemons................................................................................................. 159

Daemonette................................................................................... 159

Bloodthirster..............................................................................160

Bloodletter.................................................................................. 161

Plaguebearer................................................................................ 161

Lord of Change............................................................................. 162

Pink Horror.................................................................................. 164

Doomlord...................................................................................... 165

Doombringer................................................................................. 165

Greenskins............................................................................................ 166

Black Orc....................................................................................... 167

Orc Warboss.................................................................................168

Troll...............................................................................................168

Vampires................................................................................................ 169

Blood Dragon............................................................................... 169

Strigoi............................................................................................170

Fimir.......................................................................................................170

Meargh...........................................................................................170

Dirach.............................................................................................171

8 The Old World: Grim and Perilous


Fimm................................................................................................ 172

Criminals and law enforcement...................................................... 172

Unchained..................................................................................... 172

Mob Boss........................................................................................ 173

Enforcer........................................................................................ 174

Cat Burglar .................................................................................. 174

Master Investigator................................................................... 175

Priest of Morr.............................................................................. 175

Chapter 10: Adventuring Party................................................................ 176

Creating a Party.................................................................................. 176

Party's Reputation....................................................................... 178

Spending Renown......................................................................... 179

Supporters, Allies, Associates..................................................180

Party Tension Meter...................................................................182

Six Party Archetypes........................................................................... 184

Soldiers of Fortune.................................................................... 184

The Company..................................................................................186

Seekers of Knowledge................................................................ 187

Defenders of Faith......................................................................188

Peacekeepers.................................................................................189

Swashbucklers.............................................................................190

Party Sheets......................................................................................... 193

Chapter 11: Grim World of Perilous Adventure ......................................... 198

Three Tones..........................................................................................198

Adventurous.................................................................................198

Grim and Dark...............................................................................198

Heroic............................................................................................ 199

One Shot Adventures.......................................................................... 199

Running Long Campaigns................................................................... 199

Environment and Time....................................................................... 202

Controlling time........................................................................ 202

Threat Indicator........................................................................ 202

Progress Indicator..................................................................... 204

Best Practices and Recommendations........................................... 204

Collaborative Storytelling..................................................... 205

Resolving Checks........................................................................ 206

Using Story Points...................................................................... 206

Appendixes................................................................................................... 208

The Circle Adventure ....................................................................... 209

Perilous Locations.............................................................................. 211

The Old World: Grim and Perilous 9


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 : Choose a Career,

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

an additional specialization during Step : 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 up with their background.

While this step may seem entirely skippable,

it is in fact very important as it will later help

you to determine your 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 -: 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-

10 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

-

Dwarf

-

Halfling

-

Wood Elf

-

High Elf

Imperial Ogre

Gnome

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 -: 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 -: 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 -: Lores

of Magic to determine the school of wizardry

your character graduated from.

After you select a career and specialization,

choose four career skills. Your character starts

the game with one rank in each of those skills.

Chapter 1: Creating Your Character 11


Table 1-2: Available Specializations

Career Human Wood

Elf

Crafstman

Noble

Rogue

Scholar

Soldier

Wanderer

Warrior

High Elf Dwarf Halfling Ogre Gnome Specialization

- - - - - - - Artisan

- - - - - - Executioner

- - - - - - - Merchant

- - - - - - Military Engineer

- - - - - Duelist

- - - - - - Envoy

- - - - Highwayman

- - - - - - Knight

- - - - Assassin

- - - - - - - Charlatan

- - - - - - - Fence

- - - - - - - Racketeer

- - - - - - Spy

- - - - - - - Thief

- - - - - - - Academician

- - - - - - Agitator

- - - - - - - Physician

- - - - - - Priest

- - - - - - Warrior Priest

- - - - - - Wizard

- - - - - - - Cavalerist

- - - - - - Foot Soldier

- - - - - - Marksman

- - - - - - - Mercenary

- - - - Officer

- - - - - - - Sailor

- - - - - - Bounty Hunter

- - - - - - Coachman

- - - - - - - Entertainer

- - - - - - - Hunter

- - - - - - - Outlaw

- - - - - - Ratcatcher

- - - - - Riverman

- - - - - - - Scout

- - - - - - Sorcerer

- - - - - - Bodyguard

- - - - - Champion

- - - - - - Roadwarden

- - - - - - - Slayer

- - - - - - - Watchman

- - - - - - Witch Hunter

12 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

Amethyst Wizard

Bright Wizard

Celestial Wizard

Gold Wizard

Grey Wizard

Jade Wizard

White Wizard

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 once character creation

is finished. General rules on how to spend

XP during this step are presented in the

Genesys Core Rulebook, page , however

The Old World: Grim and Perilous

adds one unique option - purchasing an

additional talent tree. At your GMs discretion,

you may spend XP 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 the 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 d and compare the result with Tables

- or -. This will give you an extra XP if

you chose a character's species or specialization

this way, or XP if you chose both. However, you

must accept the result of the roll.

This XP cannot be spent on characteristics, only

skills and talents.

During this step you will determine your character's

wound threshold, strain threshold,

defense and soak by following the rules presented

in the Genesys Core Rulebook, page .

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).

Step 5: Determine

Derived Attributes

Chapter 1: Creating Your Character 13


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 explained in the chapter

: The Stigma of Corruption.

Step 6: Determine

Character

Motivation

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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

Character Species

14 The Old World: Grim and Perilous

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 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 the Genesys Core Rulebook

allows you to purchase equipment in this step,

in The Old World: Grim and Perilous gear is

determined by your character's starting career

and specialization. All you have to do is to

simply write it down on your character sheet.

• Starting Experience

• 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

during character creation.

• Available Specializations

Specializations available to Human characters

are marked with the Hu symbol.

• 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 the 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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Wood Elf starts with one rank in Vigilance

and may choose 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 during character creation.

• Available Specializations

Specializations available to Wood Elf characters

are marked with the 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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A High Elf starts with one rank in Knowledge

(Academic) and may choose 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 during

character creation.

Chapter 1: Creating Your Character 15


• Available Specializations

Specializations available to High Elf characters

are marked with the 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

if 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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Dwarf starts with one rank in Discipline

and may choose 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 during character creation.

• Available Specializations

Specializations available to Dwarf characters

are marked with the 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.

16 The Old World: Grim and Perilous

Halfling

Dark vision

In the Warhammer Fantasy universe, many species

have the ability to see in the dark. It may seem

surprising, therefore, that such an ability was not

included in the characteristics of elves, dwarves,

halflings or gnomes. This is a conscious design

decision. We weighed many pros and cons and

came to the conclusion that the ability to see in

the dark almost completely neutralizes one of the

most common threats that await player characters,

namely darkness.

Although it seems inconspicuous, it is in fact a

powerful ability, the inclusion of which as a species

ability would result in the removal of other,

much more interesting abilities or the need to

reduce the character's starting experience. However,

if you feel that lack of dark vision conflicts

too much with your vision of Warhammer, we

suggest using a weaker version of this ability and

removing a single j added due to darkness.

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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Halfling starts with one rank in Charm and

may choose one rank in either Ranged or De-


ception during character creation. They obtain

this rank before spending experience points,

and these skills may not be increased higher

than rank during character creation.

• Available Specializations

Specializations available to Halfling characters

are marked with the 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 .

• 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

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Gnome starts with one rank in Skulduggery

and may choose 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 during character creation.

• Available Specializations

Specializations available to Gnome characters

are marked with the 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 .

Chapter 1: Creating Your Character 17


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.

• 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 and increase

their encumbrance threshold by .

• 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.

SPECIES ABILITY

4 1 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• 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 during character creation.

• Available Specializations

Specializations available to Imperial Ogre

characters are marked with the Og symbol.

18 The Old World: Grim and Perilous


The careers listed below are available for players

during Step : Choose a Career. Each career

determines the first six career skills, followed

by four skills 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

knowledge. Most of them avoid traveling, pre-

Chapter 1: Creating Your Character 19


ferring to stay in the safe walls of a library or

academy, but it occasionally 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:

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

they are 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 experi-

20 The Old World: Grim and Perilous


ence 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.

Specializations

This section introduces rules for specializations

and professions used in The Old World:

Grim and Perilous. Available specializations

are presented later in the chapter.

There are three levels that determine who

your character could be:

• Career - the widest category which contains

several specializations. It represents a character's

job class - a broad, abstract concept,

for example a Noble, Scholar or Rogue. Once

chosen, the career cannot be changed.

• Specialization - is linked to a specific career

and focuses on a particular aspect of that

career. In other words, it represents your

character's job or role, for example Knight

is a specialization of the Noble career.

Chapter 1: Creating Your Character 21


Specializations are not strictly limited to a

specific career. In the course of the game

you may purchase additional specializations

from other careers (but it's pricey!).

For most of the time one of your purchased

specializations will be your Primary Specialization

representing what is your character's

focus at a given time. Other specializations

will be Secondary.

• Profession - represents your progression

within a specialization or sometimes defines

a path you may choose for a particular

specialization. For example a Squire is the

starting profession for the Knight specialization,

and later may progress to Knight

and Knight Commander.

Selecting the first

specialization

The first specialization can be selected from

among those tied to the chosen career for free.

For example, a Rogue may choose from among

Assassin, Charlatan, Fence, Racketeer, Spy and

Thief specializations. Skills from the chosen

career and specialization are now called career

skills for the character and you may now

choose one rank in four different career skills.

Additionally, at the beginning of Step : Invest

Experience Points players can spend experience

points (XP) to select one additional

specialization. This does not count as a regular

specialization (it also does not count when

calculating the cost of purchasing additional

specializations), but may represent the character's

background or a special training and, if the

Game Master allows, does not need to be tied

to the character's career. The character gains

only the talent tree from this additional specialization,

not career skills or gear! The character

cannot advance their profession in this specialization

and if at any point you decide to change

your character's Primary Specialization to this

additional specialization, apply normal rules

for purchasing new specializations.

Purchasing additional

specializations

Once chosen, your character's career cannot

change. Their development is expressed by

22 The Old World: Grim and Perilous

progressing within a chosen specialization

(by purchasing talents, skills and advancing

their profession), and by purchasing new

specializations.

At the GM's discretion, additional specializations

may be selected from various careers or

even those not normally available to your character's

species.

Primary and Secondary

Specializations

When purchasing a new specialization you

should determine which one of them is the Primary

Specialization - representing what is your

character's focus in the narrative, and which

ones stay as a Secondary Specializations - representing

their previous job, supplementary

role or the past they had to leave behind.

EXAMPLE : Previous job

Your character's career is Rogue and starting

specialization is Thief. You decide to purchase

an additional specialization - Fence, and along

with your GM, you decide that your character's

Primary Specialization from now on is Fence,

but narratively, your character may still progress

in the Thief specialization which now becomes

Secondary.

EXAMPLE : Supplementary role

Your character's career is Scholar and starting

specialization is Celestial Wizard. After some

time wandering around the Old World the narrative

promotes your Wizard to a Master Vigilant

to hunt rebels and heretics. Since there is

no separate specialization for this job, you may

purchase the Witch Hunter specialization. Although

it is connected to the Warrior career,

it supplements your Wizard specialization to

fit that new role. In this case, Celestial Wizard

is still your Primary Specialization and Witch

Hunter becomes Secondary.

EXAMPLE : A fresh start

Your character's starting career is Wanderer

and specialization is Rat Catcher. After a heroic

rescue of a certain baron, they are nobilitated

and the GM grants you the possibility to purchase

the Knight specialization. From now on,

your character is a Knight (while remaining a

Wanderer), but this new specialization does

not go well with the previous one, so the GM decides

that you will no longer be able to progress


your character as a Rat Catcher - you may not

purchase new talents from the Rat Catcher's

tree or advance through professions, but you

still may use the previously purchased talents.

The cost of additional

Specializations

You may purchase new specialization by spending

XP equal to ten times the total number of

specializations your character will have after

making the purchase. For example, if your character

has two specializations, the third one will

cost XP. If the specialization is from outside

your character's career, the cost is increased by

additional XP.

Before purchasing a new specialization, your

character might need to meet certain prerequisites

specified in the first profession of that

specialization (this does not apply if it is their

very first specialization!), and/or change their

social status (see page ). 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 specialization trees.

However, your GM might determine that a

new specialization excludes further training

in one or more of the prior specializations. For

instance, after becoming a knight, it might be

challenging to further develop skills as a rat

catcher (see Example : A fresh start).

Specialization

progression and

professions

Your character may progress a specialization

by advancing their profession. Professions

represent levels within the specialization.

Sometimes the specialization is divided into

levels; however sometimes it offers two alternative

second levels instead - in such case,

alternative professions are marked with a "*"

symbol. When your character starts a new specialization,

it is considered that they are at the

lowest profession level (top profession in the

specialization progression table). Changing

profession to another level is achieved by fulfilling

the prerequisites listed on the specialization

progression table of a given specialization.

Note that changing the profession is

optional - your character may forgo it, even if

they have all prerequisites fullfilled (especially

if it does not fit the narrative). After changing

the profession, your characters immediately

gains effects listed for that given level.

For example, if your character purchases the

Knight specialization, they start as a Squire. By

fulfilling the "be knighted" prerequisite, your

character may advance their specialization and

change their profession to Knight which grants

them the option to purchase an additional rank

of the Intimidating talent. In this case the progression

is straightforward, so your character

becomes a Squire, advances to the Knight and

finally to the Knight Commander.

Profession

Squire

Knight

Knight

Commander

Prerequisites

None

Be knighted.

Increase ranks in Leadership

to . Have a War

Horse. Purchase the

Inspiring Cry talent.

On the other hand, specialization progression

table may present alternative second levels,

however, they almost never exclude each other

(if they do, it is explained in the specialization

progression table). For example, when

your character chooses a Scout specialization,

they can later become an Outrider or Explorer,

depending on which set of prerequisites they

fulfilled, or they can achieve both and benefit

from the effects of both.

Profession

Scout

Outrider*

Explorer*

Prerequisites

None

Spend some time in a military.

Purchase the Combat

Training talent. Increase

ranks in Riding to .

Set foot on an uncharted territory.

Increase ranks in Survival

to . Purchase the Heightened

Awareness talent

Effects

None

Your character may spend

XP to purchase one rank of

the Intimidating talent.

Your character can use the Inspiring

Cry talent twice per encounter

instead of once. Your character

may spend XP to purchase the

Officer specialization.

Effects

None

Your character may spend

XP to purchase the Vanguard

talent.

If your character is ambushed,

their allies within short range

add j to all checks during the

first round of the encounter.

Abilities and additional talents gained by fulfilling

prerequisites and advancing to new profession

are permanent and can only be lost due to

in-game events - purchasing another specialization

or advancing to the next profession does

not remove them.

NOTE: In most cases, specialization progression is

straightforward. However, if a profession is one of

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

Chapter 1: Creating Your Character 23


How to use the Talent Tree?

In this section we introduce the rules for using

Talent Trees in The Old World: Grim and Perilous.

A talent tree is a tree comprising twenty

different talents. These talents are arranged in

a grid with four columns and five rows. Each

row represents one tier. The experience cost of

purchasing talents from the top row of the tree

is XP per talent, and it increases by XP per

row; so the subsequent rows cost XP, XP,

XP, and XP, respectively. Pathways connect

some of the talents together. You start by

purchasing any of the Tier talents. Then, you

follow the pathways to talents in subsequent

rows. You can only buy talents connected to

at least one talent you have already purchased

(except for Tier talents). Ranked talents may

be purchased additional times as they become

available on trees that have them listed multiple

times. If the character already has a ranked

talent from another tree, they still must purchase

it again and add it to the total number of

ranks to continue moving through the tree. If

the character comes across a non-ranked talent

they already have from previous tree, they

can mark it as purchased without spending

experience points.

In this rulebook, we use our own layout of the

talent cell. This is explained in the diagram

below. Note that talent descriptions are shortened

and may lack some nuances covered in

the full description. For the full description,

please refer to the indicated rulebook and page.

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

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 in 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 complicated things, 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.

24 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 skimp 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

Prerequisites

Effects

Journeyman

Belong to a guild.

Once per session, your character can

ask members of their guild for one small

favor.

Your character may spend XP to purchase

the Combat Training talent.

Master

Increase ranks in Crafts and

Knowledge (Academic) to .

Purchase one rank in the Expert

Knowledge talent.

Your character may spend XP to purchase

one rank in the Craft Specialization

talent and XP to purchase one rank in

the Applied Research talent.

Guild

Master

Increase ranks in Crafts and

Knowledge (Academic) to .

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 XP to purchase

The Boss talent.

Social Class:

Middle Class

Species:

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

Talent 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.

p

tow #75

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]

a

tow #78

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.

p

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]

a

gcrb #79

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

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 #75

A

P

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

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

TOW #92

Master

Choose one skill. Once per round, suffer

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 #79

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 #82

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 #89

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

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 #83

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 #98

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 #96

P


Craftsman

Executioner

Starting Gear

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

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

and sometimes also conduct interrogations with the use of torture.

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

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

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.

Specialization Progression

Profession Prerequisites Effects

Executioner's

Apprentince

None

None

Torturer*

Increase ranks in Coercion to

, Increase ranks in Medicine

to , Purchase one rank in the

Applied Research talent.

Your character may spend XP to purchase

the Ruinous Repartee talent

Master

Executioner*

Increase ranks in Melee (Heavy)

to , Increase ranks in Medicine

to , Purchase two ranks in the

Intimidating talent.

Your character may spend XP to purchase

the Master talent

Social Class:

Middle Class

Species:

Hu, Dw, Og

Talent 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 #79

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers additional strain.

[action]

a

GCRB #77

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

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 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 #81

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 additional strain.

tow #82

Applied Research

Patch Up

Impaling Strike

Before making a check use this talent to use After failed check to heal wounds, heal wounds When your character inflicts a Critical Injury

any Knowledge skill and Intellect instead.

equal to Int. Once during the session, spend

with a melee weapon, they may use this

This may be used a number of times per hh or 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 #84

tow #81

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 #84

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 #79

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 #79

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 #96

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 #81

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

Prerequisites

Effects

Pedlar

None

Your character may spend XP to purchase

the Herbalism talent.

Merchant

Increase ranks in Negotiation

to .

Purchase two ranks in the Know

Somebody talent.

Accumulate wealth worth at

least GC.

Your character can change their social

status to Middle Class OR your character

may spend XP to purchase the Fence

specialization.

Master

Merchant

Social Class:

Increase ranks in Negotiation

and Charm to .

Purchase three ranks in the

Know Somebody talent.

Purchase the Connected talent.

Accumulate wealth worth at least

GC.

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

Talent 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 #93

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

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

Counteroffer

Once per session, choose 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]

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

p

a

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 #74

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 #79

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 #82

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 #98

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)

Specialization Progression

Profession Prerequisites Effects

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 .

Once per session, your character can ask

members of their guild for an additional

small favor.

Master

Engineer

Increase ranks in Engineering

and Knowledge (Academic)

to .

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

Talent 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]

a

tow #78

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.

p

tow #75

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 an Average (kk) 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), + 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 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 .

[Maneuver] [Incidental]

[action] [action]

a

a

a

tow #82

tow #83

tow #85

tow #87

a

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 #84

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

gcrb #81

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.

tow #82

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.

tow #79

P

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 #75

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

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 #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

A

P

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Special Use Permit

Your character does not treat any items as

restricted (R, see page ). They may carry

or transport those items without being

arrested.

tow #83

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 #95

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

tow #96

P

P

P


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

Prerequisites

Effects

Duelist

Defeat an adversary in a duel.

Your character may spend XP to purchase

the Quick Draw OR one rank in the

Challenge! talent.

Pistolier*

Increase ranks in Firearms to

and Resilience to .

Purchase the Quick Draw talent.

Your character may spend XP to purchase

the Deadeye talent.

Fencer*

Increase ranks in Melee (Light)

and Charm to .

Purchase at least one rank in the

Challenge! talent.

Your character may spend XP to purchase

the Death Rage talent.

Social Class:

Elite

Species:

Hu, Dw, HE, Gn

Talent 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.

tow #79

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 #79

Diplomatic Immunity

Spend one Story Point to avoid incrimination.

If your character is guilty, GM may

require them to suffer corruption instead

of spending a Story Point.

[Incidental]

a

tow #86

Ruinous Repartee

Once per enc, make an opposed Charm/Coercion

vs Discipline check targeting character within

earshot. The target suffers strain equal to Presence

x, + per s. Heal equal amount of strain.

[action]

a

p

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

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 #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

p

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

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

a

A

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

tow #88

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]

a

tow #87

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

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 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

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

P

p

P


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

Specialization Progression

Profession Prerequisites Effects

Herald

None

None

Envoy

Increase ranks in Charm and

Negotiation to .

Purchase the Counteroffer

talent.

Your character may spend XP to purchase

the Silver Tongued talent.

Diplomat

Increase ranks in Charm and

Coercion to .

Purchase the Scathing Tirade

(Improved) talent.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Elite

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 strain. For each

a one enemy suffers additional strain.

[action]

a

gcrb #77

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

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

p

a

p

p

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Counteroffer

Once per session, choose 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]

a

gcrb #76

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

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 strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #81

P

a

a

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

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 corruption instead

of spending a Story Point.

[Incidental]

a

tow #86

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]

tow #97

p

p

a

Ceool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #75

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 additional strain.

tow #82

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Diplomatic Immunity [imp.]

When your character uses Diplomatic Immunity,

they may choose to expand its effect on

all allies with social status of Middle Class or

Elite accused of commiting the same crime.

tow #94

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

P

p

p


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

Prerequisites

Effects

Highwayman

None

None

Raubritter*

Increase ranks in Firearms to .

You cannot be a Prince of

Thieves.

Rob travelers to get rich.

Your character may spend XP to purchase

the Crushing Charge talent.

Prince of

Thieves*

Increase ranks in Charm to .

You cannot be a Raubritter.

Rob travelers to give to the poor.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Elite

Species:

Hu, Ha, HE, WE

Talent 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]

a

a

GCRB #74

gcrb #75

Rot #84

a

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]

tow #82

p

a

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]

a

tow #84

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

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

a

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]

a

tow #85

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

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

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #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]

a

gcrb #79

Dramatic Entrance

Once per session, SP: 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]

a

tow #94

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]

P

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 . Your

character can maintain control of an untrained

mount without a Riding check.

tow #93

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

[Incidental, oot]

a

P

tow #93 tow #91 tow #94 GCRB #81

P


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

Specialization Progression

Profession Prerequisites Effects

Squire

None

None

Knight

Be knighted.

Your character may spend XP to

purchase one rank of the Intimidating

talent.

Knight

Commander

Increase ranks in Leadership

to .

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 XP to purchase

the Officer specialization.

Social Class:

Elite

Species:

Hu, HE, WE

Talent 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

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 round.

[Incidental]

a

tow #80

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]

a

ROT #84

Crushing Charge

While mounted, after engaging the target, suffer

strain. Make Melee combat check. The weapon

gains the Knockdown and Sunder qualities and increases

Pierce and Vicious by the ranks in Riding.

[action]

a

tow #94

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]

a

tow #79

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.

tow #81

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

a

P

p

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]

a

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.

tow #80

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

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 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

a

rot #87

Armor Master

When your character wears armor with

Encumbrance value of or higher, they

reduce its Encumbrance by and increase

Defense by .

tow #92

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

P


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

Prerequisites

Effects

Cutthroat

None

None

Assassin*

Purchase the Backstab and the

Combat Training talents.

Increase ranks in Skulduggery

and Melee (Light) to .

Your character may spend XP to purchase

the Backstab (Improved) talent.

Your character may spend XP to

purchase the Recon talent.

Poisoner*

Increase ranks in Skulduggery

and Medicine to .

Purchase the Elusive talent.

Kill an adversary by administering

a poison.

Alchemy is now a career skill for your

character.

Your character may spend XP to purchase

the Venom Soaked Blade talent

(Realms of Terrinoth).

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

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

P

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 + 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]

a

gcrb #74

Unrelenting

After a successful melee check, suffer strain to

make a melee attack against the same target. Increase

the diff by one if this attack uses a second

weapon, or by two if uses the same weapon.

[Incidental]

a

rot # 91

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 #76

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

tow #88

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 h equal

to your character's ranks in Streetwise or

Survival to the check results.

[Incidental, oot]

tow #86

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 #84

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to immediately

defeat one rival or one minion group

in short range.

[Maneuver]

tow #102

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 improvisation.

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 only 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

Specialization Progression

Profession Prerequisites Effects

Swindler

None

None

Charlatan

Increase ranks in Charm and

Deception to .

Purchase one rank in the Expert

Knowledge talent.

Your character may spend XP to

purchase the Can’t We Talk About This?

talent.

Con-Artist

Increase ranks in Charm and

Deception to .

Increase tanks in Cool to

Purchase the Audacious talent.

Your character may spend XP to purchase

the Master talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 #81

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 #97

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 #74

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 #75

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 strain.

[Incidental, oot]

a

tow #98

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 strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow #77

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 #82

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 #84

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 #79

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 #74

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

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow #77

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 the 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

Prerequisites

Effects

Fence

None

None

Black

Marketeer*

Crime Lord*

Increase ranks in Streetwise

and Negotiation to .

Purchase two ranks of the Black

Market Contacts talent.

Sell a single stolen item worth of

minimum shillings.

Increase ranks in Streetwise

and Charm to .

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

people.

Your character may change their social

class to Middle Class.

Your character may spend XP to purchase

the Tough Negotiator talent.

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Talent 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 #74

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 #91

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 #97

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 #78

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Deep Pockets

Once per session, produce small (encumbrance

or ) item worth no more than

shillings.

[Incidental]

tow #80

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 #74

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

p

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 #78

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 #82

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 + 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. However, most gangs 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

Specialization Progression

Profession Prerequisites Effects

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 .

Purchase the Sucker Punch

talent.

Your character may spend XP to purchase

the Strike to Stun talent.

Your character may spend XP to purchase

the Urban Combatant talent.

Crime Lord*

Increase ranks in Streetwise

and Coercion to .

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

people.

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

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

Talent 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 #78

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 #83

Painful Blow

Increase the difficulty of a combat check by

one. If the target suffers at least one wound,

they suffer 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 #96

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 (+ range

per rank) range deals damage to ally, suffer

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 #79

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

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

x, + per s. Heal equal amount of strain.

[action]

A

gcrb #81

P

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers 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 #81

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 #78

Scathing Tirade [Sup.]

Your character may choose to suffer 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

Prerequisites

Effects

Informant

None

None

Spy

Increase ranks in Deception

and Stealth to .

Your character may spend XP to purchase

the Natural talent.

Master Spy

Increase ranks in Deception,

Streetwise and Stealth to .

Purchase two ranks in the Proper

Upbringing and two ranks in the

Street Slang talents

Your character may spend XP to

increase Cunning, Willpower or Presence

by one. This cannot increase the

characteristic above .

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 #79

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 #82

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]

a

tow #96

p

a

Infiltration

Afer use of the Recon talent - 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]

a

tow #95

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]

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

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 #93

p

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 #78

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

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 + 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 #78

a

a

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 h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

tow #86

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 additional strain.

tow #82

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 #88

P

a

p

a

Master

Choose one skill. Once per round, suffer

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

Specialization Progression

Profession Prerequisites Effects

Thief

Steal something.

None

Footpad*

Purchase the Dirty Tricks and

the Backstab talents.

Increase ranks in Athletics to .

Your character may spend XP to purchase

the Strike to Stun talent.

Your character may spend XP 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 .

Steal a single item worth at least

shillings.

Commoner

Species:

Your character may spend XP 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

Talent 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 #78

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

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 #78

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

A

tow #86

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

A

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

P

A

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

A

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]

A

tow #88

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

A

GCRB #81

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

A

GCRB #74

Knack For It

Select one 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]

A

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 #93

p

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 + 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 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

Prerequisites

Effects

Student

None

None

Bachelor

Professor

Purchase at least one rank in

the Expert Knowledge talent.

Increase ranks in Knowledge

(Academic) to .

Purchase three ranks in the

Expert Knowledge talent.

Purchase the Master talent.

Increase ranks in Knowledge

(Academic) to .

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 XP to

increase one of the following characteristics

by one: Intelligence, Cunning,

Willpower. This cannot increase a characteristic

above .

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 #84

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 #95

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 #75

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 #78

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 #84

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

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 additional strain.

tow #82

P

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 #82

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

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 #84

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 per rank of the talent.

tow #79

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

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 #87

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Master

Choose one skill. Once per round, suffer

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 to 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

Specialization Progression

Profession Prerequisites Effects

Agitator

Increase ranks in Knowledge

(Academic) to .

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 .

Purchase the Bad Press talent.

Perception is now a career skill for your

character.

Your character may spend XP to purchase

the Connected talent.

Demagogue*

Increase ranks in Charm and

Coercion to .

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend XP to purchase

the Work the Crowd talent.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Outcast

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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

of the Genesys Core Rulebook).

tow #74

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

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 #85

p

p

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

a

tow #86

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 #75

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 #84

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 #91

P

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 strain.

[Incidental, oot]

a

tow #98

Inspiring Rhetoric [sup.]

Your character may choose to suffer 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 additional strain.

tow #82

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 #82

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 #92 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 groups of adventurers.

Profession

Specialization Progression

Prerequisites

Effects

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 .

Increase ranks in Knowledge

(Academic) to .

Purchase at least one rank in the

Apothecary talent.

Your character may spend XP to purchase

the Potent Concotions talent.

Doktor*

Increase ranks in Medicine to .

Increase ranks in Perception to .

Purchase two ranks in the

Surgeon talent.

Your character may spend XP to purchase

the Field Amputation talent.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 strain per rank of

Physician.

tow #81

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 additional strain.

tow #82

a

P

P

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

gcrb #81

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #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

Healer

When your character uses a healing potion

or a herbal medicine, the target heals two

additional wounds.

TOW #87

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

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

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

hh or d on healed character's check to have

them suffer wounds equal to those healed.

[Incidental]

a

tow #81

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 lower.

[Incidental, oot]

a

tow #95

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 #84

Physician

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals strain per rank of

Physician.

tow #81

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

Specialization Progression

Profession Prerequisites Effects

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 Discipline and

Medicine to .

Purchase 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 ,

and Discipline and Medicine

to .

Purchase ranks in the Apothecary

talent.

The Revive Incapacitated additional effect

is now available to your character. Your

character may spend XP to purchase the

Let's Talk This Over talent.

Social Class:

Middle Class

Species:

Hu

Talent 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 #75

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

TOW #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 .

[Incidental]

A

TOW #82

p

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

TOW #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 .

[Incidental]

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 #82

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).

TOW #80

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 . Reduce the difficulty of all spells by

, but increase the strain suffered by .

[Incidental]

a

TOW #87

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

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 #77

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 additional strain.

tow #82

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

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 #73

Grit

Each rank of Grit increases your character’s

strain threshold by one.

TOW #82 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

Prerequisites

Effects

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 .

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend XP to purchase

the Inspiring Cry talent.

Presbyter*

Increase ranks in Divine to .

Increase ranks in Discipline to .

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

Talent Tree

EXP EXP EXP EXP EXP

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting a Chaos

adversary.

tow #80

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 .

[Incidental]

A

TOW #82

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

TOW #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 .

[Incidental]

A

TOW #82

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.

tow #80

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by ,

but increase the strain suffered by .

[Incidental]

a

TOW #87

Battle Casting

Your character does not add j to magic skill

checks for wearing heavy armor (armor with

+ 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 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.

tow #77

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 #79

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 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

Specialization Progression

Profession Prerequisites Effects

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

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

TOW #86

p

p

A

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

a

TOW #95

Rule of Ghur [Sup.]

Once per encounter, your character may

suffer 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 #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

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 “”

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 .

[Incidental]

A

TOW #82

Rule of Ghur [Imp.]

Increase m. def by , upgrade diff. of Charm

and Negotiation once. When casting a Conjure

spell, add Summon Ally for free. Concentrate

maneuver is not required to maintain the spell.

tow #89

p

p

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 .

[Incidental]

A

TOW #82

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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]

a

tow #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 per rank of the talent.

tow #79

Animal Companion

Character creates bond with an 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 per rank of the talent.

tow #79

P

p

p

Dire Animal Companion

The companion increases Br by , and Ag or

Will by . It increases its wounds and strain

thresholds by and gains one rank in Brawl,

Discipline, Perception or Survival.

[Incidental]

a

P

tow #101 tow #99 GCRB #81 TOW #99

P


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

Prerequisites

Effects

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

Increase ranks in Magic

(Arcana) to .

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

Increase ranks in Magic (Arcana)

to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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.

[Incidental]

a

TOW #95

Rule of Shyish [Sup.]

Whenever a character under the effects of

your character's Curse spell suffers wounds,

your character heals wounds.

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.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

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 .

[Incidental]

A

TOW #82

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 “”

[Incidental]

P

P

p

A

Rule of Shyish

Whenever your character casts an Attack

spell, they always add the Holy effect to the

spell without increasing the difficulty. The

effect works against undead adversaries.

tow #78

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 .

[Incidental]

A

TOW #82

Rule of Shyish [Imp.]

Add j to Charm checks. After successful

Attack or Curse spell, spend Story Point to

force all targets to make a Hard (kkk) Fear

check as an out of turn Incidental.

[Incidental]

A

tow #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

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 #81

Wraith Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting an undead

adversary.

ROT #89

Lesser Caress of Laniph

Once per encounter, make an Arcana vs

Discipline check. If successful, the target suffers

Heart Attack; your character suffers corruption

and may suffer other terrible consequences.

[Action]

a

tow #102 tow #99 GCRB #81 tow #100

P

p

p

p


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

Specialization Progression

Profession Prerequisites Effects

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

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

p

p

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 #99

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to

immediately defeat one rival or one minion

group in short range.

[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 #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

P

P

p

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]

a

tow #101

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]

a

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.

tow #76

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

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]

a

tow #89

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Rule of Aqshy

Whenever your character casts an Attack

spell, they always add the Fire effect to the

spell without increasing the difficulty.

tow #77

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 .

[Incidental]

A

TOW #82

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]

a

TOW #86

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 .

TOW #82

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 “”

[Incidental]

tow #102 TOW #95 gcrb #81 tow #99

P

A

a


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

Prerequisites

Effects

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

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

A

TOW #79

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]

a

tow #101

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

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.

tow #80

College Wizard (Imp.)

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

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.

tow #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 .

[Incidental]

A

TOW #82

Rule of Azyr (Imp.)

Your character cannot be disoriented and

gains j to all Negotiation checks. Once per

encounter, spend a Story Point to fly until the

end of the encounter.

[Incidental]

a

tow #89

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 .

[Incidental]

a

TOW #82

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 “”

Rule of Azyr

Whenever your character casts an Attack

spell, they always add the Lightning effect to

the spell without increasing the difficulty.

tow #77

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.

tow #76

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

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.

tow #76

Deadly Premonition

Once per session, suffer corruption to

expand Cheat Death effect to additional character.

The character must be in visual range

for effect to activate.

[Incidental] [Incidental] [Incidental]

a

a

TOW #95

tow #99

tow #99

P

P

P

A

p

a


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)

Specialization Progression

Profession Prerequisites Effects

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

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

TOW #79

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]

TOW #95

p

a

p

a

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.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

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]

a

P

P

p

p

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

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 , but upgrade the difficulty of

Athletics/Coordination/Vigilance checks once.

Once per encounter, spend a Story Point to

maintain Augment, Barrier or Conjure spell.

[Incidental]

a

tow #89

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]

TOW #86

P

A

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 “”

[Incidental]

a

Rule of Chamon

Whenever your character casts an Attack

spell, they always add the Impact effect to

the spell without increasing the difficulty.

tow #77

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 .

[Incidental]

A

TOW #82

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

P

p

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 .

[Incidental]

A

TOW #82

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 #101 tow #99 tow #97

a


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

Prerequisites

Effects

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

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

a

TOW #79

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]

TOW #94

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 “”

[Incidental]

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 #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

p

Rule of ulgu [Sup.]

Your character may add the Invisibility effect

to the Mask spells, following the normal

rules of the effect.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

p

p

Rule of ulgu [Imp.]

Add j to Stealth checks, but j to Leadership

checks. Once per encounter, spend a Story

Point to maintain the effects of the Mask spell

until the end of the encounter.

[Incidental]

a

tow #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 .

[Incidental]

P

TOW #82

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Rule of ulgu

While resolving an Attack or Curse spell

check, you may spend a to Disorient the

target for a number of rounds equal to your

character's ranks in Knowledge (Chaos).

[Incidental]

A

tow #78

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 .

[Incidental]

A

TOW #82

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

a

tow #86

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 #88

a

Bridge of Shadows

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 allies, but add j per each.

[action]

a

tow #99 TOW #97 GCRB #81 TOW #92


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.

Specialization Progression

Profession Prerequisites Effects

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

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

Increase ranks in Magic

(Arcana) to .

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

Increase ranks in Magic (Arcana)

to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

a

TOW #79

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]

TOW #94

p

p

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 #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

P

p

p

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 .

[Incidental]

A

TOW #82

Rule of Ghyran [Imp.]

Increase wounds thr. by . When your character

and their allies within short range are

healing via natural rest: Story Point - they

heal wounds equal to ranks in Magic (Arcana).

[Incidental]

A

tow #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 .

[Incidental]

A

TOW #82

Rule of Ghyran

Add j to magic checks while in the rural env

and j while in the urban env. When casting an

Attack spell, you may add the Non-lethal effect

to the spell without increasing the difficulty.

[Incidental]

A

tow #77

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

Awakening of the Forest

Suffer 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]

A

TOW #85

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 “”

the Forest Guardian characteristic for the

Knowledge (Chaos). This may revive allies.

awakened tree, instead of Aemhelin Scion.

[Incidental]

[Incidental]

a

a

P

p

tow #101 tow #99 GCRB #81 tow #98

tow #75

P

TOW #95

a


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

Prerequisites

Effects

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

Increase ranks in Magic

(Arcana) to .

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

Increase ranks in Magic (Arcana)

to .

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

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

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]

a

TOW #79

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]

a

TOW #95

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 “”

[Incidental]

p

p

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 #80

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting a Chaos

adversary.

tow #80

P

P

p

Rule of Hysh [imp.]

Your character and their allies within short

range upgrade Fear checks once. strain - make

an Arcana vs Discipline check vs Chaos or Daemon

to stagger for a round + round for ss

[action]

a

tow #96

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

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]

tow #81

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

P

A

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

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.

tow #78

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

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 .

[Incidental]

A

TOW #82

P

P

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 .

[Incidental]

A

TOW #82

Rule of Hysh [Sup.]

After your character successfully used the

Rule of Hysh (Improved) talent, you may

spend a Story Point to automatically defeat

the target.

[Incidental]

tow #99 gcrb #73 GCRB #81 tow #102

a


Cavalerist

Cavalerists are lightly-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

Specialization Progression

Profession Prerequisites Effects

Horseman

Join the military while having at

least rank in Riding.

None

cavalerist

Increase ranks in Riding to .

Increase ranks in Melee (Light)

or Ranged to .

Your character may spend XP to purchase

the Born in the Saddle talent.

Cavalry

Sergeant

Increase ranks in Riding to .

Increase ranks in Melee (Light)

or Ranged to .

Purchase the Cavalier (Improved)

talent.

Your character may spend XP to purchase

the Officer specialization.

Social Class:

Middle Class

Species:

Hu, HE, WE

Talent 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]

a

gcrb #74

Ranger

Discipline and Firearms are now career skills

for your character.

tow #82

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

a

tow #83

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

Cavalier [Sup.]

Your character may choose to suffer strain

to use the Cavalier talent as an incidental,

instead of as a maneuver.

[Incidental]

p

p

a

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 strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

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]

a

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.

a

p

P

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]

A

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.

tow #84

Cavalier [Imp.]

While riding a mount, your character and

the mount increase their defense by . Your

character can maintain control of an untrained

mount without a Riding check.

tow #93

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

P

p

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]

a

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

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow #93 GCRB #75 gcrb #77 gcrb #81

P


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, Padded Armor

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Soldier

Join the military.

None

Veteran

Purchase the Power Through

talent.

Increase ranks in Resilience

to .

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 .

Increase ranks in Cool to .

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

Talent 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]

a

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]

a

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]

a

tow #82

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]

a

tow #87

Concussive Strike

Suffer strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

item quality for the check.

[Incidental]

a

tow #99

Parry

When suffers a hit from a melee combat check,

after damage is calculated but before soak is

applied, suffer strain to reduce the damage of

the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

rot #87

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer 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

a

a

a

P

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]

a

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

P

P

p

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

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 #77

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

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

a

P

p


Marksman

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

they 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 also being 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.

Specialization Progression

Profession Prerequisites Effects

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

Marksman

Join the military.

None

Targeteer*

Increase ranks in Discipline to

and Ranged to .

Purchase the Precise Archery

talent.

Win an archery tournament.

Your character may spend XP to purchase

the Rapid Archery talent.

Your character may spend XP to purchase

the Master talent.

Sniper*

Increase ranks in Discipline to

and Firearms to .

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 XP to purchase

the Weak Spot talent.

Social Class:

Commoner

Species:

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

Talent 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 #76

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 two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

P

P

P

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

P

P

P

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #88

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

A

tow #83

P

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

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #88

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

A

GCRB #79

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 .

TOW #79

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

P

P

P

P

P


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 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

Prerequisites

Effects

Mercenary

Join the mercenary company.

None

Mercenary

Veteran*

Purchase one rank in the Intimidating

talent.

Increase ranks in Melee (Heavy)

to .

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 .

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 % per each

s beyond the first.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

a

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.

tow #81

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]

a

tow #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

a

p

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

a

tow #79

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this talent

to immobilize the target until the end of the

target’s next turn.

[Incidental]

a

ROT #88

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

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 #81

Crushing Blow

Once per session while resolving a melee combat

check, suffer strain. The weapon gains

the Breach and Knockdown item qualities,

and destroys one of the target's items.

[Incidental]

a

rot #91

p

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

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Shockwave

Your character treats Melee (Heavy) weapons

as possessing the Blast item quality with a rating

equal to your character’s ranks in Melee

(Heavy). The Blast quality affects allies.

rot #90

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

a

p

p

P

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

tow #77

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

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

P

P

p


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)

Specialization Progression

Profession Prerequisites Effects

Cadet

Start officer training.

Your character may spend XP to

purchase the Expert Knowledge (History)

talent.

Warrant

Officer

Increase ranks in Cool to .

Increase ranks in Leadership

to .

Purchase one rank in the Coordinated

Assault talent.

Your character may spend XP to purchase

the Paragon talent.

Officer

Increase ranks in Cool to .

Increase ranks in Discipline and

Leadership to .

Purchase two ranks in the Proper

Upbringing talent.

Your character may change their social

status to Elite.

Your character may spend XP to purchase

the Imperious Tone talent.

Social Class:

Middle Class

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

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

tow #80

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

tow #96

p

p

p

Field Commander [Imp.]

When using Field Commander, you affect

a number of allies equal to x Presence. You

may spend t to allow one ally to suffer 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 #75

Field Commander

Make an Average (kk) Leadership check. If

successful, a number of allies equal to your

Presence may immediately suffer 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.

tow #84

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

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]

a

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

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

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

of the Genesys Core Rulebook).

tow #74

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 strain

to use the Inspiring Rhetoric talent as a maneuver,

instead of as an action.

[Incidental]

GCRB #80

P

p

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

GCRB #80 tow #99 gcrb #73 gcrb #81

P


Sailor

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

Some decide the 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

Prerequisites

Effects

Sailor

Join the navy.

Your character may spend XP 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 .

Your character may spend XP to purchase

the Stromfels' Wrath talent.

Boatswain*

Increase ranks in Athletics and

Sailing to .

Purchase the Know the Ropes

talent.

Crafts is now a career skill for your

character.

Your character may spend XP to purchase

the Regular Maintenance talent.

Social Class:

Commoner

Species:

Hu, Ha, HE

Talent 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

tow #76

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.

p

tow #75

Know the Ropes

Once per encounter, before ally makes

a check, spend one Story Point: Your character

adds a number of sequal to their ranks

in Sailing to the results of the check.

[Incidental, oot]

a

tow #88

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 #82

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]

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

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

a

tow #80

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

tow #76

Offensive Driving

While sailing, make an opposed Sailing vs

Sailing check targeting a ship in medium range.

Roll two crits - st for your ship, nd for the other

ship. t: + to nd crit. d: + to both crits.

[action]

a

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

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

P

p

A

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.

tow #82

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]

a

tow #76

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

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

tow #82

Artillerist

Gunnery is now a carrer skill for your character.

