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The Old World:

Grim and Perilous

an Unofficial Fan-Made Warhammer


Fantasy Rulebook for Genesys RPG
Credits
Development Art inspired by
Mariusz Szymański, Barbara Szymańska, Rekografia, Klaudia Zdanowska
Dave Brown
The Old World map by
Game Design and Writing Kartografia Niepraktyczna
Mariusz Szymański
Playtesters
Graphic Design, Art and DTP Adam Szymański, Piotr Guzowski, Mateusz
Barbara Szymańska Mucha, Bartosz Majcher, Marcin Szymański,
Michał Nonas, Dawid Gdula, Franciszek Tobor,
Proofreading
Agnieszka Majorek, Barbara Szymańska, Wojciech
Dave Brown
Kozłowski, Michał Szymczak, Mateusz Milczarek,
Editing Grzegorz Karaluch, Adrianna Niewiadomska, Rafał
Dave Brown, Grzegorz Karaluch Kiełbasa, Michał Jaworski, Aleksandra Jaworska,
Additional Writing Paweł Kukliński, Bartosz Perliński, Michał Maziarz,
Dave Brown Brice Gill, Wes, Marshall Hodge, Jim Looby

Art models Special thanks to


Jana Nell Antoniewicz, Bartosz Bruski, Pszemek Mateusz Bartosik, Ian Houlihan, Graeme Davis,
Blecharz, Tomek Olejniczak Krzysztof Kowalski

"The Circle" Adventure


Writing Proofreading (PL)
Tomasz Szczypiński Adam Kuć, Krzysztof Kowalski, Lucjan Wilczewski,
Michał Frąckiewicz (Imaginarium RPG), Michał
Additional Writing
Maciąg (pazuremspisane.pl), Tomek Dziedzic
Mariusz Szymański
Graphic Design and DTP Playtesters
Adam Szymański, Bartek „Pretor” Badura,
Barbara Szymańska
Bartosz Majcher, Grzegorz Karaluch, Konrad
Art „Cored” Balcerzak, Adrianna Niewiadomska,
Adrianna Niewiadomska Mateusz „Arateniz” Zientara, Mikołaj Machura,
Proofreading (eng) Piotr Guzowski, Wiktor „Viaahtr” Banaszek,
Dave Brown Hubert Stencel, January Kochański, Adam
Kochański, Michał Nonas, Maksymilian
Translation (eng) Kochański, Oktawian Nowak
Grzegorz Karaluch

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-
Workshop Ltd 2000-2022, variably registered not be used for commercial purposes. If you're in-
in the UK and other countries around the world. terested in using it in your own work, please con-
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.

About this Product


This is an unofficial, free fan-made expansion for all of you who love Genesys and the world
of Warhammer Fantasy. It combines some of the best game mechanics of Warhammer Fan-
tasy Roleplay editions 1-4, while keeping the simplicity known from the basic Genesys rules. It
adds many new talents and skills, new career creation and specialization options, new rules for
magic, corruption and social status. The expansion is light in fluff, so you need to have origi-
nal Warhammer's rulebooks and adventures to be able to fully explore the fantastic world of
Warhammer Fantasy. However, feel free to use this supplement to create your own heroic dark
fantasy setting as it adds plenty of new talents, weapons, gear and many other things which may
improve your game sessions.

What do I need to play?


As always, you will need the Genesys Core Rulebook, a bunch of narrative dice (or an app) and
a group of friends, but the expansion relies heavily on Realms of Terrinoth in terms of weapons,
gear, some talents and crafting rules. It also uses (but to a lesser extent) the Expanded Player's
Guide, especially for specialization trees, magic talents and new magic spells, so we advise to
have these two books as well. Additionally, as mentioned earlier, we do not provide the game
setting and adventures other than "The Circle", so Warhammer Fantasy rulebooks (preferably
the 4th edition, which are now easy to get) are necessary to use this suplement to play in War-
hammer Fantasy setting.

The Old World: Grim and Perilous 5


Table of Contents
Chapter 1: Creating Your Character......................................................... 8
Character creation: step by step........................................................ 8
Character Species.................................................................................12
Careers.................................................................................................... 17
Specializations...................................................................................... 19
Selecting first specialization.................................................... 19
Changing specialization.............................................................. 19
Specialization progression and professions.......................... 20
Available Specializations....................................................................21
Craftsmen........................................................................................ 21
nobles...............................................................................................25
Rogues..............................................................................................29
Scholars.......................................................................................... 35
Soldiers...........................................................................................48
Wanderers....................................................................................... 54
Warriors.......................................................................................... 63
Character Sheet................................................................................... 68
Chapter 2: New Talents.............................................................................. 70
Tier 1........................................................................................................ 70
Tier 2........................................................................................................74
Tier 3.........................................................................................................79
Tier 4........................................................................................................ 86
Tier 5........................................................................................................ 92
Chapter 3: New Skills and Rules.............................................................. 103
General Skills...................................................................................... 103
Combat Skills....................................................................................... 104
Knowledge Skills................................................................................ 105
Rules from the Genesys Rulebooks.................................................. 106
Resisting Loss of Consciousness and Instant Death................... 106
Chapter 4: Magic of the Old World.........................................................108
Magic Knowledge Skill......................................................................108
New Spells And Maneuvers.................................................................111
Narrative Descriptions............................................................... 111
Spells in Structured Encounters............................................. 111
New Augment and Barrier Additional Effects....................... 111
Maneuvers......................................................................................112
Miscast and The Curse of Tzeentch..................................................112
Magic Implements.................................................................................114

