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The Old World Beta v2
The Old World Beta v2
The Old World Beta v2
Legal Note
Warhammer Fantasy is the Intellectual Property Some of the specializations and gear de-
(IP) of Games Workshop Limited. This expansion scriptions are based on those found at
is unofficial and in no way endorsed by Games www.warhammerfantasy.fandom.com. Great
Workshop Limited therefore it cannot be used for thanks to the whole Warhammer wiki Community!
commercial purposes, and we do not make any
profit out of it. All Warhammer-related names, All talents (not found in official Genesys rulebooks),
races, race insignia, characters, vehicles, loca- illustrations and tables included in this expansion
tions are either ®, TM and/or © Copyright Games are the intellectual property of its authors and can-
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All Rights Reserved to their respective owners. tact us at old.world.genesys@gmail.com
4 The Old World: Grim and Perilous
Welcome to The Old World:
Grim and Perilous!
Foreword
We have been fans of Warhammer Fantasy for about 20 years now. 1st edition of WFRP was our
very first roleplaying game and to this day, it holds an incredibly special place in our hearts. In
2019, when the revised version of the famous Enemy Within came out, we were absolutely sure
we want to try this campaign again. However, while 4th edition of WFRP is an amazing game
and we truly love it (and in this Rulebook you will find some game mechanics heavily inspired
by the 4th edition), this time we wanted something more narrative. The 3rd edition was beyond
our reach, but we already had some experience with Genesys, so we decided to try it. While in
general the game mechanics seemed good, our first attempt of conversion failed miserably. It
was overly complicated, clunky and had so many exceptions and special rules, it turned out al-
most unplayable. After countless iterations and throwing out over 90% of our work, we finally
had something good. Something we would like to share with RPG community.
By publishing our work, we don't mean any harm or challenge to any copyrights held by Games
Workshop, Cubicle 7, Edge Studios, or anyone else. Consider The Old World: Grim and Perilous
to be our tribute to Warhammer Fantasy Roleplay and roleplaying games in general. We hope
you have fun while reading this book and playing during your game sessions.
Creating Your
Character
In this chapter you will find rules for creating a Career, you will also select specialization
your own character. Character creation fol- for the chosen career. You will also have an
lows the steps described in the Genesys Core option to purchase additional specialization
Rulebook, however during Step 3: Choose during Step 4: Invest Experience Points.
Gnome 100
Step 3: Choose
a Career and
a Specialization
Contrary to careers in the Genesys Core
Rulebook, careers in The Old World: Grim
and Perilous represent a character's job class
(for example Warrior or Scholar) rather than
a specific job or role - these are represented
by specializations and professions. Once se-
lected, career cannot be changed and it de-
termines part of a starting gear, career skills
and available starting specializations. After
selecting a career, you can choose a special-
ization - refer to Table 1-2: Available Special-
izations. At this point, you may only choose a
specialization that is tied to your character's
career and it determines the second part of
the starting gear and career skills. Note that
if gear is mentioned both in the description
of a career and a specialization, your charac-
ter receives it twice. There are no special rules
if the career skill is listed in both career and
specialization - your character obtains it only
once. Specializations can be changed during
the course of the game.
Alternatively, you may roll on Table 1-2: Avail-
able Specializations randomly and check the
result for your character's species. This will
determine both career and starting special-
ization. Note that if your character is a wiz-
ard, you should also roll on Table 1-3: Lores
of Magic to determine the school of wizardry
your character graduated from.
After you select a career and specialization,
choose four of career skills. Your character starts
the game with one rank in each of those skills.
Step 4: Invest
Experience Points
During this step you may spend starting
experience to improve your character's
characteristics, purchase talents and
increase ranks in skills. Remember
that unless stated otherwise, your
character cannot have any skills
higher than rank 2 once character
creation is finished. General rules
on how to spend XP during this
step are presented in the Genesys
Core Rulebook, page 44, however
The Old World: Grim and Perilous
adds one unique option - purchas-
ing additional talent tree. At your
GMs discretion, you may spend
10XP to select one specializa-
tion that reflects your charac-
ter's special training or back-
ground. Your character may
purchase talents from this spe-
cialization, but they don't gain gear
and career skills and cannot advance
their profession in this specialization.
If at any point you decide to change your
character's specialization to this special-
ization, apply normal rules of purchasing
new specializations.
Character Species
This section presents species available for cre- • Strain Threshold
ating a player character. You should choose 10 + Willpower
from these instead of the options presented in
the Genesys Core Rulebook. • Corruption Threshold
6 + Presence
Human • Starting Experience
Humans are the most numerous of the races 90
inhabiting the Old World. They occupy huge • Starting Skills
areas from the Estalian coasts to the Nippon is-
lands. They are famous for their versatility and A Human starts with one rank in each of two
adaptability, but their lives are short and they different non-career skills at character cre-
most easily succumb to the influence of Chaos. ation. They obtain this rank before spending
experience points, and these skills may not be
SPECIES ABILITY increased higher than rank 2 during charac-
ter creation.
2 2 2 2 2 2 • Available Specializations
Brawn Agility Intellect Cunning Willpower Presence
Specializations available to Human characters
• Wound Threshold are marked with Hu symbol.
10 + Brawn
High Elf
The High Elves, or Asur as they call themselves,
are the representatives of a once mighty em-
pire, today reduced to the Isle of Ulthuan and
a few of its satellite islands. Though the days of
their glory are past, they are still a proud race
of mighty wizards, skillful sailors, and capa-
ble warriors who have led the relentless war
against Chaos for centuries.
SPECIES ABILITY
2 2 2 1 3 2
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
9 + Brawn
• Strain Threshold
10 + Willpower
The Old World: Grim and Perilous 13
• Corruption Threshold • Starting Skills
8 + Presence A Dwarf starts with one rank in Discipline
• Starting Experience and may choose between one rank in either
Crafts or Engineering during character cre-
80 ation. They obtain this rank before spending
• Starting Skills experience points, and these skills may not be
increased higher than rank 2 during charac-
A High Elf starts with one rank in Knowledge ter creation.
(Academic) and may choose between one
rank in either Negotiation or Sailing during • Available Specializations
character creation. They obtain this rank be- Specializations available to Dwarf characters
fore spending experience points, and these are marked with Dw symbol.
skills may not be increased higher than rank
2 during character creation. • Magic Resistance
The Dwarfs, or Dawi in their own language, This is a frequent mistake, as in fact halflings
are a strong and sturdy species of brilliant are agile, quick and relentless in combat and can
craftsmen and capable warriors. They once throw or shoot projectiles with extreme precision.
held an empire that stretched from Norsca in They also rarely succumb to the influence of Chaos.
the north to the jungles in the south, which SPECIES ABILITY
eventually fell due to centuries of conflicts
with High Elves and continuous invasions of 1 3 2 2 2 2
Greenskins. Brawn Agility Intellect Cunning Willpower Presence
SPECIES ABILITY
• Wound Threshold
3 1 2 2 2 2 8 + Brawn
Brawn Agility Intellect Cunning Willpower Presence
• Strain Threshold
• Wound Threshold 12 + Willpower
11 + Brawn • Corruption Threshold
• Strain Threshold 10 + Presence
9 + Willpower • Starting Experience
• Corruption Threshold 80
8 + Presence • Starting Skills
• Starting Experience A Halfling starts with one rank in Charm and
80 may choose between one rank in either Ranged
or Deception during character creation. They
• Wound Threshold
9 + Brawn
• Strain Threshold
10 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
A Gnome starts with one rank in Skulduggery
and may choose between one rank in either
Charm or Coordination during character cre-
ation. They obtain this rank before spending
experience points, and these skills may not be
increased higher than rank 2 during charac-
ter creation.
• Available Specializations
Specializations available to Gnome characters
are marked with Gn symbol.
• Attuned to Ulgu
Once per encounter, a Gnome can upgrade the
ability of Deception or Stealth check once. If
a Gnome gains the ability to cast spells, they
can only cast spells of the Lore of Shadows.
• Small
Gnomes are silhouette 0.
4 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
• Wound Threshold
14 + Brawn
• Strain Threshold
8 + Willpower
• Corruption Threshold
8 + Presence
• Starting Experience
80
• Starting Skills
An Imperial Ogre starts with one rank in Brawl
during character creation. They obtain this
rank before spending experience points, and
may not increase Brawl above rank 2 during
character creation.
• Available Specializations
Specializations available to Imperial Ogre
characters are marked with Og symbol.
Soldier
Wars almost constantly sweep through the Old
World, so it is not surprising that a large part of
the population serves or has served in the army
or local militia. Soldiers are usually well trained
in combat and used to long and exhausting
journeys. Although they lack finesse, they are
solid and loyal fighters.
Career Skills
Soldiers count the following skills as career
skills: Athletics, Brawl, Discipline, Melee
(Light), Resilience, Survival. After choosing
a specialization, but before spending expe-
rience during character creation, a Soldier
may choose four of their career skills and
gain one rank in each of them.
Starting specialization
During character creation a Soldier
can pick one of the following special-
izations for free: Cavalryman, Foot
Soldier, Marksman, Mercenary, Offi-
cer, Sailor.
Starting Gear
If you have a Soldier character, they start with
knowledge. Most of them avoid traveling, pre- the following gear in addition to gear gained
ferring to stay in the safe walls of a library or after choosing a specialization: a Dagger,
academy, but it happens that they join groups Flint and Steel, a Bedroll, a Flask.
of adventurers to find forgotten knowledge or
for personal reasons.
Wanderer
Career Skills
Wanderers spend most of their time traveling
Scholars count the following skills as career in the wild or wandering from town to town.
skills: Charm, Cool, Discipline, Knowledge Sometimes they are restless individuals, un-
(Academic), Negotiation, Perception. After able to stay in one place for too long; some-
choosing a specialization, but before spending times people forced to travel due to the hard-
experience during character creation, a Schol- ships of life. However, they have one thing in
ar may choose four of their career skills and common - they can survive in all conditions.
gain one rank in each of them.
Career Skills
Starting specialization
Wanderers count the following skills as career
During character creation a Scholar can pick
skills: Coordination, Perception, Ranged, Re-
one of the following specializations for free:
silience, Survival, Vigilance. After choosing
18 The Old World: Grim and Perilous
a specialization, but before spending experi- They value independence and individual skills
ence during character creation, a Wanderer more than regular pay and honors associated
may choose four of their career skills and gain with military service.
one rank in each of them. Career Skills
Starting specialization Warriors count the following skills as career
During character creation a Wanderer can skills: Athletics, Cool, Melee (Light), Melee
pick one of the following specializations for (Heavy), Resilience, Vigilance. After choosing
free: Bounty Hunter, Coachman, Entertainer, a specialization, but before spending experi-
Huntsman, Outlaw, Ratcatcher, Riverman, ence during character creation, a Warrior may
Scout, Sorcerer. choose four of their career skills and gain one
Starting Gear rank in each of them.
Warriors are a broad category of people who If you have a Warrior character, they start with
primarily make a living by using their com- the following gear in addition to gear gained
bat skills. However, they do not belong to the after choosing a specialization: a Dagger,
army, which distinguishes them from soldiers. Leather Armor.
Specializations
This section expands general specialization
rules introduced in Expanded Player's Guide,
Changing
page 102. Available specializations are pre- specialization
sented at the end of the chapter.
At your GM's discretion, you may change your
character's specialization (but not a career!)
Selecting first by spending XP equal to ten times the total
number of specialization trees the character
specialization will have after making the purchase. For ex-
ample, if your character has two specializa-
The first specialization can be selected from tion trees, the third one will cost 30 XP. If the
among those tied to the chosen career for free. specialization is outside your character's ca-
Skills from the chosen career and specializa- reer, the cost is increased by additional 10 XP.
tion are now called career skills for the char- After the purchase, career skills from the new
acter and you may now choose four ranks in specialization are now career skills for your
four separate career skills. Additionally, at the character (all previous career skills remain in-
beginning of Step 4: Invest Experience Points tact!). Most of the time, you should be able to
players can spend 10 experience points (XP) to purchase talents from all purchased special-
select one other specialization. This one may izations, however, your GM may decide that
represent the character's background or spe- new specialization completely cuts off any
cial training and, if the Game Master allows, possibility of further training in one or more
does not need to be tied to the character's ca- of the previous specializations. For example,
reer. The character gains specialization tal- it may be hard to improve yourself as a rat-
ents tree from this additional specialization, catcher after becoming a knight.
but not skills or gear!
Specialization Progression
Profession
Increase ranks in Crafts and Your character may spend 10XP to pur-
Master Knowledge (Academic) to 3. chase one rank in the Craft Specialization
Purchase one rank in the Expert talent and 15XP to purchase one rank in
Knowledge talent. the Applied Research talent.
Increase ranks in Crafts and Leadership is now career skill for your
Guild Knowledge (Academic) to 4. character.
Master Purchase the Master talent. Your character's social status is now Elite.
Become a respected member of Your character may spend 10XP to pur-
the guild. chase The Boss talent.
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Craft Specialization Inventor Well Organized Thoughened
Select area of craftmanship. Your character Add a number of j equal to ranks of Inventor Each rank of Well Organized increases your Each rank of Toughened increases your
reduces difficulty of a Crafts check related to to a check to construct new items. character’s encumbrance threshold by two. character’s wound threshold by two.
� EXP
character may count ranks of Charm as equal related to the selected area by one. to your character's ranks in Crafts. After that, combat. If successful, activate the Disorient
to ranks in Crafts or Engineering. the item is damaged one additional step. quality without spending a.
[Incidental] [Maneuver] [Incidental, oot]
tow
a tow
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A tow
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If purchased for the second time - choose This may be used a number of times per ing the item. The item is still damaged by one a Story Point to substitute all j in opponent's
two skills. session equal to the ranks in the talent. step after a number of rounds equal to Crafts. pool to f before the roll is made.
[Incidental] [Incidental, oot]
GCRB #73
p tow
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choose two skills. Once per session, your Point to use this talent. Unil the end of the character’s encumbrance threshold by two. the allies add j to combat checks. If one or
character may use this talent to reroll one current round, all allied characters improve more allies engaged with your character also
skill check that uses one of those two skills. the ability of their checks once. have the talent, add up to a maximum of jj
[Incidental] [Incidental]
gcrb #79
a TOW
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P rot #91
p
check you make using that skill by two, to of j equal to the defense provided by the
a minimum of Easy (k). cover to their ranged combat checks.
[Incidental] [Incidental]
gcrb #76
a gcrb #81
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P tow
P
Craftsman
Specialization Progression
Profession
Specialization Tree
Cool Face Intimidating Torment Well Organized
When another character tries to discern your During the first round of a combat encounter, If their target is disoriented, staggered, or Each rank of Well Organized increases your
character's Motivations, they add automatic your character increases their melee defense prone, your character adds j to social skill character’s encumbrance threshold by two.
� EXP
hh to the check. a number of times equal to their ranks in checks they make.
Intimidating talent.
tow
p tow
P tow
P tow
P
within short range suffers 1 strain. For each strain on that opponent using a social skill, If purchased for the second time - choose
a one enemy suffers 1 additional strain. the opponent suffers 3 additional strain. two skills.
[action]
GCRB #77
a tow
P gcrb #73
p gcrb #73
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This may be used a number of times per spend d on healed character's check to have talent to immobilize the target until the end
session equal to the ranks in the talent. them suffer wounds equal to those healed. of the target’s next turn.
[Incidental] [Incidental] [Incidental]
tow
p tow
a tow
a rot #88
a
Tirade add j to all skill checks they make for Melee (Light) check, you may spend a Story check to heal wounds, the target heals one results of successful melee combat checks
a number of rounds equal to your character’s Point to use this talent to add Vicious quality additional wound per rank of Surgeon. targeting disoriented or prone targets.
ranks in Coercion. equal to your character's ranks in Medicine.
[Incidental]
gcrb #79
p tow
a gcrb #74
P tow
p
Specialization Progression
Profession
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Know Somebody Bought Info Grit Well Organized
Once per session, when attempting to pur- When making any knowledge skill check, can Each rank of Grit increases your character’s Each rank of Well Organized increases your
chase a legally available item, your character instead spend an amount of currency equal to strain threshold by one. character’s encumbrance threshold by two.
� EXP
may use this talent to reduce its rarity by one fifty times the difficulty of the check and auto-
per rank of Know Somebody matically succeed on the check with one s
[Incidental] [action]
GCRB #74
a gcrb #72
a gcrb #73
P tow
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If purchased for the second time - choose Negotiation vs Discipline check. The target is reduce its rarity by one per rank of Black to use this talent to replace uncanceled aa
two skills. staggered for one turn. t: the target is now ally. Market Contacts. with s.
[action] [Incidental] [Incidental]
gcrb #73
p gcrb #75
P TOW
A tow
a
character may use this talent to reroll one may use this talent to reduce its rarity by one checks. Allies engaged with your character additional strain to the target equal to your
skill check that uses one of those two skills. per rank of Know Somebody add jj instead. character's ranks in Negotiation.
[Incidental] [Incidental]
GCRB #79
a GCRB #74
a gcrb #76
p tow
p
Commoner or Middle Class social status for company, suffer a number of strain up to character pilots by one per rank of Defensive After a successful combat check, spend one
a big favor. You may use a Negotiation check the ranks in Proper Upbringing to add an Driving. Story Point to add damage equal to ranks in
to determine the outcome of the favor. equal number of a to the check. that characteristic to one hit of the attack.
[Incidental] [Incidental] [Incidental]
TOW
a GCRB #74
a GCRB #81
P gcrb #76
a
check you make using that skill by two, to may use this talent to reduce its rarity by one (kkkk) Charm check. If successful, the combat
a minimum of Easy (k). per rank of Know Somebody encounter becomes a social encounter instead.
[Incidental] [Incidental] [Incidental, oot]
GCRB #81
a GCRB #74
a GCRB #81
P ROT #91
a
Craftsman
Specialization Progression
Profession
Specialization Tree
Technical Jargon Grit Expert Knowledge Well Organized
When making a Charm check targeting an en- Each rank of Grit increases your character’s Select an area of expertise. Your character Each rank of Well Organized increases your
gineer, crafstman, or similar individual, your strain threshold by one. reduces the difficulty of Knowledge checks character’s encumbrance threshold by two.