Allies within medium range (up to your

character's Presence rating) may use your

character's ranks in Gunnery.

tow #84

P

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow #102 tow #95 gcrb #80 gcrb #81

P


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

Specialization Progression

Profession Prerequisites Effects

Debt

Collector

None

None

Bounty

Hunter*

Increase ranks in Ranged

and Streetwise to . Capture

a convict .

Your character may spend XP to purchase

the Easy Prey talent.

Fixer*

Increase ranks in Coercion

and Perception to . Force an

adversary to capitulate in a social

encounter.

Negotiation is now career skill for your

character. Your character may spend

XP to purchase the Tough Negotiator

talent.

Social Class:

Outcast

Species:

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

Talent 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 #76

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

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

tow #88

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow #96

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.

tow #80

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

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

tow #79

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 per rank of Durable,

to a minimum of .

gcrb #73

a

a

P

Precise Aim

When performing an Aim maneuver, suffer

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 a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow #85

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

P

a

a

Master

Choose one skill. Once per round, suffer

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 #88 gcrb #81

a


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 the 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 makes 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

Prerequisites

Effects

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 .

Purchase the Vanguard talent.

Your character may spend XP 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 .

Purchase the Always Prepared

talent.

Discipline is now a career skill for your

character.

Your character may spend XP 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

Talent 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 per rank of the talent.

tow #79

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 #75

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 +).

tow #82

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]

TOW #92

p

p

p

a

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer 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]

tow #81

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 (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

P

A

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

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]

tow #74

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

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

p

Offensive Driving

While on vehicle, make an opposed Riding vs

Riding check targeting a vehicle in medium

range. Roll two crits - st for your veh, nd for the

other veh. t: + to nd crit. d: + to both crits

[action]

A

tow #95

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.

tow #84

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

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

a


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.

Specialization Progression

Profession Prerequisites Effects

Entertainer

None

Your character may spend XP to purchase

the Work the Crowd talent

Actor*

Increase ranks in Charm and

Deception to .

Purchase two ranks in the Wild

Improvisation talent.

Your character may spend XP to

purchase the Ruinous Repartee talent OR

XP to purchase the Dramatic Escape

talent.

Your character may change their social

status to Middle Class.

Minstrel*

Increase ranks in Charm and

Vigilance to .

Purchase the Encouraging Song

talent.

Your character may spend XP to purchase

the Encouraging Song (Improved)

talent.

Your character may spend XP to

purchase the Biggest Fan talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent 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 #81

a

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 strain.

a

tow #80

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 strain.

[Incidental, oot]

a

tow #98

p

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

a

tow #77

Distraction

Make an Average (kk) Coordination/Deception

check. For each s disorient one enemy

within short range. a: inflict strain on an

affected enemy. t: stagger a minion or rival.

[action]

a

tow #80

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]

a

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]

a

tow #84

Dramatic Entrance

Once per session, SP: 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]

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]

a

gcrb #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

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

A

p

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

a

tow #77

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]

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

tow #91

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 #93

a

P

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow #91 tow #94 gcrb #74 GCRB #81

P


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, huntsmen

Melee (Light), Ranged, Survival, Stealth

tend to develop effective martial skills and often have a reputation for being tough and

fearless, if sometimes reclusive.

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

Prerequisites

Effects

Hunter

None

Your character may spend XP to

purchase the Expert Knowledge (Zoology)

talent.

Poacher*

Purchase the Ranger and the

Snare talents.

Increase ranks in Firearms to .

Capture or kill an animal

illegally.

Your character's social status is now

Outcast.

Cool and Skulduggery are now career

skills for your character.

Your character may spend XP to purchase

the Outlaw specialization.

Master of

the Hunt*

Increase ranks in Ranged and

Survival to .

Your character cannot be

a Poacher.

Your character may spend XP 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

Talent 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.

tow #82

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

a

tow #83

p

p

Rapid Archery

While armed with a bow, suffer strain.

During the next ranged combat check, the

bow gains the Linked quality with a value

equal to the ranks in the Ranged skill.

[Maneuver]

a

GCRB #79

Enduring

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 a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

a

tow #85

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this

talent to immobilize the target until the end

of the target’s next turn.

[Incidental]

a

rot #88

P

Easy Prey

Suffer 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]

a

rot #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

end of an encounter.

[Incidental]

a

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 per rank of the talent.

tow #79

Animal Companion

Character creates bond with an 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 per rank of the talent.

tow #79

p

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

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]

a

tow #91

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 #90

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]

a

tow #86

P

Master

Choose one skill. Once per round, suffer

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

a


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 causes, 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 that they even threaten trade in the local area and

become frequent targets of bounty hunters and even military expeditions.

Specialization Progression

Profession Prerequisites Effects

Bandit

None

Your character's social status is Outcast.

Outlaw

Increase ranks in Stealth and

Athletics to . 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 .

Increase ranks in Survival to .

Purchase the Back to Back

talent.

Gather a band of at least

bandits.

Outcast

Species:

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

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

Talent 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]

tow #87

p

p

a

a

Concussive Strike

Suffer strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

item quality for the check.

[Incidental]

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

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

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

tow #88

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer 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

a

a

a

P

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

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

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

a

p

a

P

Precise Aim

When performing an Aim maneuver, suffer

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

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

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow #99 GCRB #75 tow #88 gcrb #81

P


Rat Catcher

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

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

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

Prerequisites

Effects

Ratcatcher

None

None

Sewer Jack

Purchase at least one rank in the

Dark Street talent.

Increase ranks in Resilience and

Streetwise to

Your character removes jj imposed by

darkness.

Exterminator

Learn the terrible truth about

ratlike mutants.

Increase ranks in Resilience and

Streetwise to .

Your character counts the Critical

rating of their weapon as one lower to

a minimum of when making an attack

targeting Skavens.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Gn

Talent 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.

tow #91

a

Harass

When animal companion makes a successful

combat check, it may upgrade the difficulty

of the target's next check instead of inflicting

damage.

[Incidental]

a

tow #86

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]

a

tow #86

Man’s Best Friend

Once per session, after suffering a Critical Injury,

suffer corruption to guide the dog to make an Average

(kk) Coordination check. If successful, do

not suffer the Injury, but the dog dies.

[Incidental, oot]

a

tow #101

P

Small, But Vicious Dog

Your character gains mid-sized dog. Once per

round, they may spend maneuver to direct

the dog in performing one action and one

maneuver during your character’s turn.

tow #83

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 per rank of the talent.

tow #79

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 #90

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 per rank of the talent.

tow #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

p

P

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

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

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.

tow #75

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]

tow #91

P

p

P

a

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 #98

Dark Street

For each rank of the talent, remove one

uncanceled h from Perception, Vigilance,

Streetwise, or Knowledge checks when in the

sewers or in similar location.

tow #75

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 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]

a

rot #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

a

p


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 some 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

Specialization Progression

Profession Prerequisites Effects

Riverman

None

Your character may spend XP to purchase

the Expert Knowledge (Rivers and

Sailing) talent.

Smuggler*

Increase ranks in Vigilance to .

Purchase one rank in the Daring

Sailor talent.

Skulduggery and Stealth are now career

skills for your character.

Your character may spend XP to purchase

the Snuggery talent.

Barge

Captain*

Increase ranks in Crafts and

Sailing to .

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

Talent 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

tow #76

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 #75

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 +).

tow #82

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 #92

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]

p

p

a

a

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]

tow #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

P

A

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics 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

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]

a

tow #88

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

P

A

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Nimble Steersman

When making a Sailing check to operate

a boat or a barge, your character may use

Agility instead of Intelligence.

[Incidental]

tow #76

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]

tow #76

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

a

tow #80

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

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

tow #82

A

A

p

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

tow #80 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 the 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

Prerequisites

Effects

Scout

None

None

Outrider*

Spend some time in a military.

Purchase the Combat Training

talent.

Increase ranks in Riding to .

Your character may spend XP to purchase

the Vanguard talent.

Explorer*

Set foot on an uncharted

territory.

Increase ranks in Perception and

Survival to .

Purchase the Heightened Awareness

talent

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

Talent 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]

a

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 per rank of the talent.

tow #79

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

p

p

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 per rank of Durable,

to a minimum of .

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

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 #87

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

p

a

P

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

or ) item worth no more than

shillings.

[Incidental]

tow #80

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow #85

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 #96

P

a

a

a

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]

a

tow #88

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]

a

tow #91

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

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

a


Wanderer

Sorcerer

Starting Gear

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

1D10 Silver Shillings, 3 Herbal Medicines, a Staff

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

them, hedge wizards. They are mostly humans, although the wild and primal mages of

the wood elves, gnome illusionists, and ogre shamans 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.

Specialization Progression

Profession Prerequisites Effects

Hedge

Wizard

Be attuned to magic.

Your character can cast spells of the Lore

of Chaos (Lore of Shadows if the character

is a gnome).

Sorcerer*

Increase ranks in Magic (Arcana)

and Survival to .

Purchase the Herbalism talent

and one rank in the Prepared

Spell talent.

Your character may spend XP to

purchase one rank in the Prepared Spell

talent.

Your character may spend XP to purchase

the Healer talent.

Warlock*

Increase ranks in Magic (Arcana)

to .

Embrace a Dark Gift.

Your character may spend XP to

purchase the Warlock talent.

Your character may spend XP to

purchase the Unleash talent.

Social Class:

Outcast

Species:

Hu, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Animal Companion

Character creates bond with an 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

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 #90

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 per rank of the talent.

tow #79

p

p

p

Animal Companion

Character creates bond with an 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.

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

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 per rank of the talent.

tow #79

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]

TOW #86

a

P

p

a

Dire Animal Companion

The companion increases Br by and Ag or

Will by . It increases its wounds and strain

thresholds by and gains one rank in Brawl,

Discipline, Perception or Survival.

P

tow #76

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]

TOW #75

Sixth Sense

Your character may make a Vigilance or

a Discipline check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

a

a

a

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 .

[Incidental]

A

TOW #82

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.

TOW #74

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 #87

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by

, but increase the strain suffered by .

[Incidental]

TOW #87

Blood Magic

When casting a spell, suffer 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 #92

a

a

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #77 TOW #99 gcrb #73 gcrb #81

P


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 noblemen's households and palaces of aristocracy. Every inn and every tavern

has a bouncer, ready to deal with problematic clientele, and the 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

Prerequisites

Effects

Guard

None

None

Bouncer*

Increase ranks in Brawl to .

Purchase one rank in the Parry

talent.

Your character may use the Parry talent

while unarmed.

Your character may spend XP to purchase

the Painful Blow talent (Realms of

Terrinoth).

Bodyguard*

Increase ranks in Coercion and

Resillience to .

Purchase two ranks in the Body

Guard talent.

Your character may spend XP to

purchase the Threaten talent (Realms of

Terrinoth).

Your character may spend XP to purchase

the Heroic Resillience talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

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 #81

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 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 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 #77

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 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 surprising 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)

Specialization Progression

Profession Prerequisites Effects

Protagonist

None

None

Sword

Master*

Increase ranks in Melee (Light)

and Coordination to .

Purchase the Sword Master

talent.

Your character may spend XP to purchase

the Combined Attack talent.

Judical

Champion*

Increase ranks in Melee (Heavy)

and Melee (Light) to .

Fight instead of another character

in a trial by combat.

Your character may spend XP to purchase

the Concussive Strike talent.

Social Class:

Commoner

Species:

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

Talent 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

- Story Point: while resolving the check, the

weapon gains Stun Damage and Stun equal to

your character's ranks in Discipline.

[Incidental]

tow #97

p

p

a

Master

Choose one skill. Once per round, suffer

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 .

TOW #79

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 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]

tow #79

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 #86

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 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

Prerequisites

Effects

Roadwarden

None

None

Road

Sergeant*

Toll-

Keeper*

Increase ranks in Melee (Light)

and Riding to .

Purchase one rank in the Bad

Cop talent.

Increase ranks in Vigilance to .

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 XP to purchase

the Imperious Tone talent.

Your character adds j to Coercion checks

targeting them.

Your character may spend XP to purchase

the Prime Positions talent.

Social Class:

Commoner

Species:

Hu, Ha, WE

Talent 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 per rank of the talent.

tow #79

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

tow #84

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 #87

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 #92

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

of the Genesys Core Rulebook).

tow #74

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 #79

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 a 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 #74

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 strain.

[Incidental, oot]

a

tow #98

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

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 #79 gcrb #81

a

tow #75

GCRB #73

GCRB #76

tow #85

P

p

P

a

GCRB #75

tow #85

a

a


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.

Specialization Progression

Profession Prerequisites Effects

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

Giant

Slayer

Daemon

Slayer

Suffer unbearable disgrace.

Slay a troll.

Slay a giant

Change your character's social class to

Outcast.

Your character cannot wear heavy armor

(soak or higher) or use a shield and can

never change their specialization.

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 XP to

increase Brawn or Willpower by one. This

cannot increase the characteristic above .

Social Class:

Outcast

Species:

Dw

Talent 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

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 #97

Combat Fury

Each time adversary or minion group is defeated

within short range of your character,

your character heals strain.

tow #99

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]

a

tow #77

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

a

rot #89

Slayer [Imp.]

Your character adds j to melee combat

checks against targets that are silhouette or

greater. This effect stacks with Slayer talent.

tow #91

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable, to

a minimum of .

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

P

P

Slayer

Your character adds j to melee combat

checks against targets that are silhouette

or greater.

tow #83

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 per rank of Durable, to

a minimum of .

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]

a

gcrb #79

Death Rage

Your character adds + damage to melee

attacks for each Critical Injury they are

currently suffering.

rot #91

P

P

P

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to

immediately defeat one rival or one minion

group in short range.

[Maneuver]

a

tow #102


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 of the people's ire towards the town or city 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 power 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

Prerequisites

Effects

Watchman

None

None

Watch

Sergant*

Increase ranks in Athletics, Melee

(Light) and Streetwise to .

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 XP to purchase

the Imperious Tone talent.

Investigator*

Purchase the Investigator talent.

Increase ranks in Perception and

Streetwise to .

Your character may change their social

status to Middle Class.

Your character may spend XP to

purchase the Recon talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, Og, Gn

Talent 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 #78

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 additional strain.

tow #82

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

a

tow #85

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

p

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

of the Genesys Core Rulebook).

tow #74

Work the Crowd

Your character decreases the difficulty of

social skill checks by one when influencing

groups (see Genesys Core Rulebook, page

).

tow #84

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]

a

TOW #88

P

P

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.

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]

a

tow #79

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 #98

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 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 item quality for the check.

[Incidental]

[Incidental]

p

a

P

gcrb #81 tow #79 GCRB #75 tow #99

a

tow #75

GCRB #73

P

p

GCRB #75

Rot #91

P

p


Witch Hunter

Witch Hunters are grim, cold individuals who have dedicated their lives 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...

Specialization Progression

Profession Prerequisites Effects

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)

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 .

Increase ranks in Knowledge

(Chaos) to

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 .

Increase ranks in Knowledge

(Chaos) to .

Become renowned among witch

hunters.

Once per session, your character may

ask for a big favor from another witch

hunter.

Your character may spend XP to purchase

one rank in the Enduring talent.

Social Class:

Outcast

Species:

Hu

Talent 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

when making an attack targeting a Chaos

adversary.

tow #80

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 an Average (kk)

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 #91

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

TOW #97

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

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 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 #77

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 per rank of Durable, to

a minimum of .

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 #81

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Justice of the Citadel

Once per round may suffer 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 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 strain. For each

a one enemy suffers 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 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 #99


Character

Character

Name:

ge:

Species: Gender: Height:

Hair: Eyes: Social claſs:

Notable feat.:

Characteriſtics

Career:

Profeſſion:

Strength:

Deſire:

Sheet

Deſcription

Specialization:

Flaw:

Fear:

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Attڇributes

oa alue

Defense

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)

ranged melee thresh. current

thresh. current

thresh. current

Skills

Wounds

Strain

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

______________________

______________________

______________________

______________________

Corruption

Abiliies & Add. Talents

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

Weapons

Weapon

Skill Dmg. Crit Range Encum.

Special

Encum.

On you?

Perſonal Gear

Encum.

On you?

Money

Gold Crowns

Silver Shillings

Critical Injuries

Encumbrance

Current

Maximum

Mutations

Braſs Pennies

Exp.

Total exp.

Available exp.

© Barbara Szymańska 2023. 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 and Realms of Terrinoth talents (see Table -: Genesys Talents for The Old

World Setting). These talents can also be used in other dark fantasy settings.

Tier 1

A Brave Face

Tier:

Activation: Passive

Ranked: No

Allied characters within medium range of

your character add j to their checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

Black Market Contacts

Tier:

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.

Buns of Steel

Tier:

Activation: Active (Incidental)

Ranked: No

While mounted on a beast or vehicle, your

character may make a Simple (-) Riding check,

instead of Discipline or Cool, to recover strain

74 The Old World: Grim and Perilous

at the end of an encounter (see page of

Genesys Core Rulebook).

College Wizard

Tier:

Activation: Passive

Ranked: No

Your character reduces any Miscast result they

cause by , to a minimum of .

Component Casting

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, they may

use this talent to consume a physical item

and add j to the check. The item's price and

rarity depend on the spell's power and effect,

and the item has to be thematically appropriate

for the spell. For example, casting a fireball

may require a bit of sulfur, while transforming

into a wolf may require a ball of the

animal's hair.


Cool Face

Tier:

Activation: Passive

Ranked: No

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

Craft Specialization

Tier:

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 ), 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

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:

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.

Ensorcelled

Tier:

Activation: Active (Incidental)

Ranked: No

If your character has at least one rank in a

magic skill, once per encounter, they may use

this talent to add a to the result their next social

skill check. Additionally, this has a passive

narrative effect; your character’s appearance

is subtly enhanced by their magic. Others do

not note it as supernatural, but may be slightly

put off. What form this enhancement takes

is up to you, with your GM’s approval, but it

should be based on the magic skill your character

possesses (as well as their backstory).

For example, a priest of Shallya with Divine

skill may always be flushed with good health

and dazzle with a warm, benevolent smile,

while a priest of Ranald will be surrounded by

a veil of mystery.

Expert Knowledge

Tier:

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.

Chapter 2: New Talents 75


Hamstring Shot

Tier:

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:

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.

Manann's Blessing

Tier:

Activation: Active (Incidental)

Ranked: No

When in a 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 of

Genesys Core Rulebook).

Nimble Steersman

Tier:

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.

Intuitive Casting

Tier:

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.

Jackspeak

Tier:

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.

76 The Old World: Grim and Perilous


Perfect Liar

Tier:

Activation: Active (Incidental)

Ranked: Yes

After your character makes a Deception check,

they may suffer strain to use this talent to

cancel h equal to your character’s ranks in

Perfect Liar.

Power Through

Tier:

Activation: Active (Incidental)

Ranked: No

When in an ongoing hostile or actively dangerous

scene or environment, where your

character has received at least 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 of Genesys

Core Rulebook).

Note: Originally from The Forge, episode .

Pure

Tier:

Activation: Passive

Ranked: Yes

Each rank of Pure increases your character's

corruption threshold by one.

Rule of Aqshy

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Fire effect to the

spell without increasing the difficulty.

Purchasing this talent also have a narrative effect

as it subtly changes the appearance of your

character. Red strands appear among the character's

hair, and their face blushes slightly.

Rule of Azyr

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must 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:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Impact effect to the

spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of your character.

Their skin becomes slightly yellowish and

shiny and their gaze seems to be more focused.

Rule of Ghur

Tier:

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 the appearance of your

character. Their hair grows thick and disheveled

and their nails become long and sharpened.

Rule of Ghyran

Tier:

Activation: Active (Incidental)

Ranked: No

Your character adds j to magic checks while in

a rural environment and j while in an urban

environment. Additionally, when your charac-

Chapter 2: New Talents 77


ter 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 the 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:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must 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 the 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.

Street Slang

Tier:

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:

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.

Rule of Shyish

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must 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 the appearance of your

character as they become lean and pale.

Rule of Ulgu

Tier:

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).

78 The Old World: Grim and Perilous


Torment

Tier:

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:

Activation: Passive

Ranked: Yes

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

Tier 2

Acrobatics

Tier:

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 strain to perform this

check as a maneuver instead of an action.

Altered Deal

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per session, when an 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.

Animal Expertise

Tier:

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 per rank of Animal Expertise.

Bad Cop

Tier:

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:

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.

Brilliant Casting

Tier:

Activation: Active (Incidental)

Ranked: No

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 results.

Burly

Tier:

Activation: Passive

Ranked: No

Your character decreases the Cumbersome quality

rating of a weapon they wield by .

Chapter 2: New Talents 79


Chaos Bane

Tier:

Activation: Passive

Ranked: No

Your character counts the Critical rating of their

weapon as one lower to a minimum of when

making an attack targeting a Chaos adversary.

Combat Training

Tier:

Activation: Passive

Ranked: No

Athletics or Resilience and Melee (Light) or Melee

(Heavy) are now career skills for your character.

Daring Sailor

Tier:

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:

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 Silver

Shillings and have an encumbrance of or .

Distraction

Tier:

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 strain on

an affected adversary and may spend t from

the check to stagger a minion group or rival

within short range.

Encouraging Song

Tier:

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 strain.

Ensorcelled (Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Ensorcelled

talent to benefit from this talent.

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).

Fast Healer

Tier:

Activation: Passive

Ranked: No

When your character heals wounds via natural

rest, they heal two additional wounds.

Inspiring Cry

Tier:

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 round. The number

80 The Old World: Grim and Perilous


Know The Enemy

Tier:

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:

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.

of allies affected may not exceed your character's

ranks in Leadership.

Intimidating

Tier:

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:

Activation: Passive

Ranked: No

Your character adds jj to checks to discern

another character's Motivations.

Patch Up

Tier:

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

the end of the session, hh or 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:

Activation: Passive

Ranked: Yes

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals strain per rank of

Physician.

Chapter 2: New Talents 81


Prepared Spell

Tier:

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:

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 additional strain.

Quick Fix

Tier:

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 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:

Activation: Passive

Ranked: No

Discipline and Firearms are now career skills

for your character.

Regular Maintenance

Tier:

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 or more,

it increases its strain threshold two times your

character's ranks in Crafts.

Sea Legs

Tier:

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:

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:

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:

Activation: Active (Incidental)

Ranked: No

Your character may make a Vigilance or Discipline

check instead of Cool, to determine Initiative

order.

82 The Old World: Grim and Perilous


Slayer

Tier:

Activation: Passive

Ranked: No

Your character adds j to melee combat checks

against targets that are silhouette or greater.

Small, But Vicious Dog

Tier:

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:

Activation: Passive

Ranked: No

Your character does not treat any item as restricted

(R, see page ).

This also means your character can carry

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.

Steady Hand

Tier:

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:

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.

Chapter 2: New Talents 83


Surgical Strike

Tier:

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 .

Vanguard

Tier:

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:

Activation: Passive

Ranked: No

Your character decreases the difficulty of social

skill checks by one when influencing groups

(see Genesys Core Rulebook, page ).

Tier:

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.

Artillerist

Tier:

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.

Tier 3

Audacious

Tier:

Activation: Passive

Ranked: No

When your character generates d on a social

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

in addition to the d being spent as normal.

Applied Research

84 The Old World: Grim and Perilous


Awakening of the

Forest

Tier:

Activation: Active (Action)

Ranked: No

Once per encounter, your character may suffer

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. ) 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.

Bad Press

Tier:

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 thresholds of all

members of the targeted group by your character's

Presence rating.

Bloodhound

Tier:

Activation: Active (Incidental)

Ranked: No

When your character makes a check to follow

another character’s trail (whether their physical

tracks or a trail of information), you may

use this talent to add a number of a equal to

your character’s ranks in Streetwise or Survival,

as appropriate for the environment, to

the check results.

Born in the Saddle

Tier:

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 a beast or vehicle.

College Wizard

(Improved)

Tier:

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 instead of , to a minimum of .

Combined Attack

Tier:

Activation: Active (Incidental)

Ranked: No

Once per round, when your character makes

a melee combat check, they may suffer

strain to use this talent. Upgrade the difficulty

of the check once. While resolving the

check, the weapon gains the Linked item

quality with a rating equal to your character's

ranks in Coordination.

Demolitionist

Tier:

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

Chapter 2: New Talents 85


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:

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:

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 h

equal to their ranks in Streetwise or Survival,

as appropriate to the environment, to the

check results.

Explosive Casting

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts an attack spell,

they treat the spell’s Blast quality as having a

rating equal to twice your character’s ranks in

Knowledge (instead of their ranks in Knowledge).

When your character casts an Attack

spell with the Blast effect, you may spend one

Story Point to use this talent to trigger the

spell’s Blast quality, instead of spending a

(even if the attack misses).

Face of the Wild

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a transform spell on

themself, you may spend a Story Point to have

them use this talent to maintain the effects of

the spell until the end of the encounter, without

performing concentrate maneuvers.

Feint

Tier:

Activation: Active (Maneuver)

Ranked: No

Once per encounter, add a number of h equal

to your character's ranks in Coordination to

the results of the next melee combat check targeting

your character this round.

Guard Dog

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased Small, But Vicious

Dog talent to benefit from this talent.

Once per round, your character may use this

talent to guide their dog to perform the Guard

Dog maneuver. Until the end of your character's

next turn, the targeted character within

the dog's short range increases their melee

defense by one.

Harass

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Small, But

Vicious Dog or Animal Companion talent to benefit

from this talent.

Whenever the character's animal companion

makes a successful combat check against

a target, it may forgo inflicting damage to upgrade

the difficulty of the target's next check

once instead.

86 The Old World: Grim and Perilous


Headshot

Tier:

Activation: Passive

Ranked: Yes

Your character adds damage equal to one plus

two per each rank in Headshot to combat

checks aiming at the head of the target.

Healer

Tier:

Activation: Passive

Ranked: No

When your character uses a healing potion or a

herbal medicine, the target heals two additional

wounds. The sixth healing potion and beyond

each day still has no effect.

Herbalism

Tier:

Activation: Active (Action)

Ranked: No

While in a rural environment, your character

may use this talent to make an Average (kk)

Survival check to attempt to heal themselves

or any engaged character. If successful, for

each uncanceled s the target character heals

one wound. If target's current wounds exceeds

their wound threshold, they heal one

wound per uncanceled ss instead.

Heroic Resilience

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per encounter, when your character suffers

wounds, you may spend one Story Point to use

this talent to reduce wounds suffered by a number

equal to your character's ranks in Resilience.

Improvised Defenses

Tier:

Activation: Active (Action)

Ranked: No

Your character may use this talent to make

an Average (kk) Engineering check to attempt

to create temporary cover. If the check

is successful, the cover provides a ranged defense

of and can cover one character for each

uncanceled s. t can be spend to increase defense

provided to .

Innate Focus

Tier:

Activation: Active (Incidental)

Ranked: No

While not using a magic implement, your

character increases the base damage of all Attack

spells they cast by two. In addition, when

casting a spell while not using a magic implement,

your character may use this talent to

decrease the difficulty of the check by one. If

they do so, they increase the strain suffered

for casting the spell by one.

Chapter 2: New Talents 87


Investigator

Tier:

Activation: Active (Action)

Ranked: No

Once per session, your character may use this

talent to make a Hard (kkk) Perception check

while present at a crime scene. If they succeed,

for each s they identify one prominent physical

characteristics of one person who was at

the crime scene when the crime was committed

(as long as the crime was committed in the

past hours). This could include a person’s

height, weight, body type, clothing, and if they

are human or not.

Precise Aim

Tier:

Activation: Active (Incidental)

Ranked: Yes

When your character performs an Aim maneuver,

they may suffer strain to use this talent.

For their next combat check, your character

decreases the target’s defense by a number

equal to their ranks in Precise Aim.

Know the Ropes

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per encounter, before one of your character's

allies makes a check, you may spend one

Story Point to use this talent. Your character

adds a number of s equal to their ranks in

Sailing to the results of the check. When your

character uses this talent, you should explain

how their mastery of Sailing helped the other

character accomplish their task.

Master of Shadows

Tier:

Activation: Active (Incidental)

Ranked: No

When your character successfully hides from

someone by performing a Stealth check, they

may use this talent to automatically hide one

additional character in engaged range for

each s except the first. The number of additional

characters hidden cannot exceed your

character's ranks in Stealth.

88 The Old World: Grim and Perilous


Repairman

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Quick Fix

talent to benefit from this talent.

When your character uses the Quick Fix talent,

they may choose to remove a jam or malfunction

instead of temporarily repairing the item.

The item is still damaged by one step after

a number of rounds equal to your character's

ranks in Crafts.

Rule of Aqshy

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of

Aqshy talent to benefit from this talent.

Your character is immune to fire, but adds j to

Charm and Negotiation checks. Additionally,

once per encounter, you may spend one Story

Point to make your character draw a sword

made of pure Aqshy as an incidental. The sword

is a magic weapon that lasts until the end of the

encounter and has the following profile: Melee

(Light); Critical ; Damage +; Range[Engaged];

Burn , and a Pierce quality with a rating equal

to your character's ranks in Knowledge (Chaos).

Only your character can wield the weapon.

Purchasing this talent further changes your

character's appearance, as their hair becomes

redder and redder and sparkles of passion appear

in their eyes.

Rule of Azyr

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of

Azyr talent to benefit from this talent.

Your character cannot be disoriented and

gains j to all Negotiation checks. Additionally,

once per encounter, your character may spend

a Story Point to fly using the hovering guidelines

in the Flying sidebar on page of the

Genesys Core Rulebook. This effect remains

until the end of the encounter.

Purchasing this talent further changes your

character's appearance, as their eyes become

blue with a faraway look and subtle chill wind

moves their clothes.

Rule of Chamon

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of

Chamon talent to benefit from this talent.

Increase your character's soak value by one, but

upgrade the difficulty of Athletics, Coordination

and Vigilance checks once. Additionally, once

per encounter, after your character successfully

casts an Augment, Barrier or Conjure spell, you

may spend one Story Point to maintain the effects

of the spell until the end of the encounter.

Purchasing this talent further changes your

character's appearance, as their movements

become slower and their joints stiffen.

Rule of Ghur

(Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Rule of Ghur

talent to benefit from this talent.

Your character increases their melee defense

by one, but upgrades the difficulty of

Charm and Negotiation checks once. Additionally,

when your character casts a Conjure

spell, they always add the Summon Ally effect

without increasing the difficulty, and they

must always summon a living animal. The animal

remains for the duration of the encounter

without need for your character to use a concentrate

maneuver to maintain the spell.

Purchasing this talent further changes your

character's appearance, as they appear more

bestial and speak with a harsh voice.

Chapter 2: New Talents 89


Rule of Ghyran

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of Ghyran

talent to benefit from this talent.

Your character increases their wounds threshold

by two.

Additionally, when your character heals

wounds via natural rest, you may spend a Story

Point to use this talent. Your character and

their allies within short range heal a number

of wounds equal to your character's ranks in

Magic (Arcana) instead of wounds they would

heal normally.

Rule of Shyish

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of Shyish

talent to benefit from this talent.

Your character adds j to Charm checks and j

to Coercion checks.

Additionally, after your character successfully

casts an Attack or Curse spell, you may spend

one Story Point to use this talent. All characters

targeted by the spell must make a Hard

(kkk) Fear check as an out of turn Incidental.

Purchasing this talent further changes your

character's appearance as their skin turns cold

and sallow and their eyes look cloudy. The aura

of death surrounds your character.

Rule of Ulgu

(Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of Ulgu

talent to benefit from this talent.

Your character adds j to Stealth checks, but

adds j to Leadership checks.

Additionally, after your character successfully

casts a Mask spell, you may spend one Story

Point to use this talent to make the illusion last

until the end of the encounter without need for

your character to use a concentrate maneuver

to maintain the spell.

Purchasing this talent also has a narrative effect

as your character is surprisingly quickly

forgotten by other people.

Share Pain

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Small, But

Vicious Dog or Animal Companion talent to benefit

from this talent.

When your character's animal companion suffers

wounds, your character may use this talent

to reduce the wounds by half (rounded up), then

your character suffers those wounds instead.

90 The Old World: Grim and Perilous


Slayer (Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Slayer

talent to benefit from this talent.

Your character adds j to melee combat checks

against targets that are silhouette or greater.

This stacks with the effect of the Slayer talent.

Snare

Tier:

Activation: Active (Maneuver)

Ranked: No

Once per encounter, your character may spend

a maneuver to use this talent to set a trap.

Once before the end of the encounter, you may

spend a Story Point to force one character in

the encounter to make an opposed Vigilance

vs your character's Survival or Streetwise

check as an out of turn incidental. If they fail,

they are staggered until the end of their next

turn, plus one additional turn per hh.

Snuggery

Tier:

Activation: Passive

Ranked: No

Your character gains a hidden storage somewhere

in the nearest city or a hidden compartment

on the vehicle they are currently

traveling by (player's choice). They may store

items with a total encumbrance equal to their

ranks in Streetwise for hidden compartment

and five times their ranks in Streetwise for

hidden storage. Once per in-game week, it

may be moved to another location.

Stromfels' Wrath

Tier:

Activation: Active (Incidental)

Ranked: No

Once per round on your character’s turn,

your character may suffer strain to use this

talent to add damage equal to their ranks in

Sailing to one hit of a successful melee attack.

Stubborn

Tier:

Activation: Passive

Ranked: Yes

Your character adds j per rank of Stubborn

to social skill checks targeting them.

The Hammer of Witches

Tier:

Activation: Active (Action)

Ranked: No

Once per encounter, your character may use

this talent to make an Average (kk) Divine

check. For each s the check generates, all

characters (including allies) add j to magic

checks targeting your character. For every

aa, your character adds j to combat checks

targeting spellcasting characters. Those effects

last until the end of an encounter.

Warning Bark

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Small, But

Vicious Dog talent to benefit from this talent.

Your character may make Perception and Vigilance

checks using dog's ranks in those skills, as

long as the dog is within hearing and visual range

of your character (generally medium range).

Wild Improvisation

Tier:

Activation: Active (Incidental)

Ranked: No

Your character may use this talent before

making a check to use any skill and characteristic

instead of the skill and characteristic the

check would normally require. However, they

upgrade the difficulty of the check once. Your

character may use this talent a number of

times per session equal to their ranks in Wild

Improvisation. When your character uses this

talent, you should explain how their improvisation

skills let them accomplish this task.

Chapter 2: New Talents 91


Tier 4

Always Prepared

Tier:

Activation: Active (Incidental)

Ranked: No

Once per encounter, you may spend a Story

Point to use this talent. Until the end of the

current round, all allied characters upgrade

the ability of their checks once.

Armor Master

Tier:

Activation: Passive

Ranked: No

When your character wears armor with an Encumbrance

value of or higher, they reduce its

Encumbrance by and increase its defense by

.

Backstab (Improved)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Backstab

talent to benefit from this talent.

When your character uses the Backstab talent,

in addition to the standard effect of the

talent, they may suffer strain to count the

Critical rating of their weapon as one lower to

a minimum of .

Biggest Fan

Tier:

Activation: Active (Incidental)

Ranked: No

Once per session, when your character is in

a crowded thoroughfare or busy street, they

may spend a Story Point and select a single

bystander within medium range. That character

is familiar with your character's work

and considers themselves their biggest fan.

Until the end of the encounter or scene, treat

that character as a loyal ally. You may direct

them to answer questions, perform tasks, and

aid your character within their means at the

GM's discretion. However, if your character

acts against their fan's interests, your GM

may decide that the fan immediately suffers

strain and attacks or otherwise tries to harm

your character.

Backstab Talent

and Unaware targets

The Backstab talent, introduced in the Realms of

Terrinoth rulebook, is a powerful tool that greatly

captures the common theme of a sneaky rogue, so

its not a surprise that its included in specialization

trees available for the Rogue career. A portion of

the talent's description states it can be used against

unaware targets. But when is the target actually unaware?

Obviously, allowing the talent to be used every

single turn will quickly break the game so here

are some sugestions for when you can backstab:

• Against an ambushed adversary that have not yet

taken their turn in the current encounter.

• Your character made a successful Stealth check to

hide from an adversary they want to backstab.

• An allied character spends aaa or t from

a check to allow your character backstab an adversary

in your character's round.

• A Story Point was spent to rule that one of the adversaries

in the current encounter is unaware of

your character's location.

While those are only suggestions, we strongly recommend

to apply them for both PCs and adversaries.

Blood Magic

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, they may

suffer wounds to use this talent to trigger

up to three different qualities or spell effects.

These qualities or spell effects must be ones

that can be triggered by spending a or t.

Bridge of Shadows

Tier:

Activation: Active (Action)

Ranked: No

Once per session, your character may use

this talent to make a Formidable (kkkkk)

92 The Old World: Grim and Perilous


Arcana check. If they succeed, they instantly

vanish and reappear in any other location

in the world they already know about. Your

character may bring up to five allies with

them when they teleport, but they must add

j to the check for each ally. Whenever your

character uses this talent, your GM may spend

h to have the teleportation miss the location

by a range band per h spent, or may spend

hhhh or d to have the teleportation go

catastrophically wrong (by having a character

materialize in a wall, another person, or midair,

for instance, with the awful consequences

to be determined by your GM).

Cavalier (Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Cavalier talent

to benefit from this talent.

While riding a mount, your character and the

mount increase their defense by . In addition,

a Riding check is no longer required to maintain

control of an untrained mount in combat

or a similarly stressful situation.

Cavalier (Supreme)

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Cavalier talent

to benefit from this talent.

Your character may choose to suffer strain to

use the Cavalier talent as an incidental, instead

of as a maneuver.

Coordination Dodge

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

When your character is targeted by a combat

check, you may spend one Story Point to use

this talent to add a number of f equal to your

character's ranks in Coordination to the results.

Connected

Tier:

Activation: Active (Incidental)

Ranked: No

Once per session, your character may use this

talent to choose one NPC of the Commoner or

Middle Class social status and reveal that they

owe your character a big favor. Your character

may use a Negotiation check to determine the

outcome of the favor (instead of Leadership).

Chapter 2: New Talents 93


Crushing Charge

Tier:

Activation: Active (Action)

Ranked: No

While mounted, after your character engages

a target, they may suffer strain to use this talent

to make a Melee (Light), or Melee (Heavy)

combat check. When resolving the check, the

weapon gains the Knockdown and Sunder

item qualities and increases the Pierce and Vicious

item qualities by a number equal to your

character's ranks in Riding.

Diplomatic Immunity

(Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Diplomatic

Immunity talent to benefit from this talent.

When your character uses the Diplomatic Immunity

talent, they may choose to expand its

effect to all allies with a social status of Middle

Class or Elite who are accused of committing

the same crime.

Dramatic Entrance

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per session, your character may spend

a Story Point to use this talent to enter a scene

or encounter they are not currently participating

in at an opportune time, even if their

arrival is only slightly likely. If the scene is

a combat encounter or otherwise uses Initiative

order, your character adds a new PC Initiative

slot at the top of the Initiative order.

In addition, they add j to the first check they

make in the encounter.

Dramatic Escape

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Dramatic

Entrance talent to benefit from this talent.

Your character may use the Dramatic Entrance

talent to immediately escape from the current

encounter instead of entering it. If your character

is targeted by a check, they may escape after

the dice pool is assembled, but before is rolled.

Flicker Step

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell using the

Arcana skill, they may use this talent to spend

aaa or t to instantly vanish and reappear

at any location within long range.

94 The Old World: Grim and Perilous


Imperious Tone

Tier:

Activation: Active (Incidental)

Ranked: No

When your character makes a Charm or Coercion

check targeting a character of a lower

social status than they are, they may suffer

strain to use this talent. Count your character's

ranks of Charm or Coercion as equal to

their ranks in Leadership.

Infiltration

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Recon talent

to benefit from this talent.

After a successful check to use the Recon talent,

you may spend a Story Point to use this

talent. Until the end of the game session, your

character is considered "native" to the area

- other characters treat them as one of their

own. In addition, until the end of the game

session, your character or one of their allies

may add tf to one check made in the area.

It's Only a Flesh

Wound

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

When an allied character within short range

suffers a Critical Injury (except Death), your

character may attempt a Hard (kkk) Medicine

check. If successful, your character selects

the Critical Injury with severity rating

lowered by , in lieu of the rolled result.

Mad Inventor

Tier:

Activation: Active (Action)

Ranked: No

Once per session, your character may use

this talent to make an Engineering check

to attempt to cobble together the functional

equivalent of any item using spare parts or

salvage. The difficulty of the check is based on

the item’s rarity; see Table I.–: Mad Inventor

Item Rarity, page of the Genesys Core

Rulebook. Your GM will modify the check

based on the circumstances and might decide

that some items simply can’t be created with

what’s available (if you are being held in a prison

cell, for instance). Your GM may spend d

on the check to indicate the item ends up being

dangerous to the user and anyone around

them in some way.

Masterful Casting

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, they may

use this talent to spend t to trigger up to

three different qualities or spell effects instead

of one. These qualities or spell effects must be

ones that can be triggered by spending aor t.

Offensive Driving

Tier:

Activation: Active (Action)

Ranked: No

While driving a vehicle or sailing, your character

may use this talent to select one other

vehicle within medium range and make

an opposed Riding versus Riding or Sailing

versus Sailing check (depending on whether

your character and their opponent are using

Riding or Sailing to control their vehicle) targeting

the other vehicle’s driver or steersman.

If successful, roll twice on the Table III.-

Critical Hit Result, on page of the Genesys

Core Rulebook. Choose one Critical Hit result

to apply to your character’s vehicle, and the

other to apply to the target vehicle. You may

spend t to add + to one Critical Hit result.

Your GM may spend d to add + to both

Critical Hit results.

Chapter 2: New Talents 95


Prey on the Weak

Tier:

Activation: Passive

Ranked: No

Your character adds two damage to the results

of successful melee combat checks targeting

disoriented or prone targets.

Prime Positions

Tier:

Activation: Passive

Ranked: No

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the cover

to their ranged combat checks.

Recon

Tier:

Activation: Active (Action)

Ranked: No

To use this talent, your character must spend

some time (determined by the GM) observing

a selected, easy to distinguish area. After that

time, your character may make a Survival or

Streetwise check, as appropriate to the environment.

The base difficulty of the check is

Hard (kkk), however it should be increased if

the area is large, secured in any way or full of

hostile inhabitants.

If the check is successful, until the end of the

game session, your character or one of their

allies may add a number of s equal to your

character's rank in the skill used to one check

made in the area. For each t this ability may

be used one additional time.

Rule of Hysh

(Improved)

Tier:

Activation: Active (Action)

Ranked: No

Your character must have purchased the Rule of

Hysh talent to benefit from this talent.

Your character and their allies within short

range upgrade the ability of Fear checks once.

Once per round, your character may suffer

strain to make an opposed Magic (Arcana)

versus Discipline check targeting a Chaos

or Daemon adversary within medium range.

If the check is successful, the target is staggered

(even if the target is immune to being

staggered normally), until the end of its next

round plus one round for every uncanceled

ss beyond the first.

Purchasing this talent further changes your

character's appearance, as their hair turns

completely white and their eyes seem to glow

with eerie light.

96 The Old World: Grim and Perilous


Rule of Ulgu

(Supreme)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Rule of

Ulgu (Improved) talent to benefit from this talent.

Your character may add the Invisibility effect

to Mask spells, following the normal rules of

the effect.

Purchasing this talent further changes your character's

appearance, as they are always accompanied

by long, barely visible shadows.

Scapegoat

Tier:

Activation: Active (Action)

Ranked: No

Your character must have purchased the Diplomatic

Immunity talent to benefit from this talent.

When your character uses the Diplomatic

Immunity talent, in addition to the standard

effect, they may make a Daunting (kkkk)

Charm check. If the check is successful, they

may point out any character from Outcast or

Commoner social group who will then be incriminated

and prosecuted for the crime.

Slayer (Supreme)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Slayer (Improved)

talent to benefit from this talent.

Your character adds j to melee combat checks

against Daemon adversaries. This effect stacks

with the Slayer and Slayer (Improved) talents.

Sneaky Bastard

Tier:

Activation: Active (Incidental)

Ranked: No

Once per encounter, when your character

makes a Negotiation check, they may use this

talent to add a number of a equal to their ranks

in Deception to the result.

Strike to Stun

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Backstab or

the Sucker Punch talent to benefit from this talent.

When your character uses either the Backstab or

the Sucker Punch talent, in addition to the standard

effect of the talent, they may suffer strain

to use this talent. While resolving the check,

their attack gains the Concussive quality.

Strength of Faith

Tier:

Activation: Active (Maneuver)

Ranked: No

Once per session, your character may use this

talent to add s equal to their ranks in Discipline

and a equal to their ranks in Willpower

to the results of the next Divine skill check they

make during this turn.