6 The Old World: Grim and Perilous


Chapter 5: The Stigma of Corruption...................................................... 116
Corruption Threshold........................................................................116
Suffering Corruption..........................................................................116
Exceeding Corruption Threshold....................................................117
Reducing Corruption...........................................................................117
Dark Gifts..............................................................................................117
Chapter 6: Social Status............................................................................ 119
Social Groups........................................................................................119
Using Social Status............................................................................. 120
Chapter 7: Equipment and Vehicles......................................................... 121
Weapons and Armors........................................................................... 121
New Item Qualities.......................................................................121
Melee Weapons............................................................................. 122
Ranged Weapons........................................................................... 124
Armor............................................................................................. 127
Gear and Services................................................................................ 127
Gear................................................................................................ 127
Potions and Elixirs..................................................................... 129
Animals and Related Gear.......................................................... 129
Services......................................................................................... 130
Vehicles.......................................................................................... 131
Chapter 8: Adversaries of the Old World............................................. 133
Ghoul......................................................................................................133
Zombie.................................................................................................... 134
Beastmen............................................................................................... 134
Chaos Spawn - Dark Mass....................................................................135
Skaven.................................................................................................... 136
Daemons................................................................................................. 138
Vampires................................................................................................ 144
Fimir....................................................................................................... 145
Chapter 9: Grim World of Perilous Adventure .................................................. 148
Three Tones.......................................................................................... 148
One Shot Adventures.......................................................................... 149
Running Long Campaigns................................................................... 149
City Adventures and Investigations............................................... 152
Appendixes .........................................................................................................................154
appendix 1: The Circle ........................................................................ 155

The Old World: Grim and Perilous 7


Chapter 1

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.

Character Creation: Step by step


This section summarizes all steps performed • What does your character think about the
during the character creation process. world?
• Why did your character leave home?
Step 1: Determine In the chapter Grim World of Perilous Ad-
Background venture we further explore how character's
background can be utilized during the game.
You should create a basic concept of your char-
acter by coming out with their background.
While this step may seem entirely skippable, Step 2: Select a
it is in fact very important as will later help
you to determine the character's goals and
Character Species
motivations. It also provides a framework for Choose a character species from among the
building your character in terms of the game following: Human, Wood Elf, High Elf, Dwarf,
mechanics. You may quickly create the char- Halfling, Gnome, Imperial Ogre. You may also
acter's background by answering some of the roll on Table 1-1: Character Species to deter-
following questions: mine one randomly. Choosing the character
• Where does your character come from? species has a great impact on both the game
narrative and mechanics. Narratively, it de-
• Who is your character's family? termines how your character is seen by other
• What is your character's social standing? members of society, for example halflings are
seen as great cooks and ogres are usually con-
• How old is your character? sidered mindless brutes. Even if your charac-

8 The Old World: Grim and Perilous


ter escapes those stereotypes, they will proba- Table 1-1: Character Species
bly have to deal with them at some point.
Species d100 result
In terms of the game mechanics, a character
species determines starting characteristic, Human 01-70
derived attributes, starting experience, spe- Dwarf 71-83
cial abilities and specializations available to
Halfling 84-95
your character.
Wood Elf 96-97
Note that at your Game Master's discretion,
the selection of character species may be lim- High Elf 98
ited to only some of the presented options.
Imperial Ogre 99

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.

The Old World: Grim and Perilous 9


Table 1-2: Available Specializations
Wood
Career Human High Elf Dwarf Halfling Ogre Gnome Specialization
Elf
1-3 1-3 1-5 1-5 1-6 1-4 1-5 Artisan
4 - - 6-7 - 5-9 - Executioner
Crafstman
5-7 4-6 6-11 8-11 7-12 10-12 6-10 Merchant
8 - - 12-15 13-14 - 11-14 Military Engineer
9 - 12-13 16-17 - - 15 Duelist
10 7-10 14-19 18-20 15-18 - 16-19 Envoy
Noble
11 11-12 20 - 19-20 - - Highwayman
12 13-14 21-24 - - - - Knight
13 15 25-26 21 21-23 - 20-22 Assassin
14-16 16-17 27-29 22-24 24-29 - 23-28 Charlatan
17-19 18-19 - 25-27 30-33 13-14 29-33 Fence
Rogue
20-22 20-21 30-32 28-31 34-36 15-20 34-37 Racketeer
23 22-24 33-37 32-33 37-40 - 38-43 Spy
24-27 25-29 - 34-36 41-46 21-22 44-49 Thief
28-30 30-32 38-44 37-39 47-49 - 50-56 Academician
31-33 33 45-47 40-42 50-51 - 57-59 Agitator
34-36 34-38 48-52 43-44 52-57 - 60-63 Physician
Scholar
37 - - - - - - Priest
38 - - - - - - Warrior Priest
39 - - - - - - Wizard
40-42 39-40 53-56 - - - - Cavalryman
43-46 41-42 57-60 45-50 58-59 23-31 64 Foot soldier
47-50 43-49 61-65 51-53 60-63 - 65-66 Marksman
Soldier
51-54 50-54 66-69 54-58 64-67 32-40 67-69 Mercenary
55 55 70-72 59-63 68-69 41-45 70 Officer
56-58 - 73-78 - 70-71 - - Sailor
59-61 56-59 79-80 64-66 72-73 46-53 71 Bounty Hunter
62-65 60-62 81-82 67-69 74-76 - 72 Coachman
66-68 63-67 83-86 70-73 77-80 - 73-79 Entertainer
69-72 68-74 87-88 74-75 81-82 54-60 80-81 Hunter
Wanderer 73-74 75-79 89-90 76-77 83-84 61-69 82-84 Outlaw
75-77 80 - 78-80 85-87 - 85-87 Ratcatcher
78-82 - - 81 88-89 - 88 Riverman
83-85 81-87 91-93 82-84 90-94 70-74 89-91 Scout
86 88-90 - - - 75-77 92-95 Sorcerer
87-89 91-93 94-96 85-88 95 78-86 96-97 Bodyguard
90-91 94-97 97-100 89-93 96 87-93 98 Champion
92-95 98-00 - - 97 - - Roadwarden
Warrior
- - - 94-96 - - - Slayer
96-99 - - 97-00 98-00 94-00 99-00 Watchman
00 - - - - - - Witch Hunter

