The Old World - Grim and Perilous Beta v3
The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG. Project's fanpage: https://www.facebook.com/TheOldWorldGenesys All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd
The Old World: Grim and Perilous is a free fan-made Warhammer Fantasy rulebook for Genesys RPG.
Project's fanpage: https://www.facebook.com/TheOldWorldGenesys
All Resources (Character Sheets, The Circle Adventure): https://tinyurl.com/yp9m3hnd
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Development
Mariusz Szymański, Barbara Szymańska,
Dave Brown
Game Design and Writing
Mariusz Szymański, Adam Szymański
Graphic Design, Art and DTP
Barbara Szymańska
Proofreading
Dave Brown
Editing
Dave Brown, Grzegorz Karaluch
Additional Writing
Dave Brown
Art models
Jana Nell Antoniewicz, Bartosz Bruski, Pszemek
Blecharz, Tomek Olejniczak
Writing
Tomasz Szczypiński
Additional Writing
Mariusz Szymański
Graphic Design and DTP
Barbara Szymańska
Art
Adrianna Niewiadomska
Proofreading (eng)
Dave Brown
Translation (eng)
Grzegorz Karaluch
Legal Note
Credits
"The Circle" Adventure
Art inspired by
Rekografia, Klaudia Zdanowska
The Old World map by
Kartografia Niepraktyczna
Playtesters
Adam Szymański, Piotr Guzowski, Mateusz
Mucha, Bartosz Majcher, Marcin Szymański,
Michał Nonas, Dawid Gdula, Franciszek Tobor,
Agnieszka Majorek, Barbara Szymańska, Wojciech
Kozłowski, Michał Szymczak, Mateusz Milczarek,
Grzegorz Karaluch, Adrianna Niewiadomska, Rafał
Kiełbasa, Michał Jaworski, Aleksandra Jaworska,
Paweł Kukliński, Bartosz Perliński, Michał Maziarz,
Brice Gill, Wes, Marshall Hodge, Jim Looby
Special thanks to
Mateusz Bartosik, Ian Houlihan, Graeme Davis,
Krzysztof Kowalski
Proofreading (PL)
Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski,
Michał Frąckiewicz (Imaginarium RPG), Michał
Maciąg (pazuremspisane.pl), Tomek Dziedzic
Playtesters
Adam Szymański, Bartek „Pretor” Badura,
Bartosz Majcher, Grzegorz Karaluch, Konrad
„Cored” Balcerzak, Adrianna Niewiadomska,
Mateusz „Arateniz” Zientara, Mikołaj Machura,
Piotr Guzowski, Wiktor „Viaahtr” Banaszek,
Hubert Stencel, January Kochański, Adam
Kochański, Michał Nonas, Maksymilian
Kochański, Oktawian Nowak
Warhammer Fantasy is the Intellectual Property
(IP) of Games Workshop Limited. This expansion
is unofficial and in no way endorsed by Games
Workshop Limited therefore it cannot be used
for commercial purposes, and we do not make
any profit out of it. All Warhammer-related names,
races, race insignia, characters, vehicles, locations
are either ®, TM and/or © Copyright Games
Workshop Ltd 2000-202, variably registered
in the UK and other countries around the world.
All Rights Reserved to their respective owners.
Some of the specializations and gear descriptions
are based on those found at
www.warhammerfantasy.fandom.com. Great
thanks to the whole Warhammer wiki Community!
All talents (not found in official Genesys rulebooks),
illustrations and tables included in this expansion
are the intellectual property of its authors and cannot
be used for commercial purposes. If you're interested
in using it in your own work, please contact
us at old.world.genesys@gmail.com
4 The Old World: Grim and Perilous
Welcome to The Old World:
Foreword
Grim and Perilous!
We have been fans of Warhammer Fantasy for about 20 years now. 1st edition of WFRP was our
very first roleplaying game and to this day, it holds an incredibly special place in our hearts. In
2019, when the revised version of the famous Enemy Within came out, we were absolutely sure
we want to try this campaign again. However, while 4th edition of WFRP is an amazing game
and we truly love it (and in this Rulebook you will find some game mechanics heavily inspired
by the 4th edition), this time we wanted something more narrative. The 3rd edition was beyond
our reach, but we already had some experience with Genesys, so we decided to try it. While in
general the game mechanics seemed good, our first attempt of conversion failed miserably. It
was overly complicated, clunky and had so many exceptions and special rules, it turned out almost
unplayable. After countless iterations and throwing out over 90% of our work, we finally
had something good. Something we would like to share with RPG community.
By publishing our work, we don't mean any harm or challenge to any copyrights held by Games
Workshop, Cubicle 7, Edge Studios, or anyone else. Consider The Old World: Grim and Perilous
to be our tribute to Warhammer Fantasy Roleplay and roleplaying games in general. We hope
you have fun while reading this book and playing during your game sessions.
About this Product
This is an unofficial, free fan-made expansion for all of you who love Genesys and the world
of Warhammer Fantasy. It combines some of the best game mechanics of Warhammer Fantasy
Roleplay editions 1-4, while keeping the simplicity known from the basic Genesys rules. It
adds many new talents and skills, new career creation and specialization options, new rules for
magic, corruption and social status. The expansion is light in fluff, so you need to have original
Warhammer's rulebooks and adventures to be able to fully explore the fantastic world of
Warhammer Fantasy. However, feel free to use this supplement to create your own heroic dark
fantasy setting as it adds plenty of new talents, weapons, gear and many other things which may
improve your game sessions.
What do I need to play?
As always, you will need the Genesys Core Rulebook, a bunch of narrative dice (or an app) and
a group of friends, but the expansion relies heavily on Realms of Terrinoth in terms of weapons,
gear, some talents and crafting rules. It also uses (but to a lesser extent) the Expanded Player's
Guide, especially for specialization trees, magic talents and new magic spells, so we advise to
have these two books as well. Additionally, as mentioned earlier, we do not provide the game
setting and adventures other than "The Circle", so Warhammer Fantasy rulebooks (preferably
the 4th edition, which are now easy to get) are necessary to use this suplement to play in Warhammer
Fantasy setting.
The Old World: Grim and Perilous 5
Table of Contents
Chapter 1: Creating Your Character......................................................... 8
Character creation: step by step........................................................ 8
Character Species.................................................................................12
Careers.................................................................................................... 17
Specializations......................................................................................19
Selecting first specialization.................................................... 19
Changing specialization.............................................................. 19
Specialization progression and professions.......................... 20
Available Specializations....................................................................21
Craftsmen........................................................................................ 21
nobles...............................................................................................25
Rogues..............................................................................................29
Scholars.......................................................................................... 35
Soldiers...........................................................................................48
Wanderers.......................................................................................54
Warriors..........................................................................................63
Character Sheet................................................................................... 68
Chapter 2: New Talents.............................................................................. 70
Tier 1........................................................................................................ 70
Tier 2........................................................................................................74
Tier 3.........................................................................................................79
Tier 4........................................................................................................ 86
Tier 5........................................................................................................ 92
Chapter 3: New Skills and Rules.............................................................. 103
General Skills...................................................................................... 103
Combat Skills....................................................................................... 104
Knowledge Skills................................................................................ 105
Rules from the Genesys Rulebooks.................................................. 106
Resisting Loss of Consciousness and Instant Death................... 106
Chapter 4: Magic of the Old World.........................................................108
Magic Knowledge Skill......................................................................108
New Spells And Maneuvers.................................................................111
Narrative Descriptions............................................................... 111
Spells in Structured Encounters............................................. 111
New Augment and Barrier Additional Effects....................... 111
Maneuvers......................................................................................112
Miscast and The Curse of Tzeentch..................................................112
Magic Implements.................................................................................114
Chapter 5: The Stigma of Corruption...................................................... 116
Corruption Threshold........................................................................116
Suffering Corruption..........................................................................116
6 The Old World: Grim and Perilous
Exceeding Corruption Threshold....................................................117
Reducing Corruption...........................................................................117
Dark Gifts..............................................................................................117
Chapter 6: Social Status............................................................................ 119
Social Groups........................................................................................119
Using Social Status.............................................................................120
Chapter 7: Equipment and Vehicles......................................................... 121
Weapons and Armors........................................................................... 121
New Item Qualities.......................................................................121
Melee Weapons............................................................................. 122
Ranged Weapons........................................................................... 124
Armor............................................................................................. 127
Magic Items........................................................................................... 127
Gear and Services................................................................................130
Gear................................................................................................ 130
Potions and Elixirs..................................................................... 132
Animals and Related Gear...........................................................133
Services......................................................................................... 134
Vehicles......................................................................................... 134
Chapter 8: Adversaries of the Old World............................................. 137
Ghoul......................................................................................................137
Wraith................................................................................................... 138
Zombie.................................................................................................... 138
Beastmen............................................................................................... 139
Chaos Spawn - Dark Mass................................................................... 140
Skaven.....................................................................................................141
Daemons................................................................................................. 143
Greenskins............................................................................................ 150
Vampires.................................................................................................153
Fimir....................................................................................................... 154
Criminals and Law Enforcement...................................................... 156
Chapter 9: Adventuring Party ................................................................................ 160
Six Archetypes...................................................................................... 168
Party Sheets..........................................................................................177
Chapter 10: Grim World of Perilous Adventure ................................................ 182
Three Tones.......................................................................................... 182
One Shot Adventures.......................................................................... 183
Running Long Campaigns................................................................... 183
City Adventures and Investigations............................................... 186
Appendixes ........................................................................................................................ 188
appendix 1: The Circle ........................................................................ 189
The Old World: Grim and Perilous 7
Chapter 1
Creating Your
Character
In this chapter you will find rules for creating your own character. Character creation follows
the steps described in the Genesys Core Rulebook, however during Step 3: Choose a Career,
you will also select specialization for the chosen career. You will also have an option to purchase
additional specialization during Step 4: Invest Experience Points.
Character Creation: Step by step
This section summarizes all steps performed
during the character creation process.
Step 1: Determine
Background
You should create a basic concept of your character
by coming out with their background.
While this step may seem entirely skippable,
it is in fact very important as will later help
you to determine the character's goals and
motivations. It also provides a framework for
building your character in terms of the game
mechanics. You may quickly create the character's
background by answering some of the
following questions:
• Where does your character come from?
• Who is your character's family?
• What is your character's social standing?
• How old is your character?
• What does your character think about the
world?
• Why did your character leave home?
In the chapter Grim World of Perilous Adventure
we further explore how character's
background can be utilized during the game.
Step 2: Select a
Character Species
Choose a character species from among the
following: Human, Wood Elf, High Elf, Dwarf,
Halfling, Gnome, Imperial Ogre. You may also
roll on Table 1-1: Character Species to determine
one randomly. Choosing the character
species has a great impact on both the game
narrative and mechanics. Narratively, it determines
how your character is seen by other
members of society, for example halflings are
seen as great cooks and ogres are usually considered
mindless brutes. Even if your charac-
8 The Old World: Grim and Perilous
ter escapes those stereotypes, they will probably
have to deal with them at some point.
In terms of the game mechanics, a character
species determines starting characteristic,
derived attributes, starting experience, special
abilities and specializations available to
your character.
Note that at your Game Master's discretion,
the selection of character species may be limited
to only some of the presented options.
Table 1-1: Character Species
Species
d100 result
Human 01-70
Dwarf 71-83
Halfling 84-95
Wood Elf 96-97
High Elf 98
Imperial Ogre 99
Gnome 100
Step 3: Choose
a Career and
a Specialization
Contrary to careers in the Genesys Core
Rulebook, careers in The Old World: Grim
and Perilous represent a character's job class
(for example Warrior or Scholar) rather than
a specific job or role - these are represented
by specializations and professions. Once selected,
career cannot be changed and it determines
part of a starting gear, career skills
and available starting specializations. After
selecting a career, you can choose a specialization
- refer to Table 1-2: Available Specializations.
At this point, you may only choose a
specialization that is tied to your character's
career and it determines the second part of
the starting gear and career skills. Note that
if gear is mentioned both in the description
of a career and a specialization, your character
receives it twice. There are no special rules
if the career skill is listed in both career and
specialization - your character obtains it only
once. Specializations can be changed during
the course of the game.
Alternatively, you may roll on Table 1-2: Available
Specializations randomly and check the
result for your character's species. This will
determine both career and starting specialization.
Note that if your character is a wizard,
you should also roll on Table 1-3: Lores
of Magic to determine the school of wizardry
your character graduated from.
After you select a career and specialization,
choose four of career skills. Your character starts
the game with one rank in each of those skills.
The Old World: Grim and Perilous 9
Table 1-2: Available Specializations
Career Human Wood
Elf
Crafstman
Noble
Rogue
Scholar
Soldier
Wanderer
Warrior
High Elf Dwarf Halfling Ogre Gnome Specialization
1-3 1-3 1-5 1-5 1-6 1-4 1-5 Artisan
4 - - 6-7 - 5-9 - Executioner
5-7 4-6 6-11 8-11 7-12 10-12 6-10 Merchant
8 - - 12-15 13-14 - 11-14 Military Engineer
9 - 12-13 16-17 - - 15 Duelist
10 7-10 14-19 18-20 15-18 - 16-19 Envoy
11 11-12 20 - 19-20 - - Highwayman
12 13-14 21-24 - - - - Knight
13 15 25-26 21 21-23 - 20-22 Assassin
14-16 16-17 27-29 22-24 24-29 - 23-28 Charlatan
17-19 18-19 - 25-27 30-33 13-14 29-33 Fence
20-22 20-21 30-32 28-31 34-36 15-20 34-37 Racketeer
23 22-24 33-37 32-33 37-40 - 38-43 Spy
24-27 25-29 - 34-36 41-46 21-22 44-49 Thief
28-30 30-32 38-44 37-39 47-49 - 50-56 Academician
31-33 33 45-47 40-42 50-51 - 57-59 Agitator
34-36 34-38 48-52 43-44 52-57 - 60-63 Physician
37 - - - - - - Priest
38 - - - - - - Warrior Priest
39 - - - - - - Wizard
40-42 39-40 53-56 - - - - Cavalerist
43-46 41-42 57-60 45-50 58-59 23-31 64 Foot soldier
47-50 43-49 61-65 51-53 60-63 - 65-66 Marksman
51-54 50-54 66-69 54-58 64-67 32-40 67-69 Mercenary
55 55 70-72 59-63 68-69 41-45 70 Officer
56-58 - 73-78 - 70-71 - -
Sailor
59-61 56-59 79-80 64-66 72-73 46-53 71 Bounty Hunter
62-65 60-62 81-82 67-69 74-76 - 72 Coachman
66-68 63-67 83-86 70-73 77-80 - 73-79 Entertainer
69-72 68-74 87-88 74-75 81-82 54-60 80-81 Hunter
73-74 75-79 89-90 76-77 83-84 61-69 82-84 Outlaw
75-77 80 - 78-80 85-87 - 85-87 Ratcatcher
78-82 - - 81 88-89 - 88 Riverman
83-85 81-87 91-93 82-84 90-94 70-74 89-91 Scout
86 88-90 - - - 75-77 92-95 Sorcerer
87-89 91-93 94-96 85-88 95 78-86 96-97 Bodyguard
90-91 94-97 97-100 89-93 96 87-93 98 Champion
92-95 98-00 - - 97 - - Roadwarden
- - - 94-96 - - - Slayer
96-99 - - 97-00 98-00 94-00 99-00 Watchman
00 - - - - - - Witch Hunter
10 The Old World: Grim and Perilous
If your character is a Human, you may now
choose two non-career skills as per species description.
Your character starts with one rank
in those two skills.
Table 1-3: Lores of Magic
Lore of Magic
Amber Wizard 01-08
Amethyst Wizard 08-15
Bright Wizard 16-30
Celestial Wizard 31-45
Gold Wizard 46-60
Grey Wizard 61-70
Jade Wizard 71-85
White Wizard 86-100
d100 result
Step 4: Invest
Experience Points
During this step you may spend starting
experience to improve your character's
characteristics, purchase talents and
increase ranks in skills. Remember
that unless stated otherwise, your
character cannot have any skills
higher than rank 2 once character
creation is finished. General rules
on how to spend XP during this
step are presented in the Genesys
Core Rulebook, page 44, however
The Old World: Grim and Perilous
adds one unique option - purchasing
additional talent tree. At your
GMs discretion, you may spend
10XP to select one specialization
that reflects your character's
special training or background.
Your character may
purchase talents from this specialization,
but they don't gain gear
and career skills and cannot advance
their profession in this specialization.
If at any point you decide to change your
character's specialization to this specialization,
apply normal rules of purchasing
new specializations.
Ranald's Luck
If you think Ranald is on your side today, instead of
choosing a character's species or specialization, you
can roll d100 and compare the result with Tables 1-1
or 1-2. This will give you an extra 5XP if you chose
a character's species or specialization this way, or
15XP if you chose both. However, you must accept
the result of the roll.
This XP cannot be spent on characteristics, just
skills and talents.
Step 5: Determine
Derived Attributes
During this step you should determine your
character's wound threshold, strain threshold,
defense and soak by following the rules
presented in the Genesys
The Old World: Grim and Perilous 11
Core Rulebook, page 45. However, in The Old
World: Grim and Perilous there is also one
additional attribute to determine - corruption
threshold. Corruption threshold represents
how quickly your character succumbs to the
influence of Chaos. Your character’s starting
corruption threshold is determined by adding
the corruption threshold for their species to
their Presence rating (after spending starting
XP). After you determine this initial value,
further increases to your character’s Presence
rating do not increase their corruption threshold—corruption
threshold improvements are
acquired by purchasing talents, such as Pure.
Rules for corruption are later explained in the
chapter The Stigma of Corruption.
Step 6: Determine
Character
Motivation
Determining character's motivations is as important
as a character’s physical characteristics.
Motivation includes a character’s driving
forces: what ultimate goal is your character
pursuing? What are they most afraid of? What
character trait allows them to persevere in the
face of adversity? What flaws hinder their
ability to pursue their goals? Answering these
questions will let you come out with four Motivations:
Desire, Fear, Strength and Flaw.
You may also select them randomly by using
tables provided in the Genesys Core Rulebook,
page 47 and onward.
Step 7: Choose
Appearance and
Personality
When you have your character's physical and
mental characteristic completed, it is time for
some final touches. While it is not reflected
in the game mechanics, how your character
looks and who they are is extremely important
narratively.
Note that while Genesys Core Rulebook allows
you to purchase equipment in this step,
in The Old World: Grim and Perilous gear is
determined by the character's starting career
and specialization. All you have to do is to simply
write it down on your character's sheet.
Character Species
This section presents species available for creating
a player character. You should choose
from these instead of the options presented in
the Genesys Core Rulebook.
Human
Humans are the most numerous of the races
inhabiting the Old World. They occupy huge
areas from the Estalian coasts to the Nippon islands.
They are famous for their versatility and
adaptability, but their lives are short and they
most easily succumb to the influence of Chaos.
SPECIES ABILITY
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
10 + Brawn
• Strain Threshold
10 + Willpower
• Corruption Threshold
6 + Presence
• Starting Experience
90
• Starting Skills
A Human starts with one rank in each of
two different non-career, non-magic skills
at character creation. They obtain this rank
before spending experience points, and these
skills may not be increased higher than rank
2 during character creation.
• Available Specializations
Specializations available to Human characters
are marked with Hu symbol.
12 The Old World: Grim and Perilous
• Mark of Chaos
Once per session, after a Human makes
a check, they may reroll any one die in the
pool not displaying a d.
Wood Elf
Also known as Asrai, Wood Elves are a secretive
and highly isolationist race of Elves that
long ago voluntarily split off from the rest of
their kin, preferring instead to live out their
lives in Nature’s embrace beneath the enchanted
forest canopy of Athel Loren. They
rarely appear in the lands of the Empire, and
even then they try to avoid all unnecessary
contact with humans.
SPECIES ABILITY
2 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
9 + Brawn
• Strain Threshold
10 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
A Wood Elf starts with one rank in Vigilance
and may choose between one rank in either
Ranged or Survival during character creation.
They obtain this rank before spending experience
points, and these skills may not be increased
higher than rank 2 during character
creation.
• Available Specializations
Specializations available to Wood Elf characters
are marked with WE symbol.
• Blessing of Isha
Wood Elves add j to all Brawn, Agility and
Willpower based checks while in a forest.
High Elf
The High Elves, or Asur as they call themselves,
are the representatives of a once mighty empire,
today reduced to the Isle of Ulthuan and
a few of its satellite islands. Though the days of
their glory are past, they are still a proud race
of mighty wizards, skillful sailors, and capable
warriors who have led the relentless war
against Chaos for centuries.
SPECIES ABILITY
2 2 2 1 3 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
9 + Brawn
• Strain Threshold
10 + Willpower
The Old World: Grim and Perilous 13
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
A High Elf starts with one rank in Knowledge
(Academic) and may choose between one
rank in either Negotiation or Sailing during
character creation. They obtain this rank before
spending experience points, and these
skills may not be increased higher than rank
2 during character creation.
• Available Specializations
Specializations available to High Elf characters
are marked with HE symbol.
• Aura of Nobility
When making a social skill check, High Elves
act as if they were of one social group higher
than they really are to a maximum of Aristocracy.
If the character is an Outcast, they act as
a Middle Class.
Dwarf
The Dwarfs, or Dawi in their own language,
are a strong and sturdy species of brilliant
craftsmen and capable warriors. They once
held an empire that stretched from Norsca in
the north to the jungles in the south, which
eventually fell due to centuries of conflicts
with High Elves and continuous invasions of
Greenskins.
SPECIES ABILITY
3 1 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
10 + Brawn
• Strain Threshold
9 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
A Dwarf starts with one rank in Discipline
and may choose between one rank in either
Crafts or Engineering during character creation.
They obtain this rank before spending
experience points, and these skills may not be
increased higher than rank 2 during character
creation.
• Available Specializations
Specializations available to Dwarf characters
are marked with Dw symbol.
• Magic Resistance
When a Magic check targets a Dwarf, upgrade
the difficulty of the check once. Dwarfs
cannot increase ranks in Magic (Divine) and
Magic (Arcana) skills.
Halfling
Halflings are a species of short humanoids
dwelling primarily in The Moot and various
other scattered regions in the Old World. They
seem to be joyful and carefree people which,
combined with their small size, makes other
races perceive them as vulnerable.
This is a frequent mistake, as in fact halflings
are agile, quick and relentless in combat and can
throw or shoot projectiles with extreme precision.
They also rarely succumb to the influence of Chaos.
SPECIES ABILITY
1 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
8 + Brawn
• Strain Threshold
12 + Willpower
• Corruption Threshold
10 + Presence
• Starting Experience
80
• Starting Skills
A Halfling starts with one rank in Charm and
may choose between one rank in either Ranged
or Deception during character creation. They
14 The Old World: Grim and Perilous
obtain this rank before spending experience
points, and these skills may not be increased
higher than rank 2 during character creation.
• Available Specializations
Specializations available to Halfling characters
are marked with Ha symbol.
• Fieldwarden
Halflings upgrade the ability of melee combat
checks once when targeting characters who are
of a larger silhouette than they are.
• Small
Halflings are silhouette 0.
• Chaos Immunity
Halfings have a higher corruption threshold,
but they cannot increase ranks in Magic (Arcana)
skill.
Gnome
Gnomes, or Gnommi as they call themselves,
are short and wiry, with faces distinguished by
large ears and prominent noses.
Due to their small size, usually confused by
humans with halflings, gnomes go to great
lengths not to dissuade people from this mistake.
As a species naturally marked by magic,
they have fallen victim to wizards, inquisitive
academics and witch hunters for centuries.
Though times have changed, the gnomes still
remember past grievances and try to isolate
themselves to the point where their existence
is generally regarded as a mere legend.
SPECIES ABILITY
2 1 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
9 + Brawn
• Strain Threshold
10 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
A Gnome starts with one rank in Skulduggery
and may choose between one rank in either
Charm or Coordination during character creation.
They obtain this rank before spending
experience points, and these skills may not be
increased higher than rank 2 during character
creation.
• Available Specializations
Specializations available to Gnome characters
are marked with Gn symbol.
• Attuned to Ulgu
Once per encounter, a Gnome can upgrade the
ability of Deception or Stealth check once. If
a Gnome gains the ability to cast spells, they
can only cast spells of the Lore of Shadows.
• Small
Gnomes are silhouette 0.
The Old World: Grim and Perilous 15
Imperial Ogre
Ogres are a large, powerfully built species of
humanoids. Known for their brutality and
insatiable appetite, most of them hail from
the Ogre Kingdoms, beyond the Worlds Edge
Mountains in the far east, where they live in
nomadic tribes.
So called Imperial Ogres differ from their brethren.
They are commonly found in the Moot, living
among the Halflings with whom they have
a strange kindred spirit. They tend to be smaller
and less brutal than their cousins, but potentially
brighter, and usually more civilized.
While their size and bad reputation continue
to cause anxiety and prejudice among
common Oldworlders, Imperial ogres
are an increasingly common sight in
the Empire, where they usually serve
in the army and mercenary companies,
but also deal in trade, crafts and hard
physical labor.
SPECIES ABILITY
4 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
• Fearsome
Imperial Ogres add j to Coercion and Leadership
checks, but add j to Charm checks. This
does not apply when interacting with members
of their own species.
• Huge
Imperial Ogres are silhouette 2.
• Gut Strength
Imperial Ogres increase the damage of their
melee attacks by one, but they need to eat
three times as much as other characters or
they lose this benefit and also decrease their
wound threshold by three.
• Simple Minded
During character creation, Imperial
Ogres cannot choose Noble and Scholar
careers.
• Wound Threshold
12 + Brawn
• Strain Threshold
8 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
An Imperial Ogre starts with one rank in Brawl
during character creation. They obtain this
rank before spending experience points, and
may not increase Brawl above rank 2 during
character creation.
• Available Specializations
Specializations available to Imperial Ogre
characters are marked with Og symbol.
16 The Old World: Grim and Perilous
The careers listed below are available for
players during Step 3: Choose a Career. Each
career determines the first six career skills,
followed by four determined by the specialization.
Similarly, starting gear is determined by
both career and specialization.
Craftsman
Most commonly found in towns and cities,
craftsmen are organized into a bewildering
variety of guilds that protect their members
from incompetent fraudsters who could undercut
profits. Most of them lead a peaceful,
work-filled life under the guilds protection.
However some, bored with monotonous work,
respond to the call of adventure.
Career Skills
Craftsmen count the following skills as career
skills: Coordination, Crafts, Knowledge
(Academic), Negotiation, Riding, Perception.
After choosing a specialization, but before
spending experience during character creation,
a Craftsman may choose four of their
career skills and gain one rank in each of them.
Starting specialization
During character creation a Craftsman can
pick one of the following specializations for
free: Artisan, Executioner, Merchant, Military
Engineer.
Starting Gear
If you have a Craftsman character, they start
with the following gear in addition to gear
gained after choosing a specialization: Artisan's
Tools, a Dagger, a Tool Bag.
Noble
Few are lucky enough to be born of noble
blood. Destined for wealth and honor, they
tend to look down on the simple, working
people. Some of them, however, leave their
safe palaces, carried by romantic notions of
dangerous adventures.
Career Skills
Nobles count the following skills as career
skills: Charm, Coercion, Cool, Knowledge
Careers
(Academic), Melee (Light), Riding. After
choosing a specialization, but before spending
experience during character creation,
a Noble may choose four of their career skills
and gain one rank in each of them.
Starting specialization
During character creation a Noble can pick
one of the following specializations for free:
Duelist, Envoy, Highwayman, Knight.
Starting Gear
If you have a Noble character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Sword,
a Fine Cloak.
Rogue
Rogues live by taking advantage of opportunities
and are not afraid to bend or even break
the law to achieve their goals. Following the
principle that more people means more opportunities
to catch, rogues naturally flock to
big cities where they become experts in city
survival.
Career Skills
Rogues count the following skills as career
skills: Cool, Coordination, Melee (Light), Skulduggery,
Stealth, Streetwise. After choosing
a specialization, but before spending experience
during character creation, a Rogue may
choose four of their career skills and gain one
rank in each of them.
Starting specialization
During character creation a Rogue can pick one
of the following specializations for free: Assassin,
Charlatan, Fence, Racketeer, Spy, Thief.
Starting Gear
If you have a Rogue character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Dagger.
Scholar
Whether they are wizards, academic researchers,
or physicians, scholars are people
who have devoted their lives to the search for
The Old World: Grim and Perilous 17
knowledge. Most of them avoid traveling, preferring
to stay in the safe walls of a library or
academy, but it happens that they join groups
of adventurers to find forgotten knowledge or
for personal reasons.
Career Skills
Scholars count the following skills as career
skills: Charm, Cool, Discipline, Knowledge
(Academic), Negotiation, Perception. After
choosing a specialization, but before spending
experience during character creation, a Scholar
may choose four of their career skills and
gain one rank in each of them.
Starting specialization
During character creation a Scholar can pick
one of the following specializations for free:
18 The Old World: Grim and Perilous
Academician, Agitator, Physician, Priest,
Warrior Priest, Wizard
Starting Gear
If you have a Scholar character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Dagger.
Soldier
Wars almost constantly sweep through the Old
World, so it is not surprising that a large part of
the population serves or has served in the army
or local militia. Soldiers are usually well trained
in combat and used to long and exhausting
journeys. Although they lack finesse, they are
solid and loyal fighters.
Career Skills
Soldiers count the following skills as career
skills: Athletics, Brawl, Discipline, Melee
(Light), Resilience, Survival. After choosing
a specialization, but before spending experience
during character creation, a Soldier
may choose four of their career skills and
gain one rank in each of them.
Starting specialization
During character creation a Soldier
can pick one of the following specializations
for free: Cavalerist, Foot Soldier,
Marksman, Mercenary, Officer,
Sailor.
Starting Gear
If you have a Soldier character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Dagger,
Flint and Steel, a Bedroll, a Flask.
Wanderer
Wanderers spend most of their time traveling
in the wild or wandering from town to town.
Sometimes they are restless individuals, unable
to stay in one place for too long; sometimes
people forced to travel due to the hardships
of life. However, they have one thing in
common - they can survive in all conditions.
Career Skills
Wanderers count the following skills as career
skills: Coordination, Perception, Ranged, Resilience,
Survival, Vigilance. After choosing
a specialization, but before spending experience
during character creation, a Wanderer
may choose four of their career skills and gain
one rank in each of them.
Starting specialization
During character creation a Wanderer can
pick one of the following specializations for
free: Bounty Hunter, Coachman, Entertainer,
Huntsman, Outlaw, Ratcatcher, Riverman,
Scout, Sorcerer.
Starting Gear
If you have a Wanderer character, they start with
the following gear in addition to gear gained after
choosing a specialization: a Dagger, a Backpack,
a Bedroll, Flint and Steel, a Waterskin.
Warrior
Warriors are a broad category of people who
primarily make a living by using their combat
skills. However, they do not belong to the
army, which distinguishes them from soldiers.
They value independence and individual skills
more than regular pay and honors associated
with military service.
Career Skills
Warriors count the following skills as career
skills: Athletics, Cool, Melee (Light), Melee
(Heavy), Resilience, Vigilance. After choosing
a specialization, but before spending experience
during character creation, a Warrior may
choose four of their career skills and gain one
rank in each of them.
Starting specialization
During character creation a Warrior can pick
one of the following specializations for free:
Bodyguard, Champion, Roadwarden, Slayer,
Watchman, Witch Hunter.
Starting Gear
If you have a Warrior character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Dagger,
Leather Armor.
This section expands general specialization
rules introduced in Expanded Player's Guide,
page 102. Available specializations are presented
at the end of the chapter.
Selecting first
specialization
The first specialization can be selected from
among those tied to the chosen career for free.
Skills from the chosen career and specialization
are now called career skills for the character
and you may now choose four ranks in
four separate career skills. Additionally, at the
beginning of Step 4: Invest Experience Points
players can spend 10 experience points (XP) to
select one other specialization. This one may
represent the character's background or special
training and, if the Game Master allows,
does not need to be tied to the character's career.
The character gains specialization talents
tree from this additional specialization,
but not skills or gear!
Specializations
Changing
specialization
At your GM's discretion, you may change your
character's specialization (but not a career!)
by spending XP equal to ten times the total
number of specialization trees the character
will have after making the purchase. For example,
if your character has two specialization
trees, the third one will cost 30 XP. If the
specialization is outside your character's career,
the cost is increased by additional 10 XP.
After the purchase, career skills from the new
specialization are now career skills for your
character (all previous career skills remain intact!).
Most of the time, you should be able to
purchase talents from all purchased specializations,
however, your GM may decide that
new specialization completely cuts off any
possibility of further training in one or more
of the previous specializations. For example,
it may be hard to improve yourself as a ratcatcher
after becoming a knight.
The Old World: Grim and Perilous 19
Specialization
progression and
professions
When your character starts a new specialization,
it is considered that they are at the lowest tier (first
profession in the specialization progression table).
For example, if your character changes their
specialization to the knight, they start as a squire.
By fulfilling certain prerequisites listed in specialization
progression table on specialization
sheet, your character may advance their career
in the specialization and change their profession.
Sometimes the progression is straightforward,
so your character becomes a squire, advances to
the knight and finally to the knight commander,
General rules on how to use Specialization
Trees are covered in Expanded Player's Guide,
page 102 and onward. However, as the specialization
tree design in The Old World setting
slightly differs from the one presented in the
EPG rulebook, here is an explanation on how
but sometimes specialization progression table
presents alternatives, however, they almost never
exclude each other. For example, when your character
chose a scout specialization, they can later
become outrider or explorer, depending on which
set of prerequisites they fulfilled, or they can
achieve both and benefit from both. Abilities and
additional talents gained by fulfilling prerequisites
and changing to new profession are permanent
and can only be lost due to in-game events.
NOTE: In most cases, specialization progression is
straightforward. However, if a profession is one of
two alternatives, it is marked with an asterisk (*).
Footpad*
Purchase the Dirty
Tricks and the Backstab
talents. Increase ranks
in Athletics to 3.
Your character may spend 15XP to
purchase the Strike to Stun talent.
Your character may spend 10XP to
purchase the Assassin specialization.
How to use the Specialization Tree?
to use it. The experience cost of purchasing
talents from the top row of the tree is 5XP per
talent and it increases by 5XP per row, so the
next rows are 10XP, 15XP, 20XP and 25XP accordingly.
For the remaining information, see
the diagram below.
Shortened description
of the talent
Activation type
(Active talents only)
Mark this box when you
purchase the talent
Sixth Sense
Your character may make a Vigilance or a Discipline
check instead of Cool, to determine
Initiative order.
[Incidental]
tow
A
Talent's name
Type of the talent:
A - Active talent
P - Passive talent
Source of the talent and page no.:
TOW - The Old World
GCRB - Genesys Core Rulebook
EPG - Expanded Player's Guide
ROT - Realms of Terrinoth
Guilds and Favors
Some of the characters, especially artisans, but
also some scholars and rogues, belong to guilds
or other similar organizations. Guilds organize
the lives of their members, look after their interests,
and get rid of unaffiliated competitors.
Some specializations, as part of their career
progression, are given the opportunity to ask
favors from members of their guild. There are
two types of favors: small and big.
Small favors are simple things that don't take
too much effort or resources. Examples are: loan
a wagon or tools for a few hours, help to find an
accommodation for one night, loan a few shillings,
share some important news. Tasks performed
thanks to these type of favors are automatically
successful and don't require any checks
from your character.
Big favors are for things complicated, possibly
dangerous and often require effort from multiple
people. Examples are: assist the character in
combat, help to find an accommodation for days
or weeks for many people, smuggle a few chests
with illegal weapons, help a convict to escape,
loan a magic item. Tasks performed thanks to
this type of favors require opposed Leadership
vs Discipline check to convince a guild's representative
to follow your character's plan and determine
the possible outcome. After all, the task
may be too dangerous or oppose the goals and
policies of the guild.
20 The Old World: Grim and Perilous
Craftsman
Artisan
From bread to shoes, swords to trouser belts, artisans are responsible for producing
most of the Old World goods. What they have in common is that they belong to
guilds. Guilds protect the interests of their members by resolving conflicts of interest
with other guilds or by fighting unaffiliated competition. Most of these issues can be
resolved legally, but the fact that many guild apprentices look more like street thugs
suggests this is not always the case.
One of the guild's legal responsibilities is to support the city's garrison in the event of
a siege - each guild has to defend a designated section of the city walls. Some guilds hire
mercenaries for this purpose, but most are skimpy on the expense, so many artisans
are at least briefly trained and equipped for combat.
Starting Gear
4D10+10 Silver Shillings, an Axe, a Leather Armor
Additional Career Skills
Brawl, Crafts, Knowledge (Academic), Riding
Profession
Specialization Progression
Journeyman
Belong to a guild.
Once per session, your character can
ask members of their guild for one small
favor.
Your character may spend 5XP to purchase
the Combat Training talent.
Master
Increase ranks in Crafts and
Knowledge (Academic) to 3.
Purchase one rank in the Expert
Knowledge talent.
Your character may spend 10XP to purchase
one rank in the Craft Specialization
talent and 15XP to purchase one rank in
the Applied Research talent.
Guild
Master
Increase ranks in Crafts and
Knowledge (Academic) to 4.
Purchase the Master talent.
Become a respected member of
the guild.
Leadership is now career skill for your
character.
Your character's social status is now Elite.
Your character may spend 10XP to purchase
The Boss talent.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Craft Specialization
Select area of craftmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
tow
Technical Jargon
When making a Charm check targeting an engineer,
crafstman, or similar individual, your
character may count ranks of Charm as equal
to ranks in Crafts or Engineering.
[Incidental]
tow
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
GCRB #73
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two skills.
[Incidental]
gcrb #79
Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
p
a
p
a
a
Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
gcrb #76
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
tow
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
tow
Always Prepared
Once per encounter, you may spend a Story
Point to use this talent. Unil the end of the
current round, all allied characters improve
the ability of their checks once.
[Incidental]
TOW
P
a
a
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
a
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
tow
Quick Fix
Spend a Story Point to temporarily repair one
damaged item for a number of rounds equal
to your character's ranks in Crafts. After that,
the item is damaged one additional step.
[Maneuver]
A
tow
Repairman
When using Quick Fix, you may remove a jam
or malfunction instead of temporarily repairing
the item. The item is still damaged by one
step after a number of rounds equal to Crafts.
tow
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
tow
P
p
P
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Thoughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Sucker Punch
Spend t from Initiative check to make
a Brawl check before the first round of
combat. If successful, activate the Disorient
quality without spending a.
[Incidental, oot]
a
tow
Urban Combatant
When your character is targeted by a combat
check in an urban setting, you may spend
a Story Point to substitute all j in opponent's
pool to f before the roll is made.
[Incidental, oot]
a
tow
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
P
p
Prime Positions
When your character or their allies within
short range benefit from cover, add a number
of j equal to the defense provided by the
cover to their ranged combat checks.
gcrb #76 gcrb #81 gcrb #81 tow
P
Craftsman
Executioner
Starting Gear
Executioners are professionals whose task is to take lives of convicted criminals, and
1d10 +10 Silver Shillings, a Great axe or a Great sword
sometimes also conduct interrogations with the use of torture.
Contrary to popular belief, executioners are not mindless brutes, but skilled craftsmen,
trained for many years in a guild or under the supervision of their master. Their
Additional Career Skills
Coercion, Knowledge (Academic), Medicine, Melee (Heavy)
work is not easy, requiring not only a lot of strength but also considerable knowledge.
Therefore, most executioners are quite well educated - they can read, write and
know the basics of medicine necessary in their profession, and sometimes they also
speak several languages.
Profession
Specialization Progression
Executioner's
Apprentince
None
None
Torturer*
Increase ranks in Coercion to
4, Increase ranks in Medicine
to 2, Purchase one rank in the
Applied Research talent.
Your character may spend 25XP to purchase
the Ruinous Repartee talent
Master
Executioner*
Increase ranks in Melee (Heavy)
to 4, Increase ranks in Medicine
to 2, Purchase one rank in the
Intimidating talent.
Your character may spend 25XP to purchase
the Master talent
Social Class:
Middle Class
Species:
Hu, Dw, Og
Specialization Tree
EXP EXP EXP EXP EXP
Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
tow
Scathing Tirade
May use this talent to make an Average (kk)
Coercion check. For each s one enemy
within short range suffers 1 strain. For each
a one enemy suffers 1 additional strain.
[action]
a
GCRB #77
Stubborn
Your character adds j per rank of Stubborn
to social skill checks targeting them.
tow
Scathing Tirade [Imp.]
Enemies affected by your character’s Scathing
Tirade add j to all skill checks they make for
a number of rounds equal to your character’s
ranks in Coercion.
gcrb #79
Scathing Tirade [Sup.]
Your character may choose to suffer 1 strain
to use the Scathing Tirade talent as a maneuver,
instead of as an action.
[Incidental]
p
p
p
a
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
tow
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Applied Research
Patch Up
Impaling Strike
Before making a check use this talent to use
After failed check to heal wounds, heal
When your character inflicts a Critical Injury
any Knowledge skill and Intellect instead.
wounds equal to Int. Once during the session,
with a melee weapon, they may use this
This may be used a number of times per
spend d on healed character's check to have
talent to immobilize the target until the end
session equal to the ranks in the talent.
them suffer wounds equal to those healed.
of the target’s next turn.
[Incidental] [Incidental] [Incidental]
a
a
tow
tow
rot #88
a
Surgical Strike
Before your character makes a Brawl or
Melee (Light) check, you may spend a Story
Point to use this talent to add Vicious quality
equal to your character's ranks in Medicine.
[Incidental]
tow
P
P
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
P
Torment
If their target is disoriented, staggered, or
prone, your character adds j to social skill
checks they make.
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Surgeon
When your character makes a Medicine
check to heal wounds, the target heals one
additional wound per rank of Surgeon.
gcrb #74
P
p
P
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
tow
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Prey on the Weak
Your character adds two damage to the
results of successful melee combat checks
targeting disoriented or prone targets.
tow
P
P
p
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
GCRB #81 gcrb #73 GCRB #81 tow
P
Merchant
Most of the goods of the Old World pass through the hands of merchants. Most of
them are simple traders and pedlers, trying to make ends meet by trading in the
streets of towns and villages.
Some, especially those born into wealthy families or those who are extremely lucky
in business, trade fortunes comparable to the budgets of principalities or even entire
states. They have a great influence on politics through merchant guilds or by
sitting on city councils themselves, and sometimes they even maintain their own
armies and fleets.
Craftsman
Starting Gear
1d10 +10 Silver Shillings, a Backpack, Goods worth about 30
Silver Shillings, a Staff
Additional Career Skills
Charm, Negotiation, Riding, Survival
Profession
Specialization Progression
Pedlar
None
Your character may spend 15XP to purchase
the Herbalism talent.
Merchant
Increase ranks in Negotiation
to 3.
Purchase two ranks in the Know
Somebody talent.
Accumulate wealth worth at
least 50GC.
Your character can change their social
status to Middle Class OR your character
may spend 10XP to purchase the Fence
specialization.
Master
Merchant
Social Class:
Increase ranks in Negotiation
and Charm to 4.
Purchase three ranks in the
Know Somebody talent.
Purchase the Connected talent.
Accumulate wealth worth at least
200GC.
Commoner
Species:
Your character may change their social
status to Elite.
Your character can use the Connected
talent on an NPC of the Elite social
status.
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Know Somebody
Once per session, when attempting to purchase
a legally available item, your character
may use this talent to reduce its rarity by one
per rank of Know Somebody
[Incidental]
a
GCRB #74
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
p
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two skills.
[Incidental]
a
GCRB #79
Connected
Once per session, ask one NPC of the Commoner
or Middle Class social status for a big
favor. You may use a Negotiation check to
determine the outcome of the favor.
[Incidental]
a
TOW
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
a
Bought Info
When making any knowledge skill check, can
instead spend an amount of currency equal to
fifty times the difficulty of the check and automatically
succeed on the check with one s
[action]
a
gcrb #72
Counteroffer
Once per session, choose 1 non-nemesis adversary
within medium range; make an opposed
Negotiation vs Discipline check. The target is
staggered for one turn. t: the target is now ally.
[action]
P
gcrb #75
Know Somebody
Once per session, when attempting to purchase
a legally available item, your character
may use this talent to reduce its rarity by one
per rank of Know Somebody
[Incidental]
a
GCRB #74
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
GCRB #74
a
Know Somebody
Once per session, when attempting to purchase
a legally available item, your character
may use this talent to reduce its rarity by one
per rank of Know Somebody
[Incidental]
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Black Market Contacts
Once per session, when purchasing an illegal
item, your character may use this talent to
reduce its rarity by one per rank of Black
Market Contacts.
[Incidental]
TOW
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
gcrb #76
Defensive Driving
Increase the defense of any vehicle your
character pilots by one per rank of Defensive
Driving.
GCRB #81
P
A
p
P
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
tow
Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
tow
Tough Negotiator
When your character inflicts a critical
remark in a Negotiation check, they inflict
additional strain to the target equal to your
character's ranks in Negotiation.
tow
Lucky Strike
When purchased, choose one characteristic.
After a successful combat check, spend one
Story Point to add damage equal to ranks in
that characteristic to one hit of the attack.
[Incidental]
gcrb #76
Let's Talk This Over
Once per game session, when a combat
encounter is about to begin, make a Daunting
(kkkk) Charm check. If successful, the combat
encounter becomes a social encounter instead.
[Incidental, oot]
a
GCRB #81 GCRB #74 GCRB #81 ROT #91
P
a
p
a
Military Engineer
It was the Dwarfs who first introduced the science of engineering to the Old World.
Among them, the Engineers' Guild is deeply respected and its works are held in high
esteem, so long as it upholds traditional methods and values. Humanity took what
the Dwarfs had to offer and ran with it, especially in regards to gunpowder and other
devices suitable for use as weapons.
Engineers toil sleeplessly in their workshops to develop deadlier weapons, or to improve
existing ones. They also design and build mechanical devices or structures
such as bridges, canals, or fortifications.
Craftsman
Starting Gear
4D10 Silver Shillings, a Rope, an Axe
Additional Career Skills
Crafts, Engineering, Gunnery, Knowledge (Academic)
Profession
Specialization Progression
Sapper
Belong to a guild.
Once per session, your character can
ask members of their guild for one small
favor.
Engineer
Increase ranks in Engineering
and Knowledge (Academic)
to 3.
Once per session, your character can ask
members of their guild for additional
two small favors.
Master
Engineer
Increase ranks in Engineering
and Knowledge (Academic)
to 4.
Purchase the Master talent.
Once per session, your character can ask
members of their guild for one big favor.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Technical Jargon
When making a Charm check targeting an engineer,
crafstman, or similar individual, your
character may count ranks of Charm as equal
to ranks in Crafts or Engineering.
[Incidental]
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Craft Specialization
Select area of craftmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
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Quick Fix
Steady Hand
Demolitionist
Improvised Defenses
Spend a Story Point to temporarily repair one Before your character makes a ranged combat
Use a bomb and make an Engineering check
Make a Hard (kkk) Engineering check, if
damaged item for a number of rounds equal
check, you may spend one Story Point to use
to blow a cover. Diff is Easy (k), +1 k per cover's
successful your character creates cover that
to your character's ranks in Crafts. After that, this talent to add a equal to your character’s def. For each s one character loses cover. Spend
provides ranged defense 1 for one character
the item is damaged one additional step
ranks in Discipline to the results.
aa to hit one enemy with bomb's base dmg.
for each s. Spend t to increase defense to 2.
[Maneuver] [Incidental]
[action] [action]
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Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
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Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Ranger
Discipline and Firearms are now career skills
for your character.
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Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
GCRB #76
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
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Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
GCRB #76
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Craft Specialization
Select area of craftmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
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Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
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Special Use Permit
Your character does not treat any items as
restricted (R). They may carry or transport
those items without being arrested.
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Mad Inventor
Once per session, make an Engineering
check to create the functional equivalent
of any item using salvage. The difficulty is
based on the item’s rarity.
[action]
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Prime Positions
When your character or their allies within
short range benefit from cover, add a number
of j equal to the defense provided by the
cover to their ranged combat checks.
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noble
Duelist
Judicial duels are well established in the legal systems of the Old World. Although
brutal, they are governed by numerous rules and rarely end in the death of the participants.
But recently a new kind of duel has arisen among young and bored nobility
- a duel for honor. Illegal and highly dangerous, they attract those hungry for thrills.
For duelists every dishonor, no matter how small or even imagined, is the matter of
life and death and they are ready to challenge anyone they deem worthy. The result is
easy to predict - many do not live long enough to see their second fight.
Starting Gear
1D100+40 Silver Shillings, a Buckler, a Pistol
Additional Career Skills
Charm, Firearms, Melee (Light), Resilience
Profession
Specialization Progression
Duelist
Defeat an adversary in a duel.
Your character may spend 5XP to purchase
the Quick Draw OR one rank in the
Challenge! talent.
Pistolier*
Increase ranks in Firearms to 4.
Purchase the Quick Draw talent.
Your character may spend 20XP to purchase
the Deadeye talent.
Fencer*
Increase ranks in Melee (Light)
and Resillience to 3.
Purchase at least one rank in the
Challenge! talent.
Your character may spend 20XP to purchase
the Death Rage talent.
Social Class:
Elite
Species:
Hu, Dw, HE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
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GCRB #74
Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
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Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
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gcrb #79
Diplomatic Immunity
Spend one Story Point to avoid incrimination.
If your character is guilty, GM may
require them to suffer 1 corruption instead
of spending a Story Point.
[Incidental]
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Ruinous Repartee
Once per enc, make an opposed Charm/Coercion
vs Discipline check targeting character within
earshot. The target suffers strain equal to Presence
x2, +1 per s. Heal equal amount of strain.
[action]
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Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
gcrb #73
Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
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Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
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Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
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Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
P
Finesse
When making a Brawl or Melee (Light)
check, your character may use Agility instead
of Brawn.
[Incidental]
rot #84
Dual Wielder
Use this talent to decrease the difficulty
of the next combined combat check made
during the same turn by one.
[Maneuver]
GCRB #76
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
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Heroic Resilience
Once per encounter, when your character
suffers wounds, spend one Story Point to
reduce wounds suffered by a number equal
to your character's ranks in Resilience.
[Incidental, oot]
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Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
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Duelist
Your character adds j to melee combat checks
while engaged with a single opponent. Your
character adds j to melee combat checks
while engaged with three or more opponents.
gcrb #73
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
gcrb #74
Parry [Imp.]
When your character suffers a hit from a melee
combat check and uses Parry, you may spend
d or hhh from the attacker’s check to hit the
attacker once with a Brawl or Melee weapon.
[Incidental, oot]
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gcrb #79
Counterattack
When your character uses Imp. Parry to hit an
attacker, they may activate an item quality of
the weapon they used as if they had generated
aa on a combat check using that weapon.
ROT #90
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81 GCRB #73 gcrb #74 gcrb #81
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Noble
Envoy
Envoys are hired by nations, powerful nobles, great merchant houses, guilds, or cults
to represent their employer's interests in the Old World's various national and provincial
capitals. They are granted some sort of immunity from the government or the
court they are working in and the right to speak on behalf of their sovereign.
Some of them are chosen for their exquisite tastes and ability to spoil rivals and allies
alike with carefully chosen words and gifts, others may be selected for their sharp
minds, understanding of intelligence networks, or undeniable charisma. However,
all envoys must be masters of negotiation and other social interactions.
Starting Gear
2D100 + 100 Silver Shillings
Additional Career Skills
Charm, Coercion, Negotiation, Vigilance
Profession
Specialization Progression
Herald
None
Your character may spend 5XP to purchase
the Expert Knowledge (Heraldry)
talent.
Envoy
Increase ranks in Charm and
Negotiation to 3.
Purchase the Counteroffer
talent.
Your character may spend 10XP to purchase
the Silver Tongued talent.
Diplomat
Increase ranks in Charm and
Coercion to 4.
Purchase the Scathing Tirade
(Improved) talent.
Your character may spend 15XP to purchase
the Ruinous Repartee talent.
Social Class:
Elite
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Scathing Tirade
May use this talent to make an Average (kk)
Coercion check. For each s one enemy
within short range suffers 1 strain. For each
a one enemy suffers 1 additional strain.
[action]
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gcrb #77
Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
rot #89
Scathing Tirade [Imp.]
Enemies affected by your character’s Scathing
Tirade add j to all skill checks they make for
a number of rounds equal to your character’s
ranks in Coercion.
gcrb #79
Dedication
Each rank of Dedication increases one of your
character's characteristics by one.
gcrb #81
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Bought Info
When making any knowledge skill check,
spend an amount of currency equal to fifty
times the difficulty of the check instead and
automatically succeed on the check with one s
[action]
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gcrb #72
Counteroffer
Once per session, choose 1 non-nemesis adversary
within medium range; make an opposed
Negotiation vs Discipline check. The target is
staggered for one turn. t: the target is now ally.
[action]
gcrb #75
Lucky Strike
When purchased, choose one characteristic.
After a successful combat check, spend one
Story Point to add damage equal to ranks in
that characteristic to one hit of the attack.
[Incidental]
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gcrb #76
Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
rot #89
Scathing Tirade [Sup.]
Your character may choose to suffer 1 strain
to use the Scathing Tirade talent as a maneuver,
instead of as an action.
[Incidental]
gcrb #81
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Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
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GCRB #74
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Diplomatic Immunity
Spend one Story Point to avoid incrimination.
If your character is guilty, GM may
require them to suffer 1 corruption instead
of spending a Story Point.
[Incidental]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Scapegoat
When using the Diplomatic Immunity talent,
make a Daunting (kkkk) Charm check. If
successful, point any character from Outcast
or Commoner social group as guilty.
[action]
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Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
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Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
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Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
a
GCRB #74
Diplomatic Immunity [imp.]
When your character uses Diplomatic Immunity,
they may choose to expand its effect on
all allies with social status of Middle Class or
Elite accused of commiting the same crime.
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Let's talk this over
Once per game session, when a combat
encounter is about to begin, make a Daunting
(kkkk) Charm check. If successful, the combat
encounter becomes a social encounter instead.
[action]
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rot #91
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noble
Highwayman
Highwaymen are criminals who rob stagecoaches and caravans, but unlike common bandits,
they primarily target the wealthy merchants and nobility. A clearly distinguishing
feature of all highwaymen that sets them apart are their manners, wry wit and demeanor,
treating their victims with respect and the proper etiquette required of their standing.
Many highwaymen are actually bored nobles, who engage in this activity for thrills or
personal gain (those are called robber barons or raubritters), while others do it out of
a sense of justice, who redistribute the wealth to those less fortunate (who often earn
a great fame as "Prince of Thieves").
Since they usually work alone, they are almost universally excellent riders, swordsmen,
and typically proficient with firearms.
Starting Gear
1D10 + 40 Silver Shillings, a Riding Horse, a Pistol
Additional Career Skills
Charm, Coordination, Firearms, Riding
Profession
Specialization Progression
Highwayman
None
None
Raubritter*
Increase ranks in Firearms to 3.
You cannot be a Prince of
Thieves.
Rob travelers to get rich.
Your character may spend 20XP to purchase
the Crushing Charge talent.
Prince of
Thieves*
Increase ranks in Charm to 3.
You cannot be a Raubritter.
Rob travelers to give to the poor.
Your character may spend 25XP to purchase
the Ruinous Repartee talent.
Social Class:
Outcast
Species:
Hu, Ha, HE, WE
Specialization Tree
EXP EXP EXP EXP EXP
Proper Upbringing
Let's Ride
Finesse
When making a social skill check in polite
Once per round in your character’s turn, get
When making a Brawl or Melee (Light)
company, suffer a number of strain up to
on/off a vehicle or animal, or change position check, your character may use Agility instead
the ranks in Proper Upbringing to add an
in a vehicle as an incidental. A short-range fall
of Brawn.
equal number of a to the check.
from the mount causes no damage.
[Incidental] [Incidental] [Incidental]
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GCRB #74
gcrb #75
Rot #84
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
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Audacious
When your character generates d on
a social check, roll l and add the results to
the check, in additional to the d being spent
as normal.
[Incidental]
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Coordination Dodge
When targeted by a combat check, spend
a Story Point to add number of f equal to
ranks in Coordination to the results.
Acrobatics
When moving, your character may suffer 2
strain to perform Athletics or Coordination
check as a maneuver instead of an action.
