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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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• Corrupting words: The Unchained may

spend t or aaa from social skill check

to inflict 1 corruption to the target.

• Flame of Chaos: Decrease the difficulty of

all spells casted by Unchained by 2 to a minimum

of Easy (k).

Spells: Unchained can choose any magic action

allowed by the Arcana skill and the Lore of

Fire, and may select additional spell effects, as

normal. The spells they use most often are the

following:

• Boiling blood - Choose one engaged target

and make an Average (kk) Arcana check. If

successful, this magic attack inflicts 15 damage

+1 damage per s, with Burn 4 quality.

• Flame storm - Choose one target in short or

medium range and make a Hard (kkk) Arcana

check. If successful, this magic attack

inflicts 15 damage +1 damage per s, with

Sunder, Pierce 4, Blast 8 and Burn 4 qualites.

• Wall of fire - Choose one engaged target

and make an Average (kk) Arcana check.

If successful, until the end of Unchained's

next turn the target increases its soak by 1

+1 for every ss except the first, and gains

4 defence. If an opponent makes a melee

attack against the target and generates d

or hhh on the check, after the check is

resolved, they suffer 8 wounds. Unchained

may perform the concentrate maneuver to

maintain effects of this spell.

Equipment:

• Flame sword: Melee (Light); Critical 3;

Damage 5; Range (Engaged); Burn 1, Pierce

4, Magic weapon. This weapon disappeares

when Unchained is defeated.

• Master's staff - Increases the base damage

of spells by 5. The first Range effect added

to the spell does not increase the difficulty.

Mob Boss (Nemesis)

3 2 3 4 5 4

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

4 14 16 2 1 o

Skills: Combat 2, General 3, Knowledge 3,

Magic 0, Social 4

Talents:

• Adversary 1: Upgrade the difficulty of combat

checks targeting this character once.

• Probing question: If Mob Boss knows

their's opponent’s Flaw or Fear motivation,

when they inflict strain on that opponent

using a social skill, the opponent suffers 3

additional strain.

• Ruinous repartee: Once per encounter,

Mob Boss may use this talent to make an

opposed Charm or Coercion versus Discipline

check targeting one character within

medium range (or within earshot). If successful,

the target suffers 8 strain, plus one

additional strain per s. Mob Boss heals

strain equal to the strain inflicted.

Abilities:

• Commanding presence: Thugs and enforcers

add +1 damage to melee combat checks

when Mob Boss is present in the encounter.

• Natural leader: Increase Strain Threshold

of this adversary by 1 for every single thug

within medium range.

• Oversight: When performing the assist maneuver,

add shh to the result instead of

adding j.

Equipment:

• Leather jacket: +1 soak.

• Sword: Melee (Light), Damage 6, Critical 2,

Range (Engaged), Defensive 1.

• Pistol: Firearms, Damage 5, Critical 3,

Range (Medium), Pierce 2, Prepare 1.

Enforcer (Rival)

4 2 2 2 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

5 12 o o

Skills: Combat 3, General 2, Knowledge 0,

Magic 0, Social 2

Talents:

• Adversary 1: Upgrade the difficulty of combat

checks targeting this character once.

The Old World: Grim and Perilous 157

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