10 The Old World: Grim and Perilous


If your character is a Human, you may now
choose two non-career skills as per species de- Ranald's Luck
scription. Your character starts with one rank If you think Ranald is on your side today, instead of
in those two skills. choosing a character's species or specialization, you
can roll d100 and compare the result with Tables 1-1
Table 1-3: Lores of Magic or 1-2. This will give you an extra 5XP if you chose
a character's species or specialization this way, or
Lore of Magic d100 result 15XP if you chose both. However, you must accept
Amber Wizard 01-08 the result of the roll.
This XP cannot be spend on characteristics, just
Amethyst Wizard 08-15
skills and talents.
Bright Wizard 16-30

Celestial Wizard 31-45

Gold Wizard 46-60


Step 5: Determine
Grey Wizard 61-70
Derived Attributes
Jade Wizard 71-85 During this step you should determine your
character's wound threshold, strain thresh-
White Wizard 86-100 old, defense and soak by following the rules
presented in the Genesys

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.

The Old World: Grim and Perilous 11


Core Rulebook, page 45. However, in The Old character trait allows them to persevere in the
World: Grim and Perilous there is also one face of adversity? What flaws hinder their
additional attribute to determine - corruption ability to pursue their goals? Answering these
threshold. Corruption threshold represents questions will let you come out with four Mo-
how quickly your character succumbs to the tivations: Desire, Fear, Strength and Flaw.
influence of Chaos. Your character’s starting You may also select them randomly by using
corruption threshold is determined by adding tables provided in the Genesys Core Rule-
the corruption threshold for their species to book, page 47 and onward.
their Presence rating (after spending start-
ing XP). After you determine this initial value,
further increases to your character’s Presence Step 7: Choose
rating do not increase their corruption thresh-
old—corruption threshold improvements are
Appearance and
acquired by purchasing talents, such as Pure. Personality
Rules for corruption are later explained in the
When you have your character's physical and
chapter The Stigma of Corruption.
mental characteristic completed, it is time for
some final touches. While it is not reflected
Step 6: Determine in the game mechanics, how your character
Character looks and who they are is extremely import-
ant narratively.
Motivation Note that while Genesys Core Rulebook al-
Determining character's motivations is as im- lows you to purchase equipment in this step,
portant as a character’s physical characteris- in The Old World: Grim and Perilous gear is
tics. Motivation includes a character’s driving determined by the character's starting career
forces: what ultimate goal is your character and specialization. All you have to do is to sim-
pursuing? What are they most afraid of? What ply write it down on your character's sheet.

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

12 The Old World: Grim and Perilous


• Mark of Chaos SPECIES ABILITY
Once per session, after a Human makes
a check, they may reroll any one die in the
2 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
pool not displaying a d.
• Wound Threshold

Wood Elf 9 + Brawn

Also known as Asrai, Wood Elves are a secre- • Strain Threshold


tive and highly isolationist race of Elves that 10 + Willpower
long ago voluntarily split off from the rest of
• Corruption Threshold
their kin, preferring instead to live out their
lives in Nature’s embrace beneath the en- 8 + Presence
chanted forest canopy of Athel Loren. They • Starting Experience
rarely appear in the lands of the Empire, and
even then they try to avoid all unnecessary 80
contact with humans. • Starting Skills
A Wood Elf starts with one rank in Vigilance
and may choose between one rank in either
Ranged or Survival during character creation.
They obtain this rank before spending expe-
rience points, and these skills may not be in-
creased higher than rank 2 during character
creation.
• Available Specializations
Specializations available to Wood Elf charac-
ters are marked with WE symbol.
• Blessing of Isha
Wood Elves add j to all Brawn, Agility and
Willpower based checks while in a forest.

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

• Available Specializations When a Magic check targets a Dwarf, up-


grade the difficulty of the check once. Dwarfs
Specializations available to High Elf charac- cannot increase ranks in Magic (Divine) and
ters are marked with HE symbol. Magic (Arcana) skills.
• Aura of Nobility
When making a social skill check, High Elves Halfling
act as if they were of one social group higher
than they really are to a maximum of Aristoc- Halflings are a  species of short humanoids
racy. If the character is an Outcast, they act as dwelling primarily in The Moot and various
a Middle Class. other scattered regions in the Old World. They
seem to be joyful and carefree people which,
combined with their small size, makes other
Dwarf races perceive them as vulnerable.