[Maneuver]
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Born in the Saddle
Once per encounter, your character may use
this talent to add s equal to their ranks in
Riding to a single check (using any skill) they
make while mounted on beast or vehicle.
[Incidental]
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Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
GCRB #74
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Wild Improvisation
Once per session for each rank of the talent,
you may use any skill and characteristic
instead of any other skill and characteristic.
Upgrade the difficulty of the check once.
[Incidental]
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
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Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
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gcrb #79
Dramatic Entrance
Once per session, 1SP: enter an encounter you
are not currently participating. Add a new slot
at the top of the Initiative order. Add j to the
first check you make in the encounter.
[Incidental, oot]
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Dramatic Escape
Your character may use the Dramatic Entrance
talent to immediately escape from the
current encounter instead of entering it.
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Heroic Recovery
Choose one characteristic. Once per encounter,
spend one Story Point to use this talent
to have your character heal strain equal to the
rating of the chosen characteristic.
[Incidental]
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rot #88
Cavalier
While riding a mount trained for battle, once
per round your character may use this talent
to direct the mount to perform an action.
[Maneuver]
Rot #90
Cavalier [Imp.]
While riding a mount, your character and
the mount increase their defense by 1. Your
character can maintain control of an untrained
mount without a Riding check.
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
[Incidental, oot]
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noble
Knight
Knights are elite professional soldiers, generally, but not always of noble blood. They
specialise in fighting in heavy armor while using large weapons, often from horseback,
and comprise a general’s most elite shock troops known for their devastating
cavalry charges able to break entire armies with their fury.
At court, knights often serve as a military advisors. Whilst common soldiers may
have more battlefield experience than many knights, they usually lack the education
and perspective requisite to see the bigger picture of warfare and politics.
Starting Gear
1D100 + 80 Silver Shillings, a Brigantine, a Riding Horse,
a Shield, an Axe or a Mace
Additional Career Skills
Leadership, Melee (Heavy), Melee (Light), Riding
Profession
Specialization Progression
Squire
None
None
Knight
Increase ranks in Leadership
to 3.
Have a War Horse.
Your character may spend 5XP to
purchase one rank of the Intimidating
talent.
Knight
Commander
Increase ranks in Leadership
to 4.
Have a War Horse.
Purchase the Inspiring Cry
talent.
Your character can use the Inspiring
Cry talent twice per encounter instead
of once.
Your character may spend 10XP to purchase
the Officer specialization.
Social Class:
Elite
Species:
Hu, HE, WE
Specialization Tree
EXP EXP EXP EXP EXP
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to the
ranks in Proper Upbringing to add an equal
number of a to the check.
[Incidental]
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GCRB #74
Inspiring Rhetoric
Make an Average (kk) Leadership check.
For each s, one ally within short range
heals one strain. For each a, one ally heals
one additional strain.
[action]
A
GCRB #76
Inspiring Cry
Once per encounter, allow a number of allies
(up to your character's ranks in Leadership)
within medium range to reroll all j until the
end of the following round.
[Incidental]
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Challenge!
Once per enc, choose a number of adversaries
within short range up to ranks in the talent.
Until the end of the enc, they add j to combat
checks against your char and jj against others.
[Maneuver]
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ROT #84
Crushing Charge
While mounted, after engaging the target, suffer
3 strain. Make Melee combat check. The weapon
gains the Knockdown and Sunder qualities and increases
Pierce and Vicious by the ranks in Riding.
[action]
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Let's Ride
Once per round in your character’s turn, get
on/off a vehicle or animal, or change position
in a vehicle as an incidental. A short-range fall
from the mount causes no damage.
[Incidental]
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GCRB #74
Breakthrough
With Melee (Heavy) weapon, suffer strain
no greater than ranks in the talent. Decrease
def of engaged enemy by the strain suffered
until the end of your character's next turn.
[Maneuver]
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Cavalier
While riding a mount trained for battle, once
per round your character may use this talent
to direct the mount to perform an action.
[Maneuver]
ROT #90
Intimidating
During the first round of a combat encounter,
your character increases their melee
defense a number of times equal to their
ranks in Intimidating talent.
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Inspiring Rhetoric [Imp.]
Allies affected by your character’s Inspiring
Rhetoric add j to all skill checks they make
for a number of rounds equal to your character’s
ranks in Leadership.
GCRB #78
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Challenge!
Once per enc, choose a number of adversaries
within short range up to ranks in the talent.
Until the end of the enc, they add j to combat
checks against your char and jj against others.
[Maneuver]
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ROT #84
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
A
GCRB #75
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
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Dedication
Each rank of Dedication increases one of your
character's characteristics by one.
GCRB #81
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
a
GCRB #74
Bulwark
While wielding a weapon with the Defensive
quality, your character may use Parry to
reduce the damage of an attack targeting an
engaged ally.
[Incidental, oot]
a
rot #87
Armor Master
When your character wears armor with
Encumbrance value of 4 or higher, they
reduce its Encumbrance by 1 and increase
Defense by 1.
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Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
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Rogue
Assassin
Killing for money is nothing new in the Old World - soldiers and warriors do this
every day. However, there is a huge difference between killing an enemy in the heat
of battle and murdering in cold blood. Assassins do exactly that, take the contract,
and eliminate the target without asking any questions.
The best of assassins are highly trained killers, able to dispatch their targets in a matter
of seconds, leaving behind no evidence of their presence. Many also master the
poisoner's art to improve their deadliness even further.
Starting Gear
1D10+10 Silver Shillings, a Dagger, a Hand Crossbow
Additional Career Skills
Medicine, Ranged, Skulduggery, Streetwise
Profession
Specialization Progression
Cutthroat
None
None
Assassin*
Purchase the Backstab and the
Combat Training talents.
Increase ranks in Skulduggery
and Melee (Light) to 3.
Your character may spend 20XP to purchase
the Backstab (Improved) talent.
Your character may spend 20XP to
purchase the Recon talent.
Poisoner*
Increase ranks in Skulduggery
and Medicine to 3.
Purchase the Elusive talent.
Kill an adversary by administering
a poison.
Alchemy is now a career skill for your
character.
Your character may spend 15XP to purchase
the Venom Soaked Blade talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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Dual Wielder
Use this talent to decrease the difficulty
of the next combined combat check made
during the same turn by one.
[Maneuver]
gcrb #76
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Backstab
May attack an unaware adversary with
a Melee (Light) weapon using the character’s
Skulduggery skill instead of Melee (Light). If
the check succeeds, each s adds +2 damage.
[action]
a
rot #89
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental, oot]
a
gcrb #74
Unrelenting
After a successful melee check, suffer 4 strain to
make a melee attack against the same target. Increase
the diff by one if this attack uses a second
weapon, or by two if uses the same weapon.
[Incidental]
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rot # 91
Hamstring Shot
Once per encounter, make a ranged combat
check. If the check is successful, halve the
damage dealt. The target is immobilized
until the end of its next turn.
[action]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Headshot
Your character adds damage equal to one
plus their ranks in Headshot to combat
checks aiming at the head of the target.
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
a
tow
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
gcrb #74
p
p
P
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental, oot]
a
gcrb #74
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
gcrb #74
Unremarkable
Other characters add f to any checks made
to find or identify your character in a crowd.
gcrb #75
Elusive
When another character makes a check to
follow your character's trail, add f equal
to your character's ranks in Streetwise or
Survival to the check results.
[Incidental, oot]
tow
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
p
P
a
P
Precision
When making a Brawl or Ranged check, your
character may use Cunning instead of Brawn
and Agility.
[Incidental]
rot #84
Surgical Strike
Before your character makes a Brawl or Melee
(Light) check, you may spend a Story Point to
use this talent to add Vicious quality equal to
your character's ranks in Medicine.
[Incidental]
a
tow
Acrobatics
When moving, your character may suffer 2
strain to perform Athletics or Coordination
check as a maneuver instead of an action.
[Maneuver]
tow
Headshot
Your character adds damage equal to one
plus their ranks in Headshot to combat
checks aiming at the head of the target.
tow
Unleash
Once per round, your character may suffer 1
corruption to perform a maneuver to immediately
defeat one rival or one minion group
in short range.
[Maneuver]
tow
a
a
p
a
rogue
Charlatan
Charlatans are extremely cunning individuals that prey on human naivety. Thanks to their
sharp mind and glib tongue, they can convince unsuspecting victims of almost anything.
Inferior swindlers usually engage in small-scale fraud. Disguised as doctors or wizards,
they persuade naive people to buy miraculous medicines and tinctures, which
usually turn out to be nothing more than colored water. Some of them do have a bit
of knowledge, but most rely only on a talent for improvising.
The most talented and famous con-artists are able to draw the elite of the Old World
into huge financial frauds and live at their expense for years to evaporate at the last
moment with a colossal fortune.
Starting Gear
2d10 Silver Shillings, a Fine Cloak
Additional Career Skills
Alchemy, Charm, Cool, Deception
Profession
Specialization Progression
Swindler
None
None
Charlatan
Increase ranks in Charm and
Deception to 3.
Purchase one rank in the Expert
Knowledge talent.
Your character may spend 15XP to
purchase the Can’t We Talk About This?
talent.
Con-Artist
Increase ranks in Charm and
Deception to 4.
Increase tanks in Cool to 3
Purchase the Audacious talent.
Your character may spend 25XP to purchase
the Master talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Keen Observer
Your character adds jj to checks to discern
another character's motivations.
tow
Sneaky Bastard
Once per encounter, when your character
makes a Negotiation check, they may use this
talent to add a number of a equal to their
ranks in Deception to the result.
[Incidental]
a
tow
Black Market Contacts
Once per session, when purchasing an illegal
item, your character may use this talent to
reduce its rarity by one per rank of Black
Market Contacts.
[Incidental]
tow
a
p
a
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Knack for It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
tow
Quick Witted
Once per enc, after another social skill check,
make an Average (kk) Vigilance check. If successful,
add s or f equal to ranks in Charm
to the other check. If failed, suffer 3 strain.
[Incidental, oot]
a
tow
P
P
p
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Perfect Liar
After your character makes a Deception
check, they may suffer 1 strain to use this
talent to cancel h equal to your character’s
ranks in Perfect Liar.
[Incidental]
tow
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
GCRB #74
Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
tow
Audacious
When your character generates d on
a social check, roll l and add the results to
the check, in additional to the d being spent
as normal.
[Incidental]
tow
a
A
a
a
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to re-roll one
skill check that uses one of those two skills.
[Incidental]
a
Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
tow
Black Market Contacts
Once per session, when purchasing an illegal
item, your character may use this talent to
reduce its rarity by one per rank of Black
Market Contacts.
[Incidental]
a
tow
Lucky Strike
When purchased, choose one characteristic.
After a successful combat check, spend one
Story Point to add damage equal to ranks in
that characteristic to one hit of the attack.
[Incidental]
a
tow
Perfect Liar
After your character makes a Deception
check, they may suffer 1 strain to use this
talent to cancel h equal to your character’s
ranks in Perfect Liar.
[Incidental]
tow
P
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #74 GCRB #81 GCRB #79 gcrb #73
P
Rogue
Fence
Fences are experts in liquidating stolen goods. For a percentage of the profit, they
take a thief’s bounty and move it to another town, city, or even country where it can
be more safely disposed of.
Fences are experts at evaluating the worth of any given item and therefore exactly
how hot it is likely to be. The greater the risk, the greater cut they demand. Most of
them are no better than thieves they make deals with, yet those most resourceful can
be as rich as prominent merchants.
Starting Gear
2D10+10 Silver Shillings, a Cloak With Hidden Pockets
Additional Career Skills
Charm, Deception, Negotiation, Streetwise
Profession
Specialization Progression
Fence
None
None
Black
Marketeer*
Crime Lord*
Increase ranks in Streetwise
and Negotiation to 3.
Purchase two ranks of the Black
Market Contacts talent.
Sell a single stolen item worth of
minimum 500 shillings.
Increase ranks in Streetwise
and Charm to 4.
Purchase two ranks of the Street
Slang talent.
Found a new gang with at least
20 people.
Your character may change their social
class to Middle Class.
Your character may spend 20XP to purchase
the Tough Negotiator talent.
Leadership is now a career skill for your
character.
Your character may spend 10XP to purchase
The Boss talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Black Market Contacts
Once per session, when purchasing an illegal
item, your character may use this talent to
reduce its rarity by one per rank of Black
Market Contacts.
[Incidental]
a
tow
Unremarkable
Other characters add f to any checks made
to find or identify your character in a crowd.
gcrb #75
Snuggery
Your character gains a hidden compartment or
storage with capacity equal to your character’s
ranks in Streetwise (compartment) or five
times ranks in Streetwise (storage).
tow
p
p
Sneaky Bastard
Once per encounter, when your character
makes a Negotiation check, they may use this
talent to add a number of a equal to their
ranks in Deception to the result.
[Incidental]
a
tow
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
a
tow
Bought Info
When making any knowledge skill check, can
instead spend an amount of currency equal to
fifty times the difficulty of the check and automatically
succeed on the check with one s
[action]
a
GCRB #72
Deep Pockets
Once per session, produce small (encumbrance
0 or 1) item worth no more than 5
shillings.
[Incidental]
tow
Black Market Contacts
Once per session, when purchasing an illegal
item, your character may use this talent to
reduce its rarity by one per rank of Black
Market Contacts.
[Incidental]
a
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Dedication
Each rank of Dedication increases one of your
character's characteristics by one.
GCRB #81
a
P
P
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
a
tow
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
tow
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
gcrb #79
p
a
a
Let’s Talk This Over
Once per session, when a combat encounter
is about to begin, make a Daunting (kkkk)
Charm check. If successful, the combat encounter
becomes a social encounter instead.
[Incidental, oot]
a
rot #91
Thoughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Lucky Strike
When purchased, choose one characteristic.
After a successful combat check, spend one
Story Point to add damage equal to ranks in
that characteristic to one hit of the attack.
[Incidental]
a
GCRB #76
Backstab
May attack an unaware adversary with
a Melee (Light) weapon using the character’s
Skulduggery skill instead of Melee (Light). If
the check succeeds, each s adds +2 damage.
[action]
rot #89
Defensive
Each rank of Defensive increases your character’s
melee defense and ranged defense
by one.
GCRB #80
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
P
a
P
P
Rogue
Racketeer
Racketeers make up the general ranks of most criminal organizations. They are experts
at extorting "protection" money from small businesses, which tends to be their
most lucrative operation. Successful racketeers move into such activities as loan
sharking, drug pedaling, prostitution and illegal gambling dens.
As a criminal venture increases in complexity, so too does the organization that runs
it. Some of the crime lords operate very large gangs, sometimes even the size of an
entire city or province. Most gangs, however, are smaller, employing a few racketeers
and thugs for muscle.
Starting Gear
1D10+10 Silver Shillings, Brass Knuckles,
a Leather Jacket (Leather Armor)
Additional Career Skills
Brawl, Coercion, Cool, Resilience
Profession
Specialization Progression
Thug
Join a gang.
Once per session, your character can ask
members of their gang for one small favor.
Enforcer*
Increase ranks in Brawl, Cool
and Resillience to 3.
Purchase the Sucker Punch
talent.
Your character may spend 20XP to purchase
the Strike to Stun talent.
Your character may spend 15XP to purchase
the Urban Combatant talent.
Crime Lord*
Increase ranks in Streetwise
and Coercion to 4.
Purchase two ranks of the Street
Slang talent.
Found a new gang with at least
20 people.
Leadership is now a career skill for your
character.
Your character may spend 10XP to purchase
The Boss talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
A
tow
Sucker Punch
Spend t from Initiative check to make
a Brawl check before the first round of
combat. If successful, activate the Disorient
quality without spending a.
[Incidental, oot]
A
tow
Painful Blow
Increase the difficulty of a combat check by
one. If the target suffers at least one wound,
they suffer 2 strain each time they perform
a maneuver until the end of the encounter.
[Incidental]
A
rot #84
Prey on the Weak
Your character adds two damage to the
results of successful melee combat checks
targeting disoriented or prone targets.
tow
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
P
P
Tavern Brawler
Your character adds a to Brawl checks and
combat checks using improvised weapons.
rot #87
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
A
gcrb #78
Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
P
P
P
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
A
rot #89
Altered Deal
Once per session, when allied character within
short range of your character fails a Negotiation
check, your character may retry the check using
Coercion instead of Negotiation.
[Incidental, oot]
A
tow
Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
rot #89
Ruinous Repartee
Once per enc, make an opposed Charm/Coercion
vs Discipline check targeting character within
earshot. The target suffers strain equal to Presence
x2, +1 per s. Heal equal amount of strain.
[action]
A
gcrb #81
P
A
Scathing Tirade
May use this talent to make an Average (kk)
Coercion check. For each s one enemy
within short range suffers 1 strain. For each
a one enemy suffers 1 additional strain.
[action]
A
gcrb #77
Intimidating
During the first round of a combat encounter,
your character increases their melee
defense a number of times equal to their
ranks in Intimidating talent.
tow
Scathing Tirade [Imp.]
Enemies affected by your character’s Scathing
Tirade add j to all skill checks they make for
a number of rounds equal to your character’s
ranks in Coercion.
gcrb #79
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
A
tow
Scathing Tirade [Sup.]
Your character may choose to suffer 1 strain
to use the Scathing Tirade talent as a maneuver,
instead of as an action.
[Incidental]
gcrb #81
P
P
A
Spy
Spies are experts at gathering information. Most of them are actually just paid
informants who are already inside the organization they are spying on. However,
real professionals are brave, highly trained and extremely cunning people who can
infiltrate almost any group, be it the nobility, the inner circle of guilds, criminal
gangs or even Chaos cults, and spy on them for months or even years. This is an
extremely demanding and dangerous job, as spies who are caught are waiting for
an unenviable fate.
Rogue
Starting Gear
4d10+10 Silver Shillings, a Sword, a Fine Cloak
Additional Career Skills
Deception, Perception, Stealth, Streetwise
Profession
Specialization Progression
Informant
None
None
Spy
Increase ranks in Deception
and Stealth to 3.
Your character may spend 15XP to purchase
the Natural talent.
Master Spy
Increase ranks in Deception,
Streetwise and Stealth to 4.
Purchase two ranks in the Proper
Upbringing and two ranks in the
Street Slang talents
Your character may spend 25XP to
increase Cunning, Willpower or Presence
by one. This cannot increase the
characteristic above 5.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
tow
Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
tow
Recon
After spending time in an area, make a Hard (kkk)
Survival/Streetwise check. Until the end of the
session, your character or one ally may add s equal
to the ranks in the skill to one check made in the area.
[action]
tow
Infiltration
Afer use of the Recon talent - 1 Story Point:
your character is considered "native" to the
area. Until the end of the session, your character
or one ally may add tf to one check.
[Incidental]
tow
p
a
a
a
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
p
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
GCRB #74
Bought Info
When making any knowledge skill check, can
instead spend an amount of currency equal to
fifty times the difficulty of the check and automatically
succeed on the check with one s
[action]
a
gcrb #72
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Connected
Once per session, ask one NPC of the Commoner
or Middle Class social status for a big
favor. You may use a Negotiation check to
determine the outcome of the favor.
[Incidental]
tow
a
p
a
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
a
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
tow
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
GCRB #73
Backstab
May attack an unaware adversary with
a Melee (Light) weapon using the character’s
Skulduggery skill instead of Melee (Light). If
the check succeeds, each s adds +2 damage.
[action]
rot #89
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
tow
a
p
a
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
P
Unremarkable
Other characters add f to any checks made
to find or identify your character in a crowd.
gcrb #75
Elusive
When another character makes a check to follow
your character's trail, add f equal to your
character's ranks in Streetwise or Survival to
the check results.
[Incidental, oot]
tow
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Master of Shadows
After successful Stealth check, for each s
except the first, your character can hide one
additional engaged character. The number of
characters cannot exceed ranks in Stealth.
[Incidental]
tow
P
a
p
a
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
gcrb #81 gcrb #73 gcrb #73 gcrb #81
a
Rogue
Thief
Thieves include blackmailers, burglars, embezzlers, kidnappers, pickpockets, cattle
thieves and many more but most of them tend to be jacks-of-all-trades, willing and
able to take advantage of any money making opportunity that comes along.
In most of the Old World’s cities, thieves are associated with thieves guilds or gangs,
which control and organize criminal activities and help pulling off heists which
would have been impossible to do alone.
Starting Gear
1D10 Silver Shillings, a Rope, a Lock Pick Set
Additional Career Skills
Athletics, Coordination, Skulduggery, Stealth
Profession
Specialization Progression
Thief
Steal something.
None
Footpad*
Purchase the Dirty Tricks and
the Backstab talents.
Increase ranks in Athletics to 3.
Your character may spend 15XP to purchase
the Strike to Stun talent.
Your character may spend 10XP to purchase
the Assassin specialization.
Cat
Burglar*
Social Class:
Do NOT purchase the Dirty
Tricks and the Backstab talents.
Increase ranks in Coordination
Skulduggery and Stealth skills
to 4.
Steal a single item worth at least
500 shillings.
Commoner
Species:
Your character may spend 10XP to purchase
the Recon talent.
The t generated on your character's Skulduggery
checks may be spend to order
that whatever your character tried to do
(or did), is discovered after days or even
months later.
Hu, Ha, Dw, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
A
tow
Deep Pockets
Once per session, produce small (encumbrace
0 or 1) item worth no more than 5
shillings.
[Incidental]
tow
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
tow
Elusive
When another character makes a check to follow
your character's trail, add f equal to your
character's ranks in Streetwise or Survival to
the check results.
[Incidental, oot]
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
A
A
A
P
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Acrobatics
When moving, your character may suffer 2
strain to perform Athletics or Coordination
check as a maneuver instead of an action.
[Maneuver]
tow
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two skills.
[Incidental]
GCRB #72
Master of Shadows
After successful Stealth check, for each s
except the first, your character can hide one
additional engaged character. The number of
characters cannot exceed ranks in Stealth.
[Incidental]
tow
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
GCRB #81
P
A
A
A
A
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental, oot]
GCRB #74
Knack For It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
GCRB #73
Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
gcrb #79
Defensive
Each rank of Defensive increases your character’s
melee defense and ranged defense
by one.
GCRB #80
Coordination Dodge
When targeted by a combat check, spend
a Story Point to add number of f equal to
ranks in Coordination to the results.
[Incidental, oot]
tow
A
p
A
P
A
Finesse
When making a Brawl or Melee (Light)
check, your character may use Agility instead
of Brawn.
[Incidental]
rot #84
Dirty Tricks
After your character inflicts a Critical Injury
on an adversary, they may use this talent
to upgrade the difficulty of that adversary’s
next check.
[Incidental]
A
rot #88
Backstab
May attack an unaware adversary with
a Melee (Light) weapon using the character’s
Skulduggery skill instead of Melee (Light). If
the check succeeds, each s adds +2 damage.
[action]
rot #89
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
GCRB #81
A
A
P
P
Scholar
Academician
Academicians are universally educated scholars, usually associated with academies
or other science centers. They include sages who delve into philosophy and
scientific theory, theologists who specialize in religious lore, and tutors who
strive to educate the children of wealthy Merchants and Nobles.
Some of academicians are driven to pursue esoteric or forbidden knowledge,
which attracts the attention of witch hunters and other keepers of righteousness,
and sometimes forces them to enter the world of dangerous adventures.
Starting Gear
3D10 + 10 Silver Shillings, a Fine Cloak
Additional Career Skills
Alchemy, Engineering, Knowledge (Academic), Survival
Profession
Specialization Progression
Student
None
None
Bachelor
Professor
Purchase at least one rank in
the Expert Knowledge talent.
Increase ranks in Knowledge
(Academic) to 3.
Purchase three ranks in the
Expert Knowledge talent.
Purchase the Master talent.
Increase ranks in Knowledge
(Academic) to 5.
Choose any two skills excluding magic
skills. Those are now career skills for
your character.
Once per session, your character can ask
members of their academy for one small
favor.
Your character may spend 25XP to
increase one of the following characteristics
by one: Intelligence, Cunning,
Willpower. This cannot increase a characteristic
above 5.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Knack For It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
A
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Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
GCRB #76
Mad Inventor
Once per session, make an Engineering
check to create the functional equivalent
of any item using salvage. The difficulty is
based on the item’s rarity.
[action]
a
tow
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
a
P
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Technical Jargon
When making a Charm check targeting an engineer,
craftsman, or similar individual, your
character may count ranks of Charm as equal
to ranks in Crafts or Engineering.
[Incidental]
a
tow
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
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Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
gcrb #79
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
P
a
a
P
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Silver Tongued
Once per session, when resolving a social
skill check, you may spend one Story Point
to use this talent to replace uncanceled aa
with s.
[Incidental]
tow
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
tow
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
tow
a
p
a
P
a
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
tow
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
tow
Herbalism
In rural area, make an Average (kk) Survival
check to heal one wound per s, or one
wound per ss if target's wounds exceed
their wound threshold.
[action]
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
gcrb #81
P
P
a
P
a
Scholar
Agitator
Old World politics is extremely complex and varies greatly from country to country,
but no matter what part of the continent we're talking about, simple people don't
have much to say about governance.
Nevertheless, there are numerous political activists in the streets calling for changes
or even overthrow of the aristocracy.
Agitators are often well educated as many of them left or were removed forcibly from
academies. The most talented and charismatic of them are able to carry the crowds with
them, pouring new ideas into the minds of the masses. This usually makes them enemies
and a great threat to the state, so they are persecuted and wanted by the city watch.
Starting Gear
3d10 Silver Shillings
Additional Career Skills
Charm, Knowledge (Academic), Leadership, Streetwise
Profession
Specialization Progression
Agitator
Increase ranks in Knowledge
(Academic) to 1.
If this is your character's first specialization,
you may choose between Outcast and
Middle social class.
Pamphleteer*
Increase ranks in Streetwise
and Knowledge (Academic) to 3.
Purchase the Bad Press talent.
Perception is now a career skill for your
character.
Your character may spend 15XP to purchase
the Connected talent.
Demagogue*
Increase ranks in Charm and
Coercion to 3.
Purchase the Inspiring Rhetoric
(Improved) talent.
Your character may spend 10 XP to purchase
the Work the Crowd talent.
Your character may spend 25XP to purchase
the Ruinous Repartee talent.
Social Class:
Outcast
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
A Brave Face
Allied characters within medium range of
your character add j to the checks to recover
strain at the end of an encounter (see page
117 of the Genesys Core Rulebook).
tow
Stubborn
Your character adds j per rank of Stubborn
to social skill checks targeting them.
tow
Bad Press
Once per session, make a Hard (kkk) Academic
check against distinguishable group of characters.
During next social enc. decrease strain
treshold of all its members by Presence rating.
[Action]
a
tow
Elusive
When another character makes a check to follow
your character's trail, add f equal to your
character's ranks in Streetwise or Survival to
the check results.
[Incidental, oot]
tow
p
p
a
Always Prepared
Once per encounter, you may spend a Story
Point to use this talent. Unil the end of the
current round, all allied characters improve
the ability of their checks once.
[Incidental]
a
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
tow
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
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Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Stubborn
Your character adds j per rank of Stubborn
to social skill checks targeting them.
tow
P
a
a
p
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Inspiring Rhetoric
Make an Average (kk) Leadership check.
For each s, one ally within short range
heals one strain. For each a, one ally heals
one additional strain.
[action]
A
GCRB #76
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to re-roll one
skill check that uses one of those two skills.
[Incidental]
a
GCRB #79
Quick Witted
Once per enc, after another social skill check,
make an Average (kk) Vigilance check. If successful,
add s or f equal to ranks in Charm
to the other check. If failed, suffer 3 strain.
[Incidental, oot]
a
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Inspiring Rhetoric [sup.]
Your character may choose to suffer 1 strain
to use the Inspiring Rhetoric talent as
a maneuver, instead of as an action.
[Incidental]
a
A
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Silver Tongued
Once per session, when resolving a social
skill check, you may spend one Story Point
to use this talent to replace uncancelled aa
with s.
[Incidental]
a
tow
Inspiring Rhetoric [Imp.]
Allies affected by your character’s Inspiring
Rhetoric add j to all skill checks they make
for a number of rounds equal to your character’s
ranks in Leadership.
GCRB #78
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
tow GCRB #76 GCRB #80 gcrb #74
P
P
p
a
Scholar
Physician
Physicians are practitioners of the healing arts who study the mysteries of
illness and anatomy. The science of medicine is relatively new and still distrusted
by the majority of Old World citizens. However, skilled physicians are often
well-respected members of their communities. They are capable of dealing with
most minor ailments and a number of more straightforward injuries, such as
major cuts or crush wounds.
Starting Gear
6D10+40 Silver Shillings, an Apothecary's Kit,
Additional Career Skills
Alchemy, Knowledge (Academic), Medicine, Perception
Physicians are often eager to seek out new medicines or learn about more effective
treatments and are always welcomed by the groups of adventurers.
Profession
Specialization Progression
Physician
Attend medical studies.
Your character can carry drugs and chemicals
in public as if they have the Special
Use Permit talent.
Apothecary*
Increase ranks in Alchemy to 3.
Increase ranks in Knowledge
(Academic) to 2.
Purchase at least one rank in the
Apothecary talent.
Your character may spend 5XP to purchase
the Potent Concotions talent.
Doktor*
Increase ranks in Medicine to 4.
Increase ranks in Perception
to 2.
Purchase two ranks in the
Surgeon talent.
Your character may spend 15XP to purchase
the Field Amputation talent.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Physician
When your character makes a Medicine check
to help another character heal wounds, the
target additionally heals 1 strain per rank of
Physician.
tow
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Applied Research
Before making a check use this talent to use
any Knowledge skill and Intellect instead.
This may be used a number of times per
session equal to the ranks in the talent.
[Incidental]
a
tow
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
gcrb #81
a
P
P
a
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Healer
When your character uses a healing potion
or a herbal medicine, the target heals two
additional wounds.
TOW
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
gcrb #79
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
p
p
a
P
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Patch Up
After failed check to heal wounds, heal
wounds equal to Int. Once during the session,
spend d on healed character's check to have
them suffer wounds equal to those healed.
[Incidental]
a
tow
Apothecary
When a patient under your character’s
care heals wounds from natural rest, they
heal additional wounds equal to twice your
character’s ranks in Apothecary.
rot #84
It's Only a Flesh Wound
When an allied character within short range
suffers a Critical Injury, make a Hard (kkk)
Medicine check. If successful, select the injury
with severity 1 lower.
[Incidental, oot]
a
tow
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
P
P
Surgeon
When your character makes a Medicine
check to heal wounds, the target heals one
additional wound per rank of Surgeon.
gcrb #74
Surgical Strike
Before your character makes a Brawl or Melee
(Light) check, you may spend a Story Point to
use this talent to add Vicious quality equal to
your character's ranks in Medicine.
[Incidental]
a
tow
Physician
When your character makes a Medicine check
to help another character heal wounds, the
target additionally heals 1 strain per rank of
Physician.
tow
Surgeon
When your character makes a Medicine
check to heal wounds, the target heals one
additional wound per rank of Surgeon.
gcrb #74
Apothecary
When a patient under your character’s
care heals wounds from natural rest, they
heal additional wounds equal to twice your
character’s ranks in Apothecary.
rot #84
P
P
p
p
Priest of Shallya
Shallya is the goddess of love, mercy and healing. Her temples are a place of solace
for the tired, sick and desperate who cannot afford medical help. Though Shallya's
followers are usually the poorest, it is good practice among the wealthy to make donations
for the maintenance of her temples, so they can be found in almost every
corner of the Old World.
The priests of Shallya are usually idealists, believing in the power of grace and forgiveness,
tirelessly caring for the sick in the temple hospitals. Some of them are given
the grace of miracles by the goddess, while most receive the gift of good health and
exude an extraordinary aura of warmth and kindness around them.
Scholar
Starting Gear
3D10 + 10 Silver Shillings, Apothecary's Kit
Additional Career Skills
Discipline, Divine, Knowledge (Academic), Medicine
Profession
Specialization Progression
Priest
Your character cannot be
responsible for the death of any
intelligent being.
If your character has at least one rank in
the Divine skill, they can work Miracles of
Shallya, but they can never work miracles
of other deites or cast spells. Also, most
of civilised people will think twice before
attacking a priest of Shallya.
Anointed
Priest
Increase ranks in Medicine to 3.
Purchase 1 rank in the Apothecary
talent.
The Heal Critical additional effect is now
available to your character.
Charm and Cool are now career skills for
your character.
High Priest
Increase ranks in Charm to 3
and Medicine to 4.
Purchase 2 ranks in the Apothecary
talent.
The Revive Incapacitated additional effect
is now available to your character. Your
character may spend 10XP to purchase the
Let's Talk This Over talent.
Social Class:
Middle Class
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Ensorcelled
If your character has at least one rank in
a magic skill, once per encounter, they may
add a to the result of their next social skill
check.
[Incidental]
a
EPG #95
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
p
A
Strength of Faith
Once per session, add s equal to ranks in
Discipline and a equal to ranks in Willpower
to the results of the next Divine check during
this turn.
[maneuver]
a
EPG #97
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
A
Apothecary
When a patient under your character’s
care heals wounds from natural rest, they
heal additional wounds equal to twice your
character’s ranks in Apothecary.
rot #84
Silver Tongued
Once per session, when resolving a social
skill check, you may spend one Story Point
to use this talent to replace uncanceled aa
with s.
[Incidental]
a
tow
Ensorcelled [Imp.]
If your character has at least two ranks in
a magic skill, when using the Ensorcelled
talent, they may add sa to their next social
skill check (instead of a).
EPG #95
P
p
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
a
GCRB #79
Apothecary
When a patient under your character’s
care heals wounds from natural rest, they
heal additional wounds equal to twice your
character’s ranks in Apothecary.
P
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
a
GCRB #74
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Innate Focus
While not using a magic implement, your
character increases the base damage of attack
spells by 2. Reduce the difficulty of all spells by
1, but increase the strain suffered by 1.
[Incidental]
a
EPG #97
Pure
Each rank of Pure increases your character's
corruption threshold by one.
tow
p
P
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Pure
Each rank of Pure increases your character's
corruption threshold by one.
tow
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Apothecary
When a patient under your character’s
care heals wounds from natural rest, they
heal additional wounds equal to twice your
character’s ranks in Apothecary.
rot #84
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
gcrb #73
P
P
p
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
TOW rot #84 GCRB #81 gcrb #73
P
Warrior Priest
of Sigmar
The Warrior Priests of Sigmar are members of the Order of the Silver Hammer, one
of four primary orders of the Church of Sigmar. These fanatical cultists tirelessly
roam the Old World with one goal in mind - fight all forms of evil with the strength
of their arms as well as their faith. Some of them are loners similar to witch hunters,
seeking iniquity on their own, while others command small troops of Empire's soldiers
or join groups of adventurers.
Scholar
Starting Gear
3D10 + 20 Silver Shillings, a Hammer, Heavy Robes,
a Sacred Symbol
Additional Career Skills
Discipline, Divine, Leadership, Knowledge (Chaos)
Profession
Specialization Progression
Priest
Join the Order of the Silver
Hammer.
If your character has at least one rank in
the Divine skill, they can work Miracles of
Sigmar, but they can never work miracles
of other deities or cast spells.
Chaplain*
Increase ranks in Leadership
to 3.
Purchase the Inspiring Rhetoric
(Improved) talent.
Your character may spend 5XP to purchase
the Inspiring Cry talent.
Presbyter*
Increase ranks in Divine to 4.
Increase ranks in Discipline to 4.
Purchase the Combat Training
talent.
When your character casts an attack
spell with the Close Combat effect while
wielding a hammer or warhammer, they
increase the base damage of the spell by
the damage of the weapon and add the
Deadly effect for free. This cannot be
combined with magic implements.
Social Class:
Middle Class
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
pure
Each rank of Pure increases your character's
corruption threshold by one.
TOW
Chaos Bane
Your character counts the Critical rating of
their weapon as one lower to a minimum of
1 when making an attack targeting a Chaos
adversary.
tow
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Strength of Faith
Once per session, add s equal to ranks in
Discipline and a equal to ranks in Willpower
to the results of the next Divine check during
this turn.
[Maneuver]
a
epg #97
Prepared Spell
For each rank, decide on a spell consisting
of a particular magic action and a specific
set of one or more effects. Once per enc, cast
that spell with the diff reduced by 1.
TOW
P
P
A
A
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
tow
Innate Focus
While not using a magic implement, your
character increases the base damage of attack
spells by 2. Reduce the difficulty of all spells by 1,
but increase the strain suffered by 1.
[Incidental]
a
epg #97
Battle Casting
Your character does not add j to magic skill
checks for wearing heavy armor (armor with
+2 soak or higher), using a shield, or not
having at least one hand free.
rot #90
Zealous Fire
Each time your Game Master spends a Story
Point, your character heals 2 strain.
ROT #91
P
p
P
P
Heroic Recovery
Choose one characteristic. Once per encounter,
spend one Story Point to use this talent
to have your character heal strain equal to the
rating of the chosen characteristic.
[Incidental]
A
rot #88
pure
Each rank of Pure increases your character's
corruption threshold by one.
GCRB #75
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
a
gcrb #79
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
p
P
P
Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
tow
Inspiring Rhetoric
Make an Average (kk) Leadership check.
For each s, one ally within short range
heals one strain. For each a, one ally heals
one additional strain.
[action]
a
GCRB # 76
Inspiring Rhetoric [imp.]
Allies affected by your character’s Inspiring
Rhetoric add j to all skill checks they make
for a number of rounds equal to your character’s
ranks in Leadership.
GCRB #78
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Inspiring Rhetoric [Sup.]
Your character may choose to suffer 1 strain
to use the Inspiring Rhetoric talent as a maneuver,
instead of as an action.
[Incidental]
gcrb #80
P
P
p
a
Amber Wizard
Ghur - the brown wind of magic, is a reflection of the spiritist world of the beast.
Therefore, Magisters of other Lores usually consider the magic it brings as primitive
and unpredictable, and the Amber Wizards as wild and uncouth. The Ghur Magisters
themselves however, do not seem to care, often rejecting human civilization, wealth or
social status and choosing to live in the wilderness, among nature and wild animals.
The magic of Amber Wizards focuses on the primal and animalistic nature of every
living being, allowing its practitioners to communicate with wild animals and even
temporarily transform into one of them.
Scholar
Starting Gear
6D10 + 10 Silver Shillings, a Light Spear, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Brawl, Knowledge (Chaos), Magic (Arcana), Survival
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Beasts. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic
(Arcana) to 5.
Purchase College Wizard
(Supreme) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Your character upgrades the ability of
social skill checks targeting other wizards
twice instead of once.
Social Class:
Outcast
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Face of the Wild
When you cast a Transform spell on yourself,
spend a Story Point to maintain the effects of
the spell until the end of the encounter.
[Incidental]
EPG #97
Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
EPG #97
p
p
A
a
Rule of Ghur [Sup.]
Once per encounter, your character may
suffer 4 strain to use this talent to transform
into the Embodiment of Ghur until the end of
the encounter or until incapacitated.
[maneuver]
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
tow
College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
p
p
p
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
a
Swift
Your character does not suffer the penalties for
moving through difficult terrain (they move
through difficult terrain at normal speed without
spending additional maneuvers).
gcrb #75
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Rule of Ghur [Imp.]
Increase m. def by 1, upgrade diff. of Charm
and Negotiation once. When casting a Conjure
spell, add Summon Ally for free. Concentrate
maneuver is not required to maintain the spell.
tow
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
p
A
p
A
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Rule of Ghur
When your character casts an Attack spell,
they may use this talent to add the Close
Combat effect to the spell without increasing
the difficulty.
[Incidental]
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Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
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Animal Companion
Your char creates bond with a silhouette 0 animal.
Once per round, they may spend a maneuver
to direct the animal in performing one action
and one maneuver during your character’s turn.
gcrb #77
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
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Dire Animal Companion
The companion increases Br by 1, and Ag or
Will by 1. It increases its wounds and strain
thresholds by 4 and gains one rank in Brawl,
Discipline, Perception or Survival.
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Amethyst Wizard
Amethyst wizards use Shyish - the purple wind of magic. Shyish blows from the past
to the future, bringing with it the rush of passing time and the inevitability of death.
The passing of life and its end is the natural fear of most rational beings, therefore
amethyst wizards are usually treated with great distrust, even among other magisters.
But who would not be afraid of these slim, quiet and ascetic individuals capable
of sucking the life out of every creature, and stopping the beating heart in their chest
with a movement of their hand?
Amethyst wizards are the keepers of death, making sure no one slips out of its cold
embrace. Therefore, one of their tasks is to track down and eliminate necromancers,
undead, and other creatures that contradict the laws of nature.
Scholar
Starting Gear
6D10 + 10 Silver Shillings, a Scythe of Shyish
Additional Career Skills
Cool, Discipline, Knowledge (Chaos), Magic (Arcana)
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Death. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic (Arcana)
to 5.
Purchase College Wizard (Supreme)
talent.
Your character upgrades the ability of social
skill checks targeting other wizards
twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
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EPG #95
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
EPG #97
Rule of Shyish [Sup.]
Whenever a character under the effects of
your character's Curse spell suffers wounds,
your character heals 2 wounds.
p
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
P
P
p
A
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
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.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Rule of Shyish [Imp.]
Add j to Charm checks. After successful
Attack or Curse spell, spend 1 Story Point to
force all targets to make a Hard (kkk) Fear
check as an out of turn Incidental.
[Incidental]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
A
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.
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Cool Face
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
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Intimidating
During the first round of a combat encounter,
your character increases their melee
defense a number of times equal to their
ranks in Intimidating talent.
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Wraith Bane
Your character counts the Critical rating of
their weapon as one lower to a minimum of 1
when making an attack targeting an undead
adversary.
ROT #89
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p
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Lesser Caress of Laniph
Once per encounter, make an Arcana vs
Discipline check. If successful, the target suffers
Heart Attack; your character suffers 3 corruption
and may suffer other terrible consequences.
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a
Bright Wizard
As dangerous and unpredictable as the flames they wield, Bright Wizards are among
the most feared combatants on the battlefield. Their magic is often spectacular and
impressively violent and they are known for their sudden mood changes and can
explode with anger in a matter of seconds - it is only one of many effects Aqshy, the
Red Wind of Magic, has on their minds and bodies.
The nature of Aqshy is tempestuous and aggressive, so it is not a surprise only a few
are able to resist the wild power it offers. Some people even claim acrimoniously
there are no masters among Bright Wizards, only survivors.
Scholar
Starting Gear
6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Coercion, Knowledge (Chaos), Magic (Arcana), Resilience
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic
Your character can cast spells of the Lore
of Fire. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase the College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic
(Arcana) to 5.
Purchase the College Wizard
(Supreme) talent.
Your character upgrades the ability
of social skill checks targeting other
wizards once.
Your character upgrades the ability
of social skill checks targeting other
wizards twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
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EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
p
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Baleful Gaze
Once per round, spend a Story Point to upgrade
the difficulty of a combat check targeting your
character within medium range by your ranks
in Coercion.
[Incidental, oot]
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Unleash
Once per round, your character may suffer 1
corruption to perform a maneuver to immediately
defeat one rival or one minion group
in short range.
[Maneuver]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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P
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
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Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
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.
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Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Rule of Aqshy [Imp.]
Your character is immune to fire but add
j to Charm and Negotiation checks. Once
per encounter, spend a Story Point to create
a flaming sword.
[Incidental]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
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p
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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.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Explosive Casting
Spells with a Blast quality have a rating equal
to twice your character’s ranks in Knowledge.
Spend a Story Point to trigger the spell’s Blast
quality, instead of spending a.
[Incidental]
EPG #97
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
[Incidental]
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Celestial Wizard
The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the
stars, the upper atmosphere, and the weather. Most commonly referred to as Astromancers,
they are prognosticators, astrologers, and seers without Human peer and
also have power over the weather and other meteorological phenomena.
Azyr’s Magisters are known for their greatest preference for sky and star gazing, and
for this reason they are sometimes called “Celestial Wizards” by some of the less educated
folk of the Empire.
Scholar
Starting Gear
6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of the Heavens. They can never cast spells
from other Lores (except Lore of Chaos) or
work miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase the College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic
(Arcana) to 5.
Purchase the College Wizard
(Supreme) talent.
Your character upgrades the ability
of social skill checks targeting other
wizards once.
Your character upgrades the ability
of social skill checks targeting other
wizards twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
A
EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Rule of Azyr (Sup.)
At the beginning of an encounter, your
character may spend a Story Point to perform
Predict magic action as an out of turn
Incidental
[Incidental, oot]
a
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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.
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College Wizard (Imp.)
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
P
P
P
P
Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
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Rule of Azyr (Imp.)
Your character cannot be disoriented and
gains j to all Negotiation checks. Once per
encounter, spend a Story Point to fly until the
end of the encounter.
[Incidental]
a
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
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College Wizard (Sup.)
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
Rule of Azyr
Whenever your character casts an Attack
spell, they always add the Lightning effect to
the spell without increasing the difficulty.
Intuitive Casting
Your character adds sh for each rank of
Intuitive Casting to the magic checks they
make in the first round of an encounter.
Sixth Sense
Your character may make a Vigilance or a Discipline
check instead of Cool, to determine
Initiative order.
[Incidental]
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Intuitive Casting
Your character adds sh for each rank of
Intuitive Casting to the magic checks they
make in the first round of an encounter.
Deadly Premonition
Once per session, suffer 1 corruption to
expand Cheat Death effect to additional character.
The character must be in visual range
for effect to activate.
[Incidental] [Incidental] [Incidental]
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epg #97
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Gold Wizard
Chamon, the yellow wind of magic, gathers around metals, especially the precious
ones like silver or gold. It brings greed and selfishness, but also clarity of mind, logic,
determination and healthy conservatism. Gold wizards are usually like that - focused
on their research, they pay little attention to the problems of ordinary people.
Gold wizards are masters of the alchemy arts. Their magic aids their research as it
allows its users to clear their minds and look at the nature of things from a broader
perspective. It also has the power to manipulate matter, especially metals - skillful
wizards can use this for experimentation and for self-defense to create impenetrable
barriers or launch destructive attacks against their foes.
Scholar
Starting Gear
6D10 + 80 Silver Shillings, a Sword, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Alchemy, Crafts, Knowledge (Chaos), Magic (Arcana)
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Metal. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic
(Arcana) to 5.
Purchase College Wizard
(Supreme) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Your character upgrades the ability of
social skill checks targeting other wizards
twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
EPG #97
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.
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Rule of Chamon [Sup.]
At the beginning of the encounter, your character
may spend a Story Point to perform an
Augment or Barrier magic action as an out of
turn Incidental.
[Incidental, oot]
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.
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Inventor
Add a number of j equal to ranks of Inventor
to a check to construct new items.
[Incidental]
GCRB #76
Rule of Chamon
Increase Soak by 1, but upgrade the difficulty of
Athletics/Coordination/Vigilance checks once.
Once per encounter, spend a Story Point to
maintain Augment, Barrier or Conjure spell.
[Incidental]
a
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Explosive Casting
Spells with a Blast quality have a rating equal
to twice your character’s ranks in Knowledge.
Spend a Story Point to trigger the spell’s Blast
quality, instead of spending a.
[Incidental]
EPG #97
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
[Incidental]
P
A
a
a
Rule of Chamon
Whenever your character casts an Attack
spell, they always add the Impact effect to
the spell without increasing the difficulty.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Potent Concoctions
On an Alchemy check - t: roll an additional l
and add it to the results. d: roll an additional l
and add it to the results. t and d are spent normally.
Each of the effects can occur once per check.
ROT # 90
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
P
A
p
A
The Golden Touch
Spend d or hh from the attacker’s melee
combat check to stagger the attacker until
the end of their next round.
[Incidental, oot]
GCRB #81 tow tow tow
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
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Shadows. They can never cast spells
from other Lores (except Lore of Chaos) or
work miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic
(Arcana) to 5.
Purchase College Wizard
(Supreme) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Your character upgrades the ability of
social skill checks targeting other wizards
twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
a
EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Flicker Step
When your character casts a spell, they may
spend aaa or t to instantly vanish and
reapear at any location within long range.
[Incidental]
EPG #97
p
p
a
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
p
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
p
p
p
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.
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Unremarkable
Other characters add f to any checks made
to find or identify your character in a crowd.
gcrb #75
Rule of ulgu [Imp.]
Add j to Stealth checks, but j to Leadership
checks. Once per encounter, spend a Story
Point to maintain the effects of the Mask spell
until the end of the encounter.
[Incidental]
a
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
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p
p
P
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]
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Elusive
When another character makes a check to follow
your character's trail, add f equal to your
character's ranks in Streetwise or Survival to
the check results.
[Incidental, oot]
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Master of Shadows
After successful Stealth check, for each s
except the first, your character can hide one
additional engaged character. The number of
characters cannot exceed ranks in Stealth.
[Incidental]
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a
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Teleportation
Once per session, make a Daunting (kkkk) Arcana
check. If successful, your character vanish
and reappear in any other known location. They
may take up to 5 allies, but add j per each.
[action]
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a
Jade Wizard
While most wizards are usually dreaded by the common people, Jade Wizards don't
seem to have this problem. Living close to nature and the natural circle of life, it
brings them closer to the inhabitants of the countryside and makes them often important
figures among local communities.
The Jade Wizards rule Ghyran - the green wind of magic. It is the magic of plants,
water, soil and fertility, so these wizards usually focus on gentle healing spells and
are tasked with ensuring the unimpeded flow of energy through laylines. However,
it is naive to think that they are completely defenseless - like nature itself, they can
unleash terrible destructive powers if provoked.
Scholar
Starting Gear
6D10 + 10 Silver Shillings, a Silver Sickle, a Journeyman
Wand or a Journeyman Staff
Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Perception, Survival
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Life. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic (Arcana)
to 5.
Purchase College Wizard (Supreme)
talent.
Your character upgrades the ability of social
skill checks targeting other wizards
twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
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EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Flicker Step
When your character casts a spell, they may
spend aaa or t to instantly vanish and
reapear at any location within long range.
[Incidental]
EPG #97
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
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Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
Rule of Ghyran [Imp.]
Increase wounds thr. by 2. When your character
and their allies within short range are
healing via natural rest: 1 Story Point - they
heal wounds equal to ranks in Magic (Arcana).
[Incidental]
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
Rule of Ghyran
Add j to magic checks while in the rural env
and j while in the urban env. When casting an
Attack spell, you may add the Non-lethal effect
to the spell without increasing the difficulty.
[Incidental]
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One with Nature
When in the wilderness, your character may
make a Simple (–) Survival check, instead of
Discipline or Cool, to recover strain at the end
of an encounter.
[Incidental]
Awakening of the Forest
Suffer 2 strain: make a Hard (kkk) Arcana
check targeting a tree within short range.
Successful check awakens the tree that now
obeys your character's orders.
[action]
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Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
Rule of Ghyran [Sup.]
College Wizard [Sup.]
Dedication
Awakening of the Forest
Once per session: Your character + allies
When your character causes Miscast, before
Each rank of Dedication increases one of
[Imp.]
within short range heal a number of wounds determining its result, you may spend a Story
your character's characteristics by one.
When using Awakening of the Forest, use
and strain equal to your characer's ranks in
Point to count the result as if rolled “01”
the Forest Guardian characteristic for the
Knowledge (Chaos). This may revive allies.
awakened tree, instead of Aemhelin Scion.
[Incidental]
[Incidental]
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gcrb #74
EPG #97
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White Wizard
White wizards, also called Hierophants, are among leaders of the never ending war
against Chaos. They tirelessly track down every taint of corruption and are the greatest
enemies of warp-born Daemons. This power comes to them by Hysh - the white Wind of
Magic, considered to be the most powerful but also the most difficult to control. It represents
light, not only in the literal sense, but also the concepts of purity, enlightenment,
order and tenacity, and is the complete opposite of the unpredictable energies of Chaos.
White Wizards use their magic to fight the Ruinous Powers, but also to heal and
guide those lost in darkness - here their methods differ from witch hunters, for
whom death in flames is the only redemption.
Scholar
Starting Gear
6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Discipline, Knowledge (Chaos), Leadership, Magic (Arcana)
Profession
Specialization Progression
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Light. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Increase ranks in Knowledge
(Chaos) to 3
Increase ranks in Magic
(Arcana) to 4.
Purchase College Wizard
(Improved) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to 4
Increase ranks in Magic (Arcana)
to 5.
Purchase College Wizard (Supreme)
talent.
Your character upgrades the ability of social
skill checks targeting other wizards
twice instead of once.
Social Class:
Elite
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by 10, to a minimum of 01.
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Brilliant Casting
When your character casts a spell, you may
spend one Story Point to use this talent to add
a equal to your character’s ranks in Knowledge
(Chaos) to the result.
[Incidental]
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EPG #95
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
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EPG #97
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “01”
[Incidental]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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Chaos Bane
Your character counts the Critical rating of
their weapon as one lower to a minimum of
1 when making an attack targeting a Chaos
adversary.
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Rule of Hysh [imp.]
Your character and their allies within short
range upgrade Fear checks once. 2 strain - make
an Arcana vs Discipline check vs Chaos or Daemon
to stagger for a round +1 round for ss
[action]
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
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Expert Knowledge
Select an area of expertise. Your character
reduces the difficulty of Knowledge checks
related to the selected area by one.
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Know the Enemy
Your character may make a Knowledge
(Chaos) check instead of Cool or Vigilance, to
determine Initiative order when facing Chaos
creatures.
[Incidental]
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College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by 30 instead of 10, to
a minimum of 01.
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Pure
Each rank of Pure increases your character's
corruption threshold by one.
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
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Rule of Hysh
Whenever your character casts an Attack
spell, they always add the Holy effect to the
spell without increasing the difficulty. The
effect works against Chaos and Daemons.
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Pure
Each rank of Pure increases your character's
corruption threshold by one.
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
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Rule of Hysh [Sup.]
After your character successfully used the
Rule of Hysh (Improved) talent, you may
spend a Story Point to automatically defeat
the target.
[Incidental]
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Cavalerist
Cavalerists are light-armed mounted soldiers, usually used for hit-and-run attacks
and harassing the enemy at short distances. While noble knights tend to look down
on common-born cavalrymen, those same cavalrymen look down on the foot soldiers,
considering themselves as part of the elite of the army.
They maintain a specific culture, and rarely fraternize with troops of other formations.
As a result, they are often seen as arrogant and self-righteous.
Soldier
Starting Gear
3D10 + 10 Silver Shillings, a Riding Horse, a Miliary Pick and
a Bow OR a Spear OR a Light Spear and a Shield
Additional Career Skills
Melee (Light), Ranged, Riding, Survival
Profession
Specialization Progression
Horseman
Join the military while having at
least 1 rank in Riding.
None
cavalerist
Increase ranks in Riding to 3.
Increase ranks in Melee (Light)
or Ranged to 3.
Your character may spend 15XP to purchase
the Born in the Saddle talent.
Cavalry
Sergeant
Increase ranks in Riding to 4.
Increase ranks in Melee (Light)
or Ranged to 3.
Purchase the Cavalier (Improved)
talent.
Your character may spend 10XP to purchase
the Officer specialization.
Social Class:
Middle Class
Species:
Hu, HE, WE
Specialization Tree
EXP EXP EXP EXP EXP
Quick Draw
Once per round draw or holster an easily
accessible weapon or item as an incidental.
Quick Draw also reduces a weapon’s Prepare
rating by one, to a minimum of one.
[Incidental]
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gcrb #74
Ranger
Discipline and Firearms are now career skills
for your character.
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Steady Hand
Before your character makes a ranged combat
check, you may spend one Story Point to use
this talent to add a equal to your character’s
ranks in Discipline to the results.
[Incidental]
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Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
Cavalier [Sup.]
Your character may choose to suffer 1 strain
to use the Cavalier talent as an incidental,
instead of as a maneuver.
[Incidental]
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Finesse
When making a Brawl or Melee (Light)
check, your character may use Agility instead
of Brawn.
[Incidental]
rot #84
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
gcrb #74
Side Step
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff. of ranged checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
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gcrb #77
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Impaling Strike
When your character inflicts a Critical Injury
with a melee weapon, they may use this talent
to immobilize the target until the end of the
target’s next turn.
