The Old World: Grim and Perilous
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Mercenary
War never ends in the Old World which means there is always a need for fighting
men. While the Empire does maintain a standing army, its strength is bolstered with
hired swords.
Mercenaries range from wild youths with a taste for adventure to grizzled professional
soldiers who’ve seen a dozen battles or more, but all have one thing in common:
a dream of untold riches. Unfortunately, for most of them, the reality is an early
death and an unmarked grave.
Soldier
Starting Gear
1D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace
or a Pike and a Sword or a Halberd, Padded Armor
Additional Career Skills
Melee (Heavy), Negotiation, Ranged, Resilience
Profession
Specialization Progression
Prerequisites
Effects
Mercenary
Join the mercenary company.
None
Mercenary
Veteran*
Purchase one rank in the Intimidating
talent.
Increase ranks in Melee (Heavy)
to .
Take part in a military expedition
or campaign.
When using a Melee (Heavy) weapon,
your character adds jj to melee combat
checks targeting mounted adversaries.
Condotier*
Increase ranks in Negotiation
to .
Your character may change their social
class to the Middle Class.
When your character makes a Negotiation
check to negotiate a contract, they
increase the base offer by % per each
s beyond the first.
Social Class:
Commoner
Species:
Hu, Ha, Dw, HE, WE, Og, Gn
Talent Tree
EXP EXP EXP EXP EXP
Reckless Charge
After using a maneuver to move to engage an
adversary, suffer strain to add sshh
to the results of the next melee combat check
made this turn.
[Incidental]
a
rot #89
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
tow #81
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
gcrb #74
Breakthrough
With Melee (Heavy) weapon, suffer strain no
greater than ranks in the talent. Decrease def
of engaged enemy by the strain suffered until
the end of your character's next turn.
[Maneuver]
a
tow #79
Enduring
Each rank of Enduring increases your character’s
soak value by one.
gcrb #80
P
a
p
Breakthrough
With Melee (Heavy) weapon, suffer strain no
greater than ranks in the talent. Decrease def
of engaged enemy by the strain suffered until
the end of your character's next turn.
[Maneuver]
a
tow #79
Impaling Strike
When your character inflicts a Critical Injury
with a melee weapon, they may use this talent
to immobilize the target until the end of the
target’s next turn.
[Incidental]
a
ROT #88
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Intimidating
During the first round of a combat encounter,
your character increases their melee defense
a number of times equal to their ranks in
Intimidating talent.
tow #81
Crushing Blow
Once per session while resolving a melee combat
check, suffer strain. The weapon gains
the Breach and Knockdown item qualities,
and destroys one of the target's items.
[Incidental]
a
rot #91
p
p
Second Wind
Once per encounter, your character may use
this talent to heal an amount of strain equal
to their ranks in Second Wind.
[Incidental]
GCRB #74
Parry
When suffering a hit from a melee combat
check, after damage is calculated but before
soak is applied, suffer strain to reduce the
damage of the hit by two plus ranks in Parry.
[Incidental, oot]
a
gcrb #74
Shockwave
Your character treats Melee (Heavy) weapons
as possessing the Blast item quality with a rating
equal to your character’s ranks in Melee
(Heavy). The Blast quality affects allies.
rot #90
Back to Back
While engaged with allies, your character and
the allies add j to combat checks. If one or
more allies engaged with your character also
have the talent, add up to a maximum of jj
rot #91
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
a
p
p
P
Toughened
Each rank of Toughened increases your
character’s wound threshold by two.
GCRB #75
Power Through
If your character suffered wounds during an
encounter, they may use Resilience instead of
Cool or Discipline to make a check to recover
strain at the end of the encounter.
[Incidental]
a
tow #77
Fast Healer
When your character heals wounds via natural
rest, they heal two additional wounds.
tow #80
Defensive Stance
Suffer a number of strain up to the talent ranks.
Until the end of your char’s next turn, upgrade
the diff of melee checks targeting your char
a number of times equal to the strain suffered.
[Maneuver]
a
gcrb #75
Dedication
Each rank of Dedication increases one of
your character's characteristics by one.
gcrb #81
P
P
p