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The Old World: Grim and Perilous

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• Savage: A ghoul increases the damage of

its attacks by when attacking an immobilized

target.

• Dark Vision: May remove up to jj imposed

by darkness.

Equipment:

• Poison-soaked claws: Brawl; Damage ;

Critical ; Range (Engaged); Ensnare ,

Stun

Wraith (Rival)

Wraiths are souls that were damned for all

eternity. They are nothing more than a spectral

husks who have almost completely lost their

original identity. They restlessly wander near

their places of death, feed on hatred towards

the living and prey on the fear of their victims.

1 3 2 3 3 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

0 20 3 3

Skills: Combat , General , Knowledge ,

Magic , Social

Talents: None

Abilities:

• Ghostly: May move over or through terrain

(including doors and walls) without penalty.

Halve the damage dealt to the wraith before

applying soak, unless the attack came

from a magical source such as a spell or

magical weapon.

• Silhouette

• Terrifying: At the start of the encounter,

all of its opponents must make a Daunting

(kkkk) fear check as an out of turn incidental,

as per page of the Genesys Core

Rulebook. If there are multiple sources of

fear in the encounter, the opponents only

make one fear check against the most terrifying

enemy.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

154 The Old World: Grim and Perilous

• Wraith's curse: Characters incapacitated

by a Wraith are instantly killed. The next

round they are ressurected as a Wraith under

the GM's control. It takes the last PCs

initiative slot.

Equipment:

• Spectral claws: Brawl; Damage ; Critical ;

Range (Engaged); Breach , Stun Damage.

• Wailing cry: Ranged; Damage ; Critical ;

Range (Medium); Breach , Stun Damage.

Zombie (Minion)

Grotesquely reanimated corpses, Zombies are

compelled by the Dark Magic of a Vampire or

Necromancer, and driven by the will of their

master to commit acts of extreme violence.

They are a truly foul thing to behold, living

corpses that is wrought with decay and unclean

flesh. A Zombie's skin hangs in strips from his

tattered frame, revealing withered muscle and

bloodless veins. Dangerous in large groups,

Zombies stagger unrelentingly towards the enemies

with grasping arms and teeth.

3 1 1 1 1 1

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W. Threshold

M/R Defense

4 5 0 0

Skills: Combat +, General +, Knowledge ,

Magic , Social

Talents: None

Abilities:

• Infectious: May spend aa from a combat

check to inflict the Infected Wounds Critical

Injury to the target.

• Undead: Does not need to breathe, eat, or

drink, and can survive underwater; immune

to poisons and toxins.

• Undying: May spend hhh from any

check made by a PC to return one previously

defeated Zombie to an existing minion

group, removing damage from the group

accordingly. Spend d to return an entire

previously defeated minion group.

Equipment:

• Rusted blade: Melee (Light); Damage ;

Critical ; Range (Engaged),

• Nails: Brawl; Damage ; Critical ; Range

(Engaged); Ensnare .

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