[Incidental]
rot #88
Vanguard
If your character is mounted at the beginning
of a combat encounter, they add ss
to the check to determine Initiative order.
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Cavalier [Imp.]
While riding a mount, your character and
the mount increase their defense by 1. Your
character can maintain control of an untrained
mount without a Riding check.
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Side Step
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff. of ranged checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
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Let's Ride
Once per round in your character’s turn, get
on/off a vehicle or animal, or change position
in a vehicle as an incidental. A short-range fall
from the mount causes no damage.
[Incidental]
gcrb #74
Desperate Recovery
Before your character heals strain at the end
of an encounter, if their strain is more than
half of their strain threshold, they heal two
additional strain.
gcrb #73
Cavalier
While riding a mount trained for battle, once
per round your character may use this talent
to direct the mount to perform an action.
[Maneuver]
rot #90
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
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Foot Soldier
Foot Soldiers are rank-and-file professional fighters who are trained to fight in large
groups. Together with marksmen, they are the foundation of almost every army in
the Old World. As a part of the Imperial Army, they are the force that mans the Empire’s
fortresses, patrols the borders, and repels the invaders.
Although their real strength on the battlefield lies in their numbers, many of them
possess some amount of individual skill which may be invaluable while living the life
of an adventurer.
Soldier
Starting Gear
1D10 Silver Shillings , a Light Spear and a Shield or a Spear
and a Mace, Padded Armor
Additional Career Skills
Cool, Melee (Heavy), Melee (Light), Resilience
Profession
Specialization Progression
Soldier
Join the military.
None
Veteran
Purchase the Power Through
talent.
Increase ranks in Resilience
to 2.
Take part in a military expedition
or campaign..
Your character adds j to all Coercion
checks targeting them.
Elite
Guard
Increase ranks in Resilience to 4.
Increase ranks in Cool to 2.
Purchase the Back to Back talent.
Your character may change their
social class to Middle Class.
Once per encounter, you may spend
a Story Point for your character to ignore
the effects of one Critical Injury
until the end of the encounter.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Shield Slam
When your character uses a shield to attack
a minion or rival, you may spend aaaa
or t to stagger the target until the end of the
target’s next turn.
[Incidental]
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rot #84
Block
While wielding a shield, your character may
use the Parry talent to reduce damage from
ranged attacks as well as melee attacks targeting
your character.
[Incidental, oot]
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Shield Bash
Spend t from Initiative check to make
a combat check with a shield before the first
round of combat. If successful, activate the
Knockout quality without spending a
[Incidental, oot]
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Heroic Resilience
Once per encounter, when your character
suffers wounds, spend one Story Point to
reduce wounds suffered by a number equal
to your character's ranks in Resilience.
[Incidental, oot]
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Concussive Strike
Suffer 2 strain before a Melee (Light) or
Melee (Heavy) check. Increase the difficulty
of the check by one. The weapon gains Concussive
1 item quality for the check.
[Incidental]
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Parry
When suffers a hit from a melee combat check,
after damage is calculated but before soak is
applied, suffer 3 strain to reduce the damage of
the hit by two plus ranks in Parry.
[Incidental, oot]
GCRB #74
Bulwark
While wielding a weapon with the Defensive
quality, your character may use Parry to
reduce the damage of an attack targeting an
engaged ally.
[Incidental, oot]
rot #87
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
GCRB #74
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
GCRB #74
Defensive
Each rank of Defensive increases your
character’s melee defense and ranged defense
by one.
GCRB #80
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
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GCRB #75
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
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Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
GCRB #74
Power Through
If your character suffered wounds during an
encounter, they may use Resilience instead of
Cool or Discipline to make a check to recover
strain at the end of the encounter.
[Incidental]
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Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
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Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
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GCRB #75
Dedication
Each rank of Dedication increases one of your
character's characteristics by one.
GCRB #81
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Marksman
Marksman are the ranged troops of the army, and depending on the particular formation,
may be armed with bows, crossbows, or relatively cheap, mass produced
firearms, intended to rain arrows upon the enemy as they advance, or to cut them
down just before the infantry advance into melee.
While accuracy is not extremely important for their intended effect, most marksmen
train their abilities to some extent while being also able to defend themselves
in hand-to-hand combat. Those who develop exceptional skill often become snipers,
tasked with targeting enemy officers, with many turning to professional tournament
targeteers after their military service.
Soldier
Starting Gear
1D10 Silver Shillings, a Military Pick, a Buckler, Padded
Armor, a Bow or a Crossbow or an Arquebus (Inferior quality)
Additional Career Skills
Discipline, Firearms, Melee (Light), Ranged
Profession
Specialization Progression
Marksman
Join the military.
None
Targeteer*
Increase ranks in Discipline to 3
and Ranged to 5.
Purchase the Precise Archery
talent.
Win an archery tournament.
Your character may spend 15XP to purchase
the Rapid Archery talent.
Your character may spend 25XP to purchase
the Master talent.
Sniper*
Increase ranks in Discipline to 3
and Firearms to 5.
Purchase the Eagle Eyes talent.
Incapacitate adversary that was
not previously wounded with
a single ranged attack.
Your character may use Eagle Eyes talent
twice during the encounter instead of
once.
Your character may spend 25XP to purchase
the Weak Spot talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Hamstring Shot
Once per encounter, make a ranged combat
check. If the check is successful, halve the
damage dealt. The target is immobilized
until the end of its next turn.
[action]
A
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Side Step
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of ranged checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
A
GCRB #77
Headshot
Your character adds damage equal to one plus
their ranks in Headshot to combat checks
aiming at the head of the target.
TOW
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Headshot
Your character adds damage equal to one plus
their ranks in Headshot to combat checks
aiming at the head of the target.
TOW
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Quick Draw
Once per round draw or holster an easily
accessible weapon or item as an incidental.
Quick Draw also reduces a weapon’s Prepare
rating by one, to a minimum of one.
[Incidental]
A
GCRB #74
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
Precise Archery
When making a Ranged combat check targeting
a character engaged with one of your
character’s allies, downgrade the difficulty of
the check once.
ROT #90
Grit
Each rank of Grit increases your character’s
strain threshold by one.
GCRB #73
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
A
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Well Organized
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
TOW
Steady Hand
Before your character makes a ranged combat
check, you may spend one Story Point to use
this talent to add a equal to your character’s
ranks in Discipline to the results.
[Incidental]
A
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Eagle eyes
Once per encounter before making a ranged
combat check, you may use this talent to increase
your weapon’s range by one range band.
This lasts for the duration of the combat check.
[Incidental]
A
GCRB #78
Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
A
TOW
Deadeye
After inflicting a Critical Injury with a ranged
weapon and rolling the result, suffer 2 strain.
You may apply any Critical Injury of the same
severity to the target instead.
[Incidental]
GCRB #79
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Swift
Your character does not suffer the penalties
for moving through difficult terrain (they
move through difficult terrain at normal speed
without spending additional maneuver).
GCRB #75
Burly
Your character decreases Cumbersome quality
rating of a weapon they wield by 1.
TOW
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
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Mercenary
War never ends in the Old World which means there is always a need for fighting
men. While the Empire does maintain a standing army, its strength is bolstered with
hired swords.
Mercenaries range from wild youths with a taste for an adventure to grizzled professional
soldiers who’ve seen a dozen battles or more; but all have one thing in common
- a dream of untold riches. Unfortunately, for most of them, the reality is an early
death and an unmarked grave.
Soldier
Starting Gear
1D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace
or a Pike and a Sword or a Halberd, Padded Armor
Additional Career Skills
Melee (Heavy), Negotiation, Ranged, Resilience
Profession
Specialization Progression
Mercenary
Join the mercenary company.
None
Mercenary
Veteran*
Purchase one rank in the Intimidating
talent.
Increase ranks in Melee (Heavy)
to 4.
Take part in a military expedition
or campaign.
When using a Melee (Heavy) weapon,
your character adds jj to melee combat
checks targeting mounted adversaries.
Condotier*
Increase ranks in Negotiation
to 4.
Your character may change their social
class to the Middle Class.
When your character makes a Negotiation
check to negotiate a contract, they
increase the base offer by 20% per each
s beyond the first.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Reckless Charge
After using a maneuver to move to engage an
adversary, suffer 2 strain to add sshh
to the results of the next melee combat check
made this turn.
[Incidental]
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rot #89
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
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Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Breakthrough
With Melee (Heavy) weapon, suffer strain no
greater than ranks in the talent. Decrease def
of engaged enemy by the strain suffered until
the end of your character's next turn.
[Maneuver]
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Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
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Breakthrough
With Melee (Heavy) weapon, suffer strain no
greater than ranks in the talent. Decrease def
of engaged enemy by the strain suffered until
the end of your character's next turn.
[Maneuver]
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Impaling Strike
When your character inflicts a Critical Injury
with a melee weapon, they may use this talent
to immobilize the target until the end of the
target’s next turn.
[Incidental]
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ROT #88
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
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Crushing Blow
Once per session while resolving a melee combat
check, suffer 4 strain. The weapon gains
the Breach 1 and Knockdown item qualities,
and destroys one of the target's items.
[Incidental]
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rot #91
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Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
GCRB #74
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
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gcrb #74
Shockwave
Your character treats Melee (Heavy) weapons
as possessing the Blast item quality with a rating
equal to your character’s ranks in Melee
(Heavy). The Blast quality affects allies.
rot #90
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Power Through
If your character suffered wounds during an
encounter, they may use Resilience instead of
Cool or Discipline to make a check to recover
strain at the end of the encounter.
[Incidental]
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Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
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Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
a
gcrb #75
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
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)
Profession
Specialization Progression
Cadet
Start officer training.
Your character may spend 5XP to
purchase the Expert Knowledge (History)
talent.
Warrant
Officer
Increase ranks in Cool to 3.
Increase ranks in Leadership
to 3.
Purchase one rank in the Coordinated
Assault talent.
Your character may spend 10XP to purchase
the Paragon talent.
Officer
Increase ranks in Cool to 3.
Increase ranks in Discipline and
Leadership to 4.
Purchase two ranks in the Proper
Upbringing talent.
Your character may change their social
status to Elite.
Your character may spend 20XP to purchase
the Imperious Tone talent.
Social Class:
Middle Class
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Inspiring Cry
Once per encounter, allow a number of allies
(up to your character's ranks in Leadership)
within medium range to reroll all j until the
end of the following round.
[Incidental]
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Prime Positions
When your character or their allies within
short range benefit from cover, add a number
of j equal to the defense provided by the
cover to their ranged combat checks.
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p
p
p
Field Commander [Imp.]
When using Field Commander, you affect
a number of allies equal to 2x Presence. You
may spend t to allow one ally to suffer 1 strain
to perform an action, instead of a maneuver.
p
Expert Knowledge
(Military)
Your character reduces difficulty of Knowledge
checks related to Military once.
TOW
Field Commander
Make an Average (kk) Leadership check. If
successful, a number of allies equal to your
Presence may immediately suffer 1 strain to
perform one maneuver (out of turn).
[action]
a
GCRB #78
Artillerist
Gunnery is now a carrer skill for your character.
Allies within medium range (up to your
character's Presence rating) may use your
character's ranks in Gunnery.
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Coordinated Assault
Once per turn, use this talent to have a number
of engaged allies equal to your ranks in Leadership
add a to combat checks until the end of
your next turn. Additional ranks increase range.
[Maneuver]
a
GCRB #75
Coordinated Strike
When using Coordinated Assault, suffer 4
strain: Allies affected by Coordinated Assault
add damage equal to your ranks in Coordinated
Assault to all combat checks.
[Incidental]
a
P
p
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
GCRB #74
Inspiring Rhetoric
Make an Average (kk) Leadership check.
For each s, one ally within short range
heals one strain. For each a, one ally heals
one additional strain.
[action]
A
GCRB #76
Coordinated Assault
Once per turn, use this talent to have a number
of engaged allies equal to your ranks in Leadership
add a to combat checks until the end of
your next turn. Additional ranks increase range.
[Maneuver]
a
GCRB #75
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
a
p
Proper Upbringing
When making a social skill check in polite
company, suffer a number of strain up to
the ranks in Proper Upbringing to add an
equal number of a to the check.
[Incidental]
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
117 of the Genesys Core Rulebook).
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Coordinated Assault
Once per turn, use this talent to have a number
of engaged allies equal to your ranks in Leadership
add a to combat checks until the end of
your next turn. Additional ranks increase range.
[Maneuver]
a
GCRB #75
Inspiring Rhetoric [Imp.]
Allies affected by your character’s Inspiring
Rhetoric add j to all skill checks they make
for a number of rounds equal to your character’s
ranks in Leadership.
GCRB #78
Inspiring Rhetoric [Sup.]
Your character may choose to suffer 1 strain
to use the Inspiring Rhetoric talent as a maneuver,
instead of as an action.
[Incidental]
GCRB #80
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
GCRB #80 tow gcrb #73 gcrb #81
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Sailor
Many of the impoverished dream of riches, adventure and extraordinary journeys.
Some decide that path to make these dreams a reality lies with the Navy
Life on board quickly turns out to be difficult, tedious and dangerous. Every day in
a military navy is hard and regimented, with constant military drills, and discipline
on merchant vessels is only marginally easier, although many would argue that point.
Those who do adapt to life on the sea, and survive the daily dangers, become tough,
superstitious individuals, endowed with extraordinary storytelling talents and luck.
Soldier
Starting Gear
1D10 Silver Shillings , a Falchion and a Shield or a Club and
an Arquebus (Inferior quality), a Flask
Additional Career Skills
Athletics, Firearms, Melee (Light), Sailing
Profession
Specialization Progression
Sailor
Join the navy.
Your character may spend 5XP to
purchase the Expert Knowledge (Sea and
Sailing) talent.
Marine*
Purchase two ranks in the Sea
Legs talent.
Increase ranks in Athletics and
Melee (Light) to 3.
Your character may spend 15XP to purchase
the Stromfels' Wrath talent.
Boatswain*
Increase ranks in Athletics and
Sailing to 3.
Purchase the Know the Ropes
talent.
Crafts is now a career skill for your
character.
Your character may spend 15XP to purchase
the Regular Maintenance talent.
Social Class:
Commoner
Species:
Hu, Ha, HE
Specialization Tree
EXP EXP EXP EXP EXP
Jackspeak
When making a social skill check in company
of sailors, rivermen etc., suffer a number of
strain up to the ranks in Jackspeak to add an
equal number of a to the check.
[Incidental]
a
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Craft Specialization
Select area of craftsmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
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Know the Ropes
Once per encounter, before ally makes
a check, spend one Story Point: Your character
adds a number of sequal to their ranks
in Sailing to the results of the check.
[Incidental, oot]
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Silver Tongued
When resolving a social skill check, you may
spend one Story Point to use this talent to
replace uncanceled aa with s.
[Incidental]
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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 3 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]
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Jackspeak
When making a social skill check in company
of sailors, rivermen etc., suffer a number of
strain up to the ranks in Jackspeak to add an
equal number of a to the check.
[Incidental]
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P
a
a
Offensive Driving
While sailing, make an opposed Sailing vs
Sailing check targeting a ship within medium
range. Roll two crits - one for your ship,
the other for the second ship. t: +20 to crit.
[action]
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
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
P
Defensive
Each rank of Defensive increases your character’s
melee defense and ranged defense
by one.
P
Sea Legs
When your character makes a Brawn or Agility
based check while on a boat or ship, they
add j to the check for each rank of Sea Legs.
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Manaan's Blessing
When in nautical environment, your character
may make a Simple (-) Sailing check,
instead of Discipline or Cool, to recover
strain at the end of an encounter.
[Incidental]
a
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Sea Legs
When your character makes a Brawn or Agility
based check while on a boat or ship, they
add j to the check for each rank of Sea Legs.
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Artillerist
Gunnery is now a carrer skill for your character.
Allies within medium range (up to your
character's Presence rating) may use your
character's ranks in Gunnery.
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P
p
a
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
tow tow gcrb #80 gcrb #81
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Bounty Hunter
Bounty Hunters hunt others for pay. Often this takes a cold, calculating individual
with no care for another's wellbeing, or they can be those with a thirst for justice.
Both are relentless hounds, who will not stop until they have their prey, be it a wanted
criminal, elusive outlaw, runaway slave, or the lover of a nobleman's wife.
Many start life as debt collectors, forcibly recovering borrowed money before moving
onto to recovering people - a far more lucrative endeavor.
A few however become Fixers, preferring to eschew violence where they can, and
instead use coercion and blackmail to resolve problems for their employers.
Wanderer
Starting Gear
1D10 Silver Shillings, a Hand Crossbow, a Falchion,
a Weighted Net, a Rope, a Torch
Additional Career Skills
Coercion, Perception, Ranged, Streetwise
Profession
Specialization Progression
Debt
Collector
None
None
Bounty
Hunter*
Increase ranks in Ranged
and Streetwise to 3. Capture
a convict .
Your character may spend 15XP to purchase
the Easy Prey talent.
Fixer*
Increase ranks in Coercion
and Perception to 3. Force an
adversary to capitulate in a social
encounter.
Negotiation is now career skill for your
character. Your character may spend
15XP to purchase the Tough Negotiator
talent.
Social Class:
Outcast
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Hamstring Shot
Once per encounter, make a ranged combat
check. If the check is successful, halve the
damage dealt. The target is immobilized
until the end of its next turn.
[action]
a
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Precision
When making a Brawl or Ranged check, your
character may use Cunning instead of Brawn
and Agility.
[Incidental]
rot $84
Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
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Prey on the Weak
Your character adds two damage to the
results of successful melee combat checks
targeting disoriented or prone targets.
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a
a
p
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
p
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
gcrb #73
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
gcrb #74
Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
P
P
p
p
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
P
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Altered Deal
Once per session, when allied character within
short range of your character fails a Negotiation
check, your character may retry the check using
Coercion instead of Negotiation.
[Incidental, oot]
A
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Impaling Strike
When your character inflicts a Critical Injury
with a melee weapon, they may use this
talent to immobilize the target until the end
of the target’s next turn.
[Incidental]
rot $88
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
gcrb #73
a
a
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
a
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Knack for It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Bloodhound
When making a check to follow trail of
another character, add a number of s equal
to your character's ranks in Streetwise or
Survival to the results.
[Incidental]
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Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
gcrb #79
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a
a
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
gcrb #74 GCRB #81 tow 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 upper class as the fees for such travel can be high. No wonder some of them grow
weary of dealing with the demands and rudeness of such people, often becoming messengers.
Their knowledge of the roads make them swift and capable carriers, without the need
to deal with the demands of those who believe themselves to be akin to the real nobility.
Starting Gear
A Blunderbuss, An Axe, 1d10 + 10 Silver Shillings
Additional Career Skills
Coercion, Firearms, Riding, Survival
Profession
Specialization Progression
Coachman
None
Your character may purchase up to two
ranks of Crafts skill as if it were their
career skill.
Messenger*
Increase ranks in Riding and
Survival to 3.
Purchase the Vanguard talent.
Your character may spend 15XP to purchase
the Born in the Saddle talent.
Once per round, while mounted, your
character may spend a Story Point to
make one extra move maneuver.
Coach
Guard*
Increase ranks in Coercion and
Firearms to 3.
Purchase the Always Prepared
talent.
Discipline is now a career skill for your
character.
Your character may spend 10XP to
purchase the Steady Hand talent.
Your character adds j to Coercion
checks while mounted on a vehicle.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
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Craft Specialization
Select area of craftmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
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Regular Maintenance
The vehicle your character is on increases
its strain treshold by your character's ranks
in Crafts (two times ranks in Crafts if
silhouette 3+).
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Always Prepared
Once per encounter, you may spend a Story
Point to use this talent. Until the end of the
current round, all allied characters improve
the ability of their checks once.
[Incidental]
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p
p
a
Deadeye
After inflicting a Critical Injury with a ranged
weapon and rolling the result, suffer 2 strain.
You may apply any Critical Injury of the same
severity to the target instead.
[Incidental]
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Paragon
Once per encounter, use this talent before
making a Fear check. If successful, - k to Fear
checks made by allied characters until the end
of the encounter. If failed, +k instead.
[Incidental, oot]
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Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to re-roll one
skill check that uses one of those two skills.
[Incidental]
GCRB #79
Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
rot #89
P
A
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]
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Threaten
After an adversary within short (+1 range
per rank) range deals damage to ally, suffer
3 strain to inflict a number of strain on the
adversary equal to the ranks in Coercion.
[Incidental, oot]
A
rot #89
Defensive Driving
Increase the defense of any vehicle your
character pilots by one per rank of Defensive
Driving.
gcrb #80
a
Offensive Driving
While on vehicle, make an opposed Riding vs
Riding check targeting a vehicle within medium
range. Roll two crits - one for your veh, the
other for the second veh. t: +20 to crit.
[action]
P
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p
Grit
Each rank of Grit increases your character’s
strain threshold by one.
P
Let's Ride
Once per round in your character’s turn, get
on/off a vehicle or animal, or change position
in a vehicle as an incidental. A short-range fall
from the mount causes no damage.
[Incidental]
GCRB #75
Vanguard
If your character is mounted at the beginning
of a combat encounter, they add ss
to the check to determine Initiative order.
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Defensive Driving
Increase the defense of any vehicle your
character pilots by one per rank of Defensive
Driving.
gcrb #80
A
P
p
p
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
GCRB #79 gcrb #81 gcrb #73 gcrb #81
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.
Profession
Specialization Progression
Entertainer
None
Your character may spend 10XP to purchase
the Work the Crowd talent
Actor*
Increase ranks in Charm and
Deception to 4.
Purchase two ranks in the Wild
Improvisation talent.
Your character may spend 25XP to purchase
the Ruinous Repartee talent.
Your character may change their social
status to Middle Class.
Minstrel*
Increase ranks in Charm and
Vigilance to 4.
Purchase the Encouraging Song
talent.
Your character may spend 25XP to purchase
the Encouraging Song (Improved)
talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Clever Retort
Once per encounter, your character may use
this talent to add automatic hh to another
character’s social skill check.
[Incidental, oot]
gcrb #73
Keen Observer
Your character adds jj to checks to discern
another character's motivations.
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Encouraging Song
Make an Average (kk) Charm check. For each
s: one ally within medium range adds j to
their next skill check. For each a: one ally benefiting
from Encouraging Song heals 1 strain.
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Quick Witted
Once per enc, after another social skill check,
make an Average (kk) Vigilance check. If successful,
add s or f equal to ranks in Charm
to the other check. If failed, suffer 3 strain.
[Incidental, oot]
a
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a
Wild Improvisation
Once per session for each rank of the talent,
you may use any skill and characteristic
instead of any other skill and characteristic.
Upgrade the difficulty of the check once.
[Incidental]
a
Perfect Liar
After your character makes a Deception
check, they may suffer 1 strain to use this
talent to cancel h equal to your character’s
ranks in Perfect Liar.
[Incidental]
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Distraction
Make an Average (kk) Coordination/Deception
check. For each s disorient one enemy
within short range. a: inflict 1 strain on an
affected enemy. t: stagger a minion or rival.
[action]
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Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental]
gcrb #74
Audacious
When your character generates d on
a social check, roll l and add the results to
the check, in additional to the d being spent
as normal.
[Incidental]
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a
a
a
a
Biggest Fan
Once per session, when in a crowd, 1SP:
a single bystander within medium range
considers themselves your biggest fan and
becomes a loyal ally
[Incidental]
a
Jump Up
Once per round during your character’s
turn, your character may use this talent to
stand from a prone or seated position as an
incidental.
[Incidental]
gcrb #73
Acrobatics
When moving, your character may suffer 2
strain to perform Athletics or Coordination
check as a maneuver instead of an action.
[Maneuver]
GCRB #76
Desperate Recovery
Before your character heals strain at the end
of an encounter, if their strain is more than
half of their strain threshold, they heal two
additional strain.
gcrb #73
Perfect Liar
After your character makes a Deception
check, they may suffer 1 strain to use this
talent to cancel h equal to your character’s
ranks in Perfect Liar.
[Incidental]
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a
A
p
a
Rapid Reaction
gggggggggg Suffer a number of strain to
add an equal number of s to a check to
determine Initiative order. The number may
not exceed ranks in Rapid Reaction.
[Incidental]
a
Precision
When making a Brawl or Ranged check, your
character may use Cunning instead of Brawn
and Agility.
[Incidental]
rot #84
Knack for It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Wild Improvisation
Once per session for each rank of the talent,
you may use any skill and characteristic
instead of any other skill and characteristic.
Upgrade the difficulty of the check once.
[Incidental]
a
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Coordination Dodge
When targeted by a combat check, spend
a Story Point to add number of f equal to
ranks in Coordination to the results.
[Incidental, oot]
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a
P
a
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
tow tow gcrb #74 GCRB #81
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Wanderer
Hunter
Starting Gear
Although farming and animal husbandry are common almost all over the Old World, 1D10 Silver Shillings , a Bow, a Light Spear, a Weighted Net
hunting is still common as hunters and trappers hunt game for fur and meat. With
long days and sometimes weeks away from home, they are experts at tracking animals
while avoiding contact with the dangers of the forest. Sometimes however, they are
Additional Career Skills
forced to face things like mutants or beastmen by themselves. As a result, huntsman
Melee (Light), Ranged, Survival, Stealth
tend to develop effective martial skills and often have a reputation of tough and fearless,
if sometimes reclusive people.
Some of the more experienced hunstmen serve as gamekeepers at local courts, tending the
game and fighting poachers, or organizing hunting for the nobility as masters of the hunt.
Profession
Specialization Progression
Hunter
None
Your character may spend 5XP to
purchase the Expert Knowledge (Zoology)
talent.
Poacher*
Purchase the Ranger and the
Snare talents.
Increase ranks in Firearms to 3.
Capture or kill an animal
illegally.
Your character's social status is now
Outcast.
Cool and Skulduggery are now career
skills for your character.
Master of
the Hunt*
Increase ranks in Ranged and
Survival to 4.
Your character cannot be
a Poacher.
Your character may spend 20XP to
purchase the Deadeye talent.
Riding is now a career skill for your
character.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Ranger
Discipline and Firearms are now career skills
for your character.
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Steady Hand
Before your character makes a ranged combat
check, you may spend one Story Point to use
this talent to add a equal to your character’s
ranks in Discipline to the results.
[Incidental]
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p
a
Rapid Archery
While armed with a bow, suffer 2 strain.
During the next ranged combat check, the
bow gains the Linked quality with a value
equal to the ranks in the Ranged skill.
[Maneuver]
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 s equal
to your character's ranks in Streetwise or
Survival to the results.
[Incidental]
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Impaling Strike
When your character inflicts a Critical Injury
with a melee weapon, they may use this
talent to immobilize the target until the end
of the target’s next turn.
[Incidental]
rot #88
Easy Prey
Suffer 3 strain to use this talent. Until the start
of your character’s next turn, your character
and allies within short range add jj to combat
checks against immobilized targets.
[Maneuver]
a
rot #90
P
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
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One With Nature
When in the wilderness, your character may
make a Simple (–) Survival check, instead of
Discipline or Cool, to recover strain at the
end of an encounter.
[Incidental]
gcrb #74
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
GCRB #76
Animal Companion
Your creates bond with a silhouette 0 animal.
Once per round, they may spend maneuver to
direct the animal in performing one action and
one maneuver during your character’s turn.
gcrb #77
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
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Forager
Remove up to jj from any skill checks
made to find food, water or shelter. Checks
to forage or search the area take half the
time they would normally.
gcrb #73
Snare
Once until the end of an encounter, spend a Story
Point to force one character to make a Vigilance vs
Survival or Streetwise check or suffer stagger until
the end of their next turn, + one round per hh
[Maneuver]
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Share Pain
When animal companion suffers wounds,
reduce wounds by half. Then your character
suffers wounds equal to the number
reduced.
[Incidental, oot]
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Harass
When animal companion makes a successful
combat check, it may upgrade the difficulty
of the target's next check instead of inflicting
damage.
[Incidental]
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a
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Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
GCRB #80 GCRB #81 gcrb #73 GCRB #81
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 cause, supporting the poor
and forgotten against tyrannical government, but most are just common bandits.
Starting Gear
a Bow, a Club, 1d10 Silver Shillings
Additional Career Skills
Athletics, Ranged, Stealth, Survival
Some groups can grow so large they even threaten trade in the local area, and become
frequent targets of bounty hunters, and even military expeditions.
Profession
Specialization Progression
Bandit
None
Your character's social status is Outcast.
Outlaw
Increase ranks in Stealth and
Athletics to 3. Purchase the Dirty
Tricks talent.
Your character adds j to all combat
checks they make against ambushed
targets in the first round of a combat
encounter.
Outlaw
Chief
Social Class:
Increase ranks in Stealth and
Athletics to 4.
Increase ranks in Survival to 3.
Purchase the Back to Back
talent.
Gather a band of at least 10
bandits.
Outcast
Species:
Leadership is now a career skill for your
character.
Your character may spend 25XP to purchase
The Boss talent.
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Forager
Remove up to jj from any skill checks
made to find food, water or shelter. Checks
to forage or search the area take half the
time they would normally.
gcrb #73
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
GCRB #76
Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two skills.
[Incidental]
GCRB #79
Herbalism
In rural area, make an Average (kk) Survival
check to heal one wound per s, or one
wound per ss if target's wounds exceed
their wound threshold.
[action]
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Concussive Strike
Suffer 2 strain before a Melee (Light) or
Melee (Heavy) check. Increase the difficulty
of the check by one. The weapon gains Concussive
1 item quality for the check.
[Incidental]
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Swift
Your character does not suffer the penalties for
moving through difficult terrain (they move
through difficult terrain at normal speed without
spending additional maneuvers).
gcrb #75
Quick Draw
Once per round draw or holster an easily
accessible weapon or item as an incidental.
Quick Draw also reduces a weapon’s Prepare
rating by one, to a minimum of one.
[Incidental]
gcrb #74
Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
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Deadeye
After inflicting a Critical Injury with a ranged
weapon and rolling the result, suffer 2 strain.
You may apply any Critical Injury of the same
severity to the target instead.
[Incidental]
GCRB #79
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
P
a
a
a
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Jump Up
Once per round during your character’s
turn, your character may use this talent to
stand from a prone or seated position as an
incidental.
[Incidental]
gcrb #73
Knack For It
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
gcrb #73
Acrobatics
When moving, your character may suffer 2
strain to perform Athletics or Coordination
check as a maneuver instead of an action.
[Maneuver]
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Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
gcrb #74
a
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Precise Aim
When performing an Aim maneuver, suffer
2 strain. During the next combat check,
decrease the target’s defense by the ranks in
the talent.
[Incidental]
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dirty Tricks
After your character inflicts a Critical Injury
on an adversary, they may use this talent
to upgrade the difficulty of that adversary’s
next check.
[Incidental]
a
ROT #88
Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
gcrb #79
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
P
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
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P
Rat Catcher
A rat catcher is a common sight everywhere in villages, towns, and cities, making
a living by disposing of the vermin which infest all dwellings in this unsanitary age.
Rat catchers are often traveling folk, although in a large town or city settled these
'vermin soldiers' may actually be employed by the authorities.
So called Exterminators - the toughest of Rat Catchers, can deal with every creature
lurking in the city sewers including giant rats, mutants and sometimes vile ratlike
beastmen - too big and too smart even for brave sewer jacks.
Wanderer
Starting Gear
a Crossbow (Inferior quality), a Pole, a Lantern,
1D10 Silver Shillings
Additional Career Skills
Ranged, Resilience, Stealth, Streetwise
Profession
Specialization Progression
Ratcatcher
None
None
Sewer Jack
Purchase at least one rank in the
Dark Street talent.
Increase ranks in Streetwise to 3
Your character removes jj imposed by
darkness.
Exterminator
Learn the terrible truth about
ratlike mutants.
Increase ranks in Resilience to 3.
Increase ranks in Streetwise to 4.
Your character counts the Critical
rating of their weapon as one lower to
a minimum of 1 when making an attack
targeting Skavens.
Social Class:
Commoner
Species:
Hu, Ha, Dw, WE, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Precision
When making a Brawl or Ranged check, your
character may use Cunning instead of Brawn
and Agility.
[Incidental]
rot #84
Warning Bark
Your character may make a Perception and
Vigilance checks using dog's ranks in those
skills, as long as the dog is within hearing and
visual range of your character.
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Harass
When animal companion makes a successful
combat check, it may upgrade the difficulty
of the target's next check instead of inflicting
damage.
[Incidental]
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Guard Dog
Once per round, guide the dog to perform
a maneuver. Until the end of your character's
next turn, target character within dog's short
range increases their melee defense by one.
[Incidental]
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Man’s Best Friend
Once per session, after suffering a Critical Injury,
suffer 1 corruption to guide the dog to make a Hard
(kkk) Coordination check. If successful, do not
suffer the Injury, but the dog dies.
[Incidental, oot]
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P
a
Small, But Vicious Dog
Your character gains mid-sized dog. Once per
round, they may spend maneuver to direct
the dog in performing one action and one
maneuver during your character’s turn.
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Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
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Share Pain
When animal companion suffers wounds,
reduce wounds by half. Then your character
suffers wounds equal to the number
reduced.
[Incidental, oot]
a
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Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
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Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
P
p
P
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Swift
Your character does not suffer the penalties
for moving through difficult terrain (they
move through difficult terrain at normal
speed without spending additional maneu-
GCRB #75
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
GCRB #73
Dark Street
For each rank of the talent, remove one
uncanceled h from Perception, Vigilance,
Streetwise, or Knowledge checks when in the
sewers or in similar location.
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Snare
Once until the end of the encounter, spend a Story
Point to force one character to make a Vigilance vs
Survival or Streetwise check or suffer stagger until
the end of their next turn, + one round per hh
[Maneuver]
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P
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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]
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Dark Street
For each rank of the talent, remove one
uncanceled h from Perception, Vigilance,
Streetwise, or Knowledge checks when in the
sewers or in similar location.
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Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
GCRB #78
Easy Prey
Suffer 3 strain to use this talent. Until the start
of your character’s next turn, your character
and allies within short range add jj to combat
checks against immobilized targets.
[Maneuver]
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rot #90
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
p
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wanderer
Riverman
Much of life in the Old World resolves around its rivers. They connect the largest
commercial centers, provide energy for industry, and offer sustenance for the inhabitants
of towns and villages. Unsurprisingly then, many make a living on the rivers
in somr form or another.
Rivermen is the catch all term for those who make their living on the waters, river
pilots, fishermen, barge crews, even smugglers and river pirates are just a few, and
while the many occupations can differ greatly, they all share a great respect for both
the gifts and dangers afforded by the rivers of the Old World.
Starting Gear
1D10 Silver Shillings, A Short Spear, A Weighted Net
Additional Career Skills
Athletics, Crafts, Sailing, Vigilance
Profession
Specialization Progression
Riverman
None
Your character may spend 5XP to purchase
the Expert Knowledge (Rivers and
Sailing) talent.
Smuggler*
Increase ranks in Vigilance to 3.
Purchase one rank in the Daring
Sailor talent.
Skulduggery and Stealth are now career
skills for your character.
Your character may spend 15XP to purchase
the Snuggery talent.
Barge
Captain*
Increase ranks in Crafts and
Sailing to 3.
Purchase the Know the Ropes
talent.
Own a barge.
Leadership and Negotiation are now
career skills for your character.
Your character may use the Know the
Ropes talent twice per encounter instead
of once.
Social Class:
Commoner
Species:
Hu, Ha, Dw, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Jackspeak
When making a social skill check in company
of sailors, rivermen etc., suffer a number of
strain up to the ranks in Jackspeak to add an
equal number of a to the check.
[Incidental]
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Craft Specialization
Select area of craftmanship. Your character
reduces difficulty of a Crafts check related to
the selected area by one. Add jj to all other
Crafts check.
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Regular Maintenance
The vehicle your character is on increases
its strain treshold by your character's ranks
in Crafts (two times ranks in Crafts if
silhouette 3+).
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Always Prepared
Once per encounter, you may spend a Story
Point to use this talent. Unil the end of the
current round, all allied characters improve
the ability of their checks once.
[Incidental]
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Daring Sailor
Before making a Sailing check, you may add
a number of h and an equal number of s to
the results. The number may not exceed your
character’s ranks in Daring Sailor.
[Incidental]
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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]
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Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two skills.
[Incidental]
GCRB #79
P
A
a
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
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Swift
Your character does not suffer the penalties
for moving through difficult terrain (they
move through difficult terrain at normal speed
without spending additional maneuvers).
GCRB #75
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental]
GCRB #74
Know The Ropes
Once per encounter, before ally makes
a check, spend one Story Point: Your character
adds a number of sequal to their ranks
in Sailing to the results of the check.
[Incidental, oot]
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Defensive Driving
Increase the defense of any vehicle your
character pilots by one per rank of Defensive
Driving.
gcrb #80
P
A
P
Grit
Each rank of Grit increases your character’s
strain threshold by one.
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Nimble Steersman
When making a Sailing check to operate
a boat or a barge, your character may use
Agility instead of Intelligence.
[Incidental]
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Manann's Blessing
When in nautical environment, your character
may make a Simple (-) Sailing check,
instead of Discipline or Cool, to recover
strain at the end of an encounter.
[Incidental]
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Daring Sailor
Before making a Sailing check, you may add
a number of h and an equal number of s to
the results. The number may not exceed your
character’s ranks in Daring Sailor.
[Incidental]
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Sea Legs
When your character makes a Brawn or Agility
based check while on a boat or ship, they
add j to the check for each rank of Sea Legs.
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A
A
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Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
tow gcrb #81 gcrb #73 gcrb #81
A
Scout
Scouts roam through the wilderness, following trails that few other eyes can discern,
while keeping an eye out for dangerous beasts, hostile groups and unnatural occurrences.
They frequently hire their expertise out to armies, merchants, and travelers
who need to go far off the known roads. They are often skilled fighters, but rarely deal
with hazards themselves, preferring to slip back to warn their employers.
Most Scouts are in fact trappers, huntsmen or similar individuals with extensive
knowledge about specific territory they are most familiar with. However, some of
them are true specialists, capable of guiding their clients through previously uncharted
land.
Wanderer
Starting Gear
1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope,
a Torch, Winter Clothing
Additional Career Skills
Perception, Riding, Stealth, Survival
Profession
Specialization Progression
Scout
None
None
Outrider*
Spend some time in a military.
Purchase the Combat Training
talent.
Increase ranks in Riding to 2.
Your character may spend 5XP to purchase
the Vanguard talent.
Explorer*
Set foot on an uncharted
territory.
Increase ranks in Survival to 3.
Purchase the Heightened Awareness
talent
If your character is ambushed, their allies
within short range add j to all checks
during the first round of the encounter.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
One With Nature
When in the wilderness, your character may
make a Simple (–) Survival check, instead
of Discipline or Cool, to recover strain at the
end of an encounter.
[Incidental]
a
gcrb #74
Let's Ride
Once per round in your character’s turn, get
on/off a vehicle or animal, or change position
in a vehicle as an incidental. A short-range fall
from the mount causes no damage.
[Incidental]
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gcrb #74
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
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Defensive
Each rank of Defensive increases your character’s
melee defense and ranged defense
by one.
gcrb #80
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable,
to a minimum of 01.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
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Herbalism
In rural area, make an Average (kk) Survival
check to heal one wound per s, or one
wound per ss if target's wounds exceed
their wound threshold.
[action]
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Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
p
p
a
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Forager
Remove up to jj from any skill checks
made to find food, water or shelter. Checks
to forage or search the area take half the
time they would normally.
gcrb #73
Deep Pockets
Once per session, produce small (encumbrace
0 or 1) item worth no more than 5
shillings.
[Incidental]
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Bloodhound
When making a check to follow trail of
another character, add a number of s equal
to your character's ranks in Streetwise or
Survival to the results.
[Incidental]
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Recon
After spending time in an area, make a Hard (kkk)
Survival/Streetwise check. Until the end of the session,
your character or one ally may add s equal to
the ranks in the skill to one check made in the area.
[action]
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Master of Shadows
After successful Stealth check, for each s
except the first, your character can hide one
additional engaged character. Number of
characters cannot exceed ranks in Stealth.
[Incidental]
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Swift
Your character does not suffer the penalties for
moving through difficult terrain (they move
through difficult terrain at normal speed without
spending additional maneuvers).
gcrb #75
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
gcrb #76
Snare
Once until the end of an encounter, spend a Story
Point to force one character to make a Vigilance vs
Survival or Streetwise check or suffer stagger until
the end of their next turn, + one round per hh
[Maneuver]
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Natural
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
gcrb #79
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
gcrb #81
P
p
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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
- hedge wizards. They are mostly Humans, although the wild and primal mages of the
Wood Elves might also fall into this category.
Additional Career Skills
For humans who find themselves in such a situation, if they are lucky, another similarly Knowledge (Chaos), Magic (Arcana), Survival, Vigilance
blessed individual may take them under their wing. They are taught to hide their abilities
and often portray themselves as herbalists and healers, living quiet, secluded lives,
on the edges of society. They are always fearful of the wrath of the Witch Hunters, who
would not hesitate to burn them as heretics or cultists - better to burn the witch, than
risk them falling into the clutches of the ruinous powers.
Profession
Specialization Progression
Hedge
Wizard
Be attuned to magic.
Your character can cast spells of the Lore
of Chaos.
Sorcerer*
Increase ranks in Magic (Arcana)
and Survival to 4.
Purchase the Herbalism talent
and one rank in the Prepared
Spell talent.
Your character may spend 15XP to
purchase one rank in the Prepared Spell
talent.
Your character may spend 15XP to purchase
the Healer talent.
Warlock*
Increase ranks in Magic (Arcana)
to 3.
Embrace a Dark Gift.
Your character may spend 20XP to
purchase the Warlock talent.
Your character may spend 20XP to
purchase the Unleash talent.
Social Class:
Outcast
Species:
Hu, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Animal Companion
Your creates bond with a silhuette 0 animal.
Once per round, they may spend maneuver to
direct the animal in performing one action and
one maneuver during your character’s turn.
gcrb #77
Share Pain
When animal companion suffers wounds,
reduce wounds by half. Then your character
suffers wounds equal to the number
reduced.
[Incidental, oot]
a
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Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
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p
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Animal Companion
Your creates bond with a silhouette 0 animal.
Once per round, they may spend maneuver to
direct the animal in performing one action and
one maneuver during your character’s turn.
p
One With Nature
When in the wilderness, your character may
make a Simple (–) Survival check, instead of
Discipline or Cool, to recover strain at the
Hedge Magic
When casting a spell with the difficulty of
2 or lower, a character may use Cunning
instead of Intellect.
end of an encounter.
[Incidental] [Incidental] [Incidental]
gcrb #74
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by 10 per rank of the talent.
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Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Face of the Wild
When you cast a transform spell on yourself,
spend a Story Point to maintain the effects of
the spell until the end of the encounter.
[Incidental]
EPG #97
a
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Dire Animal Companion
The companion increases Br by 1 and Ag or
Will by 1. It increases its wounds and strain
thresholds by 4 and gains one rank in Brawl,
Discipline, Perception or Survival.
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Ensorcelled
If your character has at least one rank in
a magic skill, once per encounter, they may
add a to the result of their next social skill
check.
[Incidental]
EPG #95
Sixth Sense
Your character may make a Vigilance or
a Discipline check instead of Cool, to determine
Initiative order.
[Incidental]
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Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by 1.
TOW
a
a
a
A
Grit
Each rank of Grit increases your character’s
strain threshold by one.
P
Component Casting
When your character casts a spell, they may
use this talent to consume a physical item
and add j to the check.
EPG #95
Herbalism
In rural area, make an Average (kk) Survival
check to heal one wound per s, or one
wound per ss if target's wounds exceed
their wound threshold.
[action]
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Innate Focus
While not using a magic implement, your
character increases the base damage of attack
spells by 2. Reduce the difficulty of all spells by
1, but increase the strain suffered by 1.
[Incidental]
EPG #97
Blood Magic
When casting a spell, suffer 2 wounds to
trigger up to three different effects . These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
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a
a
a
a
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #77 EPG #98 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 noblemens' households and palaces of aristocracy. Every inn and every tavern
has a bouncer, ready to deal with problematic clientele and those wealthy often employ
bodyguards - highly skilled warriors responsible for the safety of their masters.
Starting Gear
2d10+10 silver shillings, Brass Knuckles, a Club
Additional Career Skills
Brawl, Coercion, Resillience, Vigilance
Profession
Specialization Progression
Guard
None
None
Bouncer*
Increase ranks in Brawl to 3.
Purchase one rank in the Parry
talent.
Your character may use the Parry talent
while unarmed.
Your character may spend 5XP to purchase
the Painful Blow talent.
Bodyguard*
Increase ranks in Coercion and
Resillience to 3.
Purchase two ranks in the Body
Guard talent.
Your character may spend 5XP to purchase
the Threaten talent.
Your character may spend 15XP to purchase
the Heroic Resillience talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
tow
Body Guard
Once per round, suffer strain no greater than
ranks in Body Guard. Choose engaged ally;
upgrade the diff of combat checks targeting
that ally by a number of strain suffered.
[Maneuver]
a
rot #90
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
p
gcrb #76
Back to back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
p
p
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
p
Tavern Brawler
Your character adds a to Brawl checks and
combat checks using improvised weapons.
rot #87
Intimidating
During the first round of a combat encounter,
your character increases their melee
defense a number of times equal to their
ranks in Intimidating talent.
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Body Guard
Once per round, suffer strain no greater than
ranks in Body Guard. Choose engaged ally;
upgrade the diff of combat checks targeting
that ally by a number of strain suffered.
[Maneuver]
a
rot #90
Defensive
Each rank of Defensive increases your character’s
melee defense and ranged defense
by one.
GCRB #80
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
P
p
p
P
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Bulwark
While wielding a weapon with the Defensive
quality, your character may use Parry to
reduce the damage of an attack targeting an
engaged ally.
[Incidental, oot]
A
rot #87
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
a
gcrb #74
Body Guard
Once per round, suffer strain no greater than
ranks in Body Guard. Choose engaged ally;
upgrade the diff of combat checks targeting
that ally by a number of strain suffered.
[Maneuver]
a
P
p
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
a
gcrb #74
Power Through
If your character suffered wounds during an
encounter, they may use Resilience instead
of Cool or Discipline to make a check to
recover strain at the end of the encounter.
[Incidental]
a
tow
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
p
Retribution!
When an ally within medium range is
attacked, spend 1 Story Point: hit the attacker
once with a weapon your character is wielding,
if the enemy is within the weapon’s range.
[Incidental, oot]
GCRB #81 gcrb #75 rot #90 rot #91
a
Warrior
Champion
Champions are professional warriors that train relentlessly to use a wide range of
weapons and excel in melee combat. They often start as mercenaries or bullies for
hire, ready to aid the highest bidder, whether it's to teach someone a lesson or to
fight to the death.
Champions search for glory and every opportunity is good to test their mettle. It's
not suprising that many die before they can call themselves true masters, but the
best of them gain fame and wealth and usually start their own fencing schools or
represent others in trials by combat.
Starting Gear
D10+10 Silver Shillings, a Sword and a Buckler, or
a Greatsword
Additional Career Skills
Coordination, Discipline, Melee (Heavy), Melee (Light)
Profession
Specialization Progression
Protagonist
None
None
Sword
Master*
Increase ranks in Melee (Light)
and Coordination to 4.
Purchase the Sword Master
talent.
Your character may spend 20XP to purchase
the Combined Attack talent.
Judical
Champion*
Increase ranks in Melee (Heavy)
and Melee (Light) to 4.
Fight instead of another character
in a trial by combat.
Your character may spend 25XP to purchase
the Concussive Strike talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Duelist
Your character adds j to melee combat checks
while engaged with a single opponent. Your
character adds j to melee combat checks
while engaged with three or more opponents.
gcrb #73
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
a
gcrb #75
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
gcrb #75
Sword Master
Once per enc, after rolling a melee attack
check - 1 Story Point: while resolving the check,
the weapon gains Stun Damage and Stun
equal to your character's ranks in Discipline.
[Incidental]
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p
p
a
Master
Choose one skill. Once per round, suffer 2
strain to reduce the difficulty of the next
check you make using that skill by two, to
a minimum of Easy (k).
[Incidental]
a
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental, oot]
a
gcrb #74
Burly
Your character decreases Cumbersome quality
rating of a weapon they wield by 1.
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Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
gcrb #74
P
a
a
Rapid Reaction
Suffer a number of strain to add an equal
number of s to a check to determine Initiative
order. The number may not exceed ranks
in Rapid Reaction.
[Incidental, oot]
a
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Breakthrough
With Melee (Heavy) weapon, suffer strain no
greater than ranks in the talent. Decrease def
of engaged enemy by the strain suffered until
the end of your character's next turn.
[Maneuver]
GCRB #76
Feint
Once per encounter, add a number of h
equal to your character's ranks in Coordination
to the results of the next melee combat
check targeting your character this round.
[Maneuver]
tow
a
A
a
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
a
gcrb #75
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
P
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
gcrb #74
Quick Strike
Your character adds j for each rank of Quick
Strike to any combat checks they make
against any targets that have not yet taken
their turn in the current encounter.
gcrb #74
Parry [Imp.]
When your character suffers a hit from a melee
combat check and uses Parry, you may spend
d or hhh from the attacker’s check to hit the
attacker once with a Brawl or Melee weapon.
[Incidental, oot]
a
gcrb #79
Counterattack
When your character uses Imp. Parry to hit an
attacker, they may activate an item quality of
the weapon they used as if they had generated
aa on a combat check using that weapon.
ROT #90
a
P
p
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81 gcrb #74 gcrb #74 gcrb #81
P
Warrior
Roadwarden
The Old World is a huge and wild place. The further from large settlements, the influence
of its inhabitants declines, giving way to untamed forests and lonely hollows. All
kinds of dangers lurk in these wild places, waiting to prey on the careless and ill-prepared.
Bandits and robbers are just the beginning of what travelers usually have to
contend with, so a formation of roadwardens was created to protect them.
Roadwardens collect tolls and maintain the routes of travel, but they are best known
for patrolling the roads looking for dangers that may prey on travelers. They usually
travel on horseback, often covering many miles during the day. Thanks to this, they
are usually excellent riders, toughened and ready for any danger.
Starting Gear
a Riding Horse, a Sword, a Lantern, 1d10 Silver Shillings
Additional Career Skills
Melee (Light), Riding, Vigilance, Survival
Profession
Specialization Progression
Roadwarden
None
None
Road
Sergeant*
Toll-
Keeper*
Increase ranks in Melee (Light)
and Riding to 3.
Purchase one rank in the Bad
Cop talent.
Increase ranks in Vigilance to 3.
Purchase the Always Prepared
talent.
Purchase the Expert Knowledge
(Law) talent.
Your character may change their social
status to Middle Class.
Coercion and Leadership are now career
skills for your character.
Your character may spend 20XP to purchase
the Imperious Tone talent.
Your character adds j to Coercion checks
targeting them.
Your character may spend 20XP to purchase
the Prime Positions talent.
Social Class:
Commoner
Species:
Hu, Ha, WE
Specialization Tree
EXP EXP EXP EXP EXP
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by 10 per rank of the talent.
tow
Vanguard
If your character is mounted at the beginning
of a combat encounter, they add ss
to the check to determine Initiative order.
tow
Herbalism
In rural area, make an Average (kk) Survival
check to heal one wound per s, or one wound
per ss if target's wounds exceed their
wound threshold.
[action]
a
tow
Always Prepared
Once per encounter, you may spend a Story
Point to use this talent. Unil the end of the
current round, all allied characters improve
the ability of their checks once.
[Incidental]
tow
p
p
a
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
A Brave Face
Allied characters within medium range of
your character add j to the checks to recover
strain at the end of an encounter (see page
117 of the Genesys Core Rulebook).
tow
Bad Cop
aa from a Coercion or Deception check:
upgrade the ability of a single ally’s subsequent
social skill check a number of times
equal to your character's ranks in Bad Cop.
[Incidental]
tow
Enduring
Each rank of Enduring increases your character’s
soak value by one.
GCRB #80
P
P
a
p
Expert Knowledge (Law)
Your character reduces difficulty of Knowledge
checks related to Law once.
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
Bloodhound
When making a check to follow trail of
another character, add a number of s equal
to your character's ranks in Streetwise or
Survival to the results.
[Incidental]
Let's Ride
Once per round in your character’s turn, get
on/off a vehicle or animal, or change position
in a vehicle as an incidental. A short-range fall
from the mount causes no damage.
[Incidental]
Buns of Steel
While mounted on beast or vehicle, your
character may make a Simple (-) Riding
check, instead of Discipline or Cool, to recover
strain at the end of an encounter.
[Incidental]
a
tow
Born in the Saddle
Once per encounter, your character may use
this talent to add s equal to their ranks in
Riding to a single check (using any skill) they
make while mounted on beast or vehicle.
[Incidental]
Quick Witted
Once per enc, after another social skill check,
make an Average (kk) Vigilance check. If successful,
add s or f equal to ranks in Charm
to the other check. If failed, suffer 3 strain.
[Incidental, oot]
a
tow
Dedication
Toughened
Bad Cop
Master
Each rank of Dedication increases one of
Each rank of Toughened increases your
aa from a Coercion or Deception check:
Choose one skill. Once per round, suffer 2
your character's characteristics by one.
character’s wound threshold by two.
upgrade the ability of a single ally’s subsequent
strain to reduce the difficulty of the next
social skill check a number of times
check you make using that skill by two, to
equal to your character's ranks in Bad Cop.
a minimum of Easy (k).
[Incidental]
[Incidental]
p
P
a
gcrb #81 GCRB #75 tow gcrb #81
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GCRB #73
GCRB #76
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p
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GCRB #75
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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.
Profession
Specialization Progression
Starting Gear
1d10 Silver Shillings, Two axes or a Great axe or a War
Hammer (Inferior quality), Brass Knuckles
Additional Career Skills
Athletics, Brawl, Melee (Heavy), Resilience
Troll Slayer
Suffer unbearable disgrace.
Change your character's social class to
Outcast.
Your character cannot wear heavy armor
(soak 2 or higher) or use a shield and can
never change their specialization.
Giant
Slayer
Daemon
Slayer
Slay a troll.
Slay a giant
Your character upgrades the ability of Fear
checks once.
When your character makes a Resillience
check to stay conscious after exceeding
their wound threshold, they reduce the
difficulty of the check by one to a minimum
of Easy (k).
Your character upgrades the ability of Fear
checks twice instead of once.
Your character may spend 25XP to
increase Brawn or Willpower by one. This
cannot increase the characteristic above 5.
Social Class:
Outcast
Species:
Dw
Specialization Tree
EXP EXP EXP EXP EXP
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dual Wielder
Use this talent to decrease the difficulty
of the next combined combat check made
during the same turn by one.
[Maneuver]
gcrb #76
Dual Strike
When resolving a combined check to attack
with two weapons in a melee combat, suffer
2 strain to hit with the secondary weapon
(instead of spending aa).
[Incidental]
a
rot #90
Slayer [Sup.]
Your character adds j to melee combat
checks against Daemon adversaries. This effect
stacks with Slayer and Slayer (Improved)
talents.
tow
Combat Fury
Each time adversary or minion group is defeated
within short range of your character,
your character heals 2 strain.
tow
P
A
P
P
Power Through
If your character suffered wounds during an
encounter, they may use Resilience instead
of Cool or Discipline to make a check to
recover strain at the end of the encounter.
[Incidental]
tow
Reckless Charge
After using a maneuver to move to engage an
adversary, suffer 2 strain to add sshh
to the results of the next melee combat check
made this turn.
[Incidental]
rot #89
Slayer [Imp.]
Your character adds j to melee combat
checks against targets that are silhouette 3 or
greater. This effect stacks with Slayer talent.
tow
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable, to
a minimum of 01.
gcrb #73
Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
a
a
P
P
P
Slayer
Your character adds j to melee combat
checks against targets that are silhouette 2
or greater.
tow
Tavern Brawler
Your character adds a to Brawl checks and
combat checks using improvised weapons.
rot #87
Heroic Will
Choose two characteristics. Spend a Story
Point to ignore the effects of Critical Injuries
on any skill checks using those two characteristics
until the end of the encounter.
