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The Old World: Grim and Perilous

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Development

Mariusz Szymański, Barbara Szymańska,

Dave Brown

Game Design and Writing

Mariusz Szymański, Dave Brown

Graphic Design, Art and DTP

Barbara Szymańska

Proofreading

Dave Brown (ENG)

Tomasz „Ribald” Okraska (PL)

Editing

Dave Brown (ENG)

Grzegorz Karaluch, Tomasz Szczypiński (PL)

Art inspired by

Rekografia, Klaudia Zdanowska

The Old World map by

Kartografia Niepraktyczna

Writing

Tomasz Szczypiński

Additional Writing

Mariusz Szymański

Graphic Design and DTP

Barbara Szymańska

Art

Adrianna Niewiadomska, Angelina Bezmilitsyna

Proofreading (eng)

Dave Brown

Translation (eng)

Grzegorz Karaluch

www.perilous.eu

Credits

"The Circle" Adventure

Follow us!

Legal Note

Art models

Jana Nell Antoniewicz, Bartosz Bruski, Pszemek

Blecharz, Tomek Olejniczak, Adrianna Niewiadomska,

Feilbergs Workshop, Michał Stępowski,

Ardath - The Lute Player, Dave Brown

Playtesters

Adam Szymański, Piotr Guzowski, Mateusz

Mucha, Bartosz Majcher, Marcin Szymański,

Michał Nonas, Dawid Gdula, Franciszek Tobor,

Agnieszka Majorek, Barbara Szymańska, Wojciech

Kozłowski, Michał Szymczak, Mateusz Milczarek,

Grzegorz Karaluch, Adrianna Niewiadomska, Rafał

Kiełbasa, Michał Jaworski, Aleksandra Jaworska,

Paweł Kukliński, Bartosz Perliński, Michał Maziarz,

Brice Gill, Wes, Marshall Hodge, Jim Looby

Special thanks to

Mateusz Bartosik, Ian Houlihan, Graeme Davis,

Krzysztof Kowalski

Proofreading (PL)

Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski,

Michał Frąckiewicz (Imaginarium RPG), Michał

Maciąg (pazuremspisane.pl), Tomek Dziedzic

Playtesters

Adam Szymański, Bartek „Pretor” Badura,

Bartosz Majcher, Grzegorz Karaluch, Konrad

„Cored” Balcerzak, Adrianna Niewiadomska,

Mateusz „Arateniz” Zientara, Mikołaj Machura,

Piotr Guzowski, Wiktor „Viaahtr” Banaszek,

Hubert Stencel, January Kochański, Adam

Kochański, Michał Nonas, Maksymilian

Kochański, Oktawian Nowak

TheOldWorldGenesys

Warhammer Fantasy is the Intellectual Property (IP) of Games

Workshop Limited. This expansion is unofficial and in

no way endorsed by Games Workshop Limited therefore it

cannot be used for commercial purposes, and we do not make

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

insignia, characters, vehicles, locations are either ®, TM and/

or © Copyright Games Workshop Ltd -, variably registered

in the UK and other countries around the world. All Rights

Reserved to their respective owners. Some of the specializations

and gear descriptions are based on those found at

www.warhammerfantasy.fandom.com.

Great thanks to the whole Warhammer wiki Community!

All talents (not found in official Genesys rulebooks), illustrations

and tables included in this expansion are the intellectual

property of its authors and cannot be used for commercial

purposes. If you're interested in using it in your own work,

please contact us at old.world.genesys@gmail.com

4 The Old World: Grim and Perilous


Welcome to The Old World:

Foreword

Grim and Perilous!

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

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

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

sure we wanted to try this campaign again. However, while the th edition of WFRP is an amazing

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

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

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

in general the game mechanics seemed good, our first attempt at a conversion failed miserably.

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

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

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

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

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

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

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

About this Product

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

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

Roleplay editions -, while keeping the simplicity from the basic Genesys rules. It adds many

new talents and skills, new career creation and specialization options, new rules for magic,

corruption and social status. This expansion is light in fluff, so you need to have original Warhammer's

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

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

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

your game sessions.

What do I need to play?

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

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

gear, some talents and crafting rules. Additionally, as mentioned earlier, we do not provide the

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

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

Warhammer Fantasy setting.

The Old World: Grim and Perilous 5


Table of Contents

Chapter 1: Creating Your Character........................................................10

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

6 The Old World: Grim and Perilous


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Old World: Grim and Perilous 7


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

8 The Old World: Grim and Perilous


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Old World: Grim and Perilous 9


Chapter 1

Creating Your

Character

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

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

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

an additional specialization during Step : Invest Experience Points.

Character Creation: Step by step

This section summarizes all steps performed

during the character creation process.

Step 1: Determine

Background

You should create a basic concept of your character

by coming up with their background.

While this step may seem entirely skippable,

it is in fact very important as it will later help

you to determine your character's goals and

motivations. It also provides a framework for

building your character in terms of the game

mechanics. You may quickly create the character's

background by answering some of the

following questions:

• Where does your character come from?

• Who is your character's family?

• What is your character's social standing?

• How old is your character?

• What does your character think about the

world?

• Why did your character leave home?

In the chapter : Grim World of Perilous Adventure

we further explore how character's

background can be utilized during the game.

Step 2: Select a

Character Species

Choose a character species from among the

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

Halfling, Gnome, Imperial Ogre. You may also

roll on Table -: Character Species to determine

one randomly. Choosing the character

species has a great impact on both the game

narrative and mechanics. Narratively, it determines

how your character is seen by other

members of society, for example halflings are

seen as great cooks and ogres are usually considered

mindless brutes. Even if your charac-

10 The Old World: Grim and Perilous


ter escapes those stereotypes, they will probably

have to deal with them at some point.

In terms of the game mechanics, a character

species determines starting characteristic,

derived attributes, starting experience, special

abilities and specializations available to

your character.

Note that at your Game Master's discretion,

the selection of character species may be limited

to only some of the presented options.

Table 1-1: Character Species

Species

d100 result

Human

-

Dwarf

-

Halfling

-

Wood Elf

-

High Elf

Imperial Ogre

Gnome

Step 3: Choose

a Career and

a Specialization

Contrary to careers in the Genesys Core

Rulebook, careers in The Old World: Grim

and Perilous represent a character's job class

(for example Warrior or Scholar) rather than

a specific job or role - these are represented

by specializations and professions. Once selected,

career cannot be changed and it determines

part of a starting gear, career skills

and available starting specializations. After

selecting a career, you can choose a specialization

- refer to Table -: Available Specializations.

At this point, you may only choose a

specialization that is tied to your character's

career and it determines the second part of

the starting gear and career skills. Note that

if gear is mentioned both in the description

of a career and a specialization, your character

receives it twice. There are no special rules

if the career skill is listed in both career and

specialization - your character obtains it only

once. Specializations can be changed during

the course of the game.

Alternatively, you may roll on Table -: Available

Specializations randomly and check the

result for your character's species. This will

determine both career and starting specialization.

Note that if your character is a wizard,

you should also roll on Table -: Lores

of Magic to determine the school of wizardry

your character graduated from.

After you select a career and specialization,

choose four career skills. Your character starts

the game with one rank in each of those skills.

Chapter 1: Creating Your Character 11


Table 1-2: Available Specializations

Career Human Wood

Elf

Crafstman

Noble

Rogue

Scholar

Soldier

Wanderer

Warrior

High Elf Dwarf Halfling Ogre Gnome Specialization

- - - - - - - Artisan

- - - - - - Executioner

- - - - - - - Merchant

- - - - - - Military Engineer

- - - - - Duelist

- - - - - - Envoy

- - - - Highwayman

- - - - - - Knight

- - - - Assassin

- - - - - - - Charlatan

- - - - - - - Fence

- - - - - - - Racketeer

- - - - - - Spy

- - - - - - - Thief

- - - - - - - Academician

- - - - - - Agitator

- - - - - - - Physician

- - - - - - Priest

- - - - - - Warrior Priest

- - - - - - Wizard

- - - - - - - Cavalerist

- - - - - - Foot Soldier

- - - - - - Marksman

- - - - - - - Mercenary

- - - - Officer

- - - - - - - Sailor

- - - - - - Bounty Hunter

- - - - - - Coachman

- - - - - - - Entertainer

- - - - - - - Hunter

- - - - - - - Outlaw

- - - - - - Ratcatcher

- - - - - Riverman

- - - - - - - Scout

- - - - - - Sorcerer

- - - - - - Bodyguard

- - - - - Champion

- - - - - - Roadwarden

- - - - - - - Slayer

- - - - - - - Watchman

- - - - - - Witch Hunter

12 The Old World: Grim and Perilous


If your character is a Human, you may now

choose two non-career skills as per species description.

Your character starts with one rank

in those two skills.

Table 1-3: Lores of Magic

Lore of Magic

Amber Wizard

Amethyst Wizard

Bright Wizard

Celestial Wizard

Gold Wizard

Grey Wizard

Jade Wizard

White Wizard

d100 result

-

-

-

-

-

-

-

-

Step 4: Invest

Experience Points

During this step you may spend starting experience

to improve your character's characteristics,

purchase talents and increase ranks

in skills. Remember that unless stated otherwise,

your character cannot have any skills

higher than rank once character creation

is finished. General rules on how to spend

XP during this step are presented in the

Genesys Core Rulebook, page , however

The Old World: Grim and Perilous

adds one unique option - purchasing an

additional talent tree. At your GMs discretion,

you may spend XP to select one

specialization that reflects your character's

special training or background. Your character

may purchase talents from this specialization,

but they don't gain gear and

career skills and cannot advance their

profession in this specialization. If

at any point you decide to change

your character's specialization to

this specialization, apply the normal

rules of purchasing new specializations.

Ranald's Luck

If you think Ranald is on your side today, instead

of choosing a character's species or specialization,

you can roll d and compare the result with Tables

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

you chose a character's species or specialization

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

must accept the result of the roll.

This XP cannot be spent on characteristics, only

skills and talents.

During this step you will determine your character's

wound threshold, strain threshold,

defense and soak by following the rules presented

in the Genesys Core Rulebook, page .

However, in The Old World: Grim and Perilous

there is also one additional attribute to

determine - corruption threshold. Corruption

threshold represents how quickly your character

succumbs to the influence of Chaos. Your

character’s starting corruption threshold is determined

by adding the corruption threshold

for their species to their Presence rating (after

spending starting XP).

Step 5: Determine

Derived Attributes

Chapter 1: Creating Your Character 13


After you determine this initial value, further

increases to your character’s Presence rating

do not increase their corruption threshold—corruption

threshold improvements are

acquired by purchasing talents, such as Pure.

Rules for corruption are explained in the chapter

: The Stigma of Corruption.

Step 6: Determine

Character

Motivation

This section presents species available for creating

a player character. You should choose

from these instead of the options presented in

the Genesys Core Rulebook.

Human

Humans are the most numerous of the races

inhabiting the Old World. They occupy huge

areas from the Estalian coasts to the Nippon islands.

They are famous for their versatility and

adaptability, but their lives are short and they

most easily succumb to the influence of Chaos.

SPECIES ABILITY

2 2 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

Character Species

14 The Old World: Grim and Perilous

Determining character's motivations is as important

as a character’s physical characteristics.

Motivation includes a character’s driving

forces: what ultimate goal is your character

pursuing? What are they most afraid of? What

character trait allows them to persevere in the

face of adversity? What flaws hinder their

ability to pursue their goals? Answering these

questions will let you come out with four Motivations:

Desire, Fear, Strength and Flaw.

You may also select them randomly by using

tables provided in the Genesys Core Rulebook,

page and onward.

Step 7: Choose

Appearance and

Personality

When you have your character's physical and

mental characteristic completed, it is time for

some final touches. While it is not reflected

in the game mechanics, how your character

looks and who they are is extremely important

narratively.

Note that while the Genesys Core Rulebook

allows you to purchase equipment in this step,

in The Old World: Grim and Perilous gear is

determined by your character's starting career

and specialization. All you have to do is to

simply write it down on your character sheet.

• Starting Experience

• Starting Skills

A Human starts with one rank in each of

two different non-career, non-magic skills

at character creation. They obtain this rank

before spending experience points, and these

skills may not be increased higher than rank

during character creation.

• Available Specializations

Specializations available to Human characters

are marked with the Hu symbol.

• Mark of Chaos

Once per session, after a Human makes

a check, they may reroll any one die in the

pool not displaying a d.

Wood Elf

Also known as the Asrai, Wood Elves are a secretive

and highly isolationist race of Elves

that long ago voluntarily split off from the

rest of their kin, preferring instead to live out

their lives in Nature’s embrace beneath the


enchanted forest canopy of Athel Loren. They

rarely appear in the lands of the Empire, and

even then they try to avoid all unnecessary

contact with humans.

SPECIES ABILITY

2 2 2 3 2 1

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Wood Elf starts with one rank in Vigilance

and may choose one rank in either Ranged

or Survival during character creation. They

obtain this rank before spending experience

points, and these skills may not be increased

higher than rank during character creation.

• Available Specializations

Specializations available to Wood Elf characters

are marked with the WE symbol.

• Blessing of Isha

Wood Elves add j to all Brawn, Agility and

Willpower based checks while in a forest.

High Elf

The High Elves, or Asur as they call themselves,

are the representatives of a once mighty empire,

today reduced to the Isle of Ulthuan and

a few of its satellite islands. Though the days of

their glory are past, they are still a proud race

of mighty wizards, skillful sailors, and capable

warriors who have led the relentless war

against Chaos for centuries.

SPECIES ABILITY

2 2 2 1 3 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A High Elf starts with one rank in Knowledge

(Academic) and may choose one rank in either

Negotiation or Sailing during character

creation. They obtain this rank before spending

experience points, and these skills may

not be increased higher than rank during

character creation.

Chapter 1: Creating Your Character 15


• Available Specializations

Specializations available to High Elf characters

are marked with the HE symbol.

• Aura of Nobility

When making a social skill check, High Elves

act as if they were of one social group higher

than they really are to a maximum of Aristocracy.

If the character is an Outcast, they act as

if a Middle Class.

Dwarf

The Dwarfs, or Dawi in their own language, are

a strong and sturdy species of brilliant craftsmen

and capable warriors. They once held an

empire that stretched from Norsca in the north

to the jungles in the south, which eventually fell

due to centuries of conflicts with High Elves

and continuous invasions of Greenskins.

SPECIES ABILITY

3 1 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Dwarf starts with one rank in Discipline

and may choose one rank in either Crafts or

Engineering during character creation. They

obtain this rank before spending experience

points, and these skills may not be increased

higher than rank during character creation.

• Available Specializations

Specializations available to Dwarf characters

are marked with the Dw symbol.

• Magic Resistance

When a Magic check targets a Dwarf, upgrade

the difficulty of the check once. Dwarfs

cannot increase ranks in Magic (Divine) and

Magic (Arcana) skills.

16 The Old World: Grim and Perilous

Halfling

Dark vision

In the Warhammer Fantasy universe, many species

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

surprising, therefore, that such an ability was not

included in the characteristics of elves, dwarves,

halflings or gnomes. This is a conscious design

decision. We weighed many pros and cons and

came to the conclusion that the ability to see in

the dark almost completely neutralizes one of the

most common threats that await player characters,

namely darkness.

Although it seems inconspicuous, it is in fact a

powerful ability, the inclusion of which as a species

ability would result in the removal of other,

much more interesting abilities or the need to

reduce the character's starting experience. However,

if you feel that lack of dark vision conflicts

too much with your vision of Warhammer, we

suggest using a weaker version of this ability and

removing a single j added due to darkness.

Halflings are a species of short humanoids

dwelling primarily in The Moot and various

other scattered regions in the Old World. They

seem to be joyful and carefree people which,

combined with their small size, makes other

races perceive them as vulnerable.

This is a frequent mistake, as in fact halflings

are agile, quick and relentless in combat and

can throw or shoot projectiles with extreme

precision. They also rarely succumb to the influence

of Chaos.

SPECIES ABILITY

1 3 2 2 2 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Halfling starts with one rank in Charm and

may choose one rank in either Ranged or De-


ception during character creation. They obtain

this rank before spending experience points,

and these skills may not be increased higher

than rank during character creation.

• Available Specializations

Specializations available to Halfling characters

are marked with the Ha symbol.

• Fieldwarden

Halflings upgrade the ability of melee combat

checks once when targeting characters who are

of a larger silhouette than they are.

• Small

Halflings are silhouette .

• Chaos Immunity

Halfings have a higher corruption threshold,

but they cannot increase ranks in Magic (Arcana)

skill.

Gnome

Gnomes, or Gnommi as they call themselves,

are short and wiry, with faces distinguished by

large ears and prominent noses.

Due to their small size, usually confused by

humans with halflings, gnomes go to great

lengths not to dissuade people from this mistake.

As a species naturally marked by magic,

they have fallen victim to wizards, inquisitive

academics and witch hunters for centuries.

Though times have changed, the gnomes still

remember past grievances and try to isolate

themselves to the point where their existence

is generally regarded as a mere legend.

SPECIES ABILITY

2 1 2 2 3 2

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

A Gnome starts with one rank in Skulduggery

and may choose one rank in either Charm or

Coordination during character creation. They

obtain this rank before spending experience

points, and these skills may not be increased

higher than rank during character creation.

• Available Specializations

Specializations available to Gnome characters

are marked with the Gn symbol.

• Attuned to Ulgu

Once per encounter, a Gnome can upgrade the

ability of Deception or Stealth check once. If

a Gnome gains the ability to cast spells, they

can only cast spells of the Lore of Shadows.

• Small

Gnomes are silhouette .

Chapter 1: Creating Your Character 17


Imperial Ogre

Ogres are a large, powerfully built species of

humanoids. Known for their brutality and

insatiable appetite, most of them hail from

the Ogre Kingdoms, beyond the Worlds Edge

Mountains in the far east, where they live in

nomadic tribes.

