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The Old World: Grim and Perilous

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Scout

Scouts roam through the wilderness, following trails that few other eyes can discern

while keeping an eye out for dangerous beasts, hostile groups, and unnatural occurrences.

They frequently hire their expertise out to armies, merchants, and travelers

who need to go far off the known roads. They are often skilled fighters but rarely deal

with hazards themselves, preferring to slip back to warn their employers.

Most Scouts are, in fact, trappers, huntsmen, or similar individuals with extensive

knowledge about the specific territory they are most familiar with. However, some

of them are true specialists, capable of guiding their clients through previously uncharted

land.

Wanderer

Starting Gear

1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope,

a Torch, Winter Clothing

Additional Career Skills

Perception, Riding, Stealth, Survival

Profession

Specialization Progression

Prerequisites

Effects

Scout

None

None

Outrider*

Spend some time in a military.

Purchase the Combat Training

talent.

Increase ranks in Riding to .

Your character may spend XP to purchase

the Vanguard talent.

Explorer*

Set foot on an uncharted

territory.

Increase ranks in Perception and

Survival to .

Purchase the Heightened Awareness

talent

Allies within short range add j to all

checks during the first round of the

encounter.

Social Class:

Commoner

Species:

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

Talent Tree

EXP EXP EXP EXP EXP

One With Nature

When in the wilderness, your character may

make a Simple (–) Survival check, instead

of Discipline or Cool, to recover strain at the

end of an encounter.

[Incidental]

a

gcrb #74

Let's Ride

Once per round in your character’s turn, get

on/off a vehicle or animal, or change position

in a vehicle as an incidental. A short-range fall

from the mount causes no damage.

[Incidental]

a

gcrb #74

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

Defensive

Each rank of Defensive increases your character’s

melee defense and ranged defense

by one.

gcrb #80

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

P

p

p

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

Durable

Your character reduces any Critical Injury

result they suffer by per rank of Durable,

to a minimum of .

gcrb #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

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

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #81

P

p

p

a

P

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

Deep Pockets

Once per session, produce small (encumbrace

or ) item worth no more than

shillings.

[Incidental]

tow #80

Bloodhound

When making a check to follow trail of

another character, add a number of a equal

to your character's ranks in Streetwise or

Survival to the results.

[Incidental]

tow #85

Recon

After spending time in an area, make a Hard (kkk)

Survival/Streetwise check. Until the end of the session,

your character or one ally may add s equal to

the ranks in the skill to one check made in the area.

[action]

tow #96

P

a

a

a

Master of Shadows

After successful Stealth check, for each s

except the first, your character can hide one

additional engaged character. Number of

characters cannot exceed ranks in Stealth.

[Incidental]

a

tow #88

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

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

Snare

Once until the end of an encounter, spend a Story

Point to force one character to make a Vigilance vs

Survival or Streetwise check or suffer stagger until

the end of their next turn, + one round per hh

[Maneuver]

a

tow #91

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

Master

Choose one skill. Once per round, suffer

strain to reduce the difficulty of the next

check you make using that skill by two, to

a minimum of Easy (k).

[Incidental]

gcrb #81

P

p

a

a

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