Sword Master

Tier:

Activation: Active (Incidental)

Ranked: No

Once per encounter, after rolling a melee attack

but before resolving the check, you may spend

a Story Point to use this talent. While resolving

the check, the weapon gains the Stun Damage

item quality and the Stun item quality equal to

your character's ranks in Discipline.

The Golden Touch

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

When your character suffers a hit from a melee

combat check, after the attack is resolved,

you may spend d or hh from the attacker’s

check to stagger the attacker until the end of

their next round.

Chapter 2: New Talents 97


Tough Negotiator

Tier:

Activation: Passive

Ranked: No

When your character inflicts a critical remark

(See page of the Genesys Core Rulebook)

in a Negotiation check, they inflict additional

strain to the target equal to your character's

ranks in Negotiation.

Urban Combatant

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

When your character is targeted by

a combat check while in an urban environment,

you may spend one Story

Point to use this talent before the

dice pool is rolled. If you do so, your

character's opponent removes all j

added to the check, and instead adds

an equal number of f to the results.

Tier 5

Awakening of the

Forest (Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Awakening

of the Forest talent to benefit from this talent.

When using Awakening of the Forest, use the

Forest Guardian characteristic (Realms of

Terrinoth, page ) for the awakened tree,

instead of Aemhelin Scion.

Quick Witted

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per encounter, after another character

makes a social skill check, your character may use

this talent to make an Average (kk) Vigilance

check. If successful, you may add a number of s

or f (your choice) equal to your character’s ranks

in Charm to the other character’s check. If your

character fails, your character suffers strain.

Weak Spot

Tier:

Activation: Active (Incidental)

Ranked: No

Before your character makes a ranged combat

check, you may spend a Story Point to use this

talent. While resolving the check, the weapon

gains the Vicious item quality equal to your

character's ranks in Firearms or Ranged skill.

98 The Old World: Grim and Perilous


Baleful Gaze

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per round, when your character is targeted

by a combat check from within medium

range, they may spend a Story Point to upgrade

the difficulty of the check a number of

times equal to their ranks in Coercion.

College Wizard

(Supreme)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the College Wizard

(Improved) talent to benefit from this talent.

When your character causes a Miscast, but

before determining its result, you may spend

a Story Point to count the result as if it were

rolled “”.

Combat Fury

Tier:

Activation: Passive

Ranked: No

Each time an adversary or a minion group is

defeated within short range of your character,

your character heals strain.

Concussive Strike

Tier:

Activation: Active (Incidental)

Ranked: No

Once per round, before performing a Melee

(Light) or Melee (Heavy) check, your character

may suffer two strain to use this talent. Increase

the difficulty of the check by one; while

resolving the check the weapon gains the Concussive

quality.

Coordinated Strike

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Coordinated

Assault talent to benefit from this talent..

When your character uses the Coordinated

Assault talent, in addition to the standard effect

of the talent, your character may suffer

strain to use this talent. Allies affected by Coordinated

Assault add damage equal to your

character's ranks in Coordinated Assault to all

combat checks they make until the end of your

character’s next turn.

Deadly Premonition

Tier:

Activation: Active (Incidental)

Ranked: No

Once per session, when your character makes

a Predict magic action with a Cheat Death additional

effect, they may suffer corruption

to use this talent to expand the effect to one

additional character. The character must be in

visual range when incapacitated or killed and

you still need to spend a Story Point for the

effect to trigger.

Dire Animal

Companion

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Animal

Companion talent or Small, but Vicious Dog talent to

benefit from this talent.

The animal companion your character has

bonded with through the Animal Companion

talent or Small, but Vicious Dog talent increases

its Brawn by one, to a maximum of , and

its wound threshold by four. If it is a nemesis,

it increases its strain threshold by four. If it is

a minion or rival, it becomes a nemesis and

gains a strain threshold of . If it is silhouette

, it becomes silhouette . Your character

also chooses to increase either its Agility or its

Chapter 2: New Talents 99


Heart Attack

When the blood supply to the heart is blocked, it

causes a heart attack. This can happen naturally,

but also due to sudden stress, or through poisons,

magical interventions, etc. In most cases a heart

attack is fatal, however, some qualified physicians

have their own methods to at least try to help the

victim, often reaching for herbal mixtures, potions

or special techniques of exerting pressure

on the chest.

Heart attack is considered a Critical Injury with

the severity of Daunting (kkkk) and the following

effect: The target suffocates (see Suffocation,

Genesys Core Rulebook, p. ) until the Critical

Injury is healed.

Field Amputation

Tier:

Activation: Active (Action)

Ranked: No

Once per session, you may spend a Story Point

to use this talent to have your character make

a Formidable (kkkkk) Medicine check targeting

an engaged character who has died within

the last round. If the check is successful, the target

character is saved, returning to life at one

wound below double their wound threshold,

but one of their limbs is permanently lost.

Willpower by one, to a maximum of , and its

Brawl, Discipline, Perception, or Survival by

one, to a maximum of .

Encouraging Song

(Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Encouraging

Song talent to benefit from this talent.

When your character uses the Encouraging Song

talent, you may spend t to decrease the difficulty

of the next check of affected allies by one.

Lesser Caress of

Laniph

Tier:

Activation: Active (Action)

Ranked: No

Once per encounter, your character may make

an opposed Magic (Arcana) vs Discipline

check targeting one adversary within medium

range. If the check is successful, the target suffers

the Heart Attack Critical Injury and your

character suffers corruption and automatically

activates the Exposed miscast effect. If

the check generates d your character suffers

a number of wounds equal to triple the Willpower

rating of the target. If the check generates

dd your character suffers the Heart

Attack Critical Injury.

100 The Old World: Grim and Perilous


Man's Best Friend

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Small, But

Vicious Dog talent to benefit from this talent.

Once per session, immediately after suffering

a Critical Injury, your character may suffer

one corruption to use this talent to guide their

dog to perform an Average (kk) Coordination

check as an out of turn incidental. If the check

is successful, your character does not suffer the

Critical Injury, but their dog perishes.

Rule of Aqshy

(Supreme)

Tier:

Activation: Active (Maneuver)

Ranked: No

Your character must have purchased the Rule of

Aqshy (Improved) talent to benefit from this talent.

Your character may spend a Story Point to perform

an Attack magic action as a maneuver.

However, they cannot perform another magic

action this round.

Purchasing this talent changes your character's

appearance even further, as their hair

turns completely red and seems to turn into

pure flame as they cast their spells. An aura of

passion surrounds your character.

Rule of Azyr (Supreme)

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Rule of

Azyr (Improved) talent to benefit from this talent.

At the beginning of an encounter, your character

may spend a Story Point to perform a Predict

magic action as an out of turn incidental.

Purchasing this talent changes your characters'

appearance even further, as their eyes

turn completely blue and hair silver-gray.

Immense power, but also calmness emanates

from your character.

Rule of Chamon

(Supreme)

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Rule of

Chamon (Improved) talent to benefit from this talent.

At the beginning of an encounter, your character

may spend a Story Point to perform an

Augment or Barrier magic action as an out of

turn incidental.

Purchasing this talent changes your character's

appearance even further, as their skin turns

golden and their voice sounds metallic.

Rule of Ghur (Supreme)

Tier:

Activation: Active (Maneuver)

Ranked: No

Your character must have purchased the Rule of Ghur

(Improved) talent to benefit from this talent.

Once per encounter, your character may suffer

strain to use this talent to transform into

the Embodiment of Ghur until the end of the

encounter or until incapacitated. Your character

cannot use weapons, wear armor or cast

spells in this form, but they increase their size

by one, Brawn rating by one, wounds threshold

by six, soak by three, defense by one and

their unarmed attacks become magic attacks

with the following profile: Brawl; Damage

+; Critical ; Range [Engaged]; Knockdown,

Pierce , Vicious .

Rule of Ghyran

(Supreme)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of Ghyran

(Improved) talent to benefit from this talent.

Once per session, you may use this talent to have

your character and their allies within short range

heal a number of wounds and strain equal to your

character's ranks in Knowledge (Chaos). Inca-

Chapter 2: New Talents 101


pacitated allies may be revived if their wounds

and strain are reduced below the thresholds.

Rule of Hysh (Supreme)

Tier:

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Rule of

Hysh (Improved) talent to benefit from this talent.

After your character successfully used the Rule

of Hysh (Improved) talent, you may spend a Story

Point to use this talent. The target is automatically

defeated. If the target was a Daemon, it

returns to the Realm of Chaos immediately.

Purchasing this talent changes your character's

appearance even further, as their skin

becomes pale, eyes completely white and their

whole body emanates intense light when they

cast their spells.

Rule of Shyish (Supreme)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Rule of Shyish

(Improved) talent to benefit from this talent.

Whenever a character under the effects of your

character's Curse spell suffers wounds, your

character heals wounds.

Sailor's Luck

Tier:

Activation: Active (Incidental)

Ranked: No

Once per session, after your character's check

generates d, you may use this talent to cancel

the d and add t to the results.

The Boss

Tier:

Activation: Passive

Ranked: No

Your character becomes a leader of a guild,

gang or some other organization. Once per

session, your character may ask for a big favor

from the members of their organization.

In addition, your character can ask their organization

members for as many small favors as

they wish, leaving the Game Master to decide

how many favors is too much. If during an encounter

there is at least one other character

that belongs to your character's organization,

until the end of the encounter increase your

character's strain threshold by .

Unleash

Tier:

Activation: Active (Maneuver)

Ranked: No

Once per round, your character may suffer

corruption to perform a maneuver to immediately

defeat one rival or one minion group in

short range.

Warlock

Tier:

Activation: Active (Incidental)

Ranked: No

Increase damage of your character's Attack

spells by for each Dark Gift they have.

Additionally, once per encounter, your character

may suffer corruption to use this talent.

Until the end of the encounter, the character

can cast spells without suffering strain and

don't need to perform concentrate maneuvers

to sustain their spells.

Table 2-3: Genesys Talents for the Old World Setting

Talent Tier Activation Ranked Source

A Brave Face Passive No The Old World (page )

Acrobatics Active (Maneuver) No The Old World (page )

Altered Deal Active (Incidental, Out of Turn) No The Old World (page )

Always Prepared Activation: Passive No The Old World (page )

102 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source

Animal Companion Passive Yes Genesys Core Rulebook (page )

Animal Expertise Passive Yes The Old World (page )

Apothecary Passive Yes Realms of Terrinoth (page )

Applied Research Active (Incidental) Yes The Old World (page )

Armor Master Passive No The Old World (page )

Artillerist Passive No The Old World (page )

Audacious Passive No The Old World (page )

Awakening of the Forest Active (Action) No The Old World (page )

Awakening of the Forest

(Improved)

Passive No The Old World (page )

Back to Back Passive No Realms of Terrinoth (page )

Backstab Active (Action) No Realms of Terrinoth (page )

Backstab (Improved) Active (Action) No The Old World (page )

Bad Cop Active (Incidental) Yes The Old World (page )

Bad Press Active (Action) No The Old World (page )

Baleful Gaze Active (Incidental, Out of Turn) No The Old World (page )

Battle Casting Passive No Realms of Terrinoth (page )

Biggest Fan Active (Incidental) No The Old World (page )

Black Market Contacts Active (Incidental) Yes The Old World (page )

Block Active (Incidental, Out of Turn) No Realms of Terrinoth (page )

Blood Magic Active (Incidental) No The Old World (page )

Bloodhound Active (Incidental) No The Old World (page )

Body Guard Active (Maneuver) Yes Realms of Terrinoth (page )

Born in the Saddle Active (Incidental) No The Old World (page )

Breakthrough Active (Maneuver) Yes The Old World (page )

Bridge of Shadows Active (Action) No The Old World (page )

Brilliant Casting Active (Incidental) No The Old World (page )

Bulwark Active (Incidental, Out of Turn) No Realms of Terrinoth (page )

Buns of Steel Active (Incidental) No The Old World (page )

Burly Passive Yes The Old World (page )

Cavalier Active (Maneuver) No Realms of Terrinoth (page )

Cavalier (Improved) Passive No The Old World (page )

Cavalier (Supreme) Active (Incidental) No The Old World (page )

Challenge! Active (Maneuver) Yes Realms of Terrinoth (page )

Chaos Bane Passive No The Old World (page )

Clever Retort Active (Incidental, Out of Turn) No Genesys Core Rulebook (page )

College Wizard Passive No The Old World (page )

College Wizard (Improved) Passive No The Old World (page )

College Wizard (Supreme) Active (Incidental) No The Old World (page )

Combat Fury Passive No The Old World (page )

Combat Training Passive No The Old World (page )

Combined Attack Active (Incidental) No The Old World (page )

Component Casting Active (Incidental) No The Old World (page )

Chapter 2: New Talents 103


Talent Tier Activation Ranked Source

Concussive Strike Active (Incidental) No The Old World (page )

Connected Active (Incidental) No The Old World (page )

Cool Face Passive No The Old World (page )

Coordinated Assault Active (Maneuver) Yes Genesys Core Rulebook (page )

Coordinated Strike Active (Incidental) No The Old World (page )

Coordination Dodge Active (Incidental, Out of Turn) No The Old World (page )

Counterattack Active (Incidental, Out of Turn) No Realms of Terrinoth (page )

Counteroffer Active (Action) No Genesys Core Rulebook (page )

Craft Specialization Passive Yes The Old World (page )

Crushing Blow Active (Incidental) No Realms of Terrinoth (page )

Crushing Charge Active (Action) No The Old World (page )

Daring Sailor Active (Incidental) Yes The Old World (page )

Dark Street Passive Yes The Old World (page )

Deadeye Active (Incidental) No Genesys Core Rulebook (page )

Deadly Premonition Active (Incidental) No The Old World (page )

Death Rage Passive No Realms of Terrinoth (page )

Dedication Passive No Genesys Core Rulebook (page )

Deep Pockets Active (Incidental) No The Old World (page )

Defensive Passive Yes Genesys Core Rulebook (page )

Defensive Driving Passive Yes Genesys Core Rulebook (page )

Defensive Stance Active (Maneuver) Yes Genesys Core Rulebook (page )

Demolitionist Active (Action) No The Old World (page )

Desperate Recovery Passive No Genesys Core Rulebook (page )

Diplomatic Immunity Active (Incidental) No The Old World (page )

Diplomatic Immunity (Improved) Passive No The Old World (page )

Dire Animal Companion Passive No The Old World (page )

Dirty Tricks Active (Incidental) No Realms of Terrinoth (page )

Distraction Active (Action) No The Old World (page )

Dodge Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page )

Dramatic Entrance Active (Incidental, Out of Turn) No The Old World (page )

Dramatic Escape Passive No The Old World (page )

Dual Strike Active (Incidental) No Realms of Terrinoth (page )

Dual Wielder Active (Maneuver) No Genesys Core Rulebook (page )

Duelist Passive No Genesys Core Rulebook (page )

Durable Passive Yes Genesys Core Rulebook (page )

Eagle eyes Active (Incidental) No Genesys Core Rulebook (page )

Easy Prey Active (Maneuver) No Realms of Terrinoth (page )

Elusive Active (Incidental, Out of Turn) No The Old World (page )

Encouraging Song Active (Action) No The Old World (page )

Encouraging Song (Improved) Passive No The Old World (page )

Enduring Passive Yes Genesys Core Rulebook (page )

Ensorcelled Active (Incidental) No The Old World (page )

Ensorcelled (Improved) Passive No The Old World (page )

104 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source

Expert Knowledge Passive Yes The Old World (page )

Explosive Casting Active (Incidental) No The Old World (page )

Face of the Wild Active (Incidental) No The Old World (page )

Fast Healer Passive No The Old World (page )

Feint Active (Maneuver) No The Old World (page )

Field Amputation Active (Action) No The Old World (page )

Field Commander Active (Maneuver) Yes Genesys Core Rulebook (page )

Field Commander (Improved) Passive No Genesys Core Rulebook (page )

Finesse Active (Incidental) No Realms of Terrinoth (page )

F licker Step Active (Incidental) No The Old World (page )

Forager Passive No Genesys Core Rulebook (page )

Grit Passive Yes Genesys Core Rulebook (page )

Guard Dog Active (Incidental) No The Old World (page )

Hamstring Shot Active (Action) No The Old World (page )

Hedge Magic Active (Incidental) No The Old World (page )

Harass Active (Incidental) No The Old World (page )

Headshot Passive Yes The Old World (page )

Healer Passive No The Old World (page )

Heightened Awareness Passive No Genesys Core Rulebook (page )

Herbalism Active (Action) No The Old World (page )

Heroic Recovery Active (Incidental) No Realms of Terrinoth (page )

Heroic Resilience Active (Incidental, Out of Turn) No The Old World (page )

Heroic Will Active (Incidental, Out of Turn) No Genesys Core Rulebook (page )

Impaling Strike Active (Incidental) No Realms of Terrinoth (page )

Imperious Tone Active (Incidental) No The Old World (page )

Improvised Defenses Active (Action) No The Old World (page )

Infiltration Active (Action) No The Old World (page )

Innate Focus Active (Incidental) No The Old World (page )

Inspiring Cry Active (Incidental) No The Old World (page )

Inspiring Rhetoric Active (Action) No Genesys Core Rulebook (page )

Inspiring Rhetoric (Improved) Passive No Genesys Core Rulebook (page )

Inspiring Rhetoric (Supreme) Active (Incidental) No Genesys Core Rulebook (page )

Intimidating Passive Yes The Old World (page )

Intuitive Casting Passive Yes The Old World (page )

Inventor Active (Incidental) Yes Genesys Core Rulebook (page )

Investigator Active (Action) No The Old World (page )

It's Only a Flesh Wound Active (Incidental, Out of Turn) No The Old World (page )

Jackspeak Active (Incidental) Yes The Old World (page )

Jump Up Active (Incidental) No Genesys Core Rulebook (page )

Justice of the Citadel Active (Incidental) No Realms of Terrinoth (page )

Keen Observer Passive No The Old World (page )

Knack for it Passive Yes Genesys Core Rulebook (page )

Know Somebody Active (Incidental) Yes Genesys Core Rulebook (page )

Chapter 2: New Talents 105


Talent Tier Activation Ranked Source

Know The Enemy Active (Incidental) No The Old World (page )

Know The Ropes Active (Incidental, Out of Turn) No The Old World (page )

Lesser Caress of Laniph Active (Action) No The Old World (page )

Let's Ride Active (Incidental) No Genesys Core Rulebook (page )

Let's Talk This Over Active (Incidental, Out of Turn) No Realms of Terrinoth (page )

Lucky Strike Active (Incidental) No Genesys Core Rulebook (page )

Mad Inventor Active (Action) No The Old World (page )

Man's Best Friend Active (Incidental, Out of Turn) No The Old World (page )

Manann's Blessing Active (Incidental) No The Old World (page )

Master Active (Incidental) No Genesys Core Rulebook (page )

Master of Shadows Active (Incidental) No The Old World (page )

Masterful Casting Active (Incidental) No The Old World (page )

Natural Active (Incidental) No Genesys Core Rulebook (page )

Nimble Steersman Active (Incidental) No The Old World (page )

Offensive Driving Active (Action) No The Old World (page )

One With Nature Active (Incidental) No Genesys Core Rulebook (page )

Painful Blow Active (Incidental) No Realms of Terrinoth (page )

Paragon Active (Incidental) No The Old World (page )

Parry Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page )

Parry (Improved) Active (Incidental, Out of Turn) No Genesys Core Rulebook (page )

Patch Up Active (Incidental) No The Old World (page )

Perfect Liar Active (Incidental) Yes The Old World (page )

Physician Passive Yes The Old World (page )

Potent Concotions Passive No Realms of Terrinoth (page )

Power Through Active (Incidental) No The Old World (page )

Precise Aim Active (Incidental) Yes The Old World (page )

Precise Archery Passive No Realms of Terrinoth (page )

Precision Active (Incidental) No Realms of Terrinoth (page )

Prepared Spell Active (Incidental) Yes The Old World (page )

Prey on the Weak Passive No The Old World (page )

Prime Positions Passive No The Old World (page )

Probing Question Passive No The Old World (page )

Proper Upbringing Active (Incidental) Yes Genesys Core Rulebook (page )

Pure Passive Yes The Old World (page )

Quick Draw Active (Incidental) No Genesys Core Rulebook (page )

Quick Fix Active (Maneuver) No The Old World (page )

Quick Strike Passive Yes Genesys Core Rulebook (page )

Quick Witted Active (Incidental, Out of Turn) No The Old World (page )

Ranger Passive No The Old World (page )

Rapid Archery Active (Maneuver) No Genesys Core Rulebook (page )

Rapid Reaction Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page )

Reckless Charge Active (Incidental) No Realms of Terrinoth (page )

Recon Active (Action) No The Old World (page )

106 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source

Regular Maintenance Passive No The Old World (page )

Repairman Passive No The Old World (page )

Retribution Active (Incidental, Out of Turn) No Realms of Terrinoth (page )

Ruinous Repartee Active (Action) No Genesys Core Rulebook (page )

Rule of Aqshy Passive No The Old World (page )

Rule of Aqshy (Improved) Active (Incidental) No The Old World (page )

Rule of Aqshy (Supreme) Active (Incidental) No The Old World (page )

Rule of Azyr Passive No The Old World (page )

Rule of Azyr (Improved) Active (Incidental) No The Old World (page )

Rule of Azyr (Supreme) Active (Incidental, Out of Turn) No The Old World (page )

Rule of Chamon Passive No The Old World (page )

Rule of Chamon (Improved) Active (Incidental) No The Old World (page )

Rule of Chamon (Supreme) Active (Incidental, Out of Turn) No The Old World (page )

Rule of Ghur Active (Incidental) No The Old World (page )

Rule of Ghur (Improved) Passive No The Old World (page )

Rule of Ghur (Supreme) Active (Maneuver) No The Old World (page )

Rule of Ghyran Active (Incidental) No The Old World (page )

Rule of Ghyran (Improved) Active (Incidental) No The Old World (page )

Rule of Ghyran (Supreme) Active (Incidental) No The Old World (page )

Rule of Hysh Passive No The Old World (page )

Rule of Hysh (Improved) Active (Action) No The Old World (page )

Rule of Hysh (Supreme) Active (Incidental) No The Old World (page )

Rule of Shyish Passive No The Old World (page )

Rule of Shyish (Improved) Active (Incidental) No The Old World (page )

Rule of Shyish (Supreme) Passive No The Old World (page )

Rule of Ulgu Active (Incidental) No The Old World (page )

Rule of Ulgu (Improved) Active (Incidental) No The Old World (page )

Rule of Ulgu (Supreme) Passive No The Old World (page )

Sailor's Luck Active (Incidental) No The Old World (page )

Scapegoat Active (Action) No The Old World (page )

Scathing Tirade Active (Action) No Genesys Core Rulebook (page )

Scathing Tirade (Improved) Passive No Genesys Core Rulebook (page )

Scathing Tirade (Supreme) Active (Incidental) No Genesys Core Rulebook (page )

Sea Legs Passive Yes The Old World (page )

Second Wind Active (Incidental) Yes Genesys Core Rulebook (page )

Share Pain Active (Incidental, Out of Turn) No The Old World (page )

Shield Bash Active (Incidental, Out of Turn) No The Old World (page )

Shield Slam Active (Incidental) No Realms of Terrinoth (page )

Shockwave Passive No Realms of Terrinoth (page )

Side Step Active (Maneuver) Yes Genesys Core Rulebook (page )

Silver Tongued Active (Incidental) No The Old World (page )

Sixth Sense Active (Incidental) No The Old World (page )

Slayer Passive No The Old World (page )

Chapter 2: New Talents 107


Talent Tier Activation Ranked Source

Slayer (Improved) Passive No The Old World (page )

Slayer (Supreme) Passive No The Old World (page )

Small, But Vicious Dog Passive No The Old World (page )

Snare Active (Maneuver) No The Old World (page )

Sneaky Bastard Active (Incidental) No The Old World (page )

Snuggery Passive No The Old World (page )

Special Use Permit Passive No The Old World (page )

Steady Hand Active (Incidental) No The Old World (page )

Street Slang Active (Incidental) Yes The Old World (page )

Strength of Faith Active (Maneuver) No The Old World (page )

Strike to Stun Active (Incidental) No The Old World (page )

Stromfels' Wrath Active (Incidental) No The Old World (page )

Stubborn Passive Yes The Old World (page )

Sucker Punch Active (Incidental, Out of Turn) No The Old World (page )

Surgeon Passive Yes Genesys Core Rulebook (page )

Surgical Strike Active (Incidental) No The Old World (page )

Swift Passive No Genesys Core Rulebook (page )

Sword Master Active (Incidental) No The Old World (page )

Tavern Brawler Passive No Realms of Terrinoth (page )

Technical Jargon Active (Incidental) No The Old World (page )

Templar Passive No Realms of Terrinoth (page )

Templar (Improved) Passive No Realms of Terrinoth (page )

The Boss Passive No The Old World (page )

The Golden Touch Active (Incidental, Out of Turn) No The Old World (page )

The Hammer of Witches Active (Action) No The Old World (page )

Torment Passive No The Old World (page )

Toughened Passive Yes Genesys Core Rulebook (page )

Threaten Active (Incidental, Out of Turn) Yes Realms of Terrinoth (page )

Tough Negotiator Passive No The Old World (page )

Unleash Active (Maneuver) No The Old World (page )

Unrelenting Active (Incidental) No Realms of Terrinoth (page )

Unremarkable Passive No Genesys Core Rulebook (page )

Urban Combatant Active (Incidental, Out of Turn) No The Old World (page )

Vanguard Passive No The Old World (page )

Venom Soaked Blade Passive No Realms of Terrinoth (page )

Warlock Active (Incidental) No The Old World (page )

Warning Bark Active (Incidental) No The Old World (page )

Weak Spot Active (Incidental) No The Old World (page )

Well Organized Passive Yes The Old World (page )

Wild Improvisation Active (Incidental) Yes The Old World (page )

Wraithbane Passive No Realms of Terrinoth (page )

Zealous Fire Passive No Realms of Terrinoth (page )

108 The Old World: Grim and Perilous


Chapter 3

New Skills

and Rules

This chapter introduces new skills and rules specific for this expansion. Table -: Skills for The

Old World Setting, includes both new skills and skills from the Genesys Core Rulebook that can

be used in this setting. The chapter also introduces some additional rules and summarizes rules

from the Genesys Core Rulebook and Realms of Terrinoth.

General Skills

Crafting and managing gear is an important

part of The Old World setting. To reflect this,

we have split the original Mechanics skill into

two separate skills: Crafts and Engineering. In

addition, we have introduced a new Sailing skill

that covers activities related to river and sea

travels which are also a big part of the setting.

Crafts (Intellect)

Crafts represents all kinds of simple crafting

skills used to create or repair most mundane

items. Woodcraft, smithing, shoe-making,

boat building, tailoring - all fall in this category.

Skilled craftsmen are irreplaceable assets

in groups of adventurers as they can keep the

group's gear in fine condition.

Your character should use this

skill if...

• Your character tries to craft a sword or simple

firearm, build a house or a boat.

• Your character attempts to repair a damaged

weapon or simple piece of equipment.

• Your character needs to identify any parts or

tools necessary prior to completing a job.

Your character should not use

this skill if...

• Your character tries to design completely

new device. That would require an Engineering

check.

• Your character tries to research the science

behind their craft, for example metallurgy.

That would be a Knowledge (Academic) check.

Crafts

or Engineering?

In The Old World setting, the Mechanics skill is replaced

by two new skills: Crafts and Engineering.

This differentiation was necessary due to game

balance as damaging and repairing gear is much

more important in the setting compared to the basic

Genesys rules. However, two similar skills may lead

to some confusion, so its important to remember

one general rule: crafts is for simple things, while engineering

covers the more complicated ones. In case

of any doubt, the Game Master is the final arbiter.

Chapter 3 New Skills and Rules 109


Engineering (Intellect)

While craftsmen make and repair most everyday

items, engineers deal with much more

complicated devices. The Engineering skill

covers the ability to design and construct

complex mechanisms, as well as to prepare

(and destroy) defensive structures and siege

machines.

Your character should use this

skill if...

• Your character tries to design a completely

new device.

• Your character wants to repair ancient machinery.

• Your character attempts to plant explosives.

• Your character constructs a trebuchet or

builds a defensive fighting position.

Your character should not use

this skill if...

• Your character performs routine actions

when exiting port.

• Your character tries to repair a damaged

ship. That would require a Crafts check.

• Your character tries to recall some information

about the lands they are sailing to. The

Knowledge (Academic) skill covers that.

Combat Skills

The Old World expansion introduces one new

combat skill - Firearms, and slightly modifies

one already present in the Genesys Core Rulebook

- Gunnery.

Your character should not use

this skill if...

• Your character creates something simple,

like an axe or a backpack. The Crafts skill is

more appropriate in this case.

• Your character tries to create gunpowder.

That would require an Alchemy check.

Sailing (Intellect)

The roads of the Old World are full of bandits,

mutants and other dangers. So it is not surprising

that a large part of the population rely on

river and sea transport. The Sailing skill covers

most activities related to operating a boat,

water navigation as well as knowledge of rivers

and seas. It can also be considered the equivalent

of the Survival skill while on the water.

Your character should use this

skill if...

• Your character tries to navigate through

unknown waters.

• Your character operates a barge on a wild

and unpredictable river.

• Your character needs to notice an approaching

storm and know how to prepare for it.

110 The Old World: Grim and Perilous


Gunnery (Intellect)

Gunnery is in most part identical to the Gunnery

skill described on page of Genesys

Core Rulebook. The difference is, in The Old

World setting most of the Gunnery weapons

like cannons, siege crossbows or trebuches

require an ability to quickly calculate ballistic

trajectory instead of a simple hand-eye coordination,

thus the skill is tied with Intellect in

place of Agility.

Firearms (Agility)

Gunpowder weapons are gaining popularity

on the battlefields of the Old World. They

are loud, heavy and unreliable. However, they

provide a considerable advantage thanks to

their high fire power. The Firearms skill covers

usage and day to day maintenance of gunpowder

weapons.

Your character should use this

skill if...

• Your character tries to attack using a pistol,

arquebus, blunderbuss or similar, personal

gunpowder weapon.

• Your character attempts to repair minor

damage of their gunpowder weapon (see

page of Genesys Core Rulebook).

Your character should not use

this skill if...

• Your character tries to shoot a crossbow,

bow or throw something. The Ranged skill

should be used here.

• Your character attempts to repair a moderate

or major damage of their gunpowder weapon

(see page of Genesys Core Rulebook).

This would require a Crafts or Engineering

check (whatever is more appropriate).

• Your character fires a cannon or some kind

of siege weapon.

Knowledge Skills

The skills presented here are meant to replace

the single Knowledge skill described in the

Genesys Core Rulebook.

Skills linked

to the Intellect

Most of the skills are quite intuitional and your

character does not need any special training to

try their chances in most of these tasks. The only

exception presented in the Genesys Core Rulebook

are magic skills, because characters have to

purchase at least one rank in those skills to use

them. However, in The Old World setting specialized

knowledge and "know-how" is often kept as

a secret of the respective guild or university and

passed from masters to their students. Because of

this, if your character makes a check with a skill

linked to Intellect that is not their career skill or

they don't have at least one rank in that skill, they

upgrade the difficulty of the check once.

Academic (Intellect)

Academic represents a broad category of specialized,

scholarly knowledge available only

to those with some kind of formal education.

It encompasses things like biology, astrology,

history, law, theology and many other areas

of science that may seem useless to common

folk. A character with ranks in Knowledge (Academic)

can recall relevant historical events,

recognize the coat of arms of local nobleman,

identify poisonous plants or avoid breaking

the law unknowingly.

Your character should use this

skill if...

• Your character tries to find relevant information

in a library.

• Your character attempts to read a map.

• Your character tries to calculate when an

astronomical phenomenon will occur.

Your character should not use

this skill if...

• Your character needs to know something

trivial or something that belongs to common

knowledge such as the dates of popular

religious celebrations.

• Your character tries to recall something related

to Chaos or magic. That area of knowledge

is covered by Knowledge (Chaos) skill.

Chapter 3 New Skills and Rules 111


Reading and Writing

Reading and writing are rare skills in the Old

World's society. If your character's starting career

is a Craftsman, Noble or Scholar, you may consider

they have those skills. However, other careers need

to purchase at least one rank in Knowledge (Academic)

skill to be able to read and write.

Chaos (Intellect)

Chaos is the power that permeates and changes

reality. It is the source of magic, daemons,

mutants and other unnatural, strange phenomenons

and every bit of knowledge about

these things is forbidden, guarded by wizards

and witch hunters. This skill represents knowledge

of the terrifying truth about the world.

Your character should use this

skill if...

• Your character tries to recall knowledge

about the Ruinous Powers, warpstone, mutants,

magic or similar Chaos related things.

• Your character tries to identify a creature of

Chaos and how to fight it.

• Your character studies a cursed grimoire to

absorb its power.

• Your character tries to uncover a witch.

• Your character attempts to identify a powerful

artifact.

Rules from

the Realms of

Terrinoth Rulebook

Here are the additional rules from the Realms

of Terrinoth rulebook that may be used in The

Old World setting:

• Mounted Combat - page .

• Crafting (including Alchemy) - page .

Resisting Loss of

Consciousness and

Instant Death

As described on page of the Genesys Core

Rulebook, a character who exceeds their

wound threshold is knocked out and incapacitated.

However, a hero who overcomes

wounds and fights despite being heavily in-

Your character should not use

this skill if...

• Your character tries to read a book written

in an unknown language. This would require

a Knowledge (Academic) check.

• Your character tries to cast a spell. This

would require the use of a magic skill.

Rules from the

Genesys Core

Rulebook

Here are the alternate rules from the Genesys

Core Rulebook that should be used in The Old

World setting:

• Magic Rules - page .

• Vehicle Rules and Vehicle Combat - page .

112 The Old World: Grim and Perilous


jured is a common theme in heroic fantasy

settings. This new rule helps to reflect this -

once per encounter, on their next turn after

having become incapacitated due to exceeding

their wound threshold, a Player Character

may make a Hard (kkk) Discipline or

Resilience check as an out of turn incidental

even though an incapacitated character

is normally unable to perform actions. If the

Table 3-1: Skills for The Old World Setting

check is successful, the character can take

their actions as usual until the end of the encounter.

However, for every five wounds the

character suffers in this state, they also suffer

a Critical Injury and if they exceed double

their wounds threshold they instantly die (as

if the Dead Critical Injury result was rolled on

Table I.-: Critical Injury Result, page

of the Genesys Core Rulebook).

Skill Characteristic Type Source

Alchemy Intellect General Genesys Core Rulebook (page )

Arcana Intellect Magic Genesys Core Rulebook (page )

Athletics Brawn General Genesys Core Rulebook (page )

Brawl Brawn Combat Genesys Core Rulebook (page )

Charm Presence Social Genesys Core Rulebook (page )

Coercion Willpower Social Genesys Core Rulebook (page )

Cool Presence General Genesys Core Rulebook (page )

Coordination Agility General Genesys Core Rulebook (page )

Crafts Intellect General The Old World (page )

Deception Cunning Social Genesys Core Rulebook (page )

Discipline Willpower General Genesys Core Rulebook (page )

Divine Willpower Magic Genesys Core Rulebook (page )

Engineering Intellect General The Old World (page )

Firearms Agility Combat The Old World (page )

Gunnery Intellect Combat The Old World (page )

Knowledge (Academic) Intellect Knowledge The Old World (page )

Knowledge (Chaos) Intellect Knowledge The Old World (page )

Leadership Presence Social Genesys Core Rulebook (page )

Medicine Intellect General Genesys Core Rulebook (page )

Melee - Heavy Brawn Combat Genesys Core Rulebook (page )

Melee - Light Brawn Combat Genesys Core Rulebook (page )

Negotiation Presence Social Genesys Core Rulebook (page )

Perception Cunning General Genesys Core Rulebook (page )

Ranged Agility Combat Genesys Core Rulebook (page )

Resilience Brawn General Genesys Core Rulebook (page )

Riding Agility General Genesys Core Rulebook (page )

Sailing Intellect General The Old World (page )

Skulduggery Cunning General Genesys Core Rulebook (page )

Stealth Agility General Genesys Core Rulebook (page )

Streetwise Cunning General Genesys Core Rulebook (page )

Survival Cunning General Genesys Core Rulebook (page )

Vigilance Willpower General Genesys Core Rulebook (page )

Chapter 3 New Skills and Rules 113


Chapter 4

Magic of the

Old World

This chapter expands the magic rules introduced

in the Genesys Core Rulebook for The

Old World setting.

Types of Magic

There are two main types of magic: Arcana and

Divine. Arcana magic draws its power from

the Winds of Magic, the invisible currents

of magical energy that flow across the world

from the Realm of Chaos. This makes it much

more powerful and versatile, but also extremely

dangerous even for experienced wizards.

All Arcana magic users gain access to the new

magic action: Sense Magic, and a new maneuver:

Overcast. However, they are vulnerable to

the Curse of Tzeentch and replace Table III.-

: Spending h and d on Magic Skill Checks

from Genesys Core Rulebook, p. with Table

-: Spending h and d on Arcana Skill

Checks from this expansion.

Divine magic users derive their power from

the deity they serve. It makes miracles and

blessings much safer, but also confined to the

deity's own domain, which greatly limits the

magical actions available to those chosen by

the gods. While resolving a Divine check, use

Table III.-: Spending h and d on Magic

Skill Checks from Genesys Core Rulebook,

p. as usual, however, the selected effect

should be explained in the narrative as the

wrath of gods.

Sets of available magic actions and effects, both

for wizards and priests, are presented in Table

-: Available Magic Actions And Effects.

Magic Knowledge Skill

As listed in the Genesys Core Rulebook, some of

the spell effects a character can apply to magic

actions depend on the character's rank in

Knowledge. However, in the Old World setting,

any effect that refers to the spellcaster's ranks in

Knowledge uses Knowledge (Chaos) in case of

Arcana spellcasters and Discipline in case of Divine

spellcasters and magic ring users.

114 The Old World: Grim and Perilous


Table 4-1: Available Magic Actions And Effects.

Magic Action

and Effect /

Lore or Deity

Lore

of the

Heavens

Lore of

Fire

Lore of

Metal

Lore of

Beasts

Lore of

Life

Lore of

Light

Lore of

Death

Lore of

Shadow

Lore of

Chaos

Miracles

of Sigmar

Attack A A A A A A A A A A

Miracles

of Shallya

Blast A A A A A A A A

Close Combat A A A A A A A A

Deadly A A A A A A A A

Fire A A

Holy/Unholy A A A

Ice A A

Impact A A A A A

Lightining A

Manipulative A A A A A

Non-lethal A A A A A A A A

Range A A A A A A A A A A

Destructive A A A A A

Empowered A A A A A A A A

Poisonous A A A

Augment A A A A A A A A A A

Divine Health A A A A A

Haste A A A A A A A

Primal Fury A A

Range A A A A A A A A

Swift A A A A A

Enchant

Weapon

A A A A

Blessing A A A

Additional

Target

A A A A A A A A A

Barrier A A A A A A A A A A

Additional

Target

A A A A A A A

Range A A A A A A

Add Defense A A A A A A A

Empowered A A A A A

Reflection

A

Deflection A A A A

Sanctuary A A

Conjure A A A A

Additional

Summon

A A A

Medium

Summon

A A A

Range A A A A

Summon Ally A A A

Grand

Summon

A A A

Curse A A A A A A A

Enervate A A A A A A

Misfortune A A

Range A A A A A A A

Chapter 4: Magic of the Old World 115


Magic Action

and Effect /

Lore or Deity

Lore

of the

Heavens

Lore of

Fire

Lore of

Metal

Lore of

Beasts

Lore of

Life

Lore of

Light

Lore of

Death

Lore of

Shadow

Lore of

Chaos

Miracles

of Sigmar

Miracles

of Shallya

Additional

Target

A A A A A

Despair A A

Doom A A

Paralyzed A A A A

Dispell A A A A A A A A A

Range A A A A A A A A A

Additional

Target

A A A A A A A A A

Heal A A A

Additional

Target

A A A

Range A A A

Restoration A A

Heal Critical

Revive

Incapacitated

Mask

A

Blur

A

Mirror Image

A

Additional

Illusion

A

Range

A

Size

A

Realism

A

Terror

A

Invisibility

Predict A A A

Quicksilver

Reflexes

A

A

Scry A A A

Empowered A

Additional

Questions

A

A

Flash of

Precognition

A

A

Change Target A

Cheat Death A

Sense Magic A A A A A A A A A

Scatter A A A A A A A A A

Attunement A A A A A A A A A

Transform A A

Silhouette

Increase

A

A

Characteristic

Retention

A

A

Transform

Gear

A

A

Dire Form A A

Curse of the

Wild

A

116 The Old World: Grim and Perilous


New Spells And Maneuvers

Narrative

Descriptions

This section discusses how these spells can be

used in narrative encounters.

Mask

Skills: Arcana, Divine

Mask spells create illusions of light and sound.

These can be images of people, creatures, or

objects but also bands of shadows and blurred,

indistinct shapes. Sorcerers and illusionists

capable of creating illusions can sow fear and

confusion on battlefields, concealing their true

intentions and visages as well as those of their

allies, or crafting terrifying visions that paralyze

the minds of weaker beings. These deceptive

images, though devoid of physical form,

can distort perception to such an extent that

foes may be compelled to flee or hesitate, granting

the wizard precious time or advantage.

When you use a Mask spell in a narrative situation,

first check out the mechanical rules

starting on page and see if the effects you

want are listed there. If so, you can use the listed

difficulties to figure out how hard it should

be to cast the spell. Remember that the Mask

spell only creates illusions; it can merely alter

what the eyes see and the ears hear (and maybe

what the nose smells). It can’t create something

physical.

Predict

Skills: Arcana, Divine

“Prediction,” “prophecy,” and “foresight” refer

to the ability to see the future (or at least a

possible future) and alter it to one's advantage.

In the Old World, predict is surrounded by an

aura of mystery and dread. Many legends tell

of powerful mages and mystics who, using

Predict spells, were able to see fragments of

the future, often associated with impending

danger or calamity. Prophets, although rare

and misunderstood, often serve as valued advisors

to authorities but can also be exiles for

whom visions have become a curse. When

your character uses a Predict spell narratively,

its difficulty usually depends on how far into

the future they want to look. If it’s within the

next day or so, then you can start with a difficulty

of Average (kk). Looking a month ahead

may increase the difficulty to Hard (kkk), a

year may be Daunting (kkkk), and anything

beyond that may be Formidable (kkkkk). If

you are considering additional possibilities for

such a spell, first check the mechanical rules

on Table -: Predict Additional Effects to see

if the effects you want are listed there. If so,

you can add them to the spell, correspondingly

increasing the difficulty. A significant number

of h or a d may make a prophecy especially

inscrutable or vague.

Sense Magic

Skills: Arcana

Magical sense, commonly known as Witchsight

is the ability of most spellcasters to sense

the presence or absence of magic. All people

born with the talent to work magic have some

degree of witchsight that can be developed

and expanded with training, so the spellcaster

can actually see the ebb and flow of the Winds

of Magic, witness the scintillating colors of the

Chaos energy in its raw form, and be better

able to harness it for the casting of spells.

When using Sense Magic narratively, it has

a passive effect. Your character constantly sees

the world as if through two types of vision superimposed

upon each other. With their normal

mundane sight, they see like any other

person does. With their witchsight, the character

actually sees the Winds of Magic to some

degree, either as swirling clouds and rivers of

churning colored energy, or as manifestations

of their own thoughts, memories, emotions,

expectations, beliefs, and fears and those of

the people around them. When your character

tries to identify the exact composition of the

Winds of Magic or recognize magic objects or

creatures, it requires a check with basic difficulty

of Easy (k). Identifying magic items or

trying to trace another magic user may increase

the difficulty to Hard (kkk).

Chapter 4: Magic of the Old World 117


Transform

Skills: Arcana, Divine

The Transform spell lets its caster transform

into a beast. Like lycanthropy, Transform involves

the alteration of a person’s physical

form into that of a creature. However, with the

Transform spell, the creature must be natural

(no skeletons or demons), and the spellcaster

retains their psychological identity. While the

caster may look like an animal, they still think

like a person. Wizards and druids who have

mastered this arcane art become fearsome figures,

capable of forsaking their human form

to embrace the bestial power of wild creatures.

Though their bodies may be deformed

and transformed into grotesque hybrids, their

minds remain human.

When using Transform narratively, you should

base the difficulty on the size of the animal

your character is attempting to become. The

default difficulty for using this spell in a narrative

encounter is Average (kk) if your character

wants to transform into a silhouette creature.