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

14 The Old World: Grim and Perilous


obtain this rank before spending experience
points, and these skills may not be increased Gnome
higher than rank 2 during character creation. Gnomes, or Gnommi as they call themselves,
• Available Specializations are short and wiry, with faces distinguished by
Specializations available to Halfling charac- large ears and prominent noses.
ters are marked with Ha symbol. Due to their small size, usually confused by
• Fieldwarden humans with halflings, gnomes go to great
lengths not to dissuade people from this mis-
Halflings upgrade the ability of melee combat take. As a species naturally marked by magic,
checks once when targeting characters who are they have fallen victim to wizards, inquisitive
of a larger silhouette than they are. academics and witch hunters for centuries.
• Small Though times have changed, the gnomes still
remember past grievances and try to isolate
Halflings are silhouette 0. themselves to the point where their existence
• Chaos Immunity is generally regarded as a mere legend.
Halfings have a  higher corruption threshold, SPECIES ABILITY
but they cannot increase ranks in Magic (Ar-
cana) skill. 2 1 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence

• 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.

The Old World: Grim and Perilous 15


• Fearsome
Imperial Ogre Imperial Ogres add j to Coercion and Leader-
Ogres are a  large, powerfully built species of ship checks, but add j to Charm checks. This
humanoids. Known for their brutality and does not apply when interacting with mem-
insatiable appetite, most of them hail from bers of their own species.
the Ogre Kingdoms, beyond the Worlds Edge • Huge
Mountains in the far east, where they live in
nomadic tribes. Imperial Ogres are silhouette 2.
So called Imperial Ogres differ from their breth- • Gut Strength
ren. They are commonly found in the Moot, liv- Imperial Ogres increase the damage of their
ing among the Halflings with whom they have melee attacks by one, but they need to eat
a strange kindred spirit. They tend to be small- three times as much as other characters or
er and less brutal than their cousins, but poten- they loose this benefit and also decrease their
tially brighter, and usually more civilized. wound threshold by three.
While their size and bad reputation continue • Simple Minded
to cause anxiety and prejudice among
common Oldworlders, Imperial ogres During character creation, Imperial
are an increasingly common sight in Ogres cannot choose Noble and Schol-
the Empire, where they usually serve ar careers.
in the army and mercenary companies,
but also deal in trade, crafts and hard
physical labor.
SPECIES ABILITY

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.

16 The Old World: Grim and Perilous


Careers
The careers listed below are available for (Academic), Melee (Light), Riding. After
players during Step 3: Choose a Career. Each choosing a  specialization, but before spend-
career determines the first six career skills, ing experience during character creation,
followed by four determined by the specializa- a Noble may choose four of their career skills
tion. Similarly, starting gear is determined by and gain one rank in each of them.
both career and specialization. Starting specialization
During character creation a  Noble can pick
Craftsman one of the following specializations for free:
Most commonly found in towns and cities, Duelist, Envoy, Highwayman, Knight.
craftsmen are organized into a  bewildering Starting Gear
variety of guilds that protect their members If you have a Noble character, they start with
from incompetent fraudsters who could un- the following gear in addition to gear gained
dercut profits. Most of them lead a  peaceful, after choosing a  specialization: a  Sword,
work-filled life under the guilds protection. a Fine Cloak.
However some, bored with monotonous work,
respond to the call of adventure.
Career Skills Rogue
Craftsmen count the following skills as ca- Rogues live by taking advantage of opportuni-
reer skills: Coordination, Crafts, Knowledge ties and are not afraid to bend or even break
(Academic), Negotiation, Riding, Perception. the law to achieve their goals. Following the
After choosing a  specialization, but before principle that more people means more op-
spending experience during character cre- portunities to catch, rogues naturally flock to
ation, a  Craftsman may choose four of their big cities where they become experts in city
career skills and gain one rank in each of them. survival.
Starting specialization Career Skills
During character creation a  Craftsman can Rogues count the following skills as career
pick one of the following specializations for skills: Cool, Coordination, Melee (Light), Skul-
free: Artisan, Executioner, Merchant, Mili- duggery, Stealth, Streetwise. After choosing
tary Engineer. a  specialization, but before spending experi-
ence during character creation, a Rogue may
Starting Gear choose four of their career skills and gain one
If you have a Craftsman character, they start rank in each of them.
with the following gear in addition to gear Starting specialization
gained after choosing a  specialization: Arti-
san's Tools, a Dagger, a Tool Bag. During character creation a Rogue can pick one
of the following specializations for free: Assas-
sin, Charlatan, Fence, Racketeer, Spy, Thief.
Noble Starting Gear
Few are lucky enough to be born of noble If you have a Rogue character, they start with
blood. Destined for wealth and honor, they the following gear in addition to gear gained
tend to look down on the simple, working after choosing a specialization: a Dagger.
people. Some of them, however, leave their
safe palaces, carried by romantic notions of
dangerous adventures. Scholar
Career Skills Whether they are wizards, academic re-
Nobles count the following skills as career searchers, or physicians, scholars are people
skills: Charm, Coercion, Cool, Knowledge who have devoted their lives to the search for

The Old World: Grim and Perilous 17


Academician, Agitator, Physician, Priest,
Warrior Priest, Wizard
Starting Gear
If you have a Scholar character, they start with
the following gear in addition to gear gained
after choosing a specialization: a Dagger.

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.

If you have a Wanderer character, they start with Starting specialization


the following gear in addition to gear gained af- During character creation a  Warrior can pick
ter choosing a specialization: a Dagger, a Back- one of the following specializations for free:
pack, a Bedroll, Flint and Steel, a Waterskin. Bodyguard, Champion, Roadwarden, Slayer,
Watchman, Witch Hunter.
Warrior Starting Gear

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!

