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-
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