� EXP
character may count ranks of Charm as equal related to the selected area by one.
to ranks in Crafts or Engineering.
[Incidental]
tow
a gcrb #73
P tow
P tow
P
the selected area by one. Add jj to all other those items without being arrested.
Crafts check.
[Incidental]
tow
p tow
P GCRB #76
A tow
P
to your character's ranks in Crafts. After that, this talent to add a equal to your character’s def. For each s one character loses cover. Spend provides ranged defense 1 for one character
the item is damaged one additional step ranks in Discipline to the results. aa to hit one enemy with bomb's base dmg. for each s. Spend t to increase defense to 2.
[Maneuver] [Incidental] [action] [action]
tow
a tow
a tow
a tow
a
any Knowledge skill and Intellect instead. tor to a check to construct new items. reduces difficulty of a Crafts check related to check to create the functional equivalent
This may be used a number of times per the selected area by one. Add jj to all other of any item using salvage. The difficulty is
session equal to the ranks in the talent. Crafts check. based on the item’s rarity.
[Incidental] [Incidental] [action]
tow
a GCRB #76
a tow
P tow
a
check you make using that skill by two, to of j equal to the defense provided by the
a minimum of Easy (k). cover to their ranged combat checks.
[Incidental]
gcrb #81
a tow
P gcrb #81
P tow
P
noble
Specialization Progression
Profession
Pistolier* Increase ranks in Firearms to 4. Your character may spend 20XP to pur-
Purchase the Quick Draw talent. chase the Deadeye talent.
Specialization Tree
Proper Upbringing Durable Finesse Duelist
When making a social skill check in polite Your character reduces any Critical Injury When making a Brawl or Melee (Light) Your character adds j to melee combat checks
company, suffer a number of strain up to result they suffer by 10 per rank of Durable, check, your character may use Agility instead while engaged with a single opponent. Your
� EXP
the ranks in Proper Upbringing to add an to a minimum of 01. of Brawn. character adds j to melee combat checks
equal number of a to the check. while engaged with three or more opponents.
[Incidental] [Incidental]
GCRB #74
a gcrb #73
P rot #84
a gcrb #73
P
hh to the check. during the same turn by one. soak is applied, suffer 3 strain to reduce the
damage of the hit by two plus ranks in Parry.
[Maneuver] [Incidental, oot]
tow
p tow
P GCRB #76
A gcrb #74
a
Upgrade the difficulty of the combat check the ranks in Proper Upbringing to add an decrease the target’s defense by the ranks in d or hhh from the attacker’s check to hit the
a number of times equal to the strain suffered. equal number of a to the check. the talent. attacker once with a Brawl or Melee weapon.
[Incidental, oot] [Incidental] [Incidental] [Incidental, oot]
gcrb #79
a gcrb #73
a tow
a gcrb #79
a
tion. If your character is guilty, GM may acter’s soak value by one. suffers wounds, spend one Story Point to attacker, they may activate an item quality of
require them to suffer 1 corruption instead reduce wounds suffered by a number equal the weapon they used as if they had generated
of spending a Story Point. to your character's ranks in Resilience. aa on a combat check using that weapon.
[Incidental] [Incidental, oot]
tow
a GCRB #80
p tow
a ROT #90
p
earshot. The target suffers strain equal to Pres- to a minimum of 01. soak is applied, suffer 3 strain to reduce the
ence x2, +1 per s. Heal equal amount of strain. damage of the hit by two plus ranks in Parry.
[action] [Incidental, oot]
gcrb #81
a GCRB #73
P gcrb #74
a gcrb #81
P
Noble
Specialization Progression
Profession
Specialization Tree
Grit Bought Info Proper Upbringing Cool Face
Each rank of Grit increases your character’s When making any knowledge skill check, When making a social skill check in polite When another character tries to discern your
strain threshold by one. spend an amount of currency equal to fifty company, suffer a number of strain up to character's Motivations, they add automatic
� EXP
times the difficulty of the check instead and the ranks in Proper Upbringing to add an hh to the check.
automatically succeed on the check with one s equal number of a to the check.
[action] [Incidental]
gcrb #73
p gcrb #72
a GCRB #74
a tow
P
within short range suffers 1 strain. For each Negotiation vs Discipline check. The target is strain on that opponent using a social skill,
a one enemy suffers 1 additional strain. staggered for one turn. t: the target is now ally. the opponent suffers 3 additional strain.
[action] [action]
gcrb #77
a gcrb #75
a gcrb #73
p tow
p
inflict a number of strain on the adversary Story Point to add damage equal to ranks in require them to suffer 1 corruption instead the ranks in Proper Upbringing to add an
equal to the ranks in Coercion. that characteristic to one hit of the attack. of spending a Story Point. equal number of a to the check.
[Incidental, oot] [Incidental] [Incidental] [Incidental]
rot #89
a gcrb #76
a tow
a GCRB #74
a
Tirade add j to all skill checks they make for range deals damage to ally, suffer 3 strain to strain threshold by one. nity, they may choose to expand its effect on
a number of rounds equal to your character’s inflict a number of strain on the adversary all allies with social status of Middle Class or
ranks in Coercion. equal to the ranks in Coercion. Elite accused of commiting the same crime.
[Incidental, oot]
gcrb #79
p rot #89
a gcrb #73
p tow
p
neuver, instead of as an action. successful, point any character from Outcast (kkkk) Charm check. If successful, the combat
or Commoner social group as guilty. encounter becomes a social encounter instead.
[Incidental] [action] [action]
gcrb #81
p gcrb #81
a tow
a rot #91
a
noble
Specialization Progression
Profession
Specialization Tree
Proper Upbringing Let's Ride Finesse Knack for it
When making a social skill check in polite Once per round in your character’s turn, get When making a Brawl or Melee (Light) Select one skill. Your character removes
company, suffer a number of strain up to on/off a vehicle or animal, or change position check, your character may use Agility instead jj from checks they make using that skill.
� EXP
the ranks in Proper Upbringing to add an in a vehicle as an incidental. A short-range fall of Brawn. If purchased for the second time - choose
equal number of a to the check. from the mount causes no damage. two skills.
[Incidental] [Incidental] [Incidental]
GCRB #74
a gcrb #75
a Rot #84
a gcrb #73
P
check as a maneuver instead of an action. decrease the target’s defense by the ranks in to have your character heal strain equal to the
the talent. rating of the chosen characteristic.
[Maneuver] [Incidental] [Incidental]
gcrb #73
p tow
a tow
A rot #88
P
to use this talent to replace uncanceled aa Riding to a single check (using any skill) they Upgrade the difficulty of the combat check to direct the mount to perform an action.
with s. make while mounted on beast or vehicle. a number of times equal to the strain suffered.
[Incidental] [Incidental] [Incidental, oot] [Maneuver]
tow
a tow
a gcrb #79
a Rot #90
a
a social check, roll l and add the results to company, suffer a number of strain up to are not currently participating. Add a new slot the mount increase their defense by 1. Your
the check, in additional to the d being spent the ranks in Proper Upbringing to add an at the top of the Initiative order. Add j to the character can maintain control of an un-
as normal. equal number of a to the check. first check you make in the encounter. trained mount without a Riding check.
[Incidental] [Incidental] [Incidental, oot]
tow
a GCRB #74
a tow
a tow
p
ranks in Coordination to the results. instead of any other skill and characteristic. current encounter instead of entering it.
Increase the difficulty of the check by l.
[Incidental, oot] [Incidental]
tow
a tow
a tow
P GCRB #81
P
noble
Specialization Progression
Profession
Specialization Tree
Proper Upbringing Let's Ride Challenge! Toughened
When making a social skill check in polite Once per round in your character’s turn, get Once per enc, choose a number of adversaries Each rank of Toughened increases your
company, suffer a number of strain up to the on/off a vehicle or animal, or change position within short range up to ranks in the talent. character’s wound threshold by two.
� EXP
ranks in Proper Upbringing to add an equal in a vehicle as an incidental. A short-range fall Until the end of the enc, they add j to combat
number of a to the check. from the mount causes no damage. checks against your char and jj against others.
[Incidental] [Incidental] [Maneuver]
GCRB #74
a GCRB #74
a ROT #84
a GCRB #75
P
heals one strain. For each a, one ally heals def of engaged enemy by the strain suffered the diff of melee checks targeting your char soak is applied, suffer 3 strain to reduce the
one additional strain. until the end of your character's next turn. a number of times equal to the strain suffered. damage of the hit by two plus ranks in Parry.
[action] [Maneuver] [Maneuver] [Incidental, oot]
GCRB #76
A tow
a GCRB #75
A GCRB #74
a
within medium range to reroll all j until the to direct the mount to perform an action. reduce the damage of an attack targeting an
end of the following round. engaged ally.
[Incidental] [Maneuver] [Incidental, oot]
tow
a ROT #90
a GCRB #75
P rot #87
a
within short range up to ranks in the talent. ter, your character increases their melee Encumbrance value of 4 or higher, they ral rest, they heal two additional wounds.
Until the end of the enc, they add j to combat defense a number of times equal to their reduce its Encumbrance by 1 and increase
checks against your char and jj against others. ranks in Intimidating talent. Defense by 1.
[Maneuver]
ROT #84
a tow
P tow
P tow
P
gains the Knockdown and Sunder qualities and in- for a number of rounds equal to your charac-
creases Pierce and Vicious by the ranks in Riding. ter’s ranks in Leadership.
[action]
tow
a GCRB #78
p GCRB #81
P GCRB #80
P
Rogue
Specialization Progression
Profession
Purchase the Backstab and the Your character may spend 20XP to pur-
Assassin* Combat Training talents. chase the Backstab (Improved) talent.
Increase ranks in Skulduggery Your character may spend 20XP to
and Melee (Light) to 3. purchase the Recon talent.
Specialization Tree
Combat Training Hamstring Shot Rapid Reaction Precision
Athletics or Resilience and Melee (Light) or Once per encounter, make a ranged combat Suffer a number of strain to add an equal When making a Brawl or Ranged check, your
Melee (Heavy) are now career skills for your check. If the check is successful, halve the number of s to a check to determine Initia- character may use Cunning instead of Brawn
� EXP
character. damage dealt. The target is immobilized tive order. The number may not exceed ranks and Agility.
until the end of its next turn. in Rapid Reaction.
[action] [Incidental, oot] [Incidental]
tow
P tow
a gcrb #74
a rot #84
a
during the same turn by one. against any targets that have not yet taken use this talent to add Vicious quality equal to
their turn in the current encounter. your character's ranks in Medicine.
[Maneuver] [Incidental]
gcrb #76
a gcrb #73
p gcrb #74
p tow
a
Skulduggery skill instead of Melee (Light). If at the head of the target. check as a maneuver instead of an action.
the check succeeds, each s adds +2 damage.
[action] [Maneuver]
rot #89
a tow
p gcrb #75
P tow
a
number of s to a check to determine Initia- 2 strain. During the next combat check, follow your character's trail, add f equal ranks in Headshot to combat checks aiming
tive order. The number may not exceed ranks decrease the target’s defense by the ranks in to your character's ranks in Streetwise or at the head of the target.
in Rapid Reaction. the talent. Survival to the check results.
[Incidental, oot] [Incidental] [Incidental, oot]
gcrb #74
a tow
a tow
a tow
p
crease the diff by one if this attack uses a second against any targets that have not yet taken diately defeat one rival or one minion group
weapon, or by two if uses the same weapon. their turn in the current encounter. in short range.
[Incidental] [Maneuver]
rot # 91
a gcrb #74
P gcrb #81
P tow
a
rogue
Specialization Progression
Profession
Specialization Tree
Clever Retort Grit Perfect Liar Well Organized
Once per encounter, your character may use Each rank of Grit increases your character’s After your character makes a Deception Each rank of Well Organized increases your
this talent to add automatic hh to another strain threshold by one. check, they may suffer 1 strain to use this character’s encumbrance threshold by two.
� EXP
If purchased for the second time - choose the ranks in Proper Upbringing to add an reduce its rarity by one per rank of Black
two skills. equal number of a to the check. Market Contacts.
[Incidental] [Incidental]
tow
p gcrb #73
P GCRB #74
A tow
a
talent to add a number of a equal to their related to the selected area by one. to use this talent to replace uncanceled aa Story Point to add damage equal to ranks in
ranks in Deception to the result. with s. that characteristic to one hit of the attack.
[Incidental] [Incidental] [Incidental]
tow
a tow
p tow
a tow
a
item, your character may use this talent to make an Average (kk) Vigilance check. If suc- a social check, roll l and add the results to check, they may suffer 1 strain to use this
reduce its rarity by one per rank of Black cessful, add s or f equal to ranks in Charm the check, in additional to the d being spent talent to cancel h equal to your character’s
Market Contacts. to the other check. If failed, suffer 3 strain. as normal. ranks in Perfect Liar.
[Incidental] [Incidental, oot] [Incidental] [Incidental]
tow
a tow
a tow
a tow
a
the ranks in Proper Upbringing to add an character may use this talent to re-roll one
equal number of a to the check. skill check that uses one of those two skills.
[Incidental] [Incidental]
GCRB #74
a GCRB #81
P GCRB #79
a gcrb #73
P
Rogue
Specialization Progression
Profession
Specialization Tree
Black Market Contacts Bought Info Street Slang Thoughened
Once per session, when purchasing an illegal When making any knowledge skill check, can When making a social skill check in dubious Each rank of Toughened increases your
item, your character may use this talent to instead spend an amount of currency equal to company, suffer a number of strain no character’s wound threshold by two.
� EXP
reduce its rarity by one per rank of Black fifty times the difficulty of the check and auto- greater than ranks in the talent. Add a equal
Market Contacts. matically succeed on the check with one s to the strain suffered.
[Incidental] [action] [Incidental]
tow
a GCRB #72
a tow
a GCRB #75
P
shillings. If purchased for the second time - choose Story Point to add damage equal to ranks in
two skills. that characteristic to one hit of the attack.
[Incidental] [Incidental]
gcrb #75
p tow
a gcrb #73
p GCRB #76
a
ranks in Streetwise (compartment) or five reduce its rarity by one per rank of Black to use this talent to replace uncanceled aa Skulduggery skill instead of Melee (Light). If
times ranks in Streetwise (storage). Market Contacts. with s. the check succeeds, each s adds +2 damage.
[Incidental] [Incidental] [action]
tow
p tow
a tow
a rot #89
a
makes a Negotiation check, they may use this strain threshold by one. choose two skills. Once per session, your acter’s melee defense and ranged defense
talent to add a number of a equal to their character may use this talent to reroll one skill by one.
ranks in Deception to the result. check that uses one of those two skills.
[Incidental] [Incidental]
tow
a GCRB #73
P gcrb #79
a GCRB #80
P
greater than ranks in the talent. Add a equal Charm check. If successful, the combat en-
to the strain suffered. counter becomes a social encounter instead.
[Incidental] [Incidental, oot]
tow
a GCRB #81
P rot #91
a GCRB #73
P
Rogue
Specialization Progression
Profession
Increase ranks in Brawl, Cool Your character may spend 20XP to pur-
Enforcer* and Resillience to 3. chase the Strike to Stun talent.
Purchase the Sucker Punch Your character may spend 15XP to pur-
talent. chase the Urban Combatant talent.
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Street Slang Tavern Brawler Toughened Scathing Tirade
When making a social skill check in dubious Your character adds a to Brawl checks and Each rank of Toughened increases your May use this talent to make an Average (kk)
company, suffer a number of strain no combat checks using improvised weapons. character’s wound threshold by two. Coercion check. For each s one enemy
� EXP
greater than ranks in the talent. Add a equal within short range suffers 1 strain. For each
to the strain suffered. a one enemy suffers 1 additional strain.
[Incidental] [action]
tow
A rot #87
P gcrb #75
P gcrb #77
A
combat. If successful, activate the Disorient inflict a number of strain on the adversary defense a number of times equal to their
quality without spending a. equal to the ranks in Coercion. ranks in Intimidating talent.
[Incidental, oot] [Incidental, oot]
tow
A GCRB #75
P rot #89
A tow
P
they suffer 2 strain each time they perform Upgrade the difficulty of the combat check check, your character may retry the check using a number of rounds equal to your character’s
a maneuver until the end of the encounter. a number of times equal to the strain suffered. Coercion instead of Negotiation. ranks in Coercion.
[Incidental] [Incidental, oot] [Incidental, oot]
rot #84
A gcrb #78
A tow
A gcrb #79
P
results of successful melee combat checks acter’s soak value by one. range deals damage to ally, suffer 3 strain to company, suffer a number of strain no
targeting disoriented or prone targets. inflict a number of strain on the adversary greater than ranks in the talent. Add a equal
equal to the ranks in Coercion. to the strain suffered.
[Incidental, oot] [Incidental]
tow
P gcrb #80
P rot #89
A tow
A
earshot. The target suffers strain equal to Pres- ver, instead of as an action.
ence x2, +1 per s. Heal equal amount of strain.
[action] [Incidental]
gcrb #75
P gcrb #81
P gcrb #81
A gcrb #81
A
Rogue
Specialization Progression
Profession
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
Cool Face Proper Upbringing Street Slang Unremarkable
When another character tries to discern your When making a social skill check in polite When making a social skill check in dubious Other characters add f to any checks made
character's Motivations, they add automatic company, suffer a number of strain up to company, suffer a number of strain no to find or identify your character in a crowd.
� EXP
hh to the check. the ranks in Proper Upbringing to add an greater than ranks in the talent. Add a equal
equal number of a to the check. to the strain suffered.
[Incidental] [Incidental]
tow
p GCRB #74
a tow
a gcrb #75
P
to use this talent to replace uncanceled aa fifty times the difficulty of the check and auto- If purchased for the second time - choose character's ranks in Streetwise or Survival to
with s. matically succeed on the check with one s two skills. the check results.
