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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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the middle of the slider. This is the moment

when someone breaks into a PC's room, threats

gain strength and the atmosphere thickens.

The third point should be in three-quarters of

the slider, activating it means that someone

sets fire to the inn where they stay overnight,

somebody important is kidnapped, local government

sends people to investigate PCs action

or even an assassin is hired to get rid of the PCs.

Finally, reaching the end of the slider triggers

the ultimate consequence of the threat. Perhaps

the enemies will decide to confront the PCs personally

and set a trap, the wanted murderer will

run away or PC's wife will decide to divorce.

Usually, this encourages the Players to try to

solve their characters problems before the final

consequences are triggered.

The length of the threat indicator and a number

and placement of the activators is up to you

to determine. Just keep in mind planned length

and complexity of the adventure.

Using multiple Indicators

In typical, single-threaded adventures, a single

threat indicator is usually sufficient. However,

if the adventure is multi-track, contains

many intersecting threads, and thus many

possible complications appear on the horizon,

it is worth considering creating many shorter

threat indicators instead of a single long one.

This way, each of the essential threads gets its

own threat indicator, which is advanced independently

of the others. Such shorter indicators

should have no more than 10 segments, usually

4-8 are enough, and 1-2 activators.

Advancing a Threat Indicator

A threat indicator can be advanced in one of

two main ways:

1. Spending h: If the current scene is related

to the thread the threat indicator represents,

you may spend h generated on

a PC's check to advance the threat indicator

by one segment. For example, when

a PC tries to convince an important NPC

to help them, even if they succeed, the NPC

may whisper a word to the wrong people or

just become suspicious about PC's motives.

A maximum of three h can be spent this

way in a single scene but we advise not to

use every single h possible as you may lose

many interesting side effects and twists

during scenes - it's best to spend h to advance

indicator when it really fits the narrative

or you have no other ideas how to use

them. If you are using multiple indicators,

the scene doesn't need to be directly related

to a threat to advance its threat indicator.

2. Preplanned advancements: You may define

beforehand that some events like meeting an

important NPC, capturing someone or finding

the murderer's weapon will automatically

advance the threat indicator (or even multiple

indicators!) by a few segments. In some

occasions, like a secret Chaos cult preparing

the blasphemous ritual, you may decide that

the indicator is advanced every day to reflect

the need of rush on the part of PCs. if you use

multiple threat indicators, you can create

a choice where participating in one thread

has consequences in another and advances

the other thread's threat indicator. For example,

undertaking a heist takes a toll on the

relationship with PC's wife, who doesn't like

her husband's night trips.

In some rare occasions, a threat indicator can

also be turned back:

1. Spending t: Similarly to spending h by

you, a Player may spend t generated on

their character's check to turn back the indicator

by one segment. As usual, the Player

needs to explain how spending the t

gets some heat off their character. A maximum

of one t can be spent this way per

scene. When using multiple indicators, t

may also be spent to turn back one of indicators

loosely related to the current scene.

For example, spending t during a heist

may result in one of the PCs finding beatiful

brooch that will help the PC to improve

their relationship with their wife.

2. In-game events: At your discretion, some

in-game events may result in turning back

one or more threat indicators by a few segments.

As an example, let's give a situation

in which the PCs join the city guards,

which will certainly help them hide some

of their suspicious activities and delay the

guards' reaction.

Note that if a thread comes to its conclusion,

you should remove the related threat indicator.

The Old World: Grim and Perilous 187

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