The Old World: Grim and Perilous
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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.