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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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Tier Henchmen Lieutenant Specialist

Tier 4

(31+ Total

Renown)

The party may spend 2 Renown

to hire a minion group consisting

of 3 Henchmen. Choose one

primary and two secondary

characteristics. Henchmen have

4 ranks in the primary, 3 ranks in

the secondary characteristics and

2 ranks in the rest. Choose four

combat or general skills (that

are not based on Intelligence),

those skills are now Henchmen

skills. Henchmen have wound

threshold equal to 4+Brawn and

equipment determined by the

GM.

The party may spend 1 Renown

to upgrade all allied Henchmen

from tier 3 to tier 4.

The party may spend 5 Renown

to join a Lieutenant that is a

Rival with 4 ranks in two selected

characteristics and 2 in the

rest. The Lieutenant has 3 ranks

in four different skills. Those

skills may be combat or general

skills (that are not based on

Intelligence). The Lieutenant

has a wound threshold equal

to 9+Brawn and equipment

determined by the GM. As per

GM's discretion, the party may

choose two rank 1 talents, one

rank 2 talent and one rank 3

talent for the Lieutenant. The

Lieutenant has also 1 rank in the

Adversary talent.

The party may spend 8 Renown

to join a Specialist that

is a Nemesis with 5 ranks in

one selected characteristic,

4 ranks in one other characteristic,

and 2 in the rest. The

Specialist has 4 ranks in four

different skills. Those can be

any skills including combat

and magic skills. The Specialist

has a wound threshold equal

to 10+Brawn, strain threshold

equal to 10+Willpower and

equipment determined by the

GM. As per GM's discretion,

the party may choose three

rank 1 talents, two rank 2

talents and two rank 3 talents

for the Specialist.

likely to choose influence or money over ideals.

In general, we advise not to bother with it too

much and unless necessary, just assume that

allies get what they want during the course of

adventures. This avoids bookkeeping and puts

greater focus on the actual action and story.

Party Tension Meter

An adventuring party consists of people from

various backgrounds, with different goals and

social standings. It's therefore inevitable that

there will be a clash of wills, temperaments,

and opinions, leading to misunderstandings,

selfish ambitions, and disagreements. To reflect

the growing friction between members of

a party during the course of their adventures,

each party archetype has its own party tension

meter. It's a specific kind of threat indicator

and, with some exceptions, follows the general

rules for threat indicators described in

the chapter "The Grim World of Perilous Adventure,"

page XXX. Each party tension meter

has two activators. The first reflects the effects

of increased stress and the heavy atmosphere

within the party. The second marks the moment

when tensions between party members

reach a climax and must be defused. The team

suffers the consequences, but at the same time

clears the air. Then the process starts again.

Advancing a Party Tension

Meter

As mentioned before, the party tension meter

works almost identically to threat indicators,

with a few exceptions. First of all, the

party tension meter is never removed from

the game. Secondly, you shouldn't advance

this kind of indicator unless absolutely necessary.

Most of the time, advancements will

come from spending threats, but, as always, it

should fit the narrative. For example, bounty

hunter Klaus makes a ranged check to shoot an

orc engaged in combat with Ulrika, the knight.

The check is successful, but it generates hh.

The GM decides to spend it to advance the party

tension meter by two segments, as the bolt

misses Ulrika by just an inch. Klaus' recklessness

will certainly affect their mutual trust.

Additionally, the party tension meter should

also be moved when:

• There is a major disagreement between

party members or one player acts in opposition

to the rest of the group. Clashing

views and goals can be a very interesting

axis of adventure and lead to great scenes.

The problem arises when the party starts

having unproductive disputes or begins

to act against each other and the group

is starting to get heavily involved in PVP.

Sometimes it's hard to distinguish between

an interesting discussion and a conflict,

so applying this rule requires a bit of

sensitivity and should not be overused, especially

when your group's style of play is

very conservative and focused on detailed

166 The Old World: Grim and Perilous

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