The Old World: Grim and Perilous
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• Storm of Chaos: When a Player Character
makes an Arcana check in the presence of
a Lord of Change, the controlling Player
should roll a separate j. If the result is h,
the spell causes a Mediocre Chaos Manifestation.
This may cause two Chaos Manifestations
in a single check if the main check
also generates one. Do not add the results of
this additional roll to the main check.
• Terrifying: At the start of the encounter, all
of its opponents must make a Formidable
(kkkkk) 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.
Spells: A Lord of Change can choose
any magic action allowed by the Arcana
skill, and may select any additional
spell effects. The spells they use
most often are the following:
• Bolt of Corruption - Choose
one target at short or medium range
and make an Easy (k) Arcana check.
If successful, this magic attack inflicts
damage + damage per s, with Critical
Rating and the Sunder, Pierce and Vicious
qualities.
• Mark of Tzeentch Choose two targets at
short or medium range and make a Hard
(kkk) Arcana check. If successful, a Lord of
Change may choose one additional target for
each a and all targets reduce their wound
and strain thresholds by and the ability of
any skill checks they make by until the end
of the Lord of Change's next turn.
• Wind of Corruption - Choose one target at
medium or long range and make a Hard
(kkk) Arcana check. If successful, this magic
attack inflicts damage + damage per
s, with Fire and Blast qualities. The GM
may spend a Story Point to activate the Blast
Table 8-1: Changer of Ways effects
d100
RESULT
- Until the end of the next round, every Player Character is controlled by the Player to the left of the original
Player.
- Until the end of the next round, every t counts as d and every d counts as t.
Until the end of the next round, all Player Characters switch their wound threshold with strain threshold.
- Current wounds and strain remain intact. This may incapacitate a Player Character but also revive them when
effect ends.
- All magic in the current encounter is immediately dispelled.
- All characters present in the current encounter add t to their next check.
- All characters present in the current encounter add d to their next check.
- All characters present in the current encounter suffer wounds and corruption.
- Nothing happens.
- Switch Player's Story Point pool with GM's Story Point pool.
- Roll twice and apply both effects. If this effect is rolled again, reroll it.
Chapter 9: Adversaries of the Old World 163