[Incidental] [action] [Incidental, oot]
tow
a gcrb #72
a GCRB #73
p tow
a
session, your character or one ally may add s equal Skulduggery skill instead of Melee (Light). If strain on that opponent using a social skill,
to the ranks in the skill to one check made in the area. the check succeeds, each s adds +2 damage. the opponent suffers 3 additional strain.
[action] [action]
tow
a gcrb #73
p rot #89
a tow
p
your character is considered "native" to the Commoner or Middle Class social status for company, suffer a number of strain no except the first, your character can hide one
area. Until the end of the session, your char- a big favor. You may use a Negotiation check greater than ranks in the talent. Add a equal additional engaged character. The number of
acter or one ally may add tf to one check. to determine the outcome of the favor. to the strain suffered. characters cannot exceed ranks in Stealth.
[Incidental] [Incidental] [Incidental] [Incidental]
tow
a tow
a tow
a tow
a
the ranks in Proper Upbringing to add an check you make using that skill by two, to
equal number of a to the check. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
p gcrb #73
a gcrb #73
P gcrb #81
a
Rogue
Specialization Progression
Profession
Do NOT purchase the Dirty Your character may spend 10XP to pur-
Tricks and the Backstab talents. chase the Recon talent.
Cat Increase ranks in Coordination The t generated on your character's Skul-
Burglar* Skulduggery and Stealth skills duggery checks may be spend to order
to 4. that whatever your character tried to do
Steal a single item worth at least (or did), is discovered after days or even
500 shillings. months later.
Specialization Tree
Street Slang Grit Rapid Reaction Finesse
When making a social skill check in dubious Each rank of Grit increases your character’s Suffer a number of strain to add an equal When making a Brawl or Melee (Light)
company, suffer a number of strain no strain threshold by one. number of s to a check to determine Initia- check, your character may use Agility instead
� EXP
greater than ranks in the talent. Add a equal tive order. The number may not exceed ranks of Brawn.
to the strain suffered. in Rapid Reaction.
[Incidental] [Incidental, oot] [Incidental]
tow
A GCRB #73
P GCRB #74
A rot #84
A
shillings. check as a maneuver instead of an action. If purchased for the second time - choose to upgrade the difficulty of that adversary’s
two skills. next check.
[Incidental] [Maneuver] [Incidental]
tow
A tow
A GCRB #73
p rot #88
A
greater than ranks in the talent. Add a equal character may use this talent to reroll one Upgrade the difficulty of the combat check Skulduggery skill instead of Melee (Light). If
to the strain suffered. skill check that uses one of those two skills. a number of times equal to the strain suffered. the check succeeds, each s adds +2 damage.
[Incidental] [Incidental] [Incidental, oot] [action]
tow
A GCRB #72
A gcrb #79
A rot #89
A
low your character's trail, add f equal to your except the first, your character can hide one acter’s melee defense and ranged defense character’s wound threshold by two.
character's ranks in Streetwise or Survival to additional engaged character. The number of by one.
the check results. characters cannot exceed ranks in Stealth.
[Incidental, oot] [Incidental]
tow
A tow
A GCRB #80
P GCRB #75
P
check you make using that skill by two, to ranks in Coordination to the results.
a minimum of Easy (k).
[Incidental] [Incidental, oot]
GCRB #73
P GCRB #81
A tow
A GCRB #81
P
Scholar
Specialization Progression
Profession
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
Knack For It Expert Knowledge Clever Retort Animal Expertise
Select one skill. Your character removes Select an area of expertise. Your character Once per encounter, your character may use Add j per rank of the talent to all checks
jj from checks they make using that skill. reduces the difficulty of Knowledge checks this talent to add automatic hh to another when interacting with animals. When dealing
� EXP
If purchased for the second time - choose related to the selected area by one. character’s social skill check. Critical Injury to an animal increase the result
two skills. by 10 per rank of the talent.
[Incidental, oot]
gcrb #73
P tow
P gcrb #73
a tow
P
This may be used a number of times per character may count ranks of Charm as equal related to the selected area by one.
session equal to the ranks in the talent. to ranks in Crafts or Engineering.
[Incidental] [Incidental]
tow
A tow
a gcrb #73
p tow
P
This may be used a number of times per to use this talent to replace uncanceled aa wound per ss if target's wounds exceed
session equal to the ranks in the talent. with s. their wound threshold.
[Incidental] [Incidental] [Incidental] [action]
GCRB #76
a tow
a tow
a tow
a
check to create the functional equivalent choose two skills. Once per session, your reduces the difficulty of Knowledge checks strain threshold by one.
of any item using salvage. The difficulty is character may use this talent to reroll one skill related to the selected area by one.
based on the item’s rarity. check that uses one of those two skills.
[action] [Incidental]
tow
a gcrb #79
a tow
P gcrb #73
P
strain on that opponent using a social skill, This may be used a number of times per check you make using that skill by two, to
the opponent suffers 3 additional strain. session equal to the ranks in the talent. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
P tow
P tow
a gcrb #81
a
Scholar
Specialization Progression
Profession
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
A Brave Face Expert Knowledge Second Wind Clever Retort
Allied characters within medium range of Select an area of expertise. Your character Once per encounter, your character may use Once per encounter, your character may use
your character add j to the checks to recover reduces the difficulty of Knowledge checks this talent to heal an amount of strain equal this talent to add automatic hh to another
� EXP
strain at the end of an encounter (see page related to the selected area by one. to their ranks in Second Wind. character’s social skill check.
117 of the Genesys Core Rulebook).
[Incidental] [Incidental, oot]
tow
p tow
P gcrb #74
a gcrb #73
P
This may be used a number of times per heals one strain. For each a, one ally heals strain on that opponent using a social skill,
session equal to the ranks in the talent. one additional strain. the opponent suffers 3 additional strain.
[Incidental] [action]
tow
p tow
a GCRB #76
A tow
P
a big favor. You may use a Negotiation check to their ranks in Second Wind. character may use this talent to re-roll one to use this talent to replace uncancelled aa
to determine the outcome of the favor. skill check that uses one of those two skills. with s.
[Incidental] [Incidental] [Incidental] [Incidental]
tow
a gcrb #74
a GCRB #79
a tow
a
low your character's trail, add f equal to your to social skill checks targeting them. make an Average (kk) Vigilance check. If suc- Rhetoric add j to all skill checks they make
character's ranks in Streetwise or Survival to cessful, add s or f equal to ranks in Charm for a number of rounds equal to your charac-
the check results. to the other check. If failed, suffer 3 strain. ter’s ranks in Leadership.
[Incidental, oot] [Incidental, oot]
tow
a tow
p tow
a GCRB #78
p
current round, all allied characters improve a maneuver, instead of as an action. to their ranks in Second Wind.
the ability of their checks once.
[Incidental] [Incidental] [Incidental]
tow
a GCRB #76
P GCRB #80
P gcrb #74
a
Scholar
Specialization Progression
Profession
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Gn
Specialization Tree
Clever Retort Expert Knowledge Grit Surgeon
Once per encounter, your character may use Select an area of expertise. Your character Each rank of Grit increases your character’s When your character makes a Medicine
this talent to add automatic hh to another reduces the difficulty of Knowledge checks strain threshold by one. check to heal wounds, the target heals one
� EXP
character’s social skill check. related to the selected area by one. additional wound per rank of Surgeon.
[Incidental, oot]
gcrb #73
a tow
P gcrb #73
P gcrb #74
P
target additionally heals 1 strain per rank of If purchased for the second time - choose spend d on healed character's check to have use this talent to add Vicious quality equal to
Physician. two skills. them suffer wounds equal to those healed. your character's ranks in Medicine.
[Incidental] [Incidental]
tow
P gcrb #73
p tow
a tow
a
tow
P gcrb #79
p rot #84
P tow
P
any Knowledge skill and Intellect instead. choose two skills. Once per session, your short range suffers a Critical Injury (sev. 2 check to heal wounds, the target heals one
This may be used a number of times per character may use this talent to reroll one skill or lower), make an Average (kk) Medicine additional wound per rank of Surgeon.
session equal to the ranks in the talent. check that uses one of those two skills. check. If successful, select the injury suffered.
[Incidental] [Incidental] [Incidental, oot]
tow
a gcrb #79
a tow
a gcrb #74
p
check you make using that skill by two, to heal additional wounds equal to twice your
a minimum of Easy (k). character’s ranks in Apothecary.
[Incidental]
gcrb #81
a gcrb #73
P gcrb #81
P rot #84
p
Scholar
Specialization Progression
Profession
If your character has at least one rank in
the Divine skill, they can work Miracles of
Your character cannot be
Shallya, but they can never work miracles
Priest responsible for the death of any
of other deites or cast spells. Also, most
intelligent being.
of civilised people will think twice before
attacking a priest of Shallya.
Specialization Tree
Expert Knowledge Apothecary Proper Upbringing Pure
Select an area of expertise. Your character When a patient under your character’s When making a social skill check in polite Each rank of Pure increases your character's
reduces the difficulty of Knowledge checks care heals wounds from natural rest, they company, suffer a number of strain up to corruption threshold by one.
� EXP
related to the selected area by one. heal additional wounds equal to twice your the ranks in Proper Upbringing to add an
character’s ranks in Apothecary. equal number of a to the check.
[Incidental]
tow
p rot #84
P GCRB #74
a tow
P
add a to the result of their next social skill to use this talent to replace uncanceled aa strain on that opponent using a social skill,
check. with s. the opponent suffers 3 additional strain.
[Incidental] [Incidental]
EPG #95
a tow
a gcrb #73
p tow
P
a specific set of effects. Reduce the difficulty talent, they may add sa to their next social spells by 2. Reduce the difficulty of all spells by heal additional wounds equal to twice your
of the check to cast the spell by one. skill check (instead of a). 1, but increase the strain suffered by 1. character’s ranks in Apothecary.
[Incidental]
ROT #89
p EPG #95
p EPG #97
a rot #84
p
Discipline and a equal to ranks in Willpower choose two skills. Once per session, your corruption threshold by one. company, suffer a number of strain up to
to the results of the next Divine check during character may use this talent to reroll one skill the ranks in Proper Upbringing to add an
this turn. check that uses one of those two skills. equal number of a to the check.
[maneuver] [Incidental] [Incidental]
EPG #97
a GCRB #79
a tow
P gcrb #73
a
ROT #91
p rot #84
P GCRB #81
P gcrb #73
P
Scholar
The Warrior Priests of Sigmar are members of the Order of the Silver Hammer, one
Additional Career Skills
of four primary orders of the Church of Sigmar. These fanatical cultists tirelessly Discipline, Divine, Leadership, Knowledge (Chaos)
roam the Old World with one goal in mind - fight all forms of evil with the strength
of their arms as well as their faith. Some of them are loners similar to witch hunters,
seeking iniquity on their own, while others command small troops of Empire's sol-
diers or join groups of adventurers.
Specialization Progression
Profession
Specialization Tree
pure Grit Heroic Recovery Cool Face
Each rank of Pure increases your character's Each rank of Grit increases your character’s Choose one characteristic. Once per encoun- When another character tries to discern your
corruption threshold by one. strain threshold by one. ter, spend one Story Point to use this talent character's Motivations, they add automatic
� EXP
1 when making an attack targeting a Chaos character. heals one strain. For each a, one ally heals
adversary. one additional strain.
[action]
tow
P tow
p GCRB #75
p GCRB # 76
a
a specific set of effects. Reduce the difficulty spells by 2. Reduce the difficulty of all spells by 1, for a number of rounds equal to your charac-
of the check to cast the spell by one. but increase the strain suffered by 1. ter’s ranks in Leadership.
[Incidental]
ROT p. 89
P epg #97
a tow
P GCRB #78
P
Discipline and a equal to ranks in Willpower checks for wearing heavy armor (armor with choose two skills. Once per session, your strain threshold by one.
to the results of the next Divine check during +2 soak or higher), using a shield, or not character may use this talent to reroll one skill
this turn. having at least one hand free. check that uses one of those two skills.
[Maneuver] [Incidental]
epg #97
a rot #90
P gcrb #79
a GCRB #73
p
[Incidental]
rot #91
p ROT #91
P gcrb #81
P gcrb #80
a
Scholar
The magic of Amber Wizards focuses on the primal and animalistic nature of every
living being, allowing its practitioners to communicate with wild animals and even
temporarily transform into one of them.
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Swift Rule of Ghur
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Your character does not suffer the penalties for When your character casts an Attack spell,
cast they cause by 10, to a minimum of 01. strain threshold by one. moving through difficult terrain (they move they may use this talent to add the Close
� EXP
through difficult terrain at normal speed with- Combat effect to the spell without increasing
out spending additional maneuvers). the difficulty.
[Incidental]
tow
p gcrb #73
P gcrb #75
p tow
a
character. a specific set of effects. Reduce the difficulty Critical Injury to an animal increase the result
of the check to cast the spell by one. by 10 per rank of the talent.
gcrb #73
p tow
p ROT #89
p tow
P
Face of the Wild College Wizard [Imp.] Rule of Ghur [Imp.] Animal Companion
When you cast a Transform spell on yourself, Your character reduces the result of any Increase m. def by 1, upgrade diff. of Charm Your char creates bond with a silhouette 0 ani-
spend a Story Point to maintain the effects of Miscast they cause by 30 instead of 10, to and Negotiation once. When casting a Conjure mal. Once per round, they may spend a maneuver
�� EXP
the spell until the end of the encounter. a minimum of 01. spell, add Summon Ally for free. Concentrate to direct the animal in performing one action
maneuver is not required to maintain the spell. and one maneuver during your character’s turn.
[Incidental]
EPG #97
A tow
p tow
p gcrb #77
p
to three different effects instead of one. These strain threshold by one. spell, reduce the difficulty of the check by two when interacting with animals. When deal-
effects must be the ones that can be triggered instead of one. ing Critical Injury to an animal increase the
by spending a or t. result by 10 per rank of the talent.
[Incidental]
EPG #97
a gcrb #73
p ROT #91
P tow
p
Rule of Ghur [Sup.] College Wizard [Sup.] Dedication Dire Animal Companion
Once per encounter, your character may When your character causes Miscast, before Each rank of Dedication increases one of The companion increases Br by 1, and Ag or
suffer 4 strain to use this talent to transform determining its result, you may spend a Story your character's characteristics by one. Will by 1. It increases its wounds and strain
�� EXP
into the Embodiment of Ghur until the end of Point to count the result as if rolled “01” thresholds by 4 and gains one rank in Brawl,
the encounter or until incapacitated. Discipline, Perception or Survival.
[maneuver]
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a rot #84
a GCRB #81
P EPG #98
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Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Rule of Shyish Expert Knowledge
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Whenever your character casts an Attack Select an area of expertise. Your character
cast they cause by 10, to a minimum of 01. strain threshold by one. spell, they always add the Holy effect to the reduces the difficulty of Knowledge checks
� EXP
spell without increasing the difficulty. The related to the selected area by one.
effect works against undead adversaries.
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p gcrb #73
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a equal to your character’s ranks in Knowl- character. a specific set of effects. Reduce the difficulty hh to the check.
edge (Chaos) to the result. of the check to cast the spell by one.
[Incidental]
EPG #95
a tow
P ROT # 89
p tow
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a minimum of 01. force all targets to make a Hard (kkk) Fear defense a number of times equal to their
check as an out of turn Incidental. ranks in Intimidating talent.
[Incidental]
gcrb #73
p tow
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A tow
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to three different effects instead of one. These spell, reduce the difficulty of the check by two strain threshold by one. their weapon as one lower to a minimum of 1
effects must be the ones that can be triggered instead of one. when making an attack targeting an undead
by spending a or t. adversary.
[Incidental]
EPG #97
a ROT # 91
p gcrb #73
P ROT #89
p
Rule of Shyish [Sup.] College Wizard [Sup.] Dedication Lesser Caress of Laniph
Whenever a character under the effects of When your character causes Miscast, before Each rank of Dedication increases one of Once per encounter, make an Arcana vs
your character's Curse spell suffers wounds, determining its result, you may spend a Story your character's characteristics by one. Discipline check. If successful, the target suffers
�� EXP
your character heals 2 wounds. Point to count the result as if rolled “01” Heart Attack; your character suffers 3 corrup-
tion and may suffer other terrible consequences.
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A GCRB #81
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Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Intuitive Casting Rule of Aqshy
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Your character adds j for each rank of Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. Intuitive Casting to the first magic check they spell, they always add the Fire effect to the
� EXP
tow
p gcrb #73
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a equal to your character’s ranks in Knowl- character. related to the selected area by one. a specific set of effects. Reduce the difficulty
edge (Chaos) to the result. of the check to cast the spell by one.
[Incidental]
EPG #95
a tow
P tow
p ROT # 89
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a minimum of 01. per encounter, spend a Story Point to create Spend a Story Point to trigger the spell’s Blast
a flaming sword. quality, instead of spending a.
[Incidental] [Incidental]
gcrb #73
p tow
p tow
a EPG #97
a
the difficulty of a combat check targeting your to perform an Attack magic action as strain threshold by one. spell, reduce the difficulty of the check by two
character within medium range by your ranks a maneuver. They cannot cast another spell instead of one.
in Coercion. this round.
[Incidental, oot] [Maneuver]
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a gcrb #73
P ROT #91
p
diately defeat one rival or one minion group effects must be the ones that can be triggered Point to count the result as if rolled “01”
in short range. by spending a or t.
[Maneuver] [Incidental] [Incidental]
tow
a EPG #97
a gcrb #81
P tow
a
Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Expert Knowledge Rule of Azyr
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Lightning effect to
� EXP
related to the selected area by one. the spell without increasing the difficulty.
tow
P GCRB #73
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a equal to your character’s ranks in Knowl- character. Initiative order. a specific set of effects. Reduce the difficulty
edge (Chaos) to the result. of the check to cast the spell by one.
[Incidental] [Incidental]
EPG #95
A tow
P tow
A rot #89
P
a minimum of 01. encounter, spend a Story Point to fly until the make in the current encounter.
end of the encounter.