The Old World: Grim and Perilous 19


but sometimes specialization progression table
Specialization presents alternatives, however, they almost never
progression and exclude each other. For example, when your char-
professions acter chose a scout specialization, they can later
become outrider or explorer, depending on which
When your character starts a new specialization, set of prerequisites they fulfilled, or they can
it is considered that they are at the lowest tier (first achieve both and benefit from both. Abilities and
profession in the specialization progression ta- additional talents gained by fulfilling prerequi-
ble). For example, if your character changes their sites and changing to new profession are perma-
specialization to the knight, they start as a squire. nent and can only be lost due to in-game events.
By fulfilling certain prerequisites listed in spe- NOTE: In most cases, specialization progression is
cialization progression table on specialization straightforward. However, if a profession is one of
sheet, your character may advance their career two alternatives, it is marked with an asterisk (*).
in the specialization and change their profession.
Sometimes the progression is straightforward, Purchase the Dirty
Tricks and the Backstab
Your character may spend 15XP to
purchase the Strike to Stun talent.
so your character becomes a squire, advances to Footpad* talents. Increase ranks Your character may spend 10XP to
in Athletics to 3. purchase the Assassin specialization.
the knight and finally to the knight commander,

How to use the Specialization Tree?


General rules on how to use Specialization to use it. The experience cost of purchasing
Trees are covered in Expanded Player's Guide, talents from the top row of the tree is 5XP per
page 102 and onward. However, as the special- talent and it increases by 5XP per row, so the
ization tree design in The Old World setting next rows are 10XP, 15XP, 20XP and 25XP ac-
slightly differs from the one presented in the cordingly. For the remaining information, see
EPG rulebook, here is an explanation on how the diagram below.

Shortened description Sixth Sense Talent's name


of the talent Your character may make a Vigilance or a Dis-
cipline check instead of Cool, to determine
Activation type Initiative order. Type of the talent:
(Active talents only) A - Active talent
[Incidental] P - Passive talent
Mark this box when you tow
A
purchase the talent Source of the talent and page no.:
TOW - The Old World
GCRB - Genesys Core Rulebook
EPG - Expanded Player's Guide
ROT - Realms of Terrinoth

Guilds and Favors


Some of the characters, especially artisans, but matically successful and don't require any checks
also some scholars and rogues, belong to guilds from your character.
or other similar organizations. Guilds organize
Big favors are for things complicated, possibly
the lives of their members, look after their in-
dangerous and often require effort from multi-
terests, and get rid of unaffiliated competitors.
ple people. Examples are: assist the character in
Some specializations, as part of their career
combat, help to find an accommodation for days
progression, are given the opportunity to ask
or weeks for many people, smuggle a few chests
favors from members of their guild. There are
with illegal weapons, help a  convict to escape,
two types of favors: small and big.
loan a  magic item. Tasks performed thanks to
Small favors are simple things that don't take this type of favors require opposed Leadership
too much effort or resources. Examples are: loan vs Discipline check to convince a guild's repre-
a wagon or tools for a few hours, help to find an sentative to follow your character's plan and de-
accommodation for one night, loan a  few shil- termine the possible outcome. After all, the task
lings, share some important news. Tasks per- may be too dangerous or oppose the goals and
formed thanks to these type of favors are auto- policies of the guild.

20 The Old World: Grim and Perilous


Craftsman

Artisan Starting Gear


From bread to shoes, swords to trouser belts, artisans are responsible for produc- 4D10+10 Silver Shillings, an Axe, a Leather Armor
ing most of the Old World goods. What they have in common is that they belong to
guilds. Guilds protect the interests of their members by resolving conflicts of interest
with other guilds or by fighting unaffiliated competition. Most of these issues can be Additional Career Skills
resolved legally, but the fact that many guild apprentices look more like street thugs Brawl, Crafts, Knowledge (Academic), Riding
suggests this is not always the case.
One of the guild's legal responsibilities is to support the city's garrison in the event of
a siege - each guild has to defend a designated section of the city walls. Some guilds hire
mercenaries for this purpose, but most are skimpy on the expense, so many artisans
are at least briefly trained and equipped for combat.

Specialization Progression
Profession

Once per in-game week, your character


can ask members of their guild for one
Journeyman Belong to a guild. small favor.
Your character may spend 5XP to pur-
chase the Combat Training talent.

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

the selected area by one. Add jj to all other


Crafts check.
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Technical Jargon Expert Knowledge Quick Fix Sucker Punch


When making a Charm check targeting an en- Select an area of expertise. Your character Spend a Story Point to temporarily repair one Spend t from Initiative check to make
gineer, crafstman, or similar individual, your reduces the difficulty of Knowledge checks damaged item for a number of rounds equal a Brawl check before the first round of
�� 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]
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Knack for it Applied Research Repairman Urban Combatant


Select one skill. Your character removes Before making a check use this talent to use When using Quick Fix, you may remove a jam When your character is targeted by a combat
jj from checks they make using that skill. any Knowledge skill and Intellect instead. or malfunction instead of temporarily repair- check in an urban setting, you may spend
�� EXP

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]
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Natural Always Prepared Well Organized Back to Back


When your character purchases this talent, Once per encounter, you may spend a Story Each rank of Well Organized increases your While engaged with allies, your character and
�� EXP

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
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Inventor Master Dedication Prime Positions


Add a number of j equal to ranks of Inventor Choose one skill. Once per round, suffer 2 Each rank of Dedication increases one of When your character or their allies within
to a check to construct new items. strain to reduce the difficulty of the next your character's characteristics by one. short range benefit from cover, add a number
�� EXP

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]
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Craftsman

Executioner Starting Gear


Executioners are professionals whose task is to take lives of convicted criminals, and 1d10 +10 Silver Shillings, a Great axe or a Great sword
sometimes also conduct interrogations with the use of torture.
Contrary to popular belief, executioners are not mindless brutes, but skilled crafts- Additional Career Skills
men, trained for many years in a guild or under the supervision of their master. Their
Coercion, Knowledge (Academic), Medicine, Melee (Heavy)
work is not easy, requiring not only a lot of strength but also considerable knowl-
edge. Therefore, most executioners are quite well educated - they can read, write and
know the basics of medicine necessary in their profession, and sometimes they also
speak several languages.