So called Imperial Ogres differ from their

brethren. They are commonly found in the

Moot, living among the Halflings with whom

they have a strange kindred spirit. They tend

to be smaller and less brutal than their cousins,

but potentially brighter, and usually more civilized.

While their size and bad reputation continue

to cause anxiety and prejudice among

common Oldworlders, Imperial ogres

are an increasingly common sight in

the Empire, where they usually serve

in the army and mercenary companies,

but also deal in trade, crafts and hard

physical labor.

• Fearsome

Imperial Ogres add j to Coercion and Leadership

checks, but add j to Charm checks. This

does not apply when interacting with members

of their own species.

• Huge

Imperial Ogres are silhouette and increase

their encumbrance threshold by .

• Gut Strength

Imperial Ogres increase the damage of their

melee attacks by one, but they need to eat

three times as much as other characters or

they lose this benefit and also decrease their

wound threshold by three.

• Simple Minded

During character creation, Imperial Ogres

cannot choose Noble and Scholar careers.

SPECIES ABILITY

4 1 1 2 2 1

Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold

+ Brawn

• Strain Threshold

+ Willpower

• Corruption Threshold

+ Presence

• Starting Experience

• Starting Skills

An Imperial Ogre starts with one rank in

Brawl during character creation. They obtain

this rank before spending experience

points, and may not increase Brawl above

rank during character creation.

• Available Specializations

Specializations available to Imperial Ogre

characters are marked with the Og symbol.

18 The Old World: Grim and Perilous


The careers listed below are available for players

during Step : Choose a Career. Each career

determines the first six career skills, followed

by four skills determined by the specialization.

Similarly, starting gear is determined by both

career and specialization.

Craftsman

Most commonly found in towns and cities,

craftsmen are organized into a bewildering

variety of guilds that protect their members

from incompetent fraudsters who could undercut

profits. Most of them lead a peaceful,

work-filled life under the guilds protection.

However some, bored with monotonous work,

respond to the call of adventure.

Career Skills

Craftsmen count the following skills as career

skills: Coordination, Crafts, Knowledge

(Academic), Negotiation, Riding, Perception.

After choosing a specialization, but before

spending experience during character creation,

a Craftsman may choose four of their

career skills and gain one rank in each of them.

Starting specialization

During character creation a Craftsman can

pick one of the following specializations for

free: Artisan, Executioner, Merchant, Military

Engineer.

Starting Gear

If you have a Craftsman character, they start

with the following gear in addition to gear

gained after choosing a specialization: Artisan's

Tools, a Dagger, a Tool Bag.

Noble

Few are lucky enough to be born of noble

blood. Destined for wealth and honor, they

tend to look down on the simple, working

people. Some of them, however, leave their

safe palaces, carried by romantic notions of

dangerous adventures.

Career Skills

Nobles count the following skills as career

skills: Charm, Coercion, Cool, Knowledge

Careers

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

choosing a specialization, but before spending

experience during character creation,

a Noble may choose four of their career skills

and gain one rank in each of them.

Starting specialization

During character creation a Noble can pick

one of the following specializations for free:

Duelist, Envoy, Highwayman, Knight.

Starting Gear

If you have a Noble character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Sword,

a Fine Cloak.

Rogue

Rogues live by taking advantage of opportunities

and are not afraid to bend or even break the

law to achieve their goals. Following the principle

that more people means more opportunities

to catch, rogues naturally flock to big cities

where they become experts in city survival.

Career Skills

Rogues count the following skills as career

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

Stealth, Streetwise. After choosing

a specialization, but before spending experience

during character creation, a Rogue may

choose four of their career skills and gain one

rank in each of them.

Starting specialization

During character creation a Rogue can pick one

of the following specializations for free: Assassin,

Charlatan, Fence, Racketeer, Spy, Thief.

Starting Gear

If you have a Rogue character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger.

Scholar

Whether they are wizards, academic researchers,

or physicians, scholars are people

who have devoted their lives to the search for

knowledge. Most of them avoid traveling, pre-

Chapter 1: Creating Your Character 19


ferring to stay in the safe walls of a library or

academy, but it occasionally happens that they

join groups of adventurers to find forgotten

knowledge or for personal reasons.

Career Skills

Scholars count the following skills as career

skills: Charm, Cool, Discipline, Knowledge

(Academic), Negotiation, Perception. After

choosing a specialization, but before spending

experience during character creation, a Scholar

may choose four of their career skills and

gain one rank in each of them.

Starting specialization

During character creation a Scholar can pick

one of the following specializations for free:

Academician, Agitator, Physician, Priest,

Warrior Priest, Wizard

Starting Gear

If you have a Scholar character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger.

Soldier

Wars almost constantly sweep through the

Old World, so it is not surprising that a large

part of the population serves or has served in

the army or local militia. Soldiers are usually

well trained in combat and used to long and

exhausting journeys. Although they lack finesse,

they are solid and loyal fighters.

Career Skills

Soldiers count the following skills as career

skills: Athletics, Brawl, Discipline, Melee

(Light), Resilience, Survival. After choosing

a specialization, but before spending experience

during character creation, a Soldier may

choose four of their career skills and gain one

rank in each of them.

Starting specialization

During character creation a Soldier can pick

one of the following specializations for free:

Cavalerist, Foot Soldier, Marksman, Mercenary,

Officer, Sailor.

Starting Gear

If you have a Soldier character, they start with

the following gear in addition to gear gained

after choosing a specialization: a Dagger, Flint

and Steel, a Bedroll, a Flask.

Wanderer

Wanderers spend most of their time traveling

in the wild or wandering from town to town.

Sometimes they are restless individuals, unable

to stay in one place for too long; sometimes

they are people forced to travel due to the

hardships of life. However, they have one thing

in common - they can survive in all conditions.

Career Skills

Wanderers count the following skills as career

skills: Coordination, Perception, Ranged, Resilience,

Survival, Vigilance. After choosing

a specialization, but before spending experi-

20 The Old World: Grim and Perilous


ence during character creation, a Wanderer

may choose four of their career skills and gain

one rank in each of them.

Starting specialization

During character creation a Wanderer can

pick one of the following specializations for

free: Bounty Hunter, Coachman, Entertainer,

Huntsman, Outlaw, Ratcatcher, Riverman,

Scout, Sorcerer.

Starting Gear

If you have a Wanderer character, they start

with the following gear in addition to gear

gained after choosing a specialization: a Dagger,

a Backpack, a Bedroll, Flint and Steel,

a Waterskin.

Warrior

Warriors are a broad category of people who

primarily make a living by using their combat

skills. However, they do not belong to the

army, which distinguishes them from soldiers.

They value independence and individual skills

more than regular pay and honors associated

with military service.

Career Skills

Warriors count the following skills as career

skills: Athletics, Cool, Melee (Light),

Melee (Heavy), Resilience, Vigilance. After

choosing a specialization, but before

spending experience during character

creation, a Warrior may choose four of

their career skills and gain one rank in

each of them.

Starting specialization

During character creation a Warrior can pick

one of the following specializations for free:

Bodyguard, Champion, Roadwarden, Slayer,

Watchman, Witch Hunter.

Starting Gear

If you have a Warrior character, they start

with the following gear in addition to gear

gained after choosing a specialization: a Dagger,

Leather Armor.

Specializations

This section introduces rules for specializations

and professions used in The Old World:

Grim and Perilous. Available specializations

are presented later in the chapter.

There are three levels that determine who

your character could be:

• Career - the widest category which contains

several specializations. It represents a character's

job class - a broad, abstract concept,

for example a Noble, Scholar or Rogue. Once

chosen, the career cannot be changed.

• Specialization - is linked to a specific career

and focuses on a particular aspect of that

career. In other words, it represents your

character's job or role, for example Knight

is a specialization of the Noble career.

Chapter 1: Creating Your Character 21


Specializations are not strictly limited to a

specific career. In the course of the game

you may purchase additional specializations

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

For most of the time one of your purchased

specializations will be your Primary Specialization

representing what is your character's

focus at a given time. Other specializations

will be Secondary.

• Profession - represents your progression

within a specialization or sometimes defines

a path you may choose for a particular

specialization. For example a Squire is the

starting profession for the Knight specialization,

and later may progress to Knight

and Knight Commander.

Selecting the first

specialization

The first specialization can be selected from

among those tied to the chosen career for free.

For example, a Rogue may choose from among

Assassin, Charlatan, Fence, Racketeer, Spy and

Thief specializations. Skills from the chosen

career and specialization are now called career

skills for the character and you may now

choose one rank in four different career skills.

Additionally, at the beginning of Step : Invest

Experience Points players can spend experience

points (XP) to select one additional

specialization. This does not count as a regular

specialization (it also does not count when

calculating the cost of purchasing additional

specializations), but may represent the character's

background or a special training and, if the

Game Master allows, does not need to be tied

to the character's career. The character gains

only the talent tree from this additional specialization,

not career skills or gear! The character

cannot advance their profession in this specialization

and if at any point you decide to change

your character's Primary Specialization to this

additional specialization, apply normal rules

for purchasing new specializations.

Purchasing additional

specializations

Once chosen, your character's career cannot

change. Their development is expressed by

22 The Old World: Grim and Perilous

progressing within a chosen specialization

(by purchasing talents, skills and advancing

their profession), and by purchasing new

specializations.

At the GM's discretion, additional specializations

may be selected from various careers or

even those not normally available to your character's

species.

Primary and Secondary

Specializations

When purchasing a new specialization you

should determine which one of them is the Primary

Specialization - representing what is your

character's focus in the narrative, and which

ones stay as a Secondary Specializations - representing

their previous job, supplementary

role or the past they had to leave behind.

EXAMPLE : Previous job

Your character's career is Rogue and starting

specialization is Thief. You decide to purchase

an additional specialization - Fence, and along

with your GM, you decide that your character's

Primary Specialization from now on is Fence,

but narratively, your character may still progress

in the Thief specialization which now becomes

Secondary.

EXAMPLE : Supplementary role

Your character's career is Scholar and starting

specialization is Celestial Wizard. After some

time wandering around the Old World the narrative

promotes your Wizard to a Master Vigilant

to hunt rebels and heretics. Since there is

no separate specialization for this job, you may

purchase the Witch Hunter specialization. Although

it is connected to the Warrior career,

it supplements your Wizard specialization to

fit that new role. In this case, Celestial Wizard

is still your Primary Specialization and Witch

Hunter becomes Secondary.

EXAMPLE : A fresh start

Your character's starting career is Wanderer

and specialization is Rat Catcher. After a heroic

rescue of a certain baron, they are nobilitated

and the GM grants you the possibility to purchase

the Knight specialization. From now on,

your character is a Knight (while remaining a

Wanderer), but this new specialization does

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

that you will no longer be able to progress


your character as a Rat Catcher - you may not

purchase new talents from the Rat Catcher's

tree or advance through professions, but you

still may use the previously purchased talents.

The cost of additional

Specializations

You may purchase new specialization by spending

XP equal to ten times the total number of

specializations your character will have after

making the purchase. For example, if your character

has two specializations, the third one will

cost XP. If the specialization is from outside

your character's career, the cost is increased by

additional XP.

Before purchasing a new specialization, your

character might need to meet certain prerequisites

specified in the first profession of that

specialization (this does not apply if it is their

very first specialization!), and/or change their

social status (see page ). After the purchase,

career skills from the new specialization are

now career skills for your character (all previous

career skills remain intact!). Most of

the time, you should be able to purchase talents

from all purchased specialization trees.

However, your GM might determine that a

new specialization excludes further training

in one or more of the prior specializations. For

instance, after becoming a knight, it might be

challenging to further develop skills as a rat

catcher (see Example : A fresh start).

Specialization

progression and

professions

Your character may progress a specialization

by advancing their profession. Professions

represent levels within the specialization.

Sometimes the specialization is divided into

levels; however sometimes it offers two alternative

second levels instead - in such case,

alternative professions are marked with a "*"

symbol. When your character starts a new specialization,

it is considered that they are at the

lowest profession level (top profession in the

specialization progression table). Changing

profession to another level is achieved by fulfilling

the prerequisites listed on the specialization

progression table of a given specialization.

Note that changing the profession is

optional - your character may forgo it, even if

they have all prerequisites fullfilled (especially

if it does not fit the narrative). After changing

the profession, your characters immediately

gains effects listed for that given level.

For example, if your character purchases the

Knight specialization, they start as a Squire. By

fulfilling the "be knighted" prerequisite, your

character may advance their specialization and

change their profession to Knight which grants

them the option to purchase an additional rank

of the Intimidating talent. In this case the progression

is straightforward, so your character

becomes a Squire, advances to the Knight and

finally to the Knight Commander.

Profession

Squire

Knight

Knight

Commander

Prerequisites

None

Be knighted.

Increase ranks in Leadership

to . Have a War

Horse. Purchase the

Inspiring Cry talent.

On the other hand, specialization progression

table may present alternative second levels,

however, they almost never exclude each other

(if they do, it is explained in the specialization

progression table). For example, when

your character chooses a Scout specialization,

they can later become an Outrider or Explorer,

depending on which set of prerequisites they

fulfilled, or they can achieve both and benefit

from the effects of both.

Profession

Scout

Outrider*

Explorer*

Prerequisites

None

Spend some time in a military.

Purchase the Combat

Training talent. Increase

ranks in Riding to .

Set foot on an uncharted territory.

Increase ranks in Survival

to . Purchase the Heightened

Awareness talent

Effects

None

Your character may spend

XP to purchase one rank of

the Intimidating talent.

Your character can use the Inspiring

Cry talent twice per encounter

instead of once. Your character

may spend XP to purchase the

Officer specialization.

Effects

None

Your character may spend

XP to purchase the Vanguard

talent.

If your character is ambushed,

their allies within short range

add j to all checks during the

first round of the encounter.

Abilities and additional talents gained by fulfilling

prerequisites and advancing to new profession

are permanent and can only be lost due to

in-game events - purchasing another specialization

or advancing to the next profession does

not remove them.

NOTE: In most cases, specialization progression is

straightforward. However, if a profession is one of

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

Chapter 1: Creating Your Character 23


How to use the Talent Tree?

In this section we introduce the rules for using

Talent Trees in The Old World: Grim and Perilous.

A talent tree is a tree comprising twenty

different talents. These talents are arranged in

a grid with four columns and five rows. Each

row represents one tier. The experience cost of

purchasing talents from the top row of the tree

is XP per talent, and it increases by XP per

row; so the subsequent rows cost XP, XP,

XP, and XP, respectively. Pathways connect

some of the talents together. You start by

purchasing any of the Tier talents. Then, you

follow the pathways to talents in subsequent

rows. You can only buy talents connected to

at least one talent you have already purchased

(except for Tier talents). Ranked talents may

be purchased additional times as they become

available on trees that have them listed multiple

times. If the character already has a ranked

talent from another tree, they still must purchase

it again and add it to the total number of

ranks to continue moving through the tree. If

the character comes across a non-ranked talent

they already have from previous tree, they

can mark it as purchased without spending

experience points.

In this rulebook, we use our own layout of the

talent cell. This is explained in the diagram

below. Note that talent descriptions are shortened

and may lack some nuances covered in

the full description. For the full description,

please refer to the indicated rulebook and page.

Shortened description

of the talent

Activation type

(Active talents only)

Mark this box when you

purchase the talent

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

tow

A

Talent's name

Type of the talent:

A - Active talent

P - Passive talent

Source of the talent and page no.:

TOW - The Old World

GCRB - Genesys Core Rulebook

ROT - Realms of Terrinoth

Guilds and Favors

Some of the characters, especially artisans, but

also some scholars and rogues, belong to guilds

or other similar organizations. Guilds organize

the lives of their members, look after their interests,

and get rid of unaffiliated competitors.

Some specializations, as part of their career

progression, are given the opportunity to ask

favors from members of their guild. There are

two types of favors: small and big.

Small favors are simple things that don't take too

much in effort or resources. Examples are: loan

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

accommodation for one night, loan a few shillings,

share some important news. Tasks performed

thanks to these type of favors are automatically

successful and don't require any checks

from your character.

Big favors are for complicated things, possibly

dangerous and often require effort from multiple

people. Examples are: assist the character in

combat, help to find an accommodation for days

or weeks for many people, smuggle a few chests

with illegal weapons, help a convict to escape,

loan a magic item. Tasks performed thanks to

this type of favors require opposed Leadership

vs Discipline check to convince a guild's representative

to follow your character's plan and determine

the possible outcome. After all, the task

may be too dangerous or oppose the goals and

policies of the guild.

24 The Old World: Grim and Perilous


Craftsman

Artisan

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

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

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

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

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

suggests this is not always the case.

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

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

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

at least briefly trained and equipped for combat.

Starting Gear

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

Additional Career Skills

Brawl, Crafts, Knowledge (Academic), Riding

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Belong to a guild.

Once per session, your character can

ask members of their guild for one small

favor.

Your character may spend XP to purchase

the Combat Training talent.

Master

Increase ranks in Crafts and

Knowledge (Academic) to .

Purchase one rank in the Expert

Knowledge talent.

Your character may spend XP to purchase

one rank in the Craft Specialization

talent and XP to purchase one rank in

the Applied Research talent.

Guild

Master

Increase ranks in Crafts and

Knowledge (Academic) to .

Purchase the Master talent.

Become a respected member of

the guild.

Leadership is now career skill for your

character.

Your character's social status is now Elite.

Your character may spend XP to purchase

The Boss talent.

Social Class:

Middle Class

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

p

tow #75

Technical Jargon

When making a Charm check targeting an engineer,

crafstman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

a

tow #78

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

p

GCRB #73

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

a

gcrb #79

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

a

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

gcrb #76

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

A

P

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

a

TOW #92

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Quick Fix

Spend a Story Point to temporarily repair one

damaged item for a number of rounds equal

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

the item is damaged one additional step.

[Maneuver]

A

tow #82

Repairman

When using Quick Fix, you may remove a jam

or malfunction instead of temporarily repairing

the item. The item is still damaged by one

step after a number of rounds equal to Crafts.

tow #89

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Sucker Punch

Spend t from Initiative check to make

a Brawl check before the first round of

combat. If successful, activate the Disorient

quality without spending a.

