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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• 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