Specialization Progression
Profession

Executioner's None None


Apprentince

Increase ranks in Coercion to


Torturer* 4, Increase ranks in Medicine Your character may spend 25XP to pur-
to 2, Purchase one rank in the chase the Ruinous Repartee talent
Applied Research talent.

Master Increase ranks in Melee (Heavy)


to 4, Increase ranks in Medicine Your character may spend 25XP to pur-
Executioner* to 2, Purchase one rank in the chase the Master talent
Intimidating talent.

Social Class: Middle Class Species: Hu, Dw, Og

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.

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Scathing Tirade Probing Question Grit Knack for it


May use this talent to make an Average (kk) If your character knows an opponent’s Flaw or Each rank of Grit increases your character’s Select one skill. Your character removes
Coercion check. For each s one enemy Fear motivation, when your character inflicts strain threshold by one. jj from checks they make using that skill.
�� EXP

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]
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Stubborn Applied Research Patch Up Impaling Strike


Your character adds j per rank of Stubborn Before making a check use this talent to use After failed check to heal wounds, heal When your character inflicts a Critical Injury
to social skill checks targeting them. any Knowledge skill and Intellect instead. wounds equal to Int. Once during the session, with a melee weapon, they may use this
�� EXP

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.
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Scathing Tirade [Imp.] Surgical Strike Surgeon Prey on the Weak


Enemies affected by your character’s Scathing Before your character makes a Brawl or When your character makes a Medicine Your character adds two damage to the
�� EXP

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]
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Scathing Tirade [Sup.] Grit Dedication Intimidating


Your character may choose to suffer 1 strain Each rank of Grit increases your character’s Each rank of Dedication increases one of During the first round of a combat encounter,
to use the Scathing Tirade talent as a ma- strain threshold by one. your character's characteristics by one. your character increases their melee defense
�� EXP

neuver, instead of as an action. a number of times equal to their ranks in


Intimidating talent.
[Incidental]
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Craftsman

Merchant Starting Gear


1d10 +10 Silver Shillings, a Backpack, Goods worth about 30
Most of the goods of the Old World pass through the hands of merchants. Most of
Silver Shillings, a Staff
them are simple traders and pedlers, trying to make ends meet by trading in the
streets of towns and villages.
Additional Career Skills
Some, especially those born into wealthy families or those who are extremely lucky
Charm, Negotiation, Riding, Survival
in business, trade fortunes comparable to the budgets of principalities or even en-
tire states. They have a great influence on politics through merchant guilds or by
sitting on city councils themselves, and sometimes they even maintain their own
armies and fleets.

Specialization Progression
Profession

Your character may spend 15XP to pur-


Pedlar None
chase the Herbalism talent.

Increase ranks in Negotiation


to 3. Your character can change their social
Merchant Purchase two ranks in the Know status to Middle Class OR your character
Somebody talent. may spend 10XP to purchase the Fence
Accumulate wealth worth at specialization.
least 50GC.
Increase ranks in Negotiation
and Charm to 4. Your character may change their social
Master Purchase three ranks in the status to Elite.
Merchant Know Somebody talent. Your character can use the Connected
Purchase the Connected talent. talent on an NPC of the Elite social
Accumulate wealth worth at least status.
200GC.

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]
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Knack for it Counteroffer Black Market Contacts Silver Tongued


Select one skill. Your character removes Once per session, choose 1 non-nemesis adver- Once per session, when purchasing an illegal Once per session, when resolving a social
jj from checks they make using that skill. sary within medium range; make an opposed item, your character may use this talent to skill check, you may spend one Story Point
�� EXP

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]
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Natural Know Somebody Heightened Awareness Tough Negotiator


When your character purchases this talent, Once per session, when attempting to pur- Allies within short range of your character When your character inflicts a critical
choose two skills. Once per session, your chase a legally available item, your character add j to their Perception and Vigilance remark in a Negotiation check, they inflict
�� EXP

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]
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Connected Proper Upbringing Defensive Driving Lucky Strike


Once per in-game week, ask one NPC of the When making a social skill check in polite Increase the defense of any vehicle your When purchased, choose one characteristic.
�� EXP

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]
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Master Know Somebody Dedication Let's Talk This Over


Choose one skill. Once per round, suffer 2 Once per session, when attempting to pur- Each rank of Dedication increases one of Once per game session, when a combat
strain to reduce the difficulty of the next chase a legally available item, your character your character's characteristics by one. encounter is about to begin, make a Daunting
�� EXP

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]
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Craftsman

Military Engineer Starting Gear


It was the Dwarfs who first introduced the science of engineering to the Old World. 4D10 Silver Shillings, a Rope, an Axe
Among them, the Engineers' Guild is deeply respected and its works are held in high
esteem, so long as it upholds traditional methods and values. Humanity took what
the Dwarfs had to offer and ran with it, especially in regards to gunpowder and other Additional Career Skills
devices suitable for use as weapons. Crafts, Engineering, Gunnery, Knowledge (Academic)
Engineers toil sleeplessly in their workshops to develop deadlier weapons, or to im-
prove existing ones. They also design and build mechanical devices or structures
such as bridges, canals, or fortifications.

