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