[Incidental, oot]
a
gcrb #79
Thoughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
p
P
P
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable, to
a minimum of 01.
gcrb #73
Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
Dodge
When targeted by a combat check, suffer
a number of strain up to ranks in Dodge.
Upgrade the difficulty of the combat check
a number of times equal to the strain suffered.
[Incidental, oot]
gcrb #79
Death Rage
Your character adds +2 damage to melee
attacks for each Critical Injury they are
currently suffering.
rot #91
P
P
a
P
Unleash
Once per round, your character may suffer 1
corruption to perform a maneuver to immediately
defeat one rival or one minion group
in short range.
[Maneuver]
a
tow
Warrior
Watchman
‘The Watch’ is the first line of law enforcement in almost every town and city in the Old
World. Since watchmen are those who encounter the common people most frequently, they
often become the target for the peoples ire towards the town or cities authorities.
This can lead many watchmen to become strict and bitter, a situation not helped when some
towns hire the dregs of society to save some money, putting powers into the hands of lazy,
mean, and sadistic men.
Those few professional watchmen who become disillusioned with this type of cheap
corruption, sometimes find their street smarts lead their lives in a new direction, their
skills being highly valued by adventurers when navigating the streets of the Old World.
Starting Gear
1d10 Silver Shillings, a Halberd, a Club, a Lantern
Additional Career Skills
Athletics, Melee (Light), Perception, Streetwise
Profession
Specialization Progression
Watchman
None
None
Watch
Sergant*
Increase ranks in Athletics and
Melee (Light) to 3.
Purchase one rank in the Bad
Cop talent.
Your character may change their social
status to Middle Class.
Coercion and Leadership are now career
skills for your character.
Your character may spend 20XP to purchase
the Imperious Tone talent.
Investigator*
Purchase the Investigator talent.
Increase ranks in Perception and
Streetwise to 3.
Your character may change their social
status to Middle Class.
Your character may spend 20XP to
purchase the Recon talent.
Social Class:
Commoner
Species:
Hu, Ha, Dw, Og, Gn
Specialization Tree
EXP EXP EXP EXP EXP
Street Slang
When making a social skill check in dubious
company, suffer a number of strain no
greater than ranks in the talent. Add a equal
to the strain suffered.
[Incidental]
a
tow
Probing Question
If your character knows an opponent’s Flaw or
Fear motivation, when your character inflicts
strain on that opponent using a social skill,
the opponent suffers 3 additional strain.
tow
Bloodhound
When making a check to follow trail of
another character, add a number of s equal
to your character's ranks in Streetwise or
Survival to the results.
[Incidental]
tow
Stubborn
Your character adds j per rank of Stubborn
to social skill checks targeting them.
tow
p
a
p
A Brave Face
Allied characters within medium range of
your character add j to the checks to recover
strain at the end of an encounter (see page
117 of the Genesys Core Rulebook).
tow
Work the Crowd
Your character decreases the difficulty of
social skill checks by one when influencing
groups (see Genesys Core Rulebook, page
120).
tow
Heightened Awareness
Allies within short range of your character
add j to their Perception and Vigilance
checks. Allies engaged with your character
add jj instead.
GCRB #76
Investigator
Once per session, while at a crime scene, make
a Hard (kkk) Perception check. If succeesful, for
each s identify one prominent physical characteristics
of one person who was at the scene.
[action]
TOW
P
P
p
a
Expert Knowledge (Law)
Your character reduces difficulty of Knowledge
checks related to Law once.
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
Bad Cop
aa from a Coercion or Deception check:
upgrade the ability of a single ally’s subsequent
social skill check a number of times
equal to your character's ranks in Bad Cop.
[Incidental]
Body Guard
Once per round, suffer strain no greater than
ranks in Body Guard. Choose engaged ally;
upgrade the diff of combat checks targeting
that ally by a number of strain suffered.
[Maneuver]
a
Rot #90
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
a
GCRB #75
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
Urban Combatant
When your character is targeted by a combat
check in an urban setting, you may spend
a Story Point to substitute all j in opponent's
pool to f before the roll is made.
[Incidental, oot]
a
tow
Dedication
Bad Cop
Toughened
Concussive Strike
Each rank of Dedication increases one of aa from a Coercion or Deception check:
Each rank of Toughened increases your
Suffer 2 strain before a Melee (Light) or
your character's characteristics by one.
upgrade the ability of a single ally’s subsequent
character’s wound threshold by two.
Melee (Heavy) check. Increase the difficulty
social skill check a number of times
of the check by one. The weapon gains Con-
equal to your character's ranks in Bad Cop.
cussive 1 item quality for the check.
[Incidental]
[Incidental]
p
a
P
gcrb #81 tow GCRB #75 tow
a
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GCRB #73
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p
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GCRB #75
Rot #91
P
p
Witch Hunter
Witch Hunters are grim, cold individuals who have dedicated their life to eradicating
corruption wherever it may be. Most witch hunters are the state-issued Templars of the
Cult of Sigmar. However, there is a wide variety of others, from the Colleges’ Magisters
Vigilant to local mercenaries hired out to a nobleman’s service. What they all have in
common however is their dedication and zeal against all things tainted and impure.
All ordinary citizens agree that witch hunters are necessary and the work they do is
crucial to the safety of the Old World, but there are very few who do not feel a flush of
fear when they see a figure wearing the familiar wide-brimmed hat, a buckled tunic,
and a long black cloak...
Warrior
Starting Gear
3d10 Silver Shillings, a Leather Armor, a Sword or an Axe,
a Rope, a Sacred Symbol, a Torch
Additional Career Skills
Coercion, Discipline, Knowledge (Chaos), Melee (Light)
Profession
Specialization Progression
Witch
Hunter’s
Apprentice
Become a devout follower of
a Chaos opposing deity.
If your character has at least one rank in
the Divine skill, they can work Miracles of
Sigmar, but they can never work miracles
of other deities or cast spells.
Witch
Hunter
Increase ranks in Discipline to 3.
Increase ranks in Knowledge
(Chaos) to 3
Convict a witch during the trial.
When making a Melee (Light) or Melee
(Heavy) check, your character may use
Willpower instead of Brawn.
Witch
Hunter
Captain
Increase ranks in Discipline to 4.
Increase ranks in Knowledge
(Chaos) to 4.
Become renowned among witch
hunters.
Once per session, your character may
ask for a big favor from another witch
hunter.
Your character may spend 10XP to purchase
one rank in the Enduring talent.
Social Class:
Outcast
Species:
Hu
Specialization Tree
EXP EXP EXP EXP EXP
Templar
Divine is now a career skill for your character.
They can only cast one spell using this skill per
encounter.
rot #87
Chaos Bane
Your character counts the Critical rating of
their weapon as one lower to a minimum of
1 when making an attack targeting a Chaos
adversary.
tow
Templar [imp.]
When your character casts the Divine spell,
they do not add j for wearing heavy armor,
using a shield, or not having at least one
hand free.
ROT #89
P
P
P
The Hammer of Witches
Once per encounter, make a Hard (kkk)
Divine check. Add j per each s to all magic
checks targeting your character. For every aa
add j to combat checks targeting spellcasters.
[action]
a
tow
StrengTh of Faith
Once per session, add s equal to ranks in
Discipline and a equal to ranks in Willpower
to the results of the next Divine check during
this turn.
[Maneuver]
a
EPG #97
pure
Each rank of Pure increases your character's
corruption threshold by one.
tow
Heroic recovery
Choose one characteristic. Once per encounter,
spend one Story Point to use this talent
to have your character heal strain equal to the
rating of the chosen characteristic.
[Incidental]
a
ROT #88
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
a
GCRB #74
pure
Each rank of Pure increases your character's
corruption threshold by one.
tow
Dedication
Each rank of Dedication increases one of your
character's characteristics by one.
GCRB #81
P
P
P
Durable
Your character reduces any Critical Injury
result they suffer by 10 per rank of Durable, to
a minimum of 01.
GCRB #73
Know The Enemy
Your character may make a Knowledge
(Chaos) check instead of Cool or Vigilance, to
determine Initiative order when facing Chaos
creatures.
[Incidental]
a
tow
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Justice of the Citadel
Once per round may suffer 3 strain to use this
talent to add damage equal to ranks in Discipline
to one hit of a successful melee attack.
[Incidental]
ROT #90
Zealous Fire
Each time your Game Master spends a Story
Point, your character heals 2 strain.
ROT #91
P
P
a
P
Knack for it
Select one non-combat, non-magic skill.
Your character removes jj from checks
they make using that skill. If purchased for
the second time - choose two skills.
GCRB #73
Scathing tirade
May use this talent to make an Average (kk)
Coercion check. For each s one enemy within
short range suffers 1 strain. For each a one
enemy suffers 1 additional strain.
[action]
a
GCRB #77
Scathing Tirade [imp.]
Enemies affected by your character’s Scathing
Tirade add j to all skill checks they make for
a number of rounds equal to your character’s
ranks in Coercion.
GCRB #79
Scathing Tirade [sup.]
Your character may choose to suffer 1 strain to
use the Scathing Tirade talent as a maneuver,
instead of as an action.
[Incidental]
GCRB #81
P
P
a
Baleful Gaze
Once per round, spend a Story Point to upgrade
the difficulty of a combat check targeting your
character within medium range by your ranks
in Coercion.
[Incidental, oot]
a
tow
Character
Character
Name:
ge:
Species: Gender: Height:
Hair: Eyes: Social claſs:
Notable feat.:
Characteriſtics
Career:
Profeſſion:
Strength:
Deſire:
Sheet
Deſcription
Specialization:
Flaw:
Fear:
Brawn
gility
Intellect
Cunning
Willpower
Preſence
ttributes
Soak Value
General Skills Career? Rank
Alchemy (Int)
Athletics (Br)
Cool (Pr)
Coordination (Ag)
Crafts (Int)
Discipline (Will)
Engineering (Int)
Medicine (Int)
Perception (Cun)
Resilience (Br)
Riding (Ag)
Sailing (Int)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
Magic Skills Career? Rank
Arcana (Int)
Divine (Will)
Weapon
Defenſe
ranged melee thresh. current
thresh. current
thresh. current
Combat Skills Career? Rank
Brawl (Br)
Firearms (Ag)
Gunnery (Int)
Melee - Heavy (Br)
Melee - Light (Br)
Ranged (Ag)
Social Skills Career? Rank
Charm (Pr)
Coercion (Wp)
Deception (Cun)
Leadership (Pr)
Negotiation (Pr)
Knowledge Skills Career? Rank
Academic (Int)
Chaos (Int)
Cuſtom Skills Career? Rank
______________________
______________________
______________________
______________________
Skill Dmg. Crit Range Encum. On you?
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
____________________
____________________
____________________
____________________
____________________
Critical Injuries
Skills
Wounds
Encum. On you?
____________________
____________________
____________________
____________________
____________________
Weapons
Perſonal Gear
NAME ___________________________________
DESC___________________________________
________________________________________
NAME ___________________________________
DESC___________________________________
________________________________________
NAME ___________________________________
DESC___________________________________
________________________________________
NAME ___________________________________
DESC___________________________________
________________________________________
NAME ___________________________________
DESC___________________________________
________________________________________
NAME ___________________________________
DESC___________________________________
________________________________________
Special
bilities & dd. Talents
Encum. On you?
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
Encumbrance
Strain
Current
Maximum
Mutations
Corruption
Money
Gold Crowns
Silver Shillings
Braſs Pennies
Exp.
Total exp.
Available exp.
© Barbara Szymańska 2022. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Chapter 2
New Talents
In this chapter, we present new talents that should be used in addition to selected Genesys
Core Rulebook, Expanded Player's Guide and Realms of Terrinoth talents (see Table 2-3:
Genesys Talents for The Old World Setting). These talents can also be used in other dark fantasy
settings.
Tier 1
A Brave Face
Tier: 1
Activation: Passive
Ranked: No
Allied characters within medium range of your
character add j to the checks to recover strain
at the end of an encounter (see page 117 of the
Genesys Core Rulebook).
Black Market Contacts
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Once per session, when attempting to purchase
an item that is not available legally, your
character may use this talent to reduce its rarity
by one per rank of Black Market Contacts.
character may make a Simple (-) Riding check,
instead of Discipline or Cool, to recover strain
at the end of an encounter (see page 117 of
Genesys Core Rulebook).
College Wizard
Tier: 1
Activation: Passive
Ranked: No
Your character reduces any Miscast result they
cause by 10, to a minimum of 01.
Cool Face
Tier: 1
Activation: Passive
Ranked: No
When another character tries to discern your
character's Motivations, they add automatic
hh to the check.
Buns of Steel
Tier: 1
Activation: Active (Incidental)
Ranked: No
While mounted on a beast or vehicle, your
70 The Old World: Grim and Perilous
Craft Specialization
Tier: 1
Activation: Passive
Ranked: Yes
For each rank of this talent, select a specific
area of craftsmanship for your character.
When your character makes a Crafts check
which pertains to that area of craftsmanship,
reduce the difficulty of the check once.
If the check is to craft an item (see Realms
of Terrinoth, page 112), additionally decrease
the time needed by half (rounded up).
When your character makes a Crafts check
which DOES NOT pertain to that area of
craftsmanship, add jj to the check instead.
Table 2-1: Example Crafts
Craft
Art making
Cloth making
Masonry
Metalworking
Shipbuilding
Woodworking
Description
Sculpting, painting etc.
Making clothes, hats and shoes.
Construction of stone buildings.
Smithing and metal casting.
Building and repairing ships.
Wood carving, carpentry etc.
Dark Street
Tier: 1
Activation: Passive
Ranked: Yes
After your character makes a Perception, Vigilance,
Streetwise, or Knowledge check to
notice, identify, or avoid a threat in sewers,
underground city tunnels, or other similar
locations, your character cancels a number of
uncanceled h no greater than your character's
ranks in Dark Street.
Expert Knowledge
Tier: 1
Activation: Passive
Ranked: Yes
For each rank of this talent, select a specific
area of expertise for your character.
When your character makes a Knowledge (Academic)
or a Knowledge (Chaos) check which
pertains to that area of knowledge, reduce the
difficulty of the check once.
Table 2-2: Example Areas of
Knowledge
Area
Astronomy
Botany
Chaos
Heraldry
Magic
Metallurgy
Theology
Zoology
Field of Study
Celestial objects and phenomena.
Floral and fungal life.
Chaos domain and creatures.
Armorial bearings and noble
ceremonies.
Winds of magic, magic items etc.
Production of metal and alloys.
Deities and religious beliefs.
Animals and their behavior.
Hamstring Shot
Tier: 1
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use
this talent to perform a ranged combat check
against one non-vehicle target within range
of the weapon used. If the check is successful,
halve the damage inflicted by the attack (before
reducing damage by the target’s soak).
The target is immobilized until the end of its
next turn.
Note: Balance change for the original Hamstring Shot talent.
Hedge Magic
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Magic (Arcana) check to cast
a spell with the difficulty of Average (kk) or
lower, your character may use Cunning instead
of Intellect. If the spell is an Attack spell,
your character may use Cunning to determine
the base damage of the spell.
Intuitive Casting
Tier: 1
Activation: Passive
Ranked: Yes
Your character adds sh for each rank of Intuitive
Casting to the magic checks they make
in the first round of an encounter.
The Old World: Grim and Perilous 71
Jackspeak
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character makes a social skill check
in a company of sailors, rivermen or similar
individuals (as determined by your GM), they
may suffer a number of strain to use this talent
to add an equal number of a to the check. The
number may not exceed your character's ranks
in Jackspeak.
Manann's Blessing
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in nautical environment, your character
may make a Simple (-) Sailing check, instead
of Discipline or Cool, to recover strain at the
end of an encounter (see page 117 of Genesys
Core Rulebook).
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in an ongoing hostile or actively dangerous
scene or environment, where your character
has received at least 1 wound in the previous
encounter, your character may make a Simple
(-) Resilience check, instead of Discipline or
Cool, to recover strain at the end of an encounter
(see page 117 of Genesys Core Rulebook).
Note: Originally from The Forge, episode 6.
Pure
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Pure increases your character's
corruption threshold by one.
Nimble Steersman
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Sailing check to operate a boat
or a barge, your character may use Agility instead
of Intelligence.
Perfect Liar
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
After your character makes a Deception check,
they may suffer 1 strain to use this talent to cancel
h equal to your character’s ranks in Perfect Liar.
Power Through
72 The Old World: Grim and Perilous
Rule of Aqshy
Tier: 1
Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
they always add the Fire effect to the spell
without increasing the difficulty.
Purchasing this talent also have a narrative
effect as it subtly changes appearance of your
character. Red strands appear among the character's
hair, and their face blushes slightly.
Rule of Azyr
Tier: 1
Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
they always add the Lightning effect to the
spell without increasing the difficulty.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your
character. Blue flecks appear in their eyes and
some hair may go gray as the wind of Azyr
flows through their body.
Rule of Chamon
Tier: 1
Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
they always add the Impact effect to the spell
without increasing the difficulty.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your character.
Their skin becomes slightly yellowish and
shiny and their gaze seems to be more focused.
Rule of Ghur
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character casts an Attack spell, they
may use this talent to add the Close Combat effect
to the spell without increasing the difficulty.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your character.
Their hair grows thick and disheveled and
their nails become long and sharpened.
Rule of Ghyran
Tier: 1
Activation: Active (Incidental)
Ranked: No
Your character adds j to magic checks while in
the rural environment and j while in the urban
environment. Additionally, when your character
casts an Attack spell, they may use this talent
to add the Non-lethal effect to the spell without
increasing the difficulty.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your character.
Their skin becomes bright and healthy, and
the cheeks blush slightly. A fresh scent always
surrounds your character.
Rule of Hysh
Tier: 1
Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
they always add the Holy effect to the spell
without increasing the difficulty. The effect
works against Chaos and Daemon adversaries.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your
character. After performing their first few ritual
castings, they will soon find white streaks
in their hair and their skin will turn pale.
Rule of Shyish
Tier: 1
Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
they always add the Holy effect to the spell without
increasing the difficulty. The effect works
against Undead adversaries.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your character
as they become lean and pale.
The Old World: Grim and Perilous 73
Rule of Ulgu
Tier: 1
Activation: Active (Incidental)
Ranked: No
While resolving the Attack or Curse spell
check, you may spend a to Disorient the target
for a number of rounds equal to your character's
ranks in Knowledge (Chaos).
Street Slang
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character makes a social skill check
in criminal or dubious company (as determined
by your GM), they may suffer a number of
strain to use this talent to add an equal number
of a to the check. The number may not exceed
your character's ranks in Street Slang.
Technical Jargon
Tier: 1
Activation: Active (Incidental)
Ranked: No
Your character may use this talent when making
a Charm check targeting an engineer,
craftsman, or similar individual to count their
ranks of Charm as equal to their ranks in Crafts
or Engineering.
Tier 2
Acrobatics
Tier: 2
Activation: Active (Maneuver)
Ranked: No
When your character is moving in a way that
would normally require Athletics or Coordination
check (e.g. climbing, swinging a rope
etc.), they may suffer 2 strain to perform this
check as a maneuver instead of an action.
Altered Deal
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per session, when allied character within
short range of your character fails a Negotiation
check, your character may use this talent to retry
the check using Coercion instead of Negotiation.
Torment
Tier: 1
Activation: Passive
Ranked: No
If their target is disoriented, staggered, or
prone, your character adds j to social skill
checks they make.
Well Organized
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
74 The Old World: Grim and Perilous
Animal Expertise
Tier: 2
Activation: Passive
Ranked: Yes
Your character adds j per rank of Animal
Expertise to all checks when interacting with
a beast or animal (including combat checks).
Additionally, when inflicting a Critical Injury
to a beast (including Beastmen and Skaven) or
an animal, your character increases the result
by 10 per rank of Animal Expertise.
Bad Cop
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Your character may spend aa from a Coercion
or Deception check to use this talent
to upgrade the ability of a single ally’s subsequent
social skill check a number of times
equal to your character's ranks in Bad Cop.
The check must target the same character
as your character’s initial check, and it must
take place during the same encounter.
Breakthrough
Tier: 2
Activation: Active (Maneuver)
Ranked: Yes
Once per round, while wielding a Melee
(Heavy) weapon, your character may suffer
a number of strain no greater than their ranks
in Breakthrough to use this talent. Choose one
enemy engaged with your character; until the
end of your character's next turn, decrease the
defense of the target a number of times equal
to the strain suffered.
Burly
Tier: 2
Activation: Passive
Ranked: No
Your character decreases Cumbersome quality
rating of a weapon they wield by 1.
Chaos Bane
Tier: 2
Activation: Passive
Ranked: No
Your character counts the Critical rating of their
weapon as one lower to a minimum of 1 when
making an attack targeting a Chaos adversary.
Combat Training
Tier: 2
Activation: Passive
Ranked: No
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
Daring Sailor
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Sailing check,
they may add a number of h to the results to
use this talent to add an equal number of s.
The number may not exceed your character’s
ranks in Daring Sailor.
Deep Pockets
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, your character may use
this talent to produce a small but narratively
useful item from their pockets, backpack, or
similar receptacle (it turns out the item had
been there the whole time). Your GM has final
say as to what items can be produced with
Deep Pockets, but generally the item should
cost less than 5 Silver Shillings and have an
encumbrance of 0 or 1.
Note: Inspired by a similar SotB talent.
The Old World: Grim and Perilous 75
Distraction
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make
an Average (kk) Coordination or Deception
check. For each s the check generates, one
adversary of your choice within short range becomes
disoriented. Your character may spend
a from the check to inflict 1 strain on an affected
adversary and may spend t from the check
to stagger a minion or rival within short range.
Encouraging Song
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make
an Average (kk) Charm check. For each s
the check generates, one ally within medium
range adds j to their next skill check. For each
a, one ally benefiting from Encouraging Song
heals 1 strain.
Fast Healer
Tier: 2
Activation: Passive
Ranked: No
When your character heals wounds via natural
rest, they heal two additional wounds.
Inspiring Cry
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter, your character may use
this talent to allow allies within medium range
to reroll any number of j when they make
a check until the end of the following round.
The number of allies affected may not exceed
your character's ranks in Leadership.
Note: Inspired by a similar SotC talent.
Intimidating
Tier: 2
Activation: Passive
Ranked: Yes
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks
in Intimidating.
Keen Observer
Tier: 2
Activation: Passive
Ranked: No
Your character adds jj to checks to discern
another character's Motivations.
Know The Enemy
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character may make a Knowledge (Chaos)
check instead of Cool or Vigilance, to determine
Initiative order when facing Chaos creatures.
Paragon
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, your character may use
this talent before making a Fear check. If the
check is successful, all allied characters present
in the encounter decrease the difficulty
of Fear checks by one until the end of the encounter.
If the check fails, they increase the
difficulty by one instead.
Patch Up
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character fails a check to heal
wounds, they may instead heal a number of
wounds equal to their Intellect. Once before
76 The Old World: Grim and Perilous
the end of the session, d may be spent from
a check the healed character makes to have
them suffer a number of wounds equal to
your character’s Intellect. Your character may
only use this talent on a particular target once
per game session.
Physician
Tier: 2
Activation: Passive
Ranked: Yes
When your character makes a Medicine check to
help another character heal wounds, the target
additionally heals 1 strain per rank of Physician.
Prepared Spell
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character
gains a rank in this
talent, decide on a
spell consisting of
a particular magic
action and a
specific set of
one or more effects. Once per encounter, your
character may reduce the difficulty of the check
to cast that spell by one.
Probing Question
Tier: 2
Activation: Passive
Ranked: No
If your character knows an opponent’s Flaw or
Fear Motivation, when your character inflicts
strain on that opponent using a social skill, the
opponent suffers 3 additional strain.
Quick Fix
Tier: 2
Activation: Active (Maneuver)
Ranked: No
You may spend a Story Point to allow your
character to use this talent to temporarily
repair one damaged item they are engaged
with. For a number of rounds equal to your
character’s ranks in Crafts, the item may
be used without penalty (see page 89 of the
Genesys Core Rulebook), even if it is unusable.
When the effect ends, the item is damaged
one additional step; if it was already
suffering from major damage, it is destroyed
and cannot be repaired.
Ranger
Tier: 2
Activation: Passive
Ranked: No
Discipline and Firearms are now career skills
for your character.
Regular Maintenance
Tier: 2
Activation: Passive
Ranked: No
The vehicle your character is on increases its
strain threshold by your character's ranks in
Crafts. If the vehicle's silhouette is 3 or more,
it increases its strain threshold two times your
character's ranks in Crafts.
The Old World: Grim and Perilous 77
Sea Legs
Tier: 2
Activation: Passive
Ranked: yes
When your character makes a Brawn or Agility
based check while on a boat or ship, they add j
to the check for each rank of Sea Legs.
Shield Bash
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character may use this talent to spend t
from a check they make to determine Initiative
to make a Melee (Light) combat check with
a shield against a valid target before the first
round of combat begins. If this combat check
is successful, your character may activate the
Knockdown item quality without spending a.
Silver Tongued
Tier: 2
Activation: Active (Incidental)
Ranked: No
When resolving a social skill check, you may
spend one Story Point to use this talent to replace
uncanceled aa with s.
Sixth Sense
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character may make a Vigilance or Discipline
check instead of Cool, to determine Initiative
order.
Slayer
Tier: 2
Activation: Passive
Ranked: No
Your character adds j to melee combat checks
against targets that are silhouette 2 or greater.
Small, But Vicious Dog
Tier: 2
Activation: Passive
Ranked: No
Your character creates a bond with a single
mid-sized dog with a bad temper. The bond
persists as long as your character chooses, although
at your GM's discretion, the bond may
also be broken due to abusive treatment or
other extenuating circumstances.
As long as the bond persists, the dog follows
your character, and you dictate the dog's overall
behavior (although, since the dog is only
bonded with the character, not dominated, it
may still perform inconvenient actions such
as scratching furniture, consuming rations,
and marking territory). Once per round in
structured encounters, your character may
spend one maneuver to direct their dog in
performing one action and one maneuver
during your character’s turn. The dog must be
within hearing and visual range of your character
(generally medium range) to do this.
Otherwise, the dog does not contribute to the
encounter. The specifics of its behavior are up
to you and your GM.
While benefiting from this talent, you may also
benefit from all talents that hold the Animal
Companion talent as a prerequisite. However,
you cannot increase the allowed silhouette
of the dog by increasing ranks in the Animal
Companion talent.
Special Use Permit
Tier: 2
Activation: Passive
Ranked: No
Your character does not treat any item as restricted
(R).
This also means your character can carry a Firearms
and Ranged weapons (including explosives)
or transport Gunnery weapons that normally
would be restricted in public without being
arrested. However, they can still be arrested for
using such a weapon in an unlawful manner.
Note: Inspired by a similar SotB talent.
78 The Old World: Grim and Perilous
Steady Hand
Tier: 2
Activation: Active (Incidental)
Ranked: No
Before your character makes a ranged combat
check, you may spend one Story Point to use
this talent to add a equal to your character’s
ranks in Discipline to the results.
Sucker Punch
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character may use this talent to spend
t from a check they make to determine Initiative
to make a Brawl combat check against
a valid target before the first round of combat
begins. If this combat check is successful,
your character may activate the Disorient item
quality without spending a.
Surgical Strike
Tier: 2
Activation: Active (Incidental)
Ranked: No
Before your character makes a Brawl or Melee
(Light) check, you may spend a Story Point to
use this talent to grant your attack the Vicious
item quality equal to your character's ranks in
Medicine.
Note: Originally from The Forge, episode 11.
Vanguard
Tier: 2
Activation: Passive
Ranked: No
If your character is mounted at the beginning
of a combat encounter, they add ss to the
check to determine Initiative order.
Work the Crowd
Tier: 2
Activation: Passive
Ranked: No
Your character decreases the difficulty of social
skill checks by one when influencing groups
(see Genesys Core Rulebook, page 120).
Tier 3
Audacious
Tier: 3
Activation: Passive
Ranked: No
When your character generates d on a social
check, roll l and add the results to the check,
in additional to the d being spent as normal.
Applied Research
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Your character may use this talent before making
a check to use any knowledge skill and Intellect
instead of the skill and characteristic
the check would normally require. Your character
may use this talent a number of times
per session equal to their ranks in Applied
Research. When your character uses this talent,
you should explain how their mastery of
Knowledge lets them accomplish this task. In
addition, your GM may rule that a particular
knowledge skill makes the most sense in a given
situation, and require your character to use
that specific knowledge skill.
Note: Originally from the SotB rulebook.
The Old World: Grim and Perilous 79
Artillerist
Tier: 3
Activation: Passive
Ranked: No
Gunnery is now a career skill for your character.
A number of allied characters within medium
range may use your character's ranks in Gunnery
instead of theirs when making Gunnery
checks. The number cannot exceed your character's
Presence rating.
Awakening of the
Forest
Tier: 3
Activation: Active (Action)
Ranked: No
Once per encounter, your character may suffer
2 strain to use this talent to make a Hard (kkk)
Arcana check targeting a tree within short
range. If the check is successful, the tree awakens
(use the characteristic of Aymhelin Scion,
Realms of Terrinoth p. 178) and obeys your
character's commands until the end of the encounter
or until dispelled. Your character may
spend a maneuver to direct the tree, allowing
them to determine its action and maneuver.
tracks or a trail of information), you may use this
talent to add a number of s equal to your character’s
ranks in Streetwise or Survival, as appropriate
for the environment, to the check results.
Note: Originally from the SotC rulebook.
Born in the Saddle
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per encounter, your character may use
this talent to add s equal to their ranks in
Riding to a single check (using any skill) they
make while mounted on beast or vehicle.
Bad Press
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may make
a Hard (kkk) Knowledge (Academic) check
targeting an easily distinguishable group of
characters (for example members of a particular
guild or servants of a nobleman). If the check is
successful, during the next social encounter, decrease
strain threshold of all members of the targeted
group by your character's Presence rating.
Bloodhound
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes a check to follow
another character’s trail (whether their physical
80 The Old World: Grim and Perilous
College Wizard
(Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the College
Wizard talent to benefit from this talent.
Your character reduces any Miscast result they
cause by 30 instead of 10, to a minimum of 01.
Combined Attack
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round, when your character makes
a melee combat check, they may suffer 3 strain
to use this talent. Upgrade the difficulty of
the check once. While resolving the check, the
weapon gains the Linked item quality with
the rating equal to your character's ranks in
Coordination.
Demolitionist
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an
Engineering check to attempt to destroy some
sort of cover present in the current encounter
at the expense of a bomb. The difficulty of
the check is Easy (k) plus k for each point of
defense the cover provides, to a maximum of
Formidable (kkkkk). Additional bombs can
be used to add j per bomb used, to a maximum
of jj. If the check is successful, for
each s one enemy benefiting from the cover
loses the benefit until the end of the encounter.
Additionally, aa can be spent to hit one
enemy in the cover. The hit deals the bomb's
base damage, plus any damage from applicable
talents or abilities.
Diplomatic Immunity
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character is accused of committing
a crime (except for the most serious
ones like murder, worshiping Chaos etc.) you
may spend one Story Point to use this talent.
Your character avoids any possible fines or
jail-time and is released immediately, even
if they were caught red-handed. However, if
your character is, in fact, guilty, your GM may
rule that this talent might only be activated
by them suffering one corruption instead of
spending a Story Point.
Elusive
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When another character makes a check to follow
your character’s trail (whether physical tracks or
a trail of information), your character may use
this talent to add a number of f equal to their
ranks in Streetwise or Survival, as appropriate
to the environment, to the check results.
Note: Originally from the SotC rulebook.
Feint
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per encounter, add a number of h equal
to your character's ranks in Coordination to the
results of the next melee combat check targeting
your character this round.
Guard Dog
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased Small, But Vicious
Dog talent to benefit from this talent.
Once per round, your character may use this
talent to guide their dog to perform the Guard
Dog maneuver. Until the end of your character's
The Old World: Grim and Perilous 81
next turn, target character within dog's short
range increases their melee defense by one.
Harass
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Small, But
Vicious Dog or Animal Companion talent to benefit
from this talent.
Whenever the character's animal companion
makes a successful combat check against
a target, it may forgo inflicting damage to upgrade
the difficulty of the target's next check
once instead.
Headshot
Tier: 3
Activation: Passive
Ranked: Yes
Your character adds damage equal to one plus
their ranks in Headshot to combat checks aiming
at the head of the target.
Healer
Tier: 3
Activation: Passive
Ranked: No
When your character uses a healing potion or a
herbal medicine, the target heals two additional
wounds. The sixth healing potion and beyond
each day still has no effect.
Herbalism
Tier: 3
Activation: Active (Action)
Ranked: No
While in a rural environment, your character
may use this talent to make an Average (kk)
Survival check to attempt to heal themselves
or any engaged character. If successful, for
each uncanceled s target character heals one
wound. If target's current wounds exceeded
their wound threshold, heal one wound per
uncanceled ss instead.
Heroic Resilience
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, when your character suffers
wounds, you may spend one Story Point to use
this talent to reduce wounds suffered by a number
equal to your character's ranks in Resilience.
Improvised Defenses
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to make
a Hard (kkk) Engineering check to attempt
to create temporary cover. If the check is successful,
the cover provides ranged defense of
1 and can cover one character for each uncanceled
s. t can be spend to increase defense
provided to 2.
Investigator
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may use this
talent to make a Hard (kkk) Perception check
while present at a crime scene. If they succeed,
for each s they identify one prominent physical
characteristics of one person who was at
the crime scene when the crime was committed
(as long as the crime was committed in the
past 24 hours). This could include a person’s
height, weight, body type, clothing, and if they
are human or not.
Know the Ropes
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, before one of your character's
allies makes a check, you may spend one
Story Point to use this talent. Your character
adds a number of s equal to their ranks in
Sailing to the results of the check. When your
character uses this talent, you should explain
82 The Old World: Grim and Perilous
how their mastery of Sailing helped the other
character accomplish their task.
Master of Shadows
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character successfully hides from
someone by performing a Stealth check, they
may use this talent to automatically hide one
additional character in engaged range for
each s except the first. The number of additional
characters hidden cannot exceed your
character's ranks in Stealth.
Precise Aim
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When your character performs an Aim maneuver,
they may suffer 2 strain to use this talent.
For their next combat check, your character
decreases the target’s defense by a number
equal to their ranks in Precise Aim.
Repairman
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Quick Fix
talent to benefit from this talent.
When your character uses the Quick Fix talent,
they may choose to remove a jam or malfunction
instead of temporarily repairing the item.
The item is still damaged by one step after
a number of rounds equal to your character's
ranks in Crafts.
Rule of Aqshy
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of
Aqshy talent to benefit from this talent.
Your character is immune to fire, but adds j to
Charm and Negotiation checks. Additionally,
once per encounter, you may spend one Story
Point to make your character draw a sword
made of pure Aqshy as an incidental. The sword
is a magic weapon that lasts until the end of the
encounter and has the following profile: Melee
(Light); Critical 3; Damage +2; Range[Engaged];
Burn 1, and a Pierce quality with a rating equal
to your character's ranks in Knowledge (Chaos).
Only your character can wield the weapon.
Purchasing this talent further changes your
character's appearance, as their hair is becoming
redder and redder and sparkles of passion
appear in their eyes.
The Old World: Grim and Perilous 83
Rule of Azyr
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of
Azyr talent to benefit from this talent.
Your character cannot be disoriented and
gains j to all Negotiation checks. Additionally,
once per encounter, your character may
spend a Story Point to fly using the hovering
guidelines in the Flying sidebar on page 100
of the Genesys Core Rulebook. This effect remains
until the end of the encounter.
Purchasing this talent further changes your
character's appearance, as their eyes become
blue with a faraway look and subtle chill wind
moves their clothes.
Rule of Chamon
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of
Chamon talent to benefit from this talent.
Increase your character's soak value by one, but
upgrade the difficulty of Athletics, Coordination
and Vigilance checks once. Additionally, once
per encounter, after your character successfully
casts an Augment, Barrier or Conjure spell, you
may spend one Story Point to maintain the effects
of the spell until the end of the encounter.
Purchasing this talent further changes your
character's appearance, as their movements
become slower and their joints stiffen.
Rule of Ghur
(Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Rule of Ghur
talent to benefit from this talent.
Your character increases their melee defense
by one, but upgrades the difficulty of
Charm and Negotiation checks once. Additionally,
when your character casts a Conjure
spell, they always add the Summon Ally effect
without increasing the difficulty, and they
must always summon a living animal. The animal
remains for the duration of the encounter
without need for your character to use a concentrate
maneuver to maintain the spell.
Purchasing this talent further changes your
character's appearance, as they appear more
bestial and speak with harsh voice.
Rule of Ghyran
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Ghyran
talent to benefit from this talent.
Your character increases their wounds threshold
by two.
Additionally, when your character heals
wounds via natural rest, you may spend a Story
Point to use this talent. Your character and
their allies within short range heal a number
of wounds equal to your character's ranks in
Magic (Arcana) instead of wounds they would
heal normally.
Rule of Shyish
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Shyish
talent to benefit from this talent.
Your character adds j to Charm checks and j
to Coercion checks.
Additionally, after your character successfully
casts an Attack or Curse spell, you may spend
one Story Point to use this talent. All characters
targeted by the spell must make a Hard
(kkk) Fear check as an out of turn Incidental.
84 The Old World: Grim and Perilous
Purchasing this talent further changes your
character's appearance when their skin turns
cold and sallow and their eyes look cloudy. The
aura of death surrounds your character.
Rule of Ulgu
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Ulgu
talent to benefit from this talent.
Your character adds j to Stealth checks, but
adds j to Leadership checks.
Additionally, after your character successfully
casts a Mask spell, you may spend one Story
Point to use this talent to make the illusion last
until the end of the encounter without need for
your character to use a concentrate maneuver
to maintain the spell.
Purchasing this talent also has a narrative effect
as your character is surprisingly quickly
forgotten by other people.
Share Pain
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Small, But
Vicious Dog or Animal Companion talent to benefit
from this talent.
When your character's animal companion suffers
wounds, your character may use this talent
to reduce the wounds by half (rounded up), then
your character suffers those wounds instead.
Slayer (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Slayer
talent to benefit from this talent.
Your character adds j to melee combat checks
against targets that are silhouette 3 or greater.
Snare
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may spend
a maneuver to use this talent to set a trap. Once
before the end of the encounter, you may spend
a Story Point to force one character in the encounter
to make an opposed Vigilance vs your
character's Survival or Streetwise check as an
out of turn incidental. If they fail, they are staggered
until the end of their next turn, plus one
additional turn per hh.
Snuggery
Tier: 3
Activation: Passive
Ranked: No
Your character gains a hidden storage somewhere
in the nearest city or a hidden compartment
on the vehicle they are currently
traveling by (player's choice). They may store
items with a total encumbrance equal to their
ranks in Streetwise for hidden compartment
The Old World: Grim and Perilous 85
and five times their ranks in Streetwise for
hidden storage. Once per in-game week, it
may be moved to another location.
Stromfels' Wrath
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn,
your character may suffer 3 strain to use this
talent to add damage equal to their ranks in
Sailing to one hit of a successful melee attack.
The Hammer of Witches
Tier: 3
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use
this talent to make a Hard (kkk) Divine check.
For each s the check generates, all characters
(including allies) add j to magic checks targeting
your character. For every aa, your
character adds j to combat checks targeting
spellcasting characters. Those effects last until
the end of an encounter.
Warning Bark
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Small, But
Vicious Dog to benefit from this talent.
Your character may make Perception and
Vigilance checks using dog's ranks in those
skills, as long as the dog is within hearing and
visual range of your character (generally medium
range).
Wild Improvisation
check would normally require. However, they
upgrade the difficulty of the check once. Your
character may use this talent a number of
times per session equal to their ranks in Wild
Improvisation. When your character uses this
talent, you should explain how their improvisation
skills let them accomplish this task.
Tier 4
Always Prepared
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per encounter, you may spend a Story
Point to use this talent. Until the end of the
current round, all allied characters improve
the ability of their checks once.
Armor Master
Tier: 4
Activation: Passive
Ranked: No
When your character wears armor with an Encumbrance
value of 4 or higher, they reduce its
Encumbrance by 1 and increase Defense by 1.
Backstab (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Backstab
talent to benefit from this talent.
When your character uses the Backstab talent,
in addition to the standard effect of the
talent, they may suffer 2 strain to count the
Critical rating of their weapon as one lower
to a minimum of 1.
Biggest Fan
Tier: 3
Activation: Active (Incidental)
Tier: 4
Ranked: No
Activation: Active (Incidental)
Your character may use this talent before Ranked: No
making a check to use any skill and characteristic
Once per session, when your character is in
instead of the skill and characteristic the a crowded thoroughfare or busy street, they
86 The Old World: Grim and Perilous
may spend a Story Point and select a single
bystander within medium range. That character
is familiar with your character's work
and considers themselves their biggest fan.
Until the end of the encounter or scene, treat
that character as a loyal ally. You may direct
them to answer questions, perform tasks, and
aid your character within their means at the
GM's discretion. However, if your character
acts against their fan's interests, your GM
may decide that the fan immediately suffers 4
strain and attacks or otherwise tries to harm
your character.
Backstab Talent
and Unaware targets
The Backstab talent, introduced in the Realms of
Terrinoth rulebook, is a powerful tool that greatly
captures the common theme of a sneaky rogue, so
its not a surprise that its included in specialization
trees available for the Rogue career. A portion of
the talent's description states it can be used against
unaware targets. But when is the target actually unaware?
Obviously, allowing the talent to be used every
single turn will quickly break the game so here
are some sugestions for when you can backstab:
• Against an ambushed adversary that have not yet
taken their turn in the current encounter.
• Your character made a successful Stealth check to
hide from an adversary they want to backstab.
• Allied character spends aaa or t from a check
to allow your character backstab an adversary in
your character's round.
• A Story Point was spent to rule that one of the adversaries
in the current encounter is unaware of
your character's location.
While those are only suggestions, we strongly recommend
to apply them for both PCs and adversaries.
Blood Magic
Tier: 4
Activation: Active (Incidental)
Ranked: No
When your character casts a spell, they may
suffer 2 wounds to use this talent to trigger
up to three different qualities or spell effects.
These qualities or spell effects must be ones
that can be triggered by spending a or t.
Cavalier (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Cavalier talent
to benefit from this talent.
While riding a mount, your character and the
mount increase their defense by 1. In addition,
a Riding check is no longer required to maintain
control of an untrained mount in combat
or a similarly stressful situation.
The Old World: Grim and Perilous 87
Cavalier (Supreme)
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Cavalier talent
to benefit from this talent.
Your character may choose to suffer 1 strain to
use the Cavalier talent as an incidental, instead
of as a maneuver.
Coordination Dodge
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When your character is targeted by a combat
check, you may spend one Story Point to use
this talent to add a number of f equal to your
character's ranks in Coordination to the results.
Connected
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session, your character may use this
talent to choose one NPC of the Commoner or
Middle Class social status and reveal that they
owe your character a big favor. Your character
may use a Negotiation check to determine the
outcome of the favor (instead of Leadership).
Crushing Charge
Tier: 4
Activation: Active (Action)
Ranked: No
While mounted, after your character engages
a target, they may suffer 3 strain to use this talent
to make a Melee (Light), or Melee (Heavy)
combat check. When resolving the check, the
weapon gains the Knockdown and Sunder
item qualities and increases the Pierce and Vicious
item qualities by a number equal to your
character's ranks in Riding.
Diplomatic Immunity
(Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Diplomatic
Immunity talent to benefit from this talent.
When your character uses the Diplomatic Immunity
talent, they may choose to expand its
effect to all allies with a social status of Middle
Class or Elite who are accused of committing
the same crime.
Dramatic Entrance
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per session, your character may spend
a Story Point to use this talent to enter a scene
or encounter they are not currently participating
in at an opportune time, even if their arrival
is only slightly likely. If the scene is a combat encounter
or otherwise uses Initiative order, your
character adds a new PC Initiative slot at the
top of the Initiative order. In addition, they add
j to the first check they make in the encounter.
Dramatic Escape
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Dramatic
Entrance talent to benefit from this talent.
Your character may use the Dramatic Entrance
talent to immediately escape from the current
encounter instead of entering it. If your character
is targeted by a check, they may escape after
the dice pool is assembled, but before is rolled.
Imperious Tone
Tier: 4
Activation: Active (Incidental)
Ranked: No
When your character makes a Charm or Coercion
check targeting a character of a lower
social status than they are, they may suffer 2
strain to use this talent. Count your charac-
88 The Old World: Grim and Perilous
ter's ranks of Charm or Coercion as equal to
their ranks in Leadership.
Infiltration
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Recon talent
to benefit from this talent.
After a successful check to use the Recon talent,
you may spend a Story Point to use this
talent. Until the end of the game session, your
character is considered "native" to the area
- other characters treat them as one of their
own. In addition, until the end of the game
session, your character or one of their allies
may add tf to one check made in the area.
It's Only a Flesh
Wound
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an allied character within short range
suffers a Critical Injury (except Death), your
character may attempt a Hard (kkk) Medicine
check. If successful, your character selects
the Critical Injury with severity rating
lowered by 1, in lieu of the rolled result.
Mad Inventor
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this
talent to make an Engineering check to attempt
to cobble together the functional equivalent of
any item using spare parts or salvage. The difficulty
of the check is based on the item’s rarity;
see Table I.4–1: Mad Inventor Item Rarity, page
80 of the Genesys Core Rulebook. Your GM will
modify the check based on the circumstances
and might decide that some items simply can’t
be created with what’s available (if you are being
held in a prison cell, for instance). Your GM
may spend d on the check to indicate the item
ends up being dangerous to the user and anyone
around them in some way.
Offensive Driving
Tier: 4
Activation: Active (Action)
Ranked: No
While driving a vehicle or sailing, your character
may use this talent to select one other vehicle
within medium range and make an opposed
Riding versus Riding or Sailing versus Sailing
check (depending on whether your character
and their opponent are using Riding or Sailing
to control their vehicle) targeting the other
vehicle’s driver or steersman. If successful, roll
twice on the Table III.2- 19 Critical Hit Result,
on page 230 of the Genesys Core Rulebook.
Choose one Critical Hit result to apply to your
character’s vehicle, and the other to apply to the
The Old World: Grim and Perilous 89
other vehicle. You may spend t to add +20 to
one Critical Hit result. Your GM may spend d
to add +20 to both Critical Hit results.
Prey on the Weak
Tier: 4
Activation: Passive
Ranked: No
Your character adds two damage to the results
of successful melee combat checks targeting
disoriented or prone targets.
Prime Positions
Tier: 4
Activation: Passive
Ranked: No
When your character or their allies within
short range benefit from cover, add a number
of j equal to the defense provided by the cover
to their ranged combat checks.
Recon
Tier: 4
Activation: Active (Action)
Ranked: No
To use this talent, your character must spend
some time (determined by the GM) observing
a selected, easy to distinguish area. After that
time, your character may make a Survival or
Streetwise check, as appropriate to the environment.
The base difficulty of the check is
Hard (kkk), however it should be increased if
the area is large, secured in any way or full of
hostile inhabitants.
If the check is successful, until the end of the
game session, your character or one of their
allies may add a number of s equal to your
character's rank in the skill used to one check
made in the area. For each t this ability may
be used one additional time.
Rule of Hysh
(Improved)
Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have purchased the Rule of
Hysh talent to benefit from this talent.
Your character and their allies within short range
upgrade the ability of Fear checks once. Once per
round, your character may suffer 2 strain to make
an opposed Magic (Arcana) versus Discipline
check targeting Chaos or Daemon adversary
within medium range. If the check is successful,
the target is staggered (even if the target is immune
to stagger normally), until the end of its
next round plus one round for every uncanceled
ss beyond the first.
Purchasing this talent further changes your
character's appearance, as their hair turns
completely white and their eyes seem to glow
with eerie light.
Rule of Ulgu
(Supreme)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Rule of
Ulgu (Improved) talent to benefit from this talent.
Your character may add the Invisibility effect
to Mask spells, following the normal rules of
the effect.
Purchasing this talent further changes your character's
appearance, as they are always accompanied
by long, barely visible shadows.
Scapegoat
Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have purchased the Diplomatic
Immunity talent to benefit from this talent.
When your character uses the Diplomatic
Immunity talent, in addition to the standard
effect, they may make a Daunting (kkkk)
90 The Old World: Grim and Perilous
Sneaky Bastard
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per encounter, when your character
makes a Negotiation check, they may use this
talent to add a number of a equal to their ranks
in Deception to the result.
Strike to Stun
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Backstab or
the Sucker Punch talent to benefit from this talent.
When your character uses either the Backstab or
the Sucker Punch talent, in addition to the standard
effect of the talent, they may suffer 3 strain
to use this talent. While resolving the check,
their attack gains the Concussive 1 quality.
Charm check. If the check is successful, they
may point any character from Outcast or Commoner
social group who will then be incriminated
and prosecuted for the crime.
Slayer (Supreme)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Slayer (Improved)
talent to benefit from this talent.
Your character adds j to melee combat checks
against Daemon adversaries. This effect stacks
with the Slayer and Slayer (Improved) talents.
Sword Master
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per encounter, after rolling a melee attack
but before resolving the check, you may spend
a Story Point to use this talent. While resolving
the check, the weapon gains the Stun Damage
item quality and the Stun item quality equal to
your character's ranks in Discipline.
The Golden Touch
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When your character suffers a hit from a melee
combat check, after the attack is resolved,
you may spend d or hh from the attacker’s
check to stagger the attacker until the end of
their next round.
The Old World: Grim and Perilous 91
Tough Negotiator
Tier: 4
Activation: Passive
Ranked: No
When your character inflicts a critical remark
(See page 123 of the Genesys Core Rulebook)
in a Negotiation check, they inflict additional
strain to the target equal to your character's
ranks in Negotiation.
Urban Combatant
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When your character is targeted by a combat
check while in an urban environment, you may
spend one Story Point to use this talent before the
dice pool is rolled. If you do so, your character's
opponent removes all j added to the check, and
instead adds an equal number of f to the results.
Tier 5
Awakening of the
Forest (Improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Awakening
of the Forest talent to benefit from this talent.
When using Awakening of the Forest, use the
Forest Guardian characteristic (Realms of
Terrinoth, page 179) for the awakened tree, instead
of Aemhelin Scion.
Quick Witted
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, after another character
makes a social skill check, your character may use
this talent to make an Average (kk) Vigilance
check. If successful, you may add a number of s
or f (your choice) equal to your character’s ranks
in Charm to the other character’s check. If your
character fails, your character suffers 3 strain.
Weak Spot
Tier: 4
Activation: Active (Incidental)
Ranked: No
Before your character makes a ranged combat
check, you may spend a Story Point to use this
talent. While resolving the check, the weapon
gains the Vicious item quality equal to your
character's ranks in Firearms or Ranged skill.
92 The Old World: Grim and Perilous
Baleful Gaze
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round, when your character is targeted
by a combat check from within medium
range, they may spend a Story Point to upgrade
the difficulty of the check a number of
times equal to their ranks in Coercion.
College Wizard
(Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the College Wizard
(Improved) talent to benefit from this talent.
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if it were rolled “01”.
Combat Fury
Tier: 5
Activation: Passive
Ranked: No
Each time an adversary or a minion group is
defeated within short range of your character,
your character heals 2 strain.
Concussive Strike
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per round, before performing a Melee
(Light) or Melee (Heavy) check, your character
may suffer two strain to use this talent. Increase
the difficulty of the check by one; while
resolving the check the weapon gains the Concussive
1 quality.
Coordinated Assault
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Coordinated
Assault talent to benefit from this talent..
When your character uses the Coordinated
Assault talent, in addition to the standard effect
of the talent, your character may suffer 4
strain to use this talent. Allies affected by Coordinated
Assault add damage equal to your
character's ranks in Coordinated Assault to all
combat checks they make until the end of your
character’s next turn.
Deadly Premonition
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, when your character makes
a Predict magic action with a Cheat Death additional
effect, they may suffer 1 corruption to use
this talent to expand the effect to one additional
character. The character must be in visual range
when incapacitated or killed and you still need
to spend a Story Point for the effect to trigger.
Encouraging Song
(Improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Encouraging
Song talent to benefit from this talent.
When your character uses the Encouraging Song
talent, you may spend t to decrease the difficulty
of the next check of affected allies by one.
Field Amputation
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, you may spend a Story Point
to use this talent to have your character make
The Old World: Grim and Perilous 93
Heart Attack
When the blood supply to the heart is blocked, it
causes a heart attack. This can happen naturally, but
also due to sudden stress, or through poisons, magical
interventions, etc. In most cases a heart attack is
fatal, however, some qualified physicians have their
own methods to at least try to help the victim, often
reaching for herbal mixtures, potions or special
techniques of exerting pressure on the chest.
Heart attack is considered a Critical Injury with
the severity of Daunting (kkkk) and the following
effect: The target suffocates (see Suffocation,
Genesys Core Rulebook, p. 112) until the Critical
Injury is healed.
a Formidable (kkkkk) Medicine check targeting
an engaged character who has died within
the last round. If the check is successful, the target
character is saved, returning to life at one
wound below double their wound threshold,
but one of their limbs is permanently lost.
Lesser Caress of
Laniph
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, your character may make
an opposed Magic (Arcana) vs Discipline check
targeting one adversary within medium range.
If the check is successful, the target suffers the
Heart Attack Critical Injury and your character
suffers 2 corruption and automatically activates
the Exposed miscast effect. If the check generates
d your character suffers a number of
wounds equal to triple the Willpower rating of
the target. If the check generates dd your character
suffers the Heart Attack Critical Injury.
Man's Best Friend
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Small, But
Vicious Dog talent to benefit from this talent.
Once per session, immediately after suffering
a Critical Injury, your character may suffer one
corruption to use this talent to guide their dog
to perform a Hard (kkk) Coordination check
as an out of turn incidental. If the check is successful,
your character does not suffer the Critical
Injury, but their dog perishes.
Rule of Aqshy
(Supreme)
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Your character must have purchased the Rule of
Aqshy (Improved) talent to benefit from this talent.
Your character may spend a Story Point to perform
an Attack magic action as a maneuver.
However, they cannot perform another magic
action this round.
Purchasing this talent changes your character's
appearance even further, as their hair turns
completely red and seems to turn into pure
flame as they cast their spells. An aura of passion
surrounds your character.
94 The Old World: Grim and Perilous
Rule of Azyr
(Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Rule of
Azyr (Improved) talent to benefit from this talent.
At the beginning of an encounter, your character
may spend a Story Point to perform a Predict
magic action as an out of turn incidental.
Purchasing this talent changes your characters'
appearance even further, as their eyes turn
completely blue and hair silver-gray. Immense
power, but also calmness emanates from your
character.
Rule of Chamon
(Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Rule of
Chamon (Improved) talent to benefit from this talent.
At the beginning of an encounter, your character
may spend a Story Point to perform an Augment
or Barrier magic action as an out of turn
incidental.
Purchasing this talent changes your character's
appearance even further, as their skin turns
golden and their voice sounds metallic.
Rule of Ghur
(Supreme)
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Your character must have purchased the Rule of Ghur
(Improved) talent to benefit from this talent.
Once per encounter, your character may suffer
4 strain to use this talent to transform into
the Embodiment of Ghur until the end of the
encounter or until incapacitated. Your character
cannot use weapons, wear armor or cast
spells in this form, but they increase their size
by one, Brawn rating by one, wounds threshold
by six, soak by three, defense by one and
their unarmed attacks become magic attacks
with the following profile: Brawl; Damage
+4; Critical 3; Range [Engaged]; Knockdown,
Pierce 2, Vicious 2.
Rule of Ghyran
(Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Ghyran
(Improved) talent to benefit from this talent.
Once per session, you may use this talent
to have your character and their allies within
short range heal a number of wounds
and strain equal to your character's ranks in
Knowledge (Chaos). Incapacitated allies may
be revived if their wounds and strain are reduced
below the thresholds.
Sailor's Luck
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, after your character's check
generates d, you may use this talent to cancel
the d and add t to the results.
Rule of Hysh
(Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of
Hysh (Improved) talent to benefit from this talent.
After your character successfully used the Rule
of Hysh (Improved) talent, you may spend a Story
Point to use this talent. The target is automatically
defeated. If the target was a Daemon, it
returns to the Realm of Chaos immediately.
