The Old World: Grim and Perilous
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Engineering (Intellect)
While craftsmen make and repair most everyday
items, engineers deal with much more
complicated devices. The Engineering skill
covers the ability to design and construct
complex mechanisms, as well as to prepare
(and destroy) defensive structures and siege
machines.
Your character should use this
skill if...
• Your character tries to design a completely
new device.
• Your character wants to repair ancient machinery.
• Your character attempts to plant explosives.
• Your character constructs a trebuchet or
builds a defensive fighting position.
Your character should not use
this skill if...
• Your character performs routine actions
when exiting port.
• Your character tries to repair a damaged
ship. That would require a Crafts check.
• Your character tries to recall some information
about the lands they are sailing to. The
Knowledge (Academic) skill covers that.
Combat Skills
The Old World expansion introduces one new
combat skill - Firearms, and slightly modifies
one already present in the Genesys Core Rulebook
- Gunnery.
Your character should not use
this skill if...
• Your character creates something simple,
like an axe or a backpack. The Crafts skill is
more appropriate in this case.
• Your character tries to create gunpowder.
That would require an Alchemy check.
Sailing (Intellect)
The roads of the Old World are full of bandits,
mutants and other dangers. So it is not surprising
that a large part of the population rely on
river and sea transport. The Sailing skill covers
most activities related to operating a boat,
water navigation as well as knowledge of rivers
and seas. It can also be considered the equivalent
of the Survival skill while on the water.
Your character should use this
skill if...
• Your character tries to navigate through
unknown waters.
• Your character operates a barge on a wild
and unpredictable river.
• Your character needs to notice an approaching
storm and know how to prepare for it.
110 The Old World: Grim and Perilous