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The Old World: Grim and Perilous

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jured is a common theme in heroic fantasy

settings. This new rule helps to reflect this -

once per encounter, on their next turn after

having become incapacitated due to exceeding

their wound threshold, a Player Character

may make a Hard (kkk) Discipline or

Resilience check as an out of turn incidental

even though an incapacitated character

is normally unable to perform actions. If the

Table 3-1: Skills for The Old World Setting

check is successful, the character can take

their actions as usual until the end of the encounter.

However, for every five wounds the

character suffers in this state, they also suffer

a Critical Injury and if they exceed double

their wounds threshold they instantly die (as

if the Dead Critical Injury result was rolled on

Table I.-: Critical Injury Result, page

of the Genesys Core Rulebook).

Skill Characteristic Type Source

Alchemy Intellect General Genesys Core Rulebook (page )

Arcana Intellect Magic Genesys Core Rulebook (page )

Athletics Brawn General Genesys Core Rulebook (page )

Brawl Brawn Combat Genesys Core Rulebook (page )

Charm Presence Social Genesys Core Rulebook (page )

Coercion Willpower Social Genesys Core Rulebook (page )

Cool Presence General Genesys Core Rulebook (page )

Coordination Agility General Genesys Core Rulebook (page )

Crafts Intellect General The Old World (page )

Deception Cunning Social Genesys Core Rulebook (page )

Discipline Willpower General Genesys Core Rulebook (page )

Divine Willpower Magic Genesys Core Rulebook (page )

Engineering Intellect General The Old World (page )

Firearms Agility Combat The Old World (page )

Gunnery Intellect Combat The Old World (page )

Knowledge (Academic) Intellect Knowledge The Old World (page )

Knowledge (Chaos) Intellect Knowledge The Old World (page )

Leadership Presence Social Genesys Core Rulebook (page )

Medicine Intellect General Genesys Core Rulebook (page )

Melee - Heavy Brawn Combat Genesys Core Rulebook (page )

Melee - Light Brawn Combat Genesys Core Rulebook (page )

Negotiation Presence Social Genesys Core Rulebook (page )

Perception Cunning General Genesys Core Rulebook (page )

Ranged Agility Combat Genesys Core Rulebook (page )

Resilience Brawn General Genesys Core Rulebook (page )

Riding Agility General Genesys Core Rulebook (page )

Sailing Intellect General The Old World (page )

Skulduggery Cunning General Genesys Core Rulebook (page )

Stealth Agility General Genesys Core Rulebook (page )

Streetwise Cunning General Genesys Core Rulebook (page )

Survival Cunning General Genesys Core Rulebook (page )

Vigilance Willpower General Genesys Core Rulebook (page )

Chapter 3 New Skills and Rules 113

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