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The Old World: Grim and Perilous

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wanderer

Outlaw

Outlaws are those individuals who live outside the law, either by necessity or choice.

Commonly applied to wanted criminals or those evading the authorities for other

reasons. Often found outside of populated areas in the wilderness, most outlaws

survive off the hard work of others, stealing, coercing, or extorting travelers on the

roads and byways of the Old World. Some have noble causes, supporting the poor

and forgotten against tyrannical government, but most are just common bandits.

Starting Gear

a Bow, a Club, 1d10 Silver Shillings

Additional Career Skills

Athletics, Ranged, Stealth, Survival

Some groups can grow so large that they even threaten trade in the local area and

become frequent targets of bounty hunters and even military expeditions.

Specialization Progression

Profession Prerequisites Effects

Bandit

None

Your character's social status is Outcast.

Outlaw

Increase ranks in Stealth and

Athletics to . Purchase the

Dirty Tricks talent.

Your character adds j to all combat

checks they make against ambushed

targets in the first round of a combat

encounter.

Outlaw

Chief

Social Class:

Increase ranks in Stealth and

Athletics to .

Increase ranks in Survival to .

Purchase the Back to Back

talent.

Gather a band of at least

bandits.

Outcast

Species:

Leadership is now a career skill for your

character.

Your character may spend XP to purchase

The Boss talent.

Hu, Ha, Dw, HE, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Forager

Remove up to jj from any skill checks

made to find food, water or shelter. Checks

to forage or search the area take half the

time they would normally.

gcrb #73

Heightened Awareness

Allies within short range of your character

add j to their Perception and Vigilance

checks. Allies engaged with your character

add jj instead.

GCRB #76

Natural

When your character purchases this talent,

choose two skills. Once per session, your

character may use this talent to reroll one

skill check that uses one of those two skills.

[Incidental]

GCRB #79

Herbalism

In rural area, make an Average (kk) Survival

check to heal one wound per s, or one

wound per ss if target's wounds exceed

their wound threshold.

[action]

tow #87

p

p

a

a

Concussive Strike

Suffer strain before a Melee (Light) or

Melee (Heavy) check. Increase the difficulty

of the check by one. The weapon gains Concussive

item quality for the check.

[Incidental]

a

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

Quick Draw

Once per round draw or holster an easily

accessible weapon or item as an incidental.

Quick Draw also reduces a weapon’s Prepare

rating by one, to a minimum of one.

[Incidental]

gcrb #74

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

tow #88

Deadeye

After inflicting a Critical Injury with a ranged

weapon and rolling the result, suffer strain.

You may apply any Critical Injury of the same

severity to the target instead.

[Incidental]

GCRB #79

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

P

a

a

a

P

Jump Up

Once per round during your character’s

turn, your character may use this talent to

stand from a prone or seated position as an

incidental.

[Incidental]

gcrb #73

Knack For It

Select one non-combat, non-magic skill.

Your character removes jj from checks

they make using that skill. If purchased for

the second time - choose two skills.

gcrb #73

Acrobatics

When moving, your character may suffer

strain to perform Athletics or Coordination

check as a maneuver instead of an action.

[Maneuver]

tow #79

Quick Strike

Your character adds j for each rank of Quick

Strike to any combat checks they make

against any targets that have not yet taken

their turn in the current encounter.

gcrb #74

a

p

a

P

Precise Aim

When performing an Aim maneuver, suffer

strain. During the next combat check,

decrease the target’s defense by the ranks in

the talent.

[Incidental]

a

Toughened

Each rank of Toughened increases your

character’s wound threshold by two.

GCRB #75

Dirty Tricks

After your character inflicts a Critical Injury

on an adversary, they may use this talent

to upgrade the difficulty of that adversary’s

next check.

[Incidental]

a

ROT #88

Dodge

When targeted by a combat check, suffer

a number of strain up to ranks in Dodge.

Upgrade the difficulty of the combat check

a number of times equal to the strain suffered.

[Incidental, oot]

gcrb #79

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

P

a

p

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

tow #99 GCRB #75 tow #88 gcrb #81

P

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