Increase the difficulty of the check by one

for each silhouette larger your character wants

to transform into. You could also increase the

difficulty by one if your character needs to remain

transformed for a great length of time.

Spells in Structured

Encounters

The following are the rules for using the new

spells in a structured encounter.

Mask

Concentration: Yes

Skills: Arcana, Divine

This is using magic to create an illusion, or to

disguise a character’s appearance. The character

makes a magic skill check. The default difficulty

for the check is Easy (k). If the check is

successful, the character creates an illusion of a

creature or object that is silhouette or smaller.

The illusion appears within short range of the

character. Alternatively, the illusion changes

the appearance of the caster or one silhouette

(or smaller) target they are engaged with. The

Table 4-2: Mask Additional Effects

EFFECTS

Blur: If the spell targets a character, it blurs and obscures their form. Until the spell ends, add h

to the results of combat checks targeting the character (this applies even if the attacker realizes the

effect is an illusion).

Mirror Image: If the spell targets a character, it creates multiple images that move with the target

and distract opponents. Until the spell ends, the character may spend hhh or d from any combat

check targeting them to cause the attack to harmlessly hit a mirror image rather than the character

(this applies even if the attacker realizes the effect is an illusion).

Additional Illusion: The spell creates one additional illusion or disguises one additional character. In

addition, after casting the spell, you may spend aa to create another additional illusion or disguise

another additional character (you may trigger this multiple times, spending aa each time).

Range: Increase the range of the spell by one range band. This may be added multiple times,

increasing the range by one range band each time.

Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one

silhouette larger. This may be added multiple times, increasing the silhouette of the illusion created

or target disguised by one each time.

Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition,

after casting the spell, you may spend aa to increase the difficulty of checks to determine that the

illusion is fake by one (you may trigger this multiple times, spending aa each time). The illusion

can also fool additional senses such as smell, taste, or touch.

Terror: The illusion terrifies those who behold it. When any character who does not know the

illusion is fake spots it, they must make a Hard ( kkk) Fear check. In addition, after casting the

spell, you may spend aaa or t to increase the difficulty of fear checks by one (you may trigger

this up to two times, spending aaa or t each time).

Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing

their appearance.

DIFFICULTY

MOD

+ k

+ k

+ k

+ k

+ k

+ k

+ kk

+ kkk

118 The Old World: Grim and Perilous


illusion cannot obscure the basic size and shape

of the target. Illusions can generate light and

sound, but they cannot cause harm or interact

with their environment in any way. Illusions

can be animated and can move, as long as they

remain within the range of the spell. A keen observer

can attempt to spot the false nature of

the illusion by making an Average (kk) Vigilance

check (or Average (kk) Perception check

if the observer suspects that their senses may be

fooled). Success means the observer recognizes

the object’s illusory nature. Before making a

mask check, choose any number of additional

effects listed on Table -: Mask Additional Effects.

These effects are added to the check.

Predict

Concentration: No

Skills: Arcana, Divine

This is using magic to attempt to predict the

future. The default difficulty of the check is

Average (kk). The character makes a magic

skill check, then asks one question about

events that will unfold within the next

hours. If the check is successful, your GM

must provide the character with a truthful answer,

but that answer could be one that can

be interpreted multiple ways or is somewhat

enigmatic. Whether the check succeeds or

fails, the character may not make another predict

check to ask about the same events for the

remainder of the session.

Alternatively, instead of asking a question the

character may choose to change their fate. If

they do so, once before the end of the encounter,

after the character makes a check, you may

change one j or j to a different face.

Before making a predict check, choose any

number of additional effects listed on Table

-: Predict Additional Effects. These effects

are added to the check.

Table 4-3: Predict Additional Effects

EFFECTS

Quicksilver Reflexes: Instead of asking a question about events or changing their fate, the character

adds ss to the results of any checks they make to determine Initiative during the next structured

encounter they participate in.

Scry: Instead of asking a question about events, the character may learn the location of one silhouette

item within long range. They must know what item they are looking for before they cast the spell, and the

spell does not reveal how to get through any obstacles such as locked doors, hidden passages, or traps.

DIFFICULTY

MOD

-

+ k

Empowered: The character may ask a question about events that will unfold within the next month.

If they chose to change their fate, once until the end of the encounter, after the character makes the

check, you may change any one die in the pool not displaying t or d to a different face other than

t or d (instead of changing one j or j to different face ).

+ k

Additional Questions: The character may ask one additional question about events. In addition, after

casting the spell, you may spend aa to ask another additional question about events (and may

trigger this multiple times, spending aa each time).

Change Target: The question about events can be asked by another character present in the current

encounter. If the character chose to change their fate, they may change the fate of another character

instead. This effect also applies to Additional Questions, Empowered, Quicksilver Reflexes or Flash of

Precognition additional effects, but not Cheat Death!

Flash of Precognition: In addition to asking a question or changing their fate, once before the end

of the current encounter, the character may add s to the results of one of their checks. In addition,

once before the end of the current encounter, the character may add f to the results of a check

targeting them. In addition, after the character casts the spell, you may spend aaa to add ss

to the results of one of their checks, and add ff to the results of a check targeting them, instead of

this effect’s normal benefits.

Cheat Death: In addition to asking a question or changing their fate, the character forsees a possible

doom for themselves in the next hours. Once before the end of the current session, when the character

would otherwise be incapacitated or killed, you may spend a Story Point to have them suffer wounds

and strain until they reach (but do not exceed) their wound and strain thresholds instead. Their survival

should be described narratively, taking into account that they “saw” their potential death coming.

+ k

+ k

+ kk

+ kkk

Chapter 4: Magic of the Old World 119


Sense Magic

Concentration: No

Skills: Arcana

This is using magic to identify the presence

and composition of the Winds of Magic. The

character makes an Arcana check. The default

difficulty of the check is Easy (k). If the check

is successful, until the end of the encounter,

the spellcaster reduces any Miscast result

they cause by for each s plus times their

ranks in Knowledge (Chaos), to a minimum of

. Before making a sense magic check, choose

any number of additional effects listed on Table

-: Sense Magic Additional Effects. These

effects are added to the check.

Transform

Concentration: Yes

Skills: Arcana, Divine

This is using magic to tap into primal forces

and shift into the form of a wild creature. The

character makes a magic skill check. The default

difficulty of the check is Average (kk).

If the check is successful, until the end of the

spellcaster’s next turn, the character transforms

into a silhouette animal. The animal

must be a natural creature, and is subject to GM

approval. Some options can be found starting

on page . While transformed, the spellcaster

adopts the physical appearance of the animal

and gains the animal’s characteristics, soak,

wound threshold, and defense. The spellcaster

also gains any of the animal’s abilities and

equipment (including weapons). The character

retains their own skills, talents, and strain

threshold. They drop any gear or clothing they

were carrying or wearing when they transformed.

If the character is incapacitated while

transformed, they revert back to their normal

form. When a character reverts back to their

normal form, they heal all wounds suffered

while transformed but do not heal any strain

or Critical Injuries they suffered while transformed.

If they were incapacitated due to ex-

Table 4-4: Sense Magic Additional Effects

EFFECTS

Scatter: Select one Lore of Magic, all characters present in the current encounter must suffer one

additional strain to perform magic actions using that Lore.

Attunement: Spells casted by the character and any other character that casts spells using the same

Lore cannot be dispelled and are immune to Counterspell maneuver.

DIFFICULTY

MOD

+ k

+ kk

120 The Old World: Grim and Perilous


Table 4-5: Transform Additional Effects

EFFECTS

Silhouette Increase: The character may transform into an animal that is one silhouette larger (this

may be added multiple times, increasing the silhouette by one each time).

Characteristic Retention: When transformed, the character retains their own Intellect and

Willpower, rather than the Intellect and Willpower of the creature they transformed into.

Transform Gear: When the character is transformed, their worn gear and wielded items change

into natural markings on the animal’s skin, fur, or scales (but confer no benefit to the character).

When the character reverts back to normal, they are wearing and carrying their gear and items.

Dire Form: When the character transforms, they adopt a dire form of the chosen animal. Increase

the damage of the animal’s weapons by three, its soak by one, its wound threshold by six, and its

silhouette by one.

Curse of the Wild: Instead of transforming themself, the character may transform one target

within short range into a silhouette animal of the character’s choice following all of the rules for

transformation.

DIFFICULTY

MOD

+ k

+ k

+ k

+ k

+ kkk

ceeding their wound threshold, they are no longer

incapacitated. Before making a transform

check, choose any number of additional effects

listed on Table -: Transform Additional Effects.

These effects are added to the check.

New Augment and

Barrier Additional

Effects

In this book we introduce new additional effects

for Augment and Barrier magic actions.

These new effects, presented in Table -:

Augment Additional Effects and Table -:

Barrier Additional Effects may be used along

with those listed in the Genesys Core Rulebook,

on page .

Maneuvers

Overcast

Skilled or reckless wizards can channel more

magical energy than necessary, making their

spells more powerful but also more dangerous.

If a character performs the overcast maneuver,

they add j to their next Arcana check.

However, if the check causes a Miscast, add

+ to the results. If the character spend two

consecutive maneuvers overcasting, they add

jj to their next Arcana check and + to the

Miscast results. Note that in most magic related

cases Overcast substitutes the Aim maneuver,

the only exception is when the character

targets a specific part of the attack spell target.

Table 4-6: Augment Additional Effects

EFFECTS

Blessing: When the target deals damage to an adversary that the GM determines is

the antithesis of the character's deity, each s deals + damage, instead of +.

Enchant Weapon: The target adds damage equal to the character's ranks in

Knowledge (Chaos) or Discipline to armed combat checks.

DIFFICULTY MOD

+ kk

+ kk

Table 4-7: Barrier Additional Effects

EFFECTS

Deflection: If an opponent makes a melee attack against an affected target and

generates hhh or d on the check, after the check is resolved, they suffer

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

DIFFICULTY MOD

+ kk

Chapter 4: Magic of the Old World 121


Miscast and The

Curse of Tzeentch

As already mentioned, using the Winds of

Magic to cast spells may be dangerous to wizards

and all around them. The more power the

character uses to cast a spell, the more likely

something unexpected will happen. Among

wizards, this is known as the Tzeentch’s

Curse. Whenever h or d are generated on the

Arcana check, your GM may spend them to activate

Miscasts effects, according to Table -

Spending h and d on Arcana Skill Checks.

Table 4-8: Spending h and d on Arcana Skill Checks

COST

RESULT

h

hh

hhh or d

dd

The character fails to control the magical energies, causing a minor Chaos Manifestation.

Roll on Table - Miscast Effects. Additionally, add to each next Miscast result during

the encounter (no matter who causes it).

The character fails to control the magical energies, causing a moderate Chaos

Manifestation. Roll on Table - Miscast Effects and add to the result. Additionally, add

to each next Miscast result during the encounter (no matter who causes it).

The character fails to control the magical energies, causing a major Chaos Manifestation.

Roll on Table - Miscast Effects and add to the result. Additionally, add to each next

Miscast result during the encounter (no matter who causes it).

The character fails to control the magical energies, causing a catastrophic Chaos

Manifestation. Roll on Table - Miscast Effects and add to the result. Additionally, add

to each next Miscast result during the encounter (no matter who causes it).

Table 4-9: Miscast Effects

d100

-

-

-

-

-

-

-

-

-

-

-

-

-

RESULT

Mental Block: The character and all allied spellcasters in the encounter add jj to any attempts to

cast spells until the end of the character's next turn.

Cold Sweats: The character has to suffer strain to use their next action.

Waxy Earful: The character suffers one wound and adds jj to all Vigilance checks until the end of

the encounter.

Wyrdlight: Until the end of the day, the character glows with an eerie light and is considered an

Outcast (Mutant, to be precise). They also add jj to Stealth checks.

Delayed: The spell doesn’t take effect until the start of the next round, or after a minute in a narrative

gameplay. The character adds h to the result of their next Arcana check.

Haunted: The character must make a Hard (kkk) Fear check as an out-of-turn incidental.

Damaged: If the character is using a magical item, it becomes damaged one step (see Table I.–:

Repairing Gear, on page of Genesys Core Rulebook).

Warped Time: At the beginning of the next turn, move one player's initiative slot from the top to the

bottom of the initiative order. If the caster is an NPC, move an NPCs initiative slot instead.

Aethyric Shock: Until the end of the encounter, all enemies add jj when attacking or casting spells

that targets the character.

Changer of Ways: Move all Story Points from the player's pool to the GM's pool. If the caster is an

NPC, move one Story Point from the GM's pool to the player's pool instead.

Exposed: All other spellcasters and creatures attuned to magical energies within a day's travel become

aware of the character (and depending on their disposition, may be very interested in finding them

and doing them harm). The character suffers corruption.

Accumulation of Chaos: The character adds hhh to the results of their next Arcana check.

Magical Flare: The spell is slightly more powerful than expected. The character suffers strain and

one character of the GM's choice is targeted or otherwise affected by the spell as well.

122 The Old World: Grim and Perilous


d100

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

+

RESULT

Hand of Tzeentch: The GM picks the target of the character's spell. If the caster is an adversary,

players picks the target of the spell instead.

Overload: The character suffers two wounds and becomes staggered until the end of their next turn.

Disconnected: The character suffers four wounds and loses their magical connection. They are unable

to cast spells for the rest of the encounter or scene. Sustained spells are immediately dispelled.

Blinded: The character temporarily loses their sight. Until the end of the game session, upgrade the

difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three

times.

A Witch Shall Be Born: Somewhere in range of miles from the character, a magic attuned child is

born. The character suffers corruption.

Touch of Corruption: All characters in medium range suffer corruption.

Open Wound: Your character suffers a Critical Injury. Roll on Table I.–: Critical Injury Result

(Genesys Core Rulebook p.).

Destroyed: If the character is using a magical item, it is completely destroyed.

Laughter of Dark Gods: Add d to the character's next magic check.

Thrown: The character is moved by one range band in random direction, falls prone and suffers from

short range falling damage (see Table I.–: Falling Damage, Genesys Core Rulebook p. ).

Burst of Corruption: The character and the closest ally suffers corruption.

Nemesis: A Chaos Daemon of the GM's choice appear in the character's short range. It takes its turn

immediately after the character's turn and will do everything to kill the character.

Cursed: Until the end of the encounter, the character and all of their allies upgrade the difficulty of all

checks twice.

Windblock: The character suffocates (see Suffocation, Genesys Core Rulebook, p. ) for a number

of rounds equal to one plus their ranks in Knowledge (Chaos).

Lineage Concluded: The infection of Chaos renders the character sterile or barren. The character

suffers corruption.

The Pot: Until the end of the game session, the character is transformed into a mundane object of the

GM's choice. The object may be easily destroyed, resulting in death of the character.

Crushed: The character suffers a Critical Injury. Roll on Table I.–: Critical Injury Result (Genesys

Core Rulebook p.) and add to the result.

Call of the Void: The character is sucked into Realm of Chaos. Usually, this means death.

Magic Implements

A character with a magic skill can use an implement

to enhance magic skill checks as described

in Part III, Chapter of the Genesys

Core Rulebook. With one difference - in The

Old World setting most of magic implements

are tied to specific skills (see Table -: Magic

Implements).

Holy Icon

Holy Icons are representations of a deity. Imbued

with the faith, they help the deity's chosen

to perform unique miracles. When your

character obtains a Holy Icon, the Game Master

determines one effect that can be added to

spells without increasing the difficulty. The

effect chosen must be one that can normally

only increase the difficulty of the spell by

a maximum of two.

Journeyman's Staff

These staffs are given to apprentices on the

day they graduate from a College of Magic.

They are made of a variety of materials, usually

related to the specific College, and represent

the journey every wizard must make on

the way to mastery. When your character casts

a spell while using a journeyman's staff, the

first Range effect added to the spell does not

increase the spell's difficulty. In addition, Attack

spells cast by your character increase their

base damage by four.

Chapter 4: Magic of the Old World 123


Journeyman's Wand

Journeyman's wands are awarded to the best

graduates from a College of Magic. They are

made of a variety of materials, usually related

to the specific College, and represents the

austerities every wizard have to make. Once

per encounter, while your character is using

a journeyman's wand, they may cast a spell

without suffering strain. In addition, Attack

spells cast by your character increase their

base damage by three.

Lord's Staff

These intricately decorated staffs are granted

only to the best of magisters, who can now call

themselves a wizard lord. When your character

performs the overcast maneuver while using

a lord's staff, their next Attack spell deals an

additional damage per maneuver spent.

However, if the check causes a Miscast,

add + to the results (cumulatively

with basic overcast effect).

In addition, Attack spells

cast by your character increase their base

damage by four.

Magic Ring

Magic rings are items of great power, unique

in the way they give access to magical effects

even to those not attuned to the Winds of

Magic. When your character obtains a magic

ring, the Game Master chooses one type

of magic action, then selects two additional

effects that can be added to that action. One

of the effects can normally only increase the

difficulty of the spell by one; the second can

normally only increase the difficulty of the

spell by one or two. When your character casts

a spell using a magic ring, they suffer strain

and make a Discipline check with the base difficulty

of the appropriate magic action. How-

124 The Old World: Grim and Perilous


ever, they must always upgrade the difficulty

of the check once, and dd generated from

the check can be used to destroy the ring. An

example of this might be a ring of protection,

which allows your character to cast a Barrier

spell with the Reflection and the Additional

Target effects by performing a Discipline

check with the difficulty of l.

Master's Staff

These staffs are wielded by those who proved

their mastery over Wind of Magic and can call

themselves a true Magister. When your character

casts a spell while using a master's staff,

the first Range effect added to the spell does

not increase the spell's difficulty. In addition,

Attack spells cast by your character increase

their base damage by five.

Master's Wand

Master's wands are greatly attuned to the

magic of their Magister and help them to store

some of the raw power of the Winds of Magic.

Once per encounter, while your character is

using a master's wand, they may cast a spell

without suffering strain. In addition, Attack

spells cast by your character increase their

base damage by four.

Scythe of Shyish

Wizards of the Amethyst Order commonly

choose magically attuned scythes in place

of the more usual staffs, as both a symbol of

their Lore and a deadly weapon used in combat.

When your character casts a spell while

using a scythe of Shyish, the Close Combat effect

added to the spell does not increase the

spell's difficulty and Attack spells cast by your

character increase their base damage by four.

In addition, a scythe of Shyish can be used as

a regular weapon with the characteristic of

a War Scythe.

Warpstone

Warpstone is the crystallized essence of Chaos.

Even a small fragment gives its user almost

unlimited access to the magical energies of

the Winds of Magic. However, it is highly unstable

and dangerous for anyone near it, and

anyone who posses it is quickly targeted and

eliminated by the Empire's wizards and witch

hunters. When your character casts a spell

while using warpstone, they add sssss

to the results. However, if the check causes

a Miscast, in addition to the Miscast result,

all characters (including yours) within short

range suffer corruption.

Table 4-10: Magic Implements

Name Damage Skill Encumbrance Price* Rarity

Holy Icon Divine GC

Journeyman's Staff + Arcana GC

Journeyman's Wand + Arcana GC

Lord's Staff + Arcana GC

Magic Ring Discipline GC

Master's Staff + Arcana GC

Master's Wand + Arcana GC

Scythe of Shyish + Arcana GC

Warpstone - Arcana - (R)

* Prices are explained in the Equipment and Vehivles chapter, see the Coinage sidebar on page 137.

Chapter 4: Magic of the Old World 125


Chapter 5

The Stigma of

Corruption

This chapter introduces a new game resource - corruption. Corruption represents the effects

that the dark influences of Chaos exert on every living being. It offers strength and energy to

change things to your advantage, but abusing it can have terrible consequences.

Corruption

Threshold

Your character's corruption threshold represents

how much chaotic influence their

bodies and minds can withstand before falling

into Chaos. Characters can suffer corruption

by contact with chaotic magic or creatures,

but also by embracing the raw power

offered by Chaos. Corruption can be used as

a resource by players to change the outcome

of important skill checks or to trigger powerful

character abilities. However, recovering

from corruption is by no means easy and usually

requires special effort and playing against

your character's goals.

Your character's starting corruption threshold

is determined at character creation, and based

upon species and Presence rating. After you

determine this initial value, increases to Presence

rating after character creation does not

increase your character's corruption threshold;

corruption threshold improvements are

then acquired only by purchasing appropriate

talents, such as Pure.

Suffering

Corruption

Characters can be corrupted in many ways.

Below we present the most common ones.

Dark Deal

Chaos Gods are insidious in spirit and are often

willing to help... but for a price. Once per encounter,

your character may suffer corruption to add

t to the results of their next skill check.

Fulfilling a Chaos God's

Agenda

Whenever your character does something (intentionally

or not) that contributes to one of

Adversaries and

Suffering Corruption

Minions and Rivals do not suffer corruption. Anything

that normally inflicts corruption inflicts

five wounds per one corruption instead. Nemeses

can suffer corruption, but never voluntarily.

126 The Old World: Grim and Perilous


the Chaos Gods' schemes e.g. killing innocents,

contaminating water sources, studying dark

magic etc., your GM may decide that your character

could suffer up to corruption, depending

on the seriousness of their wrongdoing.

Changing Ways

Your character may suffer corruption to

achieve effects as if a Story Point was spent

like upgrading an ability die, activating talents

etc., even if you have already spent a Story

Point this check. Similarly to Story Points, this

effect can be used once per check.

Redemption

Some say that money is the root of all evil, so

cleaning out your coin pouch may sometimes

also clean your soul. Spending large portion

of your character's money on charity or donating

it to a temple of a sacred cult may, at

your GM's discretion, result in the reduction

of your characters corruption. The amount

that needs to be spent heavily depends on the

general wealth of your character - a few gold

crowns may be nothing for a wealthy wizard,

while spending a single shilling may be a matter

of survival for a poor stevedore.

Corrupting Influence

Most of the Chaos creatures have abilities that

can inflict corruption through dark magic or

by contact. Also, when exposed to Warpstone

your character may suffer up to corruption,

depending on the amount of Warpstone and

the duration of exposure.

Exceeding

Corruption

Threshold

When a character exceeds their corruption

threshold, they immediately reduce their corruption

to and receive one Dark Gift.

Reducing

Corruption

Removing corruption should never be easy.

Not as easy as suffering it, at least. Provided

below are some examples of how can this be

achieved, however the GM may devise their

own ways of dealing with corruption.

Dark Whispers

The GM may ask you to twist your character's

actions. Examples of what may be asked include:

accepting a bribe, letting a dangerous

adversary escape, "losing" an important item

etc. The choice to do this or not is always in

your hands, but if you agree, your character

removes corruption and gains XP.

Heroic Deeds

In some rare occasions, when your character

proves themselves to be a real hero, risking

their lives for the right cause, e.g. cleansing

an unholy temple of the Dark Gods or destroying

a cursed artifact, your GM may allow

the character to reduce their corruption by up

to points.

Dark Gifts

Dark gifts are the mental and physical effects

of the corrupting influence of Chaos. When

your character is blessed by the Ruinous Powers,

reduce their corruption threshold by .

Then select the most appropriate effect from

Table -: Example Dark Gifts, roll randomly

or create a new unique dark gift with the help

of the Game Master. The physical effects of

Chaos, so called mutations, are in most cases

beneficial but also easy to spot. On the other

hand, mental effects are much easier to hide,

but usually only impair the character. Most of

the presented examples are quite universal,

but some of them are tied closer to a specific

Chaos God. Characters with visible mutations

or known to be blessed with dark gifts are considered

outcasts (see Social Status p. ), commonly

feared, vilified, and actively hunted.

Dark Gifts Limit

When your character receives more dark gifts

than their Willpower rating, their body and

soul collapses, lost to the Chaos Gods. They

become a mutated mindless mass of flesh

known as a Chaos Spawn and fall under the

GM's control.

Chapter 5: The Stigma of Corruption 127


Table 5-1: Example Dark Gifts

d100 dice

roll

Name Effect Applicable Gods

- Scales Increase your character's melee and ranged defense by . All

- Suspicious Mind Your character adds jj to all Vigilance checks, but Slaanesh, Tzeentch

decreases their Presence rating by .

- Monstrous Obesity Your character increases their Soak by , but adds j to Nurgle, Slaanesh

all Coordination checks.

- Rage Your character gains an ability similar to the Berserk Khorne

talent (see the Genesys Core Rulebook, page ). They

must use it at the beginning of a combat encounter.

- Inhuman Beauty Your character adds j to all Social skill checks Slaanesh

- Rotting Skin Decrease your character's Soak by , but increase melee

defense by .

Nurgle

- Witch Sight Magic (Arcana) is now career skill for your character

and they gain access to the Lore of Chaos (or Lore of

Shadows if the character is a gnome).

- Animal Instincts Your character decreases their Intelligence rating by ,

but increases their Cunning rating by .

128 The Old World: Grim and Perilous

Nurgle, Tzeentch,

Slaanesh

Nurgle, Slaanesh,

Khorne

- Bestial Appearance Your character adds j to Coercion skill checks. All

- Devourer After defeating an adversary during a combat encounter,

All

your character has to make a Hard (kkk) Disci-

pline check as an out of turn incidental, or they start

to devour the adversary and become staggered until

the end of their next turn. All other adversaries within

short range have to make a Hard (kkk) Fear check as

an out of turn incidental.

- Enormous Eye Your character adds j to all Perception checks involving

All

sight.

- Inverted Face Your character adds jj to Cool checks. All

- Wings Your character can fly using the hovering guidelines All

in the Flying sidebar on page of the Genesys Core

Rulebook.

- Iron Skin Increase your character's Soak by , but decrease their All

Agility rating by .

- Tortured Visions When your character fails any Willpower based check, All

they suffer strain.

- Additional Limbs Your character can perform a second maneuver All

without suffering strain. They still cannot exceed the

limitation of two maneuvers in a turn.

- Natural Weapons Your character gains claws, big teeth, razor sharp All

tentacles, horns or any other natural weapon with the

following profile:

Brawl; Damage +; Critical ; Range [Engaged]; Accurate

, Vicious .

- Visions of Doom At the begging of a combat encounter, your character

must make a Hard (kkk) Fear check as an out of turn

incidental.

Tzeentch, Slaanesh

- Additional Head Your character grows an additional head somewhere

on their body. This additional head may have its own

personality and goals.

- Plague Bearer Your character has contracted Nurgle's Rot - a fatal disease

that turns the infected into a Plaguebearer (page )

All

Nurgle


Chapter 6

Weakness of Flesh,

Frailty of Mind

This chapter introduces new dangers for adventurers - diseases. It also adds new rules for fear

and sanity, which are intended to replace those in the Genesys Core Rulebook.

Diseases

In this section we describe some of the most

characteristic diseases found in the Old

World. Nothing stops you from drawing inspiration

from them and creating new, nasty

ailments yourself.

Unless otherwise described, diseases work

in the same way as Critical Injuries (which

means, among other things, that each disease

also adds + to the result of the roll determining

the next Critical Injury), except that the

first symptoms of the disease must be present

in order to begin treating it.

Keep in mind that diseases are very severe

and difficult to cure - so try not to expose your

Player Characters to them too often!

Bretonnian Disease

Known as the Tilean Disease by Bretonnians

and by Tileans as an elven disease. This nasty

illness usually afflicts the staff and clientele

of brothels, although there are also congenital

cases. The patient's lips turn blue and

red marks resembling the shape of lip prints

appear all over the body - hence the common

name of the disease - Demonette's Kiss. Apart

from that, the disease does not cause any other

obvious symptoms, but it causes difficulties

in wound healing and exacerbates other

ailments. There are many treatments for this

embarrassing condition - some very radical

- but none of them are % effective. Most

doctors recommend ointments containing

mercury and arsenic, burying the patient up

to the neck in dung, or - horror of horrors -

stuffing the sick with mold! In addition to

the general weakness of the body, the disease

is troublesome socially. Patients who are unable

to adequately mask their symptoms are

at risk of ostracism.

The disease is automatically contracted by

any character who has had sexual intercourse

with a carrier, however other forms of physical

contact can also lead to contracting the

disease. Bretonnian Disease is a Critical Injury

of Daunting (kkkk) severity with the

following effect: the victim gains j to all social

skill checks, and all other Critical Injuries

the character suffers from increase their severity

by , up to a maximum of Formidable

(kkkk), until that Critical Injury is healed .

Chapter 6: Weakness of Flesh, Frailty of Mind 129


Galloping Consumption

Episodes of a dry, tiring cough, combined

with hemoptysis, are a common problem for

many wanderers, especially outlaws, who

spend nights under the stars. Infection occurs

through contact with the blood and secretions

of the patient's body, especially in the terminal

stage of the disease. Symptoms intensify in situations

that require concentration and coordination

from the patient, e.g. approaching animals,

aiming or operating tools. Fortunately,

there are several effective herbal treatments.

A character infected with this disease must

make a Daunting (kkkk) Resilience check.

If the check fails, the character suffers a Critical

Injury of Daunting (kkkk) severity with

the following effect: the victim upgrades the

difficulty of all Agility, Cunning or Willpower

checks once until the Critical Injury is healed.

If a healer with at least rank in the Apothecary

talent is taking care of the character, reduce

the difficulty of Resilience checks to heal

this Critical Injury by for each additional

week of treatment, down

to a minimum of

Easy (k).

Lepra

Lepra is a relatively rare and extremely dangerous

disease, as it does not exhibit clear

external symptoms except for non-specific

discoloration and thickening of the skin.

However, the patient suffers from sensory disturbances

and slow muscle and bone atrophy,

which predisposes them to injuries and often

leads to life-threatening wounds. Infection

usually occurs through direct contact with the

patient, their bodily secretions, or personal

belongings. Therefore, family members of the

patient are most commonly infected.

There is no cure for lepra, although some doctors

and healers claim to know treatments

capable of slowing down the progression of

the disease.

A character who has had contact with the

source of infection has to make a Hard (kkk)

Resilience check. If the check fails, they suffer

a Critical Injury with severity of Formidable

(kkkkk) and the following effect: the victim

adds + to the results of rolls determining

subsequent Critical Injuries (this effect accumulates

with the standard + for each Critical

Injury a character suffers, meaning that

Lepra increases the result of the roll for the

next Critical Injury by ).

Nurgle's Rot

Most academics and theologians agree that

this terrible disease is the work of the Plaguelord

Nurgle himself. Those infected with the

rot initially feel great. The demonic energy infusing

their bodies gives them strength, but it

soon becomes clear how treacherous this feeling

is. The patient's body begins to swell, taking

on an unhealthy blue-green color, the eyes

begin to merge into one, and an obscene black

horn grows from the forehead. While most

Oldworlders focus on the horrific physical deformities,

the soul of the infected suffers

even more, torn apart by the daemonic

creature taking over their being.

Unlike the other diseases covered in

this chapter, Nurgle's Rot is not a

Critical Injury, but a Dark Gift (see

page ) with the following effect:

the victim increases their Brawn

by , increases their Soak value by ,

and ignores the effects of any other

130 The Old World: Grim and Perilous


diseases (although their symptoms may still be

present and even worsen. The infected simply

does not feel them). Within a few days to a few

months, the victim transforms into a Plaguebearer

(see page ) and remains under the

control of the Game Master from then on.

There are no known cures for Nurgle's Rot.

Most physicians, and even charlatans, stay

away from patients with this condition. From

time to time there are rumors about talented

physicians or priests of Shallya gifted with

the ability to cure this affiction. Most of the

time, however, those are nothing more than

mere fairy tales.

Tomb Rot

Tomb rot is a rare disease that can be contracted

in tombs, crypts, and is also transmitted by zombies,

mummies, and other undead creatures. The

skin of the infected individuals turns gray, while

their muscles and tendons become stiff and

weakened. A character infected with this disease

must make a Hard (kkk) Resilience check. If

the infection results from wounds inflicted by

an undead creature, and the wounds exceed the

character's wound threshold, the character must

perform a Daunting (kkkk) Resilience check

instead. If the check fails, the character suffers a

Critical Injury with severity of Average (kk) and

the following effect: the player determines which

characteristic of the character is affected by the

injury: Brawn or Agility. The characteristic is

permanently reduced by one, to a minimum of .

Toxogoblinosis

A very dangerous parasitic disease, the main

carriers of which are greenskins. Unfortunately

there is a risk of its transmission to humans

and other races. The most common route of infection

is through the bite of an infected goblin.

The development of the disease leads to episodes

of aggression, bloodlust and bestial cruelty.

The patient will fiercely attack enemies, and

is immune to fear and pain until they are incapacitated

or the source of danger disappears.

Toxogoblinosis is contracted when a character

suffers a Critical Injury as a result of being

bitten by a snotling, goblin, orc, or other

greenskin. Toxogoblinosis is a Critical Injury

of Hard (kkk) severity with the following effect:

At the start of a combat encounter, the

character must make a Hard (kkk) Discipline

check as an out-of-turn incidental. If

the check fails, until the end of the encounter

or until incapacitated, the character adds

saa to their melee combat checks. At

the same time, adversaries add s to combat

checks that target the character. In this

state, the character must try to attack opponents

each round of the encounter and cannot

make ranged combat checks. At the end

of the encounter (or when incapacitated), the

character suffers strain. The GM can spend

d generated in a character's check to trigger

this effect outside of combat encounters as

well, which usually results in starting a combat

encounter.

Fear and Sanity

The Old World is a place full of terrors. Undead,

mutants, daemons, and many other horrors

may break the will of even the hardiest of

men. To better reflect this, we expand upon

the rules for Fear and Sanity introduced on

page of the Genesys Core Rulebook. These

new rules however, are completely optional. If

you don't want to burden your group with additional

rules or prefer to keep it simpler for

the Player Characters, you can safely ignore

this section and adhere to the base rules from

the Genesys Core Rulebook.

Fear checks

Fear checks should be performed exactly as

explained in the New Rules: Fear section of

Genesys Core Rulebook.

The main change are effects of the check. First

of all, we introduce two new statuses: Frightened

and Terrified. These two statuses replace

the previous fear effects. For further details on

how to use them, refer to the Effects of Fear

sidebar on page .

Frightened

A frightened character adds jj to all checks

they make. Fear lasts until the end of the scene

or until the source of fear is defeated, forced to

flee or removed from the scene in some other

way. The effect of fear stacks with disorientation

if the character is both frightened and disoriented

at the same time.

Chapter 6: Weakness of Flesh, Frailty of Mind 131


Terrified

A terrified character suffers strain every time

they take an action. If the action is targetted at

the source of terror, they additionally upgrade

the difficulty of the check twice. Terror lasts until

the end of the scene or until the source of terror

is defeated, forced to flee, or removed from

the scene in some other way. A character cannot

be frightened and terrified at the same time. In

such instance, Terror always takes precedence.

Rally!

While the new effects of fear are a bit more harsh

than the base ruleset, we are also introducing

a countermeasure. A character that passed the

fear check may perform an Average (kk) Leadership

check to inspire their allies within medium

range. If the check is successful, for each s

one ally may remove their frightened status. If

the check also generated aaa or t you may

spend it along with s to remove the terrified

status from one allied character.

Effects of Fear

Below, we provide mechanical effects for failing

and succeeding fear checks. Remember that you

should also add narrative effects to the check,

depending on the circumstances.

• Frightened: The character is scared and suffers

from the Frightened status. This is a good

penalty for a simple failure.

Failure with a or t:

• Trembling hands: The character is frightened

but determined enough to act almost normally.

They suffer the Frightened status, but add

j instead of jj to the checks. This is a good

penalty for failure with aa.

• Heart in Mouth: The character is frightened,

but they quickly recover. The character suffers

from the Frightened status, but the status lasts

until the end of the character's next turn. This

is good penalty for failure with t or a lot of a.

Failure with h or d:

• Frozen: The character suffers from the Frightened

status. In addition, they are immobilized

until the end of their next turn. This is a good

penalty for a failure with a small amount of h.

• Terrified: The character is overwhelmed by

terror and suffer the Terrified status (instead

of the Frightened status). They also suffer

a mental trauma (see Sanity). This is a good

penalty for a failure with hh or d.

• Heart Attack: The character immediately suffers

the Heart Attack Critical Injury (see page

). This is a good penalty for a failure with

dd or lots of h.

success with a or t:

• Steady Nerves: The character keeps their nerve

and suffers no ills effects. Obviously, this is a

good result for passing their fear check.

• Stand with Me: The character's steadfast response

emboldens their allies. Any allied characters

forced to make a fear check from the

same source add j to their check. This is a

good result for passing a fear check with aa.

• Fearless: The character faces the source of

fear and finds that it no longer has any hold

on them. They automatically pass any further

fear checks from that source. This is a good

result for succeeding with t, but you should

not apply these results if the source is the character's

Fear motivation (see Genesys Core

Rulebook, page )

success with h or d:

• Adrenaline Rush: Momentary panic gives the

character a rush of adrenalin, but at a cost.

The character adds j to their next check, but

suffer strain. This is a good penalty for a success

with a small amount of h.

• Traumatized: The character keeps their nerve,

but the terror they face leaves a mark on their

mind. The character suffers a mental trauma

(see Sanity). This is a good result for passing a

fear check with d or a few h.

• Heroic Idiocy: The character initially appears

to be calm, but quickly rushes straight to the

source of fear and attacks. They automatically

pass any further fear checks from that source

and upgrade the ability of combat checks targeting

the source of fear once, but they will

fight with it to death and cannot retreat. If

the character exceeds their wounds threshold,

they automatically pass the check to stay conscious

(see Resisting Loss of Consciousness

and Instant Death, page ) and continue

the combat. This is a good result for passing

a fear check with d or hhh when facing

monsters and unnatural beings.

132 The Old World: Grim and Perilous


Sanity

The gradual descent into madness is just one

more peril that adventurers must confront.

The Old World is fraught with danger, where

terrifying events and encounters with unnatural

beings place great strain on the minds of

those brave enough to explore its depths.

Treating these mental traumas presents a

unique challenge. Left unaddressed, they

worsen over time, gnawing at the sanity of

even the hardiest indivduals, and seeking help

can be just as perilous. In a world where reality

blurs with the influence of Chaos, distinguishing

between genuine trauma and insidious

forces is a daunting task. Well-intentioned

treatments may inadvertently worsen the affliction,

as healers and scholars grapple with

the intricate connection between mental anguish

and the malevolent powers.

These rules are relevant when a character undergoes

mental trauma, usually stemming

from a fear check resolution. However, at

GM's discretion, trauma may be applied when

a character undergoes a particularly stressful

encounter that results in them exceeding

their strain threshold and falling unconscious.

In this case the exact trauma should relate in

some way to what caused the strain and to the

intensity of the encounter.

When a character experiences a mental trauma

for the first time, select one of the tier

traumas from Table -: Mental Traumas and

apply its effects. If the character suffers from

another mental trauma while still dealing with

the previous one, apply tier trauma effects

alongside the existing ones, symbolizing their

deteriorating mental state. Continue this process

up to tier trauma.

GM and the player should determine the specifics

of the character's trauma, based on the

triggering encounter, and incorporate it into

their roleplaying. These traumas should serve

as both roleplaying prompts and mechanical

effects. For example, 'obsession' might manifest

as mania or addiction to cope with traumatic

events. While the mechanical effects

remain the same, they provide diverse roleplaying

opportunities based on the character's

unique experience.

Table 6-1: Mental Traumas

Tier Severity Trauma Impact on the character

Obsession

You can spend h and d that the character generates to represent an obsession

affecting their ability to interact with the environment.

• hh Add j to the character's social skill checks for the remainder of the

encounter.

• d Increase the difficulty of all of the character's social skill checks by one for the

remainder of the encounter.

Insomnia

A full night's rest (see Recovering from Strain, page Genesys Core Rulebook)

removes only half of the strain the character has suffered (rounding up).

Depression

You can spend h and d that the character generates to represent their depression

affecting their ability to interact with the environment.

hh or d: For the remainder of the encounter, the character suffers strain every

time they perform an action.

Phobia

Neurosis

Psychosis

The character gains a new Fear motivation relating to the circumstances that led to

the fear check.

Whenever the character suffers strain for any reason (volountarily or

involountarilly), they suffer additional strain.

You can spend d that the character generates to represent their delusion affecting

their ability to interact with the environment. For the rest of the encounter or scene,

the character firmly believes something imaginary is true. They may talk to people

who don't exist or believe that one of their allies is, in fact, their greatest enemy.

Broken

Mind

The character's strain threshold is halved (rounding up).

Catatonia The character is incapacitated until this trauma is healed.

Chapter 6: Weakness of Flesh, Frailty of Mind 133


Recovering from trauma

In the Old World, the risk of going mad is virtually

an everyday occurrence. It is therefore

not surprising that Oldworlders have many

ways of dealing with mental ailments. Below

we present some of them. Please note that, as

with diseases, in order to begin treating trauma,

its symptoms must first appear. Additionally,

traumas must be treated in order of severity

starting from the most severe one.

• Rest - characters can try to cure their ailments

on their own, giving themselves

time to breathe and rest. This may not be

the most effective method, but its advantage

over others is that it is cheap and safe.

Once per week of rest, a character may

make a Discipline check with a difficulty

equal to the severity of the trauma plus .

If the check is successful, the character recovers

from the trauma. In addition, if the

check generates aaa or t, the character

may spend it to recover from one additional

trauma with the lowest severity.

• Medicines - Many Alchemists and apothecaries

offer herbal and chemical medicines

to provide relief to traumatized patients.

These types of preparations are often very

effective, but they discourage potential buyers

due to the price, side effects and risk

of addiction. A single dose of the medicine

costs shillings equal to twice the sum of the

severity of all the character's traumas, and

its rarity is . Taking the medicine removes

the effects of all traumas for the rest of the

day but lowers the strain threshold by for

the remainder of a day. If the character's

check generates d when the character is under

effects of medicine, the GM may spend

it to make the character addicted to the substance.

The character suffers a new trauma

- obsession related to use of the medicine.

• Medical care - in the Old World there are

many asylums dedicated to the care of the

mentally ill. Many doctors also have their

own, often unusual, treatments designed

to relieve the patient of their ailments. Although

expensive and not very pleasant,

this type of therapy often turns out to be

extremely effective. Once per week spent

under the care of a character with at least

rank in Medicine skill, the character may

make a check based on their Willpower and

their therapist's ranks in Medicine with a

difficulty equal to the severity of the trauma.

If the check is successful, the character

recovers from this trauma. In addition, if

the check generates aaa or t, the character

may spend it to recover from one additional

trauma with the lowest severity.

• Surgical procedures - although it seems

crazy in itself, putting yourself in the hands

of an experienced surgeon may prove beneficial.

The surgeon must make a Medicine

check with a difficulty equal to the severity

of the trauma minus . Upgrade the difficulty

of the check once. If the check is successful,

the character recovers from the trauma.

hhh or d generated on the check can be

spent to inflict the Critical Injury - Horrific

Injury (see Genesys Core Rulebook, page

) to the operated character. In addition,

if the check generates aaa or t, the

character may spend it to recover from one

additional trauma with the lowest severity.

134 The Old World: Grim and Perilous


Chapter 7

Social Status

In the Old World's, societies, social status is almost everything - it determines who you are, how

wealthy you are and what you can accomplish in life. It's not a surprise that most people judge

others by what social group they belong to. In this chapter we introduce rules to reflect these

complex social relationships.

Social Groups

There are four basic social groups in the Old

World's society. Moreover, beyond this simple

division, there are outcasts - those who live outside

the boundaries of society.

Aristocracy (Tier 4)

Elite of the elite. Kings, lord electors, the highest

nobility, leaders of major cults, magister

patriarchs and matriarchs of Colleges of Magic

etc. They rule hundreds, thousands, sometimes

tens of thousands of people, and their decisions

can shape entire countries. This social status

should not be available to the PCs unless special

circumstances exist.

Elite (Tier 3)

The elite social group mostly consists of the nobility,

the wealthiest merchants, wizards and the

highest ranks of the clergy. Their power comes

from their property and connections, and they

are unfamiliar with the hardships of the common

folk. Most of these people were born to be rich

and powerful, so if you were not lucky enough to

be one of them, only a brilliant military or church

career can introduce you to this group.

Middle Class (Tier 2)

The middle class, made up of artisans, merchants,

academics, some military men, and

common clergy, usually inhabit cities and other

large industrial and commercial centers of

the Empire. Although most of them were not

born rich, they were fortunate enough or talented

enough to acquire the skills that would

enable them to lead a life not available to most

of the Empire's population, and some of them

even aspire to the elite social group.

Commoners (Tier 1)

The commoners are the largest and most diverse

social group in the Empire. Its representatives

include simple farmers, soldiers,

workers, stevedores, but also influential gang

bosses or devious fraudsters. What they all have

in common is that they are low born and have

experienced poverty and the hardships of physical

work in their lives, with little chance of improving

their situation.

