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The Old World: Grim and Perilous

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Party name

.........................................................................................................

Party archetype

Peacekeepers

Reputation

Conſervative, ....................................

Renown

Available: ........ Total: ..........

Calm Minds

When party members heal strain at the end of a social encounter, they heal 2

additional strain.

Eyes and Ears

Renown Cost: 1

Passive

When activating this ability, select an area (e.g. castle, town, district) or an easily

recognizable group of people (e.g. members of a merchant guild). The party

immediately learns all the important news and gossip about the selected location

or group. The first activation of this ability doesn't count towards the limit of

party abilities usage per session.

Turn the Tide

Renown Cost: 4

Activate this ability during a combat encounter. All party members gain +1

damage to melee attacks for a number of rounds equal to the number of Story

Points in the Game Master's pool.

Hard Stance

Renown Cost: 8

Activate this ability during a social encounter. Until the end of the current round,

all party members social skill checks inflict 1 additional strain (+1 additional

strain on 15 Total Reputation).

1

Party Tenſion Meter

0 2 4 6 8 10

7

3

Diſcord

5

Until the end of the game session, all party members upgrade the

difficulty of all social skill checks once.

Tipping Point

12

9 11

During the next structured encounter, all party members have to

suffer 1 strain to perform an action.

Party name

.........................................................................................................

Party archetype

Swaſhbulers

Reputation

Idealiſtic, Brave

Renown

Available: ........ Total: ..........

Braſh Young Fools

All party members add sh to the first check they make in an encounter.

Got Your Ba

Passive

Renown Cost: 2

Activate this ability immediately after a party member suffers a Critical Injury but

before they determine the result. One other party member in short range suffers

the Critical Injury instead, but reduces the result by 20.

Heroic Determination

Activate this ability when the party members are about to make Fear checks. They

add j(+ additional j on 12 and 20 Total Reputation) to those checks. They may

also spend aa generated on the check to upgrade the ability of the first check

related to the source of fear once.

Fortune Favors The Bold!

Renown Cost: 3

Renown Cost: 11

Activate this ability when a combat or social encounter is about to begin. Until the

end of the encounter, if the Game Master spends a Story Point, they have to move

two Story Points to the Players Pool instead of one.

5

9

Party Tenſion Meter

1

3

0 2 4 6 8

Pointing Fingers

Until the end of the game session, decrease strain thresholds of

all party members by 1 (2 on 15 Total Reputation, 3 on 25 Total

Reputation).

The rgument

7

Once during the next structured encounter, the Game Master may

spend a Story Point to upgrade the difficulty of all checks the party

makes in the current round twice. Reset the party tension meter.

196 The Old World: Grim and Perilous

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