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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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