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The Old World: Grim and Perilous

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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

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