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The Old World: Grim and Perilous

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Strigoi (Nemesis)

5 3 3 4 4 2

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

5 24 15 3 0 0

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Abilities:

• Blood call: When a Strigoi damages a target

with their fangs, they heal wounds equal to

the wounds inflicted.

• Deep cuts: A Strigoi vampire may spend

aaa from a successful combat check

with its claws to inflict the Grievous Wound

Critical Injury on the target.

• 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.

• Vampiric curse: This character cannot cross

flowing water and does not reflect in mirrors.

If exposed to direct sunlight, they suffer

wounds at the beginning of each round

and decrease the ability of all checks twice.

Equipment:

• Claws: Brawl; Damage ; Critical ; Range

(Engaged); Vicious .

• Fangs: Brawl; Damage ; Critical ; Range

(Engaged); Concussive .

Fimir are the remnants of a once numerous

species of one-eyed humanoids devoted to the

Chaos Gods. Today they wander swamplands,

coming under the cover of a thick mist, targeting

and attacking isolated settlements and

small groups of travelers for loot and slaves

needed in their dark and blasphemous rituals.

Fimir are sturdy creatures, standing on two

muscular legs and supporting their balance with

a reptilian tail. Their society is divided into three

casts: Shearls are workers and slaves, Fimm are

warriors, and Dirach are priests and warlocks.

Each tribe is ruled with an iron fist by a single

female - a witch-queen known as Meargh.

For most of the Old World citizens, Fimir are

nothing more than mere legends, but those

who live near bogs know to fear and avoid the

strange, unnatural mist.

Meargh (Nemesis)

3 1 5 4 4 4

Brawn Agility Intellect Cunning Willpower Presence

Soak Value

W.Threshold

S.Threshold

C. Threshold

M/R Defense

3 16 15 2 o o

Skills: Combat , General , Knowledge ,

Magic , Social

Talents:

• Adversary : Upgrade the difficulty of combat

checks targeting this character twice.

Fimir

170 The Old World: Grim and Perilous

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