[Incidental, oot]

a

tow #83

Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

a

tow #98

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

P

p

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

gcrb #76 gcrb #81 gcrb #81 tow #96

P


Craftsman

Executioner

Starting Gear

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

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

and sometimes also conduct interrogations with the use of torture.

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

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

Additional Career Skills

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

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

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

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

speak several languages.

Specialization Progression

Profession Prerequisites Effects

Executioner's

Apprentince

None

None

Torturer*

Increase ranks in Coercion to

, Increase ranks in Medicine

to , Purchase one rank in the

Applied Research talent.

Your character may spend XP to purchase

the Ruinous Repartee talent

Master

Executioner*

Increase ranks in Melee (Heavy)

to , Increase ranks in Medicine

to , Purchase two ranks in the

Intimidating talent.

Your character may spend XP to purchase

the Master talent

Social Class:

Middle Class

Species:

Hu, Dw, Og

Talent Tree

EXP EXP EXP EXP EXP

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers additional strain.

[action]

a

GCRB #77

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Scathing Tirade [Sup.]

Your character may choose to suffer strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

p

p

p

a

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

tow #81

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Applied Research

Patch Up

Impaling Strike

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

any Knowledge skill and Intellect instead.

equal to Int. Once during the session, spend

with a melee weapon, they may use this

This may be used a number of times per hh or d on healed character's check to have talent to immobilize the target until the end

session equal to the ranks in the talent.

them suffer wounds equal to those healed.

of the target’s next turn.

[Incidental] [Incidental] [Incidental]

a

a

tow #84

tow #81

rot #88

a

Surgical Strike

Before your character makes a Brawl or

Melee (Light) check, you may spend a Story

Point to use this talent to add Vicious quality

equal to your character's ranks in Medicine.

[Incidental]

tow #84

P

P

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Torment

If their target is disoriented, staggered, or

prone, your character adds j to social skill

checks they make.

tow #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow #96

P

P

p

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

GCRB #81 gcrb #73 GCRB #81 tow #81

P


Merchant

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

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

streets of towns and villages.

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

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

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

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

armies and fleets.

Craftsman

Starting Gear

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

Silver Shillings, a Staff

Additional Career Skills

Charm, Negotiation, Riding, Survival

Profession

Specialization Progression

Prerequisites

Effects

Pedlar

None

Your character may spend XP to purchase

the Herbalism talent.

Merchant

Increase ranks in Negotiation

to .

Purchase two ranks in the Know

Somebody talent.

Accumulate wealth worth at

least GC.

Your character can change their social

status to Middle Class OR your character

may spend XP to purchase the Fence

specialization.

Master

Merchant

Social Class:

Increase ranks in Negotiation

and Charm to .

Purchase three ranks in the

Know Somebody talent.

Purchase the Connected talent.

Accumulate wealth worth at least

GC.

Commoner

Species:

Your character may change their social

status to Elite.

Your character can use the Connected

talent on an NPC of the Elite social

status.

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

Talent Tree

EXP EXP EXP EXP EXP

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

a

GCRB #74

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

p

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

a

GCRB #79

Connected

Once per session, ask one NPC of the Commoner

or Middle Class social status for a big

favor. You may use a Negotiation check to

determine the outcome of the favor.

[Incidental]

a

TOW #93

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

gcrb #75

Counteroffer

Once per session, choose non-nemesis adversary

within medium range; make an opposed

Negotiation vs Discipline check. The target is

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

[action]

P

gcrb #75

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

GCRB #74

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

p

a

a

Know Somebody

Once per session, when attempting to purchase

a legally available item, your character

may use this talent to reduce its rarity by one

per rank of Know Somebody

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

TOW #74

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

gcrb #76

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

GCRB #81

P

A

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

Tough Negotiator

When your character inflicts a critical

remark in a Negotiation check, they inflict

additional strain to the target equal to your

character's ranks in Negotiation.

tow #98

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

gcrb #76

Let's Talk This Over

Once per game session, when a combat

encounter is about to begin, make a Daunting

(kkkk) Charm check. If successful, the combat

encounter becomes a social encounter instead.

[Incidental, oot]

a

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

P

a

p

a


Military Engineer

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

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

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

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

devices suitable for use as weapons.

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

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

such as bridges, canals, or fortifications.

Craftsman

Starting Gear

4D10 Silver Shillings, a Rope, an Axe

Additional Career Skills

Crafts, Engineering, Gunnery, Knowledge (Academic)

Specialization Progression

Profession Prerequisites Effects

Sapper

Belong to a guild.

Once per session, your character can

ask members of their guild for one small

favor.

Engineer

Increase ranks in Engineering

and Knowledge (Academic)

to .

Once per session, your character can ask

members of their guild for an additional

small favor.

Master

Engineer

Increase ranks in Engineering

and Knowledge (Academic)

to .

Purchase the Master talent.

Once per session, your character can ask

members of their guild for one big favor.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, Gn

Talent Tree

EXP EXP EXP EXP EXP

Technical Jargon

When making a Charm check targeting an engineer,

crafstman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

a

tow #78

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

p

tow #75

Quick Fix

Steady Hand

Demolitionist

Improvised Defenses

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

Use a bomb and make an Engineering check

Make an Average (kk) Engineering check, if

damaged item for a number of rounds equal

check, you may spend one Story Point to use

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

successful your character creates cover that

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

provides ranged defense for one character

the item is damaged one additional step

ranks in Discipline to the results.

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

for each s. Spend t to increase defense to .

[Maneuver] [Incidental]

[action] [action]

a

a

a

tow #82

tow #83

tow #85

tow #87

a

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

gcrb #81

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Ranger

Discipline and Firearms are now career skills

for your character.

tow #82

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

P

P

a

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

tow #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

A

P

P

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Special Use Permit

Your character does not treat any items as

restricted (R, see page ). They may carry

or transport those items without being

arrested.

tow #83

Mad Inventor

Once per session, make an Engineering

check to create the functional equivalent

of any item using salvage. The difficulty is

based on the item’s rarity.

[action]

a

tow #95

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

tow #96

P

P

P


noble

Duelist

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

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

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

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

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

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

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

Starting Gear

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

Additional Career Skills

Charm, Firearms, Melee (Light), Resilience

Profession

Specialization Progression

Prerequisites

Effects

Duelist

Defeat an adversary in a duel.

Your character may spend XP to purchase

the Quick Draw OR one rank in the

Challenge! talent.

Pistolier*

Increase ranks in Firearms to

and Resilience to .

Purchase the Quick Draw talent.

Your character may spend XP to purchase

the Deadeye talent.

Fencer*

Increase ranks in Melee (Light)

and Charm to .

Purchase at least one rank in the

Challenge! talent.

Your character may spend XP to purchase

the Death Rage talent.

Social Class:

Elite

Species:

Hu, Dw, HE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

a

gcrb #79

Diplomatic Immunity

Spend one Story Point to avoid incrimination.

If your character is guilty, GM may

require them to suffer corruption instead

of spending a Story Point.

[Incidental]

a

tow #86

Ruinous Repartee

Once per enc, make an opposed Charm/Coercion

vs Discipline check targeting character within

earshot. The target suffers strain equal to Presence

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

[action]

a

p

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

p

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

P

Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

GCRB #76

a

A

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

tow #88

Heroic Resilience

Once per encounter, when your character

suffers wounds, spend one Story Point to

reduce wounds suffered by a number equal

to your character's ranks in Resilience.

[Incidental, oot]

a

tow #87

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

Duelist

Your character adds j to melee combat checks

while engaged with a single opponent. Your

character adds j to melee combat checks

while engaged with three or more opponents.

gcrb #73

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Parry [Imp.]

When your character suffers a hit from a melee

combat check and uses Parry, you may spend

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

attacker once with a Brawl or Melee weapon.

[Incidental, oot]

a

gcrb #79

Counterattack

When your character uses Imp. Parry to hit an

attacker, they may activate an item quality of

the weapon they used as if they had generated

aa on a combat check using that weapon.

ROT #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P

p

P


Noble

Envoy

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

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

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

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

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

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

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

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

Starting Gear

2D100 + 100 Silver Shillings

Additional Career Skills

Charm, Coercion, Negotiation, Vigilance

Specialization Progression

Profession Prerequisites Effects

Herald

None

None

Envoy

Increase ranks in Charm and

Negotiation to .

Purchase the Counteroffer

talent.

Your character may spend XP to purchase

the Silver Tongued talent.

Diplomat

Increase ranks in Charm and

Coercion to .

Purchase the Scathing Tirade

(Improved) talent.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Elite

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers additional strain.

[action]

a

gcrb #77

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

gcrb #81

p

a

p

p

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Counteroffer

Once per session, choose non-nemesis adversary

within medium range; make an opposed

Negotiation vs Discipline check. The target is

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

[action]

gcrb #75

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

a

gcrb #76

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

Scathing Tirade [Sup.]

Your character may choose to suffer strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #81

P

a

a

a

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Diplomatic Immunity

Spend one Story Point to avoid incrimination.

If your character is guilty, GM may

require them to suffer corruption instead

of spending a Story Point.

[Incidental]

a

tow #86

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Scapegoat

When using the Diplomatic Immunity talent,

make a Daunting (kkkk) Charm check. If

successful, point any character from Outcast

or Commoner social group as guilty.

[action]

tow #97

p

p

a

Ceool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #75

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Diplomatic Immunity [imp.]

When your character uses Diplomatic Immunity,

they may choose to expand its effect on

all allies with social status of Middle Class or

Elite accused of commiting the same crime.

tow #94

Let's talk this over

Once per game session, when a combat

encounter is about to begin, make a Daunting

(kkkk) Charm check. If successful, the combat

encounter becomes a social encounter instead.

[action]

a

rot #91

P

p

p


noble

Highwayman

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

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

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

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

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

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

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

a great fame as "Prince of Thieves").

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

and typically proficient with firearms.

Starting Gear

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

Additional Career Skills

Charm, Coordination, Firearms, Riding

Profession

Specialization Progression

Prerequisites

Effects

Highwayman

None

None

Raubritter*

Increase ranks in Firearms to .

You cannot be a Prince of

Thieves.

Rob travelers to get rich.

Your character may spend XP to purchase

the Crushing Charge talent.

Prince of

Thieves*

Increase ranks in Charm to .

You cannot be a Raubritter.

Rob travelers to give to the poor.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Elite

Species:

Hu, Ha, HE, WE

Talent Tree

EXP EXP EXP EXP EXP

Proper Upbringing

Let's Ride

Finesse

When making a social skill check in polite

Once per round in your character’s turn, get

When making a Brawl or Melee (Light)

company, suffer a number of strain up to

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

the ranks in Proper Upbringing to add an

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

of Brawn.

equal number of a to the check.

from the mount causes no damage.

[Incidental] [Incidental] [Incidental]

a

a

GCRB #74

gcrb #75

Rot #84

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

p

a

Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

a

tow #84

Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

a

Born in the Saddle

Once per encounter, your character may use

this talent to add s equal to their ranks in

Riding to a single check (using any skill) they

make while mounted on beast or vehicle.

[Incidental]

a

tow #85

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #88

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

a

gcrb #79

Dramatic Entrance

Once per session, SP: enter an encounter you

are not currently participating. Add a new slot

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

first check you make in the encounter.

[Incidental, oot]

a

tow #94

Dramatic Escape

Your character may use the Dramatic Entrance

talent to immediately escape from the

current encounter instead of entering it.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Heroic Recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

P

rot #88

Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

Rot #90

Cavalier [Imp.]

While riding a mount, your character and

the mount increase their defense by . Your

character can maintain control of an untrained

mount without a Riding check.

tow #93

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

[Incidental, oot]

a

P

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

P


noble

Knight

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

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

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

cavalry charges able to break entire armies with their fury.

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

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

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

Starting Gear

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

a Shield, an Axe or a Mace

Additional Career Skills

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

Specialization Progression

Profession Prerequisites Effects

Squire

None

None

Knight

Be knighted.

Your character may spend XP to

purchase one rank of the Intimidating

talent.

Knight

Commander

Increase ranks in Leadership

to .

Have a War Horse.

Purchase the Inspiring Cry

talent.

Your character can use the Inspiring

Cry talent twice per encounter instead

of once.

Your character may spend XP to purchase

the Officer specialization.

Social Class:

Elite

Species:

Hu, HE, WE

Talent Tree

EXP EXP EXP EXP EXP

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to the

ranks in Proper Upbringing to add an equal

number of a to the check.

[Incidental]

a

GCRB #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Inspiring Cry

Once per encounter, allow a number of allies

(up to your character's ranks in Leadership)

within medium range to reroll all j until the

end of the round.

[Incidental]

a

tow #80

Challenge!

Once per enc, choose a number of adversaries

within short range up to ranks in the talent.

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

checks against your char and jj against others.

[Maneuver]

a

ROT #84

Crushing Charge

While mounted, after engaging the target, suffer

strain. Make Melee combat check. The weapon

gains the Knockdown and Sunder qualities and increases

Pierce and Vicious by the ranks in Riding.

[action]

a

tow #94

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

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

from the mount causes no damage.

[Incidental]

a

GCRB #74

Breakthrough

With Melee (Heavy) weapon, suffer strain

no greater than ranks in the talent. Decrease

def of engaged enemy by the strain suffered

until the end of your character's next turn.

[Maneuver]

a

tow #79

Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

ROT #90

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow #81

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

a

P

p

Challenge!

Once per enc, choose a number of adversaries

within short range up to ranks in the talent.

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

checks against your char and jj against others.

[Maneuver]

a

ROT #84

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

A

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

P

P

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

a

rot #87

Armor Master

When your character wears armor with

Encumbrance value of or higher, they

reduce its Encumbrance by and increase

Defense by .

tow #92

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

P


Rogue

Assassin

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

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

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

and eliminate the target without asking any questions.

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

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

poisoner's art to improve their deadliness even further.

Starting Gear

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

Additional Career Skills

Medicine, Ranged, Skulduggery, Streetwise

Profession

Specialization Progression

Prerequisites

Effects

Cutthroat

None

None

Assassin*

Purchase the Backstab and the

Combat Training talents.

Increase ranks in Skulduggery

and Melee (Light) to .

Your character may spend XP to purchase

the Backstab (Improved) talent.

Your character may spend XP to

purchase the Recon talent.

Poisoner*

Increase ranks in Skulduggery

and Medicine to .

Purchase the Elusive talent.

Kill an adversary by administering

a poison.

Alchemy is now a career skill for your

character.

Your character may spend XP to purchase

the Venom Soaked Blade talent

(Realms of Terrinoth).

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

gcrb #76

P

a

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds + damage.

[action]

a

rot #89

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

gcrb #74

Unrelenting

After a successful melee check, suffer strain to

make a melee attack against the same target. Increase

the diff by one if this attack uses a second

weapon, or by two if uses the same weapon.

[Incidental]

a

rot # 91

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

a

tow #76

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

tow #88

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

p

p

P

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

gcrb #74

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Elusive

When another character makes a check to

follow your character's trail, add h equal

to your character's ranks in Streetwise or

Survival to the check results.

[Incidental, oot]

tow #86

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

p

P

a

P

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Surgical Strike

Before your character makes a Brawl or Melee

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

use this talent to add Vicious quality equal to

your character's ranks in Medicine.

[Incidental]

a

tow #84

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to immediately

defeat one rival or one minion group

in short range.

[Maneuver]

tow #102

a

a

p

a


rogue

Charlatan

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

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

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

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

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

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

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

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

last moment with a colossal fortune.

Starting Gear

2d10 Silver Shillings, a Fine Cloak

Additional Career Skills

Alchemy, Charm, Cool, Deception

Specialization Progression

Profession Prerequisites Effects

Swindler

None

None

Charlatan

Increase ranks in Charm and

Deception to .

Purchase one rank in the Expert

Knowledge talent.

Your character may spend XP to

purchase the Can’t We Talk About This?

talent.

Con-Artist

Increase ranks in Charm and

Deception to .

Increase tanks in Cool to

Purchase the Audacious talent.

Your character may spend XP to purchase

the Master talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Keen Observer

Your character adds jj to checks to discern

another character's motivations.

tow #81

Sneaky Bastard

Once per encounter, when your character

makes a Negotiation check, they may use this

talent to add a number of a equal to their

ranks in Deception to the result.

[Incidental]

a

tow #97

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

TOW #74

a

p

a

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Quick Witted

Once per enc, after another social skill check,

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

add s or f equal to ranks in Charm

to the other check. If failed, suffer strain.

[Incidental, oot]

a

tow #98

P

P

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow #77

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

GCRB #74

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

tow #84

a

A

a

a

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

a

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

TOW #74

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

a

GCRB #76

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

tow #77

P

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

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

P


Rogue

Fence

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

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

be more safely disposed of.

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

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

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

can be as rich as prominent merchants.

Starting Gear

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

Additional Career Skills

Charm, Deception, Negotiation, Streetwise

Profession

Specialization Progression

Prerequisites

Effects

Fence

None

None

Black

Marketeer*

Crime Lord*

Increase ranks in Streetwise

and Negotiation to .

Purchase two ranks of the Black

Market Contacts talent.

Sell a single stolen item worth of

minimum shillings.

Increase ranks in Streetwise

and Charm to .

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

people.

Your character may change their social

class to Middle Class.

Your character may spend XP to purchase

the Tough Negotiator talent.

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

TOW #74

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Snuggery

Your character gains a hidden compartment or

storage with capacity equal to your character’s

ranks in Streetwise (compartment) or five

times ranks in Streetwise (storage).

tow #91

p

p

Sneaky Bastard

Once per encounter, when your character

makes a Negotiation check, they may use this

talent to add a number of a equal to their

ranks in Deception to the result.

[Incidental]

a

tow #97

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow #78

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Deep Pockets

Once per session, produce small (encumbrance

or ) item worth no more than

shillings.

