The Old World: Grim and Perilous
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How to use the Talent Tree?
In this section we introduce the rules for using
Talent Trees in The Old World: Grim and Perilous.
A talent tree is a tree comprising twenty
different talents. These talents are arranged in
a grid with four columns and five rows. Each
row represents one tier. The experience cost of
purchasing talents from the top row of the tree
is XP per talent, and it increases by XP per
row; so the subsequent rows cost XP, XP,
XP, and XP, respectively. Pathways connect
some of the talents together. You start by
purchasing any of the Tier talents. Then, you
follow the pathways to talents in subsequent
rows. You can only buy talents connected to
at least one talent you have already purchased
(except for Tier talents). Ranked talents may
be purchased additional times as they become
available on trees that have them listed multiple
times. If the character already has a ranked
talent from another tree, they still must purchase
it again and add it to the total number of
ranks to continue moving through the tree. If
the character comes across a non-ranked talent
they already have from previous tree, they
can mark it as purchased without spending
experience points.
In this rulebook, we use our own layout of the
talent cell. This is explained in the diagram
below. Note that talent descriptions are shortened
and may lack some nuances covered in
the full description. For the full description,
please refer to the indicated rulebook and page.
Shortened description
of the talent
Activation type
(Active talents only)
Mark this box when you
purchase the talent
Sixth Sense
Your character may make a Vigilance or a Discipline
check instead of Cool, to determine
Initiative order.
[Incidental]
tow
A
Talent's name
Type of the talent:
A - Active talent
P - Passive talent
Source of the talent and page no.:
TOW - The Old World
GCRB - Genesys Core Rulebook
ROT - Realms of Terrinoth
Guilds and Favors
Some of the characters, especially artisans, but
also some scholars and rogues, belong to guilds
or other similar organizations. Guilds organize
the lives of their members, look after their interests,
and get rid of unaffiliated competitors.
Some specializations, as part of their career
progression, are given the opportunity to ask
favors from members of their guild. There are
two types of favors: small and big.
Small favors are simple things that don't take too
much in effort or resources. Examples are: loan
a wagon or tools for a few hours, help to find an
accommodation for one night, loan a few shillings,
share some important news. Tasks performed
thanks to these type of favors are automatically
successful and don't require any checks
from your character.
Big favors are for complicated things, possibly
dangerous and often require effort from multiple
people. Examples are: assist the character in
combat, help to find an accommodation for days
or weeks for many people, smuggle a few chests
with illegal weapons, help a convict to escape,
loan a magic item. Tasks performed thanks to
this type of favors require opposed Leadership
vs Discipline check to convince a guild's representative
to follow your character's plan and determine
the possible outcome. After all, the task
may be too dangerous or oppose the goals and
policies of the guild.
24 The Old World: Grim and Perilous