Purchasing this talent changes your character's
appearance even further, as their skin
becomes pale, eyes completely white and their
The Old World: Grim and Perilous 95
whole body emanates intense light when they
cast their spells.
Rule of Shyish
(Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Rule of Shyish
(Improved) talent to benefit from this talent.
Whenever a character under the effects of your
character's Curse spell suffers wounds, your
character heals 2 wounds.
The Boss
Tier: 5
Activation: Passive
Ranked: No
Your character becomes a leader of a guild,
gang or some other organization. Once per
session, your character may ask for a big favor
from the members of their organization.
In addition, your character can ask their organization
members for as many small favors as
they wish, leaving the Game Master to decide
how many favors is too much.
Unleash
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Once per round, your character may suffer
1 corruption to perform a maneuver to immediately
defeat one rival or one minion group in
short range.
Warlock
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per encounter, your character may suffer
1 corruption to use this talent. Until the
end of the encounter, your character can cast
spells without suffering strain and don't need
to perform concentrate maneuvers to sustain
their spells.
Table 2-3: Genesys Talents for the Old World Setting
Talent Tier Activation Ranked Source
A Brave Face 1 Passive No The Old World
Acrobatics 2 Active (Maneuver) No The Old World
Altered Deal 2 Active (Incidental, Out of Turn) No The Old World
Always Prepared 4 Activation: Passive No The Old World
Animal Companion 3 Passive Yes Genesys Core Rulebook (page 77)
Animal Expertise 2 Passive Yes The Old World
Apothecary 1 Passive Yes Realms of Terrinoth (page 84)
Applied Research 3 Active (Incidental) Yes The Old World
Armor Master 4 Passive No The Old World
Artillerist 3 Passive No The Old World
Audacious 3 Passive No The Old World
Awakening of the Forest 3 Active (Action) No The Old World
Awakening of the Forest
(Improved)
5 Passive No The Old World
Back to Back 4 Passive No Realms of Terrinoth (page 91)
Backstab 3 Active (Action) No Realms of Terrinoth (page 89)
96 The Old World: Grim and Perilous
Talent Tier Activation Ranked Source
Backstab (Improved) 4 Active (Action) No The Old World
Bad Cop 2 Active (Incidental) Yes The Old World
Bad Press 3 Active (Action) No The Old World
Baleful Gaze 5 Active (Incidental, Out of Turn) No The Old World
Battle Casting 3 Passive No Realms of Terrinoth (page 90)
Biggest Fan 4 Active (Incidental) No The Old World
Black Market Contacts 1 Active (Incidental) Yes The Old World
Block 2 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 87)
Blood Magic 4 Active (Incidental) No The Old World
Bloodhound 3 Active (Incidental) No The Old World
Body Guard 3 Active (Maneuver) Yes Realms of Terrinoth (page 90)
Born in the Saddle 3 Active (Incidental) No The Old World
Bought Info 1 Active (Action) No Genesys Core Rulebook (page 72)
Breakthrough 2 Active (Maneuver) Yes The Old World
Brilliant Casting 2 Active (Incidental) No Expanded Player's Guide (page 95)
Bulwark 2 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 87)
Buns of Steel 1 Active (Incidental) No The Old World
Burly 2 Passive Yes The Old World
Cavalier 3 Active (Maneuver) No Realms of Terrinoth (page 90)
Cavalier (Improved) 4 Passive No The Old World
Cavalier (Supreme) 4 Active (Incidental) No The Old World
Challenge! 1 Active (Maneuver) Yes Realms of Terrinoth (page 84)
Chaos Bane 2 Passive No The Old World
Clever Retort 1 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 73)
College Wizard 1 Passive No The Old World
College Wizard (Improved) 3 Passive No The Old World
College Wizard (Supreme) 5 Active (Incidental) No The Old World
Combat Fury 5 Passive No The Old World
Combat Training 2 Passive No The Old World
Combined Attack 3 Active (Incidental) No The Old World
Component Casting 1 Active (Incidental) No Expanded Player's Guide (page 95)
Concussive Strike 5 Active (Incidental) No The Old World
Connected 4 Active (Incidental) No The Old World
Cool Face 1 Passive No The Old World
Coordinated Assault 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)
Coordinated Strike 5 Active (Incidental) No The Old World
Coordination Dodge 4 Active (Incidental, Out of Turn) No The Old World
Counterattack 3 Active (Incidental, Out of Turn) No The Old World
Counteroffer 2 Active (Action) No Genesys Core Rulebook (page 75)
Craft Specialization 1 Passive Yes The Old World
Crushing Blow 5 Active (Incidental) No Realms of Terrinoth (page 91)
The Old World: Grim and Perilous 97
Talent Tier Activation Ranked Source
Crushing Charge 4 Active (Action) No The Old World
Daring Sailor 2 Active (Incidental) Yes The Old World
Dark Street 1 Passive Yes The Old World
Deadeye 4 Active (Incidental) No Genesys Core Rulebook (page 79)
Deadly Premonition 5 Active (Incidental) No The Old World
Death Rage 4 Passive No Realms of Terrinoth (page 91)
Dedication 5 Passive No Genesys Core Rulebook (page 81)
Deep Pockets 2 Active (Incidental) No The Old World
Defensive 4 Passive Yes Genesys Core Rulebook (page 80)
Defensive Driving 4 Passive Yes Genesys Core Rulebook (page 80)
Defensive Stance 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)
Demolitionist 3 Active (Action) No The Old World
Desperate Recovery 1 Passive No Genesys Core Rulebook (page 73)
Diplomatic Immunity 3 Active (Incidental) No The Old World
Diplomatic Immunity (Improved) 4 Passive No The Old World
Dire Animal Companion 5 Passive No Expanded Player's Guide (page 98)
Dirty Tricks 2 Active (Incidental) No Realms of Terrinoth (page 88)
Distraction 2 Active (Action) No The Old World
Dodge 3 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 78)
Dramatic Entrance 4 Active (Incidental, Out of Turn) No The Old World
Dramatic Escape 4 Passive No The Old World
Dual Strike 3 Active (Incidental) No Realms of Terrinoth (page 90)
Dual Wielder 2 Active (Maneuver) No Genesys Core Rulebook (page 76)
Duelist 1 Passive No Genesys Core Rulebook (page 73)
Durable 1 Passive Yes Genesys Core Rulebook (page 73)
Eagle eyes 3 Active (Incidental) No Genesys Core Rulebook (page 78)
Easy Prey 3 Active (Maneuver) No Realms of Terrinoth (page 90)
Elusive 3 Active (Incidental, Out of Turn) No The Old World
Encouraging Song 2 Active (Action) No The Old World
Encouraging Song (Improved) 5 Passive No The Old World
Enduring 4 Passive Yes Genesys Core Rulebook (page 80)
Ensorcelled 1 Active (Incidental) No Expanded Player's Guide (page 95)
Ensorcelled (Improved) 2 Passive No Expanded Player's Guide (page 95)
Expert Knowledge 1 Passive Yes The Old World
Explosive Casting 3 Active (Incidental) No Expanded Player's Guide (page 97)
Face of the Wild 3 Active (Incidental) No Expanded Player's Guide (page 97)
Fast Healer 2 Passive No The Old World
Feint 3 Active (Maneuver) No The Old World
Field Amputation 5 Active (Action) No The Old World
Field Commander 3 Active (Maneuver) Yes Genesys Core Rulebook (page 76)
Field Commander (Improved) 4 Passive No Genesys Core Rulebook (page 80)
98 The Old World: Grim and Perilous
Talent Tier Activation Ranked Source
Finesse 1 Active (Incidental) No Realms of Terrinoth (page 84)
F licker Step 4 Active (Incidental) No Expanded Player's Guide (page 97)
Forager 1 Passive No Genesys Core Rulebook (page 73)
Grit 1 Passive Yes Genesys Core Rulebook (page 73)
Guard Dog 3 Active (Incidental) No The Old World
Hamstring Shot 1 Active (Action) No The Old World
Hedge Magic 1 Active (Incidental) No The Old World
Harass 3 Active (Incidental) No The Old World
Headshot 3 Passive Yes The Old World
Healer 3 Passive No The Old World
Heightened Awareness 2 Passive No Genesys Core Rulebook (page 76)
Herbalism 3 Active (Action) No The Old World
Heroic Recovery 2 Active (Incidental) No Realms of Terrinoth (page 88)
Heroic Resilience 3 Active (Incidental, Out of Turn) No The Old World
Heroic Will 3 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 79)
Impaling Strike 2 Active (Incidental) No Realms of Terrinoth (page 88)
Imperious Tone 4 Active (Incidental) No The Old World
Improvised Defenses 3 Active (Action) No The Old World
Infiltration 4 Active (Action) No The Old World
Innate Focus 3 Active (Incidental) No Expanded Player's Guide (page 97)
Inspiring Cry 2 Active (Incidental) No The Old World
Inspiring Rhetoric 2 Active (Action) No Genesys Core Rulebook (page 76)
Inspiring Rhetoric (Improved) 3 Passive No Genesys Core Rulebook (page 78)
Inspiring Rhetoric (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 80)
Intimidating 2 Passive Yes The Old World
Intuitive Casting 1 Passive Yes The Old World
Inventor 2 Active (Incidental) Yes Genesys Core Rulebook (page 76)
Investigator 3 Active (Action) No The Old World
It's Only a Flesh Wound 4 Active (Incidental, Out of Turn) No The Old World
Jackspeak 1 Active (Incidental) Yes The Old World
Jump Up 1 Active (Incidental) No Genesys Core Rulebook (page 74)
Justice of the Citadel 3 Active (Incidental) No Realms of Terrinoth (page 90)
Keen Observer 2 Passive No The Old World
Knack for it 1 Passive Yes Genesys Core Rulebook (page 73)
Know Somebody 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Know The Enemy 2 Active (Incidental) No The Old World
Know The Ropes 3 Active (Incidental, Out of Turn) No The Old World
Lesser Caress of Laniph 5 Active (Action) No The Old World
Let's Ride 1 Active (Incidental) No Genesys Core Rulebook (page 74)
Let's Talk This Over 5 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 91)
Lucky Strike 2 Active (Incidental) No Genesys Core Rulebook (page 76)
The Old World: Grim and Perilous 99
Talent Tier Activation Ranked Source
Mad Inventor 4 Active (Action) No The Old World
Man's Best Friend 5 Active (Incidental, Out of Turn) No The Old World
Manann's Blessing 1 Active (Incidental) No The Old World
Master 5 Active (Incidental) No Genesys Core Rulebook (page 81)
Master of Shadows 3 Active (Incidental) No The Old World
Masterful Casting 4 Active (Incidental) No Expanded Player's Guide (page 97)
Natural 3 Active (Incidental) No Genesys Core Rulebook (page 79)
Nimble Steersman 1 Active (Incidental) No The Old World
Offensive Driving 4 Active (Action) No The Old World
One With Nature 1 Active (Incidental) No Genesys Core Rulebook (page 74)
Painful Blow 1 Active (Incidental) No Realms of Terrinoth (page 84)
Paragon 2 Active (Incidental) No The Old World
Parry 1 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 74)
Parry (Improved) 3 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 79)
Patch Up 2 Active (Incidental) No The Old World
Perfect Liar 1 Active (Incidental) Yes The Old World
Physician 2 Passive Yes The Old World
Potent Concotions 3 Passive No Realms of Terrinoth (page 90)
Power Through 1 Active (Incidental) No The Old World
Precise Aim 3 Active (Incidental) Yes The Old World
Precise Archery 3 Passive No Realms of Terrinoth (page 90)
Precision 1 Active (Incidental) No Realms of Terrinoth (page 84)
Prepared Spell 2 Active (Incidental) Yes The Old World
Prey on the Weak 4 Passive No The Old World
Prime Positions 4 Passive No The Old World
Probing Question 2 Passive No The Old World
Proper Upbringing 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Pure 1 Passive Yes The Old World
Quick Draw 1 Active (Incidental) No Genesys Core Rulebook (page 74)
Quick Fix 2 Active (Maneuver) No The Old World
Quick Strike 1 Passive Yes Genesys Core Rulebook (page 74)
Quick Witted 4 Active (Incidental, Out of Turn) No The Old World
Ranger 2 Passive No The Old World
Rapid Archery 3 Active (Maneuver) No Genesys Core Rulebook (page 79)
Rapid Reaction 1 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 74)
Reckless Charge 2 Active (Incidental) No Realms of Terrinoth (page 89)
Recon 4 Active (Action) No The Old World
Regular Maintenance 2 Passive No The Old World
Repairman 3 Passive No The Old World
Retribution 5 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 91)
Ruinous Repartee 5 Active (Action) No Genesys Core Rulebook (page 81)
100 The Old World: Grim and Perilous
Talent Tier Activation Ranked Source
Rule of Aqshy 1 Passive No The Old World
Rule of Aqshy (Improved) 3 Active (Incidental) No The Old World
Rule of Aqshy (Supreme) 5 Active (Incidental) No The Old World
Rule of Azyr 1 Passive No The Old World
Rule of Azyr (Improved) 3 Active (Incidental) No The Old World
Rule of Azyr (Supreme) 5 Active (Incidental, Out of Turn) No The Old World
Rule of Chamon 1 Passive No The Old World
Rule of Chamon (Improved) 3 Active (Incidental) No The Old World
Rule of Chamon (Supreme) 5 Active (Incidental, Out of Turn) No The Old World
Rule of Ghur 1 Active (Incidental) No The Old World
Rule of Ghur (Improved) 3 Passive No The Old World
Rule of Ghur (Supreme) 5 Active (Maneuver) No The Old World
Rule of Ghyran 1 Active (Incidental) No The Old World
Rule of Ghyran (Improved) 3 Active (Incidental) No The Old World
Rule of Ghyran (Supreme) 5 Active (Incidental) No The Old World
Rule of Hysh 1 Passive No The Old World
Rule of Hysh (Improved) 4 Active (Action) No The Old World
Rule of Hysh (Supreme) 5 Active (Incidental) No The Old World
Rule of Shyish 1 Passive No The Old World
Rule of Shyish (Improved) 3 Active (Incidental) No The Old World
Rule of Shyish (Supreme) 5 Passive No The Old World
Rule of Ulgu 1 Active (Incidental) No The Old World
Rule of Ulgu (Improved) 3 Active (Incidental) No The Old World
Rule of Ulgu (Supreme) 4 Passive No The Old World
Sailor's Luck 5 Active (Incidental) No The Old World
Scapegoat 4 Active (Action) No The Old World
Scathing Tirade 2 Active (Action) No Genesys Core Rulebook (page 77)
Scathing Tirade (Improved) 3 Passive No Genesys Core Rulebook (page 79)
Scathing Tirade (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 81)
Sea Legs 2 Passive Yes The Old World
Second Wind 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Share Pain 3 Active (Incidental, Out of Turn) No The Old World
Shield Bash 2 Active (Incidental, Out of Turn) No The Old World
Shield Slam 1 Active (Incidental) No Realms of Terrinoth (page 84)
Shockwave 3 Passive No Realms of Terrinoth (page 90)
Side Step 2 Active (Maneuver) Yes Genesys Core Rulebook (page 77)
Silver Tongued 2 Active (Incidental) No The Old World
Sixth Sense 2 Active (Incidental) No The Old World
Slayer 2 Passive No The Old World
Slayer (Improved) 3 Passive No The Old World
Slayer (Supreme) 4 Passive No The Old World
The Old World: Grim and Perilous 101
Talent Tier Activation Ranked Source
Small, But Vicious Dog 2 Passive No The Old World
Snare 3 Active (Maneuver) No The Old World
Sneaky Bastard 4 Active (Incidental) No The Old World
Snuggery 3 Passive No The Old World
Special Use Permit 2 Passive No The Old World
Steady Hand 2 Active (Incidental) No The Old World
Street Slang 1 Active (Incidental) Yes The Old World
Strength of Faith 4 Active (Maneuver) No Expanded Player's Guide (page 97)
Strike to Stun 4 Active (Incidental) No The Old World
Stromfels' Wrath 3 Active (Incidental) No The Old World
Stubborn 3 Passive Yes The Old World
Sucker Punch 2 Active (Incidental, Out of Turn) No The Old World
Surgeon 1 Passive Yes Genesys Core Rulebook (page 74)
Surgical Strike 2 Active (Incidental) No The Old World
Swift 1 Passive No Genesys Core Rulebook (page 75)
Sword Master 4 Active (Incidental) No The Old World
Tavern Brawler 1 Passive No Realms of Terrinoth (page 87)
Technical Jargon 1 Active (Incidental) No The Old World
Teleportation 4 Active (Action) No The Old World
Templar 1 Passive No Realms of Terrinoth (page 87)
Templar (Improved) 2 Passive No Realms of Terrinoth (page 89)
The Boss 5 Passive No The Old World
The Golden Touch 4 Active (Incidental, Out of Turn) No The Old World
The Hammer of Witches 3 Active (Action) No The Old World
Toughened 1 Passive Yes Genesys Core Rulebook (page 75)
Threaten 2 Active (Incidental, Out of Turn) Yes Realms of Terrinoth (page 89)
Tough Negotiator 4 Passive No The Old World
Unleash 5 Active (Maneuver) No The Old World
Unrelenting 4 Active (Incidental) No Realms of Terrinoth (page 91)
Unremarkable 1 Passive No Genesys Core Rulebook (page 75)
Urban Combatant 4 Active (Incidental, Out of Turn) No The Old World
Vanguard 2 Passive No The Old World
Warlock 5 Active (Incidental) No The Old World
Warning Bark 3 Active (Incidental) No The Old World
Weak Spot 4 Active (Incidental) No The Old World
Well Organized 1 Passive Yes The Old World
Wraithbane 2 Passive No Realms of Terrinoth (page 89)
Zealous Fire 5 Passive No Realms of Terrinoth (page 91)
102 The Old World: Grim and Perilous
Chapter 3
New Skills
and Rules
This chapter introduces new skills and rules specific for this expansion. Table 3-1: Skills for The
Old World Setting, includes both new skills and skills from the Genesys Core Rulebook that can
be used in this setting. The chapter also introduces some additional rules and summarizes rules
from the Genesys Core Rulebook, Realms of Terrinoth and Expanded Player's Guide.
General Skills
Crafting and managing gear is important part
of The Old World setting. To reflect this, we
have split the original Mechanics skill into two
separate skills: Crafts and Engineering. In addition,
we have introduced a new Sailing skill
that covers activities related to river and sea
travels which are also a big part of the setting.
Crafts (Intellect)
Crafts represents all kinds of simple crafting
skills used to create or repair most mundane
items. Woodcraft, smithing, shoe-making,
boat building, tailoring - all fall in this category.
Skilled craftsmen are irreplaceable assets
in groups of adventurers as they can keep the
group's gear in fine condition.
Your character should use this
skill if...
• Your character tries to craft a sword or simple
firearm, build a house or a boat.
• Your character attempts to repair a damaged
weapon or simple piece of equipment.
• Your character needs to identify any parts or
tools necessary prior to completing a job.
Your character should not use
this skill if...
• Your character tries to design completely
new device. That would require an Engineering
check.
• Your character tries to research the science
behind their craft, for example metallurgy.
Crafts
or Engineering?
In The Old World setting, the Mechanics skill is replaced
by two new skills: Crafts and Engineering.
This differentiation was necessary due to game
balance as damaging and repairing gear is much
more important in the setting compared to the basic
Genesys rules. However, two similar skills may lead
to some confusion, so its important to remember
one general rule: crafts is for simple things, while engineering
covers the more complicated ones. In case
of any doubt, the Game Master is the final arbiter.
The Old World: Grim and Perilous 103
That would be a Knowledge (Academic) check.
Engineering (Intellect)
While craftsmen make and repair most everyday
items, engineers deal with much more
complicated devices. The Engineering skill
covers the ability to design and construct complex
mechanisms, as well as to prepare (and destroy)
defense structures and siege machines.
Your character should use this
skill if...
• Your character tries to design a completely
new device.
• Your character wants to repair an ancient
machinery.
• Your character attempts to plant explosives.
• Your character constructs a trebuchet or
builds a defensive fighting position.
• Your character performs routine actions
when exiting port.
• Your character tries to repair a damaged
ship. That would require a Crafts check.
• Your character tries to recall some information
about the lands they are sailing to. The
Knowledge (Academic) skill covers that.
Combat Skills
The Old World expansion introduces one new
combat skill - Firearms, and slightly modifies
one already present in the Genesys Core Rulebook
- Gunnery.
Your character should not use
this skill if...
• Your character creates something simple, like
an axe or a backpack. The Crafts skill is more
appropriate in this case.
• Your character tries to create a gunpowder.
That would require an Alchemy check.
Sailing (Intellect)
The roads of the Old World are full of bandits,
mutants and other dangers. So it is not surprising
that a large part of the population live off
river and sea transport. The Sailing skill covers
most activities related to operating a boat,
water navigation as well as knowledge of rivers
and seas. It can also be considered the equivalent
of the Survival skill while on the water.
Your character should use this
skill if...
• Your character tries to navigate through
unknown waters.
• Your character operates a barge on a wild
and unpredictable river.
• Your character needs to notice an approaching
storm and know how to prepare for it.
Your character should not use
this skill if...
104 The Old World: Grim and Perilous
Gunnery (Intellect)
Gunnery is in most part identical to the Gunnery
skill described on page 69 of Genesys Core
Rulebook. The difference is, in The Old World
setting most of the Gunnery weapons like cannons,
siege crossbows or trebuches require an
ability to quickly calculate ballistic trajectory instead
of a simple hand-eye coordination, thus
the skill is tied with Intellect in place of Agility.
Firearms (Agility)
Gunpowder weapons are gaining popularity on
the battlefields of the Old World. They are loud,
heavy and unreliable. However, they provide a
considerable advantage thanks to their high fire
power. The Firearms skill covers usage and day
to day maintenance of gunpowder weapons.
Your character should use this
skill if...
• Your character tries to attack using a pistol,
arquebus, blunderbuss or similar, personal
gunpowder weapon.
• Your character attempts to repair minor
damage of their gunpowder weapon (see
page 89 of Genesys Core Rulebook).
Your character should not use
this skill if...
• Your character tries to shoot a crossbow,
bow or throw something. The Ranged skill
should be used here.
• Your character attempts to repair a moderate
or major damage of their gunpowder weapon
(see page 89 of Genesys Core Rulebook).
This would require a Crafts or Engineering
check (whatever is more appropriate).
• Your character fires a cannon or some kind
of siege weapon.
Knowledge Skills
The skills presented here are meant to replace
the single Knowledge skill described in the
Genesys Core Rulebook.
Skills linked
to the Intellect
Most of the skills are quite intuitional and your
character does not need any special training to
try their chances in most of these tasks. The only
exception presented in the Genesys Core Rulebook
are magic skills, because characters have to
purchase at least one rank in those skills to use
them. However, in The Old World setting specialized
knowledge and "know-how" is often kept as
a secret of the respective guild or university and
passed from masters to their students. Because of
this, if your character makes a check with a skill
linked to Intellect that is not their career skill or
they don't have at least one rank in that skill, they
upgrade the difficulty of the check once.
Academic (Intellect)
Academic represents a broad category of specialized,
scholarly knowledge available only to those
with some kind of formal education. It encompasses
things like biology, astrology, history, law,
theology and many other areas of science that
may seem useless to common folk. A character
with ranks in Knowledge (Academic) can recall
relevant historical events, recognize the coat
of arms of local nobleman, identify poisonous
plants or avoid breaking the law unknowingly.
Your character should use this
skill if...
• Your character tries to find relevant information
in a library.
• Your character attempts to read a map.
• Your character tries to calculate when an
astronomical phenomenon will occur.
Your character should not use
this skill if...
• Your character needs to know something
trivial or something that belongs to common
knowledge such as the dates of popular
religious celebrations.
• Your character tries to recall something related
to Chaos or magic. That area of knowledge
is covered by Knowledge (Chaos) skill.
Chaos (Intellect)
Chaos is the power that permeates and changes
reality. It is the source of magic, daemons,
mutants and other unnatural, strange phe-
The Old World: Grim and Perilous 105
nomenons and every bit of knowledge about
these things is forbidden, guarded by wizards
and witch hunters. This skill represents knowledge
of the terrifying truth about the world.
Your character should use this
skill if...
• Your character tries to recall knowledge
about the Ruinous Powers, warpstone, mutants,
magic or similar Chaos related things.
• Your character tries to identify a creature of
Chaos and how to fight it.
• Your character studies a cursed grimoire to
absorb its power.
• Your character tries to uncover a witch.
• Your character attempts to identify a powerful
artifact.
Your character should not use
this skill if...
• Your character tries to read a book written
in an unknown language. This would require
a Knowledge (Academic) check.
• Your character tries to cast a spell. This
would require the use of a magic skill.
• Specialization Trees - page 102
• Social Encounters - page 107.
Rules from
the Realms of
Terrinoth Rulebook
Here are the additional rules the from the
Realms of Terrinoth rulebook that may be
used in The Old World setting:
• Mounted Combat - page 83.
• Crafting (including Alchemy) - page 112.
Resisting Loss of
Consciousness and
Instant Death
As described on page 112 of the Genesys Core
Rulebook, a character who exceeds their wound
threshold is knocked out and incapacitated.
However, a hero who overcomes wounds and
fights despite being heavily injured is a common
theme in heroic fantasy settings. This new
rule helps to reflect this - once per encounter,
Rules from the
Genesys Core
Rulebook
Here are the alternate rules from the Genesys
Core Rulebook that should be used in The Old
World setting:
• Magic Rules - page 210.
• Vehicle Rules and Vehicle Combat - page 220.
• Fear - page 243. and Sanity - page 244.
Rules from
Expanded Player's
Guide
Here are the additional rules the from the Expanded
Player's Guide rulebook that should be
used in The Old World setting:
• Expanded Magic Rules - page 95.
106 The Old World: Grim and Perilous
Reading and Writing
Reading and writing are rare skills in the Old
World's society. If your character's starting career
is a Craftsman, Noble or Scholar, you may consider
they have those skills. However, other careers need
to purchase at least one rank in Knowledge (Academic)
skill to be able to read and write.
on their next turn after having become incapacitate
due to exceeding their wound threshold,
a Player Character may make a Hard (kkk)
Table 3-1: Skills for The Old World Setting
Discipline or Resilience check as an out of turn
incidental even though an incapacitated character
is normally unable to perform actions. If
the check is successful, the character can take
their actions as usual until the end of the encounter.
However, for every five wounds the
character suffers in this state, they also suffer
a Critical Injury and if they exceed double their
wounds threshold they instantly die (as if the
Dead Critical Injury result was rolled on Table
I.6-10: Critical Injury Result, page 115 of the
Genesys Core Rulebook).
Skill Characteristic Type Source
Alchemy Intellect General Genesys Core Rulebook (page 57)
Arcana Intellect Magic Genesys Core Rulebook (page 70)
Athletics Brawn General Genesys Core Rulebook (page 58)
Brawl Brawn Combat Genesys Core Rulebook (page 67)
Charm Presence Social Genesys Core Rulebook (page 54)
Coercion Willpower Social Genesys Core Rulebook (page 55)
Cool Presence General Genesys Core Rulebook (page 59)
Coordination Agility General Genesys Core Rulebook (page 59)
Crafts Intellect General The Old World
Deception Cunning Social Genesys Core Rulebook (page 56)
Discipline Willpower General Genesys Core Rulebook (page 60)
Divine Willpower Magic Genesys Core Rulebook (page 70)
Engineering Intellect General The Old World
Firearms Agility Combat The Old World
Gunnery Intellect Combat The Old World
Knowledge (Academic) Intellect Knowledge The Old World
Knowledge (Chaos) Intellect Knowledge The Old World
Leadership Presence Social Genesys Core Rulebook (page 56)
Medicine Intellect General Genesys Core Rulebook (page 61)
Melee - Heavy Brawn Combat Genesys Core Rulebook (page 68)
Melee - Light Brawn Combat Genesys Core Rulebook (page 68)
Negotiation Presence Social Genesys Core Rulebook (page 56)
Perception Cunning General Genesys Core Rulebook (page 62)
Ranged Agility Combat Genesys Core Rulebook (page 68)
Resilience Brawn General Genesys Core Rulebook (page 63)
Riding Agility General Genesys Core Rulebook (page 63)
Sailing Intellect General The Old World
Skulduggery Cunning General Genesys Core Rulebook (page 64)
Stealth Agility General Genesys Core Rulebook (page 64)
Streetwise Cunning General Genesys Core Rulebook (page 65)
Survival Cunning General Genesys Core Rulebook (page 65)
Vigilance Willpower General Genesys Core Rulebook (page 65)
The Old World: Grim and Perilous 107
Chapter 4
Magic of the
Old World
This chapter expands magic rules introduced in the Genesys Core Rulebook and Expanded
Player's Guide for The Old World setting.
Types of Magic
]There are two main types of magic: Arcana
and Divine. Arcana magic draws its power
from the Winds of Magic, the invisible currents
of magical energy that flow across the
world from the Realm of Chaos. This makes
it much more powerful and versatile, but also
extremely dangerous even for experienced
wizards. All Arcana magic users gain access to
the new magic action: Sense Magic, and new
maneuver: Overcast. However, they are vulnerable
to the Curse of Tzeentch and replace
Table III.2-4: Spending h and d on Magic
Skill Checks from Genesys Core Rulebook, p.
211 with Table 4-5: Spending h and d on Arcana
Skill Checks from this expansion.
Divine magic users derive their power from
the deity they serve. It makes miracles and
blessings much safer, but also confined to
deity's own domain, which greatly limits the
magical actions available to those chosen by
the gods. While resolving a Divine check, use
Table III.2-4: Spending h and d on Magic
Skill Checks from Genesys Core Rulebook,
p. 211 as usual, however, the selected effect
should be explained in the narrative as the
wrath of gods.
Sets of available magic actions and effects, both
for wizards and priests, are presented in Table
4-1: Available Magic Actions And Effects.
Magic Knowledge Skill
As listed in the Genesys Core Rulebook, some of
the spell effects a character can apply to magic
actions depend on the character's rank in
Knowledge. However, in the Old World setting,
any effect that refers to the spellcaster's ranks in
Knowledge uses Knowledge (Chaos) in case of
Arcana spellcasters and Discipline in case of Divine
spellcasters and magic ring users.
108 The Old World: Grim and Perilous
Table 4-1: Available Magic Actions And Effects.
Magic Action
and Effect /
Lore or Deity
Lore
of the
Heavens
Lore of
Fire
Lore of
Metal
Lore of
Beasts
Lore of
Life
Lore of
Light
Lore of
Death
Lore of
Shadow
Lore of
Chaos
Miracles
of Sigmar
Attack A A A A A A A A A A
Miracles
of Shallya
Blast A A A A A A A A
Close Combat A A A A A A A A
Deadly A A A A A A A A
Fire A A
Holy/Unholy A A A
Ice A A
Impact A A A A A
Lightining A
Manipulative A A A A A
Non-lethal A A A A A A A A
Range A A A A A A A A A A
Destructive A A A A A
Empowered A A A A A A A A
Poisonous A A A
Augment A A A A A A A A A A
Divine Health A A A A A
Haste A A A A A A A
Primal Fury A A
Range A A A A A A A A
Swift A A A A A
Enchant
Weapon
A A A A
Blessing A A A
Additional
Target
A A A A A A A A A
Barrier A A A A A A A A A A
Additional
Target
A A A A A A A
Range A A A A A A
Add Defense A A A A A A A
Empowered A A A A A
Reflection
A
Deflection A A A A
Sanctuary A A
Conjure A A A A
Additional
Summon
A A A
Medium
Summon
A A A
Range A A A A
Summon Ally A A A
Grand
Summon
A A A
Curse A A A A A A A
Enervate A A A A A A
Misfortune A A
Range A A A A A A A
The Old World: Grim and Perilous 109
Magic Action
and Effect /
Lore or Deity
Lore
of the
Heavens
Lore of
Fire
Lore of
Metal
Lore of
Beasts
Lore of
Life
Lore of
Light
Lore of
Death
Lore of
Shadow
Lore of
Chaos
Miracles
of Sigmar
Miracles
of Shallya
Additional
Target
A A A A A
Despair A A
Doom A A
Paralyzed A A A A
Dispell A A A A A A A A A
Range A A A A A A A A A
Additional
Target
A A A A A A A A A
Heal A A A
Additional
Target
A A A
Range A A A
Restoration A A
Heal Critical
Revive
Incapacitated
Mask
A
Blur
A
Mirror Image
A
Additional
Illusion
A
Range
A
Size
A
Realism
A
Terror
A
Invisibility
Predict A A A
Quicksilver
Reflexes
A
A
Scry A A A
Empowered A
Additional
Questions
A
A
Flash of
Precognition
A
A
Cheat Death A
Sense Magic A A A A A A A A A
Scatter A A A A A A A A A
Attunement A A A A A A A A A
Transform A A
Silhouette
Increase
A
A
Characteristic
Retention
A
A
Transform
Gear
A
A
Dire Form A A
Curse of the
Wild
A
110 The Old World: Grim and Perilous
New Spells And Maneuvers
Narrative
Descriptions
This section discusses how these spells can be
used in narrative encounters.
Sense Magic
Skills: Arcana
Magical sense, commonly known as Witchsight
is the ability of most spellcasters to sense
the presence or absence of magic. All people
born with the talent to work magic have some
degree of witchsight that can be developed
and expanded with training so the spellcaster
can actually see the ebb and flow of the Winds
of Magic, witness the scintillating colors of the
Chaos energy in its raw form, and be better
able to harness it for the casting of spells.
When using Sense Magic narratively, it has
passive effect. Your character constantly sees
the world as if through two types of vision superimposed
upon each other. With their normal
mundane sight, they see like any other
person does. With their witchsight, the character
actually sees the Winds of Magic to some
degree, either as swirling clouds and rivers of
churning colored energy, or as manifestations
of their own thoughts, memories, emotions,
expectations, beliefs, and fears and those of
the people around them. When your character
tries to identify the exact composition of the
Winds of Magic or recognize magic objects or
creatures, it requires a check with basic difficulty
of Easy (k). Identifying magic items or
trying to trace another magic user may increase
the difficulty to Hard (kkk).
Spells in
Structured
Encounters
The following are the rules for using the new
spells in a structured encounter.
Sense Magic
Concentration: Yes
Skills: Arcana
This is using magic to identify presence and
composition of the Winds of Magic. The character
makes an Arcana check. The default difficulty
of the check is Easy (k). If the check is
successful, until the end of the character’s next
turn, the spellcaster reduces any Miscast result
they cause by 10 for each s plus 10 times their
ranks in Knowledge (Chaos), to a minimum of
01. Before making a sense magic check, choose
any number of additional effects listed on Table
4-2: Sense Magic Additional Effects. These
effects are added to the check.
New Augment and
Barrier Additional
Effects
In this book we are introducing new additional
effects for Augment and Barrier magic actions.
These new effects, presented in Table
4-3: Augment Additional Effects and Table
4-4: Barrier Additional Effects may be used
along with those listed in the Genesys Core
Rulebook, on page 216.
Table 4-2: Sense Magic Additional Effects
EFFECTS
Scatter: Select one Lore of Magic, all characters present in the current encounter
must suffer one additional strain to perform magic actions using that Lore.
Attunement: Spells casted by the character and any other character that casts spells
using the same Lore cannot be dispelled.
DIFFICULTY MOD
+ k
+ kk
The Old World: Grim and Perilous 111
Table 4-3: Augment Additional Effects
EFFECTS
Blessing: When the target deals damage to an adversary that the GM determines is
the antithesis of the character's deity, each s deals +2 damage, instead of +1.
Enchant Weapon: The target adds damage equal to the character's ranks in
Knowledge (Chaos) or Discipline to armed combat checks.
DIFFICULTY MOD
+ kk
+ kk
Table 4-4: Barrier Additional Effects
EFFECTS
Deflection: If an opponent makes a melee attack against an affected target and
generates hhh or d on the check, after the check is resolved, they suffer
wounds equal to twice the character's ranks in Knowledge (Chaos) or Discipline.
DIFFICULTY MOD
+ kk
Maneuvers
Overcast
Skilled or reckless wizards can channel more
magical energy than necessary, making their
spells more powerful but also more dangerous.
If a character performs the overcast maneuver,
they add j to their next Arcana check.
However, if the check causes a Miscast, add
+10 to the results. If the character spend two
consecutive maneuvers overcasting, they add
jj to their next Arcana check and +40 to the
Miscast results. Note that in most magic related
cases Overcast substitutes the Aim maneuver,
the only exception is when the character
targets a specific part of the attack spell target.
Miscast and The
Curse of Tzeentch
As already mentioned, using the Winds of
Magic to cast spells may be dangerous to wizards
and all around them. The more power the
character uses to cast a spell, the more likely
something unexpected will happen. Among
wizards, this is known as the Tzeentch’s
Curse. Whenever h or d are generated on the
Arcana check, your GM may spend them to activate
Miscasts effects, according to Table 4-5
Spending h and d on Arcana Skill Checks.
Table 4-5: Spending h and d on Arcana Skill Checks
COST
RESULT
h
hh
hhh or d
dd
The character fails to control the magical energies, causing a minor Chaos Manifestation.
Roll on Table 4-6 Miscast Effects and substract 20 from the result. Additionally, add 10 to
each next Miscast result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a moderate Chaos
Manifestation. Roll on Table 4-6 Miscast Effects. Additionally, add 10 to each next Miscast
result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a major Chaos Manifestation.
Roll on Table 4-6 Miscast Effects and add 20 to the result. Additionally, add 20 to each next
Miscast result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a catastrophic Chaos
Manifestation. Roll on Table 4-6 Miscast Effects and add 50 to the result. Additionally, add
20 to each next Miscast result during the encounter (no matter who causes it).
112 The Old World: Grim and Perilous
Table 4-6: Miscast Effects
d100
RESULT
01-05
Mental Block: The character and all allied spellcasters in the encounter add jj to any attempts to cast
spells until the end of the character's next turn.
06-10 Cold Sweats: The character has to suffer 2 strain to use their next action.
11-15 Waxy Earful: The character suffers wound and adds jj to all Vigilance checks until the end of the encounter.
16-20
Wyrdlight: Until the end of the day, the character glows with an eerie light and is considered an Outcast
(Mutant, to be precise). They also add jj to Stealth checks.
21-25
Delayed: The spell doesn’t take effect until the start of the next round, or after a minute in a narrative
gameplay. The character adds h to the result of their next Arcana check.
26-30 Haunted: The character must make a Hard (kkk) Fear check as an out-of-turn incidental.
31-35
Damaged: If the character is using a magical item, it becomes damaged one step (see Table I.5–4: Repairing
Gear, on page 89 of Genesys Core Rulebook).
36-40
Warped Time: At the beginning of the next turn, move one player's initiative slot from the top to the
bottom of the initiative order. If the caster is an NPC, move an NPCs initiative slot instead.
41-45 Aethyric Shock: Until the end of the encounter, all enemies add jj when attacking or casting spells that
targets the character.
46-50
Changer of Ways: Move all Story Points from the player's pool to the GM's pool. If the caster is an NPC,
move one Story Point from the GM's pool to the player's pool instead.
Exposed: All other spellcasters and creatures attuned to magical energies within a day's travel become
51-55 aware of the character (and depending on their disposition, may be very interested in finding them and
doing them harm). The character suffers 1 corruption.
56-60 Accumulation of Chaos: The character adds hhh to the results of their next Arcana check.
61-65
Magical Flare: The spell is slightly more powerful than expected. The character suffers 2 strain and one
character of the GM's choice is targeted or otherwise affected by the spell as well.
66-70
Hand of Tzeentch: The GM picks the target of the character's spell. If the caster is an adversary, players
picks the target of the spell instead.
71-75 Overload: The character suffers two wounds and becomes staggered until the end of their next turn.
76-80
Disconnected: The character suffers four wounds and loses their magical connection. They are unable to
cast spells for the rest of the encounter or scene. Sustained spells are immediately dispelled.
81-85
Blinded: The character temporarily loses their sight. Until the end of the game session, upgrade the
difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times.
86-90
Witch Shall Be Born: Somewhere in range of 100 miles from the character, a magic attuned child is born.
The character suffers 2 corruption.
91-95 Touch of Corruption: All characters in medium range suffer 1 corruption.
96-100
Open Wound: Your character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys
Core Rulebook p.115).
101-105 Destroyed: If the character is using a magical item, it is completely destroyed.
106-110 Laughter of Dark Gods: Add d to the character's next check.
111-115
Thrown: The character is moved by one range band in random direction, falls prone and suffers from short
range falling damage (see Table I.6–9: Falling Damage, Genesys Core Rulebook p. 112).
116-120 Burst of Corruption: The character and the closest ally suffers 2 corruption.
121-125
Nemesis: A Chaos Daemon of the GM's choice appear in the character's short range. It takes it turns
immediately after the character's turns and will do everything to kill the character.
126-130
Cursed: Until the end of the encounter, the character and all of their allies upgrade the difficulty of all
checks twice.
131-135
Windblock: The character suffocates (see Suffocation, Genesys Core Rulebook, p. 112) for a number of
rounds equal to one plus their ranks in Knowledge (Chaos).
136-140
Lineage Concluded: The infection of Chaos renders the character sterile or barren. The character suffers 3
corruption.
141-145
The Pot: Until the end of the game session, the character is transformed into a mundane object of the GM's
choice. The object may be easily destroyed, resulting in death of the character.
146-150
Crushed: The character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys Core
Rulebook p.115) and add 50 to the result.
151+ Call of the Void: The character is sucked into Realm of Chaos. Usually, this means death.
The Old World: Grim and Perilous 113
Magic Implements
A character with a magic skill can use an implement
to enhance magic skill checks as described
in Part III, Chapter 2 of the Genesys
Core Rulebook. With one difference, in The
Old World setting most of magic implements
are tied to specific skills (see Table 4-7: Magic
Implements).
Holy Icon
Holy Icons are representations of a deity. Imbued
with the faith, they help the deity's chosen
to perform unique miracles. When your
character obtains a Holy Icon, the Game Master
determines one effect that can be added to
spells without increasing the difficulty. The
effect chosen must be one that can normally
only increase the difficulty of the spell by
a maximum of two.
cast a spell without suffering strain. In addition,
Attack spells cast by your character increase
their base damage by three.
Lord's Staff
These intricately decorated staffs are granted
only to the best of magisters, who can now call
themselves a wizard lord. When your character
performs the overcast maneuver while using
a lord's staff, their next Attack spell deals
an additional 2 damage per maneuver spent.
However, if the check causes a Miscast, add +5
to the results (cumulatively with basic overcast
effect, so +15 per overcast in total). In addition,
Attack spells cast by your character increase
their base damage by four.
Magic Ring
Magic rings are items of great power, unique
Journeyman's Staff
These staffs are given to apprentices on the day
they graduate from a College of Magic. They
are made of a variety of materials, usually
related to the specific College, and
represent the journey every wizard
must make on the way to mastery.
When your character
casts a spell while using
a journeyman's staff, the
first Range effect added
to the spell does not
increase the spell's difficulty.
In addition, Attack
spells cast by your
character increase their
base damage by four.
Journeyman's
Wand
Journeyman's wands are awarded
to the best graduates from a College
of Magic. They are made of
a variety of materials, usually related
to the specific College, and
represents the austerities every
wizard have to make. Once per
encounter, while your character is
using a journeyman's wand, they may
114 The Old World: Grim and Perilous
in the way they give access to magical effects
even to those not attuned to the Winds of Magic.
When your character obtains a magic ring,
the Game Master chooses one type of magic
action, then selects two additional effects that
can be added to that action. One of the effects
can normally only increase the difficulty of the
spell by one; the second can normally only increase
the difficulty of the spell by one or two.
When your character casts a spell using a magic
ring, they suffer 2 strain and make a Discipline
check with the base difficulty of the appropriate
magic action. However, they must always
upgrade the difficulty of the check once, and
dd generated from the check can be used to
destroy the ring. An example of this might be
a ring of protection, which allows your character
to cast Barrier spell with the Reflection and
the Additional Target effects by performing
a Discipline check with the difficulty of l.
Master's Staff
These staffs are wielded by those who proved
their mastery over Wind of Magic and can call
themselves a true Magister. When your character
casts a spell while using a master's staff,
the first Range effect added to the spell does
not increase the spell's difficulty. In addition,
Attack spells cast by your character increase
their base damage by five.
Master's Wand
Master's wands are greatly attuned to the magic
of their Magister and help them to store some of
the raw power of the Winds of Magic. Once per
encounter, while your character is using a master's
wand, they may cast a spell without suffering
strain. In addition, Attack spells cast by your
character increase their base damage by four.
Scythe of Shyish
Wizards of the Amethyst Order commonly
choose magically attuned scythes in place of the
more usual staffs, as both a symbol of their Lore
and a deadly weapon used in combat. When
your character casts a spell while using a scythe
of Shyish, the Close Combat effect added to the
spell does not increase the spell's difficulty and
Attack spells cast by your character increase
their base damage by four. In addition, scythe
of Shyish can be used as a regular weapon with
the characteristic of a War Scythe.
Warpstone
Warpstone is the crystallized essence of Chaos.
Even a small fragment gives its user almost
unlimited access to the magical energies of the
Winds of Magic. However, it is highly unstable
and dangerous for anyone near it, and anyone
who posses it is quickly targeted and eliminated
by the Empire's wizards and witch hunters.
When your character casts a spell while using
warpstone, they add sssss to the results.
However, if the check causes a Miscast, in addition
to the Miscast result, all characters (including
yours) within short range suffer 1 corruption.
Table 4-7: Magic Implements
Name Damage Skill Encumberance Price* Rarity
Holy Icon 0 Divine 0 22GC 7
Journeyman's Staff +4 Arcana 2 21GC 5
Journeyman's Wand +3 Arcana 1 20GC 5
Lord's Staff +4 Arcana 2 125GC 8
Magic Ring 0 Discipline 0 150GC 8
Master's Staff +5 Arcana 2 44GC 6
Master's Wand +4 Arcana 1 45GC 6
Scythe of Shyish +4 Arcana 4 30GC 6
Warpstone - Arcana 0 - (R) 9
* Prices are explained in the Equipment Rules chapter, see the Coinage sidebar on page 127.
The Old World: Grim and Perilous 115
Chapter 5
The Stigma of
Corruption
This chapter introduces new game resource - corruption. Corruption represents the effects
that the dark influences of Chaos exert on every living being. It offers strength and energy to
change things to your advantage, but abusing it can have terrible consequences.
Corruption
Threshold
Your character's corruption threshold represents
how much chaotic influence their bodies
and minds can withstand before falling into
Chaos. Characters can suffer corruption by contact
with chaotic magic or creatures, but also
by embracing the raw power offered by Chaos.
Corruption can be used as a resource by players
to change the outcome of important skill
checks or to trigger powerful character abilities.
However, recovering from corruption is by no
means easy and usually requires special effort
and playing against your character's goals.
Your character's starting corruption threshold
is determined at character creation, and based
upon species and Presence rating. After you
determine this initial value, increases to Presence
rating after character creation does not
increase your character's corruption threshold;
corruption threshold improvements are
then acquired only by purchasing appropriate
talents, such as Pure.
116 The Old World: Grim and Perilous
Suffering
Corruption
Characters can be corrupted in many ways.
Below we present the most common ones.
Dark Deal
Chaos Gods are insidious in spirit and often are
willing to help... but for a price. Once per encounter,
your character may suffer 1 corruption to add
t to the results of their next skill check.
Adversaries and
Suffering Corruption
Minions and Rivals do not suffer corruption. Anything
that normally inflicts corruption inflicts
five wounds per one corruption instead. Nemeses
can suffer corruption, but never voluntarily.
Fulfilling Chaos God's
Agenda
Whenever your character does something (on
purpose or not) that contributes to one of the
Chaos Gods' schemes e.g. killing innocents,
contaminating water sources, studying dark
magic etc., your GM may decide that your character
should suffer up to 3 corruption, depending
on the seriousness of their wrongdoing.
Changing Ways
Your character may suffer 1 corruption to
achieve effects as if a Story Point was spent
like upgrading an ability die, activating talents
etc., even if you have already spent a Story
Point this check. Similarly to Story Points, this
effect can be used once per check.
Corrupting Influence
Most of the Chaos creatures have abilities that
can inflict corruption through dark magic or
by contact. Also, when exposed to Warpstone
your character may suffer up to 3 corruption,
depending on the amount of Warpstone and
the duration of exposure.
Exceeding
Corruption
Threshold
When a character exceeds their corruption
threshold, they immediately reduce their corruption
to 0 and receive one Dark Gift.
Reducing
Corruption
Removing corruption should never be easy.
Not as easy as suffering it, at least. Provided
below are some examples of how can this be
achieved, however the GM may devise their
own ways of dealing with corruption.
Dark Whispers
The GM may ask you to twist your character's
actions. Examples of what may be asked include:
accepting a bribe, letting dangerous
adversary escape, "loosing" an important item
etc. The choice to do this or not is always in
your hands, but if you agree, your character
removes 1 corruption.
Redemption
Some say that money is the root of all evil, so
cleaning out your coin pouch may sometimes
also clean your soul. Spending large portion of
your character's money on charity or donating
it to a temple of sacred cult may, at your GM's
discretion, result in the reduction of your characters
corruption. The amount that needs to be
spent heavily depends on the general wealth
of your character - a few gold crowns may be
nothing for a wealthy wizard, while spending
a single shilling may be the matter of survival
for a poor stevedore.
Heroic Deeds
In some rare occasions, when your character
proves themselves to be a real hero, risking
their lives for the right cause, e.g. cleansing an
unholy temple of the Dark Gods or destroying
a cursed artifact, your GM may decide to reduce
up to 3 corruption.
Dark Gifts
Dark gifts are the mental and physical effects
of the corrupting influence of Chaos. When
your character is blessed by the Ruinous Powers,
reduce their strain threshold by 1. Then
select the most appropriate effect from Table
5-1: Example Dark Gifts, roll randomly or create
a new unique dark gift with the help of the
Game Master. The physical effects of Chaos, so
called mutations, are in most cases beneficial
but also easy to spot. On the other hand, mental
effects are much easier to hide, but usually
only impair the character. Most of the presented
examples are quite universal, but some of
them are tied closer to a specific Chaos God.
Characters with visible mutations or known
to be blessed with dark gifts are considered
outcasts (see Social Status p. 62), commonly
feared, vilified, and actively hunted.
Dark Gifts Limit
When your character receives more dark gifts
than their Willpower rating, their body and soul
collapses, lost to the Chaos Gods. They become
a mutated mindless mass of flesh known as
a Chaos Spawn and fall under the GM's control.
The Old World: Grim and Perilous 117
Table 5-1: Example Dark Gifts
d100 dice
roll
Name Effect Applicable Gods
01-05 Scales Increase your character's melee and ranged defense by 1. All
06-10 Suspicious Mind Your character adds jj to all Vigilance checks, but Slaanesh, Tzeentch
decreases their Presence rating by 1.
11-15 Monstrous Obesity Your character increases their Soak by 1, but adds j to Nurgle, Slaanesh
all Coordination checks.
16-20 Rage Your character gains an ability similar to the Berserk Khorne
talent (see the Genesys Core Rulebook, page 75). They
must use it at the beginning of a combat encounter.
21-25 Inhuman Beauty Your character adds j to all Social skill checks Slaanesh
26-30 Rotting Skin Decrease your character's Soak by 1, but increase
melee defense by 2.
Nurgle
31-35 Witch Sight Magic (Arcana) is now career skill for your character
and they gain access to the Lore of Chaos (or Lore of
Shadows if the character is a gnome).
36-40 Animal Instincts Your character decreases their Intelligence rating by 1,
but increases their Cunning rating by 1.
Nurgle, Tzeentch,
Slaanesh
Nurgle, Slaanesh,
Khorne
41-45 Bestial Appearance Your character adds j to Coercion skill checks. All
46-50 Devourer After defeating an adversary during a combat
All
encounter, your character has to make a Hard (kkk)
Discipline check as an out of turn incidental, or they
start to devour the adversary and become staggered
until the end of their next turn. All other adversaries
within short range have to make a Hard (kkk) Fear
check as an out of turn incidental.
51-55 Enormous Eye Your character adds j to all Perception checks
All
involving sight.
56-60 Inverted Face Your character adds jj to Cool checks. All
61-65 Wings Your character can fly using the hovering guidelines All
in the Flying sidebar on page 100 of the Genesys Core
Rulebook.
66-70 Iron Skin Increase your character's Soak by 2, but decrease their All
Agility rating by 1.
71-75 Tortured Visions When your character fails any Willpower based check, All
they suffer 3 strain.
76-80 Additional Limbs Your character can perform a second maneuver All
without suffering strain. They still cannot exceed the
limitation of two maneuvers in a turn.
81-85 Natural Weapons Your character gains claws, big teeth, razor sharp All
tentacles, horns or any other natural weapon with the
following profile:
Brawl; Damage +2; Critical 3; Range [Engaged];
Accurate 1, Vicious 1.
86-90 Visions of Doom At the begging of a combat encounter, your character
must make a Hard (kkk) Fear check as an out of
turn incidental.
Tzeentch, Slaanesh
91-95 Additional Head Your character grows additional head somewhere
on their body. This additional head may have its own
personality and goals.
All
96-00 Plague Bearer Your character has contracted Nurgle's Rot - a fatal
disease that slowly turns the infected into a Plaguebearer.
Nurgle
118 The Old World: Grim and Perilous
Chapter 6
Social Status
In the Old World's societies social status is almost everything - it determines who you are, how
wealthy you are and what you can accomplish in life. It's not a surprise that most people judge
others by what social group they belong to. In this chapter, we introduce rules to reflect these
complex social relationships.
Social Groups
There are four basic social groups in the Old
World's society. Moreover, beyond this simple
division, there are outcasts - those who live outside
the boundaries of society.
Aristocracy (Tier 4)
Elite of the elite. Kings, lords electors, highest
nobility, leaders of major cults, magisters patriarchs
and matriarchs of Colleges of Magic etc.
They rule hundreds, thousands, sometimes
tens of thousands of people, and their decisions
can shape the entire countries. This social status
should not be available to the PCs unless
special circumstances exist.
Elite (Tier 3)
The elite social group mostly consists of the nobility,
the wealthiest merchants, wizards and the
highest ranks of the clergy. Their power come
from their property and connections, and they
are unfamiliar with the hardships of the common
folk. Most of these people were born to be rich
and powerful, so if you were not lucky enough to
be one of them, only a brilliant military or church
career can introduce you to this group.
Middle Class (Tier 2)
The middle class, made up of artisans, merchants,
academics, some military men, and
common clergy, usually inhabit cities and other
large industrial and commercial centers of
the Empire. Although most of them were not
born rich, they were fortunate enough or talented
enough to acquire the skills that would
enable them to lead a life not available to most
of the Empire's population, and some of them
even aspire to the elite social group.
Commoners (Tier 1)
The commoners are the largest and most diverse
social group in the Empire. Its representatives
include simple farmers, soldiers,
workers, stevedores, but also influential gang
bosses or devious fraudsters. What they all have
in common is that they are low born and have
experienced poverty and the hardships of physical
work in their lives, with a little chance of
improving their situation.
Outcasts
Outlaws, exiles, rebel wizards, mutants,
dwarven slayers and many witch hunters. Although
very different, what they all share is
a life outside the boundaries of society. Outcasts
are not a separate social group, rather it
covers all those vagrants who are unable (or
unwilling) to find a place within the rest of
the populace. While some may at times appear
as heroes to ordinary people, as a whole
they tend to be hated and feared because they
The Old World: Grim and Perilous 119
live outside the law, not restricted by the customs
of the common folk.
Using Social Status
Belonging to a particular social group affects
your character's entire life. How much respect
they enjoy, how high the discount they receive
at the inn, or how high the sentence in a court,
and even whether they will be admitted to certain
places depends largely on who they were
born or how high a status they managed to earn.
Initial Social Group
Your character's social group depends on their
initial specialization. If it happens that during
the character creation process you chose more
than one specialization for your character,
pick whichever seems more appropriate (however,
your GM is the final arbiter).
Maintaining Social Status
Maintaining your character's current social
status is fairly simple - all they need to do is
to eat, wear, sleep and behave like one of their
kind. Keep in mind that it is much easier and
far cheaper for commoner than for elite or even
middle class characters. As a commoner a few
shillings on simple food and dormitory is all you
need, while as a member of the elite you will always
need the best meal, the most comfortable
room and other luxuries that can cost far more.