[Incidental]

tow #80

Black Market Contacts

Once per session, when purchasing an illegal

item, your character may use this talent to

reduce its rarity by one per rank of Black

Market Contacts.

[Incidental]

a

TOW #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

p

a

P

P

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow #78

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

p

a

a

Let’s Talk This Over

Once per session, when a combat encounter

is about to begin, make a Daunting (kkkk)

Charm check. If successful, the combat encounter

becomes a social encounter instead.

[Incidental, oot]

a

rot #91

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

a

GCRB #76

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds + damage.

[action]

rot #89

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

a

P

P


Rogue

Racketeer

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

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

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

sharking, drug pedaling, prostitution and illegal gambling dens.

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

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

entire city or province. However, most gangs are smaller, employing a few racketeers

and thugs for muscle.

Starting Gear

1D10+10 Silver Shillings, Brass Knuckles,

a Leather Jacket (Leather Armor)

Additional Career Skills

Brawl, Coercion, Cool, Resilience

Specialization Progression

Profession Prerequisites Effects

Thug

Join a gang.

Once per session, your character can ask

members of their gang for one small favor.

Enforcer*

Increase ranks in Brawl, Cool

and Resillience to .

Purchase the Sucker Punch

talent.

Your character may spend XP to purchase

the Strike to Stun talent.

Your character may spend XP to purchase

the Urban Combatant talent.

Crime Lord*

Increase ranks in Streetwise

and Coercion to .

Purchase two ranks of the Street

Slang talent.

Found a new gang with at least

people.

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow #78

Sucker Punch

Spend t from Initiative check to make

a Brawl check before the first round of

combat. If successful, activate the Disorient

quality without spending a.

[Incidental, oot]

A

tow #83

Painful Blow

Increase the difficulty of a combat check by

one. If the target suffers at least one wound,

they suffer strain each time they perform

a maneuver until the end of the encounter.

[Incidental]

A

rot #84

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow #96

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

P

P

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

A

gcrb #78

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

P

P

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

rot #89

Altered Deal

Once per session, when allied character within

short range of your character fails a Negotiation

check, your character may retry the check using

Coercion instead of Negotiation.

[Incidental, oot]

A

tow #79

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

rot #89

Ruinous Repartee

Once per enc, make an opposed Charm/Coercion

vs Discipline check targeting character within

earshot. The target suffers strain equal to Presence

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

[action]

A

gcrb #81

P

Scathing Tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers additional strain.

[action]

A

gcrb #77

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow #81

Scathing Tirade [Imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

gcrb #79

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow #78

Scathing Tirade [Sup.]

Your character may choose to suffer strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #81

P

P

A


Spy

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

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

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

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

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

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

an unenviable fate.

Rogue

Starting Gear

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

Additional Career Skills

Deception, Perception, Stealth, Streetwise

Profession

Specialization Progression

Prerequisites

Effects

Informant

None

None

Spy

Increase ranks in Deception

and Stealth to .

Your character may spend XP to purchase

the Natural talent.

Master Spy

Increase ranks in Deception,

Streetwise and Stealth to .

Purchase two ranks in the Proper

Upbringing and two ranks in the

Street Slang talents

Your character may spend XP to

increase Cunning, Willpower or Presence

by one. This cannot increase the

characteristic above .

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

Recon

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

Survival/Streetwise check. Until the end of the

session, your character or one ally may add s equal

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

[action]

a

tow #96

p

a

Infiltration

Afer use of the Recon talent - Story Point:

your character is considered "native" to the

area. Until the end of the session, your character

or one ally may add tf to one check.

[Incidental]

a

tow #95

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Connected

Once per session, ask one NPC of the Commoner

or Middle Class social status for a big

favor. You may use a Negotiation check to

determine the outcome of the favor.

[Incidental]

TOW #93

p

p

a

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

tow #78

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds + damage.

[action]

rot #89

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

tow #78

a

a

a

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

tow #86

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

tow #88

P

a

p

a

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

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

a


Rogue

Thief

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

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

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

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

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

would have been impossible to do alone.

Starting Gear

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

Additional Career Skills

Athletics, Coordination, Skulduggery, Stealth

Specialization Progression

Profession Prerequisites Effects

Thief

Steal something.

None

Footpad*

Purchase the Dirty Tricks and

the Backstab talents.

Increase ranks in Athletics to .

Your character may spend XP to purchase

the Strike to Stun talent.

Your character may spend XP to purchase

the Assassin specialization.

Cat

Burglar*

Social Class:

Do NOT purchase the Dirty

Tricks and the Backstab talents.

Increase ranks in Coordination

Skulduggery and Stealth skills

to .

Steal a single item worth at least

shillings.

Commoner

Species:

Your character may spend XP to purchase

the Recon talent.

The t generated on your character's Skulduggery

checks may be spend to order

that whatever your character tried to do

(or did), is discovered after days or even

months later.

Hu, Ha, Dw, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow #78

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

A

tow #78

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

A

tow #86

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

A

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

P

A

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

A

GCRB #72

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

A

tow #88

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

A

GCRB #81

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

A

GCRB #74

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

A

gcrb #79

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

[Incidental, oot]

tow #93

p

P

A

Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Dirty Tricks

After your character inflicts a Critical Injury

on an adversary, they may use this talent

to upgrade the difficulty of that adversary’s

next check.

[Incidental]

A

rot #88

Backstab

May attack an unaware adversary with

a Melee (Light) weapon using the character’s

Skulduggery skill instead of Melee (Light). If

the check succeeds, each s adds + damage.

[action]

rot #89

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

GCRB #81

A

A

P

P


Scholar

Academician

Academicians are universally educated scholars, usually associated with academies

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

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

strive to educate the children of wealthy Merchants and Nobles.

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

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

sometimes forces them to enter the world of dangerous adventures.

Starting Gear

3D10 + 10 Silver Shillings, a Fine Cloak

Additional Career Skills

Alchemy, Engineering, Knowledge (Academic), Survival

Profession

Specialization Progression

Prerequisites

Effects

Student

None

None

Bachelor

Professor

Purchase at least one rank in

the Expert Knowledge talent.

Increase ranks in Knowledge

(Academic) to .

Purchase three ranks in the

Expert Knowledge talent.

Purchase the Master talent.

Increase ranks in Knowledge

(Academic) to .

Choose any two skills excluding magic

skills. Those are now career skills for

your character.

Once per session, your character can ask

members of their academy for one small

favor.

Your character may spend XP to

increase one of the following characteristics

by one: Intelligence, Cunning,

Willpower. This cannot increase a characteristic

above .

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

A

tow #84

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Mad Inventor

Once per session, make an Engineering

check to create the functional equivalent

of any item using salvage. The difficulty is

based on the item’s rarity.

[action]

a

tow #95

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

a

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Technical Jargon

When making a Charm check targeting an engineer,

craftsman, or similar individual, your

character may count ranks of Charm as equal

to ranks in Crafts or Engineering.

[Incidental]

a

tow #78

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

gcrb #79

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

P

P

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncanceled aa

with s.

[Incidental]

tow #82

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

tow #84

a

p

a

P

a

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow #87

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

P

P

a

P

a


Scholar

Agitator

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

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

have much to say about governance.

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

or even to overthrow of the aristocracy.

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

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

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

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

Starting Gear

3d10 Silver Shillings

Additional Career Skills

Charm, Knowledge (Academic), Leadership, Streetwise

Specialization Progression

Profession Prerequisites Effects

Agitator

Increase ranks in Knowledge

(Academic) to .

If this is your character's first specialization,

you may choose between Outcast and

Middle social class.

Pamphleteer*

Increase ranks in Streetwise

and Knowledge (Academic) to .

Purchase the Bad Press talent.

Perception is now a career skill for your

character.

Your character may spend XP to purchase

the Connected talent.

Demagogue*

Increase ranks in Charm and

Coercion to .

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend XP to purchase

the Work the Crowd talent.

Your character may spend XP to purchase

the Ruinous Repartee talent.

Social Class:

Outcast

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

tow #74

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

Bad Press

Once per session, make a Hard (kkk) Academic

check against distinguishable group of characters.

During next social enc. decrease strain

treshold of all its members by Presence rating.

[Action]

a

tow #85

p

p

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

a

tow #86

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

a

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

a

GCRB #79

Quick Witted

Once per enc, after another social skill check,

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

add s or f equal to ranks in Charm

to the other check. If failed, suffer strain.

[Incidental, oot]

a

tow #98

Inspiring Rhetoric [sup.]

Your character may choose to suffer strain

to use the Inspiring Rhetoric talent as

a maneuver, instead of as an action.

[Incidental]

a

A

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncancelled aa

with s.

[Incidental]

a

tow #82

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

TOW #92 GCRB #76 GCRB #80 gcrb #74

P

P

p

a


Scholar

Physician

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

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

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

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

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

major cuts or crush wounds.

Starting Gear

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

Additional Career Skills

Alchemy, Knowledge (Academic), Medicine, Perception

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

treatments and are always welcomed by groups of adventurers.

Profession

Specialization Progression

Prerequisites

Effects

Physician

Attend medical studies.

Your character can carry drugs and chemicals

in public as if they have the Special

Use Permit talent.

Apothecary*

Increase ranks in Alchemy to .

Increase ranks in Knowledge

(Academic) to .

Purchase at least one rank in the

Apothecary talent.

Your character may spend XP to purchase

the Potent Concotions talent.

Doktor*

Increase ranks in Medicine to .

Increase ranks in Perception to .

Purchase two ranks in the

Surgeon talent.

Your character may spend XP to purchase

the Field Amputation talent.

Social Class:

Middle Class

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Physician

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals strain per rank of

Physician.

tow #81

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

a

P

P

Applied Research

Before making a check use this talent to use

any Knowledge skill and Intellect instead.

This may be used a number of times per

session equal to the ranks in the talent.

[Incidental]

a

tow #84

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

gcrb #81

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Healer

When your character uses a healing potion

or a herbal medicine, the target heals two

additional wounds.

TOW #87

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

gcrb #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Patch Up

After failed check to heal wounds, heal wounds

equal to Int. Once during the session, spend

hh or d on healed character's check to have

them suffer wounds equal to those healed.

[Incidental]

a

tow #81

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

It's Only a Flesh Wound

When an allied character within short range

suffers a Critical Injury, make a Hard (kkk)

Medicine check. If successful, select the injury

with severity lower.

[Incidental, oot]

a

tow #95

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

P

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

Surgical Strike

Before your character makes a Brawl or Melee

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

use this talent to add Vicious quality equal to

your character's ranks in Medicine.

[Incidental]

a

tow #84

Physician

When your character makes a Medicine check

to help another character heal wounds, the

target additionally heals strain per rank of

Physician.

tow #81

Surgeon

When your character makes a Medicine

check to heal wounds, the target heals one

additional wound per rank of Surgeon.

gcrb #74

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

P

P

p

p


Priest of Shallya

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

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

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

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

corner of the Old World.

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

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

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

exude an extraordinary aura of warmth and kindness around them.

Scholar

Starting Gear

3D10 + 10 Silver Shillings, Apothecary's Kit

Additional Career Skills

Discipline, Divine, Knowledge (Academic), Medicine

Specialization Progression

Profession Prerequisites Effects

Priest

Your character cannot be

responsible for the death of any

intelligent being.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Shallya, but they can never work miracles

of other deites or cast spells. Also, most

of civilised people will think twice before

attacking a priest of Shallya.

Anointed

Priest

Increase ranks in Discipline and

Medicine to .

Purchase rank in the Apothecary

talent.

The Heal Critical additional effect is now

available to your character.

Charm and Cool are now career skills for

your character.

High Priest

Increase ranks in Charm to ,

and Discipline and Medicine

to .

Purchase ranks in the Apothecary

talent.

The Revive Incapacitated additional effect

is now available to your character. Your

character may spend XP to purchase the

Let's Talk This Over talent.

Social Class:

Middle Class

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Ensorcelled

If your character has at least one rank in

a magic skill, once per encounter, they may

add a to the result of their next social skill

check.

[Incidental]

a

TOW #75

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

p

Strength of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[maneuver]

a

TOW #97

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

Silver Tongued

Once per session, when resolving a social

skill check, you may spend one Story Point

to use this talent to replace uncanceled aa

with s.

[Incidental]

a

tow #82

Ensorcelled [Imp.]

If your character has at least two ranks in

a magic skill, when using the Ensorcelled

talent, they may add sa to their next social

skill check (instead of a).

TOW #80

P

p

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

GCRB #79

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

P

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by

, but increase the strain suffered by .

[Incidental]

a

TOW #87

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Apothecary

When a patient under your character’s

care heals wounds from natural rest, they

heal additional wounds equal to twice your

character’s ranks in Apothecary.

rot #84

P

P

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

gcrb #73

Grit

Each rank of Grit increases your character’s

strain threshold by one.

TOW #82 rot #84 GCRB #81 gcrb #73

P


Warrior Priest

of Sigmar

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

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

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

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

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

or join groups of adventurers.

Scholar

Starting Gear

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

a Sacred Symbol

Additional Career Skills

Discipline, Divine, Leadership, Knowledge (Chaos)

Profession

Specialization Progression

Prerequisites

Effects

Priest

Join the Order of the Silver

Hammer.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Sigmar, but they can never work miracles

of other deities or cast spells.

Chaplain*

Increase ranks in Leadership

to .

Purchase the Inspiring Rhetoric

(Improved) talent.

Your character may spend XP to purchase

the Inspiring Cry talent.

Presbyter*

Increase ranks in Divine to .

Increase ranks in Discipline to .

Purchase the Combat Training

talent.

When your character casts an attack

spell with the Close Combat effect while

wielding a hammer or warhammer, they

increase the base damage of the spell by

the damage of the weapon and add the

Deadly effect for free. This cannot be

combined with magic implements.

Social Class:

Middle Class

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting a Chaos

adversary.

tow #80

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Strength of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[Maneuver]

a

TOW #97

Prepared Spell

For each rank, decide on a spell consisting

of a particular magic action and a specific

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

that spell with the diff reduced by .

[Incidental]

A

TOW #82

P

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by ,

but increase the strain suffered by .

[Incidental]

a

TOW #87

Battle Casting

Your character does not add j to magic skill

checks for wearing heavy armor (armor with

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

having at least one hand free.

rot #90

Zealous Fire

Each time your Game Master spends a Story

Point, your character heals strain.

ROT #91

P

p

P

P

Heroic Recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

A

rot #88

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

a

gcrb #79

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

p

P

P

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

a

GCRB # 76

Inspiring Rhetoric [imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Inspiring Rhetoric [Sup.]

Your character may choose to suffer strain

to use the Inspiring Rhetoric talent as a maneuver,

instead of as an action.

[Incidental]

gcrb #80

P

P

p

a


Amber Wizard

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

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

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

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

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

The magic of Amber Wizards focuses on the primal and animalistic nature of every

living being, allowing its practitioners to communicate with wild animals and even

temporarily transform into one of them.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Specialization Progression

Profession Prerequisites Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Beasts. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Outcast

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Face of the Wild

When you cast a Transform spell on yourself,

spend a Story Point to maintain the effects of

the spell until the end of the encounter.

[Incidental]

TOW #86

p

p

A

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

a

TOW #95

Rule of Ghur [Sup.]

Once per encounter, your character may

suffer strain to use this talent to transform

into the Embodiment of Ghur until the end of

the encounter or until incapacitated.

[maneuver]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

p

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Ghur [Imp.]

Increase m. def by , upgrade diff. of Charm

and Negotiation once. When casting a Conjure

spell, add Summon Ally for free. Concentrate

maneuver is not required to maintain the spell.

tow #89

p

p

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

Rule of Ghur

When your character casts an Attack spell,

they may use this talent to add the Close

Combat effect to the spell without increasing

the difficulty.

[Incidental]

a

tow #77

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Animal Companion

Character creates bond with an animal. Once per

round, they may spend a maneuver to direct the

animal in performing one action

and one maneuver during your character’s turn.

gcrb #77

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

P

p

p

Dire Animal Companion

The companion increases Br by , and Ag or

Will by . It increases its wounds and strain

thresholds by and gains one rank in Brawl,

Discipline, Perception or Survival.

[Incidental]

a

P

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

P


Amethyst Wizard

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

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

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

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

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

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

with a movement of their hand?

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

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

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

Scholar

Starting Gear

6D10 + 10 Silver Shillings, a Scythe of Shyish

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Death. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic (Arcana)

to .

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

p

p

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

a

TOW #95

Rule of Shyish [Sup.]

Whenever a character under the effects of

your character's Curse spell suffers wounds,

your character heals wounds.

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

[Incidental]

P

P

p

A

Rule of Shyish

Whenever your character casts an Attack

spell, they always add the Holy effect to the

spell without increasing the difficulty. The

effect works against undead adversaries.

tow #78

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Shyish [Imp.]

Add j to Charm checks. After successful

Attack or Curse spell, spend Story Point to

force all targets to make a Hard (kkk) Fear

check as an out of turn Incidental.

[Incidental]

A

tow #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Cool Face

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

tow #79

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow #81

Wraith Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting an undead

adversary.

ROT #89

Lesser Caress of Laniph

Once per encounter, make an Arcana vs

Discipline check. If successful, the target suffers

Heart Attack; your character suffers corruption

and may suffer other terrible consequences.

[Action]

a

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

P

p

p

p


Bright Wizard

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

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

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

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

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

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

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

there are no masters among Bright Wizards, only survivors.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Specialization Progression

Profession Prerequisites Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic

Your character can cast spells of the Lore

of Fire. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Supreme) talent.

Your character upgrades the ability

of social skill checks targeting other

wizards once.

Your character upgrades the ability

of social skill checks targeting other

wizards twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

p

p

Baleful Gaze

Once per round, spend a Story Point to upgrade

the difficulty of a combat check targeting your

character within medium range by your ranks

in Coercion.

[Incidental, oot]

a

tow #99

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to

immediately defeat one rival or one minion

group in short range.

