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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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sion. Note that Renown should only be awarded

when someone actually finds out about the

group's actions. Good deeds done quietly will

not make the party famous, so sometimes the

increase of the Renown will only take place after

the award worthy event has been made famous.

Therefore, parties based on archetypes

with Reputation Traits of Brave or Idealistic

will have an easier time gaining Renown, as

such deeds are easily recognizable by others,

however the party will often put themselves at

risk or willfully resign from other rewards.

Loosing Renown

Similarly to gaining reputation, adventuring

parties may lose it when its members are acting

against their Reputation Traits. Whenever

this happens, the party should advance their

Party Tension Meter by at least 3 segments

(depending on the severity of their wrongdoing).

They also lose 1 Renown point (if they

have any) and decrease the Total Renown by

1. Note that the act that causes the loss of reputation

has to be noticed by others, but the

tension increase happens independently. This

may lead to interesting stories when PCs did

something terrible and try to hide it from the

general public, which additionally fuels conflict

between them.

Low and High Renown

Total Renown shows how famous the party

is in their field and how well known it is to

the general public. Depending on the group's

fame, both good and bad things may happen

and it also modifies the effects of some of the

party's abilities. We go into detail when describing

specific archetypes, but the general

breakdown is as follows:

Total

renown

Effects

0-4 The party is mostly unknown to anyone

outside their immediate environment.

This, for example, can lead to a

situation in which the team will not get

the job they are interested in or they

will have to prove themselves first.

5-10 The party is known in their own field

and its members may be recognized by

some passer-by.

Total

renown

Effects

11-25 The party is well-renowned and may be

offered special or difficult jobs. Party

members are quite often recognized by

people.

26-30 The party is among the most famous in

their respective fields. Most people have

at least heard something about them.

30+ Absolute legends.

Note that this division is arbitrary and there

may be many deviations from it during your

game sessions. For example, a party that

helped a small village get rid of orc invaders

may be seen as heroes in that particular community,

despite having only 1 Total Renown.

On the other hand, even a legendary group

can be completely anonymous when they are

far from their homeland.

Spending Renown

In addition to raising Total Renown, Renown

points can give your team both permanent

and temporary benefits. Below are a number

of options on which a group can spend available

Renown.

Purchasing Party Abilities

Each archetype has a set of abilities, similar

in effect to talents. The first, passive, ability

is obtained immediately after party creation,

the rest however, have to be purchased first. A

party can purchase a new ability by spending

the cost in Renown specified in its description.

The cost must be paid in full, but it is

not necessary to buy abilities in any particular

order (e.g. you can purchase an ability with a

cost of 6 Renown before purchasing the one

for 2 Renown). The party can activate one

ability per game session for free. Subsequent

activations require Renown to be spent. Party

abilities are always activated as an out of turn

Incidental, unless the description of the ability

states otherwise.

Additional Activation of

Party Abilities

Once per session, the party may activate a single

ability for free. A second ability (including

the first activated) may be activated by spending

1 Renown point. Every subsequent activa-

The Old World: Grim and Perilous 163

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