Changing Social Status
Your character may move to another social group
mostly due to one of the following reasons:
1. Failing to maintain your character's current
social status. If your character is unable
to maintain their status financially,
your GM may decide to decrease their social
status to a more appropriate one. In most
cases, the lowest social class they can fall is
commoner. Your character must be heavily
in debt to become an Outcast this way.
2. In-game events. Nobility, promotion in
the structure of a guild or church, being
convicted of serious crimes and many other
things may move your character to another
social group.
3. Purchase of new specialization. Starting
a new specialization that has a different
social status that your current one, may require
your character to change their status
before they are eligible to buy the new specialization.
For example, your character
may need to become a member of the elite
(nobility to be precise) to start the Knight
specialization. On the other hand, your
character may not have to change their social
group from Elite to Middle Class when
they become, for example, a physician or
academic because these specializations,
although less popular, are also practiced by
the nobility. Keep in mind that it's usually
much easier to lower your character's social
status than do the opposite. In either
case, your GM is the final arbiter.
Hiding Social Status
Your character may attempt to hide their social
status and pretend to be a member of another
social group. Your character may make an opposed
Deception vs Vigilance check targeting
character that is not aware of your character's
social status. Add j to the check for each tier
of difference in social status between your
character's real status and the status they attempt
to portray (Outcasts should be treated
as Commoners for the purpose of this check).
If the check is successful, until the end of the
encounter or scene, your character modifies
their social skill checks against the target
character as if they were member of that social
group. Your GM may spend hhh or d from
your character's check to blow their cover.
Social Skill Checks
Modifiers
When a character of Aristocracy, Elite or Middle
Class social status makes a social skill check
targeting a character with a lower social status
(excluding Outcasts), they add j to Charm, Coercion
and Leadership checks for each tier of difference
in social status.
When a character of Commoner, Middle Class
or Elite social status makes a social skill check
targeting a character with a higher social status,
they add j to Charm, Coercion and Leadership
checks for each tier of difference in social status.
Characters of Outcast social status add j to Coercion
and j to Charm checks when targeting
a character from another social group. Note
that checks targeting Outcasts are not modified
in any way.
120 The Old World: Grim and Perilous
Chapter 7
Equipment and
Vehicles
This chapter includes many of the most popular weapons, gear and services to be found in the
Old World. Note that the tables of weapons and armors in The Old World also have a number
of HP, or Hard Points. This indicates how many attachments that item can be fitted with,
however, we do not provide specific rules for using item attachments - those are covered on
page 206 of the Genesys Core Rulebook and are later supplemented on page 106 of the Realms
of Terrinoth. Feel free to choose whatever fits best for your campaign.
This section covers the most common types
of weapons and armor to be found in the Old
World. Items marked with (T) next to their
name come from the Realms of Terrinoth
rulebook (p. 92) and, if not stated otherwise,
additional rules from the Realms of Terrinoth
should be applied.
New Item Qualities
In this product we introduce one new item
quality - Parrying - and slightly change the effect
of the Pierce quality with a goal to make it
more viable choice.
Parrying (Passive)
Parrying weapons are designed to actively
deflect incoming strikes. When a user of
an item with the Parrying quality is using
the Parry talent, they may further reduce
Weapons and Armors
Restricted Items
Some of the weapons or items in this chapter has
an "(R)" next to their price - this means the item is
restricted. Restricted items are banned in most of
the towns in the Old World and cannot be carried
openly in public. Depending on the town, restrictions
may vary, some do not accept such items inside
town walls and require them to be deposited
at the watch barracks; some demand them to be
kept in a locked chest or at similar place out of the
reach of the public.
the damage of the hit they suffer by a number
equal to the item's ranks in the Parrying
quality. If the user has not purchased the Parry
talent, they follow the normal rules of the
talent, but reduce damage only by the item's
Parrying quality rating.
The Old World: Grim and Perilous 121
Pierce (Passive)
Pierce quality seems to be designed as the way to
counter heavily armored or high soak enemies, however
Pierce rating between 1-3 tends to be no different
than simply adding damage to the weapon. We
try to fix it by changing the effect of Pierce quality.
This new effect should make it a bit more beneficial.
Any hits from this weapon ignore a number
of points of soak equal to the weapon’s
Pierce rating. If the weapon has more ranks
of Pierce than the target’s total soak, it completely
ignores the target’s soak. For example,
Pierce 3 against a soak of 2 ignores two points
of soak, but the extra point of Pierce has no
further effect. In addition, if the hit would
otherwise be unable to get past the target's
soak, it will inflict one wound (regardless of
the Pierce rating).
Damaging and Repairing
Equipment
Struggling with equipment deficiencies is a common
theme in dark fantasy adventures. To better
reflect it, we decided to introduce a rule that allows
your GM to spend hh generated on a check involving
the use of weapons or tools to damage the
equipment used by one step. Additionally, t generated
on a combat check may be spent to damage
one piece of a target's equipment by one step.
To repair a broken piece of equipment, character's
follow the general rules presented on page
89 of the Genesys Core Rulebook, however they
use Crafts or Engineering skill instead of Mechanics.
For ease of tracking the state of your character's
equipment, there are special die shaped boxes
in the Weapons and Personal Gear sections
of the Character's Sheet. Cover one third of
the box to mark minor damage, two thirds for
moderate and full box for major damage of the
equipment.
Melee Weapons
Bladed Gloves
Simple leather gloves with razor-sharp blades
or spikes attached, designed to inflict deep
and painful cuts. Originally from Cathay, they
were later adopted by some of the Empire's
torturers and assassins. When using this
weapon, your character can no longer choose
to deal damage to the target's strain threshold
instead of their wound threshold.
Brass Knuckles
Brass knuckles are pieces of metal shaped to
fit around the knuckles. Favored by criminals,
bodyguards and bouncers, they greatly increase
the power of the punch, and are easy to
use and conceal.
Buckler
A buckler is a small, round shield. Due to its
size, it offers poor protection, but is very useful
in deflecting the blow of an opponent's weapons.
When held, a buckler's encumbrance is 0.
Club
Simple, cheap and effective, clubs have proved
their value in numerous conflicts. However,
they tend to break easily. Your Game Master
may spend hhh generated on a combat
check using a club to cause major damage to it.
Garrote
This traditional assassin's weapon consists
of a length of cord which is wrapped around
a target's throat then easily chokes out or entirely
suffocates them. The garrote can only
be used against unaware targets (see note on
the Backstab talent on page 39). A successful
attack against a target causes them to become
suffocated (see Suffocation, Genesys
Core Rulebook, p. 112). Breaking free requires
an opposed Brawl vs Brawl check,
with an additional j for each round they
have been caught.
Falchion
A falchion is a heavy, one-handed, single-edged
sword shaped very much like a large meat
122 The Old World: Grim and Perilous
cleaver. It's not a subtle weapon, but it's very
effective at dealing deep, grevious wounds.
Hammer
The hammer, the sacred weapon of Sigmar himself,
occupies a special place in the Empire's armory.
It is a weapon of choice for the Emperor's
Elite Guards and Warrior Priests of Sigmar, but
is also widely appreciated by common soldiers,
devoted to Sigmar or not. Although it requires
a lot of strength to wield it, it can be used double-handed,
which negates its Cumbersome
quality, while still a Melee (Light) weapon.
Mace
A mace is a direct successor to a club that uses
a heavy head on the end of a handle to deliver
powerful strikes. While not nearly as cheap as
a club, it's much more durable, making it very
reliable weapon on the battlefield.
Parrying Dagger
As the name implies a parrying dagger is designed
to parry, or defend, more effectively
than a simple dagger, typically incorporating
a wider guard, and often some other defensive
features to better protect the hand as
well. They may also be used for attack if an opportunity
arises. When your character suffers
a hit from melee combat check while using
this weapon, after the attack is resolved, they
may spend d or hhh from the attacker's
check to automatically hit the attacker once.
The hit deals the parrying dagger's base
damage, plus any damage from applicable
talents or abilities.
Rapier
Rapiers are widely regarded as a weapon
of the elite, so most of them are subtly
crafted and ornate. However, they are
not a decoration. Designed to perform
quick and nimble thrusting attacks, rapiers
are deadly when it comes to striking
weak spots on an opponents armor.
Sabre
Popular among Kislevites and recently
adopted by the Empire's cavalrymen,
the sabre is a versatile weapon with single-edged
curved blade.
Sickle
Rarely used by professionals, and much more
often by the peasantry, this weapon is actually
a converted agricultural tool. Not very effective,
but cheap and when well sharpened it is
capable of delivering deep cuts.
Swordbreaker
A swordbreaker is a type of dagger that has
large, deep serrations along one side of the
blade, resembling the barbed teeth of a comb
and designed to entrap an opponent's blade, allowing
the user to disarm or damage it. When
your character suffers a hit from melee combat
check while using this weapon, after the attack
is resolved, they may spend d or hhh from
the attacker's check to disarm the attacker.
War Scythe
A war scythe or military scythe is a form of
pole weapon that bears some superficial resemblance
to that of an agricultural scythe
from which it likely evolved. The war scythe
however, is unrelated to agricultural tools
and is a purpose-built infantry melee weapon.
Thanks to its razor sharp blade, it is surprisingly
effective for such a simple weapon.
The Old World: Grim and Perilous 123
Table 7-1: Melee Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Axe (T) Melee (Light) +3 3 Engaged 2 1 75s 1 Vicious 1
Bladed Gloves Brawl +1 2 Engaged 1 1 60s 5 Accurate 1
Buckler Melee (Light) +0 6 Engaged 1 1 40s 3 Disorient 2, Parrying 2
Brass Knuckles Brawl +1 4 Engaged 1 0 10s 1 Disorient 3
Club Melee (Light) +3 4 Engaged 2 0 5s 1 Disorient 2
Dagger (T) Melee (Light) +2 3 Engaged 1 1 20s 1 Accurate 1
Falchion Melee (Light) +3 3 Engaged 2 1 100s 3 Innacurate 1, Vicious 2
Flail (T) Melee (Heavy) +4 3 Engaged 4 2 150s 3 Cumbersome 3, Linked 1,
Unwieldy 3
Garrote Brawl +0 5 Engaged 1 0 5s 2
Greataxe (T) Melee (Heavy) +4 3 Engaged 4 2 15GC 4 Cumbersome 3, Pierce 2,
Vicious 1
Greatsword (T) Melee (Heavy) +4 2 Engaged 3 2 20GC 4 Defensive 1, Pierce 1,
Unwieldy 3
Halberd (T) Melee (Heavy) +3 3 Engaged 5 3 22GC 3 Defensive 1, Pierce 3,
Unwieldy 3
Hammer Melee (Light) +3 3 Engaged 2 1 165s 2 Cumbersome 3, Disorient 2,
Pierce 1
Military Pick (T) Melee (Light) +1 2 Engaged 3 1 65s 2 Pierce 2
Mace Melee (Light) +3 3 Engaged 2 1 160s 1 Disorient 2
Parrying Dagger Melee (Light) +1 3 Engaged 1 1 120s 3 Pierce 1, Parrying 1
Pike (T) Melee (Heavy) +4 4 Short 4 2 40s 1 Prepare 1
Rapier Melee (Light) +3 2 Engaged 2 1 35GC 5 Accurate 1, Pierce 1
Sabre Melee (Light) +3 2 Engaged 2 1 43GC 6 Vicious 2
Shield (T) Melee (Light) +0 6 Engaged 1 1 45s 1 Defensive 1, Deflection 1,
Inaccurate 1, Knockdown
Shield, Bulwark
(T)
Melee (Light) +2 5 Engaged 3 2 14GC 3
Cumbersome 4, Defensive 2,
Deflection 3, Inaccurate 2,
Knockdown, Reinforced
Shield, Large (T) Melee (Light) +1 5 Engaged 2 2 160s 2 Defensive 1, Deflection 2,
Inaccurate 2, Knockdown
Sickle Melee (Light) +1 2 Engaged 1 1 20s 2 Vicious 2
Spear (T) Melee (Heavy) +3 3 Engaged 3 1 40s 2 Accurate 1
Spear, Light (T) Melee (Light) +2 4 Engaged 2 1 25s 2 Accurate 1, Defensive 1
Staff (T) Melee (Heavy) +2 4 Engaged 2 0 6d 0 Defensive 1
Sword (T) Melee (Light) +3 2 Engaged 1 1 10GC 2 Defensive 1
Swordbreaker Melee (Light) +1 3 Engaged 1 0 14GC 6 Sunder
War Hammer (T) Melee (Heavy) +5 4 Engaged 4 2 30GC 4 Concussive 1, Cumbersome 4,
Inaccurate 1, Knockdown
War Scythe Melee (Heavy) +4 3 Engaged 4 1 120s 3 Inaccurate 1, Vicious 2
Weighted Net Melee (Light) +0 6 Short 1 0 20s 2 Defensive 1, Ensnare 2
Weighted Net
Popular among pit fighters and bounty hunters,
a net is a versatile alternative to the more
widespread shield. It offers a little bit of protection
and, if needed, may be hurled at the enemy
to immobilize them. A weighted net can
be used to make melee combat checks against
targets within short range (the difficulty remains
Average (kk). If the combat check is
successful, your character may suffer 2 strain
to activate the Ensnare item quality instead of
spending aa.
Ranged Weapons
Arquebus
An arquebus is amongst the most powerful of
weapons ever invented. Armor piercing, devastating
shots give a great advantage in combat.
However, like most of gunpowder weapons,
arquebuses are heavy, expensive and need a lot
of effort to maintain. Your Game Master may
spend d or hh generated on a combat check
using an arquebus to jam the weapon. Jammed
124 The Old World: Grim and Perilous
weapons cannot be fired and require an Easy
(k) Firearms check for the barrel to be cleared.
Blunderbuss
The favorite weapon of innkeepers and coachmen,
blunderbuss' have proved their worth.
They are not very subtle, but are reliable and
deadly at short distances. It can be loaded
with nails, glass, small stones or anything else
at hand. d and h cannot be spent to cause
a blunderbuss to run out of ammunition.
Bomb
A bomb is a hollow shell of ceramic, or thin
metal filled with gunpowder, stopped with wax
and fitted with a fuse. Bombs can be thrown
but because they are heavy and bulky, clever
engineers prefer to plant them near strategic
areas of the battlefield.
Crossbow, Siege
Reportedly, this weapon was designed for
ogres serving in the Empire's army. Its size
and bulky nature seem to confirm this, but
who would not want the firepower of two
heavy crossbows combined into one? If your
character is an ogre, they may use Ranged skill
to fire the siege crossbow instead of Gunnery.
Dueling Pistol
A dueling pistol is a work of art, and a gunsmith
labors long and hard to produce a single
example. They are often carried by Imperial
nobles to solve disputes over love and honor,
and many a noble has died at dawn in a duel
over some grievance. Dueling pistols are prohibitively
expensive weapons and common
warriors rarely have them.
Dwarf Crank Gun
Rare and incomparably expensive, a dwarf
crank gun is a multi-barreled monstrosity that
can decimate an enemy team by itself. While
powerful, its often hard to use it properly
due to its weight and high failure rate. Your
Game Master may spend d or hh generated
on a combat check using a dwarf crank gun
to malfunction the weapon. Malfunctioned
weapons cannot be fired and require an Average
(kk) Engineering check to clear the malfunction.
Engineering weapon - to create or
repair this weapon, your character should use
the Engineering skill instead of Crafts.
Hochland Long Rifle
The Hochland long rifle was developed from
the long rifles used by the hunters of Hochland.
These weapons use barrels which have
been rifled or grooved, which makes the lead
shot spin in flight, in turn making these weapons
highly accurate and giving them a range
unsurpassed by most other handguns. On the
battlefield it is often used by specialized soldiers,
where it is particularly effective at neutralizing
specific targets from afar.
Engineering weapon - to create or repair this
weapon, your character should use the Engineering
skill instead of Crafts.
Longbow
An improvement on the design of the bow,
a longbow is made from a single piece of carefully
selected yew or elm as long as a man is
tall. An experienced bowman can land a shot
with uncanny accuracy and with deadly force
capable of piercing even the heaviest of armors,
making longbows a popular choice for
regiments throughout the Old World.
The Old World: Grim and Perilous 125
Pistol
Pistols are handy and, thanks to their solid
firepower, they give an edge in dire situations.
However, like any firearm, they require regular
maintenance. Your Game Master may spend
d or hh generated on a combat check using
a pistol to jam the weapon. Jammed weapons
cannot be fired and require an Easy (k) Firearms
check for the barrel to be cleared.
Repeater Handgun
The Repeater Handgun is one of the latest inventions
of Empire's engineers. It is a bizarre,
multi-barreled contraption that spits out a torrent
of shots at its enemies. A repeater handgun
offers unmatched raw firepower, but has
an awful tendency to malfunction at the worst
possible moment. Your Game Master may
spend d or hh generated on a combat check
using a repeater handgun to malfunction the
weapon. Malfunctioned weapons cannot be
fired and require an Average (kk) Engineering
check to clear the malfunction.
Engineering weapon - to create or repair this
weapon, your character should use the Engineering
skill instead of Crafts.
Repeater Pistol
A Repeater Pistol is a smaller version of the
Repeater Handgun, and is fired one handed,
leaving the other free to wield a sword. Despite
being younger and smaller version of
Repeater Handgun, it has exactly the same
drawbacks. Your Game Master may spend d
or hh generated on a combat check using
a repeater pistol to malfunction the weapon.
Malfunctioned weapons cannot be fired and
require an Average (kk) Engineering check
to clear the malfunction.
Engineering weapon - to create or repair this
weapon, your character should use the Engineering
skill instead of Crafts.
Table 7-2: Ranged Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Arquebus Firearms 8 2 Medium 3 1 20GC (R) 5 Pierce 3, Prepare 1, Knockdown
Blunderbuss Firearms 7 3 Short 3 1 12GC (R) 2 Blast 5, Prepare 1
Bomb Ranged 9 3 Short 2 0 80s (R) 6 Blast 7, Inaccurate 2, Limited
Ammo 1
Bow (T) Ranged 7 3 Medium 2 1 75s 2 Unwieldy 2
Crossbow (T) Ranged 7 2 Medium 3 1 125s 3 Pierce 2, Prepare 1
Crossbow, Hand
(T)
Ranged 5 3 Short 2 0 160s 4 Accurate 1, Prepare 1
Crossbow, Heavy
(T)
Crossbow,
Repeating (T)
Ranged 8 2 Long 4 2 22GC (R) 6 Cumbersome 3, Pierce 3,
Prepare 2
Ranged 5 2 Short 3 2 15GC 6 Linked 2, Prepare 2
Crossbow, Siege Gunnery 8 3 Long 6 2 50GC (R) 8 Cumbersome 4, Linked 1,
Pierce 3, Prepare 2
Dueling Pistol Firearms 5 3 Short 1 1 52GC (R) 7 Pierce 2, Prepare 2, Superior
Dwarf Crank Gun Gunnery 10 3 Medium 7 2 500GC
(R)
Hochland Long
Rifle
126 The Old World: Grim and Perilous
10
Auto-Fire, Cumbersome 5,
Inaccurate 1, Pierce 2,
Prepare 2, Vicious 2
Firearms 9 2 Long 3 2 80GC (R) 9 Accurate 1, Cumbersome 3,
Pierce 3, Prepare 1, Knockdown
Incendiary Ranged 6 6 Short 1 0 40s (R) 4 Blast 5, Burn 3, Inaccurate 2,
Limited Ammo 1
Longbow Ranged 8 3 Long 3 2 160s 4 Accurate 1, Cumbersome 3,
Pierce 1, Unwieldy 3
Pistol Firearms 5 3 Short 1 1 15GC (R) 4 Pierce 2, Prepare 1
Repeater
Handgun
Firearms 7 3 Medium 4 2 42GC (R) 7 Auto-Fire, Cumbersome 3,
Limited Ammo 6, Pierce 1
Repeater Pistol Firearms 6 3 Short 3 2 30GC (R) 7 Auto-Fire, Limited Ammo 6
Sling (T) Ranged 4 4 Medium 0 0 5d 0 Disorient 2, Prepare 1
Throwing Axe (T) Ranged +2 3 Short 1 1 40s 1 Inaccurate 1, Limited Ammo 1,
Vicious 1
Armor
Gromril
Armor made from the metal known as gromril
is the toughest and most sturdy in the known
world. Known variously as meteoric iron, silverstone
and hammernought armor, Gromril
armor is limited to wealthy Dwarfs and
the elite Ironbreakers. Armor forged of pure
gromril is highly coveted for its protective
value and such suits are treasured heirlooms,
many of which date back to the Golden Age.
Full Plate
Full plate armor is the pinnacle of human armorsmithing.
Only wealthy nobility can afford
to buy and maintain this type of armor,
but it is well worth the price as it provides
almost impenetrable defense. On the other
hand, it is loud and restricts movement, so it
is usually avoided by those who value agility
and the element of surprise in combat. Your
character adds jj to Stealth and Coordination
checks while wearing this armor.
Table 7-3: Armor
Name Defense Soak Encumbrance HP Price Rarity
Brigandine (T) 1 +1 2 1 200s 5
Chainmail (T) 0 +2 3 2 16GC 4
Full Plate 1 +3 5 2 63GC 6
Gromril 2 +3 3 2 - 10
Heavy Robes (T) 1 0 1 1 45s 0
Leather (T) 0 +1 1 1 75s 3
Padded (T) 0 +1 2 0 35s 2
Plate (T) 1 +2 4 2 42GC 6
Scale (T) 0 +2 4 1 215 4
Magic Items
In this section we present examples of magic
items. Magic items are objects of great power.
Those are extremely rare creations of the most
powerful wizards, dwarven runesmiths or are
made by the Chaos itself. They are hard to find,
but the strength they offer is worth every effort.
However, the power often comes at a cost.
All magic items can be damaged (see p. 89
Genesys Core Rulebook), but cannot be destroyed
unless great magical power is used
to do so. All magic weapons deal magic damage
(including arrows shot from magic bows)
and ignore Reinforced quality, unless the item
having this quality is also a magic one.
Trueflight Bow
These extremely rare bows were created by
wood elves during the wars with dwarfs. Arrows
fired from this bow almost never miss,
seeking their target on their own and hitting
weak points in the opponent's armor with
great precision.
Barrakul
The longsword's name means "Hope of the
Mountains" in the Khazalid language and it
was once forged by an unknown runesmith
as a token of friendship between the dwarfs
and the followers of Sigmar. No one who is an
enemy of Sigmar may use this sword. Drawn,
the blade gleams with a strange glow, and the
runes shine softly.
Barrakul ignores much of the enemy's armor
and gains Pierce 5 quality, unless it's magic armor.
If the target is a dwarf, upgrade the difficulty
of the combat check twice and reduce the
damage dealt by 2.
The Old World: Grim and Perilous 127
Swords of duelists
Legend says that those swords were forged using
souls of skilled swordsmen. Thanks to this,
those weapons are capable of fighting on their
own. But not everything went as intended by
the wizard creating them, and the imprisoned
soul to this day curses the sword's owner and
thirsts for his blood.
While wearing the sword of duelist, your character
may spend a Story Point to draw a sword
and send it to combat. Once per round in structured
encounters, your character may spend
one maneuver to direct the sword in performing
one action and one maneuver during your
character’s turn.
Sword of Duelist (Rival)
3 0 0 0 0 0
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 12 1 1
Skills: Combat 3, General 0, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Sword of Duelist: The sword is immune to
Fear and ignores effects of Critical Injuries.
However, if it suffers a Critical Injury, it is
damaged one step. If the sword is damaged
3 times, it's incapacitated until repaired.
• Vengeful Spirit: d generated on combat
checks of the sword may be spent to force
it's owner to make a Daunting (kkkk) Discipline
check as an out of turn incidental.
If the check fails, the sword turns against
it's owner and tries to kill them unless incapacitated
or unless someone uses a Dispel
magic action against it.
• Silhouette 0
Equipment:
• Sword: Melee (Light); Damage 7; Critical 2;
Range (Engaged); Defensive 1, Deflection 1
Scholar's Gloves
These gloves are said to have been created by a
certain short-fused wizard of the lore of metal.
When wearing the Scholar's Gloves, your
character may count their ranks of Brawl as
equal to their ranks in Knowledge (Academic).
Your character may add damage equal to
their Intellect rating to their unarmed combat
checks.
Barding of Guarding
Once very popular among elven knights, over
the years most of those armors have been lost
and the method of their manufacture has
been forgotten. Increases the durability of war
mounts. Equipped with this armor, the mount
gains the Durable 2 talent.
Chaos Armor
Chaos Armor is a powerful gift from the Ruinous
Powers. Usually only the most devout Chaos
warriors receive these armors, but sometimes
they come across people whom the Chaos gods
want to tempt and bring to their side.
128 The Old World: Grim and Perilous
Identification of
Magic Items
It's one thing to find a magic item, it's another to
recognize that it's actually magical. Most magical
items look like elaborately crafted but perfectly
ordinary items. Characters wit ability to sense
magic will certainly immediately notice that an
item is imbued with power, but this is not enough
to clearly define its properties. One of the simplest
but also the most unreliable and time-consuming
ways is to simply experiment, hoping
that the object will reveal its nature during use.
Characters with the Sense Magic action may attempt
to identify the item's properties by making
a Hard (kkk) Arcana check. Educated characters,
on the other hand, are able to recognize the
item, its name, and history with a Knowledge
(Academic) or Knowledge (Chaos) check. The difficulty
of the check should be based on the item's
rarity (see Table I:5-1: Rarity, page 51 Genesys
Core Rulebook). If the item has no specified rarity,
it means it's completely unique. The difficulty
for unique items is Formidable (kkkkk).
Once worn, the Chaos Armor cannot be removed,
becoming one with the body and altering
the wearer's physiology. While your
character is wearing Chaos Armor, they gain 3
defense, reduce their strain threshold by 2 and
increase their Brawn rating to 5 and soak by
3. Your character also receives 1 Dark Gift (see
page 117) and gains the Chaos creature ability:
This character may spend aaa or t generated
on a combat check to inflict 1 Corruption
to the target.
Purse of Teeth
A Purse of Teeth appears as an ordinary leather
pouch with drawstrings. However, if it is
opened and any attempt made to take money
from it by anyone other than its rightful
owner, rows of very sharp teeth magically appear
inside the purse and bite the hand of the
thief. When someone tries to steal from the
Purse of Teeth, they have to make a Daunting
(kkkk) Skulduggery check. If the check fails,
they suffer 3 wounds + 1 wound for each h. If
the check generates d the purse tightens on
the thief's hand and screams, 'Thief! Thief!' at
almost deafening volume.
Dagger of Halflings
Those dagger were created by a wizard known
for his extremely aggresive halfling bodyguards.
The Dagger of Halflings will only display
special magic properties in the hands of a
Halfling; to other users, it simply counts as a
regular dagger.
Lantern Of Days
It seems to be nothing more than an ordinary
storm lantern, but when lit, it casts a strong
light around, and what's more, it uses virtually
no oil and cannot be extinguished without
the owner's permission. The Lantern of Days
removes jj added to checks due to darkness.
(If it becomes important to determine how far
the light reaches, the Lantern of Days can provide
light out to medium range.)
Seven-league Boots
These boots are one of many artifacts created by
Stanislaus Gans - a wizard known for his great
talent and mischievous sense of humor. The
boots move the wearer exactly 7 miles. When
using boots, your character suffers 2 strain for
every 21 miles (3 steps) traveled and must make
a Daunting (kkkk) Knowledge (Academic)
check. If the check fails, your character completely
misses the place they wanted to get to.
hh or d means that they landed in some
dangerous place, e.g. in a river or right in front
of a speeding coach.
Blood Drinker
Crafted with warpstone and vampire blood,
this cursed sword has the ability to drain
the life from its victims. Blood Drinker resembles
a normal sword, but, when the light
catches it, the steel seems to shimmer with a
reddish tinge. When using this sword, your
character heals wounds equal to the wounds
inflicted to their target. However, if the combat
check generates hh or d your character
suffers 1 corruption.
The Old World: Grim and Perilous 129
Table 7-4: Magic Items
Name Skill Dam Crit Range Encum Price Rarity Special
Barding of
- - - - - - 10
Guarding
Barrakul Melee (Heavy) +4 2 Engaged 3 - - Defensive 1, Pierce 1,
Unwieldy 3
Blood Drinker Melee (Light) +3 2 Engaged 1 - - Defensive 1
Chaos Armor - - - - 0 - - Reinforced
Dagger of Halflings Melee (Light) +3 2 1 - 12 Accurate 2, Supreme, Pierce
1
Lantern Of Days - - - - - 35GC 7
Purse of Teeth - - - - 0 40GC 8
Seven-league Boots - - - - - - -
Sword of duelist Melee (Light) +3 2 Engaged 1 - 10 Defensive 1
Trueflight Bow Ranged 8 3 Long 3 - 10
Cumbersome 3, Guided 3,
Pierce 1, Unwieldy 3,
Vicious 1
Gear and Services
This section covers the typical items and services
to be found in the Old World. Items
marked with (T) next to their name come from
Realms of Terrinoth rulebook and, if not stated
otherwise, additional rules from Realms of
Terrinoth should be applied.
Gear
Artisan's Tools
Artisan's tools consist of everything a craftsman
needs in their daily work: hammers,
saws, pliers, etc. When your character uses an
artisan's tools, they have the right tool for the
job (as per page 93 of the Genesys Core Rulebook)
when making Crafts checks, although
at yours GMs discretion, creating some items
may require access to workshop or smithy.
Cloak with Hidden Pockets
The favorite outerwear of fences and smugglers,
this cloak not only increases your character's
encumbrance threshold by one, but it
also helps to conceal gear. If another character
tries to search your character (as per page 85
of the Genesys Core Rulebook), they upgrade
difficulty of the check once.
Coinage
Three types of coins are commonly used in the
Empire: brass pennies, silver shillings and golden
crowns. There are 12 pennies in a shilling and
20 shillings in 1 crown, resulting in a total of 240
pennies in 1 crown. In this supplement, most of
the prices are kept in shillings (s), however sometimes
you may spot a symbol of a pennies (d) for
items that cost less than 1 shilling, or crowns (GC)
for items more expensive than 200s.
Extra Shots
This includes additional lead shots and gunpowder
stored in spare poaches.
If your character has an extra shots, they can
spend a maneuver to replenish their firearm
when it suffered an "out of ammo" d result,
but this consumes the item in the process.
Note that this does not replenish weapons
with the Limited Ammo quality.
Lock Pick Set
While not as sophisticated as Thieves' Tools,
a trusty lock pick set is usually enough to do
the job. When your character makes a Skulduggery
check to open any mechanical locks
or latches, they have right tool for the job (as
per page 93 of the Genesys Core Rulebook).
130 The Old World: Grim and Perilous
Repeater Ammo
A specially prepared ammunition set containing
a cartridge with 6 bullets and gunpowder.
It allows your character to quickly reload a Repeater
Pistol or a Repeater Handgun and is
consumed in the process.
Sacred Symbol
Representations of deities opposing Chaos
and evil, blessed by a priest. Once per session,
if your character is a follower of the religion
represented by the sacred symbol, they may
make a Hard (kkk) Discipline check as an
action. If the check is successful, all unnatural
creatures (such as ghosts, undead etc.) and
creatures of Chaos within short range suffer 2
strain plus 1 strain for each s.
Tool Bag
Plain leather or linen shoulder bag in which
you can store your most used tools. While
wearing a tool bag, your character increases
their encumbrance threshold by two.
Table 7-5: Gear
Name Encumbrance Price Rarity
Alchemist's Kit (T) 3 300s 5
Alchemist's Lab (Supplies) (T) 8 30GC 7
Apothecary's Kit (T) 2 150s 4
Artisan's Tools 2 120s 2
Backpack (T) +4 25s 3
Bedroll (T) 1 10s 1
Climbing Gear (T) 1 15s 5
Cloak With Hidden Pockets +1 25s 4
Extra Quiver (T) 2 5s 2
Extra Shots 1 25s 4
Fine Cloak (T) 1 150s 4
Flask (Empty) (T) 0 5d 1
Flint and Steel (T) 0 10d 1
Lantern (T) 1 15s 1
Lock Pick Set 1 28s 4
Pole (30 hands long) (T) 2 2s 1
Repeater Ammo 1 5s 6
Rope (T) 1 10d 1
Sacred Symbol 0 10s 2
Thieves' Tools 1 50s 5
Tool Bag +2 10s 2
Torches (T) 1 1s 0
Trail Rations (1 day) (T) 1 1s 0
Wagon (T) - 120s 2
Waterskin (T) 1 2s 1
Winter Clothing (T) 4 23s 3
The Old World: Grim and Perilous 131
Potions and Elixirs
Elixirs are quite rare, but potent mixtures
that offer wide variety of effects. All potions
and elixirs used in The Old World setting presented
on Table 7-6: Potions and Elixirs (except
Herbal Medicine), are described in the
Realms of Terrinoth, page 102.
Unless stated otherwise, consuming a potion
or elixir is a maneuver and consumes the item
in the process. The effects of multiple doses of
the same potions does not stack.
Herbal Medicine
Herbal treatments are holistic and traditional,
used to treat wounds and illness for generations.
Popular among the poor and superstitious
who lack access to, or distrust, more educated
approaches. The viability of these remedies vary
- from effective, to unfounded bunkum.
Herbal medicines can be brewed with Survival
check instead of Alchemy. Once per encounter,
when your character uses a herbal medicine,
they heal 3 wounds, but until the end of the encounter
they add jj to all checks.
Table 7-6: Potions and Elixirs
Animals and
Related Gear
Animals and gear presented on Table 7-7: Animals
and Gear with (T) next to their name are
described in the Realms of Terrinoth, page 104.
Big Cat (Rival)
Many species of big cats roam the wilds of the
Old World, but are a rare sight in inhabited areas.
Those that can be found in cities are usually
owned by beast tamers or are attractions
during fights in arenas. Due to the fact that
they are extremely dangerous, local authorities
usually require them to be transported in
cages, so they are considered restricted (R).
3 4 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 12 1 1
Skills: Athletics 3, Brawl 3, Cool 3, Coordination
3, Perception 2, Stealth 2.
Name Encumbrance Price Rarity
Acid Flask (T) 0 200s 6
Bottled Courage (T) 1 15s 3
Health Elixir (T) 0 13GC 8
Herbal Medicine 1 5s 4
Immunity Elixir (T) 1 35s 4
Poison (T) 0 42s (R) 5
Smokebomb Vial (T) 0 30s 6
132 The Old World: Grim and Perilous
Talents:
• Swift: The creature does not suffer penalties
for moving through difficult terrain.
Abilities:
• Ambush predator: When attacking a target
that has not yet acted in the encounter this
creature adds jj to its combat checks.
• Pound: Once per turn, while at short range,
this creature may perform a move maneuver
to engage a target as an incidental.
Equipment:
• Claws: Brawl; Damage 6; Critical 3; Range
(Engaged); Vicious 2.
Dog, mid sized (Rival)
Mixed breed dogs are a common sight in the
settlements of the Old World. They are often
used for hunting and as guard dogs but can
also be a faithful companions of dangerous
adventures.
If the dog comes from the Small, But Vicious Dog
talent, increase its ranks in Perception to 3 and
Wound Threshold by 2.
2 3 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 7 0 0
Skills: Athletics 2, Brawl 2, Perception 1, Vigilance
2.
Talents: None
Abilities:
• Pack Fighter: If this creature makes a successful
combat check, the next ally making
a combat check against the same target
Table 7-7: Animals and Gear
during the same round adds aa to the
results.
Equipment:
• Bite: Brawl; Damage 4; Critical 3; Range
(Engaged); Knockdown.
Bird of Prey (Rival)
Also known as raptors, they are species of birds
that are captured and trained primarily for hunting.
They have keen eyesight for detecting prey at
a distance or during flight, strong feet equipped
with talons for grasping or killing their target,
and powerful, curved beaks for tearing flesh.
1 3 1 4 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
2 5 1 1
Skills: Brawl 2, Cool 3, Coordination 2, Perception
4, Vigilance 2.
Talents:
• Finesse: When making a Brawl check, this
creature may use Agility instead of Brawn.
Abilities:
• Eye in the sky: When this creature is flying,
its allies gain j to Perception and Vigilance
checks.
• Flying: This creature may fly using the hovering
guidelines in the Flying sidebar on
page 100 of the Genesys Core Rulebook).
• Silhouette 0.
Equipment:
• Beak and talons: Brawl; Damage 4; Critical
3; Range (Engaged); Accurate 2, Vicious 2.
Name Encumbrance Price Rarity
Barding (T) 5 45GC 5
Beast of Burden (T) - 150s 1
Big Cat - 22GC (R) 6
Bird of Prey - 50s 4
Dog - 3s 2
Riding Horse (Riding Beast - T) - 23GC 2
Saddlebags (T) +4 25s 3
War Horse (War Mount - T) - 75GC 6
The Old World: Grim and Perilous 133
Services
This section presents a number of services
that characters might procure in the course of
their adventures. Most of the services presented
on Table 7-8: Services are marked with (T)
and are described in the Realms of Terrinoth,
page 105. With one exception, however...
Bugman's Ale
The greatest and most refreshing alcoholic
beverage ever created. Now in a barrel!
Table 7-8: Services
Name Encumbrance Price Rarity
Ale (Flagon) (T) - 3d 0
Bugman's Ale (Barrel) 3 20s 3
Bugman's Ale (Flagon) - 1s 3
Lodging (Common Room, 1 night) (T) - 10d 0
Lodging (Private Room, 1 night) (T) - 2s (poor) - 40s (luxury) 1-4
Meal (Tavern) (T) - 8d (poor) - 25s (luxury) 0-3
Porter (Per day) (T) - 3s 1
Torchbearer (Per day) (T) - 1s 1
Travel, Riverboat (1 day) (T) - 3s 1
Travel, Wagon (1 day) (T) - 2s 1
Travel, Coach (1 day) (T) - 8s 2
Wine (bottle) (T) 1 1s (poor) - 27s (luxury) 1-6
Vehicles
This section presents some examples of typical
vehicles used in the Old World.
Coach
Coaches may not be the cheapest, but they
are one of the most comfortable and also one
of the fastest ways to travel around the Old
World. A typical coach can take 8 to 12 passengers
and is manned by two coachmen,
one of whom always also acts as a guard.
Coaches do not usually carry provisions, but instead
rely on inns to accommodate passengers.
Defense
Armor
2 2 ‒1 0 0
HT Thresh.
SS Thresh.
Silhouette Max Speed Handling
Control Skill: Riding
Complement: 1 driver, 1 guard
5 4
Passenger Capacity: 8
Consumables: None
Encumbrance Capacity: 40
Price/Rarity: 60GC/4
Weapons: None
River Barge (Small)
River barges are the most popular means of
transport. Every day, the crews of these small
ships travel the smaller and larger rivers of the
Old World, delivering people and goods, and
avoiding river pirates and greedy tax collectors.
Defense
Armor
3 2 ‒2 0 1
HT Thresh.
SS Thresh.
Silhouette Max Speed Handling
Control Skill: Sailing
Complement: 4 crew
Passenger Capacity: 6
18 16
134 The Old World: Grim and Perilous
Consumables: 2 weeks
Encumbrance Capacity: 500
Price/Rarity: 120GC/5
Weapons: None
River Guards Barge
River guards patrol the waterways for pirates
and any other dangers. Their ships are usually
nothing but commercial barges, reinforced
and adapted to transport a unit of soldiers.
They are also usually armed with one or two
light cannons, thus providing themselves with
a significant advantage in the event of a possible
skirmish.
Defense
Armor
3 2 ‒2 0 1
HT Thresh.
SS Thresh.
Silhouette Max Speed Handling
20 18
Control Skill: Sailing
Complement: 4 crew
Passenger Capacity: 12
Consumables: 2 weeks
Encumbrance Capacity: 100
Price/Rarity: 300GC/6
Weapons:
• 2 Light Cannons (Fire Arc Port and Fire Arc
Starboard; Gunnery; Damage 5; Critical 3;
Range[Medium]; Prepare 1)
Rowing Boat
Simple rowing boat. Typically used by fishermen,
river pilots, smugglers, etc.
Defense
Armor
2 1 ‒1 0 0
HT Thresh.
SS Thresh.
Silhouette Max Speed Handling
Control Skill: Athletics
Complement: 1 rower
Passenger Capacity: 2
Consumables: None
Encumbrance Capacity: 40
Price/Rarity: 80s/2
Weapons: None
2 2
Vulnerable: This vehicle is particularly vulnerable
to incoming fire. All successful combat
checks targeting the vehicle add aa to
the results.
Transport Ship
Ships of this type are medium-sized vessels, capable
of sea navigation as well as of travesing
the larger rivers. They are usually used for trade
or expeditions. As the seas and oceans are even
more dangerous than the land, transport ships
are usually at least lightly armed.
Defense
Armor
5 2 ‒3 0 1
HT Thresh.
SS Thresh.
Silhouette Max Speed Handling
45 35
Control Skill: Sailing
Complement: 12 crew
Passenger Capacity: 40
Consumables: 2 months
Encumbrance Capacity: 2500
Price/Rarity: 2500GC/7
Weapons:
• 6 Light Cannons (Fire Arc Port and Fire Arc
Starboard; Gunnery; Damage 5; Critical 3;
Range[Medium]; Prepare 1).
• 2 Medium Cannons (Fire Arc Port and Fire
Arc Starboard; Gunnery; Damage 6; Critical
3; Range[Long]; Prepare 2)
Warship
While it might seem that land forces lead the
way in conflicts, most of the Old World nations
maintain their own naval fleet, necessary
for the security of maritime trade as well
as for protection against invasion from the
sea. The largest fleets, consisting of hundreds
of ships, are commanded by the High Elves,
but the fleets of the Dark Elves, Bretonnia and
the Empire are close to them.
Warship sizes and armaments vary greatly,
ranging from swift, nearly unarmed units to
the enormous Men O'War - floating fortresses
manned by hundreds of men.
The Old World: Grim and Perilous 135
Below we present a warship of the frigate type.
Frigates are fast and maneuverable, and heavily
armed at the same time.
Silhouette Max Speed Handling
Defense
HT Thresh.
Armor
6 3 ‒2 0 3
Control Skill: Sailing
Complement: 60 crew
Passenger Capacity: 250
Consumables: 2 months
SS Thresh.
55 40
Encumbrance Capacity: 500
Price/Rarity: 14000GC/9
Weapons:
• 12 Light Cannons (Fire Arc Port and Fire Arc
Starboard; Gunnery; Damage 5; Critical 3;
Range[Medium]; Prepare 1).
• 8 Medium Cannons (Fire Arc Port and Fire
Arc Starboard; Gunnery; Damage 6; Critical
3; Range[Long]; Prepare 2)
• 6 Heavy Cannons (Fire Arc Port and Fire Arc
Starboard; Gunnery; Damage 7; Critical 2;
Range[Long]; Prepare 2)
136 The Old World: Grim and Perilous
Chapter 8
Adversaries of
the Old World
This chapter provides a selection of adversaries
found in The Old World setting. Unlike
other products, we used a simplified approach
for presenting an adversary’s skills, gathering
them instead into 5 groups: Combat, General,
Knowledge, Magic and Social.
If an adversary has 3 ranks in the General skill,
we assume all skills under the General category
exist at rank 3. Of course, in some situations
this may make no sense. For example, a Chaos
Spawn with 3 ranks in Sailing skill seems absurd,
and so it’s the up to the GM to determine
what applies and what doesn’t. Minions, as
usual, gain skills only as a group and we mark
them accordingly with a “+”.
Contrary to the various Genesys settings, The
Old World's adversaries offer a greater challenge
and danger—even the weakest ones—
with abilities and talents that present a serious
threat to the PCs. Combat should always remain
a last resort in solving problems. Should
this occur, however, make it action packed,
deadly, and difficult.
In case you wish to use adversaries from other
settings such as from the Realms of Terrinoth
Setting, remember to consider increasing
the damage of their attacks and their wounds
thresholds. You may even consider decreasing
their critical ratings or giving them additional
abilities or weapon qualities if necessary. However,
do not overdo it! We want the combat to be
challenging in an entertaining way, not hopeless!
Ghoul (Rival)
Ghouls are the degenerated descendants of
humans who were reduced to cannibalistic
creatures due to the consumption of raw or decaying
flesh. They are ugly, stooping creatures
with only a vestigial sense of their former life or
personality. Their skin is sallow and filthy, their
eyes are bestial and insane, and their snarling
lips reveal sharp-pointed teeth in slavering
mouths. Dressed only in the rags they pull
from their victims, ghouls use their sharp claws
soaked with poison to paralyze those foolish
enough to step into their crypts.
3 3 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 16 1 1
Skills: Combat 2, General 3, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Ambush predator: When attacking a target
that has not yet acted in the encounter, this
creature adds jj to its combat checks.
The Old World: Grim and Perilous 137
• Savage: A ghoul increases the damage of
its attacks by 2 when attacking an immobilized
target.
• Dark Vision: May remove up to jj imposed
by darkness.
Equipment:
• Poison-soaked claws: Brawl; Damage 6;
Critical 3; Range (Engaged); Ensnare 2,
Stun 3
Wraith (Rival)
Wraiths are souls that were damned for the
eternity. They are nothing more than a spectral
husks who have almost completely lost their
original identity. They restlessly wander near
their places of death, feed on hatred towards
the living and prey on the fear of their victims.
1 3 2 3 3 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
0 20 3 3
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Ghostly: May move over or through terrain
(including doors and walls) without penalty.
Halve the damage dealt to the wraith before
applying soak, unless the attack came
from a magical source such as a spell or
magical weapon.
• Silhouette 2
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only
make one fear check against the most terrifying
enemy.
• Undead: Does not need to breathe, eat, or
drink, and can survive underwater; immune
to poisons and toxins.
138 The Old World: Grim and Perilous
• Wraith's curse: Characters incapacitated
by Wraith are instantly killed. The next
round they are ressurected as a Wraith under
the GM's control. It takes the last PCs
initiative slot.
Equipment:
• Spectral claws: Brawl; Damage 4; Critical 1;
Range (Engaged); Breach 1, Stun Damage.
• Wailing cry: Ranged; Damage 2; Critical 5;
Range (Medium); Breach 1, Stun Damage.
Zombie (Minion)
Grotesquely reanimated corpses, Zombies are
compelled by the Dark Magic of a Vampire or
Necromancer, and driven by the will of their
master to commit acts of extreme violence.
They are a truly foul thing to behold, living
corpses that is wroth with decay and unclean
flesh. A Zombie's skin hangs in strips from his
tattered frame, revealing withered muscle and
bloodless veins. Dangerous in large groups,
Zombies stagger towards the enemies with
grasping arms and teeth.
3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 5 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Infectious: May spend aaa from a combat
check to inflict Infected Wounds to the
target.
• Undead: Does not need to breathe, eat, or
drink, and can survive underwater; immune
to poisons and toxins.
• Undying: May spend hhh from any
check made by PC to return one previously
defeated Zombie to an existing minion
group, removing damage from the group
accordingly. Spend d to return an entire
previously defeated minion group.
Equipment:
• Rusted blade: Melee (Light); Damage 6;
Critical 3; Range (Engaged),
• Nails: Brawl; Damage 3; Critical 5; Range
(Engaged); Ensnare 1.
Beastmen
Infected Wounds
Some adversaries have abilities that can infect
wounds of their target, but you may also decide to
trigger infection when a PCs check generates d in
certain, filthy places like sewers or swamps. Infected
wounds are considered a Critical Injury with
severity of Hard (kkk) and the following effect:
The target cannot heal wounds by natural rest or
a Medicine check and they decrease their wounds
and strain thresholds by one per each day since the
infection started until the Critical Injury is healed. If
wounds or strain threshold falls to 0, the target dies.
Beastmen are a race of savage mutant humanoids
that bear various traits of bestial appearance,
such as cloven hooves, muscular human
bodies, horned bestial heads and a malign primitive
intelligence. Proud of their origins, it is said
that they are the descendants of ancient humans
corrupted and twisted by the influence of Chaos
at the dawn of Chaos's coming into the world.
Caprigor/Bovigor (Minion)
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 8 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents:
• Bullrush: When making a melee combat
check after using a maneuver to engage the
target, may spend aaa or t to knock
the target prone and move them up to one
range band away from this character.
Abilities:
• Chaos creature: May spend t from a combat
check to inflict 1 corruption to the target.
Equipment:
• Greataxe: Melee (Heavy); Damage 8, Critical
3; Range (Engaged); Cumbersome 3,
Pierce 2, Vicious 1,
• Horns: Brawl; Damage 6; Critical 3; Range
(Engaged); Disorient 2, Knockdown.
Ungor (Minion)
3 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 5 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Chaos creature: May spend t from a combat
check to inflict 1 corruption to the target.
Equipment:
• Bow: Ranged; Damage 7; Critical 3; Range
(Medium); Unwieldy 2),
• Short spear: Melee (Light); Damage 6; Critical
3; Range (Engaged); Accurate 1.
Bestigor (Rival)
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
6 16 1 1
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Berserk: Until the end of the encounter
or until they are incapacitated, Bestigor
adds saa to all melee combat checks
they make. However, opponents add sto
all combat checks targeting the Bestigor.
While berserk, a Bestigor cannot make
ranged combat checks.
• Bullrush: When making a melee combat
check after using a maneuver to engage the
target, may spend aaa) or t to knock
the target prone and move them up to one
range band away from this character.
Abilities:
• Chaos creature: May spend t from a combat
or magic check to inflict 1 corruption to
the target.
The Old World: Grim and Perilous 139
Equipment:
• Greataxe: Melee (Heavy); Damage 8, Critical
3; Range (Engaged); Cumbersome 3,
Pierce 2, Vicious 1,
• Horns: Brawl; Damage 6; Critical 3; Range
(Engaged); Disorient 2, Knockdown,
• Heavy armor: +2 soak, +1 defense
Minotaur (Nemesis)
5 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
8 25 12 3 0 0
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
• Berserk: Until the end of the encounter
or until incapacitated, a Minotaur adds s
aa to all melee combat checks it makes.
However, opponents add s to all combat
checks targeting Minotaur.
• Bullrush: When making a melee combat
check after using a maneuver to engage the
target, may spend aaa) or t to knock
the target prone and move them up to one
range band away from this character.
Abilities:
• Gore: After making a successful combat
check using its vicious axe, this creature
may spend aa or t to inflict one hit with
its horns on the target or another target
this character is engaged with, dealing base
damage +1 damage per s.
• Silhouette 3
• Terrifying: At the start of the encounter, all
of its opponents must make a Hard (kkk)
fear check as an out of turn incidental, as per
page 243 of the Genesys Core Rulebook. If
there are multiple sources of fear in the encounter,
the opponents only make one fear
check against the most terrifying enemy.
Equipment:
• Horns: Brawl; Damage 7; Critical 3; Range
(Engaged); Concussive 1, Knockdown,
• Vicious axe: Melee (Heavy); Damage 9,
Critical 3; Range (Engaged); Pierce 2,
Vicious 3).
Chaos Spawn - Dark
Mass (Nemesis)
A Dark Mass is a monstrous pile of human
flesh transformed by the Dark Gods into
a single spawn of Chaos. This slow, mindless
but unrelenting foe is equipped with multiple
swords, spears and clubs to kill everything on
it's way and protects it's vulnerable body with
a wall of shields.
5 3 1 3 5 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
5 40 20 2 4 4
Skills: Combat 3, General 1, Knowledge 0,
Magic 0, Social 0
140 The Old World: Grim and Perilous
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
• Whirlwind: A Dark Mass may suffer 4
strain and make a melee combat attack
against the engaged adversary with the
highest difficulty and defense. Increase the
difficulty of the check once. If the combat
check succeeds, each adversary engaged
with the Dark Mass suffers one hit, dealing
damage equal to the attack’s base damage
+1 per uncanceled s)
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Composite body: Each time it suffers 10
wounds, it also loses 1 Combat Skill Point
and 1 Defense.
• Nemesis action: Activates twice per round;
at his initiative as normal and at the end of
the round, after all characters have acted.
• Spontaneous mutation: If it exceeds corruption
threshold, it instantly heals all
wounds.
• Susceptible to fire: All fire based attacks
and spells ignore Soak of a Dark Mass.
• Silhouette 3
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only
make one fear check against the most terrifying
enemy.
Equipment:
• Armed protrusions: Melee (Light); Damage
8; Critical 2; Range (Short); Linked 2,
• Unarmed protrusions: Melee (Light); Damage
4; Critical 4; Range (Long); Ensnare 3,
Manipulative (if the attack hits, may spend
a to move target by one range band in any
direction),
• Thrown spear: Ranged; Damage 8; Critical
2; Range (Medium)
Skaven
The Skaven are a malevolent and diabolical
race of large humanoid rat-creatures that inhabit
a massive inter-continental subterranean
empire known in their tongue simply as
the Under-Empire. They are a cruel, treacherous
and highly numerous species that have
since spread their loathsome corruption to the
farthest corners of the Old World.
Clanrat (Minion)
3 3 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 7 2 1
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Dark vision: May remove up to jj imposed
by darkness.
• Infectious May spend aaa from a combat
check to inflict Infected Wounds to the
target.
Equipment:
• Serrated sword: Melee (Light); Damage 6;
Critical 3; Range (Engaged); Defensive 1,
Vicious 1,
• Shield: Melee (Light); Damage 3; Critical 5;
Range (Engaged); Defensive 1, Deflection 1.
Stormvermin (Rival)
4 3 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
6 16 3 2
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Dark vision: May remove up to jj imposed
by darkness.
The Old World: Grim and Perilous 141
• Maul: A Stormvermin adds jj to combat
checks against prone or immobilized targets.
Equipment:
• Halberd: Melee (Heavy); Damage 7; Critical
3; Range (Engaged); Defensive 1, Pierce 3,
Unwieldy 3,
• Skaven heavy armor: +2 soak, +2 defense.
Gutter Runner (Rival)
3 5 2 4 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 12 2 2
Skills: Combat 4, General 4, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Backstab: May make a Skulduggery check
instead of Melee (Light) against unaware
target. A successful check deals +2 damage
per s instead of +1.
• Finesse: May use Agility instead of Brawn
when making a Brawl or Melee (Light) check.
Abilities:
• Dark Vision: May remove up to jj imposed
by darkness.
• Eshin Clan Poison: Targets poisoned by the
warpstone daggers upgrade the difficulty
of checks twice until the end of the encounter
or scene.
• Vanish: After performing a check, may
spend aa or t to hide from all other
characters in the encounter.
Equipment:
• Warpstone daggers: Melee (Light); Damage
6; Critical 3; Range (Engaged}; Accurate
1, may spend aa to poison the target. Poisoned
targets must make a Hard (kkk) Resilience
check as an out-of-turn incidental
or suffer 4 wounds (not reduced by soak)
plus 1 strain per h. d on the check can be
spent to inflict a Critical Injury or to force
the target to repeat the check at the beginning
of their turn.
• Smokebomb vial: Maneuver to throw, provides
concealment worth +2 dice (see the
Concealment section on page 110 of the
Genesys Core Rulebook).
Rat ogre (Nemesis)
5 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
7 22 10 3 1 0
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Overhead Slam: After a successful Brawl
check, may spend aa to deal additional
damage equal to Rat ogre's Brawn and if
the attack inflicts Critical Injury, add +30 to
the Critical Injury result.
• Silhouette 3
• Terrifying: At the start of the encounter, all
of its opponents must make a Hard (kkk)
fear check as an out of turn incidental, as per
page 243 of the Genesys Core Rulebook. If
there are multiple sources of fear in the encounter,
the opponents only make one fear
check against the most terrifying enemy.
Equipment:
• Armored fists: Brawl; Damage 9; Critical 3;
Range (Engaged).
Grey Seer (Nemesis)
1 2 4 3 5 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
2 16 18 3 1 1
Skills: Combat 0, General 3, Knowledge 4,
Magic 5, Social 3
Talents:
• Masterful casting: Spend t to trigger up
to three different spell effects instead of
one. These effects must be the ones that can
be triggered by spending a or t.