[Maneuver]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

P

P

p

Rule of Aqshy [Sup.]

Your character may spend a Story Point

to perform an Attack magic action as

a maneuver. They cannot cast another spell

this round.

[Maneuver]

a

tow #101

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

a

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

tow #76

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Rule of Aqshy [Imp.]

Your character is immune to fire but add

j to Charm and Negotiation checks. Once

per encounter, spend a Story Point to create

a flaming sword.

[Incidental]

a

tow #89

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Rule of Aqshy

Whenever your character casts an Attack

spell, they always add the Fire effect to the

spell without increasing the difficulty.

tow #77

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Explosive Casting

Spells with a Blast quality have a rating equal

to twice your character’s ranks in Knowledge.

Spend a Story Point to trigger the spell’s Blast

quality, instead of spending a.

[Incidental]

a

TOW #86

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

TOW #82

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

[Incidental]

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

P

A

a


Celestial Wizard

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

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

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

also have power over the weather and other meteorological phenomena.

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

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

folk of the Empire.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of the Heavens. They can never cast spells

from other Lores (except Lore of Chaos) or

work miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Supreme) talent.

Your character upgrades the ability

of social skill checks targeting other

wizards once.

Your character upgrades the ability

of social skill checks targeting other

wizards twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

A

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Rule of Azyr (Sup.)

At the beginning of an encounter, your

character may spend a Story Point to perform

Predict magic action as an out of turn

Incidental

[Incidental, oot]

a

tow #101

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

P

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard (Imp.)

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

P

P

P

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Azyr (Imp.)

Your character cannot be disoriented and

gains j to all Negotiation checks. Once per

encounter, spend a Story Point to fly until the

end of the encounter.

[Incidental]

a

tow #89

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

a

TOW #82

College Wizard (Sup.)

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

Rule of Azyr

Whenever your character casts an Attack

spell, they always add the Lightning effect to

the spell without increasing the difficulty.

tow #77

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

tow #76

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

tow #76

Deadly Premonition

Once per session, suffer corruption to

expand Cheat Death effect to additional character.

The character must be in visual range

for effect to activate.

[Incidental] [Incidental] [Incidental]

a

a

TOW #95

tow #99

tow #99

P

P

P

A

p

a


Gold Wizard

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

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

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

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

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

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

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

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

barriers or launch destructive attacks against their foes.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Specialization Progression

Profession Prerequisites Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Metal. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

TOW #95

p

a

p

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Rule of Chamon [Sup.]

At the beginning of the encounter, your character

may spend a Story Point to perform an

Augment or Barrier magic action as an out of

turn Incidental.

[Incidental, oot]

a

P

P

p

p

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Inventor

Add a number of j equal to ranks of Inventor

to a check to construct new items.

[Incidental]

GCRB #76

Rule of Chamon

Increase Soak by , but upgrade the difficulty of

Athletics/Coordination/Vigilance checks once.

Once per encounter, spend a Story Point to

maintain Augment, Barrier or Conjure spell.

[Incidental]

a

tow #89

Explosive Casting

Spells with a Blast quality have a rating equal

to twice your character’s ranks in Knowledge.

Spend a Story Point to trigger the spell’s Blast

quality, instead of spending a.

[Incidental]

TOW #86

P

A

a

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

[Incidental]

a

Rule of Chamon

Whenever your character casts an Attack

spell, they always add the Impact effect to

the spell without increasing the difficulty.

tow #77

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Potent Concoctions

On an Alchemy check - t: roll an additional l

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

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

Each of the effects can occur once per check.

ROT # 90

P

p

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

The Golden Touch

Spend d or hh from the attacker’s melee

combat check to stagger the attacker until

the end of their next round.

[Incidental, oot]

GCRB #81 tow #101 tow #99 tow #97

a


Grey Wizard

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

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

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

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

cults of the Ruinous Powers from within.

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

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

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

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

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Shadows. They can never cast spells

from other Lores (except Lore of Chaos) or

work miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Supreme) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Your character upgrades the ability of

social skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Flicker Step

When your character casts a spell, they may

spend aaa or t to instantly vanish and

reapear at any location within long range.

[Incidental]

TOW #94

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

[Incidental]

p

p

a

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

p

Rule of ulgu [Sup.]

Your character may add the Invisibility effect

to the Mask spells, following the normal

rules of the effect.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Unremarkable

Other characters add f to any checks made

to find or identify your character in a crowd.

gcrb #75

p

p

Rule of ulgu [Imp.]

Add j to Stealth checks, but j to Leadership

checks. Once per encounter, spend a Story

Point to maintain the effects of the Mask spell

until the end of the encounter.

[Incidental]

a

tow #90

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

P

TOW #82

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Rule of ulgu

While resolving an Attack or Curse spell

check, you may spend a to Disorient the

target for a number of rounds equal to your

character's ranks in Knowledge (Chaos).

[Incidental]

A

tow #78

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Elusive

When another character makes a check to follow

your character's trail, add h equal to your

character's ranks in Streetwise or Survival to

the check results.

[Incidental, oot]

a

tow #86

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. The number of

characters cannot exceed ranks in Stealth.

[Incidental]

tow #88

a

Bridge of Shadows

Once per session, make a Daunting (kkkk) Arcana

check. If successful, your character vanish

and reappear in any other known location. They

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

[action]

a

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


Jade Wizard

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

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

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

figures among local communities.

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

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

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

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

unleash terrible destructive powers if provoked.

Specialization Progression

Profession Prerequisites Effects

Scholar

Starting Gear

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

Wand or a Journeyman Staff

Additional Career Skills

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

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Life. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic (Arcana)

to .

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Flicker Step

When your character casts a spell, they may

spend aaa or t to instantly vanish and

reapear at any location within long range.

[Incidental]

TOW #94

p

p

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

P

p

p

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Ghyran [Imp.]

Increase wounds thr. by . When your character

and their allies within short range are

healing via natural rest: Story Point - they

heal wounds equal to ranks in Magic (Arcana).

[Incidental]

A

tow #90

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Ghyran

Add j to magic checks while in the rural env

and j while in the urban env. When casting an

Attack spell, you may add the Non-lethal effect

to the spell without increasing the difficulty.

[Incidental]

A

tow #77

One with Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead of

Discipline or Cool, to recover strain at the end

of an encounter.

[Incidental]

a

gcrb #74

Awakening of the Forest

Suffer strain: make a Hard (kkk) Arcana

check targeting a tree within short range.

Successful check awakens the tree that now

obeys your character's orders.

[action]

A

TOW #85

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

Rule of Ghyran [Sup.]

College Wizard [Sup.]

Dedication

Awakening of the Forest

Once per session: Your character + allies

When your character causes Miscast, before

Each rank of Dedication increases one of

[Imp.]

within short range heal a number of wounds determining its result, you may spend a Story

your character's characteristics by one.

When using Awakening of the Forest, use

and strain equal to your characer's ranks in

Point to count the result as if rolled “”

the Forest Guardian characteristic for the

Knowledge (Chaos). This may revive allies.

awakened tree, instead of Aemhelin Scion.

[Incidental]

[Incidental]

a

a

P

p

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

tow #75

P

TOW #95

a


White Wizard

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

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

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

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

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

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

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

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

whom death in flames is the only redemption.

Scholar

Starting Gear

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

or a Journeyman Staff

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of Light. They can never cast spells from

other Lores (except Lore of Chaos) or work

miracles.

Magister

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase College Wizard

(Improved) talent.

Your character upgrades the ability of

social skill checks targeting other wizards

once.

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic (Arcana)

to .

Purchase College Wizard (Supreme)

talent.

Your character upgrades the ability of social

skill checks targeting other wizards

twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

a

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

a

TOW #95

College Wizard [Sup.]

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

[Incidental]

p

p

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting a Chaos

adversary.

tow #80

P

P

p

Rule of Hysh [imp.]

Your character and their allies within short

range upgrade Fear checks once. strain - make

an Arcana vs Discipline check vs Chaos or Daemon

to stagger for a round + round for ss

[action]

a

tow #96

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Know the Enemy

Your character may make a Knowledge

(Chaos) check instead of Cool or Vigilance, to

determine Initiative order when facing Chaos

creatures.

[Incidental]

tow #81

College Wizard [Imp.]

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

P

A

p

P

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Rule of Hysh

Whenever your character casts an Attack

spell, they always add the Holy effect to the

spell without increasing the difficulty. The

effect works against Chaos and Daemons.

tow #78

Pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

P

P

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Hysh [Sup.]

After your character successfully used the

Rule of Hysh (Improved) talent, you may

spend a Story Point to automatically defeat

the target.

[Incidental]

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

a


Cavalerist

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

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

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

considering themselves as part of the elite of the army.

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

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

Soldier

Starting Gear

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

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

Additional Career Skills

Melee (Light), Ranged, Riding, Survival

Specialization Progression

Profession Prerequisites Effects

Horseman

Join the military while having at

least rank in Riding.

None

cavalerist

Increase ranks in Riding to .

Increase ranks in Melee (Light)

or Ranged to .

Your character may spend XP to purchase

the Born in the Saddle talent.

Cavalry

Sergeant

Increase ranks in Riding to .

Increase ranks in Melee (Light)

or Ranged to .

Purchase the Cavalier (Improved)

talent.

Your character may spend XP to purchase

the Officer specialization.

Social Class:

Middle Class

Species:

Hu, HE, WE

Talent Tree

EXP EXP EXP EXP EXP

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

a

gcrb #74

Ranger

Discipline and Firearms are now career skills

for your character.

tow #82

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

a

tow #83

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

Cavalier [Sup.]

Your character may choose to suffer strain

to use the Cavalier talent as an incidental,

instead of as a maneuver.

[Incidental]

p

p

a

Finesse

When making a Brawl or Melee (Light)

check, your character may use Agility instead

of Brawn.

[Incidental]

rot #84

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Side Step

Suffer a number of strain up to the talent ranks.

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

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #77

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

a

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this talent

to immobilize the target until the end of the

target’s next turn.

[Incidental]

A

rot #88

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

tow #84

Cavalier [Imp.]

While riding a mount, your character and

the mount increase their defense by . Your

character can maintain control of an untrained

mount without a Riding check.

tow #93

Side Step

Suffer a number of strain up to the talent ranks.

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

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

P

p

P

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

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

from the mount causes no damage.

[Incidental]

a

gcrb #74

Desperate Recovery

Before your character heals strain at the end

of an encounter, if their strain is more than

half of their strain threshold, they heal two

additional strain.

gcrb #73

Cavalier

While riding a mount trained for battle, once

per round your character may use this talent

to direct the mount to perform an action.

[Maneuver]

rot #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Foot Soldier

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

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

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

fortresses, patrols the borders, and repels the invaders.

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

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

of an adventurer.

Soldier

Starting Gear

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

and a Mace, Padded Armor, Padded Armor

Additional Career Skills

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

Profession

Specialization Progression

Prerequisites

Effects

Soldier

Join the military.

None

Veteran

Purchase the Power Through

talent.

Increase ranks in Resilience

to .

Take part in a military expedition

or campaign.

Your character adds j to all Coercion

checks targeting them.

Elite

Guard

Increase ranks in Resilience to .

Increase ranks in Cool to .

Purchase the Back to Back talent.

Your character may change their

social class to Middle Class.

Once per encounter, you may spend

a Story Point for your character to ignore

the effects of one Critical Injury

until the end of the encounter.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Shield Slam

When your character uses a shield to attack

a minion or rival, you may spend aaaa

or t to stagger the target until the end of the

target’s next turn.

[Incidental]

a

rot #84

Block

While wielding a shield, your character may

use the Parry talent to reduce damage from

ranged attacks as well as melee attacks targeting

your character.

[Incidental, oot]

a

rot #87

Shield Bash

Spend t from Initiative check to make

a combat check with a shield before the first

round of combat. If successful, activate the

Knockout quality without spending a

[Incidental, oot]

a

tow #82

Heroic Resilience

Once per encounter, when your character

suffers wounds, spend one Story Point to

reduce wounds suffered by a number equal

to your character's ranks in Resilience.

[Incidental, oot]

a

tow #87

Concussive Strike

Suffer strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

item quality for the check.

[Incidental]

a

tow #99

Parry

When suffers a hit from a melee combat check,

after damage is calculated but before soak is

applied, suffer strain to reduce the damage of

the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

rot #87

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

GCRB #74

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Defensive

Each rank of Defensive increases your

character’s melee defense and ranged defense

by one.

GCRB #80

a

a

a

P

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

GCRB #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

P

P

p

P

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead of

Cool or Discipline to make a check to recover

strain at the end of the encounter.

[Incidental]

a

tow #77

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

GCRB #75

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

a

P

p


Marksman

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

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

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

them down just before the infantry advance into melee.

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

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

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

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

targeteers after their military service.

Specialization Progression

Profession Prerequisites Effects

Soldier

Starting Gear

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

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

Additional Career Skills

Discipline, Firearms, Melee (Light), Ranged

Marksman

Join the military.

None

Targeteer*

Increase ranks in Discipline to

and Ranged to .

Purchase the Precise Archery

talent.

Win an archery tournament.

Your character may spend XP to purchase

the Rapid Archery talent.

Your character may spend XP to purchase

the Master talent.

Sniper*

Increase ranks in Discipline to

and Firearms to .

Purchase the Eagle Eyes talent.

Incapacitate adversary that was

not previously wounded with

a single ranged attack.

Your character may use Eagle Eyes talent

twice during the encounter instead of

once.

Your character may spend XP to purchase

the Weak Spot talent.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

A

TOW #76

Side Step

Suffer a number of strain up to the talent ranks.

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

the diff of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

A

GCRB #77

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Headshot

Your character adds damage equal to one

plus two for each rank in Headshot to combat

checks aiming at the head of the target.

tow #87

P

P

P

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

A

GCRB #74

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Precise Archery

When making a Ranged combat check targeting

a character engaged with one of your

character’s allies, downgrade the difficulty of

the check once.

ROT #90

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

P

P

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #88

Well Organized

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

tow #79

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

A

tow #83

P

Eagle eyes

Once per encounter before making a ranged

combat check, you may use this talent to increase

your weapon’s range by one range band.

This lasts for the duration of the combat check.

[Incidental]

A

GCRB #78

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

A

tow #88

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

A

GCRB #79

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuver).

GCRB #75

Burly

Your character decreases Cumbersome quality

rating of a weapon they wield by .

TOW #79

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

P

P

P


Mercenary

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

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

hired swords.

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

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

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

death and an unmarked grave.

Soldier

Starting Gear

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

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

Additional Career Skills

Melee (Heavy), Negotiation, Ranged, Resilience

Profession

Specialization Progression

Prerequisites

Effects

Mercenary

Join the mercenary company.

None

Mercenary

Veteran*

Purchase one rank in the Intimidating

talent.

Increase ranks in Melee (Heavy)

to .

Take part in a military expedition

or campaign.

When using a Melee (Heavy) weapon,

your character adds jj to melee combat

checks targeting mounted adversaries.

Condotier*

Increase ranks in Negotiation

to .

Your character may change their social

class to the Middle Class.

When your character makes a Negotiation

check to negotiate a contract, they

increase the base offer by % per each

s beyond the first.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

a

rot #89

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

tow #81

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

a

tow #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

a

p

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

a

tow #79

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this talent

to immobilize the target until the end of the

target’s next turn.

[Incidental]

a

ROT #88

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Intimidating

During the first round of a combat encounter,

your character increases their melee defense

a number of times equal to their ranks in

Intimidating talent.

tow #81

Crushing Blow

Once per session while resolving a melee combat

check, suffer strain. The weapon gains

the Breach and Knockdown item qualities,

and destroys one of the target's items.

[Incidental]

a

rot #91

p

p

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

GCRB #74

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Shockwave

Your character treats Melee (Heavy) weapons

as possessing the Blast item quality with a rating

equal to your character’s ranks in Melee

(Heavy). The Blast quality affects allies.

rot #90

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

a

p

p

P

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead of

Cool or Discipline to make a check to recover

strain at the end of the encounter.

[Incidental]

a

tow #77

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

P

p


Soldier

Officer

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

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

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

a great responsibility rests on the shoulders of the officers.

Although sometimes veteran soldiers become officers, they are usually representatives

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

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

Starting Gear

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

Additional Career Skills

Cool, Discipline, Leadership, Knowledge (Academic)

Specialization Progression

Profession Prerequisites Effects

Cadet

Start officer training.

Your character may spend XP to

purchase the Expert Knowledge (History)

talent.

Warrant

Officer

Increase ranks in Cool to .

Increase ranks in Leadership

to .

Purchase one rank in the Coordinated

Assault talent.

Your character may spend XP to purchase

the Paragon talent.

Officer

Increase ranks in Cool to .

Increase ranks in Discipline and

Leadership to .

Purchase two ranks in the Proper

Upbringing talent.

Your character may change their social

status to Elite.

Your character may spend XP to purchase

the Imperious Tone talent.

Social Class:

Middle Class

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Inspiring Cry

Once per encounter, allow a number of allies

(up to your character's ranks in Leadership)

within medium range to reroll all j until the

end of the following round.

[Incidental]

a

tow #80

Prime Positions

When your character or their allies within

short range benefit from cover, add a number

of j equal to the defense provided by the

cover to their ranged combat checks.

tow #96

p

p

p

Field Commander [Imp.]

When using Field Commander, you affect

a number of allies equal to x Presence. You

may spend t to allow one ally to suffer strain

to perform an action, instead of a maneuver.

p

Expert Knowledge

(Military)

Your character reduces difficulty of Knowledge

checks related to Military once.

tow #75

Field Commander

Make an Average (kk) Leadership check. If

successful, a number of allies equal to your

Presence may immediately suffer strain to

perform one maneuver (out of turn).

[action]

a

GCRB #78

Artillerist

Gunnery is now a carrer skill for your character.

