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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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• Use the Every Shot Counts sidebar for

tracking ammo.

Heroic

The heroic tone is intended for stories about the

chosen ones - people born to greatness. Courageous,

beautiful, brave and steadfast, they are

ready to resist any evil. To play in this tone, use

the following rules:

• Increase the starting experience of the

characters by 10XP.

• Exceeding double the wound threshold of

a character no longer causes instant death,

but the character is incapacitated (if they

are not yet incapacitated).

Every Shot Counts

We are not fans of counting ammo ourselves and

we happily accepted rules introduced in Tracking

Ammo sidebar on page 89 of Genesys Core Rulebook.

However, in some scenarios or tones, especially

those focused on survival like expeditions to

uncharted regions or prolonged sieges, counting

each piece of ammo may be very important. In such

case, we assume that ranged and firearm weapons

consume one ammunition per attack or one ammunition

per hit if the attack deals multiple hits. The

Extra Quiver and Extra Shots items no longer replenish

weapons, but are means of storing 10 ammo

each. Weapons with the Limited Ammo item quality

work as usual. Additionally, d and h cannot be

spent to trigger the "out of ammo" result.

One Shot

Adventures

Playing one-shot adventures differ slightly

from usual games - the story of the PCs ends

after a single game session and this may introduce

problems.

In longer campaigns, PCs are typically starting

characters, and specializations are designed to

develop those characters over multiple sessions,

in a one-shot adventure, this development does

not have time to happen.

Additional XP

To make it possible for most of the specializations

to reach at least a fraction of their potential,

consider giving some additional experience

points to PCs after their characters are created.

This XP should be spent immediately to buy

ranks in skills and talents. If you want the PCs to

still feel like starting characters, 20-30XP should

be enough. For moderately advanced characters,

additional 100-140XP should allow them to

reach 4th or even 5th tier of talents. And if you

want really powerful PCs in your adventure,

consider giving them additional 180-220XP.

Corruption

As the story of the PCs won't be continued,

Players may feel a strong incentive to suffer as

much corruption as possible without exceeding

their corruption threshold - this may have a significant

impact on the game.

To mitigate this potential corruption problem,

PCs should start with current corruption equal

to half their corruption threshold plus two. This

change should stop the Players from overusing

the effect of voluntarily suffering corruption

and should make the exceeding of corruption

thresholds possible during a single game.

Running Long

Campaigns

Sometimes a campaign may take dozens of

game sessions, which often translates to years

in the real world. In this section we will provide

ideas how to seamlessly run such a lengthy

campaigns.

Awarding experience points

One of the biggest challenges when running

long, multi-part campaigns like Warhammer's

iconic Enemy Within, is rewarding Players and

their characters with experience and magic items

without quickly making the characters overpowered

which in result, may trivialize the game.

While the Genesys Core Rulebook suggests

granting the PCs 20XP per game session, our

suggestion is to untie the XP gained from the

number of sessions played and instead make

them dependent on the characters personal

goals, and those of the overall campaign.

We can distinguish two types of goals: minor

and major. Minor goals are significant group

or character achievements that bring them

closer to achieving the campaign's main goal

(or closing a character's personal plot). It may

The Old World: Grim and Perilous 183

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