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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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