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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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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

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