[Incidental]
GCRB #73
P tow
P tow
a tow
P
character may spend a Story Point to perform strain threshold by one. Intuitive Casting to the first magic check they spell, reduce the difficulty of the check by two
Predict magic action as an out of turn make in the current encounter. instead of one.
Incidental
[Incidental, oot]
tow
a GCRB #73
P tow
P Rot #91
P
effects must be the ones that can be triggered Point to count the result as if rolled “01” acter. The character must be in visual range
by spending a or t. for effect to activate.
[Incidental] [Incidental] [Incidental]
GCRB #81
P epg #97
a tow
a tow
a
Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Expert Knowledge Rule of Chamon
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Impact effect to
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related to the selected area by one. the spell without increasing the difficulty.
tow
p gcrb #73
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a equal to your character’s ranks in Knowl- character. a specific set of effects. Reduce the difficulty
edge (Chaos) to the result. of the check to cast the spell by one.
[Incidental] [Incidental]
EPG #95
a tow
P GCRB #76
A ROT # 89
P
a minimum of 01. Once per encounter, spend a Story Point to and add it to the results. t and d are spent nor-
maintain Augment, Barrier or Conjure spell. mally. Each of the effects can occur once per check.
[Incidental]
gcrb #73
p tow
p tow
a ROT # 90
p
to three different effects instead of one. These strain threshold by one. to twice your character’s ranks in Knowledge. spell, reduce the difficulty of the check by two
effects must be the ones that can be triggered Spend a Story Point to trigger the spell’s Blast instead of one.
by spending a or t. quality, instead of spending a.
[Incidental] [Incidental]
EPG #97
a gcrb #73
p EPG #97
a ROT # 91
p
Dedication Rule of Chamon [Sup.] College Wizard [Sup.] The Golden Touch
Each rank of Dedication increases one of At the beginning of the encounter, your char- When your character causes Miscast, before Spend d or hh from the attacker’s melee
your character's characteristics by one. acter may spend a Story Point to perform an determining its result, you may spend a Story combat check to stagger the attacker until
�� EXP
Augment or Barrier magic action as an out of Point to count the result as if rolled “01” the end of their next round.
turn Incidental.
[Incidental, oot] [Incidental] [Incidental, oot]
GCRB #81
p tow
a tow
a tow
a
Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Expert Knowledge Rule of ulgu
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character While resolving an Attack or Curse spell
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks check, you may spend a to Disorient the
� EXP
related to the selected area by one. target for a number of rounds equal to your
character's ranks in Knowledge (Chaos).
[Incidental]
tow
p gcrb #73
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p tow
A
a equal to your character’s ranks in Knowl- character. a specific set of effects. Reduce the difficulty
edge (Chaos) to the result. of the check to cast the spell by one.
[Incidental]
EPG #95
a tow
p gcrb #75
p ROT # 89
P
a minimum of 01. Point to maintain the effects of the Mask spell character's ranks in Streetwise or Survival to
until the end of the encounter. the check results.
[Incidental] [Incidental, oot]
gcrb #73
p tow
p tow
a tow
a
spend aaa or t to instantly vanish and strain threshold by one. spell, reduce the difficulty of the check by two except the first, your character can hide one
reapear at any location within long range. instead of one. additional engaged character. The number of
characters cannot exceed ranks in Stealth.
[Incidental] [Incidental]
EPG #97
a gcrb #73
p tow
P tow
a
Point to count the result as if rolled “01” rules of the effect. and reappear in any other known location. They
may take up to 5 allies, but add j per each.
[action]
tow
p TOW
P GCRB #81
P EPG #97
a
Scholar
Specialization Progression
Profession
Specialization Tree
College Wizard Grit Expert Knowledge Rule of Ghyran
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Add j to magic checks while in the rural env
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks and j while in the urban env. When casting an
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related to the selected area by one. Attack spell, you may add the Non-lethal effect
to the spell without increasing the difficulty.
[Incidental]
tow
p gcrb #73
P tow
P tow
A
a equal to your character’s ranks in Knowl- character. a specific set of effects. Reduce the difficulty Discipline or Cool, to recover strain at the end
edge (Chaos) to the result. of the check to cast the spell by one. of an encounter.
[Incidental] [Incidental]
EPG #95
a tow
P ROT #89
p gcrb #74
a
Grit College Wizard [Imp.] Rule of Ghyran [Imp.] Awakening of the Forest
Each rank of Grit increases your character’s Your character reduces the result of any Increase wounds thr. by 2. When your char- Suffer 2 strain: make a Hard (kkk) Arcana
strain threshold by one. Miscast they cause by 30 instead of 10, to acter and their allies within short range are check targeting a tree within short range.
�� EXP
a minimum of 01. healing via natural rest: 1 Story Point - they Successful check awakens the tree that now
heal wounds equal to ranks in Magic (Arcana). obeys your character's orders.
[Incidental] [action]
gcrb #73
p tow
p tow
A TOW
A
spend aaa or t to instantly vanish and strain threshold by one. spell, reduce the difficulty of the check by two to three different effects instead of one. These
reapear at any location within long range. instead of one. effects must be the ones that can be triggered
by spending a or t.
[Incidental] [Incidental]
EPG #97
a gcrb #73
p ROT #91
P EPG #97
a
Rule of Ghyran [Sup.] College Wizard [Sup.] Dedication Awakening of the Forest
Once per session: Your character + allies When your character causes Miscast, before Each rank of Dedication increases one of [Imp.]
within short range heal a number of wounds determining its result, you may spend a Story your character's characteristics by one.
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Specialization Progression
Profession
Specialization Tree
College Wizard Grit Expert Knowledge Rule of Hysh
Your character reduces the result of any Mis- Each rank of Grit increases your character’s Select an area of expertise. Your character Whenever your character casts an Attack
cast they cause by 10, to a minimum of 01. strain threshold by one. reduces the difficulty of Knowledge checks spell, they always add the Holy effect to the
� EXP
related to the selected area by one. spell without increasing the difficulty. The
effect works against Chaos and Daemons.
tow
p gcrb #73
P tow
P tow
P
a equal to your character’s ranks in Knowl- character. determine Initiative order when facing Chaos
edge (Chaos) to the result. creatures.
[Incidental] [Incidental]
EPG #95
a tow
P tow
A tow
P
1 when making an attack targeting a Chaos a minimum of 01. a specific set of effects. Reduce the difficulty
adversary. of the check to cast the spell by one.
gcrb #73
p tow
p tow
p ROT # 89
p
to three different effects instead of one. These range upgrade Fear checks once. 2 strain - make corruption threshold by one. spell, reduce the difficulty of the check by two
effects must be the ones that can be triggered an Arcana vs Discipline check vs Chaos or Dae- instead of one.
by spending a or t. mon to stagger for a round +1 round for ss
[Incidental] [action]
EPG #97
a tow
a tow
P ROT # 91
p
Point to count the result as if rolled “01” spend a Story Point to automatically defeat
the target.
[Incidental] [Incidental]
tow
a gcrb #73
P GCRB #81
P tow
a
Soldier
Specialization Progression
Profession
Specialization Tree
Quick Draw Finesse Grit Let's Ride
Once per round draw or holster an easily When making a Brawl or Melee (Light) Each rank of Grit increases your character’s Once per round in your character’s turn, get
accessible weapon or item as an incidental. check, your character may use Agility instead strain threshold by one. on/off a vehicle or animal, or change position
� EXP
Quick Draw also reduces a weapon’s Prepare of Brawn. in a vehicle as an incidental. A short-range fall
rating by one, to a minimum of one. from the mount causes no damage.
[Incidental] [Incidental] [Incidental]
gcrb #74
a rot #84
a gcrb #73
P gcrb #74
a
soak is applied, suffer 3 strain to reduce the to immobilize the target until the end of the half of their strain threshold, they heal two
damage of the hit by two plus ranks in Parry. target’s next turn. additional strain.
[Incidental, oot] [Incidental]
tow
p gcrb #74
a rot #88
A gcrb #73
P
this talent to add a equal to your character’s the diff. of ranged checks targeting your char to the check to determine Initiative order. to direct the mount to perform an action.
ranks in Discipline to the results. a number of times equal to the strain suffered.
[Incidental] [Maneuver] [Maneuver]
tow
a gcrb #77
a tow
p rot #90
a
acter’s soak value by one. character’s wound threshold by two. the mount increase their defense by 1. Your strain threshold by one.
character can maintain control of an un-
trained mount without a Riding check.
GCRB #80
p GCRB #75
p tow
P gcrb #73
p
Specialization Progression
Profession
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Shield Slam Parry Toughened Second Wind
When your character uses a shield to attack When suffers a hit from a melee combat check, Each rank of Toughened increases your Once per encounter, your character may use
a minion or rival, you may spend aaaa after damage is calculated but before soak is character’s wound threshold by two. this talent to heal an amount of strain equal
� EXP
or t to stagger the target until the end of the applied, suffer 3 strain to reduce the damage of to their ranks in Second Wind.
target’s next turn. the hit by two plus ranks in Parry.
[Incidental] [Incidental, oot] [Incidental]
rot #84
a GCRB #74
a GCRB #75
P GCRB #74
a
ranged attacks as well as melee attacks target- reduce the damage of an attack targeting an the diff of melee checks targeting your char Cool or Discipline to make a check to recover
ing your character. engaged ally. a number of times equal to the strain suffered. strain at the end of the encounter.
[Incidental, oot] [Incidental, oot] [Maneuver] [Incidental]
rot #87
a rot #87
a GCRB #75
a tow
a
round of combat. If successful, activate the soak is applied, suffer 3 strain to reduce the
Knockout quality without spending a damage of the hit by two plus ranks in Parry.
[Incidental, oot] [Incidental, oot]
tow
a GCRB #74
a GCRB #75
P tow
P
suffers wounds, spend one Story Point to this talent to heal an amount of strain equal the allies add j to combat checks. If one or Until the end of your char’s next turn, upgrade
reduce wounds suffered by a number equal to their ranks in Second Wind. more allies engaged with your character also the diff of melee checks targeting your char
to your character's ranks in Resilience. have the talent, add up to a maximum of jj a number of times equal to the strain suffered.
[Incidental, oot] [Incidental] [Maneuver]
tow
a GCRB #74
a rot #91
p GCRB #75
a
Specialization Progression
Profession
Specialization Tree
Hamstring Shot Quick Draw Well Organized Swift
Once per encounter, make a ranged combat Once per round draw or holster an easily Each rank of Well Organized increases your Your character does not suffer the penalties
check. If the check is successful, halve the accessible weapon or item as an incidental. character’s encumbrance threshold by two. for moving through difficult terrain (they
� EXP
damage dealt. The target is immobilized Quick Draw also reduces a weapon’s Prepare move through difficult terrain at normal speed
until the end of its next turn. rating by one, to a minimum of one. without spending additional maneuver).
[action] [Incidental]
TOW
A GCRB #74
A TOW
P GCRB #75
P
the diff of ranged checks targeting your char this talent to add a equal to your character’s
a number of times equal to the strain suffered. ranks in Discipline to the results.
[Maneuver] [Incidental]
GCRB #77
A GCRB #73
P TOW
A TOW
P
at the head of the target. character’s allies, downgrade the difficulty of crease your weapon’s range by one range band.
the check once. This lasts for the duration of the combat check.
[Incidental]
TOW
P ROT #90
P GCRB #78
A GCRB #75
P
character’s wound threshold by two. strain threshold by one. 2 strain. During the next combat check, acter’s soak value by one.
decrease the target’s defense by the ranks in
the talent.
[Incidental]
GCRB #75
P GCRB #73
P TOW
A GCRB #80
P
at the head of the target. decrease the target’s defense by the ranks in You may apply any Critical Injury of the same
the talent. severity to the target instead.
[Incidental] [Incidental]
TOW
P TOW
A GCRB #79
A gcrb #81
P
Soldier
Specialization Progression
Profession
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Reckless Charge Breakthrough Second Wind Toughened
After using a maneuver to move to engage an With Melee (Heavy) weapon, suffer strain no Once per encounter, your character may use Each rank of Toughened increases your
adversary, suffer 2 strain to add sshh greater than ranks in the talent. Decrease def this talent to heal an amount of strain equal character’s wound threshold by two.
� EXP
to the results of the next melee combat check of engaged enemy by the strain suffered until to their ranks in Second Wind.
made this turn. the end of your character's next turn.
[Incidental] [Maneuver] [Incidental]
rot #89
a tow
a GCRB #74
a GCRB #75
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a number of times equal to their ranks in to immobilize the target until the end of the soak is applied, suffer 3 strain to reduce the Cool or Discipline to make a check to recover
Intimidating talent. target’s next turn. damage of the hit by two plus ranks in Parry. strain at the end of the encounter.
[Incidental] [Incidental, oot] [Incidental]
tow
P ROT #88
a gcrb #74
a tow
a
to their ranks in Second Wind. ing equal to your character’s ranks in Melee
(Heavy). The Blast quality affects allies.
[Incidental]
gcrb #74
a GCRB #75
p rot #90
p tow
P
greater than ranks in the talent. Decrease def your character increases their melee defense the allies add j to combat checks. If one or Until the end of your char’s next turn, upgrade
of engaged enemy by the strain suffered until a number of times equal to their ranks in more allies engaged with your character also the diff of melee checks targeting your char
the end of your character's next turn. Intimidating talent. have the talent, add up to a maximum of jj a number of times equal to the strain suffered.
[Maneuver] [Maneuver]
tow
a tow
p rot #91
p gcrb #75
a
Specialization Progression
Profession
Social Class: Middle Class Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Combat Training Expert Knowledge Proper Upbringing A Brave Face
Athletics or Resilience and Melee (Light) or (Military) When making a social skill check in polite Allied characters within medium range of
Melee (Heavy) are now career skills for your company, suffer a number of strain up to your character add j to the checks to recover
� EXP
Presence may immediately suffer 1 strain to heals one strain. For each a, one ally heals ship add a to combat checks until the end of
perform one maneuver (out of turn). one additional strain. your next turn. Additional ranks increase range.
[action] [action] [Maneuver]
gcrb #73
p GCRB #78
a GCRB #76
A GCRB #75
a
within medium range to reroll all j until the character's Presence rating) may use your ship add a to combat checks until the end of for a number of rounds equal to your charac-
end of the following round. character's ranks in Gunnery. your next turn. Additional ranks increase range. ter’s ranks in Leadership.
[Incidental] [Maneuver]
tow
a tow
p GCRB #75
a GCRB #78
p
short range benefit from cover, add a number of engaged allies equal to your ranks in Leader- strain threshold by one. to use the Inspiring Rhetoric talent as a ma-
of j equal to the defense provided by the ship add a to combat checks until the end of neuver, instead of as an action.
cover to their ranged combat checks. your next turn. Additional ranks increase range.
[Maneuver] [Incidental]
tow
p GCRB #75
a gcrb #73
p GCRB #80
a
may spend t to allow one ally to suffer 1 strain add damage equal to your ranks in Coordi- the ranks in Proper Upbringing to add an
to perform an action, instead of a maneuver. nated Assault to all combat checks. equal number of a to the check.
[Incidental] [Incidental]
GCRB #80
p tow
a gcrb #73
a gcrb #81
P
Soldier
Specialization Progression
Profession
Increase ranks in Athletics and Crafts is now a career skill for your
Boatswain* Sailing to 3. character.
Purchase the Know the Ropes Your character may spend 15XP to pur-
talent. chase the Regular Maintenance talent.
Specialization Tree
Jackspeak Swift Second Wind Sea Legs
When making a social skill check in company Your character does not suffer the penalties for Once per encounter, your character may use When your character makes a Brawn or Agil-
of sailors, rivermen etc., suffer a number of moving through difficult terrain (they move this talent to heal an amount of strain equal ity based check while on a boat or ship, they
� EXP
strain up to the ranks in Jackspeak to add an through difficult terrain at normal speed with- to their ranks in Second Wind. add j to the check for each rank of Sea Legs.
equal number of a to the check. out spending additional maneuvers).
[Incidental] [Incidental]
tow
a gcrb #75
P gcrb #74
P tow
P
the selected area by one. Add jj to all other soak is applied, suffer 3 strain to reduce the instead of Discipline or Cool, to recover
Crafts check. damage of the hit by two plus ranks in Parry. strain at the end of an encounter.
[Incidental, oot] [Incidental]
tow
p gcrb #74
a GCRB #75
p tow
a
ter adds a number of sequal to their ranks the results. The number may not exceed your the diff. of ranged checks targeting your char add j to the check for each rank of Sea Legs.
in Sailing to the results of the check. character’s ranks in Daring Sailor. a number of times equal to the strain suffered.
[Incidental, oot] [Incidental] [Maneuver]
tow
a tow
a gcrb #77
a tow
p
skill check, you may spend one Story Point of sailors, rivermen etc., suffer a number of this talent to heal an amount of strain equal ter. Allies within medium range (up to your
to use this talent to replace uncanceled aa strain up to the ranks in Jackspeak to add an to their ranks in Second Wind. character's Presence rating) may use your
with s. equal number of a to the check. character's ranks in Gunnery.
[Incidental] [Incidental] [Incidental]
tow
a tow
a gcrb #74
P tow
a
use this talent to cancel the d and add t to um range. Roll two crits - one for your ship, by one.
the results. the other for the second ship. t: +20 to crit.
[Incidental] [action]
tow
a tow
a gcrb #80
P gcrb #81
P
Wanderer
Specialization Progression
Profession
Social Class: Outcast Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Hamstring Shot Combat Training Clever Retort Toughened
Once per encounter, make a ranged combat Athletics or Resilience and Melee (Light) or Once per encounter, your character may use Each rank of Toughened increases your
check. If the check is successful, halve the Melee (Heavy) are now career skills for your this talent to add automatic hh to another character’s wound threshold by two.
� EXP
damage dealt. The target is immobilized character. character’s social skill check.
until the end of its next turn.
[action] [Incidental, oot]
tow
a tow
P gcrb #73
a gcrb #75
P
and Agility. to a minimum of 01. check, your character may retry the check using If purchased for the second time - choose
Coercion instead of Negotiation. two skills.