Outcasts

Outlaws, exiles, rebel wizards, mutants,

dwarven slayers and many witch hunters. Although

very different, what they all share is

a life outside the boundaries of society. Outcasts

are not a separate social group, rather it

covers all those vagrants who are unable (or

unwilling) to find a place within the rest of

the populace. While some may at times appear

as heroes to ordinary people, as a whole

they tend to be hated and feared because they

Chapter 7: Social Status 135


live outside the law, not restricted by the customs

of the common folk.

Using Social Status

Belonging to a particular social group affects

your character's entire life. How much respect

they enjoy, how high the discount they receive

at the inn, or how high the sentence in a court,

and even whether they will be admitted to certain

places depends largely on who they were

born or how high a status they managed to earn.

Initial Social Group

Your character's social group depends on their

initial specialization. If it happens that during

the character creation process you chose more

than one specialization for your character,

pick whichever seems more appropriate (however,

your GM is the final arbiter).

Maintaining Social Status

Maintaining your character's current social status

is fairly simple - all they need to do is to eat,

dress, sleep and behave like one of their kind.

Keep in mind that this is much easier and far

cheaper for a commoner than for elite or even

middle class characters. As a commoner a few

pennies for simple food and dormitory is all you

need, while as a member of the elite you will always

need the best meal, the most comfortable

room and other luxuries that can cost far more.

Changing Social Status

Your character may move to another social

group typically for one of the following reasons:

1. Failing to maintain your character's current

social status. If your character is unable

to maintain their status financially,

your GM may decide to decrease their social

status to a more appropriate one. In most

cases, the lowest social class they can fall to

is commoner. Your character must be heavily

in debt to become an Outcast this way.

2. In-game events. Nobility, promotion in

the structure of a guild or church, being

convicted of serious crimes and many other

things may move your character to another

social group.

3. Purchase of new specialization. Starting

a new specialization that has a different

social status that your current one, may require

your character to change their status

before they are eligible to buy the new specialization.

For example, your character

may need to become a member of the elite

(nobility to be precise) to start the Knight

specialization. On the other hand, your

character may not have to change their social

group from Elite to Middle Class when

they become, for example, a physician or

academic because these specializations,

although less popular, are also practiced by

the nobility. Keep in mind that it's usually

much easier to lower your character's social

status than do the opposite. In either

case, your GM is the final arbiter.

Hiding Social Status

Your character may attempt to hide their social

status and pretend to be a member of another

social group. Your character may make an opposed

Deception vs Vigilance check targeting

character that is not aware of your character's

social status. Add j to the check for each tier

of difference in social status between your

character's real status and the status they attempt

to portray (Outcasts should be treated

as Commoners for the purpose of this check).

If the check is successful, until the end of the

encounter or scene, your character modifies

their social skill checks against the target

character as if they were member of that social

group. Your GM may spend hhh or d from

your character's check to blow their cover.

Social Skill Checks

Modifiers

When a character of Aristocracy, Elite or Middle

Class social status makes a social skill check

targeting a character with a lower social status

(excluding Outcasts), they add j to social skill

checks for each tier of difference in social status.

When a character of Commoner, Middle Class

or Elite social status makes a social skill check

targeting a character with a higher social status,

they add j to social skill checks for each tier of

difference in social status.

Characters of Outcast social status add j to Coercion

and j to Charm checks when targeting

a character from another social group. Note

that checks targeting Outcasts are not modified

in any way.

136 The Old World: Grim and Perilous


Chapter 8

Equipment and

Vehicles

This chapter includes many of the most popular weapons, gear and services to be found in the

Old World. Note that the tables of weapons and armor in The Old World also have a number of

HP, or Hard Points. This indicates how many attachments that item can be fitted with, however,

we do not provide specific rules for using item attachments - those are covered on page

of the Genesys Core Rulebook and are later supplemented on page of the Realms of

Terrinoth. Feel free to choose whatever fits best for your campaign.

This section covers the most common types

of weapons and armor to be found in the Old

World. Items marked with (T) next to their

name come from the Realms of Terrinoth

rulebook (p. ) and, if not stated otherwise,

additional rules from the Realms of Terrinoth

should be applied.

New Item Qualities

In this product we introduce one new item

quality - Parrying - and slightly change the effect

of the Pierce quality with a goal to make it

a more viable choice.

Parrying (Passive)

Parrying weapons are designed to actively deflect

incoming strikes. When a user of an item

with the Parrying quality is using the Parry talent,

they may further reduce the damage of the

Weapons and Armors

Coinage

Three types of coins are commonly used in the

Empire: brass pennies, silver shillings and gold

crowns. There are pennies in a shilling and

shillings in crown, resulting in a total of

pennies in crown. In this supplement, most of

the prices are kept in shillings (s), however sometimes

you may spot the symbol for pennies (d) for

items that cost less than shilling, or crowns (GC)

for items more expensive than s.

hit they suffer by a number equal to the item's

ranks in the Parrying quality. If the user has

not purchased the Parry talent, they follow the

normal rules of the talent, but reduce damage

only by the item's Parrying quality rating.

Pierce (Passive)

The Pierce quality seems to be designed as a way to

counter heavily armored or high soak enemies, how-

Chapter 8: Equipment and Vehicles 137


ever a Pierce rating between 1-3 tends to be no different

than simply adding damage to the weapon. We

try to fix this by changing the effect of Pierce quality.

This new effect should make it a bit more beneficial.

Any hits from this weapon ignore a number

of points of soak equal to the weapon’s Pierce

rating. If the weapon has more ranks of Pierce

than the target’s total soak, it completely ignores

the target’s soak. For example; Pierce

against a soak of ignores two points of soak,

but the extra point of Pierce has no further effect.

In addition, if the hit would otherwise be

unable to get past the target's soak, it will inflict

one wound (regardless of the Pierce rating).

Damaging and Repairing

Equipment

Struggling with equipment deficiencies is

a common theme in dark fantasy adventures. To

better reflect it, we decided to introduce a rule

that allows your GM to spend hh generated

on a check involving the use of weapons or tools

to damage the equipment used by one step, and

spend d to damage the equipment by two steps.

Additionally, t generated on a combat check

may be spent to damage one piece of a target's

equipment by one step (two if the weapon has a

Sunder quality).

To repair a broken piece of equipment, characters

follow the general rules presented on page

of the Genesys Core Rulebook, however they use

Crafts or Engineering skill instead of Mechanics.

For ease of tracking the state of your character's

equipment, there are special die shaped boxes

in the Weapons and Personal Gear sections of

the Character's Sheet. Cover one third of the box

to mark minor damage, two thirds for moderate

and full box for major damage of the equipment.

Melee Weapons

Bladed Gloves

Simple leather gloves with razor-sharp blades

or spikes attached, designed to inflict deep

and painful cuts. Originally from Cathay, they

were later adopted by some of the Empire's

torturers and assassins. When using this

weapon, your character can no longer choose

to deal damage to the target's strain threshold

instead of their wound threshold.

Brass Knuckles

Brass knuckles are pieces of metal shaped to

fit around the knuckles. Favored by criminals,

bodyguards and bouncers, they greatly increase

the power of the punch, and are easy to

use and conceal.

Buckler

A buckler is a small round shield. Due to its

size, it offers poor protection, but is very useful

in deflecting the blow of an opponent's weapons.

When held, a buckler's encumbrance is .

Club

Simple, cheap and effective, clubs have proved

their value in numerous conflicts. However,

they tend to break easily. Your Game Master

may spend d or hhh generated on a combat

check using a club to cause major damage to it.

Garrote

This traditional assassin's weapon consists

of a length of cord which is wrapped around

a target's throat that easily chokes out or entirely

suffocates them. The garrote can only be

used against unaware targets (see note on the

Backstab talent on page ). A successful attack

against a target causes them to become suffocated

(see Suffocation, Genesys Core Rulebook,

p. ). Breaking free requires an opposed

Brawl vs Brawl check, with an additional j for

each round they have been caught.

Falchion

A falchion is a heavy, one-handed, single-edged

sword shaped very much like a large meat

cleaver. It's not a subtle weapon, but it's very

effective at dealing deep, grevious wounds.

138 The Old World: Grim and Perilous


Hammer

The hammer, the sacred weapon of Sigmar himself,

occupies a special place in the Empire's armory.

It is a weapon of choice for the Emperor's

Elite Guards and Warrior Priests of Sigmar, but

is also widely appreciated by common soldiers,

devoted to Sigmar or not. Although it requires

a lot of strength to wield it, it can be used double-handed,

which negates its Cumbersome

quality, while still a Melee (Light) weapon.

Mace

A mace is a direct successor to a club that uses

a heavy head on the end of a handle to deliver

powerful strikes. While not nearly as cheap as

a club, it's much more durable, making it very

reliable weapon on the battlefield.

Parrying Dagger

As the name implies a parrying dagger is designed

to parry, or defend, more effectively

than a simple dagger, typically incorporating

a wider guard, and often some other defensive

features to better protect the hand as well. They

may also be used for attack if an opportunity

arises. When your character suffers a hit from

melee combat check while using this weapon,

after the attack is resolved, they may spend d

or hhh from the attacker's check to automatically

hit the attacker once. The hit deals

the parrying dagger's base damage, plus any

damage from applicable talents or abilities.

Rapier

Rapiers are widely regarded as a weapon

of the elite, so most of them are subtly

crafted and ornate. However, they are not

a decoration. Designed to perform quick

and nimble thrusting attacks, rapiers are

deadly when it comes to striking weak

spots on an opponents armor.

Sabre

Popular among Kislevites and recently

adopted by the Empire's cavalrymen,

the sabre is a versatile weapon

with single-edged curved blade.

Sickle

Rarely used by professionals, and much more

often by the peasantry. While this is an agricutural

tool, and not very effective as a weapon,

it is cheap, and when well sharpened it is

capable of delivering deep cuts.

Swordbreaker

A swordbreaker is a type of dagger that has

large, deep serrations along one side of the

blade, resembling the barbed teeth of a comb

and designed to entrap an opponent's blade, allowing

the user to disarm or damage it. When

your character suffers a hit from a melee combat

check while using this weapon, after the attack

is resolved, they may spend d or hhh

from the attacker's check to disarm the attacker.

War Scythe

A war scythe or military scythe is a form of

pole weapon that bears some superficial resemblance

to that of an agricultural scythe

from which it likely evolved. The war scythe

however, is unrelated to agricultural tools and

is a purpose-made infantry melee weapon.

Thanks to its razor sharp blade, it is surprisingly

effective for such a simple weapon.

Chapter 8: Equipment and Vehicles 139


Table 7-1: Melee Weapons

Name Skill Dam Crit Range Encum HP Price Rarity Special

Axe (T) Melee (Light) + Engaged s Vicious

Bladed Gloves Brawl + Engaged s Accurate

Buckler Melee (Light) + Engaged s Disorient , Parrying

Brass Knuckles Brawl + Engaged s Disorient

Club Melee (Light) + Engaged s Disorient

Dagger (T) Melee (Light) + Engaged s Accurate

Falchion Melee (Light) + Engaged s Innacurate , Vicious

Flail (T) Melee (Heavy) + Engaged s Cumbersome , Linked ,

Unwieldy

Garrote Brawl + Engaged s

Greataxe (T) Melee (Heavy) + Engaged GC Cumbersome , Pierce ,

Vicious

Greatsword (T) Melee (Heavy) + Engaged GC Defensive , Pierce ,

Unwieldy

Halberd (T) Melee (Heavy) + Engaged GC Defensive , Pierce ,

Unwieldy

Hammer Melee (Light) + Engaged s Cumbersome , Disorient ,

Sunder

Military Pick (T) Melee (Light) + Engaged s Pierce

Mace Melee (Light) + Engaged s Disorient

Parrying Dagger Melee (Light) + Engaged s Pierce , Parrying

Pike (T) Melee (Heavy) + Short s Prepare

Rapier Melee (Light) + Engaged GC Accurate , Pierce

Sabre Melee (Light) + Engaged GC Vicious

Shield (T) Melee (Light) + Engaged s Defensive , Deflection ,

Inaccurate , Knockdown

Shield, Bulwark

(T)

Melee (Light) + Engaged GC

Cumbersome , Defensive ,

Deflection , Inaccurate ,

Knockdown, Reinforced

Shield, Large (T) Melee (Light) + Engaged s Defensive , Deflection ,

Inaccurate , Knockdown

Sickle Melee (Light) + Engaged s Vicious

Spear (T) Melee (Heavy) + Engaged s Accurate

Spear, Light (T) Melee (Light) + Engaged s Accurate , Defensive

Staff (T) Melee (Heavy) + Engaged d Defensive

Sword (T) Melee (Light) + Engaged GC Defensive

Swordbreaker Melee (Light) + Engaged GC Parrying , Sunder

War Hammer (T) Melee (Heavy) + Engaged GC Cumbersome , Inaccurate ,

Knockdown, Sunder

War Scythe Melee (Heavy) + Engaged s Inaccurate , Vicious

Weighted Net Melee (Light) + Short s Defensive , Ensnare

Weighted Net

Popular among pit fighters and bounty hunters,

a net is a versatile alternative to the more

widespread shield. It offers a little bit of protection

and, if needed, may be hurled at the enemy

to immobilize them. A weighted net can

be used to make melee combat checks against

targets within short range (the difficulty remains

Average (kk). If the combat check is

successful, your character may suffer strain

to activate the Ensnare item quality instead of

spending aa.

Ranged Weapons

Arquebus

An arquebus is amongst the most powerful of

weapons ever invented. Armor piercing, devastating

shots give a great advantage in combat.

However, like most gunpowder weapons, arquebuses

are heavy, expensive and need a lot

of effort to maintain. Your Game Master may

spend d or hh generated on a combat check

using an arquebus to jam the weapon. Jammed

140 The Old World: Grim and Perilous


weapons cannot be fired and require an Easy

(k) Firearms check for the barrel to be cleared.

Blunderbuss

The favorite weapon of innkeepers and coachmen,

blunderbuss' have proven their worth.

They are not very subtle, but are reliable and

deadly at short distances. They can be loaded

with nails, glass, small stones or anything else

at hand. d and h cannot be spent to cause

a blunderbuss to run out of ammunition.

Bomb

A bomb is a hollow shell of ceramic, or thin

metal filled with gunpowder, stopped with wax

and fitted with a fuse. Bombs can be thrown

but because they are heavy and bulky, clever

engineers prefer to plant them near strategic

areas of the battlefield.

Crossbow, Siege

Reportedly, this weapon was designed for

ogres serving in the Empire's army. Its size

and bulky nature seem to confirm this, but who

would not want the firepower of two heavy

crossbows combined into one? If your character

is an ogre, they may use the Ranged skill to

fire the siege crossbow instead of Gunnery.

Dueling Pistol

A dueling pistol is a work of art, and a gunsmith

labors long and hard to produce a single

example. They are often carried by Imperial

nobles to solve disputes over love and honor,

and many a noble has died at dawn in a duel

over some grievance. Dueling pistols are prohibitively

expensive weapons and common

warriors rarely have them.

Dwarf Crank Gun

Rare and incomparably expensive, a dwarf

crank gun is a multi-barreled monstrosity that

can decimate an enemy team by itself. While

powerful, its often hard to use properly due

to its weight and high failure rate. Your Game

Master may spend d or hh generated on

a combat check using a dwarf crank gun to

have it malfunction. Malfunctioned weapons

cannot be fired and require an Average (kk)

Engineering check to clear the malfunction.

Experimental weapon - to create or repair this

weapon, your character should use the Engineering

skill instead of Crafts.

Hochland Long Rifle

This experimental rifle was developed from

the long rifles used by the hunters of Hochland.

These weapons use barrels which have

been rifled or grooved, which makes the lead

shot spin in flight, in turn making these weapons

highly accurate and giving them a range

unsurpassed by most other handguns. On the

battlefield it is often used by specialized soldiers,

where it is particularly effective at neutralizing

specific targets from afar.

Experimental weapon - to create or repair

this weapon, your character should use the

Engineering skill instead of Crafts.

Longbow

An improvement on the design of the bow,

a longbow is made from a single piece of carefully

selected yew or elm as long as a man is

tall. An experienced bowman can land a shot

with uncanny accuracy and with deadly force

capable of piercing even the heaviest of armor,

making longbows a popular choice for

regiments throughout the Old World.

Chapter 8: Equipment and Vehicles 141


Pistol

Pistols are handy and, thanks to their solid

firepower, they give an edge in dire situations.

However, like any firearm, they require regular

maintenance. Your Game Master may spend

d or hh generated on a combat check using

a pistol to have the weapon jam. Jammed weapons

cannot be fired and require an Easy (k)

Firearms check for the barrel to be cleared.

Repeater Handgun

The Repeater Handgun is one of the latest inventions

of Empire's engineers. It is a bizarre,

multi-barreled contraption that spits out a torrent

of shots at its enemies. A repeater handgun

offers unmatched raw firepower, but has

an awful tendency to malfunction at the worst

possible moment. Your Game Master may

spend d or hh generated on a combat check

Table 7-2: Ranged Weapons

using a repeater handgun to have it malfunction.

Malfunctioned weapons cannot be fired

and require an Average (kk) Engineering

check to clear the malfunction.

Experimental weapon - to create or repair this

weapon, your character should use the Engineering

skill instead of Crafts.

Repeater Pistol

A Repeater Pistol is a smaller version of the

Repeater Handgun, and is fired one handed,

leaving the other free to wield a sword. Despite

being younger and smaller version of Repeater

Handgun, it has exactly the same drawbacks.

Your Game Master may spend d or hh

generated on a combat check using a repeater

pistol to have it malfunction. Malfunctioned

weapons cannot be fired and require

an Average (kk) Engineering check to clear

the malfunction.

Name Skill Dam Crit Range Encum HP Price Rarity Special

Arquebus Firearms Medium GC (R) Pierce , Prepare , Knockdown

Blunderbuss Firearms Short GC (R) Blast , Prepare

Bomb Ranged Short s (R) Blast , Inaccurate , Limited

Ammo

Bow (T) Ranged Medium s Unwieldy

Crossbow (T) Ranged Medium s Pierce , Prepare

Crossbow, Hand (T) Ranged Short s Accurate , Prepare

Crossbow, Heavy (T) Ranged Long GC (R) Cumbersome , Pierce ,

Prepare

Crossbow, Repeating

(T)

Ranged Short GC Linked , Prepare

Crossbow, Siege Gunnery Long GC (R) Cumbersome , Linked , Pierce

, Prepare

Dueling Pistol Firearms Short GC (R) Pierce , Prepare , Superior

Dwarf Crank Gun Gunnery Medium GC (R)

Auto-Fire, Cumbersome ,

Inaccurate , Pierce ,

Prepare , Vicious

Hochland Long Rifle Firearms Long GC (R) Accurate , Cumbersome ,

Pierce , Prepare , Knockdown

Incendiary Ranged Short s (R) Blast , Burn , Inaccurate ,

Limited Ammo

Longbow Ranged Long s Accurate , Cumbersome ,

Pierce , Unwieldy

Pistol Firearms Short GC (R) Pierce , Prepare

Repeater Handgun Firearms Medium GC (R) Auto-Fire, Cumbersome ,

Limited Ammo , Pierce

Repeater Pistol Firearms Short GC (R) Auto-Fire, Limited Ammo

Sling (T) Ranged Medium d Disorient , Prepare

Throwing Axe (T) Ranged + Short s Inaccurate , Limited Ammo ,

Vicious

142 The Old World: Grim and Perilous


Experimental weapon - to create or repair this

weapon, your character should use the Engineering

skill instead of Crafts.

Armor

Gromril

Armor made from the metal known as gromril

is the toughest and most sturdy in the known

world. Known variously as meteoric iron, silverstone

and hammernought armor, Gromril

armor is limited to wealthy Dwarfs and

the elite Ironbreakers. Armor forged of pure

gromril is highly coveted for its protective

value and such suits are treasured heirlooms,

many of which date back to the Golden Age.

Full Plate

Restricted Items

Some of the weapons or items in this chapter has

an "(R)" next to their price - this means the item is

restricted. Restricted items are banned in most of

the towns in the Old World and cannot be carried

openly in public. Depending on the town, restrictions

may vary, some do not accept such items inside

town walls and require them to be deposited

at the watch barracks; some demand them to be

kept in a locked chest or at similar place out of the

reach of the public.

Full plate armor is the pinnacle of human armorsmithing.

Only wealthy nobility can afford

to buy and maintain this type of armor,

but it is well worth the price as it provides

almost impenetrable defense. On the other

hand, it is loud and restricts movement, so it

is usually avoided by those who value agility

and the element of surprise in combat. Your

character adds jj to Stealth and Coordination

checks while wearing this armor.

Table 7-3: Armor

Name Defense Soak Encumbrance HP Price Rarity

Brigandine (T) + s

Chainmail (T) + GC

Full Plate + GC

Gromril + -

Heavy Robes (T) s

Leather (T) + s

Padded (T) + s

Plate (T) + GC

Scale (T) +

In this section we present examples of magic

items. Magic items are objects of great power,

and are the extremely rare creations of the

most powerful wizards, dwarven runesmiths or

are made by the Chaos itself. They are hard to

find, but the power they offer is worth every effort.

However, that power often comes at a cost.

Magic Items

All magic items can be damaged (see p.

Genesys Core Rulebook), but cannot be destroyed

unless great magical power is used

to do so. All magic weapons deal magic damage

(including arrows shot from magic bows)

and ignore Reinforced quality, unless the item

with this quality is also a magical item.

Trueflight Bow

These extremely rare bows were created by the

Wood Elves during the wars with Dwarfs. Arrows

fired from a Trueflight Bow almost never

miss, seeking their target on their own and

hitting weak points in the opponent's armor

with great precision.

Chapter 8: Equipment and Vehicles 143


and send it to combat. Once per round in structured

encounters, your character may spend

one maneuver to direct the sword in performing

one action and one maneuver during your

character’s turn.

Sword of Duelist (Rival)

3 0 0 0 0 0

Brawn Agility Intellect Cunning Willpower Presence

Barrakul

The longsword's name means "Hope of the

Mountains" in the Khazalid language and it

was once forged by an unknown runesmith

as a token of friendship between the dwarfs

and the followers of Sigmar. No one who is an

enemy of Sigmar may use this sword. Drawn,

the blade gleams with a strange glow, and the

runes shine softly.

Barrakul ignores much of the enemy's armor

and gains Pierce quality, unless it's magic armor.

If the target is a Dwarf, upgrade the difficulty

of the combat check twice and reduce the

damage dealt by .

Swords of duelists

Legend says that those swords were forged using

souls of skilled swordsmen. Thanks to this,

these weapons are capable of fighting on their

own. But not everything went as intended by

the wizard creating them, and imprisoned

souls to this day curse the swords owners and

thirsts for their blood.

While wearing a Sword of Duelist, your character

may spend a Story Point to draw a sword

Soak Value

W. Threshold

M/R Defense

4 12 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Sword of Duelist: The sword is immune to

Fear and ignores effects of Critical Injuries.

However, if it suffers a Critical Injury, it is

damaged one step. If the sword is damaged

times, it's incapacitated until repaired.

• Vengeful Spirit: d generated on combat

checks of the sword may be spent to force

it's owner to make a Daunting (kkkk) Discipline

check as an out of turn incidental.

If the check fails, the sword turns against

it's owner and tries to kill them unless incapacitated

or unless someone uses a Dispel

magic action against it.

• Silhouette

Equipment:

• Sword: Melee (Light); Damage ; Critical ;

Range (Engaged); Defensive , Deflection

Scholar's Gloves

These gloves are said to have been created by a

certain short-fused wizard of the lore of metal.

When wearing the Scholar's Gloves, your character

may count their ranks of Brawl as equal

to their ranks in Knowledge (Academic). Your

character may add damage equal to their Intellect

rating to their unarmed combat checks.

Barding of Guarding

Once very popular among elven knights, over

the years most of those armors have been lost

and the method of their manufacture has been

forgotten. This armor increases the durability

of war mounts. While equipped, the mount

gains ranks of the Enduring talent.

144 The Old World: Grim and Perilous


Chaos Armor

Identification of

Magic Items

It's one thing to find a magic item, it's another to

recognize that it's actually magical. Most magical

items look like elaborately crafted but perfectly ordinary

items. Characters with the ability to sense

magic will certainly immediately notice that an

item is imbued with power, but this is not enough

to clearly define its properties. One of the simplest

but also the most unreliable and time-consuming

ways is to simply experiment, hoping that

the object will reveal its nature during use.

Characters using the Sense Magic action may

attempt to identify the item's properties by making

a Hard (kkk) Arcana check. Educated characters,

on the other hand, are able to recognize

the item, its name, and history with a Knowledge

(Academic) or Knowledge (Chaos) check. The difficulty

of the check should be based on the item's

rarity (see Table I:-: Rarity, page Genesys

Core Rulebook). If the item has no specified rarity,

it means it's completely unique. The difficulty

for unique items is Formidable (kkkkk).

Chaos Armor is a powerful gift from the Ruinous

Powers. Usually only the most devout Chaos

warriors receive this type of armor, but sometimes

they come across people whom the Chaos

Gods want to tempt and bring to their side.

Once worn, a Chaos Armor cannot be removed,

becoming one with the body and altering

the wearer's physiology. While your

character is wearing Chaos Armor, they gain

defense, reduce their strain threshold by and

increase their Brawn rating to and soak by

. Your character also receives Dark Gift (see

page ) and gains the Chaos creature ability:

This character may spend aaa or t generated

on a combat check to inflict Corruption

on the target.

Purse of Teeth

A Purse of Teeth appears as an ordinary leather

pouch with drawstrings. However, if it is

opened and any attempt made to take money

from it by anyone other than its rightful

owner, rows of very sharp teeth magically appear

inside the purse and bite the hand of the

thief. When someone tries to steal from the

Purse of Teeth, they have to make a Daunting

(kkkk) Skulduggery check. If the check fails,

they suffer wounds + wound for each h. If

the check generates d the purse tightens on

the thief's hand and screams, 'Thief! Thief!' at

almost deafening volume.

Dagger of Halflings

These daggers were created by a wizard

known for his extremely aggresive halfling

bodyguards. The Dagger of Halflings will only

display special magic properties in the hands

of a Halfling; to other users, it simply counts

as a regular dagger.

Lantern Of Days

This seems to be nothing more than an ordinary

storm lantern, but when lit, it casts a

strong light, and what's more, it uses virtually

no oil and cannot be extinguished without

the owner's permission. The Lantern of Days

removes jj added to checks due to darkness.

(If it becomes important to determine how far

the light reaches, the Lantern of Days can provide

light out to medium range.)

Seven-league Boots

These boots are one of many artifacts created

by Stanislaus Gans - a wizard known for his

great talent and mischievous sense of humor.

The boots move the wearer exactly miles.

When using these boots, your character suffers

strain for every miles ( steps) traveled and

must make a Daunting (kkkk) Knowledge

(Academic) check. If the check fails, your character

completely misses the place they wanted

to get to. hh or d means that they landed in

some dangerous place, e.g. in a river or right in

front of a speeding coach.

Blood Drinker

Crafted with warpstone and vampire blood,

this cursed sword has the ability to drain

the life from its victims. Blood Drinker resembles

a normal sword, but, when the light

catches it, the steel seems to shimmer with a

reddish tinge. When using this sword, your

character heals wounds equal to the wounds

inflicted to their target. However, if the combat

check generates hh or d your character

suffers corruption.

Chapter 8: Equipment and Vehicles 145


Table 7-4: Magic Items

Barding of

Guarding

This section covers the typical items and services

to be found in the Old World. Items

marked with (T) next to their name come from

Realms of Terrinoth rulebook and, if not stated

otherwise, additional rules from Realms of

Terrinoth should be applied.

Gear

Name Skill Dam Crit Range Encum Price Rarity Special

Artisan's Tools

- - - - - -

Barrakul Melee (Heavy) + Engaged - - Defensive , Pierce ,

Unwieldy

Blood Drinker Melee (Light) + Engaged - - Defensive

Chaos Armor - - - - - - Reinforced

Dagger of Halflings Melee (Light) + - Accurate , Supreme, Pierce

Lantern Of Days - - - - - GC

Purse of Teeth - - - - GC

Scholar's Gloves Brawl + Engaged GC Disorient

Seven-league Boots - - - - - - -

Sword of duelist Melee (Light) + Engaged - Defensive

Trueflight Bow Ranged Long -

Cumbersome , Guided ,

Pierce , Unwieldy ,

Vicious

Artisan's tools consist of everything a craftsman

needs in their daily work: hammers,

saws, pliers, etc. When your character uses an

artisan's tools, they have the right tool for the job

(as per page of the Genesys Core Rulebook)

when making Crafts checks, although at yours

GMs discretion, creating some items may require

access to workshop or smithy.

Cloak with Hidden Pockets

The favorite outerwear of fences and smugglers,

this cloak not only increases your character's

encumbrance threshold by one, but it

also helps to conceal gear. If another character

tries to search your character (as per page

of the Genesys Core Rulebook), they upgrade

the difficulty of the check once.

Gear and Services

146 The Old World: Grim and Perilous

Extra Shots

This includes additional lead shots and gunpowder

stored in spare poaches.

If your character has an extra shots, they can

spend a maneuver to replenish their firearm

when it has suffered an "out of ammo" d result,

but this consumes the item in the process.

Note that this does not replenish weapons

with the Limited Ammo quality.

Lock Pick Set

While not as sophisticated as Thieves' Tools,

a trusty lock pick set is usually enough to do

the job. When your character makes a Skulduggery

check to open any mechanical locks

or latches, they have the right tool for the job (as

per page of the Genesys Core Rulebook).

Repeater Ammo

A specially prepared ammunition set containing

a cartridge with bullets and gunpowder.

It allows your character to quickly reload a Repeater

Pistol or a Repeater Handgun and is

consumed in the process.


Sacred Symbol

Representations of deities opposing Chaos

and evil, blessed by a priest. Once per session,

if your character is a follower of the religion

represented by the sacred symbol, they may

make a Hard (kkk) Discipline check as an

action. If the check is successful, all unnatural

creatures (such as ghosts, undead etc.) and

creatures of Chaos within short range suffer

strain plus strain for each s.

Tool Bag

Plain leather or linen shoulder bag in which

you can store your most used tools. While

wearing a tool bag, your character increases

their encumbrance threshold by two.

Table 7-5: Gear

Name Encumbrance Price Rarity

Alchemist's Kit (T) s

Alchemist's Lab (Supplies) (T) GC

Apothecary's Kit (T) s

Artisan's Tools s

Backpack (T) + s

Bedroll (T) s

Climbing Gear (T) s

Cloak With Hidden Pockets + s

Extra Quiver (T) s

Extra Shots s

Fine Cloak (T) s

Flask (Empty) (T) d

Flint and Steel (T) d

Lantern (T) s

Lock Pick Set s

Pole ( hands long) (T) s

Repeater Ammo s

Rope (T) d

Sacred Symbol s

Thieves' Tools (T) s

Tool Bag + s

Torches (T) s

Trail Rations ( day) (T) s

Wagon (T) - s

Waterskin (T) s

Winter Clothing (T) s

Chapter 8: Equipment and Vehicles 147


Alchemical Concotions

Concotions are quite rare but potent mixtures

that offer a wide variety of effects. All

concotions and elixirs used in The Old World

setting presented on Table -: Alchemical

Concotions (except Herbal Medicine), are described

in Realms of Terrinoth, page .

Using a concotion or elixir is a maneuver and

consumes the item in the process. Unless stated

otherwise, the effects of multiple doses of

the same substance does not stack.

Herbal Medicine

Herbal treatments are holistic and traditional,

used to treat wounds and illness for generations.

Popular among the poor and superstitious

who lack access to, or distrust, more educated

approaches. The viability of these remedies vary

- from effective, to unfounded bunkum.

Herbal medicines can be brewed with a Survival

check instead of Alchemy. Once per encounter,

when your character uses a herbal medicine,

they heal wounds, but until the end of the encounter

they add jj to all checks.

Table 7-6: Alchemical Concotions

Animals and

Related Gear

Animals and gear presented on Table -: Animals

and Gear with a (T) next to their name are

described in Realms of Terrinoth, page .

Big Cat (Rival)

Many species of big cats roam the wilds of the

Old World, but are a rare sight in inhabited areas.

Those that can be found in cities are usually

owned by beast tamers or are attractions

during fights in arenas. Due to the fact that

they are extremely dangerous, local authorities

usually require them to be transported in

cages, so they are considered restricted (R).

3 4 1 3 2 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 12 1 1

Skills: Athletics , Brawl , Cool , Coordination

, Perception , Stealth .

Name Encumbrance Price Rarity

Acid Flask (T) s

Bottled Courage (T) s

Health Elixir (T) GC

Herbal Medicine s

Immunity Elixir (T) s

Poison (T) s (R)

Smokebomb Vial (T) s

148 The Old World: Grim and Perilous


Talents:

• Swift: The creature does not suffer penalties

for moving through difficult terrain.

Abilities:

• Ambush predator: When attacking a target

that has not yet acted in the encounter this

creature adds jj to its combat checks.

• Pounce: Once per turn, while at short range,

this creature may perform a move maneuver

to engage a target as an incidental.

Equipment:

• Claws: Brawl; Damage ; Critical ; Range

(Engaged); Vicious .

Dog, mid sized (Rival)

Mixed breed dogs are a common sight in the

settlements of the Old World. They are often

used for hunting and as guard dogs but can

also be faithful companions of dangerous adventures.

If the dog comes from the Small, But Vicious Dog

talent, increase its ranks in Perception to and

Wound Threshold by .

2 3 1 3 2 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 7 0 0

Skills: Athletics , Brawl , Perception , Vigilance

.

Talents: None

Abilities:

• Pack Fighter: If this creature makes a successful

combat check, the next ally making

a combat check against the same target

Table 7-7: Animals and Gear

during the same round adds aa to the

results.

Equipment:

• Bite: Brawl; Damage ; Critical ; Range

(Engaged); Knockdown.

Bird of Prey (Rival)

Also known as raptors, they are species of birds

that are captured and trained primarily for hunting.

They have keen eyesight for detecting prey at

a distance or during flight, strong feet equipped

with talons for grasping or killing their target,

and powerful, curved beaks for tearing flesh.

1 3 1 4 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

2 5 1 1

Skills: Brawl , Cool , Coordination , Perception

, Vigilance .

Talents:

• Finesse: When making a Brawl check, this

creature may use Agility instead of Brawn.

Abilities:

• Eye in the sky: When this creature is flying,

its allies gain j to Perception and Vigilance

checks.

• Flying: This creature may fly using the hovering

guidelines in the Flying sidebar on

page of the Genesys Core Rulebook).

• Silhouette .

Equipment:

• Beak and talons: Brawl; Damage ; Critical

; Range (Engaged); Accurate , Vicious .

Name Encumbrance Price Rarity

Barding (T) GC

Beast of Burden (T) - s

Big Cat - GC (R)

Bird of Prey - s

Dog - s

Riding Horse (Riding Beast - T) - GC

Saddlebags (T) + s

War Horse (War Mount - T) - GC

Chapter 8: Equipment and Vehicles 149


Services

This section presents a number of services

that characters might procure in the course

of their adventures. Most of the services presented

on Table -: Services are marked with

(T) and are described in Realms of Terrinoth,

page . With one exception, however...

Bugman's Ale

The greatest and most refreshing alcoholic

beverage ever created. Now in a barrel!

Table 7-8: Services

Name Encumbrance Price Rarity

Ale (Flagon) (T) - d

Bugman's Ale (Barrel) s

Bugman's Ale (Flagon) - s

Lodging (Common Room, night) (T) - d

Lodging (Private Room, night) (T) - s (poor) - s (luxury) -

Meal (Tavern) (T) - d (poor) - s (luxury) -

Porter (Per day) (T) - s

Torchbearer (Per day) (T) - s

Travel, Riverboat ( day) (T) - s

Travel, Wagon ( day) (T) - s

Travel, Coach ( day) (T) - s

Wine (bottle) (T) s (poor) - s (luxury) -

Vehicles

This section presents some examples of typical

vehicles used in the Old World.

Coach

Coaches may not be the cheapest, but they

are one of the most comfortable and also one

of the fastest ways to travel around the Old

World. A typical coach can take to passengers

and is manned by two coachmen,

one of whom always also acts as a guard.

Coaches do not usually carry provisions, but instead

rely on inns to accommodate passengers.

Defense

Armor

2 2 ‒1 0 0

HT Thresh.

SS Thresh.

Silhouette Max Speed Handling

Control Skill: Riding

Complement: driver, guard

5 4

Passenger Capacity: -

Consumables: None

Encumbrance Capacity:

Price/Rarity: GC/

Weapons: None

River Barge (Small)

River barges are the most popular means of

transport. Every day, the crews of these small

ships travel the rivers of the Old World, delivering

people and goods, and avoiding river pirates

and greedy tax collectors.

Defense

Armor

3 2 ‒2 0 1

HT Thresh.

SS Thresh.

Silhouette Max Speed Handling

Control Skill: Sailing

Complement: crew

Passenger Capacity:

18 16

150 The Old World: Grim and Perilous


Consumables: weeks

Encumbrance Capacity:

Price/Rarity: GC/

Weapons: None

River Guards Barge

River guards patrol the waterways for pirates

and any other dangers. Their ships are usually

nothing but commercial barges, reinforced

and adapted to transport a unit of soldiers.

They are also usually armed with one or two

light cannons, thus providing themselves with

a significant advantage in the event of a possible

skirmish.

Defense

Armor

3 2 ‒2 0 1

HT Thresh.

SS Thresh.

Silhouette Max Speed Handling

20 18

Control Skill: Sailing

Complement: crew

Passenger Capacity:

Consumables: weeks

Encumbrance Capacity:

Price/Rarity: GC/

Weapons:

• Light Cannons (Fire Arc Port and Fire Arc

Starboard; Gunnery; Damage ; Critical ;

Range[Medium]; Prepare )

Rowing Boat

Simple rowing boat. Typically used by fishermen,

river pilots, smugglers, etc.

Defense

Armor

2 1 ‒1 0 0

HT Thresh.

SS Thresh.

Silhouette Max Speed Handling

Control Skill: Athletics

Complement: rower

Passenger Capacity:

Consumables: None

Encumbrance Capacity:

Price/Rarity: s/

Weapons: None

2 2

Vulnerable: This vehicle is particularly vulnerable

to incoming fire. All successful combat

checks targeting the vehicle add aa to

the results.

Transport Ship

Ships of this type are medium-sized vessels, capable

of sea navigation as well as of travesing

the larger rivers. They are usually used for trade

or expeditions. As the seas and oceans are even

more dangerous than the land, transport ships

are usually at least lightly armed.

Defense

Armor

5 2 ‒3 0 1

HT Thresh.

SS Thresh.

Silhouette Max Speed Handling

45 35

Control Skill: Sailing

Complement: crew

Passenger Capacity:

Consumables: months

Encumbrance Capacity:

Price/Rarity: GC/

Weapons:

• Light Cannons (Fire Arc Port and Fire Arc

Starboard; Gunnery; Damage ; Critical ;

Range[Medium]; Prepare ).

• Medium Cannons (Fire Arc Port and Fire

Arc Starboard; Gunnery; Damage ; Critical

; Range[Long]; Prepare )

Warship

While it might seem that land forces lead the

way in conflicts, most of the Old World nations

maintain their own naval fleet, necessary

for the security of maritime trade as well

as for protection against invasion from the

sea. The largest fleets, consisting of hundreds

of ships, are commanded by the High Elves,

but the fleets of the Dark Elves, Bretonnia and

the Empire are comparable to them.

Warship sizes and armaments vary greatly,

ranging from swift, nearly unarmed vessels to

the enormous Men O'War - floating fortresses

manned by hundreds of men.

Chapter 8: Equipment and Vehicles 151


Below we present a warship of the frigate type.

Frigates are fast and maneuverable, and are

heavily armed at the same time.

Silhouette Max Speed Handling

Defense

HT Thresh.

Armor

6 3 ‒2 0 3

Control Skill: Sailing

Complement: crew

Passenger Capacity:

Consumables: months

SS Thresh.

55 40

Encumbrance Capacity:

Price/Rarity: GC/

Weapons:

• Light Cannons (Fire Arc Port and Fire Arc

Starboard; Gunnery; Damage ; Critical ;

Range[Medium]; Prepare ).

• Medium Cannons (Fire Arc Port and Fire

Arc Starboard; Gunnery; Damage ; Critical

; Range[Long]; Prepare )

• Heavy Cannons (Fire Arc Port and Fire Arc

Starboard; Gunnery; Damage ; Critical ;

Range[Long]; Prepare )

152 The Old World: Grim and Perilous


Chapter 9

Adversaries of

the Old World

This chapter provides a selection of adversaries

found in The Old World setting. Unlike

other products, we used a simplified approach

for presenting an adversary’s skills, gathering

them instead into groups: Combat, General,

Knowledge, Magic and Social.

If an adversary has ranks in the General skill,

we assume all skills under the General category

exist at rank . Of course, in some situations

this may make no sense. For example, a Chaos

Spawn with ranks in the Sailing skill seems

absurd, and so it’s the up to the GM to determine

what applies and what doesn’t. Minions,

as usual, gain skills only as a group and we

mark them accordingly with a “+”.

Contrary to the various Genesys settings, The

Old World's adversaries offer a greater challenge

and danger—even the weakest ones—

with abilities and talents that present a serious

threat to the PCs. Combat should always remain

a last resort in solving problems. Should

this occur, however, make it action packed,

deadly, and difficult.

In case you wish to use adversaries from other

settings such as from the Realms of Terrinoth

Setting, remember to consider increasing

the damage of their attacks and their wound

thresholds. You may even consider decreasing

their critical ratings or giving them additional

abilities or weapon qualities if necessary. However,

do not overdo it! We want the combat to be

challenging in an entertaining way, not hopeless!

Ghoul (Rival)

Ghouls are the degenerated descendants of

humans who were reduced to cannibalistic

creatures due to the consumption of raw or decaying

flesh. They are ugly, stooping creatures

with only a vestigial sense of their former life or

personality. Their skin is sallow and filthy, their

eyes are bestial and insane, and their snarling

lips reveal sharp-pointed teeth in slavering

mouths. Dressed only in the rags they pull

from their victims, ghouls use their sharp claws

soaked with poison to paralyze those foolish

enough to step into their crypts.

3 3 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 16 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Ambush predator: When attacking a target

that has not yet acted in the encounter, this

creature adds jj to its combat checks.

Chapter 9: Adversaries of the Old World 153


• Savage: A ghoul increases the damage of

its attacks by when attacking an immobilized

target.

• Dark Vision: May remove up to jj imposed

by darkness.

Equipment:

• Poison-soaked claws: Brawl; Damage ;

Critical ; Range (Engaged); Ensnare ,

Stun

Wraith (Rival)

Wraiths are souls that were damned for all

eternity. They are nothing more than a spectral

husks who have almost completely lost their

original identity. They restlessly wander near

their places of death, feed on hatred towards

the living and prey on the fear of their victims.

1 3 2 3 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

0 20 3 3

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Ghostly: May move over or through terrain

(including doors and walls) without penalty.

Halve the damage dealt to the wraith before

applying soak, unless the attack came

from a magical source such as a spell or

magical weapon.

• Silhouette

• Terrifying: At the start of the encounter,

all of its opponents must make a Daunting

(kkkk) fear check as an out of turn incidental,

as per page of the Genesys Core

Rulebook. If there are multiple sources of

fear in the encounter, the opponents only

make one fear check against the most terrifying

enemy.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

154 The Old World: Grim and Perilous

• Wraith's curse: Characters incapacitated

by a Wraith are instantly killed. The next

round they are ressurected as a Wraith under

the GM's control. It takes the last PCs

initiative slot.

Equipment:

• Spectral claws: Brawl; Damage ; Critical ;

Range (Engaged); Breach , Stun Damage.

• Wailing cry: Ranged; Damage ; Critical ;

Range (Medium); Breach , Stun Damage.

Zombie (Minion)

Grotesquely reanimated corpses, Zombies are

compelled by the Dark Magic of a Vampire or

Necromancer, and driven by the will of their

master to commit acts of extreme violence.

They are a truly foul thing to behold, living

corpses that is wrought with decay and unclean

flesh. A Zombie's skin hangs in strips from his

tattered frame, revealing withered muscle and

bloodless veins. Dangerous in large groups,

Zombies stagger unrelentingly towards the enemies

with grasping arms and teeth.

3 1 1 1 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 5 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Infectious: May spend aa from a combat

check to inflict the Infected Wounds Critical

Injury to the target.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

• Undying: May spend hhh from any

check made by a PC to return one previously

defeated Zombie to an existing minion

group, removing damage from the group

accordingly. Spend d to return an entire

previously defeated minion group.

