The Old World: Grim and Perilous
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Amber Wizard
Ghur - the brown wind of magic, is a reflection of the spiritist world of the beast.
Therefore, Magisters of other Lores usually consider the magic it brings as primitive
and unpredictable, and the Amber Wizards as wild and uncouth. The Ghur Magisters
themselves however, do not seem to care, often rejecting human civilization, wealth or
social status and choosing to live in the wilderness, among nature and wild animals.
The magic of Amber Wizards focuses on the primal and animalistic nature of every
living being, allowing its practitioners to communicate with wild animals and even
temporarily transform into one of them.
Scholar
Starting Gear
6D10 + 10 Silver Shillings, a Light Spear, a Journeyman Wand
or a Journeyman Staff
Additional Career Skills
Brawl, Knowledge (Chaos), Magic (Arcana), Survival
Specialization Progression
Profession Prerequisites Effects
Journeyman
Wizard
Complete an apprenticeship in
the College of Magic.
Your character can cast spells of the Lore
of Beasts. They can never cast spells from
other Lores (except Lore of Chaos) or work
miracles.
Magister
Wizard
Lord
Increase ranks in Knowledge
(Chaos) to
Increase ranks in Magic
(Arcana) to .
Purchase College Wizard
(Improved) talent.
Increase ranks in Knowledge
(Chaos) to
Increase ranks in Magic
(Arcana) to .
Purchase College Wizard
(Supreme) talent.
Your character upgrades the ability of
social skill checks targeting other wizards
once.
Your character upgrades the ability of
social skill checks targeting other wizards
twice instead of once.
Social Class:
Outcast
Species:
Hu
Talent Tree
EXP EXP EXP EXP EXP
College Wizard
Your character reduces the result of any Miscast
they cause by , to a minimum of .
tow #74
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Face of the Wild
When you cast a Transform spell on yourself,
spend a Story Point to maintain the effects of
the spell until the end of the encounter.
[Incidental]
TOW #86
p
p
A
Masterful Casting
When casting a spell, spend t to trigger up
to three different effects instead of one. These
effects must be the ones that can be triggered
by spending a or t.
[Incidental]
a
TOW #95
Rule of Ghur [Sup.]
Once per encounter, your character may
suffer strain to use this talent to transform
into the Embodiment of Ghur until the end of
the encounter or until incapacitated.
[maneuver]
a
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
Combat Training
Athletics or Resilience and Melee (Light) or
Melee (Heavy) are now career skills for your
character.
tow #80
College Wizard [Imp.]
Your character reduces the result of any
Miscast they cause by instead of , to
a minimum of .
tow #85
Grit
Each rank of Grit increases your character’s
strain threshold by one.
gcrb #73
P
p
p
p
College Wizard [Sup.]
When your character causes Miscast, before
determining its result, you may spend a Story
Point to count the result as if rolled “”
Swift
Your character does not suffer the penalties for
moving through difficult terrain (they move
through difficult terrain at normal speed without
spending additional maneuvers).
gcrb #75
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by .
[Incidental]
A
TOW #82
Rule of Ghur [Imp.]
Increase m. def by , upgrade diff. of Charm
and Negotiation once. When casting a Conjure
spell, add Summon Ally for free. Concentrate
maneuver is not required to maintain the spell.
tow #89
p
p
Prepared Spell
For each rank, decide on a spell consisting of
a particular magic action and a specific set of
one or more effects. Once per enc, cast that
spell with the diff reduced by .
[Incidental]
A
TOW #82
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
Rule of Ghur
When your character casts an Attack spell,
they may use this talent to add the Close
Combat effect to the spell without increasing
the difficulty.
[Incidental]
a
tow #77
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the result
by per rank of the talent.
tow #79
Animal Companion
Character creates bond with an animal. Once per
round, they may spend a maneuver to direct the
animal in performing one action
and one maneuver during your character’s turn.
gcrb #77
Animal Expertise
Add j per rank of the talent to all checks
when interacting with animals. When dealing
Critical Injury to an animal increase the
result by per rank of the talent.
tow #79
P
p
p
Dire Animal Companion
The companion increases Br by , and Ag or
Will by . It increases its wounds and strain
thresholds by and gains one rank in Brawl,
Discipline, Perception or Survival.
[Incidental]
a
P
tow #101 tow #99 GCRB #81 TOW #99
P