[Incidental] [Incidental, oot]
rot $84
a gcrb #73
P tow
A gcrb #73
P
decrease the target’s defense by the ranks in against any targets that have not yet taken talent to immobilize the target until the end to your character's ranks in Streetwise or
the talent. their turn in the current encounter. of the target’s next turn. Survival to the results.
[Incidental] [Incidental] [Incidental]
tow
a gcrb #74
p rot $88
a tow
a
results of successful melee combat checks acter’s soak value by one. result they suffer by 10 per rank of Durable, choose two skills. Once per session, your
targeting disoriented or prone targets. to a minimum of 01. character may use this talent to reroll one skill
check that uses one of those two skills.
[Incidental]
tow
p gcrb #80
p gcrb #73
P gcrb #79
a
against any targets that have not yet taken decrease the target’s defense by the ranks in check you make using that skill by two, to
their turn in the current encounter. the talent. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #74
p GCRB #81
P tow
a gcrb #81
a
wanderer
Specialization Progression
Profession
Specialization Tree
Animal Expertise Grit Buns of Steel Let's Ride
Add j per rank of the talent to all checks Each rank of Grit increases your character’s While mounted on beast or vehicle, your Once per round in your character’s turn, get
when interacting with animals. When dealing strain threshold by one. character may make a Simple (-) Riding on/off a vehicle or animal, or change position
� EXP
Critical Injury to an animal increase the result check, instead of Discipline or Cool, to recov- in a vehicle as an incidental. A short-range fall
by 10 per rank of the talent. er strain at the end of an encounter. from the mount causes no damage.
[Incidental] [Incidental]
tow
p gcrb #73
P tow
a GCRB #75
A
the selected area by one. Add jj to all other checks made by allied characters until the end inflict a number of strain on the adversary to the check to determine Initiative order.
Crafts check. of the encounter. If failed, +k instead. equal to the ranks in Coercion.
[Incidental, oot] [Incidental, oot]
tow
p tow
A rot #89
A tow
P
Point to use this talent. Until the end of the range deals damage to ally, suffer 3 strain to Riding check targeting a vehicle within medi- character pilots by one per rank of Defensive
current round, all allied characters improve inflict a number of strain on the adversary um range. Roll two crits - one for your veh, the Driving.
the ability of their checks once. equal to the ranks in Coercion. other for the second veh. t: +20 to crit.
[Incidental] [Incidental, oot] [action]
tow
a rot #89
a tow
P gcrb #80
p
You may apply any Critical Injury of the same check you make using that skill by two, to
severity to the target instead. a minimum of Easy (k).
[Incidental] [Incidental]
GCRB #79
a gcrb #81
P gcrb #73
P gcrb #81
a
Wanderer
Specialization Progression
Profession
Increase ranks in Charm and Your character may spend 25XP to pur-
Actor* Deception to 4. chase the Ruinous Repartee talent.
Purchase two ranks in the Wild Your character may change their social
Improvisation talent. status to Middle Class.
Specialization Tree
Clever Retort Perfect Liar Jump Up Precision
Once per encounter, your character may use After your character makes a Deception Once per round during your character’s When making a Brawl or Ranged check, your
this talent to add automatic hh to another check, they may suffer 1 strain to use this turn, your character may use this talent to character may use Cunning instead of Brawn
� EXP
character’s social skill check. talent to cancel h equal to your character’s stand from a prone or seated position as an and Agility.
ranks in Perfect Liar. incidental.
[Incidental, oot] [Incidental] [Incidental] [Incidental]
gcrb #73
a tow
a gcrb #73
a rot #84
a
within short range. a: inflict 1 strain on an check as a maneuver instead of an action. If purchased for the second time - choose
affected enemy. t: stagger a minion or rival. two skills.
[action] [Maneuver]
tow
p tow
a GCRB #76
A gcrb #73
P
their next skill check. For each a: one ally ben- tive order. The number may not exceed ranks half of their strain threshold, they heal two instead of any other skill and characteristic.
efiting from Encouraging Song heals 1 strain. in Rapid Reaction. additional strain. Increase the difficulty of the check by l.
[Incidental] [Incidental]
tow
a gcrb #74
a gcrb #73
p tow
a
make an Average (kk) Vigilance check. If suc- a social check, roll l and add the results to check, they may suffer 1 strain to use this a Story Point to add number of f equal to
cessful, add s or f equal to ranks in Charm the check, in additional to the d being spent talent to cancel h equal to your character’s ranks in Coordination to the results.
to the other check. If failed, suffer 3 strain. as normal. ranks in Perfect Liar.
[Incidental, oot] [Incidental] [Incidental] [Incidental, oot]
tow
a tow
a tow
a tow
a
instead of any other skill and characteristic. considers themselves your biggest fan and determine Initiative order. The number may
Increase the difficulty of the check by l. becomes a loyal ally not exceed ranks in Rapid Reaction.
[Incidental] [Incidental] [Incidental]
tow
a tow
a gcrb #74
a GCRB #81
P
Wanderer
Specialization Progression
Profession
Master of Increase ranks in Ranged and Your character may spend 20XP to
Survival to 4. purchase the Deadeye talent.
the Hunt* Your character cannot be Riding is now a career skill for your
a Poacher. character.
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Grit Swift One With Nature Forager
Each rank of Grit increases your character’s Your character does not suffer the penalties When in the wilderness, your character may Remove up to jj from any skill checks
strain threshold by one. for moving through difficult terrain (they make a Simple (–) Survival check, instead of made to find food, water or shelter. Checks
� EXP
move through difficult terrain at normal speed Discipline or Cool, to recover strain at the to forage or search the area take half the
without spending additional maneuvers). end of an encounter. time they would normally.
[Incidental]
gcrb #73
p gcrb #75
P gcrb #74
a gcrb #73
P
to your character's ranks in Streetwise or ing Critical Injury to an animal increase the Survival or Streetwise check or suffer stagger until
Survival to the results. result by 10 per rank of the talent. the end of their next turn, + one round per hh
[Incidental] [Maneuver]
tow
p tow
a GCRB #76
p tow
a
this talent to add a equal to your character’s talent to immobilize the target until the end direct the animal in performing one action and acter suffers wounds equal to the number
ranks in Discipline to the results. of the target’s next turn. one maneuver during your character’s turn. reduced.
[Incidental] [Incidental] [Incidental, oot]
tow
a rot #88
a gcrb #77
p tow
a
During the next ranged combat check, the of your character’s next turn, your character when interacting with animals. When deal- combat check, it may upgrade the difficulty
bow gains the Linked quality with a value and allies within short range add jj to com- ing Critical Injury to an animal increase the of the target's next check instead of inflicting
equal to the ranks in the Ranged skill. bat checks against immobilized targets. result by 10 per rank of the talent. damage.
[Maneuver] [Maneuver] [Incidental]
GCRB #79
a rot #90
a tow
P tow
a
Specialization Progression
Profession
Social Class: Outcast Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Forager Swift Jump Up Toughened
Remove up to jj from any skill checks Your character does not suffer the penalties for Once per round during your character’s Each rank of Toughened increases your
made to find food, water or shelter. Checks moving through difficult terrain (they move turn, your character may use this talent to character’s wound threshold by two.
� EXP
to forage or search the area take half the through difficult terrain at normal speed with- stand from a prone or seated position as an
time they would normally. out spending additional maneuvers). incidental.
[Incidental]
gcrb #73
p gcrb #75
P gcrb #73
a GCRB #75
P
checks. Allies engaged with your character Quick Draw also reduces a weapon’s Prepare If purchased for the second time - choose to upgrade the difficulty of that adversary’s
add jj instead. rating by one, to a minimum of one. two skills. next check.
[Incidental] [Incidental]
GCRB #76
p gcrb #74
a gcrb #73
p ROT #88
a
character may use this talent to reroll one decrease the target’s defense by the ranks in check as a maneuver instead of an action. Upgrade the difficulty of the combat check
skill check that uses one of those two skills. the talent. a number of times equal to the strain suffered.
[Incidental] [Incidental] [Maneuver] [Incidental, oot]
GCRB #79
a tow
a tow
a gcrb #79
a
check to heal one wound per s, or one weapon and rolling the result, suffer 2 strain. Strike to any combat checks they make the allies add j to combat checks. If one or
wound per ss if target's wounds exceed You may apply any Critical Injury of the same against any targets that have not yet taken more allies engaged with your character also
their wound threshold. severity to the target instead. their turn in the current encounter. have the talent, add up to a maximum of jj
[action] [Incidental]
tow
a GCRB #79
a gcrb #74
P rot #91
p
of the check by one. The weapon gains Con- decrease the target’s defense by the ranks in
cussive 1 item quality for the check. the talent.
[Incidental] [Incidental]
tow
a GCRB #75
P tow
a gcrb #81
P
Wanderer
Specialization Progression
Profession
Learn the terrible truth about Your character counts the Critical
Exterminator ratlike mutants. rating of their weapon as one lower to
Increase ranks in Resilience to 3. a minimum of 1 when making an attack
Increase ranks in Streetwise to 4. targeting Skavens.
Specialization Tree
Precision Small, But Vicious Dog Swift Dark Street
When making a Brawl or Ranged check, your Your character gains mid-sized dog. Once per Your character does not suffer the penalties For each rank of the talent, remove one
character may use Cunning instead of Brawn round, they may spend maneuver to direct for moving through difficult terrain (they uncanceled h from Perception, Vigilance,
� EXP
and Agility. the dog in performing one action and one move through difficult terrain at normal Streetwise, or Knowledge checks when in the
maneuver during your character’s turn. speed without spending additional maneu- sewers or in similar location.
[Incidental]
rot #84
a tow
P GCRB #75
P tow
P
skills, as long as the dog is within hearing and Critical Injury to an animal increase the result to a minimum of 01.
visual range of your character. by 10 per rank of the talent.
tow
P tow
p GCRB #73
p GCRB #75
p
of the target's next check instead of inflicting acter suffers wounds equal to the number Streetwise, or Knowledge checks when in the Upgrade the difficulty of the combat check
damage. reduced. sewers or in similar location. a number of times equal to the strain suffered.
[Incidental] [Incidental, oot] [Incidental, oot]
tow
a tow
a tow
P GCRB #78
a
a maneuver. Until the end of your character's when interacting with animals. When dealing Point to force one character to make a Vigilance vs of your character’s next turn, your character
next turn, target character within dog's short Critical Injury to an animal increase the result Survival or Streetwise check or suffer stagger until and allies within short range add jj to com-
range increases their melee defense by one. by 10 per rank of the talent. the end of their next turn, + one round per hh bat checks against immobilized targets.
[Incidental] [Maneuver] [Maneuver]
tow
a tow
P tow
a rot #90
a
(kkk) Coordination check. If successful, do not a Story Point to substitute all j in opponent's
suffer the Injury, but the dog dies. pool to f before the roll is made.
[Incidental, oot] [Incidental, oot]
tow
a GCRB #80
P tow
a gcrb #81
p
wanderer
Specialization Progression
Profession
Specialization Tree
Jackspeak Grit Swift Nimble Steersman
When making a social skill check in company Each rank of Grit increases your character’s Your character does not suffer the penalties When making a Sailing check to operate
of sailors, rivermen etc., suffer a number of strain threshold by one. for moving through difficult terrain (they a boat or a barge, your character may use
� EXP
strain up to the ranks in Jackspeak to add an move through difficult terrain at normal speed Agility instead of Intelligence.
equal number of a to the check. without spending additional maneuvers).
[Incidental] [Incidental]
tow
a gcrb #73
P GCRB #75
P tow
A
the selected area by one. Add jj to all other Story Point to add damage equal to ranks in tive order. The number may not exceed ranks instead of Discipline or Cool, to recover
Crafts check. that characteristic to one hit of the attack. in Rapid Reaction. strain at the end of an encounter.
[Incidental] [Incidental] [Incidental]
tow
p GCRB #76
A GCRB #74
A tow
A
in Crafts. strain up to the ranks in Jackspeak to add an ter adds a number of sequal to their ranks the results. The number may not exceed your
equal number of a to the check. in Sailing to the results of the check. character’s ranks in Daring Sailor.
[Incidental] [Incidental, oot] [Incidental]
tow
p tow
a tow
a tow
a
Point to use this talent. Unil the end of the choose two skills. Once per session, your character pilots by one per rank of Defensive ity based check while on a boat or ship, they
current round, all allied characters improve character may use this talent to reroll one Driving. add j to the check for each rank of Sea Legs.
the ability of their checks once. skill check that uses one of those two skills.
[Incidental] [Incidental]
tow
a GCRB #79
a gcrb #80
P tow
p
the results. The number may not exceed your check you make using that skill by two, to
character’s ranks in Daring Sailor. a minimum of Easy (k).
[Incidental] [Incidental]
tow
a gcrb #81
P gcrb #73
P gcrb #81
A
Wanderer
Specialization Progression
Profession
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
One With Nature Grit Forager Swift
When in the wilderness, your character may Each rank of Grit increases your character’s Remove up to jj from any skill checks Your character does not suffer the penalties for
make a Simple (–) Survival check, instead strain threshold by one. made to find food, water or shelter. Checks moving through difficult terrain (they move
� EXP
of Discipline or Cool, to recover strain at the to forage or search the area take half the through difficult terrain at normal speed with-
end of an encounter. time they would normally. out spending additional maneuvers).
[Incidental]
gcrb #74
a gcrb #73
P gcrb #73
P gcrb #75
P
in a vehicle as an incidental. A short-range fall to a minimum of 01. shillings. checks. Allies engaged with your character
from the mount causes no damage. add jj instead.
[Incidental] [Incidental]
gcrb #74
a gcrb #73
p tow
a gcrb #76
p
ing Critical Injury to an animal increase the character. to your character's ranks in Streetwise or Survival or Streetwise check or suffer stagger until
result by 10 per rank of the talent. Survival to the results. the end of their next turn, + one round per hh
[Incidental] [Maneuver]
tow
P tow
p tow
a tow
a
acter’s melee defense and ranged defense check to heal one wound per s, or one Survival/Streetwise check. Until the end of the ses- choose two skills. Once per session, your
by one. wound per ss if target's wounds exceed sion, your character or one ally may add s equal to character may use this talent to reroll one skill
their wound threshold. the ranks in the skill to one check made in the area. check that uses one of those two skills.
[action] [action] [Incidental]
gcrb #80
p tow
a tow
a gcrb #79
a
additional engaged character. Number of check you make using that skill by two, to
characters cannot exceed ranks in Stealth. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #73
p gcrb #81
P tow
a gcrb #81
a
Wanderer
Specialization Progression
Profession
Specialization Tree
Grit One With Nature Hedge Magic Component Casting
Each rank of Grit increases your character’s When in the wilderness, your character may When casting a spell with the difficulty of When your character casts a spell, they may
strain threshold by one. make a Simple (–) Survival check, instead of 2 or lower, a character may use Cunning use this talent to consume a physical item
� EXP
Discipline or Cool, to recover strain at the instead of Intellect. and add j to the check.
end of an encounter.
[Incidental] [Incidental] [Incidental]
gcrb #73
p gcrb #74
a tow
a EPG #95
a
direct the animal in performing one action and ing Critical Injury to an animal increase the add a to the result of their next social skill wound per ss if target's wounds exceed
one maneuver during your character’s turn. result by 10 per rank of the talent. check. their wound threshold.
[Incidental] [action]
gcrb #77
p tow
P EPG #95
a tow
a
acter suffers wounds equal to the number mine Initiative order. spells by 2. Reduce the difficulty of all spells by
reduced. 1, but increase the strain suffered by 1.
[Incidental, oot] [Incidental] [Incidental]
tow
a gcrb #73
p tow
a EPG #97
a
when interacting with animals. When deal- spend a Story Point to maintain the effects of consisting of a particular magic action and trigger up to three different effects . These
ing Critical Injury to an animal increase the the spell until the end of the encounter. a specific set of effects. Reduce the difficulty effects must be the ones that can be triggered
result by 10 per rank of the talent. of the check to cast the spell by one. by spending a or t.
[Incidental] [Incidental]
tow
p EPG #97
a ROT # 89
P tow
a
direct the animal in performing one action and thresholds by 4 and gains one rank in Brawl,
one maneuver during your character’s turn. Discipline, Perception or Survival.
gcrb #77
p EPG #98
P gcrb #73
P gcrb #81
P
Warrior
Specialization Progression
Profession
Increase ranks in Coercion and Your character may spend 5XP to pur-
Bodyguard* Resillience to 3. chase the Threaten talent.
Purchase two ranks in the Body Your character may spend 15XP to pur-
Guard talent. chase the Heroic Resillience talent.
Specialization Tree
Fast Healer Tavern Brawler Grit Toughened
When your character heals wounds via natu- Your character adds a to Brawl checks and Each rank of Grit increases your character’s Each rank of Toughened increases your
ral rest, they heal two additional wounds. combat checks using improvised weapons. strain threshold by one. character’s wound threshold by two.
� EXP
tow
p rot #87
P gcrb #73
P gcrb #75
P
upgrade the diff of combat checks targeting defense a number of times equal to their reduce the damage of an attack targeting an soak is applied, suffer 3 strain to reduce the
that ally by a number of strain suffered. ranks in Intimidating talent. engaged ally. damage of the hit by two plus ranks in Parry.
[Maneuver] [Incidental, oot] [Incidental, oot]
rot #90
a tow
p rot #87
A gcrb #74
a
checks. Allies engaged with your character upgrade the diff of combat checks targeting of Cool or Discipline to make a check to
add jj instead. that ally by a number of strain suffered. recover strain at the end of the encounter.
[Maneuver] [Incidental]
gcrb #76
p rot #90
a gcrb #75
p tow
a
the allies add j to combat checks. If one or acter’s melee defense and ranged defense check, after damage is calculated but before strain threshold by one.
more allies engaged with your character also by one. soak is applied, suffer 3 strain to reduce the
have the talent, add up to a maximum of jj damage of the hit by two plus ranks in Parry.
[Incidental, oot]
rot #91
p GCRB #80
p gcrb #74
a gcrb #73
p
upgrade the diff of combat checks targeting once with a weapon your character is wield-
that ally by a number of strain suffered. ing, if the enemy is within the weapon’s range.
