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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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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

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