Allies within medium range (up to your

character's Presence rating) may use your

character's ranks in Gunnery.

tow #84

Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Coordinated Strike

When using Coordinated Assault, suffer

strain: Allies affected by Coordinated Assault

add damage equal to your ranks in Coordinated

Assault to all combat checks.

[Incidental]

a

P

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

GCRB #74

Inspiring Rhetoric

Make an Average (kk) Leadership check.

For each s, one ally within short range

heals one strain. For each a, one ally heals

one additional strain.

[action]

A

GCRB #76

Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

p

Proper Upbringing

When making a social skill check in polite

company, suffer a number of strain up to

the ranks in Proper Upbringing to add an

equal number of a to the check.

[Incidental]

a

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

tow #74

Coordinated Assault

Once per turn, use this talent to have a number

of engaged allies equal to your ranks in Leadership

add a to combat checks until the end of

your next turn. Additional ranks increase range.

[Maneuver]

a

GCRB #75

Inspiring Rhetoric [Imp.]

Allies affected by your character’s Inspiring

Rhetoric add j to all skill checks they make

for a number of rounds equal to your character’s

ranks in Leadership.

GCRB #78

Inspiring Rhetoric [Sup.]

Your character may choose to suffer strain

to use the Inspiring Rhetoric talent as a maneuver,

instead of as an action.

[Incidental]

GCRB #80

P

p

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Sailor

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

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

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

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

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

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

superstitious individuals, endowed with extraordinary storytelling talents and luck.

Soldier

Starting Gear

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

an Arquebus (Inferior quality), a Flask

Additional Career Skills

Athletics, Firearms, Melee (Light), Sailing

Profession

Specialization Progression

Prerequisites

Effects

Sailor

Join the navy.

Your character may spend XP to

purchase the Expert Knowledge (Sea and

Sailing) talent.

Marine*

Purchase two ranks in the Sea

Legs talent.

Increase ranks in Athletics and

Melee (Light) to .

Your character may spend XP to purchase

the Stromfels' Wrath talent.

Boatswain*

Increase ranks in Athletics and

Sailing to .

Purchase the Know the Ropes

talent.

Crafts is now a career skill for your

character.

Your character may spend XP to purchase

the Regular Maintenance talent.

Social Class:

Commoner

Species:

Hu, Ha, HE

Talent Tree

EXP EXP EXP EXP EXP

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

a

tow #76

Craft Specialization

Select area of craftsmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

p

tow #75

Know the Ropes

Once per encounter, before ally makes

a check, spend one Story Point: Your character

adds a number of sequal to their ranks

in Sailing to the results of the check.

[Incidental, oot]

a

tow #88

Silver Tongued

When resolving a social skill check, you may

spend one Story Point to use this talent to

replace uncanceled aa with s.

[Incidental]

tow #82

a

Sailor's Luck

Once per session, after your character's or

one of its allies check generates d, you may

use this talent to cancel the d and add t to

the results.

[Incidental]

a

Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

a

tow #80

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

a

tow #76

Offensive Driving

While sailing, make an opposed Sailing vs

Sailing check targeting a ship in medium range.

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

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

[action]

a

P

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Side Step

Suffer a number of strain up to the talent ranks.

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

the diff. of ranged checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #77

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

P

p

A

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

P

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

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

tow #82

Manann's Blessing

When in nautical environment, your character

may make a Simple (-) Sailing check,

instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

a

tow #76

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

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

tow #82

Artillerist

Gunnery is now a carrer skill for your character.

Allies within medium range (up to your

character's Presence rating) may use your

character's ranks in Gunnery.

tow #84

P

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Bounty Hunter

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

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

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

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

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

onto to recovering people - a far more lucrative endeavor.

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

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

Wanderer

Starting Gear

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

a Weighted Net, a Rope, a Torch

Additional Career Skills

Coercion, Perception, Ranged, Streetwise

Specialization Progression

Profession Prerequisites Effects

Debt

Collector

None

None

Bounty

Hunter*

Increase ranks in Ranged

and Streetwise to . Capture

a convict .

Your character may spend XP to purchase

the Easy Prey talent.

Fixer*

Increase ranks in Coercion

and Perception to . Force an

adversary to capitulate in a social

encounter.

Negotiation is now career skill for your

character. Your character may spend

XP to purchase the Tough Negotiator

talent.

Social Class:

Outcast

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Hamstring Shot

Once per encounter, make a ranged combat

check. If the check is successful, halve the

damage dealt. The target is immobilized

until the end of its next turn.

[action]

a

tow #76

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot $84

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

tow #88

Prey on the Weak

Your character adds two damage to the

results of successful melee combat checks

targeting disoriented or prone targets.

tow #96

a

a

p

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

p

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

P

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Altered Deal

Once per session, when allied character within

short range of your character fails a Negotiation

check, your character may retry the check using

Coercion instead of Negotiation.

[Incidental, oot]

A

tow #79

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this

talent to immobilize the target until the end

of the target’s next turn.

[Incidental]

rot $88

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

a

a

P

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow #85

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

P

P

a

a

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #74 GCRB #81 tow #88 gcrb #81

a


wanderer

Coachman

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

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

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

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

and vigilant crewmembers - a driver and a guard.

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

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

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

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

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

Starting Gear

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

Additional Career Skills

Coercion, Firearms, Riding, Survival

Profession

Specialization Progression

Prerequisites

Effects

Coachman

None

Your character may purchase up to two

ranks of Crafts skill as if it were their

career skill.

Messenger*

Increase ranks in Riding and

Survival to .

Purchase the Vanguard talent.

Your character may spend XP to purchase

the Born in the Saddle talent.

Once per round, while mounted, your

character may spend a Story Point to

make one extra move maneuver.

Coach

Guard*

Increase ranks in Coercion and

Firearms to .

Purchase the Always Prepared

talent.

Discipline is now a career skill for your

character.

Your character may spend XP to

purchase the Steady Hand talent.

Your character adds j to Coercion

checks while mounted on a vehicle.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

tow #75

Regular Maintenance

The vehicle your character is on increases

its strain treshold by your character's ranks

in Crafts (two times ranks in Crafts if

silhouette +).

tow #82

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Until the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

TOW #92

p

p

p

a

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Paragon

Once per encounter, use this talent before

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

checks made by allied characters until the end

of the encounter. If failed, +k instead.

[Incidental, oot]

tow #81

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to re-roll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

rot #89

P

A

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Buns of Steel

While mounted on beast or vehicle, your

character may make a Simple (-) Riding

check, instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

tow #74

Threaten

After an adversary within short (+ range

per rank) range deals damage to ally, suffer

strain to inflict a number of strain on the

adversary equal to the ranks in Coercion.

[Incidental, oot]

A

rot #89

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

a

p

Offensive Driving

While on vehicle, make an opposed Riding vs

Riding check targeting a vehicle in medium

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

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

[action]

A

tow #95

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

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

from the mount causes no damage.

[Incidental]

GCRB #75

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

tow #84

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

A

P

p

p

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

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

a


Wanderer

Entertainer

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

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

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

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

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

or accommodation.

Starting Gear

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

Additional Career Skills

Charm, Coordination, Deception, Vigilance

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

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

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

Specialization Progression

Profession Prerequisites Effects

Entertainer

None

Your character may spend XP to purchase

the Work the Crowd talent

Actor*

Increase ranks in Charm and

Deception to .

Purchase two ranks in the Wild

Improvisation talent.

Your character may spend XP to

purchase the Ruinous Repartee talent OR

XP to purchase the Dramatic Escape

talent.

Your character may change their social

status to Middle Class.

Minstrel*

Increase ranks in Charm and

Vigilance to .

Purchase the Encouraging Song

talent.

Your character may spend XP to purchase

the Encouraging Song (Improved)

talent.

Your character may spend XP to

purchase the Biggest Fan talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, HE, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Clever Retort

Once per encounter, your character may use

this talent to add automatic hh to another

character’s social skill check.

[Incidental, oot]

gcrb #73

Keen Observer

Your character adds jj to checks to discern

another character's motivations.

tow #81

a

Encouraging Song

Make an Average (kk) Charm check. For each

s: one ally within medium range adds j to

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

from Encouraging Song heals strain.

a

tow #80

Quick Witted

Once per enc, after another social skill check,

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

add s or f equal to ranks in Charm

to the other check. If failed, suffer strain.

[Incidental, oot]

a

tow #98

p

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

a

tow #77

Distraction

Make an Average (kk) Coordination/Deception

check. For each s disorient one enemy

within short range. a: inflict strain on an

affected enemy. t: stagger a minion or rival.

[action]

a

tow #80

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental]

a

gcrb #74

Audacious

When your character generates d on

a social check, roll l and add the results to

the check, in additional to the d being spent

as normal.

[Incidental]

a

tow #84

Dramatic Entrance

Once per session, SP: enter an encounter you

are not currently participating. Add a new slot

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

first check you make in the encounter.

[Incidental, oot]

a

Jump Up

Once per round during your character’s

turn, your character may use this talent to

stand from a prone or seated position as an

incidental.

[Incidental]

a

gcrb #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

Desperate Recovery

Before your character heals strain at the end

of an encounter, if their strain is more than

half of their strain threshold, they heal two

additional strain.

gcrb #73

A

p

Perfect Liar

After your character makes a Deception

check, they may suffer strain to use this

talent to cancel h equal to your character’s

ranks in Perfect Liar.

[Incidental]

a

tow #77

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental]

a

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Knack for It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Wild Improvisation

Once per session for each rank of the talent,

you may use any skill and characteristic

instead of any other skill and characteristic.

Upgrade the difficulty of the check once.

[Incidental]

a

tow #91

Coordination Dodge

When targeted by a combat check, spend

a Story Point to add number of f equal to

ranks in Coordination to the results.

[Incidental, oot]

tow #93

a

P

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Wanderer

Hunter

Starting Gear

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

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

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

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

Additional Career Skills

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

Melee (Light), Ranged, Survival, Stealth

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

fearless, if sometimes reclusive.

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

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

Profession

Specialization Progression

Prerequisites

Effects

Hunter

None

Your character may spend XP to

purchase the Expert Knowledge (Zoology)

talent.

Poacher*

Purchase the Ranger and the

Snare talents.

Increase ranks in Firearms to .

Capture or kill an animal

illegally.

Your character's social status is now

Outcast.

Cool and Skulduggery are now career

skills for your character.

Your character may spend XP to purchase

the Outlaw specialization.

Master of

the Hunt*

Increase ranks in Ranged and

Survival to .

Your character cannot be

a Poacher.

Your character may spend XP to

purchase the Deadeye talent.

Riding is now a career skill for your

character.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Ranger

Discipline and Firearms are now career skills

for your character.

tow #82

Steady Hand

Before your character makes a ranged combat

check, you may spend one Story Point to use

this talent to add a equal to your character’s

ranks in Discipline to the results.

[Incidental]

a

tow #83

p

p

Rapid Archery

While armed with a bow, suffer strain.

During the next ranged combat check, the

bow gains the Linked quality with a value

equal to the ranks in the Ranged skill.

[Maneuver]

a

GCRB #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

p

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

gcrb #75

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

a

tow #85

Impaling Strike

When your character inflicts a Critical Injury

with a melee weapon, they may use this

talent to immobilize the target until the end

of the target’s next turn.

[Incidental]

a

rot #88

P

Easy Prey

Suffer strain to use this talent. Until the

start of your character’s next turn, your character

and allies within short range add jj to

combat checks against immobilized targets.

[Maneuver]

a

rot #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead

of Discipline or Cool, to recover strain at the

end of an encounter.

[Incidental]

a

gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

Animal Companion

Character creates bond with an animal. Once per

round, they may spend a maneuver to direct the

animal in performing one action

and one maneuver during your character’s turn.

gcrb #77

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

p

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Snare

Once until the end of an encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

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

[Maneuver]

a

tow #91

Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

tow #90

Harass

When animal companion makes a successful

combat check, it may upgrade the difficulty

of the target's next check instead of inflicting

damage.

[Incidental]

a

tow #86

P

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

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

a


wanderer

Outlaw

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

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

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

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

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

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

Starting Gear

a Bow, a Club, 1d10 Silver Shillings

Additional Career Skills

Athletics, Ranged, Stealth, Survival

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

become frequent targets of bounty hunters and even military expeditions.

Specialization Progression

Profession Prerequisites Effects

Bandit

None

Your character's social status is Outcast.

Outlaw

Increase ranks in Stealth and

Athletics to . Purchase the

Dirty Tricks talent.

Your character adds j to all combat

checks they make against ambushed

targets in the first round of a combat

encounter.

Outlaw

Chief

Social Class:

Increase ranks in Stealth and

Athletics to .

Increase ranks in Survival to .

Purchase the Back to Back

talent.

Gather a band of at least

bandits.

Outcast

Species:

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

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

Talent Tree

EXP EXP EXP EXP EXP

Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

GCRB #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow #87

p

p

a

a

Concussive Strike

Suffer strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

item quality for the check.

[Incidental]

a

Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

gcrb #74

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

tow #88

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

GCRB #79

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

P

a

a

a

P

Jump Up

Once per round during your character’s

turn, your character may use this talent to

stand from a prone or seated position as an

incidental.

[Incidental]

gcrb #73

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

a

p

a

P

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dirty Tricks

After your character inflicts a Critical Injury

on an adversary, they may use this talent

to upgrade the difficulty of that adversary’s

next check.

[Incidental]

a

ROT #88

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

gcrb #79

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Rat Catcher

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

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

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

soldiers' may actually be employed by the authorities.

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

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

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

Wanderer

Starting Gear

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

1D10 Silver Shillings

Additional Career Skills

Ranged, Resilience, Stealth, Streetwise

Profession

Specialization Progression

Prerequisites

Effects

Ratcatcher

None

None

Sewer Jack

Purchase at least one rank in the

Dark Street talent.

Increase ranks in Resilience and

Streetwise to

Your character removes jj imposed by

darkness.

Exterminator

Learn the terrible truth about

ratlike mutants.

Increase ranks in Resilience and

Streetwise to .

Your character counts the Critical

rating of their weapon as one lower to

a minimum of when making an attack

targeting Skavens.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Gn

Talent Tree

EXP EXP EXP EXP EXP

Precision

When making a Brawl or Ranged check, your

character may use Cunning instead of Brawn

and Agility.

[Incidental]

rot #84

Warning Bark

Your character may make a Perception and

Vigilance checks using dog's ranks in those

skills, as long as the dog is within hearing and

visual range of your character.

tow #91

a

Harass

When animal companion makes a successful

combat check, it may upgrade the difficulty

of the target's next check instead of inflicting

damage.

[Incidental]

a

tow #86

Guard Dog

Once per round, guide the dog to perform

a maneuver. Until the end of your character's

next turn, target character within dog's short

range increases their melee defense by one.

[Incidental]

a

tow #86

Man’s Best Friend

Once per session, after suffering a Critical Injury,

suffer corruption to guide the dog to make an Average

(kk) Coordination check. If successful, do

not suffer the Injury, but the dog dies.

[Incidental, oot]

a

tow #101

P

Small, But Vicious Dog

Your character gains mid-sized dog. Once per

round, they may spend maneuver to direct

the dog in performing one action and one

maneuver during your character’s turn.

tow #83

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

tow #90

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

p

P

P

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

GCRB #75

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

GCRB #73

Dark Street

For each rank of the talent, remove one

uncanceled h from Perception, Vigilance,

Streetwise, or Knowledge checks when in the

sewers or in similar location.

tow #75

Snare

Once until the end of the encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

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

[Maneuver]

tow #91

P

p

P

a

Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

a

tow #98

Dark Street

For each rank of the talent, remove one

uncanceled h from Perception, Vigilance,

Streetwise, or Knowledge checks when in the

sewers or in similar location.

tow #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

GCRB #78

Easy Prey

Suffer strain to use this talent. Until the

start of your character’s next turn, your character

and allies within short range add jj to

combat checks against immobilized targets.

[Maneuver]

a

rot #90

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

a

p


wanderer

Riverman

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

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

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

in some form or another.

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

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

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

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

Starting Gear

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

Additional Career Skills

Athletics, Crafts, Sailing, Vigilance

Specialization Progression

Profession Prerequisites Effects

Riverman

None

Your character may spend XP to purchase

the Expert Knowledge (Rivers and

Sailing) talent.

Smuggler*

Increase ranks in Vigilance to .

Purchase one rank in the Daring

Sailor talent.

Skulduggery and Stealth are now career

skills for your character.

Your character may spend XP to purchase

the Snuggery talent.

Barge

Captain*

Increase ranks in Crafts and

Sailing to .

Purchase the Know the Ropes

talent.

Own a barge.

Leadership and Negotiation are now

career skills for your character.

Your character may use the Know the

Ropes talent twice per encounter instead

of once.

Social Class:

Commoner

Species:

Hu, Ha, Dw, Gn

Talent Tree

EXP EXP EXP EXP EXP

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

a

tow #76

Craft Specialization

Select area of craftmanship. Your character

reduces difficulty of a Crafts check related to

the selected area by one. Add jj to all other

Crafts check.

tow #75

Regular Maintenance

The vehicle your character is on increases

its strain treshold by your character's ranks

in Crafts (two times ranks in Crafts if

silhouette +).

tow #82

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

TOW #92

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

p

p

a

a

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Lucky Strike

When purchased, choose one characteristic.

After a successful combat check, spend one

Story Point to add damage equal to ranks in

that characteristic to one hit of the attack.

[Incidental]

GCRB #76

Jackspeak

When making a social skill check in company

of sailors, rivermen etc., suffer a number of

strain up to the ranks in Jackspeak to add an

equal number of a to the check.

[Incidental]

tow #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

P

A

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

P

Swift

Your character does not suffer the penalties

for moving through difficult terrain (they

move through difficult terrain at normal speed

without spending additional maneuvers).

GCRB #75

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental]

GCRB #74

Know The Ropes

Once per encounter, before ally makes

a check, spend one Story Point: Your character

adds a number of sequal to their ranks

in Sailing to the results of the check.