[Maneuver] [Incidental, oot]
GCRB #81
p gcrb #75
P rot #90
a rot #91
a
Warrior
Specialization Progression
Profession
Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree
Duelist Rapid Reaction Second Wind Parry
Your character adds j to melee combat checks Suffer a number of strain to add an equal Once per encounter, your character may use When suffering a hit from a melee combat
while engaged with a single opponent. Your number of s to a check to determine Initia- this talent to heal an amount of strain equal check, after damage is calculated but before
� EXP
character adds j to melee combat checks tive order. The number may not exceed ranks to their ranks in Second Wind. soak is applied, suffer 3 strain to reduce the
while engaged with three or more opponents. in Rapid Reaction. damage of the hit by two plus ranks in Parry.
[Incidental, oot] [Incidental] [Incidental, oot]
gcrb #73
p gcrb #74
a gcrb #74
a gcrb #74
a
the diff of melee checks targeting your char of engaged enemy by the strain suffered until against any targets that have not yet taken
a number of times equal to the strain suffered. the end of your character's next turn. their turn in the current encounter.
[Maneuver] [Maneuver]
gcrb #75
a tow
P GCRB #76
A gcrb #74
P
to their ranks in Second Wind. tion to the results of the next melee combat d or hhh from the attacker’s check to hit the
check targeting your character this round. attacker once with a Brawl or Melee weapon.
[Incidental] [Maneuver] [Incidental, oot]
gcrb #75
p gcrb #74
a tow
a gcrb #79
a
check - 1 Story Point: while resolving the check, check, after damage is calculated but before Until the end of your char’s next turn, upgrade attacker, they may activate an item quality of
the weapon gains Stun Damage and Stun soak is applied, suffer 3 strain to reduce the the diff of melee checks targeting your char the weapon they used as if they had generated
equal to your character's ranks in Discipline. damage of the hit by two plus ranks in Parry. a number of times equal to the strain suffered. aa on a combat check using that weapon.
[Incidental] [Incidental, oot] [Maneuver]
tow
a gcrb #74
a gcrb #75
a ROT #90
p
check you make using that skill by two, to tive order. The number may not exceed ranks against any targets that have not yet taken
a minimum of Easy (k). in Rapid Reaction. their turn in the current encounter.
[Incidental] [Incidental, oot]
gcrb #81
a gcrb #74
a gcrb #74
P gcrb #81
P
Warrior
Specialization Progression
Profession
Specialization Tree
Animal Expertise Toughened Expert Knowledge (Law) Let's Ride
Add j per rank of the talent to all checks Each rank of Toughened increases your Your character reduces difficulty of Knowl- Once per round in your character’s turn, get
when interacting with animals. When dealing character’s wound threshold by two. edge checks related to Law once. on/off a vehicle or animal, or change position
� EXP
Critical Injury to an animal increase the result in a vehicle as an incidental. A short-range fall
by 10 per rank of the talent. from the mount causes no damage.
[Incidental]
tow
p GCRB #75
P tow
P GCRB #75
a
to the check to determine Initiative order. strain at the end of an encounter (see page If purchased for the second time - choose check, instead of Discipline or Cool, to recov-
117 of the Genesys Core Rulebook). two skills. er strain at the end of an encounter.
[Incidental]
tow
p tow
P GCRB #73
p tow
a
und per ss if target's wounds exceed their quent social skill check a number of times checks. Allies engaged with your character Riding to a single check (using any skill) they
wound threshold. equal to your character's ranks in Bad Cop. add jj instead. make while mounted on beast or vehicle.
[action] [Incidental] [Incidental]
tow
a tow
a GCRB #76
P tow
a
Point to use this talent. Unil the end of the acter’s soak value by one. another character, add a number of s equal make an Average (kk) Vigilance check. If suc-
current round, all allied characters improve to your character's ranks in Streetwise or cessful, add s or f equal to ranks in Charm
the ability of their checks once. Survival to the results. to the other check. If failed, suffer 3 strain.
[Incidental] [Incidental] [Incidental, oot]
tow
a GCRB #80
p tow
a tow
a
quent social skill check a number of times check you make using that skill by two, to
equal to your character's ranks in Bad Cop. a minimum of Easy (k).
[Incidental] [Incidental]
gcrb #81
p GCRB #75
P tow
a gcrb #81
a
Warrior
Specialization Tree
Toughened Power Through Slayer Durable
Each rank of Toughened increases your If your character suffered wounds during an Your character adds j to melee combat Your character reduces any Critical Injury
character’s wound threshold by two. encounter, they may use Resilience instead checks against targets that are silhouette 2 result they suffer by 10 per rank of Durable, to
� EXP
during the same turn by one. to the results of the next melee combat check
made this turn.
[Maneuver] [Incidental]
gcrb #76
A rot #89
a rot #87
p gcrb #80
P
2 strain to hit with the secondary weapon greater. This effect stacks with Slayer talent. on any skill checks using those two character- Upgrade the difficulty of the combat check
(instead of spending aa). istics until the end of the encounter. a number of times equal to the strain suffered.
[Incidental] [Incidental, oot] [Incidental, oot]
rot #90
a tow
P gcrb #79
a gcrb #79
a
checks against Daemon adversaries. This ef- result they suffer by 10 per rank of Durable, to character’s wound threshold by two. attacks for each Critical Injury they are
fect stacks with Slayer and Slayer (Improved) a minimum of 01. currently suffering.
talents.
tow
P gcrb #73
P GCRB #75
P rot #91
P
your character heals 2 strain. diately defeat one rival or one minion group
in short range.
[Maneuver]
tow
P gcrb #80
P gcrb #81
P tow
a
Warrior
Specialization Progression
Profession
Specialization Tree
Street Slang A Brave Face Expert Knowledge (Law) Toughened
When making a social skill check in dubious Allied characters within medium range of Your character reduces difficulty of Knowl- Each rank of Toughened increases your
company, suffer a number of strain no your character add j to the checks to recover edge checks related to Law once. character’s wound threshold by two.
� EXP
greater than ranks in the talent. Add a equal strain at the end of an encounter (see page
to the strain suffered. 117 of the Genesys Core Rulebook).
[Incidental]
tow
a tow
P tow
P GCRB #75
P
strain on that opponent using a social skill, groups (see Genesys Core Rulebook, page If purchased for the second time - choose the diff of melee checks targeting your char
the opponent suffers 3 additional strain. 120). two skills. a number of times equal to the strain suffered.
[Maneuver]
tow
p tow
P GCRB #73
p GCRB #75
a
to your character's ranks in Streetwise or checks. Allies engaged with your character quent social skill check a number of times more allies engaged with your character also
Survival to the results. add jj instead. equal to your character's ranks in Bad Cop. have the talent, add up to a maximum of jj
[Incidental] [Incidental]
tow
a GCRB #76
p tow
a Rot #91
p
to social skill checks targeting them. a Hard (kkk) Perception check. If succeesful, ranks in Body Guard. Choose engaged ally; check in an urban setting, you may spend
for each s identify one prominent physical char- upgrade the diff of combat checks targeting a Story Point to substitute all j in opponent's
acteristics of one person who was at the scene. that ally by a number of strain suffered. pool to f before the roll is made.
[action] [Maneuver] [Incidental, oot]
tow
p TOW
a Rot #90
a tow
a
quent social skill check a number of times of the check by one. The weapon gains Con-
equal to your character's ranks in Bad Cop. cussive 1 item quality for the check.
[Incidental] [Incidental]
gcrb #81
p tow
a GCRB #75
P tow
a
Warrior
Specialization Progression
Profession
Specialization Tree
Templar pure Durable Knack for it
Divine is now a career skill for your character. Each rank of Pure increases your character's Your character reduces any Critical Injury Select one skill. Your character removes
They can only cast one spell using this skill per corruption threshold by one. result they suffer by 10 per rank of Durable, to jj from checks they make using that skill.
� EXP
rot #87
P tow
P GCRB #73
P GCRB #73
P
1 when making an attack targeting a Chaos to have your character heal strain equal to the determine Initiative order when facing Chaos in short range suffers 1 strain. For each a one
adversary. rating of the chosen characteristic. creatures. enemy suffers 1 additional strain.
[Incidental] [Incidental] [action]
tow
P ROT #88
a tow
a GCRB #77
a
using a shield, or not having at least one soak is applied, suffer 3 strain to reduce the a number of rounds equal to your character’s
hand free. damage of the hit by two plus ranks in Parry. ranks in Coercion.
[Incidental, oot]
ROT #89
P GCRB #74
a tow
P GCRB #79
P
The Hammer of Witches Durable Justice of the Citadel Scathing Tirade [sup.]
Once per encounter, make a Hard (kkk) Your character reduces any Critical Injury Once per round may suffer 3 strain to use this Your character may choose to suffer 1 strain to
�� EXP
Divine check. Add j per each s to all magic result they suffer by 10 per rank of Durable, to talent to add damage equal to ranks in Disci- use the Scathing Tirade talent as a maneuver,
checks targeting your character. For every aa a minimum of 01. pline to one hit of a successful melee attack. instead of as an action.
add j to combat checks targeting spellcasters.
[action] [Incidental] [Incidental]
tow
a GCRB #73
P ROT #90
a GCRB #81
a
to the results of the next Divine check during character within medium range by your ranks
this turn. in Coercion.
[Maneuver] [Incidental, oot]
EPG #97
a GCRB #81
P ROT #91
P tow
a
Character Sheet
Character Deſcription
Name: ge: Career: Specialization:
Species: Gender: Height: Profeſſion:
Hair: Eyes: Social claſs: Strength: Flaw:
Notable feat.: Deſire: Fear:
Characteriſtics
Brawn gility Intellect Cunning Willpower Preſence
ttributes
Weapons
Weapon Skill Dmg. Crit Range Encum. On you? Special
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
© Barbara Szymańska 2022. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Chapter 2
New Talents
In this chapter, we present new talents that should be used in addition to selected Genesys Core
Rulebook, Expanded Player's Guide and Realms of Terrinoth talents (see Table 2-3: Genesys Tal-
ents for The Old World Setting). These talents can also be used in other dark fantasy settings.
Craft Specialization
Buns of Steel Tier: 1
Tier: 1 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No For each rank of this talent, select a specif-
While mounted on a beast or vehicle, your ic area of craftsmanship for your character.
character may make a Simple (-) Riding check, When your character makes a Crafts check
Cloth making Making clothes, hats and shoes. Theology Deities and religious beliefs.
Nimble Steersman
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Sailing check to operate a boat
or a barge, your character may use Agility in-
stead of Intelligence.
Perfect Liar
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
After your character makes a Deception check,
they may suffer 1 strain to use this talent to cancel
h equal to your character’s ranks in Perfect Liar.
Power Through
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in an ongoing hostile or actively danger-
ous scene or environment, where your charac-
Torment
Tier: 1
Activation: Passive
Ranked: No
If their target is disoriented, staggered, or
prone, your character adds j to social skill
checks they make.
Well Organized
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Well Organized increases your
character’s encumbrance threshold by two.
74 The Old World: Grim and Perilous
Animal Expertise Chaos Bane
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Your character adds j per rank of Animal Your character counts the Critical rating of their
Expertise to all checks when interacting with weapon as one lower to a minimum of 1 when
a beast or animal (including combat checks). making an attack targeting a Chaos adversary.
Additionally, when inflicting a Critical Injury
to a beast (including Beastmen and Skaven) or
an animal, your character increases the result Combat Training
by 10 per rank of Animal Expertise.
Tier: 2
Activation: Passive
Bad Cop Ranked: No
Athletics or Resilience and Melee (Light) or
Tier: 2
Melee (Heavy) are now career skills for your
Activation: Active (Incidental) character.
Ranked: Yes
Your character may spend aa from a Co-
ercion or Deception check to use this talent Daring Sailor
to upgrade the ability of a single ally’s sub- Tier: 2
sequent social skill check a number of times
Activation: Active (Incidental)
equal to your character's ranks in Bad Cop.
The check must target the same character Ranked: Yes
as your character’s initial check, and it must Before your character makes a Sailing check,
take place during the same encounter. they may add a number of h to the results to
use this talent to add an equal number of s.
The number may not exceed your character’s
Breakthrough ranks in Daring Sailor.
Tier: 2
Activation: Active (Maneuver) Deep Pockets
Ranked: Yes Tier: 2
Once per round, while wielding a Melee Activation: Active (Incidental)
(Heavy) weapon, your character may suffer
Ranked: No
a number of strain no greater than their ranks
in Breakthrough to use this talent. Choose one Once per session, your character may use
enemy engaged with your character; until the this talent to produce a small but narratively
end of your character's next turn, decrease the useful item from their pockets, backpack, or
defense of the target a number of times equal similar receptacle (it turns out the item had
to the strain suffered. been there the whole time). Your GM has fi-
nal say as to what items can be produced with
Deep Pockets, but generally the item should
Burly cost less than 5 Silver Shillings and have an
encumbrance of 0 or 1.
Tier: 2 Note: Inspired by a similar SotB talent.
Activation: Passive
Ranked: No
Your character decreases Cumbersome quality
rating of a weapon they wield by 1.
Regular Maintenance
Tier: 2
Activation: Passive
Ranked: No
The vehicle your character is on increases its
strain threshold by your character's ranks in
Crafts.
Sea Legs
Tier: 2
Activation: Passive
Ranked: yes
When your character makes a Brawn or Agility
based check while on a boat or ship, they add j
to the check for each rank of Sea Legs.
Sixth Sense
Tier: 2
Special Use Permit
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Passive
Your character may make a Vigilance or Disci- Ranked: No
pline check instead of Cool, to determine Ini- Your character does not treat any item as re-
tiative order. stricted (R).
This also means your character can carry a Fire-
Slayer arms and Ranged weapons (including explo-
sives) or transport Gunnery weapons that nor-
Tier: 2 mally would be restricted in public without being
Activation: Passive arrested. However, they can still be arrested for
Ranked: No using such a weapon in an unlawful manner.
Note: Inspired by a similar SotB talent.
Your character adds j to melee combat checks
against targets that are silhouette 2 or greater.
Steady Hand
Small, But Vicious Dog Tier: 2
Activation: Active (Incidental)
Tier: 2
Ranked: No
Activation: Passive
Before your character makes a ranged combat
Ranked: No check, you may spend one Story Point to use
Your character creates a bond with a single this talent to add a equal to your character’s
mid-sized dog with a bad temper. The bond ranks in Discipline to the results.
persists as long as your character chooses, al-
though at your GM's discretion, the bond may
Artillerist
Tier: 3
Activation: Passive
Ranked: No
Gunnery is now a career skill for your charac-
ter. A number of allied characters within me-
dium range may use your character's ranks in
Gunnery instead of theirs when making Gun-
Bad Press
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may make
a Hard (kkk) Knowledge (Academic) check
targeting an easily distinguishable group of
characters (for example members of a particular
guild or servants of a nobleman). If the check is
successful, during the next social encounter, de-
crease strain threshold of all members of the tar-
geted group by your character's Presence rating.
Bloodhound
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes a check to follow
another character’s trail (whether their physical
tracks or a trail of information), you may use this
talent to add a number of s equal to your char-
acter’s ranks in Streetwise or Survival, as appro-
priate for the environment, to the check results.
Note: Originally from the SotC rulebook.
Tier: 3
Activation: Active (Action) Know the Ropes
Ranked: No Tier: 3
While in a rural environment, your charac- Activation: Active (Incidental, Out of Turn)
ter may use this talent to make a Hard (kkk) Ranked: No
Survival check to attempt to heal themselves Once per encounter, before one of your charac-
or any engaged character. If successful, for ter's allies makes a check, you may spend one
each uncanceled s target character heals one Story Point to use this talent. Your character
wound. If target's current wounds exceeded adds a number of s equal to their ranks in
their wound threshold, heal one wound per Sailing to the results of the check. When your
uncanceled ss instead. character uses this talent, you should explain
how their mastery of Sailing helped the other
character accomplish their task.
Heroic Resilience
Tier: 3
Activation: Active (Incidental, Out of Turn)
Master of Shadows
Ranked: No Tier: 3
Once per encounter, when your character suffers Activation: Active (Incidental)
wounds, you may spend one Story Point to use Ranked: No
this talent to reduce wounds suffered by a num- When your character successfully hides from
ber equal to your character's ranks in Resilience. someone by performing a Stealth check, they
may use this talent to automatically hide one
additional character in engaged range for
Improvised Defenses each s except the first. The number of addi-
Tier: 3 tional characters hidden cannot exceed your
character's ranks in Stealth.
Activation: Active (Action)
Ranked: No
Your character may use this talent to make Precise Aim
a Hard (kkk) Engineering check to attempt
to create temporary cover. If the check is suc- Tier: 3
cessful, the cover provides ranged defense of Activation: Active (Incidental)
1 and can cover one character for each uncan- Ranked: Yes
celed s. t can be spend to increase defense Once per round, when your character per-
provided to 2. forms an Aim maneuver, they may suffer 2
Rule of Azyr
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of
Azyr talent to benefit from this talent.
Your character cannot be disoriented and
gains j to all Negotiation checks. Addition-
ally, once per encounter, your character may
spend a Story Point to fly using the hovering
guidelines in the Flying sidebar on page 100
of the Genesys Core Rulebook. This effect re-
mains until the end of the encounter.
Purchasing this talent further changes your
character's appearance, as their eyes become
blue with a faraway look and subtle chill wind
moves their clothes.
Snare
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may spend
a maneuver to use this talent to set a trap. Once
before the end of the encounter, you may spend
a Story Point to force one character in the en-
counter to make an opposed Vigilance vs your
character's Survival or Streetwise check as an
out of turn incidental. If they fail, they are stag-
gered until the end of their next turn, plus one
additional turn per hh.
