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