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The Old World: Grim and Perilous

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Wanderer

Sorcerer

Starting Gear

Those few blessed (or cursed) with witchsight who do not undergo formal training to

1D10 Silver Shillings, 3 Herbal Medicines, a Staff

master their abilities are called sorcerers, or as college wizards contemptuously refer to

them, hedge wizards. They are mostly humans, although the wild and primal mages of

the wood elves, gnome illusionists, and ogre shamans might also fall into this category.

Additional Career Skills

For humans who find themselves in such a situation, if they are lucky, another similarly Knowledge (Chaos), Magic (Arcana), Survival, Vigilance

blessed individual may take them under their wing. They are taught to hide their abilities

and often portray themselves as herbalists and healers, living quiet, secluded lives

on the edges of society. They are always fearful of the wrath of the Witch Hunters, who

would not hesitate to burn them as heretics or cultists—better to burn the witch than

risk them falling into the clutches of the Ruinous Powers.

Specialization Progression

Profession Prerequisites Effects

Hedge

Wizard

Be attuned to magic.

Your character can cast spells of the Lore

of Chaos (Lore of Shadows if the character

is a gnome).

Sorcerer*

Increase ranks in Magic (Arcana)

and Survival to .

Purchase the Herbalism talent

and one rank in the Prepared

Spell talent.

Your character may spend XP to

purchase one rank in the Prepared Spell

talent.

Your character may spend XP to purchase

the Healer talent.

Warlock*

Increase ranks in Magic (Arcana)

to .

Embrace a Dark Gift.

Your character may spend XP to

purchase the Warlock talent.

Your character may spend XP to

purchase the Unleash talent.

Social Class:

Outcast

Species:

Hu, WE, Og, Gn

Talent Tree

EXP EXP EXP EXP EXP

Grit

Each rank of Grit increases your character’s

strain threshold by one.

gcrb #73

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

Share Pain

When animal companion suffers wounds,

reduce wounds by half. Then your character

suffers wounds equal to the number

reduced.

[Incidental, oot]

a

tow #90

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

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.

p

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

Hedge Magic

When casting a spell with the difficulty of

or lower, a character may use Cunning

instead of Intellect.

end of an encounter.

[Incidental] [Incidental] [Incidental]

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

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

a

P

p

a

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.

P

tow #76

Ensorcelled

If your character has at least one rank in

a magic skill, once per encounter, they may

add a to the result of their next social skill

check.

[Incidental]

TOW #75

Sixth Sense

Your character may make a Vigilance or

a Discipline check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

a

a

a

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

Grit

Each rank of Grit increases your character’s

strain threshold by one.

P

Component Casting

When your character casts a spell, they may

use this talent to consume a physical item

and add j to the check.

TOW #74

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

Innate Focus

While not using a magic implement, your

character increases the base damage of attack

spells by . Reduce the difficulty of all spells by

, but increase the strain suffered by .

[Incidental]

TOW #87

Blood Magic

When casting a spell, suffer wounds to

trigger up to three different effects . These

effects must be the ones that can be triggered

by spending a or t.

[Incidental]

tow #92

a

a

a

a

Dedication

Each rank of Dedication increases one of

your character's characteristics by one.

gcrb #77 TOW #99 gcrb #73 gcrb #81

P

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