Snuggery
Additionally, after your character successfully Tier: 3
casts a Mask spell, you may spend one Story Activation: Passive
Point to use this talent to make the illusion last Ranked: No
until the end of the encounter without need for
Your character gains a hidden storage some-
your character to use a concentrate maneuver
where in the nearest city or a hidden com-
to maintain the spell.
partment on the vehicle they are currently
Purchasing this talent also has a narrative ef- traveling by (player's choice). They may store
fect as your character is surprisingly quickly items with a total encumbrance equal to their
forgotten by other people. ranks in Streetwise for hidden compartment
and five times their ranks in Streetwise for
hidden storage. Once per in-game week, it
Share Pain may be moved to another location.
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Stromfels' Wrath
Your character must have purchased the Small, But Tier: 3
Vicious Dog or Animal Companion talent to benefit Activation: Active (Incidental)
from this talent. Ranked: No
When your character's animal companion suf- Once per round on your character’s turn,
fers wounds, your character may use this talent your character may suffer 3 strain to use this
to reduce the wounds by half (rounded up), then talent to add damage equal to their ranks in
your character suffers those wounds instead. Sailing to one hit of a successful melee attack.
Cavalier (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Cavalier tal-
ent to benefit from this talent.
While riding a mount, your character and the
mount increase their defense by 1. In addition,
a Riding check is no longer required to main-
tain control of an untrained mount in combat
or a similarly stressful situation.
Cavalier (Supreme)
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Cavalier tal-
ent to benefit from this talent.
Your character may choose to suffer 1 strain to
use the Cavalier talent as an incidental, instead
of as a maneuver.
Offensive Driving
Tier: 4
Activation: Active (Action)
Ranked: No
While driving a vehicle or sailing, your charac-
ter may use this talent to select one other vehi-
cle within medium range and make an opposed
Riding or Sailing versus Riding or Sailing
check (depending on whether your character
and their opponent are using Riding or Sail-
ing to control their vehicle) targeting the other
character is considered "native" to the area vehicle’s driver or steersman. If successful, roll
- other characters treat them as one of their twice on the Table III.2- 19 Critical Hit Result,
own. In addition, until the end of the game on page 230 of the Genesys Core Rulebook.
session, your character or one of their allies Choose one Critical Hit result to apply to your
may add tf to one check made in the area. character’s vehicle, and the other to apply to the
other vehicle. You may spend t to add +20 to
one Critical Hit result. Your GM may spend d
It's Only a Flesh to add +20 to both Critical Hit results.
Wound
Tier: 4 Prey on the Weak
Activation: Active (Incidental, Out of Turn) Tier: 4
Ranked: No Activation: Passive
Once per session, when a character within Ranked: No
short range suffers a Critical Injury of severity Your character adds two damage to the results
2 or lower, your character may attempt a Aver- of successful melee combat checks targeting
age (kk) Medicine check. If successful, your disoriented or prone targets.
character selects the critical injury suffered, in
lieu of the rolled result.
The Old World: Grim and Perilous 89
Purchasing this talent further changes your
Prime Positions character's appearance, as their hair turns
Tier: 4 completely white and their eyes seem to glow
Activation: Passive with eerie light.
Ranked: No
When your character or their allies within Rule of Ulgu
short range benefit from cover, add a number
of j equal to the defense provided by the cover (Supreme)
to their ranged combat checks. Tier: 4
Activation: Passive
Ranked: No
Recon Your character must have purchased the Rule of
Tier: 4 Ulgu (Improved) talent to benefit from this talent.
Activation: Active (Action) Your character may add the Invisibility effect
Ranked: No to Mask spells, following the normal rules of
To use this talent, your character must spend the effect.
some time (determined by the GM) observing Purchasing this talent further changes your char-
a selected, easy to distinguish area. After that acter's appearance, as they are always accompa-
time, your character may make a Survival or nied by long, barely visible shadows.
Streetwise check, as appropriate to the envi-
ronment. The base difficulty of the check is
Hard (kkk), however it should be increased if Scapegoat
the area is large, secured in any way or full of
hostile inhabitants. Tier: 4
Activation: Active (Action)
If the check is successful, until the end of the
Ranked: No
game session, your character or one of their
allies may add a number of s equal to your Your character must have purchased the Diplomatic
character's rank in the skill used to one check Immunity talent to benefit from this talent.
made in the area. For each t this ability may When your character uses the Diplomatic
be used one additional time. Immunity talent, in addition to the standard
effect, they may make a Daunting (kkkk)
Charm check. If the check is successful, they
Rule of Hysh may point any character from Outcast or Com-
(Improved) moner social group who will then be incrimi-
nated and prosecuted for the crime.
Tier: 4
Activation: Active (Action)
Ranked: No Slayer (Supreme)
Your character must have purchased the Rule of Tier: 4
Hysh talent to benefit from this talent.
Activation: Passive
Your character and their allies within short range Ranked: No
upgrade the ability of Fear checks once. Once per
round, your character may suffer 2 strain to make Your character must have purchased the Slayer (Im-
an opposed Magic (Arcana) versus Discipline proved) talent to benefit from this talent.
check targeting Chaos or Daemon adversary Your character adds j to melee combat checks
within medium range. If the check is successful, against Daemon adversaries. This effect stacks
the target is staggered (even if the target is im-
with the Slayer and Slayer (Improved) talents.
mune to stagger normally), until the end of its
next round plus one round for every uncanceled
ss beyond the first.
Sword Master
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per encounter, after rolling a melee attack
but before resolving the check, you may spend
a Story Point to use this talent. While resolving
the check, the weapon gains the Stun Damage
item quality and the Stun item quality equal to
your character's ranks in Discipline.
Tough Negotiator
Tier: 4
Activation: Passive
Sneaky Bastard Ranked: No
Tier: 4 When your character inflicts a critical remark
Activation: Active (Incidental) (See page 123 of the Genesys Core Rulebook)
Ranked: No in a Negotiation check, they inflict addition-
Once per encounter, when your character al strain to the target equal to your character's
makes a Negotiation check, they may use this ranks in Negotiation.
talent to add a number of a equal to their ranks
in Deception to the result. Urban Combatant
Tier: 4
Strike to Stun Activation: Active (Incidental, Out of Turn)
Ranked: No
Tier: 4
Activation: Active (Incidental) When your character is targeted by a combat
check while in an urban environment, you may
Ranked: No
spend one Story Point to use this talent before the
Your character must have purchased the Backstab or dice pool is rolled. If you do so, your character's
the Sucker Punch talent to benefit from this talent. opponent removes all j added to the check, and
When your character uses either the Backstab or instead adds an equal number of f to the results.
the Sucker Punch talent, in addition to the stan-
The Old World: Grim and Perilous 91
Tier 5
Awakening of the
Forest (Improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Awakening
of the Forest talent to benefit from this talent.
When using Awakening of the Forest, use the
Forest Guardian characteristic (Realms of
Terrinoth, page 179) for the awakened tree, in-
stead of Aemhelin Scion.
Baleful Gaze
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round, when your character is tar-
geted by a combat check from within medium
range, they may spend a Story Point to up-
grade the difficulty of the check a number of
times equal to their ranks in Coercion.
Quick Witted
Tier: 4 College Wizard
Activation: Active (Incidental, Out of Turn)
Ranked: No
(Supreme)
Once per encounter, after another character Tier: 5
makes a social skill check, your character may use Activation: Active (Incidental)
this talent to make an Average (kk) Vigilance Ranked: No
check. If successful, you may add a number of s Your character must have purchased the College Wiz-
or f (your choice) equal to your character’s ranks ard (Improved) talent to benefit from this talent.
in Charm to the other character’s check. If your
When your character causes Miscast, before
character fails, your character suffers 3 strain.
determining its result, you may spend a Story
Point to count the result as if it were rolled “01”.
Weak Spot
Tier: 4
Activation: Active (Incidental)
Combat Fury
Ranked: No Tier: 5
Before your character makes a ranged combat Activation: Passive
check, you may spend a Story Point to use this Ranked: No
talent. While resolving the check, the weapon Each time an adversary or a minion group is
gains the Vicious item quality equal to your defeated within short range of your character,
character's ranks in Firearms or Ranged skill. your character heals 2 strain.
Rule of Chamon
(Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Rule of
Chamon (Improved) talent to benefit from this talent.
At the beginning of an encounter, your charac-
ter may spend a Story Point to perform an Aug-
ment or Barrier magic action as an out of turn
incidental.
Sailor's Luck
Rule of Ghyran Tier: 5
(Supreme) Activation: Active (Incidental)
Tier: 5 Ranked: No
Activation: Active (Incidental) Once per session, after your character's check
Ranked: No generates d, you may use this talent to can-
Your character must have purchased the Rule of Ghy- cel the d and add t to the results.
ran (Improved) talent to benefit from this talent.
Once per session, you may use this talent The Boss
to have your character and their allies with-
in short range heal a number of wounds Tier: 5
and strain equal to your character's ranks in Activation: Passive
Knowledge (Chaos). Incapacitated allies may Ranked: No
be revived if their wounds and strain are re- Your character becomes a leader of a guild,
duced below the thresholds. gang or some other organization. Once per in-
game week, your character may ask for a big
favor from the members of their organization.
Rule of Hysh In addition, your character can ask their orga-
(Supreme) nization members for as many small favors as
they wish, leaving the Game Master to decide
Tier: 5 how many favors is too much.
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Unleash
Hysh (Improved) talent to benefit from this talent. Tier: 5
After your character successfully used the Rule Activation: Active (Maneuver)
of Hysh (Improved) talent, you may spend a Sto- Ranked: No
ry Point to use this talent. The target is automat- Once per round, your character may suffer
ically defeated. If the target was a Daemon, it 1 corruption to perform a maneuver to imme-
returns to the Realm of Chaos immediately. diately defeat one rival or one minion group in
Purchasing this talent changes your character's short range.
appearance even further, as their skin becomes
pale, eyes completely white and their whole body
emanates intense light when they cast their spells. Warlock
Tier: 5
Rule of Shyish Activation: Active (Incidental)
Ranked: No
(Supreme) Once per encounter, your character may suf-
Tier: 5 fer 1 corruption to use this talent. Until the
Activation: Passive end of the encounter, your character can cast
Ranked: No spells without suffering strain and don't need
to perform concentrate maneuvers to sustain
Your character must have purchased the Rule of Shy-
their spells.
ish (Improved) talent to benefit from this talent.
Clever Retort 1 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 73)
Coordinated Assault 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)
Defensive Stance 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)
Dodge 3 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 78)
Face of the Wild 3 Active (Incidental) No Expanded Player's Guide (page 97)
Field Commander 3 Active (Maneuver) Yes Genesys Core Rulebook (page 76)
Heroic Will 3 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 79)
Inspiring Rhetoric (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 80)
It's Only a Flesh Wound 4 Active (Incidental, Out of Turn) No The Old World
Know Somebody 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Know The Ropes 3 Active (Incidental, Out of Turn) No The Old World
Let's Talk This Over 5 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 91)
Man's Best Friend 5 Active (Incidental, Out of Turn) No The Old World
One With Nature 1 Active (Incidental) No Genesys Core Rulebook (page 74)
Parry 1 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 74)
Parry (Improved) 3 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 79)
Proper Upbringing 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Rapid Reaction 1 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 74)
Rule of Azyr (Supreme) 5 Active (Incidental, Out of Turn) No The Old World
Rule of Chamon (Supreme) 5 Active (Incidental, Out of Turn) No The Old World
Scathing Tirade (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 81)
Second Wind 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)
Side Step 2 Active (Maneuver) Yes Genesys Core Rulebook (page 77)
The Golden Touch 4 Active (Incidental, Out of Turn) No The Old World
Threaten 2 Active (Incidental, Out of Turn) Yes Realms of Terrinoth (page 89)
New Skills
and Rules
This chapter introduces new skills and rules Your character should use this
specific for this expansion. Table 3-1: Skills skill if...
for The Old World Setting, includes both new
skills and skills from the Genesys Core Rule- • Your character tries to craft a sword or sim-
book that can be used in this setting. The ple firearm, build a house or a boat.
chapter also introduces some additional rules
• Your character attempts to repair a dam-
and summarizes rules from the Genesys Core
aged weapon or simple piece of equipment.
Rulebook, Realms of Terrinoth and Expanded
Player's Guide. • Your character needs to identify any parts or
tools necessary prior to completing a job.
Magic of the
Old World
This chapter expands magic rules introduced Checks from this expansion.
in the Genesys Core Rulebook and Expanded Divine magic users derive their power from
Player's Guide for The Old World setting. the deity they serve. It makes miracles and
There are two main types of magic: Arcana and blessings much safer, but also confined to dei-
Divine. Arcana magic draws its power from ty's own domain, which greatly limits the mag-
the Winds of Magic, the invisible currents ical actions available to those chosen by the
of magical energy that flow across the world gods. While resolving a Divine check, use Ta-
from the Realm of Chaos. This makes it much ble III.2-4: Spending h and d on Magic Skill
more powerful and versatile, but also extreme- Checks from Genesys Core Rulebook, p. 211 as
ly dangerous even for experienced wizards. usual, however, the selected effect should be
All Arcana magic users gain access to the new explained in the narrative as the wrath of gods.
magic action: Sense Magic, and new maneu- Sets of available magic actions and effects, both
ver: Overcast. However, they are vulnerable to for wizards and priests, are presented in Table
the Curse of Tzeentch and replace Table III.2- 4-1: Available Magic Actions And Effects.
4: Spending h and d on Magic Skill Checks
from Genesys Core Rulebook, p. 211 with Ta-
ble 4-5: Spending h and d on Arcana Skill
Attunement: Spells casted by the character and any other character that casts spells
using the same Lore cannot be dispelled.
+ kk
Blessing: When the target deals damage to an adversary that the GM determines is
the antithesis of the character's deity, each s deals +2 damage, instead of +1. + kk
Enchant Weapon: The target adds damage equal to the character's ranks in
Knowledge (Chaos) or Discipline to armed combat checks.
+ kk
31-35Damaged: If the character is using a magical item, it becomes damaged one step (see Table I.5–4: Repairing
Gear, on page 89 of Genesys Core Rulebook).
36-40 Changer of Ways: Move one Story Point from the player's pool to the GM's pool. If the caster is an NPC,
move one Story Point from the GM's pool to the player's pool instead.
41-45 Warped Time: At the beginning of the next turn, move one player's initiative slot from the top to the
bottom of the initiative order. If the caster is an NPC, move an NPCs initiative slot instead.
46-50 Aethyric Shock: Until the end of the encounter, enemy spellcasters add j when casting a spell that targets
the character.
Exposed: All other spellcasters and creatures attuned to magical energies within a day's travel become
51-55 aware of the character (and depending on their disposition, may be very interested in finding them and
doing them harm).
56-60 Accumulation of Chaos: The character adds hh to the result of their next Arcana check.
61-65 Magical Flare: The spell is slightly more powerful than expected. One character of the GM's choice is
targeted or otherwise affected by the spell as well.
66-70 Hand of Tzeentch: The GM picks the target of the character's spell. If the caster is an NPC, the controlling
player picks the target of the spell instead.
71-75 Overload: The character becomes staggered until the end of their next turn.
76-80 Witch Shall Be Born: Somewhere in range of 100 miles from the character, a magic attuned child is born.
The character suffers 1 corruption.
81-85 Disconnected: The character loses their magical connection and is unable to cast spells for the rest of the
encounter or scene.
86-90 Blinded: The character temporarily loses their sight. Until the end of the encounter, upgrade the difficulty
of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times.
91-95 Touch of Corruption: The character and one of their allies in medium range suffer 1 corruption.
96-100 Open Wound: Your character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys
Core Rulebook p.115).
101-105 Destroyed: If the character is using a magical item, it is completely destroyed.
106-110 Laughter of Dark Gods: Add d to the character's next check.
111-115 Thrown: The character is moved by one range band in random direction, falls prone and suffers from short
range falling damage (see Table I.6–9: Falling Damage, Genesys Core Rulebook p. 112).
116-120 Burst of Corruption: The character suffers 2 corruption.
121-125 Nemesis: A Chaos Daemon of the GM's choice appear in the character's short range. It takes it turns
immediately after the character's turns and will do everything to kill the character.
126-130 Cursed: Until the end of the encounter, the character and all of their allies upgrade the difficulty of all
checks once.
131-135 Windblock: The character suffocates (see Suffocation, Genesys Core Rulebook, p. 112) for a number of
rounds equal to their ranks in Knowledge (Chaos).
136-140 Lineage Concluded: The infection of Chaos renders the character sterile or barren. The character suffers 3
corruption.
141-145 The Pot: Until the end of the game session, the character is transformed into a mundane object of the GM's
choice. The object may be easily destroyed, resulting in death of the character.
146-150 Crushed: The character suffers a Critical Injury. Roll on Table I.6–10: Critical Injury Result (Genesys Core
Rulebook p.115) and add 50 to the result.
151+ Call of the Void: The character is sucked into Realm of Chaos. Usually, this means death.
Journeyman's Staff
These staffs are given to apprentices on the
day they graduate from a College of Magic.
They are made of a variety of materials,
usually related to the specific College,
and represent the journey every
wizard must make on the
way to mastery. When your
character casts a spell
while using a journey-
man's staff, the first
Range effect added to
the spell does not in-
crease the spell's diffi-
culty. In addition, At-
tack spells cast by your
character increase their
base damage by four.
Journeyman's
Wand
Journeyman's wands are awarded
to the best graduates from a Col-
lege of Magic. They are made of
a variety of materials, usually
related to the specific College,
and represents the austerities
every wizard have to make. Once per
The Stigma of
Corruption
This chapter introduces new game resource - then acquired only by purchasing appropriate
corruption. Corruption represents the effects talents, such as Pure.
that the dark influences of Chaos exert on ev-
ery living being. It offers strength and energy
to change things to your advantage, but abus- Suffering
ing it can have terrible consequences. Corruption
Characters can be corrupted in many ways.
Corruption Below we present the most common ones.
Threshold
Your character's corruption threshold rep- Adversaries and
resents how much chaotic influence their bod- Suffering Corruption
ies and minds can withstand before falling into
Chaos. Characters can suffer corruption by con- Minions and Rivals do not suffer corruption. Any-
thing that normally inflicts corruption inflicts
tact with chaotic magic or creatures, but also five wounds per one corruption instead. Nemeses
by embracing the raw power offered by Chaos. can suffer corruption, but never voluntarily.
