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