Specialization Progression
Profession

Once per in-game week, your character


Apprentice Belong to a guild. can ask members of their guild for one
small favor.

Increase ranks in Engineering Once per in-game week, your character


Journeyman and Knowledge (Academic) can ask members of their guild for
to 3. additional two small favors.

Increase ranks in Engineering Once per in-game month, your character


Master and Knowledge (Academic) can ask members of their guild for one
to 4. big favor.

Social Class: Middle Class Species: Hu, Ha, Dw, Gn

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]
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Craft Specialization Ranger Inventor Special Use Permit


Select area of craftmanship. Your character Discipline and Firearms are now career skills Add a number of j equal to ranks of Inven- Your character does not treat any items as
reduces difficulty of a Crafts check related to for your character. tor to a check to construct new items. restricted (R). They may carry or transport
�� EXP

the selected area by one. Add jj to all other those items without being arrested.
Crafts check.
[Incidental]
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Quick Fix Steady Hand Demolitionist Improvised Defenses


Spend a Story Point to temporarily repair one Before your character makes a ranged combat Use a bomb and make an Engineering check to Make a Hard (kkk) Engineering check, if
damaged item for a number of rounds equal check, you may spend one Story Point to use blow a cover. Diff is Avg (kkk), +1 k per cover's successful your character creates cover that
�� EXP

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]
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Applied Research Inventor Craft Specialization Mad Inventor


Before making a check use this talent to use Add a number of j equal to ranks of Inven- Select area of craftmanship. Your character Once per session, make an Engineering
�� EXP

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]
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Master Well Organized Dedication Prime Positions


Choose one skill. Once per round, suffer 2 Each rank of Well Organized increases your Each rank of Dedication increases one of When your character or their allies within
strain to reduce the difficulty of the next character’s encumbrance threshold by two. your character's characteristics by one. short range benefit from cover, add a number
�� EXP

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
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noble

Duelist Starting Gear


Judicial duels are well established in the legal systems of the Old World. Although 1D100+40 Silver Shillings, a Buckler, a Pistol
brutal, they are governed by numerous rules and rarely end in the death of the par-
ticipants. But recently a new kind of duel has arisen among young and bored nobility
- a duel for honor. Illegal and highly dangerous, they attract those hungry for thrills. Additional Career Skills
Charm, Firearms, Melee (Light), Resilience
For duelists every dishonor, no matter how small or even imagined, is the matter of
life and death and they are ready to challenge anyone they deem worthy. The result is
easy to predict - many do not live long enough to see their second fight.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Duelist Defeat an adversary in a duel. chase the Quick Draw OR one rank in the
Challenge! talent.

Pistolier* Increase ranks in Firearms to 4. Your character may spend 20XP to pur-
Purchase the Quick Draw talent. chase the Deadeye talent.

Increase ranks in Melee (Light)


Fencer* and Resillience to 3. Your character may spend 20XP to pur-
Purchase at least one rank in the chase the Death Rage talent.
Challenge! talent.

Social Class: Elite Species: Hu, Dw, HE, Gn

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
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Cool Face Fast Healer Dual Wielder Parry


When another character tries to discern your When your character heals wounds via natu- Once per round, decrease the difficulty When suffering a hit from a melee combat
character's Motivations, they add automatic ral rest, they heal oIf ne additional wound. of the next combined combat check made check, after damage is calculated but before
�� EXP

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]
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Dodge Proper Upbringing Precise Aim Parry [Imp.]


When targeted by a combat check, suffer When making a social skill check in polite When performing an Aim maneuver, suffer When your character suffers a hit from a melee
a number of strain up to ranks in Dodge. company, suffer a number of strain up to 2 strain. During the next combat check, combat check and uses Parry, you may spend
�� EXP

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]
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Diplomatic Immunity Enduring Heroic Resilience Counterattack


Spend one Story Point to avoid incrimina- Each rank of Enduring increases your char- Once per encounter, when your character When your character uses Imp. Parry to hit an
�� EXP

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]
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Ruinous Repartee Durable Parry Dedication


Once per enc, make an opposed Charm/Coercion Your character reduces any Critical Injury When suffering a hit from a melee combat Each rank of Dedication increases one of
vs Discipline check targeting character within result they suffer by 10 per rank of Durable, check, after damage is calculated but before your character's characteristics by one.
�� EXP

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
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Noble

Envoy Starting Gear


Envoys are hired by nations, powerful nobles, great merchant houses, guilds, or cults 2D100 + 100 Silver Shillings
to represent their employer's interests in the Old World's various national and pro-
vincial capitals. They are granted some sort of immunity from the government or the
court they are working in and the right to speak on behalf of their sovereign. Additional Career Skills
Charm, Coercion, Negotiation, Vigilance
Some of them are chosen for their exquisite tastes and ability to spoil rivals and allies
alike with carefully chosen words and gifts, others may be selected for their sharp
minds, understanding of intelligence networks, or undeniable charisma. However,
all envoys must be masters of negotiation and other social interactions.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Herald None chase the Expert Knowledge (Heraldry)
talent.

Increase ranks in Charm and


Envoy Negotiation to 3. Your character may spend 10XP to pur-
Purchase the Counteroffer chase the Silver Tongued talent.
talent.