142 The Old World: Grim and Perilous
Abilities:
• Black Hunger: Once per encounter, Grey
Seer may make an Average (kk) Coercion
check. If successful, for each s one Skaven
rival or minion group present in the current
encounter increases damage dealt in melee
c0mbat by 2 and cannot be forced to retreat
until the end of the encounter.
• Infecting gaze: Attack and Curse spells
casted by Grey Sear automatically inflict
Infected Wounds to their targets.
• Master of the Swarm: Upgrade the difficulty
of combat checks targeting a Grey Seer
once for each group of Clan Rats in the
short range of him. If the check fails, one
individual Clan Rat is defeated.
Spells: A Grey Seer can choose any magic action
allowed by the Arcana skill and the Lore of Chaos,
and may select any additional spell effect.
The spells they use most often are the following:
• Gnaw - choose one target at short or medium
range and make a Hard (kkk) Magic
check. If successful, this magic attack inflicts
10 damage +1 damage per s, with
Critical Rating 2 and the Sunder, Burn 4
Pierce 4 and Vicious 4 qualities.
• Warp Storm - choose one target at short
or medium range and make a Hard (kkk)
Magic check. If successful, this magic attack
inflicts 10 damage +1 damage per s, with
the Auto-Fire, Blast 8 and Stun 4 qualities.
• Wither - choose two targets at short or medium
range and make a Hard (kkk) Magic
check. If successful, a Grey Seer may choose
one additional target for each a and all targets
reduce the ability of any skill checks they
make by 1 until the end of the Grey Seer's
next turn. When the target suffers strain for
any reason, they suffer 1 additional strain.
The Grey Seer may perform the concentrate
maneuver to maintain effects of this curse.
Equipment:
• Warpstone: Add sssss to Magic
checks. Grey Seer can consume it as an out
of turn incidental to heal up to 10 wounds,
• Heavy robes: +1 defense.
Daemons
Daemons are a broad category of spiritual
beings who represent an aspect of one of
the deities. Although most deities have their
own spiritual messengers, the most common
causes of revelations and possessions are the
Daemons of Chaos.
Daemonette (Rival)
4 3 2 2 2 5
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
6 18 1 1
Skills: Combat 2, General 2, Knowledge 0,
Magic 0, Social 4
The Old World: Grim and Perilous 143
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Let's Talk This Over: May make a Daunting
(kkkk) Charm check to switch from combat
encounter to social encounter.
Abilities:
• Chaos creature: May spend aaa from
a combat or magic check to inflict 1 corruption
to the target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Daemonette heals 5 wounds per
corruption suffered.
• Seducing voice: Once per encounter, may
make a Hard (kkk) Charm check targeting
character in hearing range [Medium in
general]. If the check is successful, target
character is charmed by the Daemonette
and will fight on her side if needed. At the
beginning of their turn, the character may
make a Hard (kkk) Discipline check as an
incidental to free themselves from the effects
of the charm.
• Twisted words: May spend aaa from a social
check to inflict 1 corruption to the target.
Equipment:
• Scythe-like talons: Brawn; Damage 7; Critical
2; Range[Engaged]; Pierce 1, Vicious 1.
Bloodthirster (Nemesis)
6 4 2 3 5 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
8 66 21 2 2 2
Skills: Combat 5, General 4, Knowledge 1,
Magic 0, Social 2
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 2 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Nemesis action: Activates twice per round;
at his initiative as normal and at the end of
the round, after all characters have acted.
• Relentless: Bloodthirsters ignore the effects
of Critical Injuries and cannot be staggered
or forced to flee.
• Silhouette 4,
• Spontaneous mutation: If a Bloodthirster
exceeds it's corruption threshold, it instantly
heals all wounds.
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only
make one fear check against the most terrifying
enemy.
• Wrath of Khorne: Once per round, may
make opposed Coercion vs Discipline check
targeting character within a medium range.
If the check is successful, the target acts as
if under the effects of the Berserk talent.
Equipment:
• Daemonic axe: Melee (Heavy); Damage 14;
Critical 3; Range (Short); Pierce 4, Sunder,
Vicious 3, may spend t on a successful
combat check to inflict one hit dealing the
weapon's base damage on everyone (except
the Bloodthirster!) engaged with the target.
Magic weapon. This weapon disappears
when Bloodthirster is defeated.
Bloodletter (Rival)
4 3 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 12 0 0
Skills: Combat 4, General 4, Knowledge 0,
Magic 0, Social 0
Talents:
• Rapid Reaction 2: May suffer up to 2 wounds
to add equal number of s to a check they
make to determine Initiative order.
144 The Old World: Grim and Perilous
Abilities:
• Blood Call: When a Bloodletter damages
a target, they heal wounds equal to the
wounds inflicted.
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Bloodletter heals 5 wounds per
corruption suffered.
Equipment:
• Hellblade: Melee (Heavy); Damage 9; Critical
1; Range (Engaged); Pierce 3, Vicious 1.
Deals +2 damage per s instead of +1. Magic
weapon. This weapon disappears when
Bloodletter is defeated.
Plaguebearer (Rival)
4 2 2 2 4 1
Brawn Agility Intellect Cunning Willpower Presence
incidental. If fails, the character contracts
Nurgle's Rot - a fatal disease that slowly
turns those infected into a Plaguebearer.
Equipment:
• Plaguesword: Melee (Light); Damage 7;
Critical 3; Range (Engaged); Burn 2, Ensnare
2. Magic weapon. This weapon disappears
when Plaguebearer is defeated.
Soak Value
W. Threshold
M/R Defense
6 18 2 0
Skills: Combat 2, General 3, Knowledge 0,
Magic 0, Social 0.
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Plaguebearer heals 5 wounds per
corruption suffered.
• Infectious: May spend aa from a combat
check to inflict Infected Wounds to the
target.
• Plaguebearer's curse: A character incapacitated
by a Plaguebearer must make a Hard
(kkk) Resilience check as an out of turn
The Old World: Grim and Perilous 145
Nurgling (Minion)
1 3 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
1 5 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social +.
Talents: None
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Nurgling heals 5 wounds per corruption
suffered, this may result in returning
one previously defeated Nurgling to an
existing minion group, removing damage
from the group accordingly.
• Infectious: May spend aa from a combat
check to inflict Infected Wounds to the target.
Equipment:
• Sharp Teeth: Brawl, Damage 4, Critical 4,
Range (Engaged).
Lord of Change (Nemesis)
5 2 6 3 4 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
7 45 30 2 o o
Skills: Combat 3, General 3, Knowledge 5,
Magic 5, Social 2
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Chaos creature: May spend aaa from a
combat or magic check to inflict 2 corruption
to the target.
• Changer of Ways: Once per round the GM
may spend a Story Point to activate this
ability as an incidental. When activated, roll
D100 on Table 8-1: Changer of Ways effects
and apply the result.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from magical source.
• Nemesis action Activates twice per round;
at its initiative as normal and at the end of
the round, after all characters have acted.
• Relentless: Lord of Change ignores effects
of Critical Injuries and cannot be staggered
or forced to flee.
• Silhouette 4
• Spontaneous mutation: If exceeds corruption
threshold, it instantly heals all wounds.
• Storm of Chaos: When a Player Character
makes an Arcana check in the presence
of Lord of Change, the controlling Player
should roll a separate j. If the result is h,
the spell causes a Mediocre Chaos Manifestation.
This may cause two Chaos Manifestations
in a single check if the main check
also generates one. Do not add the results of
this additional roll to the main check.
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only
146 The Old World: Grim and Perilous
make one fear check against the most terrifying
enemy.
Spells: Lord of Change can choose any magic
action allowed by the Arcana skill, and may select
any additional spell effects. The spells they
use most often are the following:
• Bolt of Corruption - Choose one target at
short or medium range and make an Easy
(k) Arcana check. If successful, this magic
attack inflicts 11 damage +1 damage per
s, with Critical Rating 2 and the Sunder,
Table 8-1: Changer of Ways effects
Pierce 5 and Vicious 5
qualities.
• Mark of Tzeentch
Choose two targets at short or
medium range and make a Hard
(kkk) Arcana check. If successful,
Lord of Change may choose one
additional target for each a and all
targets reduce their wound and strain
thresholds by 5 and the ability of any
skill checks they make by 1 until the
end of the Lord's of Change next turn.
• Wind of Corruption - Choose
one target at medium or long range and
make a Hard (kkk) Arcana check. If successful,
this magic attack inflicts 17 damage
+1 damage per s, with Fire 5 and Blast
10 qualities. The GM may spend a Story Point
to activate the Blast quality and when activated,
it affects all characters in medium range.
Lord of Change may spend a to move any
affected character by one range band in any
direction.
Equipment:
• Beak and Claws: Brawn, Damage 8, Critical
3, Range (Short), Linked 2.
• Rod of Sorcery: Melee (Heavy), Damage 7,
Critical 6, Range (Short), Magic weapon. This
weapon disappears when Lord of Change is
defeated. Decreases the difficulty of all Arcana
checks by three and increases the damage
of Attack spells by 5. Even if the check to
cast spell fails, Lord of Change treats the result
as successful with single s.
d100
RESULT
1-10 Until the end of the next round, every Player Character is controlled by the Player to the left of the original
Player.
11-20 Until the end of the next round, every t counts as d and every d counts as t.
Until the end of the next round, all Player Characters switch their wound threshold with strain threshold.
21-30 Current wounds and strain remain intact. This may incapacitate a Player Character but also revive them when
effect ends.
31-40 All magic in the current encounter is immediately dispelled.
41-50 All characters present in the current encounter add t to their next check.
51-60 All characters present in the current encounter add d to their next check.
61-70 All characters present in the current encounter suffer 5 wounds and 1 corruption.
71-80 Nothing happens.
81-90 Switch Player's Story Point pool with GM's Story Point pool.
91-100 Roll twice and apply both effects. If this effect is rolled again, reroll it.
The Old World: Grim and Perilous 147
Pink Horror (Rival)
4 2 4 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
5 16 0 0
Skills: Combat 2, General 2, Knowledge 3,
Magic 4, Social 2
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Conduit: Once per encounter, GM may
spend a Story Point to allow this adversary
to perform a magic action as a maneuver.
Abilities:
• Chaos creature: May spend aaa from
a combat or magic check to inflict 1 corruption
to the target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Pink Horror heals 5 wounds per
corruption suffered.
• Magical Body: When another character
makes an Arcana check, this adversary
heals 3 wounds.
• Split: After exceeding its wounds threshold,
a Pink Horror splits into two new Daemons.
Replace the Pink Horror with a minion
group of two Blue Horrors. They take
their turn immediately.
Spells: Pink Horrors can choose any magic action
allowed by the Arcana skill and the Lore of
Chaos, and may select additional spell effects
as normal. The spells they use most often are
the following:
• Bolt of Corruption - choose one target at
short or medium range and make an Average
(kk) Arcana check. If successful, this
magic attack inflicts 9 damage +1 damage
per s, with a Critical Rating 2 and the Sunder,
Pierce 3 and Vicious 3 qualities.
• Gate of Horrors - make an Average (kk)
Arcana check. If successful, the Pink Horror
summons minion group consisting
of two Blue Horrors plus one additional
Blue Horror per aa. The minion group
appears engaged with the Pink Horror
and take its turn immediately after the
Pink Horror. A Pink Horror does not need
to perform the concentrate maneuver to
maintain the effects of the spell, however,
summoned Blue Horrors disappear when
the Pink Horror is defeated).
Equipment:
• Claws and jaws: Brawl; Damage 6; Critical
4; Range (Engaged).
Blue Horror (Minion)
3 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 8 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Feast of corruption: When suffering corruption,
Blue Horror heals 5 wounds per
corruption suffered, this may result in returning
one previously defeated Blue Horror
to an existing minion group, removing
damage from the group accordingly.
• Magical Body: When another character
makes an Arcana check, this adversary
heals 3 wounds.
Equipment:
• Claws and jaws: Brawl; Damage 5; Critical
4; Range (Engaged).
148 The Old World: Grim and Perilous
Doomlord (Nemesis)
The mighty Doomlords are the most powerful
servants of the Renegade God Malal. Towering
creatures with hooves, horns, and tails,
they fight the forces of Chaos with massive
weapons and soul-sucking magic.
5 3 4 3 5 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
7 59 25 2 1 1
Skills: Combat 4, General 4, Knowledge 1, Magic
0, Social 2.
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Chaos creature: May spend aaa from a
combat check to inflict 2 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from magical source.
• Hatred - Chaos: This creature adds jj to
combat checks targeting Chaos creatures,
mutants and followers of Chaos.
• Nemesis action: Activates twice per round;
at its initiative as normal and at the end of
the round, after all characters have acted.
• Relentless: Doomlord ignores effects of
Critical Injuries and cannot be staggered or
forced to flee.
• Silhouette 4
• Soul drain: When Doomlord inflicts a critical
incjury with its daemonic tail on any
creature that is not Undead nor Daemon,
do not roll as normal. Instead, the target is
instantly killed and Doomlord heals a number
of wounds equal to half the wounds
threshold of the target (rounded up).
• Spontaneous mutation: If exceeds corruption
threshold, it instantly heals all wounds.
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core Rulebook.
If there are multiple sources of fear in
the encounter, the opponents only make one
fear check against the most terrifying enemy.
Equipment:
• Daemonic tail: Brawl, Damage 8, Critical 5,
Range (Short), Ensnare, Stun 5,
• Soul sword: Melee (Heavy), Damage 8, Critical
2, Range (Short), Breach 1, Stun Damage.
Magic weapon. This weapon disappeares
when Doomlord is defeated.
Doombringer (Rival)
After the warriors known as the Doomed
Ones, Doombringers are the most numerous
servants of the renegade Chaos God Malal.
They may be summoned by his followers to
help fight the creatures and servants of the
Ruinous Powers.
Doombringers are a semi-skeletal mixture of
bird and beast, with hoofed legs, a head something
like a bird’s skull, and arms that end in
long, curving blades of razor-sharp bone. Their
The Old World: Grim and Perilous 149
beaks are armed with sharp teeth. Their skin
is pitch-black, contrasting with the gleaming
white of their hooves, skulls, and blades in the
favored colors of Malal: black and white.
They are fast and agile fighters, leaping and
slashing with uncanny speed.
3 4 2 2 4 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 16 1 1
Skills: Combat 3, General 3, Knowledge 0,
Magic 0, Social 0.
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Chaos creature: May spend aaa from
a combat check to inflict 1 corruption to the
target.
• Daemon: Decrease the damage dealt to this
adversary by two, unless the attack came
from a magical source.
• Doom bringer: Doombringers decrease the
critical rating of their weapon by 2 when
targeting characters that have at least 4 corruption.
• Feast of corruption: When suffering corruption,
Doombringer heals 5 wounds per corruption
suffered.
• Hatred - Chaos: This creature adds jj to
combat checks targeting Chaos creatures,
mutants and followers of Chaos.
Equipment:
• Bone blades: Brawl, Damage 7, Critical 4,
Range (Engaged), Vicious 5. Magic weapon.
This weapon disappears when Doombringer
is defeated.
Table 8-2: Lesser Daemons of Chaos
Daemon
d100 result
Bloodletter 01-20
Doombringer 21-40
Daemonette 41-60
Pink Horror 61-80
Plague Bearer 81-100
Greenskins
The term 'Greenkins' is a collective description
of multiple closely related species of
green skinned humanoids - Orcs, Goblins,
Hobgoblins, Snotlings and a few others. Despite
being enemies of civilized nations for
millennia, little is known about them. Their
culture, goals, and language are still topics
of academic dispute - even something as
basic as reproduction has not been fully understood.
Some believe that greenskins are
very similar to humans in this matter, others
that their biology is more like mushrooms or
plants. Regardless, however, the Greenskins
are a brutal, savage faction, widely regarded
as the scourge of all civilization.
Snotling (Minion)
1 2 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
1 4 0 0
Skills: Combat +, General 0, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Dark vision: Snotlings remove up to jj imposed
by darkness.
• Infectious: May spend aa from a successful
combat check to inflict Infected Wounds
to the target.
• Pack tactics: When this creature's minion
group consists of at least two minions and is
engaged with a target, they can spend a maneuver
to prevent the target from disengaging
from the minion group until the end of
their next turn and to add aa to their next
combat check against the target.
• Silhouette 0.
Equipment:
• Sticks and stones: Melee (Light); Damage 4;
Critical 4; Range (Engaged); Disorient 2.
150 The Old World: Grim and Perilous
Night Goblin (Minion)
2 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 6 1 0
Skills: Combat +, General 0, Knowledge 0,
Magic 0, Social +
Talents: None
Abilities:
• Dark vision: Night goblins remove up to
jj imposed by darkness.
• Hatred - Dwarfs: This creature adds jj to
combat checks targeting dwarfs.
• Neurotoxin: Characters hit with a poisoned
bow suffer 2 strain each time they perform
an action until the end of the encounter.
• Silhouette 0.
Equipment:
• Spear: Melee (Light); Damage 5; Critical 3;
Range (Engaged); Defensive 1),
• Poisoned bow: Ranged; Damage 6; Critical
3; Range (Medium); Ensnare 2, Unwieldy 2,
• Patchwork armor: +1 soak.
Orc (Minion)
3 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 8 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social +
Talents: None
Abilities:
• Dark vision: Orcs remove up to jj imposed
by darkness.
Equipment:
• Orc Choppa: Melee (Light); Damage 7; Critical
3; Range (Engaged); Vicious 1),
• Patchwork armor: +1 soak.
Black Orc (Rival)
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
6 14 1 0
Skills: Combat 2, General 1, Knowledge 0,
Magic 0, Social 1
Talents: None
Abilities:
• Dark vision: Black orcs remove up to jj
imposed by darkness.
Equipment:
• Large Orc Choppa: Melee (Heavy); Damage
9; Critical 3; Range (Engaged); Vicious 2,
• Heavy patchwork armor: +2 soak, melee
defense 1.
Grievous Wound
Some adversaries are capable of inflicting deep
wounds thanks to their feral strength or the design
of their weapons. Such grievous wounds, while not
extremely dangerous to ones life, tend to take weeks,
months or even years to heal completely. A grievous
wound is considered a Critical Injury with a severity
of Formidable (kkkkk) and the following effect:
The target decreases their wound threshold by one
until the Critical Injury is healed. This may occur
multiple times.
Orc Warboss (Nemesis)
5 2 2 3 3 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
7 23 16 2 2 2
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 3
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
• Crushing blow: Once per session after rolling
a melee attack but before resolving the
check, an Orc Warboss may suffer 4 strain
to use this talent. While resolving the check,
the weapon gains the Breach 1 and Knock-
The Old World: Grim and Perilous 151
down item qualities, and destroys one item
the target is wielding that does not have the
Reinforced quality.
Abilities:
• Dark vision: An orc warboss remove up to
jj imposed by darkness.
• Da Biggest and Da Strongest! Every time an
orc warboss incapacitates its target, all other
greenkins present in the current encounter
gain j to combat checks until the end of the
encounter. If the Orc Warboss is defeated,
the greenskins are also defeated.
• Deep cuts: An orc warboss may spend
aaa from a successful combat check with
its orc choppa to inflict the Grevious Wound
Critical Injury to the target.
Equipment:
• Large Orc Choppa: Melee (Heavy); Damage
10; Critical 3; Range (Engaged); Vicious 2,
• Heavy armor: +2 soak, defense 2.
Troll (Nemesis)
Trolls are huge, humanoid creatures known
for their aggression and stupidity. It is said
that they can eat anything and that their gastric
juices even digest stone and steel. Many
adventurers find this out the hard way, losing
valuable equipment or even their lifes in the
enormous maw of a troll.
5 2 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
7 28 14 3 0 0
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 3
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Corrosive vomit: A troll may spend t from
a combat check to force the target to make
a Hard (kkk) Coordination check as an
out of turn incidental. If the check fails, the
target suffers 6 wounds and one item the
target wields that does not have the Reinforced
quality, is destroyed.
• Dark vision: A troll remove up to jj imposed
by darkness.
• Regeneration: At the beginning of its turn,
this creature automatically heals 3 wounds.
• Silhouette 2
• Stupid: When troll's check generates d or
hhh the troll is staggered until the end
of their next round.
• Sweep attack: A troll may spend a from
a combat check to hit an additional engaged
opponent that would be no more difficult to
attack than the original target, dealing base
damage +1 damage per s.
Equipment:
• Large club: Melee (Heavy); Damage 12; Critical
3; Range (Engaged); Knockdown.
152 The Old World: Grim and Perilous
Vampires
Vampires are undead, nature-violating creatures
that must feed on the blood of mortals
to survive. Their roots go back to the ancient
kingdom of Nehekhara, where the vampire
Queen Neferata gave non-life to the first generation
affected by the curse of vampirism.
Vampires are powerful creatures, but their
strength lies not only in the physical aspect,
but perhaps mainly in the vast experience accumulated
over hundreds of years, and often
also in their ability to use necromantic magic.
Blood Dragon (Nemesis)
4 3 3 3 4 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
6 22 14 3 2 1
Skills: Combat 5, General 3, Knowledge 3,
Magic 0, Social 2
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Parry 3: When a Blood Dragon suffers a hit
from a melee combat check, after the damage
is calculated but before soak is applied,
they may take a Parry incidental. They suffer
3 strain and reduce the damage dealt by
that hit by five. This talent may only be used
once per hit and when the Blood Dragon is
wielding a Melee weapon.
• Improved Parry: When a Blood Dragon
suffers a hit from a melee combat check
and uses Parry to reduce the damage from
that hit, after the attack is resolved, they
may spend d or hhh from the attacker's
check to use this talent. Then, the Blood
Dragon automatically hits the attacker
once with a Brawl or Melee weapon they are
wielding. The hits deals the weapon's base
damage, plus any damage from applicable
talents and abilities. The Blood Dragon
can't use this talent if the original attack incapacitates
them.
Abilities:
• Blood call: When a Blood Dragon damages
a target with their fangs, they heal wounds
equal to the wounds inflicted.
• Monstrous transformation: Once per encounter
this creature may change their human
form to its true monster form as an
incidental, forcing all of its opponents to
make a Daunting (kkkk) Fear check as an
out of turn incidental.
• Nemesis action: Activates twice per round;
at his initiative as normal and at the end of
the round, after all characters have acted.
• Sword saint: A character targeting a Blood
Dragon with a melee combat check decreases
the ability of the check twice.
• Undead: Does not need to breathe, eat, or
drink, and can survive underwater; immune
to poisons and toxins.
• Vampiric curse: This character cannot cross
a flowing water and does not reflect in mirrors.
If exposed to direct sunlight, they suffer
4 wounds at the beginning of each round
and decrease the ability of all checks twice.
Equipment:
• Fangs: Brawl; Damage 5; Critical 4; Range
(Engaged); Concussive 1.
• Longsword: Melee (Heavy); Damage 8;
Critical 2; Range (Engaged); Defensive 1,
Pierce 1, Unwieldy 3.
• Plate armor: +2 soak, defense 1.
Strigoi (Nemesis)
5 3 3 4 4 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
5 24 15 3 0 0
Skills: Combat 3, General 3, Knowledge 3, Magic
0, Social 2
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Blood call: When a Strigoi damages a target
with their fangs, they heal wounds equal to
the wounds inflicted.
• Deep cuts: A Strigoi vampire may spend
aaa from a successful combat check
with its claws to inflict the Grievous Wound
Critical Injury to the target.
The Old World: Grim and Perilous 153
• Terrifying: At the start of the encounter,
all of its opponents must make a Daunting
(kkkk) fear check as an out of turn incidental,
as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of
fear in the encounter, the opponents only
make one fear check against the most terrifying
enemy.
• Undead: Does not need to breathe, eat, or
drink, and can survive underwater; immune
to poisons and toxins.
• Vampiric curse: This character cannot cross
a flowing water and does not reflect in mirrors.
If exposed to direct sunlight, they suffer
4 wounds at the beginning of each round
and decrease the ability of all checks twice.
Equipment:
• Claws: Brawl; Damage 8; Critical 2; Range
(Engaged); Vicious 2.
• Fangs: Brawl; Damage 6; Critical 4; Range
(Engaged); Concussive 1.
Fimir
Fimirs are the remnants of a once numerous
species of one-eyed humanoids devoted to
Chaos Gods. Today they wander swamplands,
coming under the cover of a thick mist, targeting
and attacking isolated settlements and
small groups of travelers for loot and slaves
needed in their dark and blasphemous rituals.
Fimirs are sturdy creatures, standing on two
muscular legs and supporting their balance
with a reptilian tail. Their society is divided
into three casts: Shearls are workers and
slaves, Fimm are warriors, and Dirach are
priests and warlocks. Each tribe is ruled with
an iron fist by a single female - a witch-queen
known as Meargl.
For most of the Old World citizens, Fimirs are
nothing more than mere legends, but those
who live near bogs know to fear and avoid the
strange, unnatural mist.
Meargh (Nemesis)
3 1 5 4 4 4
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
3 16 15 2 o o
Skills: Combat 0, General 2, Knowledge 4,
Magic 4, Social 2
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Abilities:
• Mist vision: Meargh adds jj to Vigilance,
Perception and ranged combat checks when
outside the mist. However, she ignores all
j gained to checks due to concealment.
• Magical mist: Meargh is permanently surrounded
by a thick fog that provides +3
concealment that covers an area within
long range. The fog can be dispelled, but is
automatically recreated at the beginning of
Meargh's turn.
154 The Old World: Grim and Perilous
• The great pact: When Meargh uses the
Conjure magic action, the spell gains the
Summon Ally effect without increasing the
difficulty. When Grand Summon effect is
added, Meargh may increase the difficulty
of the spell by three instead of two to summon
a nemesis, instead of a rival. All creatures
Meargh summons must be Daemons.
Spells: Meargh can choose any magic action
allowed by the Arcana skill and the Lore of
Chaos, and may select additional spell effects,
as normal. The spells she use most often are
the following:
• Summon Daemon - Make a Hard (kkk)
Magic (Arcana) check. If successful, Meargh
summons one lesser Daemon of Chaos.
The type of the Daemon can be determined
by rolling on Table. 8-2: Lesser Daemons
of Chaos. The Daemon appears engaged to
Meargh and take its turn immediately after
the Meargh. The Meargh may perform the
concentrate maneuver to maintain effects
of this spell.
• Summon Greater Daemon - Make a Daunting
(kkkk) Magic (Arcana) check. If successful,
Meargh summons one greater
Daemon of Chaos. The Daemon appears
engaged to Meargh and take its turn immediately
after the Meargh. The Meargh
may perform the concentrate maneuver to
maintain effects of this spell.
• Curse of the Bog - Choose two targets at
short or medium range and make an Average
(kk) Magic check. If successful, a
Meargh may choose one additional target
for each a and all targets reduce the ability
of any skill checks they make by 1 until the
end of the Meargh's next turn. When the
target makes a check, you may change j to
face displaying a f. The Meargh may perform
the concentrate maneuver to maintain
effects of this curse.
Equipment:
• Bog wand: Decreases the difficulty of Curse
spells by one. +3 damage to Attack spells.
Dirach (Rival)
3 1 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 12 0 0
Skills: Combat 0, General 2, Knowledge 4,
Magic 4, Social 2
Talents:
Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
Mist Vision: Dirach adds jj to Vigilance, Perception
and ranged combat checks when outside
the mist. However, he ignores all j gained
to checks due to concealment.
Magical Mist: Dirach is permanently surrounded
by a thick fog that provides +3 concealment
that covers an area within medium range. The
fog can be dispelled, but is automatically recreated
at the beginning of Dirach's turn.
The Pact: When Dirach uses the Conjure magic
action, the spell gains the Summon Ally effect
without increasing the difficulty. All creatures
Dirach summons must be Daemons.
Spells: Dirach can choose any magic action allowed
by the Arcana skill and the Lore of Chaos,
and may select additional spell effects, as
normal. The spells they use most often are the
following:
• Summon Daemon - Make a Hard (kkk)
Magic (Arcana) check. If successful, Dirach
summons one lesser Daemon of Chaos. The
type of the Daemon can be determined by
rolling on Table. 8-2: Lesser Daemons of
Chaos. The Daemon appears engaged to
Dirach and take its turn immediately after
the Dirach. The Dirach may perform the
concentrate maneuver to maintain effects
of this spell.
• Curse of the Bog - Choose two targets at
short or medium range and make an Average
(kk) Magic check. If successful, a
Dirach may choose one additional target
for each a and all targets reduce the ability
of any skill checks they make by 1 until
the end of the Dirach's next turn. When the
target makes a check, you may change j to
The Old World: Grim and Perilous 155
face displaying a f. The Dirach may perform
the concentrate maneuver to maintain
effects of this curse.
Equipment:
• Bog wand: Decreases the difficulty of Curse
spells by one. +3 damage to Attack spells.
Fimm (Rival)
4 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
5 14 1 1
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Mist Vision: Fimm adds jj to Vigilance,
Perception and ranged combat checks when
outside the mist. However, he ignores all j
gained to checks due to concealment.
Equipment:
• Heavy club: Melee (Heavy); Damage 8;
Critical 3; Range (Engaged); Dissorient 2.
• Scale armor: 1 defence, +1 soak.
• Armored tail: Brawl; Damage 6; Critical 4;
Range (Engaged); Concussive 1.
Shearl (Minion)
3 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 6 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities:
• Mist Vision: Shearl adds jj to Vigilance,
Perception and ranged combat checks when
outside the mist. However, he ignores all j
gained to checks due to concealment.
Equipment:
• Short spear: Melee (Light); Damage 5; Critical
3; Range (Engaged); Accurate 1.
Criminals and law
enforcement
Life in cities of the Old World can be as dangerous
as the deepest wilderness. Big cities are
teeming with those who, instead of honest work,
have made it their goal to prey on the peaceful
citizens. However, not every criminal chooses
this path on their own. The law in the Old World
is usually so complex and often internally contradictory
that it is easy to become an enemy of
law enforcement entirely by accident.
Unchained (Nemesis)
All wizards feel the lure of addiction, but the
urge of Aqshy is the greatest of them all. Therefore,
it's extremely important to train bright
wizards to shackle their temptations. Unchained
is a term for experienced wizards, even
wizard lords, who become so arrogant to believe
they no longer need their ritual chains and
are capable of dealing with raw power of Chaos.
3 2 5 3 4 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
3 14 18 1 o o
Skills: Combat 2, General 3, Knowledge 4,
Magic 5, Social 2
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Rule of Aqshy (Supreme): Unchained always
add the Fire effect to their spells without
increasing the difficulty and may spend
a Story Point to perform magic action as an
incidental. However, they can only perform
one magic action per round.
• Explosive casting: Spells with a Blast quality
have a rating equal to twice the character’s
ranks in Knowledge. Spend a Story
Point to trigger the spell’s Blast quality, instead
of spending a.
Abilities:
• Burning passion: When Unchained makes
a Charm or Coercion check, they may
spend a Story Point to add a number of s
equal to their ranks in Knowledge (Chaos)
to the results.
156 The Old World: Grim and Perilous
• Corrupting words: The Unchained may
spend t or aaa from social skill check
to inflict 1 corruption to the target.
• Flame of Chaos: Decrease the difficulty of
all spells casted by Unchained by 2 to a minimum
of Easy (k).
Spells: Unchained can choose any magic action
allowed by the Arcana skill and the Lore of
Fire, and may select additional spell effects, as
normal. The spells they use most often are the
following:
• Boiling blood - Choose one engaged target
and make an Average (kk) Arcana check. If
successful, this magic attack inflicts 15 damage
+1 damage per s, with Burn 4 quality.
• Flame storm - Choose one target in short or
medium range and make a Hard (kkk) Arcana
check. If successful, this magic attack
inflicts 15 damage +1 damage per s, with
Sunder, Pierce 4, Blast 8 and Burn 4 qualites.
• Wall of fire - Choose one engaged target
and make an Average (kk) Arcana check.
If successful, until the end of Unchained's
next turn the target increases its soak by 1
+1 for every ss except the first, and gains
4 defence. If an opponent makes a melee
attack against the target and generates d
or hhh on the check, after the check is
resolved, they suffer 8 wounds. Unchained
may perform the concentrate maneuver to
maintain effects of this spell.
Equipment:
• Flame sword: Melee (Light); Critical 3;
Damage 5; Range (Engaged); Burn 1, Pierce
4, Magic weapon. This weapon disappeares
when Unchained is defeated.
• Master's staff - Increases the base damage
of spells by 5. The first Range effect added
to the spell does not increase the difficulty.
Mob Boss (Nemesis)
3 2 3 4 5 4
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
4 14 16 2 1 o
Skills: Combat 2, General 3, Knowledge 3,
Magic 0, Social 4
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
• Probing question: If Mob Boss knows
their's opponent’s Flaw or Fear motivation,
when they inflict strain on that opponent
using a social skill, the opponent suffers 3
additional strain.
• Ruinous repartee: Once per encounter,
Mob Boss may use this talent to make an
opposed Charm or Coercion versus Discipline
check targeting one character within
medium range (or within earshot). If successful,
the target suffers 8 strain, plus one
additional strain per s. Mob Boss heals
strain equal to the strain inflicted.
Abilities:
• Commanding presence: Thugs and enforcers
add +1 damage to melee combat checks
when Mob Boss is present in the encounter.
• Natural leader: Increase Strain Threshold
of this adversary by 1 for every single thug
within medium range.
• Oversight: When performing the assist maneuver,
add shh to the result instead of
adding j.
Equipment:
• Leather jacket: +1 soak.
• Sword: Melee (Light), Damage 6, Critical 2,
Range (Engaged), Defensive 1.
• Pistol: Firearms, Damage 5, Critical 3,
Range (Medium), Pierce 2, Prepare 1.
Enforcer (Rival)
4 2 2 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
5 12 o o
Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 2
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
The Old World: Grim and Perilous 157
Abilities:
• Menacing: This character inflicts 2 additional
strain with successful Coercion checks.
• Sucker Punch: When combat encounter is
about to begin, the GM may spend a Story
Point to allow this character to perform
a Brawl check against a valid target as an
out of turn indicental. If this combat check
is successful, the character may activate
Knockdown quality without spending a.
Equipment:
• Brass knuckles: Brawl, Damage 5, Critical
4, Range (Engaged); Dissorient 3.
• Club: Melee (Light); Damage 7; Critical 3;
Range (Engaged); Dissorient 2.
• Leather jacket: +1 soak.
Street Thug (Minion)
3 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 5 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social +
Talents: None
Abilities:
• Group tactics: When this character's minion
group consists of at least two minions
and is engaged with a target, they can spend
a maneuver to prevent the target from disengaging
from the minion group until the
end of their next turn and to add aa to
their next combat check against the target.
• Maul: Street thugs add jj to combat checks
against prone or immobilized targets.
• Threatening: When providing assistance
on another character’s Coercion checks,
add s to results for each minion in the
group beyond the first.
Equipment:
• Brass knuckles: Brawl, Damage 4, Critical
4, Range (Engaged); Dissorient 3.
• Club: Melee (Light); Damage 6; Critical 3;
Range (Engaged); Dissorient 2.
• Leather jacket: +1 soak.
Cat Burglar (Nemesis)
3 5 3 4 3 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
3 12 14 2 o o
Skills: Combat 1, General 4, Knowledge 1,
Magic 0, Social 2
Talents:
• Adversary 4: Upgrade the difficulty of combat
checks targeting this character four
times.
• Swift: Does not suffer penalties for moving
through difficult terrain.
Abilities:
• Catlike agility: Once per turn, may spend a
Story Point to move to any location within
short range as an incidental, including locations
that are vertically distant or have no
easy access route.
• Throw off the scent: When another character
makes a check to analyze a crime scene
left by a cat burglar, the GM may spend a
Story Point to add hhhhh to the results.
Equipment:
• Rope
• Thieves tools: Add a to Skulduggery checks.
Thief (Minion)
3 3 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 5 0 0
Skills: Combat 0, General +, Knowledge 0,
Magic 0, Social 0
Talents:
• Swift: Does not suffer penalties for moving
through difficult terrain.
Abilities: None
Equipment:
• Rope
• Thieves tools: Add a to Skulduggery checks.
158 The Old World: Grim and Perilous
• Dagger: Melee (Light), Damage 4, Critical 3,
Range (Engaged), Accurate 1
Master Investigator
(Nemesis)
2 2 3 4 4 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W.Threshold
S.Threshold
C. Threshold
M/R Defense
3 12 14 2 o o
Skills: Combat 0, General 4, Knowledge 2,
Magic 0, Social 3
Talents:
• Bloodhound: When making a check to follow
trail of another character, this characters
adds ssss to the results.
Abilities:
• It doesn't match: When another character
makes a social skill check in the presence of
Master Investigator and the check generates
d, the Master Investigator may spend
it to deal 5 strain to that character,
• I smell bullshit: When targeted by a Deception
check, may spend a Story Point to add
ffff to the check.
• Master interogator: If Master Investigator
knows a character's Desire or Fear Motivation,
they downgrade the difficulty of all
Coercion and Deception checks targeting
the character twice.
Equipment: None
Watchman (Minion)
3 3 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 5 1 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social +
Talents: None
Abilities:
• Group tactics: When this character's minion
group consists of at least two minions
and is engaged with a target, they can spend
a maneuver to prevent the target from disengaging
from the minion group until the
end of their next turn and to add aa to
their next combat check against the target.
• Lawful Authority: Add s to the results of
any social skill.
Equipment:
• Halberd: Melee (Heavy), Damage 6, Critical
3, Range (Engaged), Defensive 1, Pierce 3,
Unwieldy 3.
• Lantern: removes j from darkness.
• Leather armor: +1 soak.
Priest of Morr (Rival)
2 2 3 2 4 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
2 10 0 0
Skills: Combat 0, General 3, Knowledge 3,
Magic 0, Social 3
Talents:
• Silver tongued: When this character is resolving
a social skill check, you may spend
one Story Point to use this talent to replace
uncanceled aa with s.
Abilities:
• Grim calmness: When this character is targeted
by a Charm or Coercion check, the
character making the check immediately
suffers 2 strain.
• Turn undead: Priest of Morr may make a
Hard (kkk) Discipline check as an action.
If the check is successful, all ghosts, vampires,
undead etc. within short range suffer
2 strain plus 2 strain for each s.
Equipment:
• Symbol of Morr: When making a Charm
or Leadership check targeting followers of
Morr, add a to the results.
The Old World: Grim and Perilous 159
Chapter 9
Adventuring
Party
Most Warhammer Fantasy adventures focus on the actions and stories of several player characters
who work together. Sometimes these groups are quite natural, like wandering mercenaries
or groups of mobsters. Other times, the group consists of very unlikely allies, bound together by
nothing more than a common goal or common enemy. In this chapter, we present the idea of
party archetypes. Shared by player characters, they will help establish the group's identity and
reflect the teamwork and camaraderie of its members, but also include tensions between the
characters. Each of the archetpe sheets adds new powerful party abilities, but also brings new
challenges to the table, so we made them entirely optional. You may introduce a party archetype
anytime during your campaign and, if for some reason you did not like it, seamlessly remove it
when needed.
Creating a Party
The process of party creation is very simple
and may be summarized in the following
steps: 1. Create a background. 2. Set goal. 3.
Select Party Archetype. 4. Select Reputation (if
available). Note that you may go through this
process after creating the characters, which is
a good way to explain how very different personalities
from various backgrounds and social
standings come together and work as a group.
You may also create a party before starting the
character creation process. This will probably
allow your group to create more cohesive team
with intertwined character threads.
1. Create a background
First step is to ask the players a simple question
- how did the characters meet and and
why are they traveling together? You may
safely omit this step if you plan some kind of
introductory adventure, however based on
our experience allowing players to define the
party's background at this stage will help avoid
the common pitfall of phase of rivalry between
player characters and save everyone lots of
time and stress.
2. Set a goal
The next step is to set a destination of the party's
journey. It could be something very specific,
like taking down a common enemy or reaching
a new continent. It could also be a very broad
goal such as banding together to fight Chaos or
simply trying to get rich. This goal doesn't have
to be set in stone, but it will serve as a good
starting point for the group's first adventures
and help them bond better.
160 The Old World: Grim and Perilous
3. Select a party archetype
At this point, you should have a good idea of
what brought the party together and (roughly)
what their goal is. You probably also know
which characters will make up the group. It's
time to choose the party's archetype and give
it a name. The archetype is just a template that
places the group in a certain context and gives
them mechanical properties, so choose the archetype
that best fits your preferences. For example,
a party created for tracking Chaos cults
may choose the Defenders of Faith archetype,
but the Seekers of Knowledge, Peacekeepers,
or even Swashbucklers archetypes would also
fit well. If, on the other hand, the team plans to
make money from it, why not choose the Soldiers
of Fortune? When choosing, pay attention
to the reputation the party will have, as it
determines the framework in which the group
will operate and how will they gain a Renown
- the new in-game currency we will explain later.
Note that the archetype and its reputation
should fit the way your group wants to play
and what kind of goals they want to achieve,
but does not have to reflect the party's composition.
In other words, you don't have to play as
a mercenary to choose the Soldiers of Fortune.
Noone in the group even has to be a soldier or
warrior as long as you all agree that the main
drive of the party is money and fame.
Once you've chosen the archetype, it's time to
give the party a name. The name will place the
group in the game world and allow it to become
famous as its reputation grows. Example
names may include "The Reikland Expedition
to the Grey Mountains", "Bauer's Mercenary
Group", or "The Palatzstrasse Gang".
4. Select Reputation Traits
Each archetype has two Reputation Traits, in
the cases where an archetype sheet lists only
one trait, you can now select the second and
write it down on the party sheet. Choose what
best fits the playstyle of your group.
There are five Reputation Traits:
• Brave: Brave groups are ready to dive head
first into the biggest dangers, and deadly
risks are almost a part of their daily routine.
Their motivations can be different - money,
glory, or fervent faith - but they rarely pass
Changing the
Party Archetype
What if your group of idealistic young swashbucklers
decides to start something more institutionalized?
Or your seekers of knowledge found
what they were looking for and they decide it''s
time to move on? If it makes sense narratively,
the party may change it's archetype anytime they
want, however doing so will result in loosing all of
their gained Renown. After all, they are starting
something completely new! But all is not lost - to
reflect the trust and leadership built between its
members, the new party may still use one of the
previous party's purchased active abilities. They
may also keep one of their allies, if they have any.
up opportunities to show off. Parties with
this type of reputation will earn Renown for
taking nearly reckless approaches to dangerous
challenges such as stealing closely
guarded goods, launching a frontal attack
on a monster's lair, or a wild chase on the
city roofs.
• Conservative: "The plan is everything,"
a member of a conservative party might
say. Groups with this trait prioritize intelligence
gathering, observation, and creating
detailed plans before taking any action.
They always strive to minimize the risks
they take.
• Conservative parties will earn Renown for
carrying out brilliant schemes, avoiding
risks through cunning, trickery or blackmail,
as well as setting their enemies against
each other.
• Enlightened: Enlightened groups are driven
by a thirst for knowledge and discovery.
They are fascinated by ancient civilizations,
lost artifacts, and faraway lands, and are
dedicated to uncovering mysteries. Many
of them believe that these discoveries can
help improve the world, while others pursue
knowledge for personal gain or satisfaction.
Enlightened parties will earn Renown
for discovering ancient knowledge, acquiring
powerful artifacts, mapping uncharted
lands, and uncovering secrets.
• Idealistic: Idealistic groups are guided by
a higher purpose and a moral code. They
believe in making the world a better place,
The Old World: Grim and Perilous 161
and take on challenges that align with their
beliefs. Their actions are often calculated
and well thought out, but they are not
afraid to take risks in the pursuit of a greater
good. Idealistic parties will earn Renown
for making selfless sacrifices, performing
acts of kindness, and using their abilities to
help those in need. They often bring a sense
of hope and inspiration to those around
them, and are respected for their unwavering
commitment to their values.
• Ruthless: Ruthless groups are known for
their uncompromising pursuit of their
goals, no matter the cost. They are infamous
for their shrewd and heartless nature, taking
advantage of any opportunity to further
their interests. Whether it's for personal
gain or to advance their plans, they are not
afraid to take extreme measures, including
using blackmail, violence and intimidation.
Ruthless parties will earn Renown for their
spectacular, yet cold blooded actions like
assassinating rival leader, kidnapping and
ransom of influential individuals, destroying
or sabotaging rival factions' resources,
raiding and pillaging enemy territories.
Note that most of the time the Brave and Conservative
traits, as well as Idealistic and Ruthless
are contradictory, so you should not create
a party based on those pairs if you don't have a
good reason to do so.
Further explanation of effects of Reputation
Traits are described later in the chapter.
Every adventuring party has a reputation,
depending on the chosen archetype and expressed
in Reputation Traits. This reputation
determines the framework in which the party
will operate and imposes societal expectations
on its members. For example, mercenaries are
usually expected to be brave, while bandits
should be ruthless. After all, no-one will take
a mercenary group seriously with a reputation
for cowardice, and overly forgiving gangsters
will quickly lose influence and territory. Maintaining
the party's reputation and acting in
accordance with its requirements will earn its
members fame (or infamy!), respect, and may
bring them closer to certain people or assignments,
as well as sometimes bring additional
troubles. You will find some examples later in
this chapter, in the description of each of the
party archetypes.
Gaining Renown
Whenever a party acts in accordance to their
Reputation Traits and does something big,
spectacular or something that significantly
brings them closer to achieving their goals, the
Game Master may decide to reward the party
with a point of Renown. Every point of Renown
increases party's Total Renown and also may be
spent to activate various effects we explain later
in the chapter. It is up to GM's discretion if
something is worthy of a Renown point, but we
advise to reward between 0 and 2 points per ses-
Party's Reputation
162 The Old World: Grim and Perilous
sion. Note that Renown should only be awarded
when someone actually finds out about the
group's actions. Good deeds done quietly will
not make the party famous, so sometimes the
increase of the Renown will only take place after
the award worthy event has been made famous.
Therefore, parties based on archetypes
with Reputation Traits of Brave or Idealistic
will have an easier time gaining Renown, as
such deeds are easily recognizable by others,
however the party will often put themselves at
risk or willfully resign from other rewards.
Loosing Renown
Similarly to gaining reputation, adventuring
parties may lose it when its members are acting
against their Reputation Traits. Whenever
this happens, the party should advance their
Party Tension Meter by at least 3 segments
(depending on the severity of their wrongdoing).
They also lose 1 Renown point (if they
have any) and decrease the Total Renown by
1. Note that the act that causes the loss of reputation
has to be noticed by others, but the
tension increase happens independently. This
may lead to interesting stories when PCs did
something terrible and try to hide it from the
general public, which additionally fuels conflict
between them.
Low and High Renown
Total Renown shows how famous the party
is in their field and how well known it is to
the general public. Depending on the group's
fame, both good and bad things may happen
and it also modifies the effects of some of the
party's abilities. We go into detail when describing
specific archetypes, but the general
breakdown is as follows:
Total
renown
Effects
0-4 The party is mostly unknown to anyone
outside their immediate environment.
This, for example, can lead to a
situation in which the team will not get
the job they are interested in or they
will have to prove themselves first.
5-10 The party is known in their own field
and its members may be recognized by
some passer-by.
Total
renown
Effects
11-25 The party is well-renowned and may be
offered special or difficult jobs. Party
members are quite often recognized by
people.
26-30 The party is among the most famous in
their respective fields. Most people have
at least heard something about them.
30+ Absolute legends.
Note that this division is arbitrary and there
may be many deviations from it during your
game sessions. For example, a party that
helped a small village get rid of orc invaders
may be seen as heroes in that particular community,
despite having only 1 Total Renown.
On the other hand, even a legendary group
can be completely anonymous when they are
far from their homeland.
Spending Renown
In addition to raising Total Renown, Renown
points can give your team both permanent
and temporary benefits. Below are a number
of options on which a group can spend available
Renown.
Purchasing Party Abilities
Each archetype has a set of abilities, similar
in effect to talents. The first, passive, ability
is obtained immediately after party creation,
the rest however, have to be purchased first. A
party can purchase a new ability by spending
the cost in Renown specified in its description.
The cost must be paid in full, but it is
not necessary to buy abilities in any particular
order (e.g. you can purchase an ability with a
cost of 6 Renown before purchasing the one
for 2 Renown). The party can activate one
ability per game session for free. Subsequent
activations require Renown to be spent. Party
abilities are always activated as an out of turn
Incidental, unless the description of the ability
states otherwise.
Additional Activation of
Party Abilities
Once per session, the party may activate a single
ability for free. A second ability (including
the first activated) may be activated by spending
1 Renown point. Every subsequent activa-
The Old World: Grim and Perilous 163
tion of any ability increases the overall cost by
1 Renown point (second activation costs 1 Renown,
the third 2 and so on).
Stand Together
Sometimes a party can't let internal disagreements
distract them when important goals
are at stake. Therefore, when the effects of the
Party Tension Meter are about to activate, they
may spend 1 Renown to ignore them. If it is the
effects of the final segment, Party Tension Meter
is reseted as normal.
Supporters, Allies,
Associates
During the course of their adventures, PCs
may find themselves in need of allies or just
extra hands to work. The fame resulting from
reputation significantly helps find those willing
to join the group. This can be especially
important for archetypes such as Seekers of
Knowledge, The Company or Soldiers of Fortune,
but any party could use a helping hand.
Allies can be divided into three general categories:
Henchmen, Lieutenants, and Specialists.
• Henchmen are rank and file members of
your party and their strength lies in numbers.
Most of the time they will function as
minions so there is no need to give them
names or personality.
• Lieutenants are the party's best and most
trusted henchmen. They follow the Rival
profile, so they should have a name, personality
and defined Strength and Flaw Motivations.
They usually bring muscle to the
party, but they can have their own goals and
may serve as a questgivers and important
parts of the adventures.
• Specialists are skilled characters that can
fill certain gaps in skills the party is lacking.
They can be valuable contacts, craftsmen,
medics, merchants, rich promoters
or wise mentors. Similarly to Lieutenants,
they typically use the profile of a Rival (although
the strongest may even be a Nemeses!),
but unlike the Lieutenants, they
usually keep themselves away from the
center of action, supporting the team with
knowledge, information, contacts, and
skills.
Who the party can specifically hire or convince
to join depends on their Total Renown, but the
general rule is that Henchmen can be acquired
by spending 2 Renown, a Lieutenant 4, and a
Specialist 5 Renown. For more guidelines on
creating allies, see Table 9:1 Mercenaries and
Allies. After purchasing an ally, you should determine
with the players how the new individuals
joined the party. Did recent successes attract
new recruits to the mercenary company?
Or did their gang conquer the territory of an
enemy group? Or perhaps a local blacksmith
agreed to give party members priority in orders
and a large discount in exchange for gaining
notoriety through cooperation with such a
distinguished group? Also remember that in
some cases, the addition of new allies may not
make sense. Recruiting a new person in the
middle of the sea may be really difficult. Although
wait... is that not a drifting castaway?
Losing Allies
Allies are faithful members of the party or its
devoted supporters. This does not mean absolute
loyalty and can be lost if the party acts in
a way that dramatically endangers the ally, is
open treachery or (in the case of lieutenants
and specialists) blatantly violates their Motivations.
In such a situation, the ally can simply
leave or even turn against the party!
Another, more mundane situation in which an
ally can be lost is their death.
Regardless of how the party loses the ally, the
Renown points spent on them are lost forever.
Ally Upkeep Cost
It would be naive to think that allies join the
party completely selflessly. For some, the reward
will be fame, fulfilling a duty, or advancing
a personal interest. However, there are also
those allies who will expect financial compensation
or a share of the loot. Since it is difficult
to provide clear guidelines as to what amounts
of money (or favors) allies will expect, we leave
this to the GM'a discretion. It is worth considering
why a particular ally joins the party and
what role they will play in it. If someone decides
to ally with a group with a Reputation for
Idealists, they are more likely to be driven by
a need of the heart or ruled by fame. On the
other hand, allies of archetypes like Soliders
of Fortune or The Company are usually more
164 The Old World: Grim and Perilous
Table 9-1: Mercenaries and Allies
Tier Henchmen Lieutenant Specialist
Tier 0
(0-4 Total
Renown)
N/A N/A N/A
Tier 1
(5-10
Total
Renown)
The party may spend 2 Renown
to hire a minion group consisting
of 3 henchmen. Choose one
characteristic. Henchmen have
3 ranks in this characteristic and
2 ranks in the rest. Choose two
combat or general skills (that are
not based on Intelligence), those
skills are now Henchmen skills.
Henchmen have wound threshold
equal to 2+Brawn and equipment
determined by the GM.
The party may spend 4 Renown
to join a Lieutenant that is
a Rival with 3 ranks in two
selected characteristics, and
2 in the rest. The Lieutenant
has 2 ranks in three combat or
general skills (that are not based
on Intelligence). Lieutenant
has a wound threshold equal
to 7+Brawn and equipment
determined by the GM.
N/A
Tier 2
(11-25
Total
Renown)
The party may spend 2 Renown
to hire a minion group
consisting of 3 Henchmen.
Choose two characteristics.
Henchmen have 3 ranks in
those two characteristics and 2
ranks in the rest. Choose three
combat or general skills (that
are not based on Intelligence),
those skills are now Henchmen
skills. Henchmen have wound
threshold equal to 2+Brawn
and equipment determined by
the GM.
The party may spend 1 Renown
to upgrade all allied Henchmen
from tier 1 to tier 2.
The party may spend 4 Renown
to join a Lieutenant that is
a Rival with 3 ranks in three
selected characteristics, and 2
in the rest. The Lieutenant has
3 ranks in one skill and 2 ranks
in three skills. Those skills may
be combat or general skills (that
are not based on Intelligence).
The Lieutenant has a wound
threshold equal to 7+Brawn and
equipment determined by the
GM. As per GM's discretion, the
party may choose one rank 1
talent for the Lieutenant.
The party may spend 5
Renown to join a Specialist
that is a Rival with 3 ranks in
three selected characteristics,
and 2 in the rest. The
Specialist has 2 ranks in
two different skills. Those
can be any skills except for
combat and magic skills.
The Specialist has a wound
threshold equal to 6+Brawn
and equipment determined
by the GM. As per GM's
discretion, the party may
choose one rank 1 talent for
the Specialist.
Tier 3
(26-30
Total
Renown)
The party may spend 2 Renown
to hire a minion group
consisting of 3 Henchmen.
Choose one primary and one
secondary characteristic.
Henchmen have 4 ranks in
the primary, 3 ranks in the
secondary characteristic and 2
ranks in the rest. Choose four
combat or general skills (that
are not based on Intelligence),
those skills are now Henchmen
skills. Henchmen have wound
threshold equal to 3+Brawn
and equipment determined by
the GM.
The party may spend 1 Renown
to upgrade all allied Henchmen
from tier 2 to tier 3.
The party may spend 5 Renown
to join a Lieutenant that is
a Rival with 4 ranks in one
selected characteristic, 3 ranks
in one other characteristic and
2 in the rest. The Lieutenant has
3 ranks in four different skills.
Those skills may be combat or
general skills (that are not based
on Intelligence). The Lieutenant
has a wound threshold equal
to 9+Brawn and equipment
determined by the GM. As
per GM's discretion, the party
may choose two rank 1 talents
and one rank 2 talent for the
Lieutenant. The Lieutenant has
also 1 rank in the Adversary
talent.
The party may spend 5
Renown to join a Specialist
that is a Rival with 4 ranks in
one selected characteristic,
3 ranks in one other
characteristic, and 2 in the
rest. The Specialist has 3
ranks in two different skills.
Those can be any skills except
for combat and magic skills.
The Specialist has a wound
threshold equal to 6+Brawn
and equipment determined
by the GM. As per GM's
discretion, the party may
choose two rank 1 talents and
two rank 2 talents for the
Specialist.
The Old World: Grim and Perilous 165
Tier Henchmen Lieutenant Specialist
Tier 4
(31+ Total
Renown)
The party may spend 2 Renown
to hire a minion group consisting
of 3 Henchmen. Choose one
primary and two secondary
characteristics. Henchmen have
4 ranks in the primary, 3 ranks in
the secondary characteristics and
2 ranks in the rest. Choose four
combat or general skills (that
are not based on Intelligence),
those skills are now Henchmen
skills. Henchmen have wound
threshold equal to 4+Brawn and
equipment determined by the
GM.
