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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
• 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