Equipment:

• Rusted blade: Melee (Light); Damage ;

Critical ; Range (Engaged),

• Nails: Brawl; Damage ; Critical ; Range

(Engaged); Ensnare .


Beastmen

Infected Wounds

Some adversaries have abilities that can infect the

wounds of their target, but you may also decide to

trigger infection when a PCs check generates d in

certain, filthy places like sewers or swamps. Infected

wounds are considered a Critical Injury with

severity of Hard (kkk) and the following effect:

The target cannot heal wounds by natural rest or

a Medicine check and they decrease their wounds

and strain thresholds by one per each day since the

infection started until the Critical Injury is healed. If

wounds or strain threshold falls to , the target dies.

Beastmen are a race of savage mutant humanoids

that bear various traits of bestial appearance,

such as cloven hooves, muscular human

bodies, horned bestial heads and a malign primitive

intelligence. Proud of their origins, it is said

that they are the descendants of ancient humans

corrupted and twisted by the influence of Chaos

at the dawn of Chaos's coming into the world.

Caprigor/Bovigor (Minion)

4 2 1 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 8 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents:

• Bullrush: When making a melee combat

check after using a maneuver to engage the

target, may spend aaa or t to knock

the target prone and move them up to one

range band away from this character.

Abilities:

• Chaos creature: May spend t from a combat

check to inflict corruption on the target.

Equipment:

• Greataxe: Melee (Heavy); Damage , Critical

; Range (Engaged); Cumbersome ,

Pierce , Vicious ,

• Horns: Brawl; Damage ; Critical ; Range

(Engaged); Disorient , Knockdown.

Ungor (Minion)

3 3 1 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 5 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Chaos creature: May spend t from a combat

check to inflict corruption on the target.

Equipment:

• Bow: Ranged; Damage ; Critical ; Range

(Medium); Unwieldy ),

• Short spear: Melee (Light); Damage ; Critical

; Range (Engaged); Accurate .

Bestigor (Rival)

4 2 1 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

6 16 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Berserk: Until the end of the encounter

or until they are incapacitated, Bestigor

adds saa to all melee combat checks

they make. However, opponents add sto

all combat checks targeting the Bestigor.

While berserk, a Bestigor cannot make

ranged combat checks.

• Bullrush: When making a melee combat

check after using a maneuver to engage the

target, may spend aaa) or t to knock

the target prone and move them up to one

range band away from this character.

Abilities:

• Chaos creature: May spend t from a combat

or magic check to inflict corruption on

the target.

Chapter 9: Adversaries of the Old World 155


Equipment:

• Greataxe: Melee (Heavy); Damage , Critical

; Range (Engaged); Cumbersome ,

Pierce , Vicious ,

• Horns: Brawl; Damage ; Critical ; Range

(Engaged); Disorient , Knockdown,

• Heavy armor: + soak, + defense

Minotaur (Nemesis)

5 3 1 3 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

8 25 12 3 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

• Berserk: Until the end of the encounter

or until incapacitated, a Minotaur adds s

aa to all melee combat checks it makes.

However, opponents add s to all combat

checks targeting Minotaur.

• Bullrush: When making a melee combat

check after using a maneuver to engage the

target, may spend aaa) or t to knock

the target prone and move them up to one

range band away from this character.

Abilities:

• Gore: After making a successful combat

check using its vicious axe, this creature

may spend aa or t to inflict one hit with

its horns on the target or another target

this character is engaged with, dealing base

damage + damage per s.

• Silhouette

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Equipment:

• Horns: Brawl; Damage ; Critical ; Range

(Engaged); Concussive , Knockdown,

• Vicious axe: Melee (Heavy); Damage ,

Critical ; Range (Engaged); Pierce ,

Vicious ).

Chaos Spawn - Dark

Mass (Nemesis)

A Dark Mass is a monstrous pile of human

flesh transformed by the Dark Gods into

a single spawn of Chaos. This slow, mindless

but unrelenting foe is equipped with multiple

swords, spears and clubs to kill everything in

its way and protects it's vulnerable body with

a wall of shields.

5 3 1 3 5 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

5 40 20 2 4 4

Skills: Combat , General , Knowledge ,

Magic , Social

156 The Old World: Grim and Perilous


Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

• Whirlwind: A Dark Mass may suffer

strain and make a melee combat attack

against an engaged adversary with the

highest difficulty and defense. Increase the

difficulty of the check once. If the combat

check succeeds, each adversary engaged

with the Dark Mass suffers one hit, dealing

damage equal to the attack’s base damage

+ per uncanceled s)

Abilities:

• Chaos creature: May spend aaa from

a combat check to inflict corruption on

the target.

• Composite body: Each time it suffers

wounds, it also loses Combat Skill Point

and Defense.

• Nemesis action: Activates twice per round;

at its initiative as normal and at the end of

the round, after all characters have acted.

• Spontaneous mutation: If it exceeds corruption

threshold, it instantly heals all

wounds.

• Susceptible to fire: All fire based attacks

and spells ignore the Soak of a Dark Mass.

• Silhouette

• Terrifying: At the start of the encounter,

all of its opponents must make a Daunting

(kkkk) fear check as an out of turn incidental,

as per page of the Genesys Core

Rulebook. If there are multiple sources of

fear in the encounter, the opponents only

make one fear check against the most terrifying

enemy.

Equipment:

• Armed protrusions: Melee (Light); Damage

; Critical ; Range (Short); Linked ,

• Unarmed protrusions: Melee (Light); Damage

; Critical ; Range (Long); Ensnare ,

Manipulative (if the attack hits, may spend

a to move target by one range band in any

direction),

• Thrown spear: Ranged; Damage ; Critical

; Range (Medium)

Skaven

The Skaven are a malevolent and diabolical

race of large humanoid rat-creatures that inhabit

a massive inter-continental subterranean

empire known in their tongue simply as

the Under-Empire. They are a cruel, treacherous

and highly numerous species that have

since spread their loathsome corruption to the

farthest corners of the Old World.

Clanrat (Minion)

3 3 2 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 7 2 1

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Dark vision: May remove up to jj imposed

by darkness.

• Infectious May spend aa from a combat

check to inflict the Infected Wounds Critical

Injury to the target.

Equipment:

• Serrated sword: Melee (Light); Damage ;

Critical ; Range (Engaged); Defensive ,

Vicious ,

• Shield: Melee (Light); Damage ; Critical ;

Range (Engaged); Defensive , Deflection .

Stormvermin (Rival)

4 3 2 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

6 16 3 2

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

• Dark vision: May remove up to jj imposed

by darkness.

Chapter 9: Adversaries of the Old World 157


• Maul: A Stormvermin adds jj to combat

checks against prone or immobilized targets.

Equipment:

• Halberd: Melee (Heavy); Damage ; Critical

; Range (Engaged); Defensive , Pierce ,

Unwieldy ,

• Skaven heavy armor: + soak, + defense.

Gutter Runner (Rival)

3 5 2 4 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 12 2 2

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Backstab: May make a Skulduggery check

instead of Melee (Light) against unaware

target. A successful check deals + damage

per s instead of +.

• Finesse: May use Agility instead of Brawn

when making a Brawl or Melee (Light) check.

Abilities:

• Dark Vision: May remove up to jj imposed

by darkness.

• Eshin Clan Poison: Targets poisoned by

warpstone daggers upgrade the difficulty

of checks twice until the end of the encounter

or scene.

• Vanish: After performing a check, may

spend aa or t to hide from all other

characters in the encounter.

Equipment:

• Warpstone daggers: Melee (Light); Damage

; Critical ; Range (Engaged}; Accurate

, may spend aa to poison the target.

Poisoned targets must make a Hard (kkk)

Resilience check as an out-of-turn incidental

or suffer wounds (not reduced by soak)

plus strain per h. d on the check can be

spent to inflict a Critical Injury or to force

the target to repeat the check at the beginning

of their turn.

• Smokebomb vial: Maneuver to throw, provides

concealment worth + dice (see the

Concealment section on page of the

Genesys Core Rulebook).

Rat ogre (Nemesis)

5 3 1 2 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

7 22 10 3 1 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Overhead Slam: After a successful Brawl

check, may spend aa to deal additional

damage equal to Rat ogre's Brawn and if

the attack inflicts a Critical Injury, add +

to the Critical Injury result.

• Silhouette

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Equipment:

• Armored fists: Brawl; Damage ; Critical ;

Range (Engaged).

Grey Seer (Nemesis)

1 2 4 3 5 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

2 16 18 3 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Masterful casting: Spend t to trigger up

to three different spell effects instead of

one. These effects must be ones that can be

triggered by spending a or t.

158 The Old World: Grim and Perilous


Abilities:

• Black Hunger: Once per encounter, a Grey

Seer may make an Average (kk) Coercion

check. If successful, for each s one Skaven

rival or minion group present in the current

encounter increases the damage dealt

in melee cmbat by and cannot be forced

to retreat until the end of the encounter.

• Infecting gaze: Attack and Curse spells cast

by a Grey Sear automatically inflict Infected

Wounds to their targets.

• Master of the Swarm: Upgrade the difficulty

of combat checks targeting a Grey Seer

once for each group of Clan Rats in the

short range of him. If the check fails, one

individual Clan Rat is defeated.

Spells: A Grey Seer can choose any magic action

allowed by the Arcana skill and the Lore of Chaos,

and may select any additional spell effect.

The spells they use most often are the following:

• Gnaw - choose one target at short or medium

range and make a Hard (kkk) Magic

check. If successful, this magic attack inflicts

damage + damage per s, with

Critical Rating and the Sunder, Burn

Pierce and Vicious qualities.

• Warp Storm - choose one target at short

or medium range and make a Hard (kkk)

Magic check. If successful, this magic attack

inflicts damage + damage per s, with

the Auto-Fire, Blast and Stun qualities.

• Wither - choose two targets at short or medium

range and make a Hard (kkk) Magic

check. If successful, a Grey Seer may choose

one additional target for each a and all targets

reduce the ability of any skill checks they

make by until the end of the Grey Seer's

next turn. When the target suffers strain for

any reason, they suffer additional strain.

The Grey Seer may perform the concentrate

maneuver to maintain the effects of this

curse.

Equipment:

• Warpstone: Add sssss to Magic

checks. A Grey Seer can consume it as an out

of turn incidental to heal up to wounds.

• Heavy robes: + defense.

Daemons

Daemons are a broad category of spiritual

beings who represent an aspect of one of

the deities. Although most deities have their

own spiritual messengers, the most common

causes of revelations and possessions are the

Daemons of Chaos.

Daemonette (Rival)

4 3 2 2 2 5

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

6 18 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Chapter 9: Adversaries of the Old World 159


Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Let's Talk This Over: May make a Daunting

(kkkk) Charm check to switch from combat

encounter to social encounter.

Abilities:

• Chaos creature: May spend aaa from

a combat or magic check to inflict corruption

on the target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Feast of corruption: When suffering corruption,

a Daemonette heals wounds per

corruption suffered.

• Seducing voice: Once per encounter, may

make a Hard (kkk) Charm check targeting

a character in hearing range (medium in

general). If the check is successful, the target

character is charmed by the Daemonette

and will fight on her side if needed. At

the beginning of their turn, the character

may make a Hard (kkk) Discipline check

as an incidental to free themselves from the

effects of the charm.

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

• Twisted words: May spend aaa from a social

check to inflict corruption on the target.

Equipment:

• Scythe-like talons: Brawn; Damage ; Critical

; Range[Engaged]; Pierce , Vicious .

Bloodthirster (Nemesis)

6 4 2 3 5 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

8 66 21 2 2 2

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Chaos creature: May spend aa from

a combat check to inflict corruption on the

target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Nemesis action: Activates twice per round;

at his initiative as normal and at the end of

the round, after all characters have acted.

• Relentless: Bloodthirsters ignore the effects

of Critical Injuries and cannot be staggered

or forced to flee.

• Silhouette ,

• Spontaneous mutation: If a Bloodthirster

exceeds it's corruption threshold, it instantly

heals all wounds.

• Terrifying: At the start of the encounter, all

of its opponents must make a Formidable

(kkkkk) fear check as an out of turn incidental,

as per page of the Genesys Core

Rulebook. If there are multiple sources of

fear in the encounter, the opponents only

make one fear check against the most terrifying

enemy.

• Wrath of Khorne: Once per round, may

make an opposed Coercion vs Discipline

check targeting a character within medium

range (friend or foe). If the check is

successful, until the end of their next turn,

the target acts as if under the effects of the

Berserk talent.

Equipment:

• Daemonic axe: Melee (Heavy); Damage ;

Critical ; Range (Short); Pierce , Sunder,

Vicious , may spend t on a successful

combat check to inflict one hit dealing the

weapon's base damage on everyone (except

the Bloodthirster!) engaged with the target.

Magic weapon. This weapon disappears

when the Bloodthirster is defeated.

Skills: Combat , General , Knowledge ,

Magic , Social

160 The Old World: Grim and Perilous


Bloodletter (Rival)

4 3 1 2 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 12 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Rapid Reaction : May suffer up to wounds

to add equal number of s to a check they

make to determine Initiative order.

Abilities:

• Blood Call: When a Bloodletter damages

a target, they heal wounds equal to the

wounds inflicted.

• Chaos creature: May spend aaa from

a combat check to inflict corruption on the

target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Feast of corruption: When suffering corruption,

a Bloodletter heals wounds per

corruption suffered.

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Equipment:

• Hellblade: Melee (Heavy); Damage ; Critical

; Range (Engaged); Pierce , Vicious .

Deals + damage per s instead of +. Magic

weapon. This weapon disappears when

the Bloodletter is defeated.

Plaguebearer (Rival)

4 2 2 2 4 1

Brawn Agility Intellect Cunning Willpower Presence

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

• Chaos creature: May spend aaa from

a combat check to inflict corruption on

the target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Feast of corruption: When suffering corruption,

a Plaguebearer heals wounds per

corruption suffered.

• Infectious: May spend aa from a combat

check to inflict the Infected Wounds Critical

Injury to the target.

Soak Value

W. Threshold

M/R Defense

6 18 2 0

Skills: Combat , General , Knowledge ,

Magic , Social .

Chapter 9: Adversaries of the Old World 161


• Plaguebearer's curse: A character incapacitated

by a Plaguebearer must make a Hard

(kkk) Resilience check as an out of turn incidental.

If the check fails, the character contracts

Nurgle's Rot - a fatal disease that slowly

turns those infected into a Plaguebearer.

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Equipment:

• Plaguesword: Melee (Light); Damage ;

Critical ; Range (Engaged); Burn , Ensnare

. Magic weapon. This weapon disappears

when the Plaguebearer is defeated.

Nurgling (Minion)

1 3 1 1 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

1 5 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social +.

Talents: None

Abilities:

• Chaos creature: May spend aaa from

a combat check to inflict corruption on

the target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Feast of corruption: When suffering corruption,

Nurglings heal wounds per corruption

suffered, this may result in returning

one previously defeated Nurgling to an

existing minion group, removing damage

from the group accordingly.

• Infectious: May spend aa from a combat

check to inflict Infected Wounds to the target.

Equipment:

• Sharp Teeth: Brawl, Damage , Critical ,

Range (Engaged).

Lord of Change (Nemesis)

5 2 6 3 4 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

7 45 30 2 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Chaos creature: May spend aaa from a

combat or magic check to inflict corruption

on the target.

• Changer of Ways: Once per round the GM

may spend a Story Point to activate this

ability as an incidental. When activated, roll

a D on Table -: Changer of Ways effects

and apply the result.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from magical source.

• Nemesis action Activates twice per round;

at its initiative as normal and at the end of

the round, after all characters have acted.

• Relentless: Lord of Change ignores the effects

of Critical Injuries and cannot be staggered

or forced to flee.

• Silhouette

• Spontaneous mutation: If exceeds corruption

threshold, it instantly heals all wounds.

162 The Old World: Grim and Perilous


• Storm of Chaos: When a Player Character

makes an Arcana check in the presence of

a Lord of Change, the controlling Player

should roll a separate j. If the result is h,

the spell causes a Mediocre Chaos Manifestation.

This may cause two Chaos Manifestations

in a single check if the main check

also generates one. Do not add the results of

this additional roll to the main check.

• Terrifying: At the start of the encounter, all

of its opponents must make a Formidable

(kkkkk) fear check as an

out of turn incidental, as

per page of the Genesys

Core Rulebook. If there are

multiple sources of fear in the

encounter, the opponents only

make one fear check against the

most terrifying enemy.

Spells: A Lord of Change can choose

any magic action allowed by the Arcana

skill, and may select any additional

spell effects. The spells they use

most often are the following:

• Bolt of Corruption - Choose

one target at short or medium range

and make an Easy (k) Arcana check.

If successful, this magic attack inflicts

damage + damage per s, with Critical

Rating and the Sunder, Pierce and Vicious

qualities.

• Mark of Tzeentch Choose two targets at

short or medium range and make a Hard

(kkk) Arcana check. If successful, a Lord of

Change may choose one additional target for

each a and all targets reduce their wound

and strain thresholds by and the ability of

any skill checks they make by until the end

of the Lord of Change's next turn.

• Wind of Corruption - Choose one target at

medium or long range and make a Hard

(kkk) Arcana check. If successful, this magic

attack inflicts damage + damage per

s, with Fire and Blast qualities. The GM

may spend a Story Point to activate the Blast

Table 8-1: Changer of Ways effects

d100

RESULT

- Until the end of the next round, every Player Character is controlled by the Player to the left of the original

Player.

- Until the end of the next round, every t counts as d and every d counts as t.

Until the end of the next round, all Player Characters switch their wound threshold with strain threshold.

- Current wounds and strain remain intact. This may incapacitate a Player Character but also revive them when

effect ends.

- All magic in the current encounter is immediately dispelled.

- All characters present in the current encounter add t to their next check.

- All characters present in the current encounter add d to their next check.

- All characters present in the current encounter suffer wounds and corruption.

- Nothing happens.

- Switch Player's Story Point pool with GM's Story Point pool.

- Roll twice and apply both effects. If this effect is rolled again, reroll it.

Chapter 9: Adversaries of the Old World 163


quality and when activated, it affects all characters

in medium range. A Lord of Change

may spend a to move any affected character

by one range band in any direction.

Equipment:

• Beak and Claws: Brawn, Damage , Critical

, Range (Short), Linked .

• Rod of Sorcery: Melee (Heavy), Damage ,

Critical , Range (Short), Magic weapon. This

weapon disappears when Lord of Change is

defeated. Decreases the difficulty of all Arcana

checks by three and increases the damage

of Attack spells by . Even if the check to

cast spell fails, Lord of Change treats the result

as successful with single s.

Pink Horror (Rival)

4 2 4 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

5 16 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Conduit: Once per encounter, the GM may

spend a Story Point to allow this adversary

to perform a magic action as a maneuver.

Abilities:

• Chaos creature: May spend aaa from

a combat or magic check to inflict corruption

on the target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

• Feast of corruption: When suffering corruption,

a Pink Horror heals wounds per

corruption suffered.

• Magical Body: When another character

makes an Arcana check, this adversary

heals wounds.

• Split: After exceeding its wounds threshold,

a Pink Horror splits into two new Daemons.

Replace the Pink Horror with a minion

group of two Blue Horrors. They take

their turn immediately.

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Spells: Pink Horrors can choose any magic action

allowed by the Arcana skill and the Lore of

Chaos, and may select additional spell effects

as normal. The spells they use most often are

the following:

• Bolt of Corruption - choose one target at

short or medium range and make an Average

(kk) Arcana check. If successful, this

magic attack inflicts damage + damage

per s, with a Critical Rating and the Sunder,

Pierce and Vicious qualities.

• Gate of Horrors - make an Average (kk)

Arcana check. If successful, the Pink Horror

summons a minion group consisting

of two Blue Horrors plus one additional

Blue Horror per aa. The minion group

appears engaged with the Pink Horror

and take its turn immediately after the

Pink Horror. A Pink Horror does not need

to perform the concentrate maneuver to

maintain the effects of the spell, however,

summoned Blue Horrors disappear when

the Pink Horror is defeated).

Equipment:

• Claws and jaws: Brawl; Damage ; Critical

; Range (Engaged).

Blue Horror (Minion)

3 2 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 8 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Chaos creature: May spend aaa from

a combat check to inflict corruption on the

target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from a magical source.

164 The Old World: Grim and Perilous


• Feast of corruption: When suffering corruption,

Blue Horror heals wounds per

corruption suffered, this may result in returning

one previously defeated Blue Horror

to an existing minion group, removing

damage from the group accordingly.

• Magical Body: When another character

makes an Arcana check, this adversary heals

wounds.

• Terrifying: At the start of the encounter, all

of its opponents must make a Hard (kkk)

fear check as an out of turn incidental, as per

page of the Genesys Core Rulebook. If

there are multiple sources of fear in the encounter,

the opponents only make one fear

check against the most terrifying enemy.

Equipment:

• Claws and jaws: Brawl; Damage ; Critical

; Range (Engaged).

Doomlord (Nemesis)

The mighty Doomlords are the most powerful

servants of the renegade Chaos God Malal.

Towering creatures with hooves, horns, and

tails, they fight the forces of Chaos with massive

weapons and soul-sucking magic.

5 3 4 3 5 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

7 59 25 2 1 1

Skills: Combat , General , Knowledge ,

Magic , Social .

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Chaos creature: May spend aaa from a

combat check to inflict corruption on the

target.

• Daemon: Decrease the damage dealt to this

adversary by two, unless the attack came

from magical source.

• Hatred - Chaos: This creature adds jj to

combat checks targeting Chaos creatures,

mutants and followers of Chaos.

• Nemesis action: Activates twice per round;

at its initiative as normal and at the end of

the round, after all characters have acted.

• Relentless: A Doomlord ignores the effects

of Critical Injuries and cannot be staggered

or forced to flee.

• Silhouette

• Soul drain: When a Doomlord inflicts a

Critical Injury with its daemonic tail on any

creature that is not Undead nor Daemon,

do not roll as normal. Instead, the target is

instantly killed and the Doomlord heals a

number of wounds equal to half the wound

threshold of the target (rounded up).

• Spontaneous mutation: If a Doomlord exceeds

its corruption threshold, it instantly

heals all wounds.

• Terrifying: At the start of the encounter,

all of its opponents must make a Daunting

(kkkk) fear check as an out of turn incidental,

as per page of the Genesys Core Rulebook.

If there are multiple sources of fear in

the encounter, the opponents only make one

fear check against the most terrifying enemy.

Equipment:

• Daemonic tail: Brawl, Damage , Critical ,

Range (Short), Ensnare , Stun ,

• Soul sword: Melee (Heavy), Damage , Critical

, Range (Short), Breach , Stun Damage.

Magic weapon. This weapon disappears

when Doomlord is defeated.

Table 8-2: Lesser Daemons of Chaos

Daemon

d100 result

Bloodletter

Doombringer

Daemonette

Pink Horror

Plague Bearer

-

-

-

-

-

Doombringer (Rival)

After the warriors known as the Doomed

Ones, Doombringers are the most numerous

servants of the renegade Chaos God Malal.

They may be summoned by his followers to

help fight the creatures and servants of the

Ruinous Powers.

Chapter 9: Adversaries of the Old World 165


Doombringers are a semi-skeletal mixture of

bird and beast, with hoofed legs, a head something

like a bird’s skull, and arms that end in

long, curving blades of razor-sharp bone. Their

beaks are armed with sharp teeth. Their skin

is pitch-black, contrasting with the gleaming

white of their hooves, skulls, and blades in the

favored colors of Malal: black and white.

They are fast and agile fighters, leaping and

slashing with uncanny speed.

3 4 2 2 4 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 16 1 1

Skills: Combat , General , Knowledge ,

Magic , Social .

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

• Chaos creature: May spend aaa from

a combat check to inflict corruption on

the target.

• Daemon: Decrease the damage dealt to

this adversary by two, unless the attack

came from a magical source.

• Doom bringer: Doombringers decrease

the critical rating of their weapon by

when targeting characters that have at

least corruption.

• Feast of corruption: When suffering corruption,

Doombringer heals wounds per

corruption suffered.

• Hatred - Chaos: This creature adds jj to

combat checks targeting Chaos creatures,

mutants and followers of Chaos.

Equipment:

• Bone blades: Brawl, Damage , Critical ,

Range (Engaged), Vicious . Magic weapon.

This weapon disappears when the

Doombringer is defeated.

Greenskins

The term 'Greenkins' is a collective description

of multiple closely related species of

green skinned humanoids - Orcs, Goblins,

Hobgoblins, Snotlings and a few others. Despite

being enemies of civilized nations for

millennia, little is known about them. Their

culture, goals, and language are still topics

of academic dispute - even something as

basic as reproduction has not been fully understood.

Some believe that greenskins are

very similar to humans in this matter, others

that their biology is more like mushrooms or

plants. Regardless, however, the Greenskins

are a brutal, savage faction, widely regarded

as the scourge of all civilization.

Snotling (Minion)

1 2 1 3 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

1 4 0 0

Skills: Combat +, General , Knowledge ,

Magic , Social

Talents: None

166 The Old World: Grim and Perilous


Abilities:

• Dark vision: Snotlings remove up to jj imposed

by darkness.

• Infectious: May spend aa from a successful

combat check to inflict the Infected

Wounds Critical Injury to the target.

• Pack tactics: When this creature's minion

group consists of at least two minions and is

engaged with a target, they can spend a maneuver

to prevent the target from disengaging

from the minion group until the end of

their next turn and to add aa to their next

combat check against the target.

• Silhouette .

Equipment:

• Sticks and stones: Melee (Light); Damage ;

Critical ; Range (Engaged); Disorient .

Night Goblin (Minion)

2 3 1 3 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 6 1 0

Skills: Combat +, General , Knowledge ,

Magic , Social +

Talents: None

Abilities:

• Dark vision: Night goblins remove up to

jj imposed by darkness.

• Hatred - Dwarfs: This creature adds jj to

combat checks targeting dwarfs.

• Neurotoxin: Characters hit with a poisoned

bow suffer strain each time they perform

an action until the end of the encounter.

• Silhouette .

Equipment:

• Spear: Melee (Light); Damage ; Critical ;

Range (Engaged); Defensive ),

• Poisoned bow: Ranged; Damage ; Critical

; Range (Medium); Ensnare , Unwieldy ,

• Patchwork armor: + soak.

Orc (Minion)

3 2 1 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 8 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social +

Talents: None

Abilities:

• Dark vision: Orcs remove up to jj imposed

by darkness.

Equipment:

• Orc Choppa: Melee (Light); Damage ; Critical

; Range (Engaged); Vicious ),

• Patchwork armor: + soak.

Black Orc (Rival)

4 2 1 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

6 14 1 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Dark vision: Black orcs remove up to jj

imposed by darkness.

Equipment:

• Large Orc Choppa: Melee (Heavy); Damage

; Critical ; Range (Engaged); Vicious ,

• Heavy patchwork armor: + soak, melee

defense .

Grievous Wound

Some adversaries are capable of inflicting deep

wounds thanks to their feral strength or the design

of their weapons. Such grievous wounds, while not

extremely dangerous to ones life, tend to take weeks,

months or even years to heal completely. A grievous

wound is considered a Critical Injury with a severity

of Formidable (kkkkk) and the following effect:

The target decreases their wound threshold by one

until the Critical Injury is healed. This may occur

multiple times.

Chapter 9: Adversaries of the Old World 167


Orc Warboss (Nemesis)

5 2 2 3 3 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

7 23 16 2 2 2

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

• Crushing blow: Once per session after rolling

a melee attack but before resolving the

check, an Orc Warboss may suffer strain

to use this talent. While resolving the check,

the weapon gains the Breach and Knockdown

item qualities, and destroys one item

the target is wielding that does not have the

Reinforced quality.

Abilities:

• Dark vision: An orc warboss remove up to

jj imposed by darkness.

• Da Biggest and Da Strongest! Every time an

orc warboss incapacitates its target, all other

greenkins present in the current encounter

gain j to combat checks until the end of the

encounter. If the Orc Warboss is defeated,

the greenskins are also defeated.

• Deep cuts: An orc warboss may spend

aaa from a successful combat check with

its orc choppa to inflict the Grevious Wound

Critical Injury on the target.

Equipment:

• Large Orc Choppa: Melee (Heavy); Damage

; Critical ; Range (Engaged); Vicious ,

• Heavy armor: + soak, defense .

Troll (Nemesis)

Trolls are huge, humanoid creatures known

for their aggression and stupidity. It is said

that they can eat anything and that their gastric

juices even digest stone and steel. Many

adventurers find this out the hard way, losing

valuable equipment or even their lives in the

enormous maw of a troll.

5 2 1 2 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

7 28 14 3 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

• Corrosive vomit: A troll may spend t from

a combat check to force the target to make

a Hard (kkk) Coordination check as an

out of turn incidental. If the check fails, the

target suffers wounds and one item the

target wields that does not have the Reinforced

quality, is destroyed.

168 The Old World: Grim and Perilous


• Dark vision: A troll remove up to jj imposed

by darkness.

• Regeneration: At the beginning of its turn,

this creature automatically heals wounds.

• Silhouette

• Stupid: When a troll's check generates d or

hhh the troll is staggered until the end of

their next round.

• Sweep attack: A troll may spend a from

a combat check to hit an additional engaged

opponent that would be no more difficult to

attack than the original target, dealing base

damage + damage per s.

Equipment:

• Large club: Melee (Heavy); Damage ;

Critical ; Range (Engaged); Knockdown.

Vampires

Vampires are undead, nature-violating creatures

that must feed on the blood of mortals

to survive. Their roots go back to the ancient

kingdom of Nehekhara, where the vampire

Queen Neferata gave non-life to the first

generation affected by the curse of vampirism.

Vampires are powerful creatures, but

their strength lies not only in the physical

aspect, but perhaps mainly in the vast experience

accumulated over hundreds of years,

and often also in their ability to use necromantic

magic.

Blood Dragon (Nemesis)

4 3 3 3 4 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

6 22 14 3 2 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Parry : When a Blood Dragon suffers a hit

from a melee combat check, after the damage

is calculated but before soak is applied,

they may take a Parry incidental. They suffer

strain and reduce the damage dealt by

that hit by five. This talent may only be used

once per hit and when the Blood Dragon is

wielding a Melee weapon.

• Improved Parry: When a Blood Dragon

suffers a hit from a melee combat check

and uses Parry to reduce the damage from

that hit, after the attack is resolved, they

may spend d or hhh from the attacker's

check to use this talent. Then, the Blood

Dragon automatically hits the attacker

once with a Brawl or Melee weapon they are

wielding. The hit deals the weapon's base

damage, plus any damage from applicable

talents and abilities. The Blood Dragon

can't use this talent if the original attack incapacitates

them.

Abilities:

• Blood call: When a Blood Dragon damages

a target with their fangs, they heal wounds

equal to the wounds inflicted.

• Monstrous transformation: Once per encounter

this creature may change their human

form to its true monster form as an

incidental, forcing all of its opponents to

make a Daunting (kkkk) Fear check as an

out of turn incidental.

• Nemesis action: Activates twice per round;

at their initiative as normal and at the end

of the round, after all characters have acted.

• Sword saint: A character targeting a Blood

Dragon with a melee combat check decreases

the ability of the check twice.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

• Vampiric curse: This character cannot cross

flowing water and does not reflect in mirrors.

If exposed to direct sunlight, they suffer

wounds at the beginning of each round

and decrease the ability of all checks twice.

Equipment:

• Fangs: Brawl; Damage ; Critical ; Range

(Engaged); Concussive .

• Longsword: Melee (Heavy); Damage ;

Critical ; Range (Engaged); Defensive ,

Pierce , Unwieldy .

• Plate armor: + soak, defense .

Chapter 9: Adversaries of the Old World 169


Strigoi (Nemesis)

5 3 3 4 4 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

5 24 15 3 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Blood call: When a Strigoi damages a target

with their fangs, they heal wounds equal to

the wounds inflicted.

• Deep cuts: A Strigoi vampire may spend

aaa from a successful combat check

with its claws to inflict the Grievous Wound

Critical Injury on the target.

• Terrifying: At the start of the encounter,

all of its opponents must make a Daunting

(kkkk) fear check as an out of turn incidental,

as per page of the Genesys Core

Rulebook. If there are multiple sources of

fear in the encounter, the opponents only

make one fear check against the most terrifying

enemy.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

• Vampiric curse: This character cannot cross

flowing water and does not reflect in mirrors.

If exposed to direct sunlight, they suffer

wounds at the beginning of each round

and decrease the ability of all checks twice.

Equipment:

• Claws: Brawl; Damage ; Critical ; Range

(Engaged); Vicious .

• Fangs: Brawl; Damage ; Critical ; Range

(Engaged); Concussive .

Fimir are the remnants of a once numerous

species of one-eyed humanoids devoted to the

Chaos Gods. Today they wander swamplands,

coming under the cover of a thick mist, targeting

and attacking isolated settlements and

small groups of travelers for loot and slaves

needed in their dark and blasphemous rituals.

Fimir are sturdy creatures, standing on two

muscular legs and supporting their balance with

a reptilian tail. Their society is divided into three

casts: Shearls are workers and slaves, Fimm are

warriors, and Dirach are priests and warlocks.

Each tribe is ruled with an iron fist by a single

female - a witch-queen known as Meargh.

For most of the Old World citizens, Fimir are

nothing more than mere legends, but those

who live near bogs know to fear and avoid the

strange, unnatural mist.

Meargh (Nemesis)

3 1 5 4 4 4

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

3 16 15 2 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Fimir

170 The Old World: Grim and Perilous


Abilities:

• Mist vision: A Meargh adds jj to Vigilance,

Perception and ranged combat checks when

outside the mist. However, she ignores all j

gained to checks due to concealment.

• Magical mist: A Meargh is permanently

surrounded by a thick fog that provides

+ concealment that covers an area within

long range. The fog can be dispelled, but is

automatically recreated at the beginning of

Meargh's turn.

• The great pact: When Meargh uses the Conjure

magic action, the spell gains the Summon

Ally effect without increasing the difficulty.

When the Grand Summon effect is

added, Meargh may increase the difficulty of

the spell by three instead of two to summon

a nemesis, instead of a rival. All creatures

summoned by a Meargh must be Daemons.

Spells: A Meargh can choose any magic action

allowed by the Arcana skill and the Lore of

Chaos, and may select additional spell effects,

as normal. The spells she use most often are

the following:

• Summon Daemon - Make a Hard (kkk)

Magic (Arcana) check. If successful, the

Meargh summons one lesser Daemon of

Chaos. The type of Daemon can be determined

by rolling on Table. -: Lesser

Daemons of Chaos. The Daemon appears

engaged to Meargh and takes its turn immediately

after the Meargh. The Meargh

may perform the concentrate maneuver to

maintain effects of this spell.

• Summon Greater Daemon - Make a Daunting

(kkkk) Magic (Arcana) check. If successful,

the Meargh summons one greater

Daemon of Chaos. The Daemon appears

engaged to Meargh and takes its turn immediately

after the Meargh. The Meargh

may perform the concentrate maneuver to

maintain effects of this spell.

• Curse of the Bog - Choose two targets at

short or medium range and make an Average

(kk) Magic check. If successful, a

Meargh may choose one additional target

for each a and all targets reduce the ability

of any skill checks they make by until the

end of the Meargh's next turn. When the

target makes a check, you may change j to

a face displaying a f. The Meargh may perform

the concentrate maneuver to maintain

the effects of this curse.

Equipment:

• Bog wand: Decreases the difficulty of Curse

spells by one. + damage to Attack spells.

Dirach (Rival)

3 1 3 3 3 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 12 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

Mist Vision: A Dirach adds jj to Vigilance,

Perception and ranged combat checks when

outside the mist. However, he ignores all j

gained to checks due to concealment.

Magical Mist: A Dirach is permanently surrounded

by a thick fog that provides + concealment

that covers an area within medium range.

The fog can be dispelled, but is automatically

recreated at the beginning of Dirach's turn.

The Pact: When Dirach uses the Conjure magic

action, the spell gains the Summon Ally effect

without increasing the difficulty. All creatures

the Dirach summons must be Daemons.

Spells: A Dirach can choose any magic action

allowed by the Arcana skill and the Lore of

Chaos, and may select additional spell effects,

as normal. The spells they use most often are

the following:

• Summon Daemon - Make a Hard (kkk)

Magic (Arcana) check. If successful, Dirach

summons one lesser Daemon of Chaos. The

type of the Daemon can be determined by rolling

on Table. -: Lesser Daemons of Chaos.

The Daemon appears engaged to Dirach and

takes its turn immediately after the Dirach.

The Dirach may perform the concentrate maneuver

to maintain effects of this spell.

• Curse of the Bog - Choose two targets at

short or medium range and make an Av-

Chapter 9: Adversaries of the Old World 171


erage (kk) Magic check. If successful, a

Dirach may choose one additional target

for each a and all targets reduce the ability

of any skill checks they make by until

the end of the Dirach's next turn. When the

target makes a check, you may change j to

a face displaying a f. The Dirach may perform

the concentrate maneuver to maintain

effects of this curse.

Equipment:

• Bog wand: Decreases the difficulty of Curse

spells by one. + damage to Attack spells.

Fimm (Rival)

4 1 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

5 14 1 1

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Mist Vision: Fimm add jj to Vigilance,

Perception and ranged combat checks when

outside the mist. However, they ignores all

j gained to checks due to concealment.

Equipment:

• Heavy club: Melee (Heavy); Damage ;

Critical ; Range (Engaged); Dissorient .

• Scale armor: defence, + soak.

• Armored tail: Brawl; Damage ; Critical ;

Range (Engaged); Concussive .

Shearl (Minion)

3 1 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

3 6 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Mist Vision: Shearls add jj to Vigilance,

Perception and ranged combat checks when

outside the mist. However, they ignore all j

gained to checks due to concealment.

172 The Old World: Grim and Perilous

Equipment:

• Short spear: Melee (Light); Damage ; Critical

; Range (Engaged); Accurate .

Criminals and law

enforcement

Life in cities of the Old World can be as dangerous

as the deepest wilderness. Big cities are

teeming with those who, instead of honest work,

have made it their goal to prey on the peaceful

citizens. However, not every criminal chooses

this path on their own. The law in the Old World

is usually so complex and often internally contradictory

that it is easy to become an enemy of

law enforcement entirely by accident.

Unchained (Nemesis)

All wizards feel the lure of addiction, but the

urge of Aqshy is the greatest of them all. Therefore,

it's extremely important to train bright

wizards to shackle their temptations. Unchained

is a term for experienced wizards, even

wizard lords, who become so arrogant to believe

they no longer need their ritual chains and

are capable of dealing with raw power of Chaos.

3 2 5 3 4 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

3 14 18 1 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Rule of Aqshy (Supreme): Unchained always

add the Fire effect to their spells without

increasing the difficulty and may spend

a Story Point to perform Attack magic action

as a maneuver. However, they can only

perform one magic action per round.

• Explosive casting: Spells with a Blast quality

have a rating equal to twice the character’s

ranks in Knowledge. They may spend

a Story Point to trigger the spell’s Blast

quality, instead of spending a.


Abilities:

• Burning passion: When an Unchained

makes a Charm or Coercion check, they

may spend a Story Point to add a number of

s equal to their ranks in Knowledge (Chaos)

to the results.

• Corrupting words: An Unchained may

spend t or aaa from social skill check

to inflict corruption on the target.

• Flame of Chaos: Decrease the difficulty

of all spells cast by an Unchained by to a

minimum of Easy (k).

Spells: An Unchained can choose any magic action

allowed by the Arcana skill and the Lore of

Fire, and may select additional spell effects, as

normal. The spells they use most often are the

following:

• Boiling blood - Choose one engaged target

and make an Average (kk) Arcana check. If

successful, this magic attack inflicts damage

+ damage per s, with Burn quality.

• Flame storm - Choose one target in short or

medium range and make a Hard (kkk) Arcana

check. If successful, this magic attack

inflicts damage + damage per s, with

Sunder, Pierce , Blast and Burn qualities.

• Wall of fire - Choose one engaged target

and make an Average (kk) Arcana check. If

successful, until the end of the Unchained's

next turn the target increases its soak by

+ for every ss except the first, and gains

defence. If an opponent makes a melee

attack against the target and generates d

or hhh on the check, after the check is

resolved, they suffer wounds. Unchained

may perform the concentrate maneuver to

maintain effects of this spell.

Equipment:

• Flame sword: Melee (Light); Critical ;

Damage ; Range (Engaged); Burn , Pierce

, Magic weapon. This weapon disappears

when the Unchained is defeated.

• Master's staff - Increases the base damage

of spells by . The first Range effect added

to the spell does not increase the difficulty.

Mob Boss (Nemesis)

3 2 3 4 5 4

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

4 14 16 2 1 o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

• Probing question: If a Mob Boss knows their

opponent’s Flaw or Fear motivation, when they

inflict strain on that opponent using a social

skill, the opponent suffers additional strain.

• Ruinous repartee: Once per encounter,

Mob Boss may use this talent to make an

opposed Charm or Coercion versus Discipline

check targeting one character within

medium range (or within earshot). If successful,

the target suffers strain, plus one

additional strain per s. A Mob Boss heals

strain equal to the strain inflicted.

Abilities:

• Commanding presence: When a Mob Boss

is present in the encounter, thugs and enforcers

add + damage to their melee combat

checks

• Natural leader: Increase the strain threshold

of this adversary by for every single

thug within medium range.

• Oversight: When performing the assist maneuver,

add shh to the result instead of

adding j.

Equipment:

• Leather jacket: + soak.

• Sword: Melee (Light), Damage , Critical ,

Range (Engaged), Defensive .

• Pistol: Firearms, Damage , Critical ,

Range (Medium), Pierce , Prepare .

Chapter 9: Adversaries of the Old World 173


Enforcer (Rival)

4 2 2 2 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

5 12 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character once.

Abilities:

• Menacing: This character inflicts additional

strain with successful Coercion checks.

• Sucker Punch: When a combat encounter

is about to begin, the GM may spend a Story

Point to allow this character to perform

a Brawl check against a valid target as an

out of turn incidental. If this combat check

is successful, the character may activate the

Dissorient quality without spending a.

Equipment:

• Brass knuckles: Brawl, Damage , Critical

, Range (Engaged); Dissorient .

• Club: Melee (Light); Damage ; Critical ;

Range (Engaged); Dissorient .

• Leather jacket: + soak.

Street Thug (Minion)

3 2 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 5 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social +

Talents: None

Abilities:

• Pack tactics: When this character's minion

group consists of at least two minions and

is engaged with a target, they can spend a

maneuver to prevent the target from disengaging

from the minion group until the end

of their next turn and to add aa to their

next combat check against the target.

• Maul: Street thugs add jj to combat checks

against prone or immobilized targets.

• Threatening: When providing assistance

on another character’s Coercion checks,

add s to results for each minion in the

group beyond the first.

Equipment:

• Brass knuckles: Brawl, Damage , Critical

, Range (Engaged); Dissorient .

• Club: Melee (Light); Damage ; Critical ;

Range (Engaged); Dissorient .

• Leather jacket: + soak.

Cat Burglar (Nemesis)

3 5 3 4 3 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

3 12 14 2 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character four times.

• Swift: Does not suffer penalties for moving

through difficult terrain.

Abilities:

• Catlike agility: Once per turn, they may

spend a Story Point to move to any location

within short range as an incidental, including

locations that are vertically distant or

have no easy access route.

• Throw off the scent: When another character

makes a check to analyze a crime scene

left by a cat burglar, the GM may spend a

Story Point to add hhhhh to the results.

Equipment:

• Rope

• Thieves tools: Add a to Skulduggery checks.

Thief (Minion)

3 3 2 3 2 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 5 0 0

Skills: Combat , General +, Knowledge ,

Magic , Social

174 The Old World: Grim and Perilous


Talents:

• Swift: Does not suffer penalties for moving

through difficult terrain.

Abilities: None

Equipment:

• Rope

• Thieves tools: Add a to Skulduggery checks.

• Dagger: Melee (Light), Damage , Critical ,

Range (Engaged), Accurate

Master Investigator (Nemesis)

2 2 3 4 4 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

3 12 14 2 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Bloodhound: When making a check to follow

trail of another character, this characters

adds aaaa to the results.

Abilities:

• It doesn't match: When another character

makes a social skill check in the presence of

a Master Investigator and the check generates

d, the Master Investigator may spend

it to deal strain to that character.

• I smell bullshit: When targeted by a Deception

check, may spend a Story Point to add

ffff to the check.

