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 .