[Incidental, oot]

a

tow #88

Defensive Driving

Increase the defense of any vehicle your

character pilots by one per rank of Defensive

Driving.

gcrb #80

P

A

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Nimble Steersman

When making a Sailing check to operate

a boat or a barge, your character may use

Agility instead of Intelligence.

[Incidental]

tow #76

Manann's Blessing

When in nautical environment, your character

may make a Simple (-) Sailing check,

instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

tow #76

Daring Sailor

Before making a Sailing check, you may add

a number of h and an equal number of s to

the results. The number may not exceed your

character’s ranks in Daring Sailor.

[Incidental]

a

tow #80

Sea Legs

When your character makes a Brawn or Agility

based check while on a boat or ship, they

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

tow #82

A

A

p

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

tow #80 gcrb #81 gcrb #73 gcrb #81

A


Scout

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

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

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

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

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

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

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

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

land.

Wanderer

Starting Gear

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

a Torch, Winter Clothing

Additional Career Skills

Perception, Riding, Stealth, Survival

Profession

Specialization Progression

Prerequisites

Effects

Scout

None

None

Outrider*

Spend some time in a military.

Purchase the Combat Training

talent.

Increase ranks in Riding to .

Your character may spend XP to purchase

the Vanguard talent.

Explorer*

Set foot on an uncharted

territory.

Increase ranks in Perception and

Survival to .

Purchase the Heightened Awareness

talent

Allies within short range add j to all

checks during the first round of the

encounter.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead

of Discipline or Cool, to recover strain at the

end of an encounter.

[Incidental]

a

gcrb #74

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

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

from the mount causes no damage.

[Incidental]

a

gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

gcrb #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow #87

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

p

a

P

Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow #85

Recon

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

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

your character or one ally may add s equal to

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

[action]

tow #96

P

a

a

a

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. Number of

characters cannot exceed ranks in Stealth.

[Incidental]

a

tow #88

Swift

Your character does not suffer the penalties for

moving through difficult terrain (they move

through difficult terrain at normal speed without

spending additional maneuvers).

gcrb #75

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

gcrb #76

Snare

Once until the end of an encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

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

[Maneuver]

a

tow #91

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one skill

check that uses one of those two skills.

[Incidental]

gcrb #79

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

P

p

a

a


Wanderer

Sorcerer

Starting Gear

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

1D10 Silver Shillings, 3 Herbal Medicines, a Staff

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

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

the wood elves, gnome illusionists, and ogre shamans might also fall into this category.

Additional Career Skills

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

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

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

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

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

risk them falling into the clutches of the Ruinous Powers.

Specialization Progression

Profession Prerequisites Effects

Hedge

Wizard

Be attuned to magic.

Your character can cast spells of the Lore

of Chaos (Lore of Shadows if the character

is a gnome).

Sorcerer*

Increase ranks in Magic (Arcana)

and Survival to .

Purchase the Herbalism talent

and one rank in the Prepared

Spell talent.

Your character may spend XP to

purchase one rank in the Prepared Spell

talent.

Your character may spend XP to purchase

the Healer talent.

Warlock*

Increase ranks in Magic (Arcana)

to .

Embrace a Dark Gift.

Your character may spend XP to

purchase the Warlock talent.

Your character may spend XP to

purchase the Unleash talent.

Social Class:

Outcast

Species:

Hu, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Animal Companion

Character creates bond with an animal. Once per

round, they may spend a maneuver to direct the

animal in performing one action

and one maneuver during your character’s turn.

gcrb #77

Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

tow #90

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

p

p

p

Animal Companion

Character creates bond with an animal. Once per

round, they may spend a maneuver to direct the

animal in performing one action

and one maneuver during your character’s turn.

p

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead of

Discipline or Cool, to recover strain at the

Hedge Magic

When casting a spell with the difficulty of

or lower, a character may use Cunning

instead of Intellect.

end of an encounter.

[Incidental] [Incidental] [Incidental]

gcrb #74

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the

result by per rank of the talent.

tow #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Face of the Wild

When you cast a transform spell on yourself,

spend a Story Point to maintain the effects of

the spell until the end of the encounter.

[Incidental]

TOW #86

a

P

p

a

Dire Animal Companion

The companion increases Br by and Ag or

Will by . It increases its wounds and strain

thresholds by and gains one rank in Brawl,

Discipline, Perception or Survival.

P

tow #76

Ensorcelled

If your character has at least one rank in

a magic skill, once per encounter, they may

add a to the result of their next social skill

check.

[Incidental]

TOW #75

Sixth Sense

Your character may make a Vigilance or

a Discipline check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

a

a

a

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Component Casting

When your character casts a spell, they may

use this talent to consume a physical item

and add j to the check.

TOW #74

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow #87

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by

, but increase the strain suffered by .

[Incidental]

TOW #87

Blood Magic

When casting a spell, suffer wounds to

trigger up to three different effects . These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

tow #92

a

a

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Warrior

Bodyguard

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

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

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

goods and people.

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

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

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

bodyguards—highly skilled warriors responsible for the safety of their masters

Starting Gear

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

Additional Career Skills

Brawl, Coercion, Resillience, Vigilance

Profession

Specialization Progression

Prerequisites

Effects

Guard

None

None

Bouncer*

Increase ranks in Brawl to .

Purchase one rank in the Parry

talent.

Your character may use the Parry talent

while unarmed.

Your character may spend XP to purchase

the Painful Blow talent (Realms of

Terrinoth).

Bodyguard*

Increase ranks in Coercion and

Resillience to .

Purchase two ranks in the Body

Guard talent.

Your character may spend XP to

purchase the Threaten talent (Realms of

Terrinoth).

Your character may spend XP to purchase

the Heroic Resillience talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Fast Healer

When your character heals wounds via natural

rest, they heal two additional wounds.

tow #80

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

rot #90

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

p

gcrb #76

Back to back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

rot #91

p

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

p

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Intimidating

During the first round of a combat encounter,

your character increases their melee

defense a number of times equal to their

ranks in Intimidating talent.

tow #81

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

rot #90

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

GCRB #80

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

P

p

p

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Bulwark

While wielding a weapon with the Defensive

quality, your character may use Parry to

reduce the damage of an attack targeting an

engaged ally.

[Incidental, oot]

A

rot #87

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

P

p

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

gcrb #74

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead

of Cool or Discipline to make a check to

recover strain at the end of the encounter.

[Incidental]

a

tow #77

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

Retribution!

When an ally within medium range is

attacked, spend Story Point: hit the attacker

once with a weapon your character is wielding,

if the enemy is within the weapon’s range.

[Incidental, oot]

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

a


Warrior

Champion

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

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

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

fight to the death.

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

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

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

represent others in trials by combat.

Starting Gear

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

a Greatsword

Additional Career Skills

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

Specialization Progression

Profession Prerequisites Effects

Protagonist

None

None

Sword

Master*

Increase ranks in Melee (Light)

and Coordination to .

Purchase the Sword Master

talent.

Your character may spend XP to purchase

the Combined Attack talent.

Judical

Champion*

Increase ranks in Melee (Heavy)

and Melee (Light) to .

Fight instead of another character

in a trial by combat.

Your character may spend XP to purchase

the Concussive Strike talent.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

Duelist

Your character adds j to melee combat checks

while engaged with a single opponent. Your

character adds j to melee combat checks

while engaged with three or more opponents.

gcrb #73

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

gcrb #75

Sword Master

Once per enc, after rolling a melee attack check

- Story Point: while resolving the check, the

weapon gains Stun Damage and Stun equal to

your character's ranks in Discipline.

[Incidental]

tow #97

p

p

a

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

a

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

gcrb #74

Burly

Your character decreases Cumbersome quality

rating of a weapon they wield by .

TOW #79

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

P

a

a

Rapid Reaction

Suffer a number of strain to add an equal

number of s to a check to determine Initiative

order. The number may not exceed ranks

in Rapid Reaction.

[Incidental, oot]

a

Second Wind

Once per encounter, your character may use

this talent to heal an amount of strain equal

to their ranks in Second Wind.

[Incidental]

gcrb #74

Breakthrough

With Melee (Heavy) weapon, suffer strain no

greater than ranks in the talent. Decrease def

of engaged enemy by the strain suffered until

the end of your character's next turn.

[Maneuver]

tow #79

Feint

Once per encounter, add a number of h

equal to your character's ranks in Coordination

to the results of the next melee combat

check targeting your character this round.

[Maneuver]

tow #86

a

A

a

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

gcrb #75

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

P

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

gcrb #74

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

Parry [Imp.]

When your character suffers a hit from a melee

combat check and uses Parry, you may spend

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

attacker once with a Brawl or Melee weapon.

[Incidental, oot]

a

gcrb #79

Counterattack

When your character uses Imp. Parry to hit an

attacker, they may activate an item quality of

the weapon they used as if they had generated

aa on a combat check using that weapon.

ROT #90

a

P

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

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

P


Warrior

Roadwarden

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

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

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

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

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

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

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

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

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

Starting Gear

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

Additional Career Skills

Melee (Light), Riding, Vigilance, Survival

Profession

Specialization Progression

Prerequisites

Effects

Roadwarden

None

None

Road

Sergeant*

Toll-

Keeper*

Increase ranks in Melee (Light)

and Riding to .

Purchase one rank in the Bad

Cop talent.

Increase ranks in Vigilance to .

Purchase the Always Prepared

talent.

Purchase the Expert Knowledge

(Law) talent.

Your character may change their social

status to Middle Class.

Coercion and Leadership are now career

skills for your character.

Your character may spend XP to purchase

the Imperious Tone talent.

Your character adds j to Coercion checks

targeting them.

Your character may spend XP to purchase

the Prime Positions talent.

Social Class:

Commoner

Species:

Hu, Ha, WE

Talent Tree

EXP EXP EXP EXP EXP

Animal Expertise

Add j per rank of the talent to all checks

when interacting with animals. When dealing

Critical Injury to an animal increase the result

by per rank of the talent.

tow #79

Vanguard

If your character is mounted at the beginning

of a combat encounter, they add ss

to the check to determine Initiative order.

tow #84

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one wound

per ss if target's wounds exceed their

wound threshold.

[action]

a

tow #87

Always Prepared

Once per encounter, you may spend a Story

Point to use this talent. Unil the end of the

current round, all allied characters improve

the ability of their checks once.

[Incidental]

TOW #92

p

p

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

tow #74

Bad Cop

aa from a Coercion or Deception check:

upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

[Incidental]

tow #79

Enduring

Each rank of Enduring increases your character’s

soak value by one.

GCRB #80

P

P

a

p

Expert Knowledge (Law)

Your character reduces difficulty of Knowledge

checks related to Law once.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

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

from the mount causes no damage.

[Incidental]

Buns of Steel

While mounted on beast or vehicle, your

character may make a Simple (-) Riding

check, instead of Discipline or Cool, to recover

strain at the end of an encounter.

[Incidental]

a

tow #74

Born in the Saddle

Once per encounter, your character may use

this talent to add s equal to their ranks in

Riding to a single check (using any skill) they

make while mounted on beast or vehicle.

[Incidental]

Quick Witted

Once per enc, after another social skill check,

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

add s or f equal to ranks in Charm

to the other check. If failed, suffer strain.

[Incidental, oot]

a

tow #98

Dedication

Toughened

Bad Cop

Master

Each rank of Dedication increases one of

Each rank of Toughened increases your

aa from a Coercion or Deception check:

Choose one skill. Once per round, suffer

your character's characteristics by one.

character’s wound threshold by two.

upgrade the ability of a single ally’s subsequent

strain to reduce the difficulty of the next

social skill check a number of times

check you make using that skill by two, to

equal to your character's ranks in Bad Cop.

a minimum of Easy (k).

[Incidental]

[Incidental]

p

P

a

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

a

tow #75

GCRB #73

GCRB #76

tow #85

P

p

P

a

GCRB #75

tow #85

a

a


Warrior

Slayer

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

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

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

by which they can wash away their disgrace.

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

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

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

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

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

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

Specialization Progression

Profession Prerequisites Effects

Starting Gear

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

Hammer (Inferior quality), Brass Knuckles

Additional Career Skills

Athletics, Brawl, Melee (Heavy), Resilience

Troll

Slayer

Giant

Slayer

Daemon

Slayer

Suffer unbearable disgrace.

Slay a troll.

Slay a giant

Change your character's social class to

Outcast.

Your character cannot wear heavy armor

(soak or higher) or use a shield and can

never change their specialization.

Your character upgrades the ability of Fear

checks once.

When your character makes a Resillience

check to stay conscious after exceeding

their wound threshold, they reduce the

difficulty of the check by one to a minimum

of Easy (k).

Your character upgrades the ability of Fear

checks twice instead of once.

Your character may spend XP to

increase Brawn or Willpower by one. This

cannot increase the characteristic above .

Social Class:

Outcast

Species:

Dw

Talent Tree

EXP EXP EXP EXP EXP

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dual Wielder

Use this talent to decrease the difficulty

of the next combined combat check made

during the same turn by one.

[Maneuver]

gcrb #76

Dual Strike

When resolving a combined check to attack

with two weapons in a melee combat, suffer

strain to hit with the secondary weapon

(instead of spending aa).

[Incidental]

a

rot #90

Slayer [Sup.]

Your character adds j to melee combat

checks against Daemon adversaries. This effect

stacks with Slayer and Slayer (Improved)

talents.

tow #97

Combat Fury

Each time adversary or minion group is defeated

within short range of your character,

your character heals strain.

tow #99

P

A

P

P

Power Through

If your character suffered wounds during an

encounter, they may use Resilience instead

of Cool or Discipline to make a check to

recover strain at the end of the encounter.

[Incidental]

a

tow #77

Reckless Charge

After using a maneuver to move to engage an

adversary, suffer strain to add sshh

to the results of the next melee combat check

made this turn.

[Incidental]

a

rot #89

Slayer [Imp.]

Your character adds j to melee combat

checks against targets that are silhouette or

greater. This effect stacks with Slayer talent.

tow #91

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable, to

a minimum of .

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

P

P

P

Slayer

Your character adds j to melee combat

checks against targets that are silhouette

or greater.

tow #83

Tavern Brawler

Your character adds a to Brawl checks and

combat checks using improvised weapons.

rot #87

Heroic Will

Choose two characteristics. Spend a Story

Point to ignore the effects of Critical Injuries

on any skill checks using those two characteristics

until the end of the encounter.

[Incidental, oot]

a

gcrb #79

Thoughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

P

P

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable, to

a minimum of .

gcrb #73

Enduring

Each rank of Enduring increases your character’s

soak value by one.

gcrb #80

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

a

gcrb #79

Death Rage

Your character adds + damage to melee

attacks for each Critical Injury they are

currently suffering.

rot #91

P

P

P

Unleash

Once per round, your character may suffer

corruption to perform a maneuver to

immediately defeat one rival or one minion

group in short range.

[Maneuver]

a

tow #102


Warrior

Watchman

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

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

often become the target of the people's ire towards the town or city authorities.

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

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

mean, and sadistic men.

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

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

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

Starting Gear

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

Additional Career Skills

Athletics, Melee (Light), Perception, Streetwise

Profession

Specialization Progression

Prerequisites

Effects

Watchman

None

None

Watch

Sergant*

Increase ranks in Athletics, Melee

(Light) and Streetwise to .

Purchase one rank in the Bad

Cop talent.

Your character may change their social

status to Middle Class.

Coercion and Leadership are now career

skills for your character.

Your character may spend XP to purchase

the Imperious Tone talent.

Investigator*

Purchase the Investigator talent.

Increase ranks in Perception and

Streetwise to .

Your character may change their social

status to Middle Class.

Your character may spend XP to

purchase the Recon talent.

Social Class:

Commoner

Species:

Hu, Ha, Dw, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Street Slang

When making a social skill check in dubious

company, suffer a number of strain no

greater than ranks in the talent. Add a equal

to the strain suffered.

[Incidental]

a

tow #78

Probing Question

If your character knows an opponent’s Flaw or

Fear motivation, when your character inflicts

strain on that opponent using a social skill,

the opponent suffers additional strain.

tow #82

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

a

tow #85

Stubborn

Your character adds j per rank of Stubborn

to social skill checks targeting them.

tow #91

p

p

A Brave Face

Allied characters within medium range of

your character add j to the checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

tow #74

Work the Crowd

Your character decreases the difficulty of

social skill checks by one when influencing

groups (see Genesys Core Rulebook, page

).

tow #84

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

GCRB #76

Investigator

Once per session, while at a crime scene, make

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

each s identify one prominent physical characteristics

of one person who was at the scene.

[action]

a

TOW #88

P

P

p

Expert Knowledge (Law)

Your character reduces difficulty of Knowledge

checks related to Law once.

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

Bad Cop

aa from a Coercion or Deception check:

upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

[Incidental]

a

tow #79

Body Guard

Once per round, suffer strain no greater than

ranks in Body Guard. Choose engaged ally;

upgrade the diff of combat checks targeting

that ally by a number of strain suffered.

[Maneuver]

a

Rot #90

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

Defensive Stance

Suffer a number of strain up to the talent ranks.

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

the diff of melee checks targeting your char

a number of times equal to the strain suffered.

[Maneuver]

a

GCRB #75

Back to Back

While engaged with allies, your character and

the allies add j to combat checks. If one or

more allies engaged with your character also

have the talent, add up to a maximum of jj

Urban Combatant

When your character is targeted by a combat

check in an urban setting, you may spend

a Story Point to substitute all j in opponent's

pool to f before the roll is made.

[Incidental, oot]

a

tow #98

Dedication

Bad Cop

Toughened

Concussive Strike

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

Each rank of Toughened increases your

Suffer strain before a Melee (Light) or

your character's characteristics by one.

upgrade the ability of a single ally’s subsequent

character’s wound threshold by two.

Melee (Heavy) check. Increase the difficulty

social skill check a number of times

of the check by one. The weapon gains Con-

equal to your character's ranks in Bad Cop.

cussive item quality for the check.