• Master interogator: If a Master Investigator

knows a character's Desire or Fear Motivation,

they downgrade the difficulty of all

Coercion and Deception checks targeting

the character twice.

Equipment: None

Watchman (Minion)

3 3 2 2 3 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 5 1 0

Skills: Combat +, General +, Knowledge ,

Magic , Social +

Talents: None

Abilities:

• Pack tactics: When this character's minion

group consists of at least two minions and

is engaged with a target, they can spend a

maneuver to prevent the target from disengaging

from the minion group until the end

of their next turn and to add aa to their

next combat check against the target.

• Lawful Authority: Add s to the results of

any social skill.

Equipment:

• Halberd: Melee (Heavy), Damage , Critical

, Range (Engaged), Defensive , Pierce ,

Unwieldy .

• Lantern: removes j from checks involving

darkness.

• Leather armor: + soak.

Priest of Morr (Rival)

2 2 3 2 4 3

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

2 10 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Silver tongued: When this character is resolving

a social skill check, you may spend

one Story Point to use this talent to replace

uncanceled aa with s.

Abilities:

• Grim calmness: When this character is targeted

by a Charm or Coercion check, the

character making the check immediately

suffers strain.

• Turn undead: A Priest of Morr may make a

Hard (kkk) Discipline check as an action.

If the check is successful, all ghosts, vampires,

undead etc. within short range suffer

strain plus strain for each s.

Equipment:

• Symbol of Morr: When making a Charm

or Leadership check targeting followers of

Morr, add a to the results.

Chapter 9: Adversaries of the Old World 175


Chapter 10

Adventuring

Party

Most Warhammer Fantasy adventures focus on the actions and stories of several player characters

who work together. Sometimes these groups are quite natural, like wandering mercenaries

or groups of mobsters. Other times, the group consists of very unlikely allies, bound together by

nothing more than a common goal or common enemy. In this chapter, we present the idea of party

archetypes. Shared by player characters, they will help establish the group's identity and reflect

the teamwork and camaraderie of its members, but also include tensions between the characters.

Each of the archetpe sheets adds new powerful party abilities, but also brings new challenges to

the table, so we made them entirely optional. You may introduce a party archetype anytime during

your campaign and, if for some reason you did not like it, seamlessly remove it when needed.

Creating a Party

The process of party creation is very simple and

may be summarized in the following steps:

. Create a background.

. Set a goal.

. Select Party Archetype.

. Select Reputation (if available).

Note that you may go through this process

after creating the characters, which is a good

way to explain how very different personalities

from various backgrounds and social

standings come together and work as a group.

You may also create a party before starting the

character creation process. This will probably

allow your group to create a more cohesive

team with intertwined character threads.

1. Create a background

First step is to ask the players a simple question

- how did the characters meet and and

why are they traveling together? You may safely

omit this step if you plan some kind of introductory

adventure, however based on our experience

allowing players to define the party's

background at this stage will help avoid the

common pitfall of a phase of rivalry between

player characters and save everyone lots of

time and stress.

2. Set a goal

The next step is to set a destination of the party's

journey. It could be something very specific,

like taking down a common enemy or reaching

a new continent. It could also be a very broad

goal such as banding together to fight Chaos or

simply trying to get rich. This goal doesn't have

to be set in stone, but it will serve as a good

starting point for the group's first adventures

and help them bond better.

176 The Old World: Grim and Perilous


3. Select a party archetype

At this point, you should have a good idea of

what brought the party together and (roughly)

what their goal is. You probably also know

which characters will make up the group. It's

time to choose the party's archetype and give

it a name. The archetype is just a template that

places the group in a certain context and gives

them mechanical properties, so choose the archetype

that best fits your preferences. For example,

a party created for tracking Chaos cults

may choose the Defenders of Faith archetype,

but the Seekers of Knowledge, Peacekeepers,

or even Swashbucklers archetypes would also

fit well. If, on the other hand, the team plans to

make money from it, why not choose the Soldiers

of Fortune? When choosing, pay attention

to the reputation the party will have, as it

determines the framework in which the group

will operate and how will they gain a Renown

- the new in-game currency we will explain later.

Note that the archetype and its reputation

should fit the way your group wants to play

and what kind of goals they want to achieve,

but does not have to reflect the party's composition.

In other words, you don't have to play as

a mercenary to choose the Soldiers of Fortune.

Noone in the group even has to be a soldier or

warrior as long as you all agree that the main

drive of the party is money and fame.

Once you've chosen the archetype, it's time to

give the party a name. The name will place the

group in the game world and allow it to become

famous as its reputation grows. Example

names may include "The Reikland Expedition

to the Grey Mountains", "Bauer's Mercenary

Group", or "The Palatzstrasse Gang".

4. Select Reputation Traits

Each archetype has two Reputation Traits, in

the cases where an archetype sheet lists only

one trait, you can now select the second and

write it down on the party sheet. Choose what

best fits the playstyle of your group.

There are five Reputation Traits:

• Brave: Brave groups are ready to dive head

first into the biggest dangers, and deadly

risks are almost a part of their daily routine.

Their motivations can be different - money,

glory, or fervent faith - but they rarely pass

Changing the

Party Archetype

What if your group of idealistic young swashbucklers

decides to start something more institutionalized?

Or your seekers of knowledge found

what they were looking for and they decide it''s

time to move on? If it makes sense narratively,

the party may change it's archetype anytime they

want, however doing so will result in losing all of

their gained Renown. After all, they are starting

something completely new! But all is not lost - to

reflect the trust and leadership built between its

members, the new party may still use one of the

previous party's purchased active abilities. They

may also keep one of their allies, if they have any.

up opportunities to show off. Parties with

this type of reputation will earn Renown for

taking nearly reckless approaches to dangerous

challenges such as stealing closely

guarded goods, launching a frontal attack

on a monster's lair, or a wild chase on the

city roofs.

• Conservative: "The plan is everything,"

a member of a conservative party might

say. Groups with this trait prioritize intelligence

gathering, observation, and creating

detailed plans before taking any action.

They always strive to minimize the risks

they take.

Conservative parties will earn Renown

for carrying out brilliant schemes, avoiding

risks through cunning, trickery or

blackmail, as well as setting their enemies

against each other.

• Enlightened: Enlightened groups are driven

by a thirst for knowledge and discovery.

They are fascinated by ancient civilizations,

lost artifacts, and faraway lands, and are

dedicated to uncovering mysteries. Many

of them believe that these discoveries can

help improve the world, while others pursue

knowledge for personal gain or satisfaction.

Enlightened parties will earn Renown

for discovering ancient knowledge, acquiring

powerful artifacts, mapping uncharted

lands, and uncovering secrets.

• Idealistic: Idealistic groups are guided by

a higher purpose and a moral code. They

believe in making the world a better place,

Chapter 10: Adventuring Party 177


and take on challenges that align with their

beliefs. Their actions are often calculated

and well thought out, but they are not

afraid to take risks in the pursuit of a greater

good. Idealistic parties will earn Renown

for making selfless sacrifices, performing

acts of kindness, and using their abilities to

help those in need. They often bring a sense

of hope and inspiration to those around

them, and are respected for their unwavering

commitment to their values.

• Ruthless: Ruthless groups are known for

their uncompromising pursuit of their

goals, no matter the cost. They are infamous

for their shrewd and heartless nature, taking

advantage of any opportunity to further

their interests. Whether it's for personal

gain or to advance their plans, they are not

afraid to take extreme measures, including

using blackmail, violence and intimidation.

Ruthless parties will earn Renown for their

spectacular, yet cold blooded actions like assassinating

a rival leader, kidnapping and

ransom of influential individuals, destroying

or sabotaging rival factions' resources,

raiding and pillaging enemy territories.

Note that most of the time the Brave and Conservative

traits, as well as Idealistic and Ruthless

are contradictory, so you should not create

a party based on those pairs if you don't have a

good reason to do so.

Further explanation the of effects of Reputation

Traits are described later in the chapter.

Every adventuring party has a reputation,

depending on the chosen archetype and expressed

in Reputation Traits. This reputation

determines the framework in which the party

will operate and imposes societal expectations

on its members. For example, mercenaries are

usually expected to be brave, while bandits

should be ruthless. After all, no-one will take

a mercenary group seriously with a reputation

for cowardice, and overly forgiving gangsters

will quickly lose influence and territory. Maintaining

the party's reputation and acting in

accordance with its requirements will earn its

members fame (or infamy!), respect, and may

bring them closer to certain people or assignments,

as well as sometimes bring additional

troubles. You will find some examples later in

this chapter, in the description of each of the

party archetypes.

Gaining Renown

Whenever a party acts in accordance to their

Reputation Traits and does something big,

spectacular or something that significantly

brings them closer to achieving their goals, the

Game Master may decide to reward the party

with a point of Renown. Every point of Renown

increases the party's Total Renown and

also may be spent to activate various effects

we explain later in the chapter. It is up to the

GM's discretion if something is worthy of a Renown

point, but we advise to reward between

Party's Reputation

178 The Old World: Grim and Perilous


and points per session. Note that Renown

should only be awarded when someone actually

finds out about the group's actions. Good

deeds done quietly will not make the party

famous, so sometimes the increase of the Renown

will only take place after the award worthy

event has been made famous. Therefore,

parties based on archetypes with Reputation

Traits of Brave or Idealistic will have an easier

time gaining Renown, as such deeds are easily

recognizable by others, however the party will

often put themselves at risk or willfully resign

from other rewards.

Losing Renown

Similarly to gaining reputation, adventuring

parties may lose it when its members are acting

against their Reputation Traits. Whenever

this happens, the party should advance their

Party Tension Meter by at least segments

(depending on the severity of their wrongdoing).

They also lose Renown point (if they

have any) and decrease the Total Renown by

. Note that the act that causes the loss of reputation

has to be noticed by others, but the

tension increase happens independently. This

may lead to interesting stories when the PCs

did something terrible and try to hide it from

the general public, which additionally fuels

conflict between them.

Low and High Renown

Total Renown shows how famous the party

is in their field and how well known it is to

the general public. Depending on the group's

fame, both good and bad things may happen

and it also modifies the effects of some of the

party's abilities. We go into detail when describing

specific archetypes, but the general

breakdown is as follows:

Total

renown

-

-

Effects

The party is mostly unknown to anyone

outside their immediate environment.

This, for example, can lead to a

situation in which the team will not get

the job they are interested in or they

will have to prove themselves first.

The party is known in their own field

and its members may be recognized by

some passer-by.

Total

renown

-

-

+

Effects

The party is well-renowned and may be

offered special or difficult jobs. Party

members are quite often recognized by

people.

The party is among the most famous in

their respective fields. Most people have

at least heard something about them.

Absolute legends.

Note that this division is arbitrary and there

may be many deviations from it during your

game sessions. For example, a party that

helped a small village get rid of orc invaders

may be seen as heroes in that particular community,

despite having only Total Renown.

On the other hand, even a legendary group can

be completely anonymous when they are far

from their homeland.

Spending Renown

In addition to raising Total Renown, Renown

points can give your team both permanent

and temporary benefits. Below are a number

of options on which a group can spend available

Renown.

Purchasing Party Abilities

Each archetype has a set of abilities, similar

in effect to talents. The first, passive, ability

is obtained immediately after party creation,

the rest however, have to be purchased first. A

party can purchase a new ability by spending

the cost in Renown specified in its description.

The cost must be paid in full, but it is

not necessary to buy abilities in any particular

order (e.g. you can purchase an ability with a

cost of Renown before purchasing the one

for Renown). The party can activate one

ability per game session for free. Subsequent

activations require Renown to be spent. Party

abilities are always activated as an out of turn

Incidental, unless the description of the ability

states otherwise.

Additional Activation of

Party Abilities

Once per session, the party may activate a single

ability for free. A second ability (including

the first activated) may be activated by spending

Renown point. Every subsequent activa-

Chapter 10: Adventuring Party 179


tion of any ability increases the overall cost by

Renown point (second activation costs Renown,

the third and so on).

Stand Together

Sometimes a party can't let internal disagreements

distract them when important goals

are at stake. Therefore, when the effects of the

Party Tension Meter are about to activate, they

may spend Renown to ignore them. If it is

the effects of the final segment, Party Tension

Meter is reset as normal.

Supporters, Allies,

Associates

During the course of their adventures, PCs

may find themselves in need of allies or just

extra hands to work. The fame resulting from

reputation significantly helps find those willing

to join the group. This can be especially

important for archetypes such as Seekers of

Knowledge, The Company or Soldiers of Fortune,

but any party could use a helping hand.

Allies can be divided into three general categories:

Henchmen, Lieutenants, and Specialists.

• Henchmen are rank and file members of

your party and their strength lies in numbers.

Most of the time they will function as

minions so there is no need to give them

names or personality.

• Lieutenants are the party's best and most

trusted henchmen. They follow the Rival

profile, so they should have a name, personality

and defined Strength and Flaw Motivations.

They usually bring muscle to the

party, but they can have their own goals and

may serve as a quest givers and important

parts of the adventures.

• Specialists are skilled characters that can

fill certain gaps in skills the party is lacking.

They can be valuable contacts, craftsmen,

medics, merchants, rich promoters

or wise mentors. Similarly to Lieutenants,

they typically use the profile of a Rival (although

the strongest may even be a Nemeses!),

but unlike the Lieutenants, they

usually keep themselves away from the

center of action, supporting the team with

knowledge, information, contacts, and

skills.

Recruited characters are considered party

members, which means that the effects of

party abilities referring to party members also

apply to these NPCs. However, they do not apply

to other characters who are only traveling

temporarily with the party and whose inclusion

did not involve spending Renown. For the

purposes of party abilities, groups of henchmen

are considered as a single party member.

Who the party can specifically hire or convince

to join depends on their Total Renown, but the

general rule is that Henchmen can be acquired

by spending Renown, a Lieutenant , and a

Specialist Renown. For more guidelines on

creating allies, see Table : Mercenaries and

Allies. After purchasing an ally, you should determine

with the players how the new individuals

joined the party. Did recent successes attract

new recruits to the mercenary company?

Or did their gang conquer the territory of an

enemy group? Or perhaps a local blacksmith

agreed to give party members priority in orders

and a large discount in exchange for gaining

notoriety through cooperation with such a

distinguished group? Also remember that in

some cases, the addition of new allies may not

make sense. Recruiting a new person in the

middle of the sea may be really difficult. Although

wait... is that not a drifting castaway?

Losing Allies

Allies are faithful members of the party or its

devoted supporters. This does not mean absolute

loyalty and can be lost if the party acts in

a way that dramatically endangers the ally, is

open treachery or (in the case of lieutenants

and specialists) blatantly violates their Motivations.

In such a situation, the ally can simply

leave or even turn against the party!

Another, more mundane situation in which an

ally can be lost is their death.

Regardless of how the party loses the ally, the

Renown points spent on them are lost forever.

Ally Upkeep Cost

It would be naive to think that allies join the

party completely selflessly. For some, the reward

will be fame, fulfilling a duty, or advancing

a personal interest. However, there are also

those allies who will expect financial compensation

or a share of the loot. Since it is difficult

180 The Old World: Grim and Perilous


Table 10-1: Mercenaries and Allies

Tier Henchmen Lieutenant Specialist

Tier

(- Total

Renown)

N/A N/A N/A

Tier

(- Total

Renown)

The party may spend Renown

to hire a minion group consisting

of henchmen. Choose one

characteristic. Henchmen have

ranks in this characteristic and

ranks in the rest. Choose two

combat or general skills (that

are not based on Intelligence),

these skills are now Henchmen

skills. Henchmen have a wound

threshold equal to +Brawn and

equipment determined by the GM.

The party may spend Renown

to hire a Lieutenant that is

a Rival with ranks in two

selected characteristics, and

in the rest. The Lieutenant

has ranks in three combat or

general skills (that are not based

on Intelligence). The Lieutenant

has a wound threshold equal

to +Brawn and equipment

determined by the GM.

N/A

Tier

(-

Total

Renown)

The party may spend Renown

to hire a minion group

consisting of Henchmen.

Choose two characteristics.

Henchmen have ranks in

those two characteristics and

ranks in the rest. Choose three

combat or general skills (that

are not based on Intelligence),

those skills are now Henchmen

skills. Henchmen have a wound

threshold equal to +Brawn and

equipment determined by the

GM.

The party may spend Renown

to upgrade all allied Henchmen

from tier to tier .

The party may spend Renown

to hire a Lieutenant that is

a Rival with ranks in three

selected characteristics, and

in the rest. The Lieutenant has

ranks in one skill and ranks

in three skills. Those skills may

be combat or general skills (that

are not based on Intelligence).

The Lieutenant has a wound

threshold equal to +Brawn and

equipment determined by the

GM. As per GM's discretion, the

party may choose one rank

talent for the Lieutenant.

The party may spend Renown

to hire a Specialist that is a

Rival with ranks in three

selected characteristics, and

in the rest. The Specialist has

ranks in two different skills.

Those can be any skills except

for combat and magic skills.

The Specialist has a wound

threshold equal to +Brawn and

equipment determined by the

GM. As per GM's discretion, the

party may choose one rank

talent for the Specialist.

Tier

(-

Total

Renown)

The party may spend Renown

to hire a minion group

consisting of Henchmen.

Choose one primary and one

secondary characteristic.

Henchmen have ranks in

the primary, ranks in the

secondary characteristic and

ranks in the rest. Choose four

combat or general skills (that

are not based on Intelligence),

those skills are now Henchmen

skills. Henchmen have a wound

threshold equal to +Brawn

and equipment determined by

the GM.

The party may spend Renown

to upgrade all allied Henchmen

from tier to tier .

The party may spend Renown

to hire a Lieutenant that is a

Rival with ranks in one selected

characteristic, ranks in one

other characteristic and in

the rest. The Lieutenant has

ranks in four different skills.

Those skills may be combat or

general skills (that are not based

on Intelligence). The Lieutenant

has a wound threshold equal

to +Brawn and equipment

determined by the GM. As

per GM's discretion, the party

may choose two rank talents

and one rank talent for the

Lieutenant. The Lieutenant has

also rank in the Adversary

talent.

The party may spend Renown

to hire a Specialist that is

a Rival with ranks in one

selected characteristic, ranks

in one other characteristic, and

in the rest. The Specialist has

ranks in two different skills.

Those can be any skills except

for combat and magic skills.

The Specialist has a wound

threshold equal to +Brawn and

equipment determined by the

GM. As per GM's discretion, the

party may choose two rank

talents and two rank talents

for the Specialist.

Chapter 10: Adventuring Party 181


Tier Henchmen Lieutenant Specialist

Tier

(+ Total

Renown)

The party may spend Renown

to hire a minion group consisting

of Henchmen. Choose one

primary and two secondary

characteristics. Henchmen have

ranks in the primary, ranks in

the secondary characteristics and

ranks in the rest. Choose four

combat or general skills (that

are not based on Intelligence),

those skills are now Henchmen

skills. Henchmen have a wound

threshold equal to +Brawn and

equipment determined by the

GM.

The party may spend Renown

to upgrade all allied Henchmen

from tier to tier .

The party may spend Renown

to hire a Lieutenant that is

a Rival with ranks in two

selected characteristics and

in the rest. The Lieutenant has

ranks in four different skills.

Those skills may be combat or

general skills (that are not based

on Intelligence). The Lieutenant

has a wound threshold equal

to +Brawn and equipment

determined by the GM. As per

GM's discretion, the party may

choose two rank talents, one

rank talent and one rank

talent for the Lieutenant. The

Lieutenant has also rank in the

Adversary talent.

The party may spend Renown

to hire a Specialist that is a

Nemesis with ranks in one

selected characteristic, ranks

in one other characteristic, and

in the rest. The Specialist has

ranks in four different skills.

Those can be any skills including

combat and magic skills.

The Specialist has a wound

threshold equal to +Brawn,

strain threshold equal to

+Willpower and equipment

determined by the GM. As per

GM's discretion, the party may

choose three rank talents, two

rank talents and two rank

talents for the Specialist.

to provide clear guidelines as to what amounts

of money (or favors) allies will expect, we leave

this to the GM'a discretion. It is worth considering

why a particular ally joins the party and

what role they will play in it. If someone decides

to ally with a group with a Reputation for

Idealists, they are more likely to be driven by

a need of the heart or ruled by fame. On the

other hand, allies of archetypes like Soliders

of Fortune or The Company are usually more

likely to choose influence or money over ideals.

In general, we advise not to bother with it too

much and unless necessary, just assume that

allies get what they want during the course of

adventures. This avoids bookkeeping and puts

greater focus on the actual action and story.

Party Tension Meter

An adventuring party consists of people from

various backgrounds, with different goals and

social standings. It's therefore inevitable that

there will be a clash of wills, temperaments,

and opinions, leading to misunderstandings,

selfish ambitions, and disagreements. To reflect

the growing friction between members of

a party during the course of their adventures,

each party archetype has its own party tension

meter. It's a specific kind of threat indicator

and, with some exceptions, follows the general

rules for threat indicators described in chapter

: Grim World of Perilous Adventure, page

. Each party tension meter has two activators.

The first reflects the effects of increased

stress and the heavy atmosphere within the

party. The second marks the moment when

tensions between party members reach a climax

and must be defused. The party suffers

the consequences, but at the same time clears

the air. Then the process starts again.

Advancing a Party Tension

Meter

As mentioned before, the party tension meter

works almost identically to threat indicators,

with a few exceptions. First of all, the party

tension meter is never removed from the

game. Secondly, you shouldn't advance this

kind of indicator unless absolutely necessary.

Most of the time, advancements will come

from spending threats but, as always, it should

fit the narrative. For example, bounty hunter

Klaus makes a ranged check to shoot an orc

engaged in combat with Ulrika, the knight.

The check is successful, but it generates hh.

The GM decides to spend it to advance the party

tension meter by two segments, as the bolt

misses Ulrika by just an inch. Klaus' recklessness

will certainly affect their mutual trust.

Additionally, the party tension meter should

also be moved when:

• There is a major disagreement between

party members or one player acts in opposition

to the rest of the group. Clashing

views and goals can be a very interesting

axis of adventure and lead to great scenes.

The problem arises when the party starts

having unproductive disputes or begins

to act against each other and the group is

182 The Old World: Grim and Perilous


starting to get heavily involved in PVP.

Sometimes it's hard to distinguish between

an interesting discussion and a conflict,

so applying this rule requires a bit of

sensitivity and should not be overused, especially

when your group's style of play is

very conservative and focused on detailed

planning. However, if you decide to advance

the party tension meter anyway, explain

your decision to the players and move

it by at least two segments. If you think it's

too much for a given situation, you probably

shouldn't move the indicator at all.

• Acting against the team's reputation. As we

explained earlier, a party builds its reputation

in a specific way that depends on its archetype.

After all, society expects mercenaries

to be brave and gangsters to be ruthless,

so when a group acts in a manner inconsistent

with its reputation, it can lose renown,

but usually the first result will be an increase

in tensions within the team. The rule of

thumb is: if a team behaves in a manner inconsistent

with their reputation, move the

party tension meter by at least segments

(more depending on how much their actions

damage their reputation). Any subsequent

misconduct should also move the meter by

at least segments, as well as result in the

loss of a Renown point (so long as anyone

outside the party has learned of their deeds).

Turning a Party Tension

Meter back

Similarly to all threat indicators, a party tension

mater can be turned back, however, it

should be quite rare. For example, you may

allow spending t to turn the meter back (but

only once per encounter/scene!). Also, achieving

important goals and outstanding successes

may reduce some tension between the party

members. If the party was really invested in reducing

tension to zero, you could allow it under

the condition that they come up with a good

plan how to do so and are ready to bear the appropriate

costs. One interesting idea might be

to organize a tavern crawl that would eat up a

significant chunk of the party's money. Or, for

more devout parties, an all-night penance and

a generous offering to the temple. The possibilities

are endless, but it's important that the cost

is steep enough to discourage the party from

taking advantage of it too often, while at the

same time not taking too much time or pulling

the party away from its real goals.

Managing Renown

New rules and special abilities can give players

a strong incentive to make decisions that

only increase their Renown. So what can you

do to prevent this? The simplest answer is:

Don't do anything! If this is exactly what players

want their characters to be occupied with

and you are having fun presenting them with

new challenges, there's nothing wrong with

that. However, we understand that sometimes

you may want players to participate in a more

structured story, and chasing Renown may

distract them unnecessarily.

In this situation, we first suggest constructing

a story that fits the archetype chosen by

the players. For example, if the players have

decided that their PCs will form a smuggling

gang and bring in illegal goods from the Border

Princess, pose problems for them with law

enforcement, hostile competition, or untrustworthy

clients. This will cause their Renown

to grow naturally with the development of the

plot and even drive it further.

Chapter 10: Adventuring Party 183


Also, don't hesitate to talk to the players if the

chosen archetype of the team does not fit your

plans. Then help them choose a different archetype

that fits the story better.

Finally, if you see that players are too focused

on their party's reputation, you can challenge

them with difficult decisions where they will

have to choose between the group's fame and

actually achieving their goal. A party of adventurers

will certainly want to break into the

headquarters of the Chaos cult by force, but the

cultists will have more time to get rid of some

incriminating documents. The team's Renown

will increase, but not without paying a price.

Renown as a Main Theme of

the Campaign

Nothing is stopping you from making the

reputation of the party the main focus of the

campaign. If the players' goal is wealth, fame,

and influence, increasing the Renown can be

an excellent way to achieve it. As the party's

Renown grows, new challenges will present

themselves, and new doors will open for the

PCs, perhaps even literally! If the PCs want to

stand before the Emperor himself, they may

need to attain a certain level of Renown first.

With fame, also come new and more powerful

enemies.

Choosing the right party archetype is also important,

as some archetypes are better suited

for this type of gameplay than others (especially

The Company, Soldiers of Fortune, and

Peacekeepers archetypes should do well).

In this section we present you six Party Archetypes

together with their narrative descriptions,

Party Sheets and ideas for party-related

events and adventure hooks. Use them as you

wish, adapt them to your needs or make your

own based on these examples.

The party-related events and adventure hooks

are sets of ideas which you can use to show

your players characteristic themes or situations

which they can find themselves in during their

campaign. These are only short examples and

rough concepts which you can use to build longer

adventures. It's all up to you.

The printable Party Sheets can be found at the

end of this chapter so that you can show them

to your players without the risk of spoilers

Soldiers of Fortune

Soldiers of Fortune are diverse bands of individuals

driven by the allure of fame and wealth.

They offer a wide range of services, from swords

and axes for hire to archery and even, ahem,

wizardry! What sets them apart is not just their

weapons but also their expertise, skills, bravery,

and most of all, their fearless daring. And

all of this is available at a reasonable price! Soldiers

of Fortune aren't just braggart warriors,

but also bandits, wanderers, and even scholars.

Six Party Archetypes

184 The Old World: Grim and Perilous

In short, anyone who'll do anything for money

and fame. Despite their cutthroat nature,

they have a reputation for getting the job done

and are sought after by those in need of their

services. To put it simply, the Soldiers of Fortune

are the epitome of the phrase "no guts, no

glory." Their typical ventures include escorting

caravans, serving as mercenaries during wars,

protecting local warlords, and carrying out

theft on commission.

Examples: caravan guards, mercenaries, local

warlord bodyguards, thieves for hire.

Example Events and

Adventure Hooks

- Renown

• Who are you again? Halfway through negotiating

the terms of the contract, the

potential client starts to hesitate whether

PCs will be able to handle the task. To make

matters worse, they constantly ask them to

repeat their names. Throughout the adventure,

they express their doubts aloud about

whether they made the right choice in entrusting

them with the mission.

• It's not like I don't trust you... A situation

similar to the one described above, but

with the difference that the client breaks


off negotiations, sneering in the PCs faces.

He entrusts the task to another, more wellknown

group. Will the PCs accept humiliation

or will they try to prove their worth?

• Someone like you: The client notices (and

repeatedly repeats it later) that they need

someone new "from outside the business."

On the one hand, they will compliment PCs

and expect them to act unconventionally,

but on the other hand, they will still denigrate

their qualifications, especially when

it comes to pay.

- Renown

• Doppelgangers: The party has become

known and recognizable, or at least everything

suggests so. Innkeepers greet them

with a bow and offer the best table or accommodation,

strangers buy them rounds

and raise toasts to PCs, women flock to

them... But everyone mispronounces their

names... Strange, isn't it?! It turns out that

the party is only similar to another, much

more famous, group of mercenaries. What

will happen when their paths cross?

• Stubborn amateur: Someone completely

devoid of the necessary predispositions

tries very hard to join the party. At first, they

want to ingratiate himself with PCs and is

persistently servile. Disdained by them, they

will burn with a desire for revenge. They will

disappear from their sight but patiently wait

for the right moment. They will appear again

at the least convenient time...

• I used to be an adventurer like you... A

grumpy old man temporarily joins the PCs.

He too, in his youth, was an adventurer,

saw and experienced everything... but all

was better in his time. Regardless of PCs'

will, he wants to be their mentor.

- Renown

• Fallen idol: The PCs have the opportunity

to meet a legendary hero whom they knew

only from numerous songs. Unfortunately,

they will also have the opportunity to discover

that the hero beloved by all is nothing

more than a swindler.

• Doppelgangers... again!: The client claims

that someone else has already collected payment

for the job that PCs did? The innkeeper

does not want to accept them under his

roof? An unknown girl slaps one of PCs? Is

someone else reaping the benefits of their

hard work?

- Renown

• Paranoia!: The group is hired as an escort

by a wealthy and influential merchant.

Nothing strange about that, but this time

they encounter a real paranoid who sees

assassins lurking behind every bush. Why

does he need such reputable professionals

and what is he so afraid of?

• Sticky fingers: The PCs are losing a few

items, mostly secondary weapons like daggers,

arrows, etc. It turns out that there are

people willing to buy those items, believing

that they are "artifacts" that gave the PCs

their abilities.

Chapter 10: Adventuring Party 185


+ Renown

• True legends, urgently wanted: a wealthy

client offers mountains of gold to accomplish

something completely impossible,

like defeating a dragon whose existence is

highly doubtful. The client believes in the

PCs and treats them like demigods - since

they have already accomplished so many

epic deeds, what's the problem with killing

a legendary monster?

• Upstart: A certain burgher has recently

received a knighthood and a small estate.

Unfortunately, the local peasants did not

welcome him warmly, and there is a feeling

of rebellion in the air... He will need protection

and support.

The Company

The Company represents any ruthless organization

that stops at nothing in pursuit of power,

influence and profit. Whether it be a guild,

a mercenary company, a band of thieves, or

a city-based criminal enterprise, this group

operates under a code of strength, intimidation,

and cunning. Their objectives are clear

and unwavering, and their methods are often

brutal and effective. The Company is a force to

be reckoned with, a formidable presence that

commands respect through fear and intimidation.

They are not ones to be trifled with, as

they have no qualms about using their might

and influence to get what they want. Their

reputation precedes them, and those who dare

cross their path risk everything, from their

possessions to their very lives.

Examples: members of a thieves guild, racketeers,

band of smugglers, guild's armed detachment.

- Renown

• It's not your territory!: A stronger, more

recognizable group is trying to chase PCs

out of their own territory! it's outrageous,

will the party let themselves be pushed

around like that?

• It's my due!: Some "businessmen" are behind

on giving their dues to a local boss.

He wants the PCs to collect the debt - the

easy or the hard way.

• Good uncle: An elderly, kind person decided

to lead PCs on the right path. He constantly

follows them and moralizes, preventing

them from working.

- Renown

• Found, not stolen: The PCs get their hands

on easy loot, e.g. the sea washed cargo from

a sunken ship ashore. Unfortunately, it is

claimed by an infamous pirate.

• Falcons!: The barge is called Falcon and it

has special holds that make it difficult for

customs officers to search it. Officially, it's

carrying a load of grain, but several bottles

of Kemperbad brandy are hidden in the

holds. There is a need for a few crew members

with strong nerves who won't throw

their cargo overboard as soon as they see

the first Imperial patrol...

• Omerta: An honest townsman who accidentally

saw too much and told the city guard

about it must understand that he made a

big mistake. Make him an offer he can't refuse,

but he must revoke his confession.

- Renown

• It's a mistake!: One of PCs is accused of

crimes they didn't commit . Wanted posters

hang around every corner and the bounty is

temptingly high, so the party is targeted by

bounty hunters.

• Vigilante: Someone who hides their face

behind a mask decides to deliver justice

themselves, regardless of the city guards

and courts. They travel over rooftops at

nights and smashes the heads of thugs.

Whoever it is, they are after PCs.

- Renown

• Young wolves: A new, very ambitious gang

appears in the PCs territory. They have little

to no mercy, but a huge appetite. They want

to take the PCs out of business. Teach them

a lesson.

• He was a good boy: Someone had handed

over a respected member of the Company

to the guards. There are three suspects: a degenerate

mother, an envious brother and an

unfaithful lover. Find out who!

186 The Old World: Grim and Perilous


+ Renown

• Ranald's Cat: Someone grabs all the thieves'

tastiest treats. Jewels and works of art that

were considered unobtainable disappear

one by one. Behind these daring thefts is

someone everyone calls Ranald's Cat. Oddly

enough, their true identity remains unknown

even to you - the elite of the underworld.

It's time to change that.

• On the other side: Fear casts a long shadow

over the whole city. Grim Razor - the serial

killer - has already killed their fifth victim!

The city guards are helpless. The captain

of the guard contacts the PCs discreetly to

offer them cooperation, at least until the

killer is caught. Well, it's hard to deny that

gruesome murders spoil the business...

Seekers of

Knowledge

In the Old World there are always people

who are hungry for knowledge and driven by

the desire to explore the world. Either independently

or funded by wealthy patrons, they

lead expeditions in search of ancient artifacts,

traces of lost civilizations, or visit places associated

with outstanding figures from the past

- just to breathe the same air as they did. Seekers

of Knowledge are a party of individuals

who know that a good plan is half the battle,

so they meticulously prepare for every expedition.

However, the world can be surprising,

and its secrets can be as intriguing as they

are dangerous. Some people become too fond

of uncovering dark secrets, whether they are

tracking Chaos cults or discovering dark arcana

on their own.

Examples: Explorers, historians, tomb prospectors,

treasure hunters, wizards and scholars

who seek to unlock the secrets of magic,

trackers of dark cults

- Renown

• Barrow lady: Among the woods there is

a small hill, too regular for a natural creation.

The locals say it is the tomb of the

former ruler. They also say that in its vicinity

you can sometimes find a crying woman.

Apparently, whoever sees her will soon

lose a loved one.

• Living legend: The body of a troll slayer

known throughout the Old World was

found in a local inn. There is not even the

slightest wound on the body, and a smile full

of delight does not leave the deceased's face.

What could defeat such a seasoned warrior?

• Riddle: One of the PCs, reading some fat,

dusty volumes, inadvertently brought the

bookmark inserted into it closer to the

flame of a candle. The heat of the flame

made some strange marks appear on the

piece of parchment! Everything indicates

that the previous reader left him an encrypted

message.

- Renown

• Tomb Raiders: A group of miners accidentally

made an extraordinary discovery in

an abandoned copper mine - an ancient

dwarven tomb. The problem is that the local

dwarves don't really like the idea of people

plundering their ancestors' tombs, and the

local authorities want to avoid conflict.

• Bigfoot: An old teacher from a provincial

school has died and his heirs ask the PCs

to take care of his book collection. It turns

out that in his old age he became interested

in local folklore and he devoted a lot of attention

and time to the legendary creature

allegedly living in the local forests. Among

the notes there is even a sketch of this creature

and a cast of its foot.

• Man-Eater!: A group of adventurers claim

to have caught a giant man-eating pike and

are trying to extort a few pennies for its carcass.

The specimen is indeed impressive, so

it might be worth taking a little trip to explore

this beast's natural habitat.

- Renown

• The old house: It has been abandoned for

years and is considered haunted. While exploring

it, the PCs discover a mirror that

hangs in the attic. It's in a black frame

covered with strange markings. The world

seen in its reflection is slightly different. A

bit darker....

• Glade: Travelers repeat tales of a glade in

the depths of the Drakwald where flowers

bloom even in the dead of winter and predators

and beastmen give this place a wide

Chapter 10: Adventuring Party 187


berth. It is said that a great elm grows there,

the trunk of which is covered with magical

carvings. They are said to be made by elves.

• Urban legend: Rumor has it that the ruins

of a castle are connected by an underground

tunnel with the catacombs of the local temple.

Who knows what secrets may be hidden

there, but the entrace has to be found first.

- Renown

• Relic: A shady merchant tries to sell a supposedly

authentic relic to the PCs. The

problem is that an identical object has been

worshiped for hundreds of years in a local

temple. Everything indicates that the one

in the temple is fake!

• Arbitrators: Two famous scholars have

been engaged in a academic dispute for

years and only a research expedition led by

independent and neutral experts can bring

a solution to this important issue! Both academics

will do anything to ensure that this

expedition confirms their position.

Defenders of Faith are those who carry this

flame. They understand the power of a passionate

spirit, and they put that fire to use in

order to make the world a better place. But they

are only humans and their fire can be used to

ignite the flames of oppression and tyranny.

Examples: witch hunter's servants, templars,

pilgrims, members of the Inquisition, devout

followers of any deity.

- Renown

• Omen: It seems that this sign is literally everywhere.

Someone draws it with chalk or

charcoal on the walls of buildings throughout

the city, even in the latrine! What does

this symbol mean?

• Voice from the forest: In the Old World,

there are still places where the Old Faith is

practiced. However, when the party arrives

+ Renown

• Nemo: An engineer has created a boat that

can swim underwater! She would like to

test it. This is a great opportunity to verify

the rumors about the underwater city at the

bottom of the local lake.

• Around the World: People say all sorts of stupid

things, but to say that if you go west all

the time you'll go east is only a complete fool.

Or a visionary. A famous traveler managed to

recruit wealthy sponsors who funded three

fully equipped ships for him and plans to embark

on a voyage around the Old World. He

tries to persuade PCs to lead the expedition.

Defenders of Faith

In the whole Old World, there is nothing hotter

than the burning hearts of faith, hope, and

fear of the gods. Sometimes this flame lights

the pyres or even whole villages. But most of

the time, it warms those who are in need. It's

the heat that boils the soup for the hungry, the

warm refuge where homeless find shelter. It is

a guiding light that shines hope onto the path

of the lost, and gives solace to the troubled.

188 The Old World: Grim and Perilous


at an isolated village ruled by a mysterious

voice from the forest, questions arise -

Druids? Forgotten deity? Or perhaps some

dark force?

• Pilgrim: The PCs meet a lonely pilgrim

who encourages them to travel together.

Who would have thought he would try to

trap them?!

- Renown

• Defiled temple: Several years ago, a band of

beastmen raided and desecrated a secluded

temple. The army has already driven the

invaders away, but noone has dared to enter

the temple since then. It's frightening to

think what could live there.

• Night watch: The inn where PCs are staying

at night was surrounded by a band of

beastmen and mutants.The first attack was

repelled, but it's not over yet. The warband

leader gives the defenders an ultimatum:

surrender or he will burn the inn to the

ground. He promises mercy to those who

open the door for him.

• Mercy: The Shallyan convent, which runs a

shelter for the needy, has a major problem

- its wards are dying by the dozens, and the

bodies bear clear signs of poisoning.

- Renown

• Witch!: Strange things are happening in

a small village - hens have stopped laying

eggs, cows are not giving milk, and crops

are failing in the fields. The desperate villagers

have found the culprit behind this

- a witch. Thanks to the testimony of witnesses,

she was quickly tracked down and

locked up in a wooden cage. The villagers

are already preparing to burn her at the

stake, but the lord of the land has doubts.

He asks the party to investigate the matter.

• Relic: A sacred object wroshipped for centuries

turned out to be a forgery. Was it

stolen or was it a lie all that time? The local

priest calls the party for help. Where is the

original or how can he hide the truth without

being lynched by the crowd?

- Renown

• The Birth of a Witch: An acquaintance wizard

approaches the PCs with a request to

solve his problem. Due to a poorly cast spell,

a child with dark and powerful talents was

born. The wizard has located the child, but

he does not have enough strength to solve

the issue. To make matters worse, the child

is also being sought after by a Chaos cult.

• Renegade: Ruinous Powers are capable of

corrupting anyone. A holy knight, a model

of all virtues, suddenly rebelled and trusted

in the dark forces. He worships Chaos,

attacks travelers, and is a thorn in the side

of the Order. The party must find him and

punish him accordingly. But perhaps he

has some reasons for his actions?

+ Renown

• Penitent sinner: A heretic stands in the way

of the PCs. He is willing to hand over the

rest of the members of a blasphemous cult,

but in exchange, he expects forgiveness and

protection. Is it a provocation of Chaos or a

true remorse?

• Barony of the Damned: A distant barony

has closed its borders to travelers. Rumor

has it that the baroness practices black

magic, and the forts are manned by the undead.

Despite this, the inhabitants of the

barony seem to fully accept the situation.

The party is asked to investigate. What will

they discover?

Peacekeepers

Peacekeepers are parties who are concerned

with maintaining the status quo, no matter

what it may be. They prefer to resolve issues

through diplomacy or intimidation rather

than through brute force, but make no mistake,

when push comes to shove, they are a

force to be reckoned with. They are conservative

by nature, and believe in finding peaceful

solutions to problems whenever possible.

However, when violence is necessary, they

are more than capable of defending themselves

and their charges. They are the guardians

of peace and stability, and they will stop

at nothing to ensure that their communities

remain safe and secure.

Exmples: City guards, roadwardens, witch

hunters, itinerant court, trackers of necromancers

or Chaos cults

Chapter 10: Adventuring Party 189


- Renown

• All hands needed: the land has been struck

by a terrible tragedy, a flood/forest fire, etc.

as a result the roads are swarming with

helpless refugees. Slow columns of people,

wagons and livestock are constantly attacked

by groups of bandits, goblins, and

beastmen. They need care and protection.

• Gang of ghouls: Morr priests complain of

increasingly frequent abductions of fresh

corpses from the cemetery. The items

placed in the grave with the deceased remain

untouched, so it is not the work of

graverobbers. Ghouls? Medical students?

Or maybe something worse?

• Undead! when the dead rise from their

graves, it never bodes well for the local community,

especially if they lack the care of a

priest of Morr.

- Renown

• Urban legend: for years, the locals have

been saying that the ruins of the castle are

connected by an underground tunnel to the

catacombs under the temple, but recently

a group of adventurers has been trying to

find its entrance. They must be stopped, or

they will destroy something or even wake

up what should be left well alone.

• Tomb Raiders: a group of miners discovered

a dwarf tomb in an abandoned copper

mine. So far they were too afraid to open it,

but the rumors about inexhaustible treasures

are gaining strength. If they profane

the tomb, it will lead to a conflict with the

dwarves living in the area.

• Gold fever: allegedly, gold has been discovered

in the area, which means that people

from all over the Old World will flock here

soon. Who will then take care of the safety

of the small mountain village's inhabitants?

- Renown

• Hawkeye: a horse brought the body of a

dead courier. An arrow was sticking out

from between his shoulders, which someone

recognized as elven. The atmosphere

becomes heavy, and an elven minstrel has

just arrived at the tavern.

• Shortcut: ages ago, an emperor swore to the

elves that no human would enter their valley.

Unfortunately, greedy merchants insist

on leading their caravan right through

it! They must be stopped before it is too

late, but the problem is they are very determined,

have lots of bodyguards and very

powerful friends. Is someone trying to provoke

a conflict?

- Renown

• Castle Poe-Nari: the ruins of the castle on

the top of the hill have long been considered

the lair of a vampire. Now, with a few completely

drained victims found in the area,

we can be sure that this is indeed the case.

What can we do to stop it?

• Coincidence?: a coal mine that was a model

of efficiency for years is now suspending

production. The reason is a series of unfortunate

accidents that have befallen the

crew. So, is it a coincidence? A curse? Or

perhaps a sabotage?!

+ Renown

• Drachenfels lives?: an aged nobleman

gained wealth, long life and immense luck

with the help of the Great Warlock. It would

seem that when Drachenfels died, no one

would claim the debt, but a recently received

invitation seems to contradict this.

The party is asked to go to the cursed castle

and negotiate for the life and soul of the old

man.

• Vendetta: Two aristocratic families have

been fighting each other for generations,

but the conflict has never been so bloody

before. Recently, both families even hired

mercenaries! Perhaps PCs could take on

the role of mediators before an open war

breaks out between them?

Swashbucklers

Swashbucklers are bands of thrill-seekers and

daredevils, always ready to push the boundaries

and discover what lies beyond the horizon.

They are a restless bunch, with a stubborn

streak of independence and a tendency to jump

into action without fully considering the consequences.

