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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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Finally, if you see that players are too focused

on their party's reputation, you can challenge

them with difficult decisions where they will

have to choose between the group's fame and

actually achieving their goal. A party of adventurers

will certainly want to break into the

headquarters of the Chaos cult by force, but the

cultists will have more time to get rid of some

incriminating documents. The team's Renown

will increase, but not without paying a price.

Renown as a Main Theme of

the Campaign

Nothing is stopping you from making the reputation

of the party the main focus of the campaign.

If the players' goal is wealth, fame, and

influence, increasing the Renown can be an excellent

way to achieve it. As the party's Renown

grows, new challenges will present themselves,

and new doors will open for the PCs, perhaps

even literally! If the PCs want to stand before

the Emperor himself, they may need to attain

a certain level of Renown first. With fame, also

come new and more powerful enemies.

Choosing the right party archetype is also important,

as some archetypes are better suited

for this type of gameplay than others (especially

The Company, Soldiers of Fortune, and Peacekeepers

archetypes should do well).

Six Party Archetypes

In this section we present you six Party Archetypes

together with their narrative descriptions,

Party Sheets and ideas for party-related

events and adventure hooks. Use them as you

wish, adapt them to your needs or make your

own based on these examples.

The party-related events and adventure hooks

are sets of ideas which you can use to show

your players characteristic themes or situations

which they can find themselves in during their

campaign. These are only short examples and

rough concepts which you can use to build longer

adventures. It's all up to you.

The printable Party Sheets can be found at the

end of this chapter so that you can show them

to your players without the risk of spoilers.

Soldiers of Fortune

Soldiers of Fortune are diverse bands of individuals

driven by the allure of fame and wealth.

They offer a wide range of services, from swords

and axes for hire to archery and even, ahem,

wizardry! What sets them apart is not just their

weapons but also their expertise, skills, bravery,

and most of all, their fearless daring. And

all of this is available at a reasonable price! Soldiers

of Fortune aren't just braggart warriors,

but also bandits, wanderers, and even scholars.

In short, anyone who'll do anything for money

and fame. Despite their cutthroat nature,

they have a reputation for getting the job done

and are sought after by those in need of their

services. To put it simply, the Soldiers of Fortune

are the epitome of the phrase "no guts, no

glory." Their typical ventures include escorting

caravans, serving as mercenaries during wars,

protecting local warlords, and carrying out

theft on commission.

Examples: caravan guards, mercenaries, local

warlord bodyguards, thieves for hire.

Example Events and

Adventure Hooks

0-4 Renown

• Who are you again? Halfway through negotiating

the terms of the contract, the

potential client starts to hesitate whether

PCs will be able to handle the task. To make

matters worse, they constantly ask them to

repeat their names. Throughout the adventure,

they express their doubts aloud about

whether they made the right choice in entrusting

them with the mission.

• It's not like I don't trust you... A situation

similar to the one described above, but

with the difference that the client breaks

off negotiations, sneering at PCs faces. He

entrusts the task to another, more well-

168 The Old World: Grim and Perilous

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