[Incidental]

[Incidental]

p

a

P

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

a

tow #75

GCRB #73

P

p

GCRB #75

Rot #91

P

p


Witch Hunter

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

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

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

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

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

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

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

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

and a long black cloak...

Specialization Progression

Profession Prerequisites Effects

Warrior

Starting Gear

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

a Rope, a Sacred Symbol, a Torch

Additional Career Skills

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

Witch

Hunter’s

Apprentice

Become a devout follower of

a Chaos opposing deity.

If your character has at least one rank in

the Divine skill, they can work Miracles of

Sigmar, but they can never work miracles

of other deities or cast spells.

Witch

Hunter

Increase ranks in Discipline

to .

Increase ranks in Knowledge

(Chaos) to

Convict a witch during the trial.

When making a Melee (Light) or Melee

(Heavy) check, your character may use

Willpower instead of Brawn.

Witch

Hunter

Captain

Increase ranks in Discipline to .

Increase ranks in Knowledge

(Chaos) to .

Become renowned among witch

hunters.

Once per session, your character may

ask for a big favor from another witch

hunter.

Your character may spend XP to purchase

one rank in the Enduring talent.

Social Class:

Outcast

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

Templar

Divine is now a career skill for your character.

They can only cast one spell using this skill per

encounter.

rot #87

Chaos Bane

Your character counts the Critical rating of

their weapon as one lower to a minimum of

when making an attack targeting a Chaos

adversary.

tow #80

Templar [imp.]

When your character casts the Divine spell,

they do not add j for wearing heavy armor,

using a shield, or not having at least one

hand free.

ROT #89

P

P

P

The Hammer of Witches

Once per encounter, make an Average (kk)

Divine check. Add j per each s to all magic

checks targeting your character. For every aa

add j to combat checks targeting spellcasters.

[action]

a

tow #91

StrengTh of Faith

Once per session, add s equal to ranks in

Discipline and a equal to ranks in Willpower

to the results of the next Divine check during

this turn.

[Maneuver]

a

TOW #97

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Heroic recovery

Choose one characteristic. Once per encounter,

spend one Story Point to use this talent

to have your character heal strain equal to the

rating of the chosen characteristic.

[Incidental]

a

ROT #88

Parry

When suffering a hit from a melee combat

check, after damage is calculated but before

soak is applied, suffer strain to reduce the

damage of the hit by two plus ranks in Parry.

[Incidental, oot]

a

GCRB #74

pure

Each rank of Pure increases your character's

corruption threshold by one.

tow #77

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

P

P

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable, to

a minimum of .

GCRB #73

Know The Enemy

Your character may make a Knowledge

(Chaos) check instead of Cool or Vigilance, to

determine Initiative order when facing Chaos

creatures.

[Incidental]

a

tow #81

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Justice of the Citadel

Once per round may suffer strain to use this

talent to add damage equal to ranks in Discipline

to one hit of a successful melee attack.

[Incidental]

ROT #90

Zealous Fire

Each time your Game Master spends a Story

Point, your character heals strain.

ROT #91

P

P

a

P

Knack for it

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

GCRB #73

Scathing tirade

May use this talent to make an Average (kk)

Coercion check. For each s one enemy

within short range suffers strain. For each

a one enemy suffers additional strain.

[action]

a

GCRB #77

Scathing Tirade [imp.]

Enemies affected by your character’s Scathing

Tirade add j to all skill checks they make for

a number of rounds equal to your character’s

ranks in Coercion.

GCRB #79

Scathing Tirade [sup.]

Your character may choose to suffer strain

to use the Scathing Tirade talent as a maneuver,

instead of as an action.

[Incidental]

GCRB #81

P

P

a

Baleful Gaze

Once per round, spend a Story Point to upgrade

the difficulty of a combat check targeting your

character within medium range by your ranks

in Coercion.

[Incidental, oot]

a

tow #99


Character

Character

Name:

ge:

Species: Gender: Height:

Hair: Eyes: Social claſs:

Notable feat.:

Characteriſtics

Career:

Profeſſion:

Strength:

Deſire:

Sheet

Deſcription

Specialization:

Flaw:

Fear:

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Attڇributes

oa alue

Defense

General Skills Career? Rank

Alchemy (Int)

Athletics (Br)

Cool (Pr)

Coordination (Ag)

Crafts (Int)

Discipline (Will)

Engineering (Int)

Medicine (Int)

Perception (Cun)

Resilience (Br)

Riding (Ag)

Sailing (Int)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

Magic Skills Career? Rank

Arcana (Int)

Divine (Will)

ranged melee thresh. current

thresh. current

thresh. current

Skills

Wounds

Strain

Combat Skills Career? Rank

Brawl (Br)

Firearms (Ag)

Gunnery (Int)

Melee - Heavy (Br)

Melee - Light (Br)

Ranged (Ag)

Social Skills Career? Rank

Charm (Pr)

Coercion (Wp)

Deception (Cun)

Leadership (Pr)

Negotiation (Pr)

Knowledge Skills Career? Rank

Academic (Int)

Chaos (Int)

Cuſtom Skills Career? Rank

______________________

______________________

______________________

______________________

Corruption

Abiliies & Add. Talents

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

NAME ___________________________________

DESC___________________________________

________________________________________

Weapons

Weapon

Skill Dmg. Crit Range Encum.

Special

Encum.

On you?

Perſonal Gear

Encum.

On you?

Money

Gold Crowns

Silver Shillings

Critical Injuries

Encumbrance

Current

Maximum

Mutations

Braſs Pennies

Exp.

Total exp.

Available exp.

© Barbara Szymańska 2023. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.


Chapter 2

New Talents

In this chapter, we present new talents that should be used in addition to selected Genesys

Core Rulebook and Realms of Terrinoth talents (see Table -: Genesys Talents for The Old

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

Tier 1

A Brave Face

Tier:

Activation: Passive

Ranked: No

Allied characters within medium range of

your character add j to their checks to recover

strain at the end of an encounter (see page

of the Genesys Core Rulebook).

Black Market Contacts

Tier:

Activation: Active (Incidental)

Ranked: Yes

Once per session, when attempting to purchase

an item that is not available legally, your

character may use this talent to reduce its rarity

by one per rank of Black Market Contacts.

Buns of Steel

Tier:

Activation: Active (Incidental)

Ranked: No

While mounted on a beast or vehicle, your

character may make a Simple (-) Riding check,

instead of Discipline or Cool, to recover strain

74 The Old World: Grim and Perilous

at the end of an encounter (see page of

Genesys Core Rulebook).

College Wizard

Tier:

Activation: Passive

Ranked: No

Your character reduces any Miscast result they

cause by , to a minimum of .

Component Casting

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, they may

use this talent to consume a physical item

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

rarity depend on the spell's power and effect,

and the item has to be thematically appropriate

for the spell. For example, casting a fireball

may require a bit of sulfur, while transforming

into a wolf may require a ball of the

animal's hair.


Cool Face

Tier:

Activation: Passive

Ranked: No

When another character tries to discern your

character's Motivations, they add automatic

hh to the check.

Craft Specialization

Tier:

Activation: Passive

Ranked: Yes

For each rank of this talent, select a specific

area of craftsmanship for your character.

When your character makes a Crafts check

which pertains to that area of craftsmanship,

reduce the difficulty of the check once.

If the check is to craft an item (see Realms

of Terrinoth, page ), additionally decrease

the time needed by half (rounded up).

When your character makes a Crafts check

which DOES NOT pertain to that area of

craftsmanship, add jj to the check instead.

Table 2-1: Example Crafts

Craft

Art

Cloth making

Masonry

Metalworking

Shipbuilding

Woodworking

Description

Sculpting, painting etc.

Making clothes, hats and shoes.

Construction of stone buildings.

Smithing and metal casting.

Building and repairing ships.

Wood carving, carpentry etc.

Dark Street

Tier:

Activation: Passive

Ranked: Yes

After your character makes a Perception, Vigilance,

Streetwise, or Knowledge check to

notice, identify, or avoid a threat in sewers,

underground city tunnels, or other similar

locations, your character cancels a number of

uncanceled h no greater than your character's

ranks in Dark Street.

Ensorcelled

Tier:

Activation: Active (Incidental)

Ranked: No

If your character has at least one rank in a

magic skill, once per encounter, they may use

this talent to add a to the result their next social

skill check. Additionally, this has a passive

narrative effect; your character’s appearance

is subtly enhanced by their magic. Others do

not note it as supernatural, but may be slightly

put off. What form this enhancement takes

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

should be based on the magic skill your character

possesses (as well as their backstory).

For example, a priest of Shallya with Divine

skill may always be flushed with good health

and dazzle with a warm, benevolent smile,

while a priest of Ranald will be surrounded by

a veil of mystery.

Expert Knowledge

Tier:

Activation: Passive

Ranked: Yes

For each rank of this talent, select a specific

area of expertise for your character.

When your character makes a Knowledge (Academic)

or a Knowledge (Chaos) check which

pertains to that area of knowledge, reduce the

difficulty of the check once.

Table 2-2: Example Areas of

Knowledge

Area

Astronomy

Botany

Chaos

Heraldry

Magic

Metallurgy

Theology

Zoology

Field of Study

Celestial objects and phenomena.

Floral and fungal life.

Chaos domain and creatures.

Armorial bearings and noble

ceremonies.

Winds of magic, magic items etc.

Production of metal and alloys.

Deities and religious beliefs.

Animals and their behavior.

Chapter 2: New Talents 75


Hamstring Shot

Tier:

Activation: Active (Action)

Ranked: No

Once per encounter, your character may use

this talent to perform a ranged combat check

against one non-vehicle target within range

of the weapon used. If the check is successful,

halve the damage inflicted by the attack (before

reducing damage by the target’s soak).

The target is immobilized until the end of its

next turn.

Note: Balance change for the original Hamstring Shot talent.

Hedge Magic

Tier:

Activation: Active (Incidental)

Ranked: No

When making a Magic (Arcana) check to cast

a spell with the difficulty of Average (kk) or

lower, your character may use Cunning instead

of Intellect. If the spell is an Attack spell,

your character may use Cunning to determine

the base damage of the spell.

Manann's Blessing

Tier:

Activation: Active (Incidental)

Ranked: No

When in a nautical environment, your character

may make a Simple (-) Sailing check,

instead of Discipline or Cool, to recover strain

at the end of an encounter (see page of

Genesys Core Rulebook).

Nimble Steersman

Tier:

Activation: Active (Incidental)

Ranked: No

When making a Sailing check to operate a boat

or a barge, your character may use Agility instead

of Intelligence.

Intuitive Casting

Tier:

Activation: Passive

Ranked: Yes

Your character adds sh for each rank of Intuitive

Casting to the magic checks they make

in the first round of an encounter.

Jackspeak

Tier:

Activation: Active (Incidental)

Ranked: Yes

When your character makes a social skill check

in a company of sailors, rivermen or similar

individuals (as determined by your GM), they

may suffer a number of strain to use this talent

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

number may not exceed your character's ranks

in Jackspeak.

76 The Old World: Grim and Perilous


Perfect Liar

Tier:

Activation: Active (Incidental)

Ranked: Yes

After your character makes a Deception check,

they may suffer strain to use this talent to

cancel h equal to your character’s ranks in

Perfect Liar.

Power Through

Tier:

Activation: Active (Incidental)

Ranked: No

When in an ongoing hostile or actively dangerous

scene or environment, where your

character has received at least wound in

the previous encounter, your character may

make a Simple (-) Resilience check, instead

of Discipline or Cool, to recover strain at the

end of an encounter (see page of Genesys

Core Rulebook).

Note: Originally from The Forge, episode .

Pure

Tier:

Activation: Passive

Ranked: Yes

Each rank of Pure increases your character's

corruption threshold by one.

Rule of Aqshy

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Fire effect to the

spell without increasing the difficulty.

Purchasing this talent also have a narrative effect

as it subtly changes the appearance of your

character. Red strands appear among the character's

hair, and their face blushes slightly.

Rule of Azyr

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Lightning effect to

the spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes appearance of your

character. Blue flecks appear in their eyes and

some hair may go gray as the wind of Azyr

flows through their body.

Rule of Chamon

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Impact effect to the

spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of your character.

Their skin becomes slightly yellowish and

shiny and their gaze seems to be more focused.

Rule of Ghur

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts an Attack spell, they

may use this talent to add the Close Combat effect

to the spell without increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of your

character. Their hair grows thick and disheveled

and their nails become long and sharpened.

Rule of Ghyran

Tier:

Activation: Active (Incidental)

Ranked: No

Your character adds j to magic checks while in

a rural environment and j while in an urban

environment. Additionally, when your charac-

Chapter 2: New Talents 77


ter casts an Attack spell, they may use this talent

to add the Non-lethal effect to the spell without

increasing the difficulty.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of

your character. Their skin becomes bright and

healthy, and the cheeks blush slightly. A fresh

scent always surrounds your character.

Rule of Hysh

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Holy effect to the spell

without increasing the difficulty. The effect

works against Chaos and Daemon adversaries.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of your

character. After performing their first few ritual

castings, they will soon find white streaks

in their hair and their skin will turn pale.

Street Slang

Tier:

Activation: Active (Incidental)

Ranked: Yes

When your character makes a social skill check

in criminal or dubious company (as determined

by your GM), they may suffer a number of

strain to use this talent to add an equal number

of a to the check. The number may not exceed

your character's ranks in Street Slang.

Technical Jargon

Tier:

Activation: Active (Incidental)

Ranked: No

Your character may use this talent when making

a Charm check targeting an engineer,

craftsman, or similar individual to count their

ranks of Charm as equal to their ranks in Crafts

or Engineering.

Rule of Shyish

Tier:

Activation: Passive

Ranked: No

Whenever your character casts an Attack spell,

they must always add the Holy effect to the spell

without increasing the difficulty. The effect

works against Undead adversaries.

Purchasing this talent also has a narrative effect

as it subtly changes the appearance of your

character as they become lean and pale.

Rule of Ulgu

Tier:

Activation: Active (Incidental)

Ranked: No

While resolving the Attack or Curse spell

check, you may spend a to Disorient the target

for a number of rounds equal to your character's

ranks in Knowledge (Chaos).

78 The Old World: Grim and Perilous


Torment

Tier:

Activation: Passive

Ranked: No

If their target is disoriented, staggered, or

prone, your character adds j to social skill

checks they make.

Well Organized

Tier:

Activation: Passive

Ranked: Yes

Each rank of Well Organized increases your

character’s encumbrance threshold by two.

Tier 2

Acrobatics

Tier:

Activation: Active (Maneuver)

Ranked: No

When your character is moving in a way that

would normally require Athletics or Coordination

check (e.g. climbing, swinging a rope

etc.), they may suffer strain to perform this

check as a maneuver instead of an action.

Altered Deal

Tier:

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per session, when an allied character within

short range of your character fails a Negotiation

check, your character may use this talent to retry

the check using Coercion instead of Negotiation.

Animal Expertise

Tier:

Activation: Passive

Ranked: Yes

Your character adds j per rank of Animal

Expertise to all checks when interacting with

a beast or animal (including combat checks).

Additionally, when inflicting a Critical Injury

to a beast (including Beastmen and Skaven) or

an animal, your character increases the result

by per rank of Animal Expertise.

Bad Cop

Tier:

Activation: Active (Incidental)

Ranked: Yes

Your character may spend aa from a Coercion

or Deception check to use this talent

to upgrade the ability of a single ally’s subsequent

social skill check a number of times

equal to your character's ranks in Bad Cop.

The check must target the same character

as your character’s initial check, and it must

take place during the same encounter.

Breakthrough

Tier:

Activation: Active (Maneuver)

Ranked: Yes

Once per round, while wielding a Melee

(Heavy) weapon, your character may suffer

a number of strain no greater than their ranks

in Breakthrough to use this talent. Choose one

enemy engaged with your character; until the

end of your character's next turn, decrease the

defense of the target a number of times equal

to the strain suffered.

Brilliant Casting

Tier:

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the results.

Burly

Tier:

Activation: Passive

Ranked: No

Your character decreases the Cumbersome quality

rating of a weapon they wield by .

Chapter 2: New Talents 79


Chaos Bane

Tier:

Activation: Passive

Ranked: No

Your character counts the Critical rating of their

weapon as one lower to a minimum of when

making an attack targeting a Chaos adversary.

Combat Training

Tier:

Activation: Passive

Ranked: No

Athletics or Resilience and Melee (Light) or Melee

(Heavy) are now career skills for your character.

Daring Sailor

Tier:

Activation: Active (Incidental)

Ranked: Yes

Before your character makes a Sailing check,

they may add a number of h to the results to

use this talent to add an equal number of s.

The number may not exceed your character’s

ranks in Daring Sailor.

Deep Pockets

Tier:

Activation: Active (Incidental)

Ranked: No

Once per session, your character may use this

talent to produce a small but narratively useful

item from their pockets, backpack, or similar receptacle

(it turns out the item had been there the

whole time). Your GM has final say as to what

items can be produced with Deep Pockets, but

generally the item should cost less than Silver

Shillings and have an encumbrance of or .

Distraction

Tier:

Activation: Active (Action)

Ranked: No

Your character may use this talent to make

an Average (kk) Coordination or Deception

check. For each s the check generates, one

adversary of your choice within short range

becomes disoriented. Your character may

spend a from the check to inflict strain on

an affected adversary and may spend t from

the check to stagger a minion group or rival

within short range.

Encouraging Song

Tier:

Activation: Active (Action)

Ranked: No

Your character may use this talent to make

an Average (kk) Charm check. For each s

the check generates, one ally within medium

range adds j to their next skill check. For each

a, one ally benefiting from Encouraging Song

heals strain.

Ensorcelled (Improved)

Tier:

Activation: Passive

Ranked: No

Your character must have purchased the Ensorcelled

talent to benefit from this talent.

If your character has at least two ranks in a

magic skill, when using the Ensorcelled talent,

they may add sa to their next social skill

check (instead of a).

Fast Healer

Tier:

Activation: Passive

Ranked: No