However, they are not heartless mercenaries

or ruthless bandits, but rather young

and adventurous souls driven by curiosity and a

190 The Old World: Grim and Perilous


thirst for adventure. They are often brought together

by chance, whether by a shared sense of

wonder or by the twists and turns of fate that

lead them down a common path of excitement

and discovery. These fearless individuals are

not content to sit idly by, and instead live life on

the edge, embracing each new challenge with

a sense of wild abandon. Whether they are on

a mission to right a wrong, pursue a dream,

or simply satisfy their wanderlust, the Swashbucklers

embody the spirit of adventure, always

seeking to live life to the fullest and leave their

mark on the world.

Examples: Virtually any adventuring party

- Renown

• Urban legend: The local castle ruins are said

to be connected by an underground tunnel

with catacombs under the temple. Apparently,

the tunnel is so spacious that you can

drive a wagon through it and so high that

a tall man on a horse can pass through!

Perhaps there is someone who still knows

where the entrance is.

• Man-Eater!: A great man-eating pike is on

the prowl in Reik. One scholar announces

that he will pay a hefty sum if the PCs deliver

the fish in one piece... well, in two pieces

at most... The problem is that the local fishermen

just want to kill it.

• Sewer Time!: Something has taken root in

the city sewers. Strange noises come from

the manholes, and the sewer jacks die one

by one. Their bodies have a strange mark on

them. The party is hired to investigate.

- Renown

• Death on the Reik: The party lands on a

barge called Tod, owned by a ferryman

named Shnitter. He transports both people

and goods for a very good price and does

not ask too many questions. He is bony and

rather gloomy, though he appreciates dark

humor. The journey goes smoothly until the

first passenger disappears in the night.

• Simple Adventure: A local village is being

raided by a band of beastmen. So the party

has to deal with them. Easy! It soon turns

out that the beastmen are led by a young

woman... with a dwarven crossbow... in

a red dress... riding a bull... What's more,

not only did no one die in the raids, but the

beastmen even drop off food for the villagers!

What is going on here!?

• Tower of Hoeth: Rumor has it that a powerful

sorcerer lived and died in this tower.

Untold treasures are certainly to be found

within it, but it is also said that whoever entered

the tower did not return, or returned

horribly changed.

- Renown

• Treasure Island: The PCs are constantly harassed

by people who have maps of hidden

treasures, but don't have enough free time to

venture out on their own. But they will gladly

sell it back to the party - is the map real or

fake? They will only find out on the spot.

• The Birth of a Witch: A friend of one of the

PCs comes to them crying. She recently

gave birth to a child, but due to the mistake

Chapter 10: Adventuring Party 191


of her wizard brother, the child was born

with witchsight. The brother is worried

about his career, so he asked a group of religious

fanatics to "take care of the problem".

- Renown

• By Grace: A bard who had been praising

the PCs' heroic deeds, has for some reason

changed his mind about them and started

slandering them in vile lampoons. What

can the party do to regain his favor?

• What lies in Shadow: The party is contacted

by a wizard lord, highly placed in the

hierarchy of the college. He asks for great

discretion as he explains that his college

has been experimenting with warpstone.

Not only is it illegal, but what's worse, the

cursed substance is missing, possibly stolen.

He asks the PCs for help in finding the

warpstone.

+ Renown

• Le Voyage dans la Lune: Some call her a genius,

others a dangerous lunatic. A mad scientist

has built a vehicle in which she wants

to send an expedition to Morrslieb to settle

once and for all the question of whether the

moon is made of cheese. Years ago she befriended

the PCs and now wants them to

perform this dangerous stunt.

• Prodigal Son: An Imperial elector is begging

for help. His only heir was kidnapped by a

band of revolutionaries who want to end the

Empire's feudal system. His death will bring

a great catastrophe to the entire House and

will entail terrible perturbations throughout

the Empire, or even incite a civil war. With

time, however, it turns out that the heir was

not kidnapped, but voluntarily escaped because

they believe in a world of equality. Can

someone as famous as the PCs convince him?

192 The Old World: Grim and Perilous


Party Sheets


Party name

.........................................................................................................

Party archetype

Soldiers of Fortune

Reputation

Brave, Ruthleſs

Renown

Available: ........ Total: ..........

Fireſide Stories

All party members receive 30% (+10% per each 10 reputation) discount on food

and accomodation at inns and taverns. However, they are expected to tell the

story of their most recent adventures.

Passive

1

Party Tenſion Meter

3 5 7 9

Pep Talk

Renown Cost: 2

Activate this ability during a narrative scene. Choose a party member. That party

member may suffer a number of strain up to their Presence rating. All other party

members may recover that number of strain.

Veteran Blade

Renown Cost: 5

Activate this ability at the beggining of a round of combat. Until the end of that

round, all party members may perform combat checks using the ranks of the

party member with the highest rank in the respective skill. The party member has

to be present during the encounter.

Defenſive Formation

Renown Cost: 12

Activate this ability during a combat encounter. Every party member engaged with

at least one other party member gain 2 melee defence until they move (or are forced

to move) and enemies suffer 2 strain if they engage them. This ability can be

activated again during the same encounter by moving the party tension meter once.

0 2 6 8 10

4

11

Low Morale

All party members add jj to their next check.

Catc‍ing Breath

During the next structured encounter, all party members cannot

use active talents. Reset the party tension meter.

Party name

.........................................................................................................

Party archetype

The Company

Reputation

Ruthleſs, ................................................

Renown

Available: ........ Total: ..........

Bad Reputation

When a party member performs a Coercion check, they automatically add s to

the results. However, if the check fails, they suffer two strain.

Brutal ſſault

Renown Cost: 4

Passive

Activate this talent during a combat encounter. Until the end of an encounter, all

party members gain +1 damage (+1 extra damage on 15 Total Renown) to melee

attacks, but if they suffer wounds they suffer 1 additional wound.

Blackmail

Renown Cost: 6

When activating this ability, select one NPC the party knows. This character

now owes the party a big favor. One of the party members may make an opposed

Coercion vs Discipline or Leadership vs Discipline check to determine the

outcome of the favor. If the party knows the Fear or Flaw of the targeted

character, decrease the difficulty of the check once, however, if the check

generates d, the party loses 1 Renown.

Web Of Lies

Renown Cost: 8

When activating this ability, choose one non-nemesis adversary present in the

current encounter and reveal them to be a close friend or ally who has positioned

themselves to help the party at this exact moment. The details of which character

turns out to be an ally depend on the type of encounter and your GM’s approval, but in

general the higher the party's renown, the more influencial character this may be.

4

8

Party Tenſion Meter

1

Infighting

3

0 2 6

During the next encounter, h generated from party members'

checks may be spent to inflict 2 strain to another party member.

Baſhing Heads

5 7

All party members suffer 4 wounds. If the party's Total Renown is 10

or greater, all party members suffer 6 strain instead. Reset the party

tension meter.

194 The Old World: Grim and Perilous


Party name

.........................................................................................................

Party archetype

Seekers of Knowledge

Reputation

Enlightened, .................................................

Renown

Available: ........ Total: ..........

Striders

Passive

All party members increase their Encumbrance Threshold by 1. They also add j to

all Resillience checks related to long travels, lack of food or water etc.

Travel Reſearc‍

Renown Cost: 1

Activate this ability when the party encounters a challenge related to the

environment they are in, such as a high peak to climb, a raging river, difficult

weather conditions, etc. Each party member can decrease the difficulty of one

check related to this challenge by 2 (to a minimum of Easy).

ct on Plan

Renown Cost: 5

Activate this ability when a combat encounter is about to begin and the

adversaries are taken by surprise. All party members add j (plus one additional

j on 15 and 28 Total Renown) to the check to determine the initiative order. If the

Total Renown of the party is 25+, this ability can also be activated when party

members are surprised in a combat encounter. In such case, they are no longer

surprised, but surprise their enemies instead.

Tutor

Renown Cost: 7

Activate this ability during an encounter or scene. Choose one talent from all of the

talents purchased by party members. Until the end of the encounter/scene, all party

members may benefit from that talent (and its prerequisites if it has any) as if they

have purchased it. If the selected talent is a ranked one, party members increase

their ranks in the talent by 1.

1

Party Tenſion Meter

3

0 2 4 6 10

8

Impaſſioned Debate

Until the end of the game session, all party members upgrade the

difficulty of Knowledge checks once.

Leſſons Learned

12

5 7 9 11

Add 3 additional Story Points to the GM's pool. Those Story Points

may be spent as usual, however, they are discarded when spent

instead of moving to the Player's Pool. Reset the Party Tension Meter.

Party name

.........................................................................................................

Party archetype

Defenders of Faith

Reputation

Brave, ................................................

Renown

Available: ........ Total: ..........

United in Faith

All party members add j to Charm and Negotiation checks targeting other

Godly Fervor

All party members heal 2 wounds and 2 strain.

Renown Cost: 2

Passive

followers of their deity and they are generally welcome in the places of their faith,

but they must pay tithes (1/10 of monthly income). Additionally, once per session,

the party may collect a small favor from a member of their faith.

Divine Intervention

Activate this ability during an encounter or scene. Until the end of the encounter/scene,

every party member may reroll one skill check. They have to accept the

new result.

Zealous ccuſation

Renown Cost: 6

Renown Cost: 7

Activate this ability during a combat or social encounter. Spend a number of

Story Points. For a number of rounds equal to the number of Story Points spent,

all party members add j(+ extra j on 15 and 24 Total Reputation) to all combat

and social checks targeting adversaries that are the antithesis of the party's

chosen deity, as per GM's discretion.

1

Party Tenſion Meter

0 2 4 6 8

7

3

5

Growing Suſpicion

Party members cannot use the Assist maneuver until the Party

Tension Meter is reset.

Reinforce the Belief

10

All party members suffer a number of strain equal to two plus the

Presence rating of the character with the highest Presence rating.

Until the end of the game session, the party cannot use party abilities.

Reset the tension party meter.

9

Chapter 10: Adventuring Party 195


Party name

.........................................................................................................

Party archetype

Peacekeepers

Reputation

Conſervative, ....................................

Renown

Available: ........ Total: ..........

Calm Minds

When party members heal strain at the end of a social encounter, they heal 2

additional strain.

Eyes and Ears

Renown Cost: 1

Passive

When activating this ability, select an area (e.g. castle, town, district) or an easily

recognizable group of people (e.g. members of a merchant guild). The party

immediately learns all the important news and gossip about the selected location

or group. The first activation of this ability doesn't count towards the limit of

party abilities usage per session.

Turn the Tide

Renown Cost: 4

Activate this ability during a combat encounter. All party members gain +1

damage to melee attacks for a number of rounds equal to the number of Story

Points in the Game Master's pool.

Hard Stance

Renown Cost: 8

Activate this ability during a social encounter. Until the end of the current round,

all party members social skill checks inflict 1 additional strain (+1 additional

strain on 15 Total Reputation).

1

Party Tenſion Meter

0 2 4 6 8 10

7

3

Diſcord

5

Until the end of the game session, all party members upgrade the

difficulty of all social skill checks once.

Tipping Point

12

9 11

During the next structured encounter, all party members have to

suffer 1 strain to perform an action.

Party name

.........................................................................................................

Party archetype

Swaſhbulers

Reputation

Idealiſtic, Brave

Renown

Available: ........ Total: ..........

Braſh Young Fools

All party members add sh to the first check they make in an encounter.

Got Your Ba

Passive

Renown Cost: 2

Activate this ability immediately after a party member suffers a Critical Injury but

before they determine the result. One other party member in short range suffers

the Critical Injury instead, but reduces the result by 20.

Heroic Determination

Activate this ability when the party members are about to make Fear checks. They

add j(+ additional j on 12 and 20 Total Reputation) to those checks. They may

also spend aa generated on the check to upgrade the ability of the first check

related to the source of fear once.

Fortune Favors The Bold!

Renown Cost: 3

Renown Cost: 11

Activate this ability when a combat or social encounter is about to begin. Until the

end of the encounter, if the Game Master spends a Story Point, they have to move

two Story Points to the Players Pool instead of one.

5

9

Party Tenſion Meter

1

3

0 2 4 6 8

Pointing Fingers

Until the end of the game session, decrease strain thresholds of

all party members by 1 (2 on 15 Total Reputation, 3 on 25 Total

Reputation).

The rgument

7

Once during the next structured encounter, the Game Master may

spend a Story Point to upgrade the difficulty of all checks the party

makes in the current round twice. Reset the party tension meter.

196 The Old World: Grim and Perilous


Party name

.........................................................................................................

Party archetype

..............................................................................................

Reputation

..............................................................................................

Renown

Available: ........ Total: ..........

.....................................

.....................................

Renown Cost: ....

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

.....................................

Renown Cost: ....

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

.....................................

Renown Cost: ....

Passive

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

1

Party Tenſion Meter

3

0 2 4 6

...

...

5

.....................................

....................................................................................................................................

....................................................................................................................................

....................................................................................................................................

.....................................

7

....................................................................................................................................

....................................................................................................................................

....................................................................................................................................

8

9

10

11

12

Party name

.........................................................................................................

Party archetype

..............................................................................................

Reputation

..............................................................................................

Renown

Available: ........ Total: ..........

.....................................

.....................................

Renown Cost: ....

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

.....................................

Renown Cost: ....

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

.....................................

Renown Cost: ....

Passive

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

...................................................................................................................................................................

.................................................................................................................................................................

1

Party Tenſion Meter

0 2 4 6

...

...

3

5

.....................................

....................................................................................................................................

....................................................................................................................................

....................................................................................................................................

.....................................

7

....................................................................................................................................

....................................................................................................................................

....................................................................................................................................

8

9

10

11

12

Chapter 10: Adventuring Party 197


Chapter 11

Grim World of

Perilous Adventure

In this chapter you, the Game Master, can find

guidelines, optional game mechanics and ideas

on how to use the rules presented in the previous

chapters. The Old World is a really capacious

setting and allows you to play a wide range

of adventures, from classic dungeon crawlers,

through city adventures, court intrigues, investigations,

exploration and typical rogue stories.

Genesys will be great at each of them, as long

as you try to keep them in an adventurous tone.

Due to such a wide range of themes that you

can successfully use, treat this chapter as a set

of guidelines rather than rules carved in stone

and take whatever fits your stories best.

Three Tones

The Old World has many shades and every

Game Master probably perceives them a bit

differently. It is full of stories not only about

heroes, but also about simple people who

struggle to survive in gloomy and dangerous

reality. To meet the various playstyles, we

have defined three tones of the Old World,

each with some modifications to the rules.

Adventurous

This tone is about ordinary people in extraordinary

situations. The characters were not born to

be great heroes, but circumstances force them

to overcome their limits. Many of them will die,

but just as many will become heroes of tavern

tales. It offers tough choices as well as epic moments

and is full of black humor - this is how

we usually play. It is the default tone in The Old

World: Grim and Perilous, so it does not introduce

any changes to the rules.

Grim and Dark

This tone is the gloomiest of those presented.

It is often a fatalistic story about simple people

who live in a brutal world, whose goal is not heroism

but to survive the next day. Wounds are

festering, poverty is palpable, and every skirmish

is extremely dangerous. To play in this

tone, use the following rules:

• Remove wizards from the pool of available

specializations. Sorcerer is still available.

• High Elves are no longer a playable species.

• Decrease the corruption threshold of Player

Characters by .

• Increase the difficulty of Fear checks by one.

• Increase the difficulty of Medicine checks

to heal wounds by one (but not the difficulty

of healing Critical Injuries!).

• Each Critical Injury a character suffers from

adds + (instead of +) to any subsequent

Critical Injury roll.

198 The Old World: Grim and Perilous


• Use the Every Shot Counts sidebar for

tracking ammo.

Heroic

The heroic tone is intended for stories about the

chosen ones - people born to greatness. Courageous,

beautiful, brave and steadfast, they are

ready to resist any evil. To play in this tone, use

the following rules:

• Increase the starting experience of the

characters by XP.

• Exceeding double the wound threshold of

a character no longer causes instant death,

but the character is incapacitated (if they

are not yet incapacitated).

Every Shot Counts

We are not fans of counting ammo ourselves and

we happily accepted rules introduced in Tracking

Ammo sidebar on page of Genesys Core Rulebook.

However, in some scenarios or tones, especially

those focused on survival like expeditions to

uncharted regions or prolonged sieges, counting

each piece of ammunition may be very important.

In such case, we assume that ranged and firearm

weapons consume one ammunition per attack or

one ammunition per hit if the attack deals multiple

hits. The Extra Quiver and Extra Shots items no longer

replenish weapons, but are means of storing

ammo each. Weapons with the Limited Ammo item

quality work as usual. Additionally, d and h cannot

be spent to trigger the "out of ammo" result.

One Shot

Adventures

Playing one-shot adventures differ slightly

from usual games - the story of the PCs ends

after a single game session and this may introduce

problems.

In longer campaigns, the PCs are typically

starting characters, and specializations are designed

to develop those characters over multiple

sessions, in a one-shot adventure, this development

does not have time to happen.

Additional XP

To make it possible for most of the specializations

to reach at least a fraction of their potential,

consider giving some additional experience

points to PCs after their characters are created.

This XP should be spent immediately to buy

ranks in skills and talents. If you want the PCs to

still feel like starting characters, -XP should

be enough. For moderately advanced characters,

additional -XP should allow them to

reach the th or even th tier of talents. And if

you want really powerful PCs in your adventure,

consider giving them additional -XP.

Corruption

As the story of the PCs won't be continued,

Players may feel a strong incentive to suffer as

much corruption as possible without exceeding

their corruption threshold - this may have a significant

impact on the game.

To mitigate this potential corruption problem,

PCs should start with current corruption equal

to half their corruption threshold plus two. This

change should stop the Players from overusing

the effect of voluntarily suffering corruption

and should make the exceeding of corruption

thresholds possible during a single game.

Running Long

Campaigns

Sometimes a campaign may take dozens of

game sessions, which often translates to years

in the real world. In this section we will provide

ideas how to seamlessly run such a lengthy

campaigns.

Awarding experience points

One of the biggest challenges when running long,

multi-part campaigns like Warhammer's iconic

The Enemy Within, is rewarding Players and

their characters with experience and magic items

without quickly making the characters overpowered

which may result in trivializing the game.

While the Genesys Core Rulebook suggests

granting the PCs XP per game session, our

suggestion is to untie the XP gained from the

number of sessions played and instead make

them dependent on the characters personal

goals, and those of the overall campaign.

We can distinguish two types of goals: minor

and major. Minor goals are significant group

or character achievements that bring them

closer to achieving the campaign's main goal

(or closing a character's personal plot). It may

Chapter 11: Grim World of Perilous Adventure 199


be the discovery of some important information,

the defeat of a less important follower

of the main adversary, the closing of a minor

subplot, etc. Achieving these goals should happen

quite often and will therefore be the main

source of XP for player characters.

Major goals are the turning points of a story

and achieving them closes a chapter of a campaign.

It can also be the closing of a character's

personal storyline or a large side storyline.

We suggest granting - XP for achieving

a minor goal and -XP for major goals.

At your discretion, you may also grant an occasional

XP for brilliant ideas or playing to

a character’s motivations. Altogether, it should

be sufficient for Players to feel their characters

are developing but won't result in runaway

power creep.

But how many goals should be achieved in

a single game session? Usually, it will be - minor

goals in a regular game session with an additional

major goal if it's a chapter's finale, but

the true answer is - it doesn't really matter! You

will have sessions where not a single goal has

been achieved and sessions with multiple goals

completed. We want to untie XP gained from

a number or length of the game sessions and tie

it to what actually happens during them. If your

Players are active and focused on the game, they

will surely achieve something. But if it's one of

those slacky sessions where you mostly chat

and joke (there's nothing wrong with that!), we

believe players will understand if their characters

get little or no XP.

Magic Items

When it comes to magic items, if you are using

the default adventurous tone in your campaign,

one or two moderately powerful magic

items (e.g a sword with additional + damage

or a bow with Guided item quality) per chapter

should be enough to reward the PCs. The exact

number of magic items available to PCs is

at your discretion, although at the end of a long

campaign, each of the characters should have at

least one.

Characters Background

Our experience shows that Players whose characters

have an interesting background with

personal threads that appear during the game

sessions have much more fun and less often

abandon the ongoing campaigns. Note that we

do not encourage you to persuade players to

write long stories describing the history of their

characters, but rather to make players think

about how the characters are part of the game

world. They certainly have families (forget lone

wolves and vengeful orphans! This is an awful

cliche…), acquaintances, possibly close friends

and former enemies, and maybe unfinished

business that could culminate during the campaign.

Genesys gives you Motivations - a powerful

tool that allows you and your Players to

easily create new personal threads for the characters.

Why do characters fear what they Fear?

How did they find their Strength or what drives

their Desire? These questions can be answered

during your sessions to add additional depth to

the story or build a character arc, but they can

also become a subplot or even the main plot of

an entire campaign.

Weaving the personal threads of characters

into the plot of a campaign will result in greater

Player involvement, which will translate

into the overall quality of the campaign. It also

perfectly harmonizes with the previously proposed

dependence of the experience gained on

achieving personal goals.

You may notice our strong emphasis on giving

a family to a character. We are aware that having

family may be seen as a handicap for some of

Players. Especially when in previous games family

members were used only to torment the PCs

or serve as low effort adventure hooks. To counteract

this, our advice is to make some members

of the PC's family important characters, or at

least a way to sometimes offer some help to PCs.

Speaking in the context of the game mechanics,

family members may provide numerous small

favors but rarely big favors as well.

Changing specializations

and professions

Classic Warhammer campaigns share the common

issue that the makes traditional career

system impractical as they do not provide time

for the professional development of the PCs.

Fortunately, this problem is greatly reduced

in The Old World as characters cannot change

their starting careers and it's unlikely for them

to have enough XP to spend on more than two

specializations, especially if they want to purchase

a specialization outside their career. In

200 The Old World: Grim and Perilous


addition, the achievement based specialization

progression system allows character to change

their professions based on in-game events and

how they spend XP. This feature allows for

much more flexibility when it comes to developing

a character, however some changes may

still require training, time and narrative explanation.

For example, if one of your Players

wants their character to join a College of Magic,

they will need to spend some time on training

and may also need to fulfill some additional requirements

to be accepted first.

There are two ways of handling such situations.

Firstly, and probably most importantly, talk to

your group in advance about their plans for their

characters, giving the PCs the opportunity to

choose the more appropriate career and specializations.

However, sometimes Players come up

with ideas or opportunities arise in the middle

of the campaign, when a long time-shift is not

possible. In such situations, we would allow for

the PCs to reveal they already have some basic

training in the new specialization and new opportunities

allow for them to return to what they

abandoned in the past. Of course, if it doesn't

make sense narratively, you can simply disallow

the purchase of the given specialization.

It is much easier to deal with a change of profession

during a campaign, as such a change can

be very natural. On the other hand, some of the

professions require very specific in-game events

to happen for the change to be allowed. If it's impossible

for the prerequisite to be fulfilled, you

may consider changing it to something else, but

it’s often a sign that the new profession simply

doesn't fit the campaign. For example, one of the

requirements for a Scout to become an Explorer

is to set foot in an uncharted territory. This may

be hard to achieve during campaign set in a single

city, which raises the question of if it makes

sense for the character to become an Explorer in

the first place. You may guide the Player towards

the alternative path - the Outrider, or even towards

purchasing a new specialization.

Death of a character

While The Old World: Grim and Perilous is

more lethal when compared to the base ruleset

of Genesys, death should still occur rarely. You

should not actively try to kill the PCs - even in

the adventurous or grim & dark tones death

should be a consequence, not a goal! On the

other hand, we advise not to try to rescue the

PCs at all cost, especially when it comes to ignoring

a check result in the name of "narrative

consistency". Life can be absurdly bittersweet

and an unplanned death of a character can be

a great turning point in a narrative, showing

that even the grandest of plans can fail over

a simple obstacle. The same principle should

apply when it comes to powerful adversaries

- you may think that defeating the Big Bad too

quickly will be unsatisfactory for you and your

Players, but this is usually not the case. Players

will forgive you a fight that is too easy faster

than a hopelessly difficult one. It is also a way

of showing the interruption of fate, and can

also bring a bit of black humor to the situation

which greatly fits the setting.

In the course of long campaigns, the death of

at least one of the characters is very likely. A re-

Chapter 11: Grim World of Perilous Adventure 201


placement will therefore be necessary. Surely

you have your own ways of introducing new

characters to the party, so our only suggestion

is that the new character should have similar

goals to the rest of the PCs, and preferably know

at least one other character in the group. This

will avoid the often unproductive internal friction

between the group and allow the story to

run more smoothly. It can be a great idea to use

the aforementioned family members, especially

when the new character has already appeared

during the game and is well known to the PCs.

Maybe their goal would be to avenge a deceased

PC or finish what they started. Or maybe make

sure no family secrets see the light of day...

Environment

and Time

This section covers ideas how to better control

time and city environment during games focused

on investigation and city exploration.

Controlling time

In many adventures that take place over just

a few days, the passage of time is very important.

Characters often race against time and

often split the party, but it's hard to reflect it

without properly structuring the game. Therefore,

we propose to divide the day in the game

into periods of time: morning, noon, evening,

night. During each of these periods, players may

play up to three short or one long scene, and

then proceed to the next part of the day. Players

who do not participate in any of the scenes

during a given period, can declare what their

characters were doing at that time "off screen",

however these should not be any extremely important

actions. You must determine by yourself

whether the scene will be long or short, but

the general rule is that scenes with no more

than - checks can be considered short, while

complex encounters requiring a lot of checks

are long scenes. During each day, PCs should

spend at least one period for rest, otherwise

they will not recover strain during that day and

instead reduce their strain threshold by .

Threat Indicator

A common problem with adventures, especially

those based on an investigation (but not exclusively)

is that the opponents, important NPCs

and game environment in general do not react to

the actions of the PCs. The characters move freely

around the city, ask uncomfortable questions,

get to know people and stick their noses in other

people's affairs, or just neglect their own social

life, but it does not provoke any reaction. And if

there is a reaction, Players may perceive it as an

arbitrary decision by the GM aimed solely at disrupting

their plans. To solve these problems, we

propose the Threat Indicator mechanic.

A threat indicator is a tool that allows you and

your Players to track how the PCs affect the environment

and how their actions can cause additional

problems for them. Except when absolutely

necessary, the threat indicator should be

visible to Players (but keep it hidden until PCs

do something that moves it for the first time),

and usually also have a general name meaning

what the given threat relates to, such as "Enemy

interest" or "Social unrest", but its effects should

remain hidden until activated. This makes the

Players feel the tension building up around

their characters as they know something will

happen, but have no idea what it will be.

0 1 2 3 4 5 6 7 8 9 10

Creating a Threat Indicator

To prepare the indicator, draw a straight line

and divide it into equal segments. The number

of segments should depend on the complexity

of the thread the PCs are involved with - for

simple problems - segments are enough,

for more complicated situations there may

be even or more of them. Your line should

now resemble a slider.

Then determine activators - designated places

on the slider where the plot will twist and

the opponents will react to the players' actions.

Mark the first such point approximately

one third of the length of the line - when the

slider reaches this point, something small will

happen or the opponents will make a careful

move. Perhaps someone will follow the PCs,

someone will whisper in their ear that they

are in danger, or will gently threaten them.

Or maybe the wife of one of the PCs will start

complaining about him wandering at nights.

202 The Old World: Grim and Perilous


The second point should be approximately in

the middle of the slider. This is the moment

when someone breaks into a PC's room, threats

gain strength and the atmosphere thickens.

The third point should be at three-quarters of

the slider, activating it means that someone sets

fire to the inn where they stay overnight, somebody

important is kidnapped, local government

sends people to investigate PCs actions or even

an assassin is hired to get rid of the PCs.

Finally, reaching the end of the slider triggers

the ultimate consequence of the threat. Perhaps

the enemies will decide to confront the PCs personally

and set a trap, the wanted murderer will

run away or the PC's wife will want a divorce.

Usually, this encourages the Players to try to

solve their characters problems before the final

consequences are triggered.

The length of the threat indicator and the number

and placement of the activators is up to you

to determine. Just keep in mind the planned

length and complexity of the adventure.

Using multiple Indicators

In typical, single-threaded adventures, a single

threat indicator is usually sufficient. However,

if the adventure is multi-track, contains

many intersecting threads, and thus many

possible complications appear on the horizon,

it is worth considering creating many shorter

threat indicators instead of a single long one.

This way, each of the essential threads gets its

own threat indicator, which is advanced independently

of the others. Such shorter indicators

should have no more than segments, usually

- are enough, and - activators.

Advancing a Threat Indicator

A threat indicator can be advanced in one of

two main ways:

1. Spending h: If the current scene is related

to the thread the threat indicator represents,

you may spend h generated on

a PC's check to advance the threat indicator

by one segment. For example, when a PC

tries to convince an important NPC to help

them, even if they succeed, the NPC may

whisper a word to the wrong people or just

become suspicious about the PC's motives.

A maximum of three h can be spent this

way in a single scene but we advise not to

use every single h possible as you may lose

many interesting side effects and twists

during scenes - it's best to spend h to advance

indicator when it really fits the narrative

or you have no other ideas how to use

them. If you are using multiple indicators,

the scene doesn't need to be directly related

to a threat to advance its threat indicator.

2. Preplanned advancements: You may define

beforehand that some events like meeting an

important NPC, capturing someone or finding

the murderer's weapon will automatically

advance the threat indicator (or even multiple

indicators!) by a few segments. In some

occasions, like a secret Chaos cult preparing

a blasphemous ritual, you may decide that

the indicator is advanced every day to reflect

the need of haste on the part of the PCs. If

you use multiple threat indicators, you can

create a choice where participating in one

thread has consequences in another and

advances the other thread's threat indicator.

For example, undertaking a heist takes

a toll on the relationship with PC's wife, who

doesn't like her husband's night trips.

In some rare occasions, a threat indicator can

also be turned back:

1. Spending t: Similarly to spending h by

you, a Player may spend t generated on

their character's check to turn back the indicator

by one segment. As usual, the Player

needs to explain how spending the t

gets some heat off their character. A maximum

of one t can be spent this way per

scene. When using multiple indicators, t

may also be spent to turn back one of the

indicators loosely related to the current

scene. For example, spending t during

a heist may result in one of the PCs finding

beatiful a brooch that will help the PC to

improve their relationship with their wife.

2. In-game events: At your discretion, some

in-game events may result in turning back

one or more threat indicators by a few segments.

As an example, the PCs join the city

guards, which will certainly help them hide

some of their suspicious activities and delay

the guards' reaction.

Note that if a thread comes to its conclusion,

you should remove the related threat indicator.

Chapter 11: Grim World of Perilous Adventure 203


Progress Indicator

Progress indicators are very similar to Threat

Indicators in their design, with the main difference

being that they are used to track the

progress of an activity and in most cases do

not need activators (apart from the effect of

reaching the last segment). On the scale of an

encounter, they will usually be filled by the PCs

decisions as well as the successes achieved in

checks. The progress indicator is a very versatile

tool, below are some ideas on how to use it.

• Simple indicator (for complex problems)

Sometimes the challenges the characters undertake

are complicated and must be solved

within certain time limitations. An example

of such a problem may be trying to get out

of a closed room before the guards reach the

PCs. This can be reflected by creating a

segment progress indicator to represent the

strength of the door. In each round, PCs can

attempt to open the door and use successes

from their checks to advance the progress

indicator. Filling the indicator before the

allotted time expires means success. Note

that this indicator should usually be related

to a challenge (e.g. Escape, Find a Secret Entrance,

etc.) rather than a specific method of

overcoming an obstacle.

• Competition Indicator

Indicators of this type can be used to present

the efforts of two groups, each of which is

trying to achieve a similar goal independently

of the other. An example would be two

groups of adventurers, each trying to find

the entrance to an ancient tomb. This situation

can be presented by two progress indicators,

filled independently by each group.

The length of the indicators may vary, depending

on the starting situation for each

team, but in the end only one can win.

• Pursuit indicator

This is a variation of competition indicator

that you can use when you don't want to

closely track the progress of the PCs' competition.

We most often use this type of

indicator to represent pursuits - hence the

name - but its application is much broader.

An example would be trying to get out

of a building when guards are approaching

the PCs. This time, however, in addition to

the usual progress indicator and time limit,

create a threat indicator that will represent

the approaching guards. Move the

indicator for each round during which the

PCs attempt to escape, and also apply the

normal rules for moving threat indicators.

If the PCs fill the progress indicator before

the threat indicator is full, they will escape

the guards. If not, well... Here's hoping for a

comfortable cell. Note that as usual, threat

indicators may have additional activators,

e.g. guards may decide to throw a smoke

bomb into the room with the PCs to slow

down their retreat.

• Tug-of-war indicator

This is a single indicator that usually represents

two forces clashing or events canceling

each other out. What is characteristic

of this type of indicator is that it can start

partially full and may represent the course

of a battle in which PCs are participating.

Filling the indicator will mean the triumph

of the side supported by PCs; reducing it to

zero - defeat.

• Project indicator

Progress indicators can also be used when

the PCs undertake a complex, long-term

project, e.g. investing in a village, building

their own fortification etc. This type of indicator

will certainly be quite long, so you

can divide it into several smaller ones (e.g.

gathering resources, organizing people,

proper construction), which can be filled independently

or where a new indicator will

result from filling the previous one, representing

subsequent stages of the project.

Best Practices and

Recommendations

Genesys is a remarkable game. It offers a

wealth of entertainment and crafts compelling

narratives. However, to fully appreciate

it, beyond just understanding the rules, it's

crucial to comprehend the underlying philosophy.

Experience breeds wisdom, but to hasten

this process, this section will discuss several

best practices and recommendations for new

Players and Game Masters.

204 The Old World: Grim and Perilous


Collaborative Storytelling

Genesys emphasizes collaborative storytelling

between the players and the game master.

Its gameplay diverges in a few key aspects

from the traditional approach to role-playing

games. Here are some pivotal points to understand

this unique narrative style:

1. Collaboration

A Genesys session should be a shared storytelling

experience centered around the characters.

In this framework, the Game Master

acts as both the narrator and the mediator,

not as a strict judge or antagonist to the players.

Even with the Game Master's influential

position, they shouldn't impose their own vision

on players, for instance, by offering illusory

choices or fudging dice results. Instead,

they should create space to be surprised by

the turn of events, focus on managing each

character's "spotlight", and encourage players

to introduce their own plot solutions,

rather than strictly adhering to narrative

consistency. This approach can be enhanced

by making rolls transparently and collaboratively

interpreting their results.

. Narrative First

In Genesys, the story takes precedence.

The game is designed to promote collective

storytelling through character-world

interactions. This open interpretation

doesn't mean the rest of the mechanics

and rules are negligible – they just have a

lesser impact on the game than in a traditional

RPG. Players should be encouraged

to declare their intentions before rolling

the dice. Emphasis is placed on what characters

aim to achieve and how they plan to

do it; only afterward do we proceed to the

mechanical solutions.

. Dice Rolls Enhance the Story

Traditional role-playing games typically

use dice to determine the success or failure

of players' declared actions. In Genesys, the

dice primarily serve to enrich the narrative.

The outcomes should almost always be interpreted

in a narrative context. This means

we should first clarify in-game events, like a

character throwing their opponent off-balance,

and then transition to the respective

mechanical effect, such as receiving a j for

the next roll.

. Consequences, Risk, and Dice Rolls

Dice rolls are meaningful when associated

with clear stakes. They should be utilized

only when players' declarations come with

evident risks or significant outcomes. It's

important to highlight situations where

a failure not only doesn't push the narrative

forward but completely halts it. For

instance, it's redundant for a team's thief

to roll for lockpicking if they have hours

to open a lock and the adventure awaits

behind the door. In the best scenario, the

team just moves on; in the worst, they get

completely stuck. The dynamics change entirely

if the rest of the party is fending off

city guards, and opening that door is their

only escape route!

Chapter 11: Grim World of Perilous Adventure 205


. Characters Can Fail

A distinct feature of Genesys is that while

characters can be easily defeated, it's harder

to eliminate them entirely. Even in more

lethal settings, character death shouldn't be

frequent. Thus, total defeat doesn't signify

the end. As in many narratives, defeated

heroes still have opportunities for redemption

and recovery.

. Players Shape the Narrative.

Players often describe the outcomes and

consequences of their characters' actions,

especially during successful endeavors.

This approach creates a more engaging

and personalized experience, as players

influence the narrative surrounding their

characters' deeds. This doesn't mean that

the other participants have to accept every

description by a player. In case of disputes,

the Game Master, being privy to the broader

scenario, has the final say.

Resolving checks

A unique feature of Genesys is that a single

dice roll can produce a vast array of results.

While interpreting a simple success or failure

is straightforward, translating the remaining

outcomes into the game world can pose challenges,

even for seasoned players. Here are

some insights to navigate this:

• Collaboratively interpret the roll. Regardless

of who rolled the dice, examine the outcome

collectively and ponder: What could

have happened? Were there unforeseen

repercussions of the character's actions?

Collaborating to deduce the implications

of dice outcomes enhances the enjoyment

of Genesys. lt also greatly speeds up interpreting

results and aids in understanding

symbol meanings.

• Break down symbols into smaller groups.

Occasionally, a check might yield results

like aaaaaaa. Typically, our

group's initial response to such a symbol

cluster is "uh...". Coming up with an effect

for this type of result is very difficult, so

we decided to partition the a and h outcomes

into smaller batches of to symbols.

Here, represents a minor effect,

while signifies a major repercussion. It's

certainly simpler to devise effects - for

aaa and for aa - than to incorporate

all the symbols at once.

• Use the tables; create your own. In Genesys

supplements (like our Perilous Locations)

and adventures, you'll discover numerous

tables suggesting symbol utilization. Draw

inspiration from them, even if it's just to

gauge the impact magnitude of a specific

symbol combination. Furthermore, jot

down your innovative ideas and revisit

them in future gaming sessions. However,

tables are not an oracle! Don't be afraid to

modify the effects to make them work better

for what's happening in your story.

• Prioritize the narrative. In Genesys, the

narrative propels the mechanics, and vice

versa. When resolving a dice roll, first consider

what effects it might have in fiction,

and only then translate those effects into

mechanics. Detailed pre-roll descriptions

are invaluable here. If you're aware of both

the character's objective and their strategy,

you'll likely come up with ideas for symbol

interpretations more swiftly.

• Not every result requires long consideration.

Gaining or removing strain is often

the simplest idea for addressing a and h

symbols. In The Old World: Grim and Perilous,

we also introduce threat indicators as

another way to spend any undesired h.

Using Story Points

During our initial, somewhat clumsy sessions

in Genesys, we didn't quite understand

the concept of Story Points, so they sat on the

side of the table, completely ignored by both

players and the Game Master. Over time, we

realized that it's an integral and very important

(perhaps the most important!) part of this

system. First, let's briefly recall how, according

to the rules, we can use story points. According

to the Genesys Core Rulebook, they serve to:

• Upgrade dice (convert an Ability die into a

Proficiency die or convert a Difficulty die

into a Challenge die).

• Activate certain abilities and talents.

• Introduce new elements into the game

world.

206 The Old World: Grim and Perilous


Crucially, this isn't just a resource you spend

to achieve a mechanical effect. The essence of

Story Points is that their use should always correlate

with introducing something new to the

story. Applying this rule will enhance the session

and bring in new, previously unplanned

elements. Look at the following examples:

A character wishes to upgrade their horse riding

check and spends a Story Point. This is a

great opportunity for a brief flashback! Maybe

the character had formed a bond with the

horse before, or reminisces about how their

mother taught them horse riding and showed

them a trick that could be useful now? In this

manner, not only are we justifying the dice

upgrade, but we're also deepening our character's

backstory and grounding them in the

game world.

A character intends to use Lucky Strike. From

a pure game mechanics perspective, the player

can just spend a Story Point, add extra damage,

and pass the turn. But this is a lucky hit – what

luck led to the extra damage? The simplest explanation

is that the opponent inadvertently

exposed themselves, or the character spotted a

gap in their defense. But maybe the character

knocked a chandelier hanging from the ceiling

onto the opponent. This not only adds a memorable

move to the session but now there's a

chandelier on the ground, potentially an important

element in the ongoing scene.

The last, more elaborate example, relates to using

Story Points to bring new facts into fiction.

The Genesys Core Rulebook doesn't define clear

limits for this, so the exchange of Story Points

between the GM and players can become a fundamental

way of introducing potential solutions

to problems presented by the GM.

Imagine a situation where the team has to infiltrate

a heavily guarded castle. As the GM, I

might not have drafted exact entry plans or

guard patrols. Thanks to a full pool of Story

Points, players can act proactively. After a

moment, the team scholar spends a point, saying,

"I found very old plans of this castle after

several hours in the library. It seems there's

a secret dock through which we could enter."

I'm not keen on this idea, not eager for another

session in damp tunnels. However, instead

of saying "no", I return a Story Point to the

players, responding, "You also found documents

indicating this passage was sealed off

years ago due to a structural flaw. It's disappointing,

but perhaps you'll find something

else." The gnome engineer jumps in, "I see a

mention in the same document about another

flaw - a weak supporting pillar for a deserted

tower. Maybe, with some luck, we could bring

it down. It'd make a grand diversion." I like

the idea of a grand entrance, so I accept this

and take the Story Point. Another goes to my

pool when the elf scout proposes, "From my

observation of the guard patrols, there should

be almost no one in the side courtyard around

midnight." I consider it an excellent idea but

make a mental note that the courtyard might

not be as deserted as it seems.

This is a simplified scenario, but what's the

most important to note is that I just presented

a challenge. The players suggested solutions

(though they didn't solve it outright) and

introduced game elements themselves. I now

have three Story Points in my pool, asking to

be used. Typically, I introduce unexpected dangers.

This is crucial to distinguish. If players

anticipate danger, like being fully aware that

the garrison has guards and entering there is

risky, there's no need to spend points. However,

things are different when we, as the GM,

want to throw a curveball their way. Maybe a

delegation from the emperor just arrived at the

castle, and when the tower collapses, knights

come pouring out of one of the buildings. Or

the tower wasn't deserted without reason; a

monstrous creature might have been imprisoned

there, now set loose on the courtyard. We

could take it a step further and combine these

ideas: among the knights, one of the characters

recognizes an old friend, who might be torn

apart by the rampaging beast in moments.

Will the character risk their mission and themselves

to save a former ally? Many plot twists

await, and yet, the dice haven't rolled once!

Chapter 11: Grim World of Perilous Adventure 207


Appendix 1

The Circle


The Circle

A challenging Adventure for

The Old World: Grim and Perilous

download here


Appendix 2

Perilous Locations


download here




astdfh

Welcome to the Old World, a land where the thin veil of normality

barely conceals a realm of dark powers.

The Old World: Grim and Perilous, a fanmade supplement for Genesys, ushers you into a world teetering on the brink of

Chaos, where each foray into the unknown is a dance with destiny.

You are not a legendary hero but rather an ordinary individual thrust into extraordinary situations, compelled to confront

your vulnerabilities or perish in the attempt. Here, exploration is a daunting task, with treacherous landscapes hiding both

ancient secrets and imminent dangers. The wilds are rife with unspeakable horrors, and even the cities are not safe, as political

turmoil brews beneath their deceptive calm.

In The Old World: Grim and Perilous, every decision matters, every alliance counts, and every step is a dance with both danger

and opportunity. Here, in a world where peril lurks around every corner, your actions can carve a path toward a brighter future.

Confront external threats that seek to ravage the land, and battle foes that undermine its very foundations.

This supplement for the Genesys

roleplaying game includes:

• Character creation options for seven iconic fantasy races and a

diverse selection of careers and specializations, including

Witch Hunter, Ratcatcher, Slayer, Military Engineer, and Wizard.

• Expanded magic rules, portraying it as a potent yet hazardous

force, full of wondrous possibilities and dire risks.

• Additional mechanics for social standing, diseases, fear, and

corruption, offering a more intricate and perilous experience of

the Old World.

• A comprehensive range of new weapons, equipment, vehicles,

and magical items to equip adventurers for their journey.

• A plethora of formidable adversaries, including terrifying undead,

vile servants of Chaos, barbarous greenskins, and the

enigmatic and malevolent Fimir.

• New "Adventuring Party" mechanics that bring diverse groups

of adventurers together as a unified team, fostering cooperation

and shared goals in a world where unity can mean the difference

between survival and doom.

• Additional game mechanics and invaluable tips from experienced

GMs and players, designed to expand the potential of the game

and enhance the overall experience, offering both fresh challenges

and guidance for navigating this rich and complex world.

This is a fanmade supplement and is not officially affiliated with the

original creators of Genesys or the Warhammer Fantasy universe.

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