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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

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