Corruption can be used as a resource by play-
ers to change the outcome of important skill
checks or to trigger powerful character abilities. Dark Deal
However, recovering from corruption is by no
Chaos Gods are insidious in spirit and often are
means easy and usually requires special effort
willing to help... but for a price. Once per encoun-
and playing against your character's goals.
ter, your character may suffer 1 corruption to add
Your character's starting corruption threshold t to the results of their next skill check.
is determined at character creation, and based
upon species and Presence rating. After you Fulfilling Chaos God's
determine this initial value, increases to Pres-
ence rating after character creation does not
Agenda
increase your character's corruption thresh- Whenever your character does something (on
old; corruption threshold improvements are purpose or not) that contributes to one of the
Social Status
In the Old World's societies social status is al- Middle Class (Tier 2)
most everything - it determines who you are,
how wealthy you are and what you can accom- The middle class, made up of artisans, mer-
plish in life. It's not a surprise that most people chants, academics, some military men, and
judge others by what social group they belong common clergy, usually inhabit cities and oth-
to. In this chapter, we introduce rules to reflect er large industrial and commercial centers of
these complex social relationships. the Empire. Although most of them were not
born rich, they were fortunate enough or tal-
ented enough to acquire the skills that would
Social Groups enable them to lead a life not available to most
of the Empire's population, and some of them
There are four basic social groups in the Old even aspire to the elite social group.
World's society. Moreover, beyond this simple
division, there are outcasts - those who live out- Commoners (Tier 1)
side the boundaries of society. The commoners are the largest and most di-
Aristocracy (Tier 4) verse social group in the Empire. Its repre-
sentatives include simple farmers, soldiers,
Elite of the elite. Kings, lords electors, highest workers, stevedores, but also influential gang
nobility, leaders of major cults, magisters patri- bosses or devious fraudsters. What they all have
archs and matriarchs of Colleges of Magic etc. in common is that they are low born and have
They rule hundreds, thousands, sometimes experienced poverty and the hardships of phys-
tens of thousands of people, and their decisions ical work in their lives, with a little chance of
can shape the entire countries. This social sta- improving their situation.
tus should not be available to the PCs unless
special circumstances exist. Outcasts
Elite (Tier 3) Outlaws, exiles, rebel wizards, mutants, dwar-
ven slayers and many witch hunters. Although
The elite social group mostly consists of the no- very different, what they all share is a life out-
bility, the wealthiest merchants, wizards and the side the boundaries of society. Outcasts are not
highest ranks of the clergy. Their power come a separate social group, rather it covers all those
from their property and connections, and they vagrants who are unable (or unwilling) to find
are unfamiliar with the hardships of the common a place within the rest of the populace. While
folk. Most of these people were born to be rich some may at times appear as heroes to ordinary
and powerful, so if you were not lucky enough to people, as a whole they tend to be hated and
be one of them, only a brilliant military or church feared because they live outside the law, not re-
career can introduce you to this group. stricted by the customs of the common folk.
Equipment and
Vehicles
This chapter includes many of the most popu- with, however, we do not provide specific rules
lar weapons, gear and services to be found in for using item attachments - those are covered
the Old World. Note that the tables of weapons on page 206 of the Genesys Core Rulebook
and armors in The Old World also have a num- and are later supplemented on page 106 of the
ber of HP, or Hard Points. This indicates how Realms of Terrinoth. Feel free to choose what-
many attachments that item can be fitted ever fits best for your campaign.
2 5 1 1
Table 7-6: Animals and Gear
Name Encumbrance Price Rarity
Barding (T) 5 45GC 5
Beast of Burden (T) - 150s 1
Big Cat - 22GC (R) 6
Bird of Prey - 50s 4
Dog - 3s 2
Riding Horse (Riding Beast - T) - 23GC 2
Saddlebags (T) +4 25s 3
War Horse (War Mount - T) - 75GC 6
2 2 ‒1 0
HT Thresh.
0
SS Thresh.
Complement: 4 crew
Silhouette Max Speed Handling 5 4 Passenger Capacity: 12
Consumables: 2 weeks
Control Skill: Riding
Encumbrance Capacity: 100
Complement: 1 driver, 1 guard
Price/Rarity: 300GC/6
Passenger Capacity: 8
Weapons: 2 Light Cannons (Fire Arc Port and
Consumables: None
Fire Arc Starboard; Gunnery; Damage 5; Criti-
Encumbrance Capacity: 40 cal 3; Range[Medium]; Prepare 1)
Price/Rarity: 60GC/4
Rowing Boat
Weapons: None
Simple rowing boat. Typically used by fisher-
River Barge (Small) men, river pilots, smugglers, etc.
Defense Armor
River barges are the most popular means of 2 1 ‒1 0 0
transport. Every day, the crews of these small HT Thresh. SS Thresh.
Silhouette Max Speed Handling 2 2
ships travel the smaller and larger rivers of the
Old World, delivering people and goods, and
avoiding river pirates and greedy tax collectors. Control Skill: Athletics
Complement: 1 rower
Defense Armor
3 2 ‒2 0
HT Thresh.
1
SS Thresh.
Passenger Capacity: 2
Silhouette Max Speed Handling 18 16 Consumables: None
Encumbrance Capacity: 40
Control Skill: Sailing Price/Rarity: 80s/2
Complement: 4 crew Weapons: None
Passenger Capacity: 6 Vulnerable: This vehicle is particularly vul-
Consumables: 2 weeks nerable to incoming fire. All successful com-
bat checks targeting the vehicle add aa to
Encumbrance Capacity: 500
the results.
Price/Rarity: 120GC/5
Weapons: None
Warship
While it might seem that land forces lead the
way in conflicts, most of the Old World na-
tions maintain their own naval fleet, neces-
sary for the security of maritime trade
as well as for protection against inva-
sion from the sea. The largest fleets,
consisting of hundreds of ships, are
commanded by the High Elves, but
the fleets of the Dark Elves, Bretonnia
and the Empire are close to them.
Warship sizes and armaments vary
greatly, ranging from swift, nearly
unarmed units to the enormous Men
O'War - floating fortresses manned by
hundreds of men.
Below we present a warship of the frigate
type. Frigates are fast and maneuverable, and
heavily armed at the same time.
Defense Armor
6 3 ‒2 0
HT Thresh.
3
SS Thresh.
Silhouette Max Speed Handling 55 40
Adversaries of
the Old World
This chapter provides a selection of adversar- ever, do not overdo it! We want the combat to be
ies found in The Old World setting. Unlike challenging in an entertaining way, not hopeless!
other products, we used a simplified approach
for presenting an adversary’s skills, gathering
them instead into 5 groups: Combat, General, Ghoul (Rival)
Knowledge, Magic and Social.
Ghouls are the degenerated descendants of
If an adversary has 3 ranks in the General skill, humans who were reduced to cannibalistic
we assume all skills under the General catego- creatures due to the consumption of raw or de-
ry exist at rank 3. Of course, in some situations caying flesh. They are ugly, stooping creatures
this may make no sense. For example, a Chaos with only a vestigial sense of their former life or
Spawn with 3 ranks in Sailing skill seems ab- personality. Their skin is sallow and filthy, their
surd, and so it’s the up to the GM to determine eyes are bestial and insane, and their snarl-
what applies and what doesn’t. Minions, as ing lips reveal sharp-pointed teeth in slaver-
usual, gain skills only as a group and we mark ing mouths. Dressed only in the rags they pull
them accordingly with a “+”. from their victims, ghouls use their sharp claws
Contrary to the various Genesys settings, The soaked with poison to paralyze those foolish
Old World's adversaries offer a greater chal- enough to step into their crypts.
lenge and danger—even the weakest ones— Skills: Combat 2, General 3, Knowledge 0,
with abilities and talents that present a serious Magic 0, Social 0
threat to the PCs. Combat should always re-
main a last resort in solving problems. Should 3 3 1 2 2 1
this occur, however, make it action packed, Brawn Agility Intellect Cunning Willpower Presence
4 16 1 1
In case you wish to use adversaries from other
settings such as from the Realms of Terrinoth Talents: None
Setting, remember to consider increasing
the damage of their attacks and their wounds Abilities: Ambush predator (when attack-
thresholds. You may even consider decreasing ing a target that has not yet acted this round,
their critical ratings or giving them additional this creature adds jj to its combat checks),
abilities or weapon qualities if necessary. How- Savage (a ghoul increases the damage of its
Soak Value
Intellect Cunning
W. Threshold
Willpower
M/R Defense
Presence
Ungor (Minion)
4 5 0 0 3 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Talents: None Soak Value W. Threshold M/R Defense
4 8 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Skaven
The Skaven are a malevolent and diabolical Equipment: Serrated Sword (Melee [Light];
race of large humanoid rat-creatures that in- Damage 6; Critical 3; Range [Engaged]; Defen-
habit a massive inter-continental subterra- sive 1, Vicious 1], Shield (Melee [Light]; Dam-
nean empire known in their tongue simply as age 3; Critical 5; Range [Engaged]; Defensive 1,
the Under-Empire. They are a cruel, treach- Deflection 1).
erous and highly numerous species that have
since spread their loathsome corruption to the Stormvermin (Rival)
farthest corners of the Old World.
4 3 2 2 2 1
Clanrat (Minion) Brawn Agility Intellect Cunning Willpower Presence
3 3 2 3 2 1 6 16 3 2
Brawn Agility Intellect Cunning Willpower Presence
Soak Value W. Threshold M/R Defense Equipment: Armored fists (Brawl; Damage 9;
4 12 2 2 Critical 3; Range [Engaged]).
combat checks targeting this character once), Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
Daemons
Daemons are a broad category of spiritu-
al beings who represent an aspect of one of
the deities. Although most deities have their
own spiritual messengers, the most common
causes of revelations and possessions are the
Daemons of Chaos.
Daemonette (Rival)
4 3 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence
6 18 1 1
Skills: Combat 2, General 2, Knowledge 0,
Magic 0, Social 4
Talents: Adversary 1 (upgrade the difficulty of
combat checks targeting this character once),
Let's Talk This Over (may make a Daunting
(kkkk) Charm check to switch from combat
encounter to social encounter).
Abilities: Chaos creature (may spend aaa
from a combat or magic check to inflict 1 cor-
ruption to the target), Daemon (decrease the
damage dealt to this adversary by two, unless
the attack came from a magical source), Feast
of corruption (when suffering corruption,
Daemonette heals 5 wounds per corruption
suffered), Seducing Voice (once per encoun-
ter, may make Hard (kkk) Charm check tar-
geting character in hearing range [Medium in
general]. If the check is successful, target char-
acter is charmed by the Daemonette and will
fight on her side if needed. At the beginning
of their turn, the character may make a Hard
• Wither - choose two targets at short or (kkk) Discipline check as an incidental to
medium range and make a Hard (kkk) free themselves from the effects of the charm),
Magic check. If successful, a Grey Seer Twisted Words (may spend aaa from a so-
may choose one additional target for each cial check to inflict 1 corruption to the target).
a and all targets reduce the ability of any
skill checks they make by 1 until the end of Equipment: Scythe-like talons (Brawn; Dam-
the Grey Seer's next turn. When the target age 7; Critical 2; Range[Engaged]; Pierce 1,
suffers strain for any reason, they suffer 1 Vicious 1).
additional strain. The Grey Seer may per-
form the concentrate maneuver to main-
tain effects of this curse.
138 The Old World: Grim and Perilous
Bloodthirster (Nemesis) Abilities: Blood Call (when a Bloodletter dam-
ages a target, they heal wounds equal to the
5 4 2 3 5 1 wounds inflicted), Chaos creature (may spend
Brawn Agility Intellect Cunning Willpower Presence aaa from a combat check to inflict 1 corrup-
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
tion to the target), Daemon (decrease the dam-
8 66 21 3 2 2 age dealt to this adversary by two, unless the
attack came from a magical source), Feast of
Skills: Combat 5, General 4, Knowledge 1, Mag- corruption (when suffering corruption, Blood-
ic 0, Social 2 letter heals 5 wounds per corruption suffered).
Talents: Adversary 2 (upgrade the difficulty of Equipment: Hellblade (Melee [Heavy]; Dam-
combat checks targeting this character twice). age 9; Critical 1; Range [Engaged]; Pierce 3, Vi-
cious 1. Deals +2 damage per s instead of +1.
Abilities: Chaos creature (may spend aaa Magic weapon. This weapon disappears when
from a combat check to inflict 2 corruption Bloodletter is defeated).
to the target), Daemon (decrease the damage
dealt to this adversary by two, unless the attack
came from a magical source), Nemesis Action
(activates twice per round; at his initiative
as normal and at the end of the round, after
all characters have acted), Relentless (Blood-
thirsters ignore the effects of Critical Injuries
and cannot be staggered or forced to flee), Sil-
houette 4, Spontaneous Mutation (if a Blood-
thirster exceeds it's corruption threshold, it
instantly heals all wounds), Terrifying (at the
start of the encounter, all of its opponents must
make a Daunting (kkkk) fear check as an out
of turn incidental), Wrath of Khorne (once per
round, may make opposed Coercion vs Disci-
pline check targeting character within a medi-
um range. If the check is successful, the target
acts as if under the effects of the Berserk talent).
Equipment: Daemonic Axe (Melee (Heavy);
Damage 14; Critical 3; Range [Short]; Pierce 4,
Sunder, Vicious 3, may spend t on a success-
ful combat check to inflict one hit dealing the
weapon's base damage on everyone [except
the Bloodthirster!] engaged with the target.
Magic weapon. This weapon disappears when
Bloodthirster is defeated).
Bloodletter (Rival)
4 3 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
4 12 0 0
Skills: Combat 4, General 4, Knowledge 0,
Magic 0, Social 0
Talents: Rapid Reaction 2 (may suffer up to 2
wounds to add equal number of s to a check
they make to determine Initiative order)
5 16 0 0 3 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Magic 4, Social 2 4 8 0 0
Talents: Adversary 1 (upgrade the difficulty of
combat checks targeting this character once), Skills: Combat +, General +, Knowledge 0,
Conduit (once per encounter, GM may spend Magic 0, Social 0
a Story Point to allow this adversary to per- Talents: None
form a magic action as a maneuver).
Abilities: Chaos creature (may spend aa
Abilities: Chaos creature (may spend aa from a combat to inflict 1 corruption to the
from a combat or magic check to inflict 1 cor- target), Daemon (decrease the damage dealt
ruption to the target), Daemon (decrease the to this adversary by two, unless the attack
damage dealt to this adversary by two, unless came from a magical source), Feast of corrup-
the attack came from a magical source), Feast tion ((when suffering corruption, Blue Horror
of corruption (when suffering corruption, heals 5 wounds per corruption suffered, this
Brawn Agility Intellect Cunning Willpower Presence Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
Daemonette 41-60 3 6 1
0
Pink Horror 61-80
Skills: Combat +, General 0, Knowledge 0,
Plague Bearer 81-100
Magic 0, Social +
Talents: None
Snotling (Minion)
Soak Value W. Threshold M/R Defense
4 8 0 0
1 2 1 3 1 1 Skills: Combat +, General +, Knowledge 0,
Brawn Agility Intellect Cunning Willpower Presence
Magic 0, Social +
Soak Value W. Threshold M/R Defense
with a target, they can spend a maneuver to pre- Soak Value W. Threshold M/R Defense
6 22 14 3 2 1
Skills: Combat 5, General 3, Knowledge 3,
5 3 3 4 4 2
Brawn Agility Intellect Cunning Willpower Presence
Magic 0, Social 2
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
covers an area within long range. The fog can be Soak Value W. Threshold M/R Defense
summons one lesser Daemon of Chaos. The Soak Value W. Threshold M/R Defense
3 6 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0
Talents: None
Abilities: Mist Vision (Shearl adds jj to Vig-
ilance, Perception and ranged combat checks
when outside the mist. However, they ignore
all j gained to checks due to concealment)
Equipment: Short spear (Melee [Light]; Dam-
age 5; Critical 3; Range [Engaged]; Accurate 1)
Grim World of
Perilous Adventure
In this chapter you, the Game Master, can find to overcome their limits. Many of them will die,
guidelines, optional game mechanics and ideas but just as many will become heroes of tavern
how to use the rules presented in the previous tales. It offers tough choices as well as epic mo-
chapters. The Old World is a really capacious ments and is full of black humor - this is how
setting and allows you to play a wide range of we usually play. It is the default tone in The Old
adventures, from classic dungeon crawlers, World: Grim and Perilous, so it does not intro-
through city adventures, court intrigues, in- duce any changes to the rules.
vestigations, exploration and typical rogue sto-
ries. Genesys will be great at each of them, as Grimdark
long as you try to keep them in an adventurous This tone is the gloomiest of those presented.
tone. Due to such a wide range of themes that It is often a fatalistic story about simple people
you can successfully use, treat this chapter as who live in a brutal world, whose goal is not her-
a set of guidelines rather than rules carved in oism but to survive the next day. Wounds are
stone and take whatever fits your stories best. festering, poverty is palpable, and every skir-
mish is extremely dangerous. To play in this
tone, use the following rules:
Three Tones • Remove Wizards from the pool of available
The Old World has many shades and every specializations. Sorcerer is still available.
Game Master probably perceives them a bit • High Elves are no longer a playable species.
differently. It does not lack stories about
heroes, but also about simple people whose • Decrease the corruption threshold of Player
main goal is to survive in gloomy and danger- Characters by 3.
ous realities. To meet the various playstyles, • Increase the difficulty of Fear checks by one.
we defined three tones of the Old World, each • Increase the difficulty of Medicine checks
with some modifications to the rules. to heal wounds by one (but not the difficulty
Dark Heroic of healing Critical Injuries!).
This tone is about ordinary people in extraordi- • Each Critical Injury a character suffers from
nary situations. The characters were not born to adds +20 (instead of +10) to any subsequent
be great heroes, but circumstances force them Critical Injury roll.
The Circle