The party may spend 1 Renown
to upgrade all allied Henchmen
from tier 3 to tier 4.
The party may spend 5 Renown
to join a Lieutenant that is a
Rival with 4 ranks in two selected
characteristics and 2 in the
rest. The Lieutenant has 3 ranks
in four different skills. Those
skills may be combat or general
skills (that are not based on
Intelligence). The Lieutenant
has a wound threshold equal
to 9+Brawn and equipment
determined by the GM. As per
GM's discretion, the party may
choose two rank 1 talents, one
rank 2 talent and one rank 3
talent for the Lieutenant. The
Lieutenant has also 1 rank in the
Adversary talent.
The party may spend 8 Renown
to join a Specialist that
is a Nemesis with 5 ranks in
one selected characteristic,
4 ranks in one other characteristic,
and 2 in the rest. The
Specialist has 4 ranks in four
different skills. Those can be
any skills including combat
and magic skills. The Specialist
has a wound threshold equal
to 10+Brawn, strain threshold
equal to 10+Willpower and
equipment determined by the
GM. As per GM's discretion,
the party may choose three
rank 1 talents, two rank 2
talents and two rank 3 talents
for the Specialist.
likely to choose influence or money over ideals.
In general, we advise not to bother with it too
much and unless necessary, just assume that
allies get what they want during the course of
adventures. This avoids bookkeeping and puts
greater focus on the actual action and story.
Party Tension Meter
An adventuring party consists of people from
various backgrounds, with different goals and
social standings. It's therefore inevitable that
there will be a clash of wills, temperaments,
and opinions, leading to misunderstandings,
selfish ambitions, and disagreements. To reflect
the growing friction between members of
a party during the course of their adventures,
each party archetype has its own party tension
meter. It's a specific kind of threat indicator
and, with some exceptions, follows the general
rules for threat indicators described in
the chapter "The Grim World of Perilous Adventure,"
page XXX. Each party tension meter
has two activators. The first reflects the effects
of increased stress and the heavy atmosphere
within the party. The second marks the moment
when tensions between party members
reach a climax and must be defused. The team
suffers the consequences, but at the same time
clears the air. Then the process starts again.
Advancing a Party Tension
Meter
As mentioned before, the party tension meter
works almost identically to threat indicators,
with a few exceptions. First of all, the
party tension meter is never removed from
the game. Secondly, you shouldn't advance
this kind of indicator unless absolutely necessary.
Most of the time, advancements will
come from spending threats, but, as always, it
should fit the narrative. For example, bounty
hunter Klaus makes a ranged check to shoot an
orc engaged in combat with Ulrika, the knight.
The check is successful, but it generates hh.
The GM decides to spend it to advance the party
tension meter by two segments, as the bolt
misses Ulrika by just an inch. Klaus' recklessness
will certainly affect their mutual trust.
Additionally, the party tension meter should
also be moved when:
• There is a major disagreement between
party members or one player acts in opposition
to the rest of the group. Clashing
views and goals can be a very interesting
axis of adventure and lead to great scenes.
The problem arises when the party starts
having unproductive disputes or begins
to act against each other and the group
is starting to get heavily involved in PVP.
Sometimes it's hard to distinguish between
an interesting discussion and a conflict,
so applying this rule requires a bit of
sensitivity and should not be overused, especially
when your group's style of play is
very conservative and focused on detailed
166 The Old World: Grim and Perilous
planning. However, if you decide to advance
the party tension meter anyway, explain
your decision to the players and move
it by at least two segments. If you think it's
too much for a given situation, you probably
shouldn't move the indicator at all.
• Acting against the team's reputation. As we
explained earlier, a party builds its reputation
in a specific way that depends on its archetype.
After all, society expects mercenaries
to be brave and gangsters to be ruthless,
so when a group acts in a manner inconsistent
with its reputation, it can lose renown,
but usually the first result will be an increase
in tensions within the team. The rule of
thumb is: if a team behaves in a manner inconsistent
with their reputation, move the
party tension meter by at least 3 segments
(more depending on how much their actions
damage their reputation). Any subsequent
misconduct should also move the meter by
at least 3 segments, as well as result in the
loss of a Renown point (as long as anyone
outside the party has learned of their deeds).
Turning a Party Tension
Meter back
Similarly to all threat indicators, a party tension
mater can be turned back, however, it
should be quite rare. For example, you may
allow spending t to turn the meter back (but
only once per encounter/scene!). Also, achieving
important goals and outstanding successes
may reduce some tension between the party
members. If the party was really invested in reducing
tension to zero, you could allow it under
the condition that they come up with a good
plan how to do so and are ready to bear the appropriate
costs. One interesting idea might be
to organize a tavern crawl that would eat up a
significant chunk of the party's money. Or, for
more devout parties, an all-night penance and
a generous offering to the temple. The possibilities
are endless, but it's important that their
cost is steep enough to discourage the party
from taking advantage of it too often, while
at the same time not taking too much time or
pulling the party away from its real goals.
Managing Renown
New rules and special abilities can give players
a strong incentive to make decisions that
only increase their Renown. So what can you
do to prevent this? The simplest answer is:
Don't do anything! If this is exactly what players
want their characters to be occupied with
and you are having fun presenting them with
new challenges, there's nothing wrong with
that. However, we understand that sometimes
you may want players to participate in a more
structured story, and chasing Renown may
distract them unnecessarily.
In this situation, we first suggest constructing
a story that fits the archetype chosen by
the players. For example, if the players have
decided that their PCs will form a smuggling
gang and bring in illegal goods from the Border
Princess, pose problems for them with law
enforcement, hostile competition, or untrustworthy
clients. This will cause their Renown
to grow naturally with the development of the
plot and even drive it further.
Also, don't hesitate to talk to the players if the
chosen archetype of the team does not fit your
plans. Then help them choose a different archetype
that fits the story better.
The Old World: Grim and Perilous 167
Finally, if you see that players are too focused
on their party's reputation, you can challenge
them with difficult decisions where they will
have to choose between the group's fame and
actually achieving their goal. A party of adventurers
will certainly want to break into the
headquarters of the Chaos cult by force, but the
cultists will have more time to get rid of some
incriminating documents. The team's Renown
will increase, but not without paying a price.
Renown as a Main Theme of
the Campaign
Nothing is stopping you from making the reputation
of the party the main focus of the campaign.
If the players' goal is wealth, fame, and
influence, increasing the Renown can be an excellent
way to achieve it. As the party's Renown
grows, new challenges will present themselves,
and new doors will open for the PCs, perhaps
even literally! If the PCs want to stand before
the Emperor himself, they may need to attain
a certain level of Renown first. With fame, also
come new and more powerful enemies.
Choosing the right party archetype is also important,
as some archetypes are better suited
for this type of gameplay than others (especially
The Company, Soldiers of Fortune, and Peacekeepers
archetypes should do well).
Six Party Archetypes
In this section we present you six Party Archetypes
together with their narrative descriptions,
Party Sheets and ideas for party-related
events and adventure hooks. Use them as you
wish, adapt them to your needs or make your
own based on these examples.
The party-related events and adventure hooks
are sets of ideas which you can use to show
your players characteristic themes or situations
which they can find themselves in during their
campaign. These are only short examples and
rough concepts which you can use to build longer
adventures. It's all up to you.
The printable Party Sheets can be found at the
end of this chapter so that you can show them
to your players without the risk of spoilers.
Soldiers of Fortune
Soldiers of Fortune are diverse bands of individuals
driven by the allure of fame and wealth.
They offer a wide range of services, from swords
and axes for hire to archery and even, ahem,
wizardry! What sets them apart is not just their
weapons but also their expertise, skills, bravery,
and most of all, their fearless daring. And
all of this is available at a reasonable price! Soldiers
of Fortune aren't just braggart warriors,
but also bandits, wanderers, and even scholars.
In short, anyone who'll do anything for money
and fame. Despite their cutthroat nature,
they have a reputation for getting the job done
and are sought after by those in need of their
services. To put it simply, the Soldiers of Fortune
are the epitome of the phrase "no guts, no
glory." Their typical ventures include escorting
caravans, serving as mercenaries during wars,
protecting local warlords, and carrying out
theft on commission.
Examples: caravan guards, mercenaries, local
warlord bodyguards, thieves for hire.
Example Events and
Adventure Hooks
0-4 Renown
• Who are you again? Halfway through negotiating
the terms of the contract, the
potential client starts to hesitate whether
PCs will be able to handle the task. To make
matters worse, they constantly ask them to
repeat their names. Throughout the adventure,
they express their doubts aloud about
whether they made the right choice in entrusting
them with the mission.
• It's not like I don't trust you... A situation
similar to the one described above, but
with the difference that the client breaks
off negotiations, sneering at PCs faces. He
entrusts the task to another, more well-
168 The Old World: Grim and Perilous
known group. Will PCs accept humiliation
or will they try to prove their worth?
• Someone like you: The client notices (and
repeatedly repeats it later) that they need
someone new "from outside the business."
On the one hand, they will compliment PCs
and expect them to act unconventionally,
but on the other hand, they will still denigrate
their qualifications, especially when
it comes to pay.
5-10 Renown
• Doppelgangers: The party has become
known and recognizable, or at least everything
suggests so. Innkeepers greet them
with a bow and offer the best table or accommodation,
strangers buy them rounds
and raise toasts to PCs, women flock to
them... But everyone mispronounces their
names... Strange, isn't it?! It turns out that
the party is only similar to another, much
more famous, group of mercenaries. What
will happen when their paths cross?
• Stubborn amateur: Someone completely
devoid of the necessary predispositions
tries very hard to join the party. At first,
they want to ingratiate himself with PCs
and is persistently servile. Disdained by
them, they will burn with a desire for revenge.
They will disappear from their sight
but patiently wait for the right moment.
They will appear again at the least convenient
time...
• I used to be an adventurer like you... A
grumpy old man temporarily joins PCs. He
too, in his youth, was an adventurer, saw
and experienced everything... but all was
better in his time. Regardless of PCs' will,
he wants to be their mentor.
11-25 Renown
• Fallen idol: PCs has the opportunity to
meet a legendary hero whom they knew
only from numerous songs. Unfortunately,
they will also have the opportunity to discover
that the hero beloved by all is nothing
more than a swindler.
• Doppelgangers... again!: The client claims
that someone else has already collected payment
for the job that PCs did? The innkeeper
does not want to accept them under his
roof? An unknown girl slaps one of PCs? Is
someone else reaping the benefits of their
hard work?
26-30 Renown
• Paranoia!: The group is hired as an escort
by a wealthy and influential merchant.
Nothing strange about that, but this time
they encounter a real paranoid who sees
assassins lurking behind every bush. Why
does he need such reputable professionals
and what is he so afraid of?
• Sticky fingers: The PCs are losing a few
items, mostly secondary weapons like daggers,
arrows, etc. It turns out that there are
people willing to buy those items, believing
that they are "artifacts" that gave the PCs
their abilities.
The Old World: Grim and Perilous 169
30+ Renown
• True legends, urgently wanted: a wealthy
client offers mountains of gold to accomplish
something completely impossible,
like defeating a dragon whose existence is
highly doubtful. The client believes in the
PCs and treats them like demigods - since
they have already accomplished so many
epic deeds, what's the problem with killing
a legendary monster?
• Upstart: A certain burgher has recently
received a knighthood and a small estate.
Unfortunately, the local peasants did not
welcome him warmly, and there is a feeling
of rebellion in the air... He will need protection
and support.
The Company
The Company represents any ruthless organization
that stops at nothing in pursuit of power,
influence and profit. Whether it be a guild,
a mercenary company, a band of thieves, or
a city-based criminal enterprise, this group
operates under a code of strength, intimidation,
and cunning. Their objectives are clear
and unwavering, and their methods are often
brutal and effective. The Company is a force to
be reckoned with, a formidable presence that
commands respect through fear and intimidation.
They are not ones to be trifled with, as
they have no qualms about using their might
and influence to get what they want. Their
reputation precedes them, and those who dare
cross their path risk everything, from their
possessions to their very lives.
Examples: members of a thieves guild, racketeers,
band of smugglers, guild's armed detachment
0-4 Renown
• It's not your territory!: A stronger, more
recognizable group is trying to chase PCs
out of their own territory! it's outrageous,
will the party let themselves be pushed
around like that?
• It's my due!: Some "businessmen" are behind
on giving their dues to a local boss.
He wants PCs to collect the debt - easy way
or hard way.
• Good uncle: An elderly, kind person decided
to lead PCs on the right path. He constantly
follows them and moralizes, preventing
them from working.
5-10 Renown
• Found, not stolen: PCs get their hands on
an easy loot, e.g. the sea threw cargo from
a sunken ship ashore. Unfortunately, it is
claimed by an infamous pirate.
• Falcons!: The barge is called Falcon and it
has special holds that make it difficult for
customs officers to search it. Officially, it's
carrying a load of grain, but several bottles
of Kemperbad brandy are hidden in the
holds. There is a need for a few crew members
with strong nerves who won't throw
their cargo overboard as soon as they see
the first Imperial patrol...
• Omerta: An honest townsman who accidentally
saw too much and told the city guard
about it must understand that he made a
big mistake. Make him an offer he can't refuse,
but he must revoke his confession.
11-25 Renown
• It's a mistake!: One of PCs was accused of
crimes they didn't commit . Wanted posters
hang around every corner and the bounty is
temptingly high, so the party is targeted by
bounty hunters.
• Vigilante: Someone who hides their face
behind a mask decides to deliver justice
themselves, regardless of the city guards
and courts. They travel through rooftops
at nights and smashes the heads of thugs.
Whoever it is, is after PCs.
26-30 Renown
• Young wolves: New, very ambitious gang
appeared in the PCs territory. They have little
to no mercy, but a huge appetite. They
want to take PCs out of the business. Teach
them a lesson.
• He was a good boy: Someone had handed
over a respected member of the Company
to the guards. There are three suspects: a degenerate
mother, an envious brother and an
unfaithful lover. Find out who!
170 The Old World: Grim and Perilous
30+ Renown
• Ranald's Cat: Someone grabs all the thieves'
tastiest treats. Jewels and works of art that
were considered unobtainable disappear
one by one. Behind these daring thefts is
someone everyone calls Ranald's Cat. Oddly
enough, their true identity remains unknown
even to you - the elite of the underworld.
It's time to change that.
• On the other side: Fear casts a long shadow
over the whole city. Grim Razor - the serial
killer - has already killed the fifth victim!
The city guards are helpless. The captain
of the guard contacts the PCs discreetly to
offer them cooperation, at least until the
killer is caught. Well, it's hard to deny that
gruesome murders spoil the business...
Seekers of
Knowledge
In the Old World there are always people
who are hungry for knowledge and driven by
the desire to explore the world. Either independently
or funded by wealthy patrons, they
lead expeditions in search of ancient artifacts,
traces of lost civilizations, or visit places associated
with outstanding figures from the past
- just to breathe the same air as they did. Seekers
of Knowledge are a party of individuals
who know that a good plan is half the battle,
so they meticulously prepare for every expedition.
However, the world can be surprising,
and its secrets can be as intriguing as they
are dangerous. Some people become too fond
of uncovering dark secrets, whether they are
tracking Chaos cults or discovering dark arcana
on their own.
Examples: Explorers, historians, tomb prospectors,
treasure hunters, wizards and scholars
who seek to unlock the secrets of magic,
trackers of dark cults
0-4 Renown
• Barrow lady: Among the woods there is
a small hill, too regular for a natural creation.
The locals say it is the tomb of the
former ruler. They also say that in its vicinity
you can sometimes find a crying woman.
Apparently, whoever sees her will soon
lose a loved one.
• Living legend: The body of a troll slayer
known throughout the Old World was
found in a local inn. There is not even the
slightest wound on the body, and a smile full
of delight does not leave the deceased's face.
What could defeat such a seasoned warrior?
• Riddle: One of the PCs, reading some fat,
dusty volumes, inadvertently brought the
bookmark inserted into it closer to the
flame of a candle. The heat of the flame
made some strange marks appear on the
piece of parchment! Everything indicates
that the previous reader left him an encrypted
message.
5-10 Renown
• Tomb Raiders: A group of miners accidentally
made an extraordinary discovery in
an abandoned copper mine - an ancient
dwarven tomb. The problem is that the local
dwarves don't really like the idea of plundering
their ancestors' tombs, and the local
authorities want to avoid conflict.
• Bigfoot: An old teacher from a provincial
school has died and his heirs ask PCs to
take care of his book collection. It turns out
that in his old age he became interested
in local folklore and he devoted a lot of attention
and time to the legendary creature
allegedly living in the local forests. Among
the notes there is even a sketch of this creature
and a cast of its foot.
• Man-Eater!: A group of adventurers claim
to have caught a giant man-eating pike and
are trying to extort a few pennies for its carcass.
The specimen is indeed impressive, so
it might be worth taking a little trip to explore
this beast's natural habitat.
11-25 Renown
• The old house: It has been abandoned for
years and is considered haunted. While exploring
it, the PCs discover a mirror that
hangs in the attic. It's in a black frame
covered with strange markings. The world
seen in its reflection is slightly different. A
bit darker....
• Glade: Travelers repeat tales of a glade in
the depths of the Drakwald where flowers
bloom even in the dead of winter and predators
and beastmen give this place a wide
The Old World: Grim and Perilous 171
berth. It is said that a great elm grows there,
the trunk of which is covered with magical
carvings. They are said to be made by elves.
• Urban legend: Rumor has it that the ruins
of a castle are connected by an underground
tunnel with the catacombs of the local temple.
Who knows what secrets may be hidden
there, but the entrace has to be found first.
26-30 Renown
• Relic: A shady merchant tries to sell a supposedly
authentic relic to the PCs. The
problem is that an identical object has been
worshiped for hundreds of years in a local
temple. Everything indicates that the one
in the temple is fake!
• Arbitrators: Two famous scholars have
been engaged in a academic dispute for
years and only a research expedition led by
independent and neutral experts can bring
a solution to this important issue! Both academics
will do anything to ensure that this
expedition confirms their position.
Defenders of Faith are those who carry this
flame. They understand the power of a passionate
spirit, and they put that fire to use in
order to make the world a better place. But they
are only humans and their fire can be used to
ignite the flames of oppression and tyranny.
Examples: witch hunter's servants, templars,
pilgrims, members of the Inquisition, devout
followers of any deity.
0-4 Renown
• Omen: It seems that this sign is literally everywhere.
Someone draws it with chalk or
charcoal on the walls of buildings throughout
the city, even in the latrine! What does
this symbol mean?
• Voice from the forest: In the Old World,
there are still places where the Old Faith is
practiced. However, when the party arrives
30+ Renown
• Nemo: An engineer has created a boat that
can swim underwater! She would like to
test it. This is a great opportunity to verify
the rumors about the underwater city at the
bottom of the local lake.
• Around the World: People say all sorts of stupid
things, but to say that if you go west all
the time you'll go east is only a complete fool.
Or a visionary. A famous traveler managed to
recruit wealthy sponsors who funded three
fully equipped ships for him and plans to embark
on a voyage around the Old World. He
tries to persuade PCs to lead the expedition.
Defenders of Faith
In the whole Old World, there is nothing hotter
than the burning hearts of faith, hope, and
fear of gods. Sometimes this flame lights the
pyres or even whole villages. But most of the
time, it warms those who are in need. It's the
heat that boils the soup for the hungry, the
warm refuge where homeless find shelter. It is
a guiding light that shines hope onto the path
of the lost, and gives solace to the troubled.
172 The Old World: Grim and Perilous
at an isolated village ruled by a mysterious
voice from the forest, questions arise -
Druids? Forgotten deity? Or perhaps some
dark force?
• Pilgrim: The PCs meet a lonely pilgrim
who encourages them to travel together.
Who would have thought he would try to
trap them?!
5-10 Renown
• Defiled temple: Several years ago, a band of
beastmen raided and desecrated a secluded
temple. The army has already driven the invaders
away, but noone dared to enter the
temple since then. It's frightening to think
what can live there.
• Night watch: The inn where PCs are staying
at night was surrounded by a band of beastmen
and mutants.The first attack was repelled,
but it's not over yet. The band leader
gives the defenders an ultimatum: surrender
or he will burn the innt to the ground.
He promises mercy to those who open the
door for him.
• Mercy: The Shallyan convent, which runs a
shelter for the needy, has a major problem -
its wards are dying by the dozens, and their
bodies bear clear signs of poisoning.
11-25 Renown
• Witch!: Strange things are happening in
a small village - hens have stopped laying
eggs, cows are not giving milk, and crops
are failing in the fields. The desperate villagers
have found the culprit behind this
- a witch. Thanks to the testimony of witnesses,
she was quickly tracked down and
locked up in a wooden cage. The villagers
are already preparing to burn her at the
stake, but the lord of the land has doubts.
He asks the party to investigate the matter.
• Relic: A sacred object wroshipped for centuries
turned out to be a forgery. Was it
stolen or was it a lie all that time? The local
priest calls the party for help. Where is the
original or how can he hide the truth without
being lynched by the crowd?
26-30 Renown
• The Birth of a Witch: An acquaintance wizard
approaches the PCs with a request to
solve his problem. Due to a poorly cast spell,
a child with dark and powerful talents was
born. The wizard has located the child, but
he does not have enough strength to solve
the issue. To make matters worse, the child
is also being sought after by a Chaos cult.
• Renegade: Ruinous Powers are capable of
corrupting anyone. A holy knight, a model
of all virtues, suddenly rebelled and trusted
in the dark forces. He worships Chaos,
attacks travelers, and is a thorn in the side
of the Order. The party must find him and
punish him accordingly. But perhaps he
has some reasons for his actions?
30+ Renown
• Penitent sinner: A heretic stands in the way
of PCs. He is willing to hand over the rest
of the members of a blasphemous cult, but
in exchange, he expects forgiveness and
protection. Is it a provocation of Chaos or
a true remorse?
• Barony of the Damned: The distant barony
has closed its borders to travelers. Rumor
has it that the baroness practices black
magic, and the forts are manned by the undead.
Despite this, the inhabitants of the
barony seem to fully accept the situation.
The party is asked to investigate. What will
they discover?
Peacekeepers
The Peacekeepers are parties who are concerned
with maintaining the status quo, no
matter what it may be. They prefer to resolve
issues through diplomacy or intimidation
rather than through brute force, but make no
mistake, when push comes to shove, they are
a force to be reckoned with. They are conservative
by nature, and believe in finding peaceful
solutions to problems whenever possible.
However, when violence is necessary, they
are more than capable of defending themselves
and their charges. They are the guardians
of peace and stability, and they will stop
at nothing to ensure that their communities
remain safe and secure.
Exmples: City guards, roadwardens, witch
hunters, itinerant court, trackers of necromancers
or Chaos cults
The Old World: Grim and Perilous 173
0-4 Renown
• All hands needed: the land has been struck
by a terrible tragedy, a flood/forest fire, etc.
as a result the roads are swarming with
helpless refugees. Slow columns of people,
wagons and livestock are constantly attacked
by groups of bandits, goblins, and
beastmen. They need care and protection.
• Gang of ghouls: Morr priests complain of
increasingly frequent abductions of fresh
corpses from the cemetery. The items
placed in the grave with the deceased remain
untouched, so it is not the work of
graverobbers. Ghouls? Medical stundents?
Or maybe something worse?
• Undeads! when the dead rise from their
graves, it never bodes well for the local
community, especially if they lack the care
of Morr's priest.
5-10 Renown
• Urban legend: for years, locals have been
saying that the ruins of the castle are connected
by an underground tunnel to the
catacombs under the temple, but recently
a group of adventurers has been trying to
find its entrance. They must be stopped, or
they will destroy something or even wake
up what should be left well alone.
• Tomb Raiders: a group of miners discovered
a dwarf tomb in an abandoned copper
mine. So far they were too afraid to open it,
but the rumors about inexhaustible treasures
are gaining strength. If they profane
the tomb, it will lead to a conflict with the
dwarves living in the area.
• Gold fever: allegedly, gold has been discovered
in the area, which means that people
from all over the Old World will flock here
soon. Who will then take care of the safety
of the small mountain village's inhabitants?
11-25 Renown
• Hawkeye: a horse brought the body of a
dead courier. An arrow was sticking out
from between his shoulders, which someone
recognized as elven. The atmosphere
becomes heavy, and an elven minstrel has
just arrived at the tavern.
• Shortcut: ages ago, an emperor swore to
the elves that no human would enter their
valley. Unfortunately, greedy merchants insist
on leading their caravan right through
it! They must be stopped before it is too
late, but the problem is they are very determined,
have lots of bodyguards and very
powerful friends. Is someone trying to provoke
a conflict?
26-30 Renown
• Castle Poe-Nari: the ruins of the castle on
the top of the hill have long been considered
the lair of a vampire. Now, with a few completely
drained victims found in the area,
we can be sure that this is indeed the case.
What can we do to stop it?
• Coincidence?: a coal mine that was a model
of good work organization for years is
now suspending production. The reason is
a series of unfortunate accidents that have
befallen the crew. So, is it a coincidence? A
curse? Or perhaps sabotage?!
30+ Renown
• Drachenfels lives?: an aged nobleman
gained wealth, long life and immense luck
with the help of the Great Warlock. It would
seem that when Drachenfels died, no one
would claim the debt, but a recently received
invitation seems to contradict this.
The party is asked to go to the cursed castle
and negotiate the life and soul of the old
man.
• Vendetta: Two aristocratic families have
been fighting each other for generations,
but the conflict has never been so bloody
before. Recently, both families even hired
mercenaries! Perhaps PCs could take on
the role of a mediators before an open war
breaks out between them?
Swashbucklers
The Swashbucklers are bands of thrill-seekers
and daredevils, always ready to push the boundaries
and discover what lies beyond the horizon.
They are a restless bunch, with a stubborn
streak of independence and a tendency to jump
into action without fully considering the consequences.
However, they are not heartless mercenaries
or ruthless bandits, but rather young
and adventurous souls driven by curiosity and a
174 The Old World: Grim and Perilous
thirst for adventure. They are often brought together
by chance, whether by a shared sense of
wonder or by the twists and turns of fate that
lead them down a common path of excitement
and discovery. These fearless individuals are
not content to sit idly by, and instead live life on
the edge, embracing each new challenge with
a sense of wild abandon. Whether they are on
a mission to right a wrong, pursue a dream,
or simply satisfy their wanderlust, the Swashbucklers
embody the spirit of adventure, always
seeking to live life to the fullest and leave their
mark on the world.
Examples: Virtually any adventuring party
0-4 Renown
• Urban legend: The local castle ruins are said
to be connected by an underground tunnel
with catacombs under the temple. Apparently,
the tunnel is so spacious that you can
drive a wagon through it and so high that
a tall man on a horse can pass through!
Perhaps there is someone who still knows
where the entrance is.
• Man-Eater!: A great man-eating pike is on
the prowl in Reik. One scholar announces
that he will pay a hefty sum if the PCs deliver
the fish in one piece... well, in two pieces
at most... The problem is that the local fishermen
just want to kill it.
• Sewer Time!: Something has taken root in
the city sewers. Strange noises come from
the manholes, and the sewer jacks die one
by one. Their bodies have a strange mark on
them. The party is hired to investigate.
5-10 Renown
• Death on the Reik: Party lands on a barge
called Tod, owned by a ferryman named
Shnitter. He transports both people and
goods for a very good price and does not
ask too many questions. He is bony and
rather gloomy, though he appreciates dark
humor. The journey goes smoothly until the
first passenger disappears in the night.
• Simple Adventure: A local village is being
raided by a band of beastmen. So the party
has to deal with them. Easy! It soon turns
out that the beastmen are led by a young
woman... in a red dress... riding a bull...
with a dwarven crossbow. What's more,
not only did no one die in the raids, but the
beastmen even drop off food for the villagers!
What is going on here!?
• Tower of Hoeth: Rumor has it that a powerful
sorcerer lived and died in this tower.
Untold treasures are certainly to be found
within it, but it is also said that whoever entered
the tower did not return, or returned
horribly changed.
11-25 Renown
• Treasure Island: PCs are notoriously harassed
by people who have maps of hidden
treasures, but don't have enough free time to
venture out on their own. But they will gladly
sell it back to the party - is the map real or
fake? They will only find out on the spot.
• The Birth of a Witch: A friend of one of the
PCs comes to them crying. She recently
gave birth to a child, but due to the mistake
The Old World: Grim and Perilous 175
of her wizard brother, the child was born
with witchsight. The brother is worried
about his career, so he asked a group of religious
fanatics to "take care of the problem".
26-30 Renown
• By Grace: A bard who had been praising
PCs' heroic deeds for some reason changed
his mind about them and started slandering
them in vile lampoons. What can the
party do to regain his favor?
• What lies in Shadow: The party is contacted
by a wizard lord, highly placed in the hierarchy
of the college. He asks for great discretion
as he explains that his college has been
experimenting with warpstone. Not only is
it illegal, but what's worse, the cursed substance
is missing, possibly stolen. He asks
PCs for help in finding the warpstone.
30+ Renown
• Le Voyage dans la Lune: Some call her a genius,
others a dangerous lunatic. A mad scientist
has built a vehicle in which she wants
to send an expedition to Morrslieb to settle
once and for all the question of whether the
moon is made of cheese. Years ago she befriended
the PCs and now wants them to
perform this dangerous stunt.
• Prodigal Son: An Imperial elector is begging
for help. His only heir was kidnapped by a
band of revolutionaries who want to end the
Empire's feudal system. His death will bring
a great catastrophe to the entire House and
will entail terrible perturbations throughout
the Empire or even incite a civil war. With
time, however, it turns out that the heir was
not kidnapped, but voluntarily escaped, because
they believe in a world of equality. Can
someone as famous as PCs convince him?
176 The Old World: Grim and Perilous
Party Sheets
The Old World: Grim and Perilous 177
Party name
.........................................................................................................
Party archetype
Soldiers of Fortune
Reputation
Brave, Ruthleſs
Renown
Available: ........ Total: ..........
Fireſide Stories
All party members receive 30% (+10% per each 10 reputation) discount on food
and accomodation at inns and taverns. However, they are expected to tell the
story of their most recent adventures.
Passive
1
Party Tenſion Meter
3 5 7 9
Pep Talk
Renown Cost: 2
Activate this ability during a narrative scene. Choose a party member. That party
member may suffer a number of strain up to their Presence rating. All other party
members may recover that number of strain.
Veteran Blade
Renown Cost: 5
Activate this ability at the beggining of a round of combat. Until the end of that
round, all party members may perform combat checks using ranks of the party
member with the highest rank in the respective skill. The party member has to be
present during the encounter.
Defenſive Formation
Renown Cost: 12
Activate this ability during a combat encounter. Every party member engaged with
at least one other party member gain 2 melee defence until they move (or are forced
to move) and enemies suffer 2 strain if they engage them. This ability can be
activated again during the same encounter by moving the party tension meter once.
0 2 6 8 10
4
11
Low Morale
All party members add jj to their next check.
Reinforce the Belief
All party members sufffer a number of strain equal to two plus the
Presence rating of the character with the highest Presence rating.
Until the end of the game session, party cannot use party abilities.
Reset the tension party meter.
Party name
.........................................................................................................
Party archetype
The Company
Reputation
Ruthleſs, ................................................
Renown
Available: ........ Total: ..........
Bad Reputation
When a party member performs a Coercion check, they automatically add s to
the results. However, if the check fails, they suffer two strain.
Brutal ſſault
Renown Cost: 4
Passive
Activate this talent during a combat encounter. Until the end of an encounter, all
party members gain +1 damage (+1 damage on 15 Total Renown) to a melee
attacks, but if they suffer wounds, they suffer 1 additional wound.
Blackmail
Renown Cost: 6
When activating this ability, select one NPC the party knows. This character
now owes the party a big favor. One of the party members may make an opposed
Coercion vs Discipline or Leadership vs Discipline check to determine the
outcome of the favor.
If the party knows Fear or Flaw of the targeted character, decrease the difficulty
of the check once, however, if the check generates d, the party loses 1 Renown.
Web Of Lies
Renown Cost: 8
When activating this ability, choose one non-nemesis adversary present in the
current encounter and reveal them to be a close friend or ally who has positioned
themselves to help the party at this exact moment. The details of which character
turns out to be an ally depend on the type of encounter and your GM’s approval, but in
general the higher the party's renown, the more influencial character this may be.
4
8
Party Tenſion Meter
1
Infighting
3
0 2 6
During the next encounter, h generated from party members'
checks may be spent to inflict 2 strain to another party member.
Baſhing Heads
5 7
All party members suffer 4 wounds. If the party's Total Renown is 10
or greater, all party members suffer 6 strain instead. Reset the party
tension meter.
178 The Old World: Grim and Perilous
Party name
.........................................................................................................
Party archetype
Seekers of Knowledge
Reputation
Enlightened, .................................................
Renown
Available: ........ Total: ..........
Striders
Passive
All party members increase their Encumbrance Threshold by 1. They also add j to
all Resillience checks related to long travels, lack of food or water etc.
Travel Reſearc
Renown Cost: 1
Activate this ability when the party encounters a challenge related to the
environment they are in, such as a high peak to climb, a raging river, difficult
weather conditions, etc. Each party member can decrease the difficulty of one
check related to this challenge by 2 (to a minimum of Easy).
ct on Plan
Renown Cost: 5
Activate this ability when a combat encounter is about to begin and the
adversaries are taken by surprise. All party members add j (plus one additional j
on 15 and 28 Total Reputation) to the check to determine the initiative order. If
the Total Reputation of party is 25+, this ability can also be activated when party
members are surprised in a combat encounter. In such case, they are no longer
surprised, but surprise their enemies instead.
Tutor
Renown Cost: 7
Activate this ability during an encounter or scene. Choose one talent from all of the
talents purchased by party members. Until the end of the encounter/scene, all party
members may benefit from that talent (and its prerequisites if it has any) as if they
have purchased it. If the selected talent is a ranked one, party members increase
their ranks in the talent by 1.
1
Party Tenſion Meter
3
0 2 4 6 10
8
Impaſſioned Debate
Until the end of the game session, all party members upgrade the
difficulty of Knowledge checks once.
Leſſons Learned
12
5 7 9 11
Add 3 additional Story Points to the GM's pool. Those Story Points
may be spent as usual, however, they are discarded when spent
instead of moving to the Player's Pool. Reset the Party Tension Meter.
Party name
.........................................................................................................
Party archetype
Defenders of Faith
Reputation
Brave
Renown
Available: ........ Total: ..........
United in Faith
All party members add j to Charm and Negotiation checks targeting other
Godly Fervor
All party members heal 2 wounds and 2 strain.
Renown Cost: 2
Passive
followers of their deity and they are generally welcome in the places of their faith,
but they must pay tithes (1/10 of monthly income). Additionally, once per session,
the party may collect a small favor from a member of their faith.
Divine Intervention
Activate this talent during an encounter or scene. Until the end of the encounter/scene,
every party member may reroll one skill check. They have to accept the
new result.
Zealous ccuſation
Renown Cost: 6
Renown Cost: 7
Activate this talent during a combat or social encounter. Spend a number of Story
Points. For a number of rounds equal to the number of Story Points spent, all
party members add j(+j on 15 and 24 Total Reputation) to all combat and social
checks targeting adversaries that are the antithesis of the party's chosen deity, as
per GM's discretion.
1
Party Tenſion Meter
0 2 4 6 8
7
3
5
Growing Suſpicion
Party members cannot use Assist maneuver until the Party
Tension Meter is reset.
Reinforce the Belief
10
All party members sufffer a number of strain equal to two plus the
Presence rating of the character with the highest Presence rating.
Until the end of the game session, party cannot use party abilities.
Reset the tension party meter.
9
The Old World: Grim and Perilous 179
Party name
.........................................................................................................
Party archetype
Peacekeepers
Reputation
Conſervative, ....................................
Renown
Available: ........ Total: ..........
Calm Minds
When party members heal strain at the end of a social encounter, they heal 2
additional strain.
Eyes and Ears
Renown Cost: 1
Passive
When activating this ability, select an area (e.g. castle, town, district) or an easily
recognizable group of people (e.g. members of a merchant guild). The party
immediately learns all the important news and gossip about the selected location
or group. The first activation of this ability doesn't count towards the limit of
party abilities usage per session.
Turn the Tide
Renown Cost: 4
Activate this talent during a combat encounter. All party members gain +1
damage to melee attacks for a number of rounds equal to the number of Story
Points in the Game Master's pool.
Hard Stance
Renown Cost: 8
Activate this talent during a social encounter. Until the end of the current round, all
party members social skill checks inflict 1 additional strain (+1 strain on 15 Total
Reputation).
1
Party Tenſion Meter
0 2 4 6 8 10
7
3
Diſcord
5
Until the end of the game session, all party members upgrade the
difficulty of all social skill checks once.
Tipping Point
12
9 11
During the next structured encounter, all party members have to
suffer 1 strain to perform an action.
Party name
.........................................................................................................
Party archetype
Swaſhbulers
Reputation
Idealiſtic, Brave
Renown
Available: ........ Total: ..........
Braſh Young Fools
All party members add sh to the first check they make in an encounter.
Got Your Ba
Passive
Renown Cost: 2
Activate this ability immediately after a party member suffers a Critical Injury but
before they determine the result. One other party member in short range suffers
the Critical Injury instead, but reduces the result by 20.
Heroic Determination
Activate this ability when party members are about to make Fear checks. They add
j(+ j on 12 and 20 Total Reputation) to those checks. They may also spend aa
generated on the check to upgrade the ability of the first check related to the
source of fear once.
Fortune Favors The Bold!
Renown Cost: 3
Renown Cost: 11
Activate this ability when a combat or social encounter is about to begin. Until the end
of the encounter, when the Game Master spends a Story Point, they have to move two
Story Points to the Players Pool instead of one.
5
9
Party Tenſion Meter
1
3
0 2 4 6 8
Pointing Fingers
Until the end of the game session, decrease strain thresholds of
all party members by 1 (2 on 15 Total Reputation, 3 on 25 Total
Reputation).
The rgument
7
Once during the next structured encounter, the Game Master may
spend a Story Point to upgrade the difficulty of all checks the party
makes in the current round twice. Reset the party tension meter.
180 The Old World: Grim and Perilous
Party name
.........................................................................................................
Party archetype
..............................................................................................
Reputation
..............................................................................................
Renown
Available: ........ Total: ..........
.....................................
.....................................
Renown Cost: ....
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
Renown Cost: ....
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
Renown Cost: ....
Passive
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
1
Party Tenſion Meter
3
0 2 4 6
...
...
5
.....................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
.....................................
7
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
8
9
10
11
12
Party name
.........................................................................................................
Party archetype
..............................................................................................
Reputation
..............................................................................................
Renown
Available: ........ Total: ..........
.....................................
.....................................
Renown Cost: ....
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
Renown Cost: ....
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
.....................................
Renown Cost: ....
Passive
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
...................................................................................................................................................................
.................................................................................................................................................................
1
Party Tenſion Meter
0 2 4 6
...
...
3
5
.....................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
.....................................
7
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
8
9
10
11
12
The Old World: Grim and Perilous 181
Chapter 10
Grim World of
Perilous Adventure
In this chapter you, the Game Master, can find
guidelines, optional game mechanics and ideas
how to use the rules presented in the previous
chapters. The Old World is a really capacious
setting and allows you to play a wide range of
adventures, from classic dungeon crawlers,
through city adventures, court intrigues, investigations,
exploration and typical rogue stories.
Genesys will be great at each of them, as
long as you try to keep them in an adventurous
tone. Due to such a wide range of themes that
you can successfully use, treat this chapter as
a set of guidelines rather than rules carved in
stone and take whatever fits your stories best.
Three Tones
The Old World has many shades and every
Game Master probably perceives them a bit
differently. It does not lack stories about
heroes, but also about simple people whose
main goal is to survive in gloomy and dangerous
realities. To meet the various playstyles,
we defined three tones of the Old World, each
with some modifications to the rules.
Dark Heroic
This tone is about ordinary people in extraordinary
situations. The characters were not born to
be great heroes, but circumstances force them
to overcome their limits. Many of them will die,
but just as many will become heroes of tavern
tales. It offers tough choices as well as epic moments
and is full of black humor - this is how
we usually play. It is the default tone in The Old
World: Grim and Perilous, so it does not introduce
any changes to the rules.
Grimdark
This tone is the gloomiest of those presented.
It is often a fatalistic story about simple people
who live in a brutal world, whose goal is not heroism
but to survive the next day. Wounds are
festering, poverty is palpable, and every skirmish
is extremely dangerous. To play in this
tone, use the following rules:
• Remove Wizards from the pool of available
specializations. Sorcerer is still available.
• High Elves are no longer a playable species.
• Decrease the corruption threshold of Player
Characters by 3.
• Increase the difficulty of Fear checks by one.
• Increase the difficulty of Medicine checks
to heal wounds by one (but not the difficulty
of healing Critical Injuries!).
• Each Critical Injury a character suffers from
adds +20 (instead of +10) to any subsequent
Critical Injury roll.
182 The Old World: Grim and Perilous
• Use the Every Shot Counts sidebar for
tracking ammo.
Heroic
The heroic tone is intended for stories about the
chosen ones - people born to greatness. Courageous,
beautiful, brave and steadfast, they are
ready to resist any evil. To play in this tone, use
the following rules:
• Increase the starting experience of the
characters by 10XP.
• Exceeding double the wound threshold of
a character no longer causes instant death,
but the character is incapacitated (if they
are not yet incapacitated).
Every Shot Counts
We are not fans of counting ammo ourselves and
we happily accepted rules introduced in Tracking
Ammo sidebar on page 89 of Genesys Core Rulebook.
However, in some scenarios or tones, especially
those focused on survival like expeditions to
uncharted regions or prolonged sieges, counting
each piece of ammo may be very important. In such
case, we assume that ranged and firearm weapons
consume one ammunition per attack or one ammunition
per hit if the attack deals multiple hits. The
Extra Quiver and Extra Shots items no longer replenish
weapons, but are means of storing 10 ammo
each. Weapons with the Limited Ammo item quality
work as usual. Additionally, d and h cannot be
spent to trigger the "out of ammo" result.
One Shot
Adventures
Playing one-shot adventures differ slightly
from usual games - the story of the PCs ends
after a single game session and this may introduce
problems.
In longer campaigns, PCs are typically starting
characters, and specializations are designed to
develop those characters over multiple sessions,
in a one-shot adventure, this development does
not have time to happen.
Additional XP
To make it possible for most of the specializations
to reach at least a fraction of their potential,
consider giving some additional experience
points to PCs after their characters are created.
This XP should be spent immediately to buy
ranks in skills and talents. If you want the PCs to
still feel like starting characters, 20-30XP should
be enough. For moderately advanced characters,
additional 100-140XP should allow them to
reach 4th or even 5th tier of talents. And if you
want really powerful PCs in your adventure,
consider giving them additional 180-220XP.
Corruption
As the story of the PCs won't be continued,
Players may feel a strong incentive to suffer as
much corruption as possible without exceeding
their corruption threshold - this may have a significant
impact on the game.
To mitigate this potential corruption problem,
PCs should start with current corruption equal
to half their corruption threshold plus two. This
change should stop the Players from overusing
the effect of voluntarily suffering corruption
and should make the exceeding of corruption
thresholds possible during a single game.
Running Long
Campaigns
Sometimes a campaign may take dozens of
game sessions, which often translates to years
in the real world. In this section we will provide
ideas how to seamlessly run such a lengthy
campaigns.
Awarding experience points
One of the biggest challenges when running
long, multi-part campaigns like Warhammer's
iconic Enemy Within, is rewarding Players and
their characters with experience and magic items
without quickly making the characters overpowered
which in result, may trivialize the game.
While the Genesys Core Rulebook suggests
granting the PCs 20XP per game session, our
suggestion is to untie the XP gained from the
number of sessions played and instead make
them dependent on the characters personal
goals, and those of the overall campaign.
We can distinguish two types of goals: minor
and major. Minor goals are significant group
or character achievements that bring them
closer to achieving the campaign's main goal
(or closing a character's personal plot). It may
The Old World: Grim and Perilous 183
be the discovery of some important information,
the defeat of a less important follower
of the main adversary, the closing of a minor
subplot, etc. Achieving these goals should happen
quite often and will therefore be the main
source of XP for player characters.
Major goals are the turning points of a story
and achieving them closes a chapter of a campaign.
It can also be the closing of a character's
personal storyline or a large side storyline.
We suggest granting 5-10 XP for achieving a minor
goal and 20-30XP for major goals. At your
discretion, you may also grant an occasional
5XP for brilliant ideas or playing to a character’s
motivations. Altogether, it should be sufficient
for Players to feel their characters are developing
but won't result in runaway power creep.
But how many goals should be achieved in
a single game session? Usually, it will be 1-2
minor goals in a regular game session with additional
major goal if it's a chapter's finale, but
the true answer is - it doesn't really matter! You
will have sessions where not a single goal has
been achieved and sessions with multiple goals
completed. We want to untie XP gained from
a number or length of the game sessions and tie
it to what actually happens during them. If your
Players are active and focused on the game,
they will surely achieve something. But if it's
one of those slacky sessions where you mostly
chat and joke (there's nothing wrong with it!),
we believe players will understand if their characters
get little or no XP.
Magic Items
When it comes to magic items, if you are using
the default dark heroic tone in your campaign,
one or two moderately powerful magic items
(e.g a sword with additional +2 damage or a bow
with Guided 3 item quality) per chapter should
be enough to reward the PCs. The exact number
of magic items available to PCs is at your discretion,
although at the end of a long campaign,
each of the characters should have at least one.
Characters Background
Our experience shows that Players whose characters
have an interesting background with
personal threads that appear during the game
sessions have much more fun and less often
abandon the ongoing campaigns. Note that we
do not encourage you to persuade players to
write long stories describing the history of their
characters, but rather to make players think
about how the characters are part of the game
world. They certainly have families (forget lone
wolves and vengeful orphans! This is an awful
cliche…), acquaintances, possibly close friends
and former enemies, and maybe unfinished
business that could culminate during the campaign.
Genesys gives you Motivations - a powerful
tool that allows you and your Players to
easily create new personal threads for the characters.
Why do characters fear what they Fear?
How did they find their Strength or what drives
their Desire? These questions can be answered
during your sessions to add additional depth to
the story or build a character arc, but they can
also become a subplot or even the main plot of
an entire campaign.
Weaving the personal threads of characters
into the plot of a campaign will result in greater
Player involvement, which will translate
into the overall quality of the campaign. It also
perfectly harmonizes with the previously proposed
dependence of the experience gained on
achieving personal goals.
You may notice our strong emphasis on giving
a family to a character. We are aware that having
family may be seen as a handicap for some of
Players. Especially when in previous games family
members were used only to torment the PCs
or serve as low effort adventure hooks. To counteract
this, our advice is to make some members
of the PC's family important characters, or at
least a way to sometimes offer some help to PCs.
Speaking in the context of the game mechanics,
family members may provide numerous small
favors but rarely big favors as well.
Changing specializations
and professions
Classic Warhammer campaigns share the common
issue that makes traditional career system
impractical as they do not provide time for
the professional development of PCs. Fortunately,
this problem is greatly reduced in The
Old World as characters cannot change their
starting careers and it's unlikely for them to
have enough XP to spend on more than two
specializations, especially if they want to purchase
a specialization outside their career. In
addition, the achievement based specialization
progression system allows character to change
184 The Old World: Grim and Perilous
their professions based on in-game events and
how they spend XP. This feature allows for
much more flexibility when it comes to developing
a character, however some changes may
still require training, time and narrative explanation.
For example, if one of your Players
wants their character to join a College of Magic,
they will need to spend some time on training
and may also need to fulfill some additional requirements
to be accepted first.
There are two ways of handling such situations.
Firstly, and probably most importantly, talk
to your group in advance about their plans for
their characters, giving PCs the opportunity to
choose the more appropriate career and specializations.
However, sometimes Players come up
with ideas or opportunities arise in the middle
of the campaign, when a long time-shift is not
possible. In such situations, we would allow for
the PCs to reveal they already have some basic
training in the new specialization and new opportunities
allow for them to return to what they
abandoned in the past. Of course, if it doesn't
make sense narratively, you can simply disallow
the purchase of the given specialization.
It is much easier to deal with a change of profession
during a campaign, as such a change can
be very natural. On the other hand, some of the
professions require very specific in-game events
to happen for the change to be allowed. If it's impossible
for the prerequisite to be fulfilled, you
may consider changing it to something else, but
it’s often a sign that the new profession simply
doesn't fit the campaign. For example, one of the
requirements for a Scout to become an Explorer
is to set foot in an uncharted territory. This may
be hard to achieve during campaign set in a single
city, which raises the question of if it makes
sense for the character to become an Explorer in
the first place. You may guide the Player towards
the alternative path - the Outrider, or even towards
purchasing a new specialization.
Death of a character
While The Old World: Grim and Perilous is
more lethal when compared to the base ruleset
of Genesys, death should still occur rarely. You
should not actively try to kill the PCs - even in
dark heroic and grimdark tones death should
be a consequence, not a goal! On the other
hand, we advise not to try to rescue the PCs
at all cost, especially when it comes to ignoring
the check result in the name of "narrative
consistency". Life can be absurdly bittersweet
and unplanned death of a character can be
a great turning point in a narrative, showing
that even the grandest of plans can fail over
a simple obstacle. The same principle should
apply when it comes to powerful adversaries
- you may think that defeating the Big Bad too
quickly will be unsatisfactory for you and your
Players, but this is usually not the case. Players
will forgive you a fight that is too easy faster
than a hopelessly difficult one. It is also a way
of showing the interruption of fate, and can
also bring a bit of black humor to the situation
which greatly fits the setting.
In the course of long campaigns, the death of
at least one of the characters is very likely. A replacement
will therefore be necessary. Surely
you have your own ways of introducing new
The Old World: Grim and Perilous 185
characters to the party, so our only suggestion
is that the new character should have similar
goals to the rest of the PCs, and preferably know
at least one other character in the group. This
will avoid the often unproductive internal friction
between the group and allow the story to
run more smoothly. It can be a great idea to use
the aforementioned family members, especially
when the new character has already appeared
during the game and is well known to the PCs.
Maybe their goal would be to avenge a deceased
PC or finish what they started. Or maybe make
sure no family secrets see the light of day...
City Adventures
and Investigations
This section covers ideas how to better control
time and city environment during games focused
on investigation and city exploration.
Controlling time
In many adventures that take place over just
a few days, the passage of time is very important.
Characters often race against time and
often split the party, but it's hard to reflect it
without properly structuring the game. Therefore,
we propose to divide the day in the game
into 4 periods of time: morning, noon, evening,
night. During each of these periods, players may
play up to three short or one long scene, and
then proceed to the next part of the day. Players
who do not participate in any of the scenes
during given period, can declare what their
characters were doing at that time "off screen",
however these should not be any extremely important
actions. You must determine by yourself
whether the scene will be long or short, but
the general rule is that scenes with no more
than 1-2 checks can be considered short, while
complex encounters requiring a lot of checks
are long scenes. During each day, PCs should
spend at least one period for rest, otherwise
they will not recover strain during that day and
instead reduce their strain threshold by 4.
Threat Indicator
A common problem with adventures, especially
those based on an investigation (but not exclusively)
is that the opponents, important NPCs
and game environment in general do not react to
the actions of the PCs. The characters move freely
around the city, ask uncomfortable questions,
get to know people and stick their noses in other
people's affairs, or just neglect their own social
life, but it does not provoke any reaction. And if
there is a reaction, Players may perceive it as an
arbitrary decision by the GM aimed solely at disrupting
their plans. To solve these problems, we
propose the Threat Indicator mechanic.
Threat indicator is a tool that allows you and
your Players to track how the PCs affect the environment
and how their actions can cause additional
problems for them. Except when absolutely
necessary, the threat indicator should be
visible to Players (but keep it hidden until PCs
do something that moves it for the first time),
and usually also have a general name meaning
what the given threat relates to, such as "Enemy
interest" or "Social unrest", but its effects should
remain hidden until activated. This makes the
Players feel the tension building up around
their characters as they know something will
happen, but have no idea what it will be.
0 1 2 3 4 5 6 7 8 9 10
Creating a Threat Indicator
To prepare the indicator, draw a straight line
and divide it into equal segments. The number
of segments should depend on the complexity
of the thread PCs are involved with - for
simple problems 10-12 segments are enough,
for more complicated situations there may
be even 20 or more of them. Your line should
now resemble a slider.
Then determine activators - designated places
on the slider where the plot will twist and
the opponents will react to the players' actions.
Mark the first such point approximately
one third of the length of the line - when the
slider reaches this point, something small will
happen or the opponents will make a careful
move. Perhaps someone will follow the PCs,
someone will whisper in their ear that they
are in danger, or will gently threaten them.
Or maybe the wife of one of the PCs will start
complaining about him wandering at nights.
The second point should be approximately in
186 The Old World: Grim and Perilous
the middle of the slider. This is the moment
when someone breaks into a PC's room, threats
gain strength and the atmosphere thickens.
The third point should be in three-quarters of
the slider, activating it means that someone
sets fire to the inn where they stay overnight,
somebody important is kidnapped, local government
sends people to investigate PCs action
or even an assassin is hired to get rid of the PCs.
Finally, reaching the end of the slider triggers
the ultimate consequence of the threat. Perhaps
the enemies will decide to confront the PCs personally
and set a trap, the wanted murderer will
run away or PC's wife will decide to divorce.
Usually, this encourages the Players to try to
solve their characters problems before the final
consequences are triggered.
The length of the threat indicator and a number
and placement of the activators is up to you
to determine. Just keep in mind planned length
and complexity of the adventure.
Using multiple Indicators
In typical, single-threaded adventures, a single
threat indicator is usually sufficient. However,
if the adventure is multi-track, contains
many intersecting threads, and thus many
possible complications appear on the horizon,
it is worth considering creating many shorter
threat indicators instead of a single long one.
This way, each of the essential threads gets its
own threat indicator, which is advanced independently
of the others. Such shorter indicators
should have no more than 10 segments, usually
4-8 are enough, and 1-2 activators.
Advancing a Threat Indicator
A threat indicator can be advanced in one of
two main ways:
1. Spending h: If the current scene is related
to the thread the threat indicator represents,
you may spend h generated on
a PC's check to advance the threat indicator
by one segment. For example, when
a PC tries to convince an important NPC
to help them, even if they succeed, the NPC
may whisper a word to the wrong people or
just become suspicious about PC's motives.
A maximum of three h can be spent this
way in a single scene but we advise not to
use every single h possible as you may lose
many interesting side effects and twists
during scenes - it's best to spend h to advance
indicator when it really fits the narrative
or you have no other ideas how to use
them. If you are using multiple indicators,
the scene doesn't need to be directly related
to a threat to advance its threat indicator.
2. Preplanned advancements: You may define
beforehand that some events like meeting an
important NPC, capturing someone or finding
the murderer's weapon will automatically
advance the threat indicator (or even multiple
indicators!) by a few segments. In some
occasions, like a secret Chaos cult preparing
the blasphemous ritual, you may decide that
the indicator is advanced every day to reflect
the need of rush on the part of PCs. if you use
multiple threat indicators, you can create
a choice where participating in one thread
has consequences in another and advances
the other thread's threat indicator. For example,
undertaking a heist takes a toll on the
relationship with PC's wife, who doesn't like
her husband's night trips.
In some rare occasions, a threat indicator can
also be turned back:
1. Spending t: Similarly to spending h by
you, a Player may spend t generated on
their character's check to turn back the indicator
by one segment. As usual, the Player
needs to explain how spending the t
gets some heat off their character. A maximum
of one t can be spent this way per
scene. When using multiple indicators, t
may also be spent to turn back one of indicators
loosely related to the current scene.
For example, spending t during a heist
may result in one of the PCs finding beatiful
brooch that will help the PC to improve
their relationship with their wife.
2. In-game events: At your discretion, some
in-game events may result in turning back
one or more threat indicators by a few segments.
As an example, let's give a situation
in which the PCs join the city guards,
which will certainly help them hide some
of their suspicious activities and delay the
guards' reaction.
Note that if a thread comes to its conclusion,
you should remove the related threat indicator.
The Old World: Grim and Perilous 187
Appendix 1
The Circle
The Circle
A challenging Adventure for
The Old World: Grim and Perilous
download here