The Old World: Grim and Perilous
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Abilities:
• Dark vision: Snotlings remove up to jj imposed
by darkness.
• Infectious: May spend aa from a successful
combat check to inflict the Infected
Wounds Critical Injury to the target.
• Pack tactics: When this creature's minion
group consists of at least two minions and is
engaged with a target, they can spend a maneuver
to prevent the target from disengaging
from the minion group until the end of
their next turn and to add aa to their next
combat check against the target.
• Silhouette .
Equipment:
• Sticks and stones: Melee (Light); Damage ;
Critical ; Range (Engaged); Disorient .
Night Goblin (Minion)
2 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 6 1 0
Skills: Combat +, General , Knowledge ,
Magic , Social +
Talents: None
Abilities:
• Dark vision: Night goblins remove up to
jj imposed by darkness.
• Hatred - Dwarfs: This creature adds jj to
combat checks targeting dwarfs.
• Neurotoxin: Characters hit with a poisoned
bow suffer strain each time they perform
an action until the end of the encounter.
• Silhouette .
Equipment:
• Spear: Melee (Light); Damage ; Critical ;
Range (Engaged); Defensive ),
• Poisoned bow: Ranged; Damage ; Critical
; Range (Medium); Ensnare , Unwieldy ,
• Patchwork armor: + soak.
Orc (Minion)
3 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
4 8 0 0
Skills: Combat +, General +, Knowledge ,
Magic , Social +
Talents: None
Abilities:
• Dark vision: Orcs remove up to jj imposed
by darkness.
Equipment:
• Orc Choppa: Melee (Light); Damage ; Critical
; Range (Engaged); Vicious ),
• Patchwork armor: + soak.
Black Orc (Rival)
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
6 14 1 0
Skills: Combat , General , Knowledge ,
Magic , Social
Talents: None
Abilities:
• Dark vision: Black orcs remove up to jj
imposed by darkness.
Equipment:
• Large Orc Choppa: Melee (Heavy); Damage
; Critical ; Range (Engaged); Vicious ,
• Heavy patchwork armor: + soak, melee
defense .
Grievous Wound
Some adversaries are capable of inflicting deep
wounds thanks to their feral strength or the design
of their weapons. Such grievous wounds, while not
extremely dangerous to ones life, tend to take weeks,
months or even years to heal completely. A grievous
wound is considered a Critical Injury with a severity
of Formidable (kkkkk) and the following effect:
The target decreases their wound threshold by one
until the Critical Injury is healed. This may occur
multiple times.
Chapter 9: Adversaries of the Old World 167