Increase ranks in Charm and


Diplomat Coercion to 4. Your character may spend 15XP to pur-
Purchase the Scathing Tirade chase the Ruinous Repartee talent.
(Improved) talent.

Social Class: Elite Species: Hu, Ha, Dw, HE, WE, Gn

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]
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Scathing Tirade Counteroffer Grit Probing Question


May use this talent to make an Average (kk) Once per session, choose 1 non-nemesis adver- Each rank of Grit increases your character’s If your character knows an opponent’s Flaw or
Coercion check. For each s one enemy sary within medium range; make an opposed strain threshold by one. Fear motivation, when your character inflicts
�� EXP

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
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Threaten Lucky Strike Diplomatic Immunity Proper Upbringing


After an adversary within short (+1 per rank) When purchased, choose one characteristic. Spend one Story Point to avoid incrimina- When making a social skill check in polite
range deals damage to ally, suffer 3 strain to After a successful combat check, spend one tion. If your character is guilty, GM may company, suffer a number of strain up to
�� EXP

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
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Scathing Tirade [Imp.] Threaten Grit Diplomatic Immunity [imp.]


Enemies affected by your character’s Scathing After an adversary within short (+1 per rank) Each rank of Grit increases your character’s When your character uses Diplomatic Immu-
�� EXP

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
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Dedication Scathing Tirade [Sup.] Scapegoat Let's talk this over


Each rank of Dedication increases one of your Your character may choose to suffer 1 strain When using the Diplomatic Immunity talent, Once per game session, when a combat
character's characteristics by one. to use the Scathing Tirade talent as a ma- make a Daunting (kkkk) Charm check. If encounter is about to begin, make a Daunting
�� EXP

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]
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noble

Highwayman Starting Gear


Highwaymen are criminals who rob stagecoaches and caravans, but unlike common ban- 1D10 + 40 Silver Shillings, a Riding Horse, a Pistol
dits, they primarily target the wealthy merchants and nobility. A clearly distinguishing
feature of all highwaymen that sets them apart, are their manners, wry wit and demean-
or, treating their victims with respect and the proper etiquette required of their standing. Additional Career Skills
Many highwaymen are actually bored nobles, who engage in this activity for thrills or Charm, Coordination, Firearms, Riding
personal gain (those are called robber barons or raubritters), while others do it out of
a sense of justice, who redistribute the wealth to those less fortunate (who often earn
a great fame as "Prince of Thieves").
Since they usually work alone, they are almost universally excellent riders, swords-
men, and typically proficient with firearms.

Specialization Progression
Profession

Highwayman None None

Increase ranks in Firearms to 3.


Raubritter* You cannot be a Prince of Your character may spend 20XP to pur-
Thieves. chase the Crushing Charge talent.
Rob travelers to get rich.

Prince of Increase ranks in Charm to 3.


Your character may spend 25XP to pur-
Thieves* You cannot be a Raubritter.
chase the Ruinous Repartee talent.
Rob travelers to give to the poor.

Social Class: Outcast Species: Hu, Ha, HE, WE

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
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Grit Acrobatics Precise Aim Heroic Recovery


Each rank of Grit increases your character’s When moving, your character may suffer 2 When performing an Aim maneuver, suffer Choose one characteristic. Once per encoun-
strain threshold by one. strain to perform Athletics or Coordination 2 strain. During the next combat check, ter, spend one Story Point to use this talent
�� EXP

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]
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Silver Tongued Born in the Saddle Dodge Cavalier


Once per session, when resolving a social Once per encounter, your character may use When targeted by a combat check, suffer While riding a mount trained for battle, once
skill check, you may spend one Story Point this talent to add s equal to their ranks in a number of strain up to ranks in Dodge. per round your character may use this talent
�� EXP

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]
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Audacious Proper Upbringing Dramatic Entrance Cavalier [Imp.]


When your character generates d on When making a social skill check in polite Once per session, 1SP: enter an encounter you While riding a mount, your character and
�� EXP

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]
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Coordination Dodge Wild Improvisation Dramatic Escape Dedication


When targeted by a combat check, spend Once per session for each rank of the talent, Your character may use the Dramatic En- Each rank of Dedication increases one of
a Story Point to add number of f equal to you may use any skill and characteristic trance talent to immediately escape from the your character's characteristics by one.
�� EXP

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]
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noble

Knight Starting Gear


1D100 + 80 Silver Shillings, Chain mail, a Riding Horse,
Knights are elite professional soldiers, generally, but not always of noble blood. They
a Shield, an Axe or a Mace
specialise in fighting in heavy armor while using large weapons, often from horse-
back, and comprise a general’s most elite shock troops known for their devastating
cavalry charges able to break entire armies with their fury. Additional Career Skills
Leadership, Melee (Heavy), Melee (Light), Riding
At court, knights often serve as a  military advisors. Whilst common soldiers may
have more battlefield experience than many knights, they usually lack the education
and perspective requisite to see the bigger picture of warfare and politics.

Specialization Progression
Profession

Squire None None

Increase ranks in Leadership Your character may spend 5XP to


Knight to 3. purchase one rank of the Intimidating
Have a War Horse. talent.

Increase ranks in Leadership Your character can use the Inspiring


Knight to 4. Cry talent twice per encounter instead
Commander Have a War Horse. of once.
Purchase the Inspiring Cry Your character may spend 10XP to pur-
talent. chase the Officer specialization.

Social Class: Elite Species: Hu, HE, WE

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
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Inspiring Rhetoric Breakthrough Defensive Stance Parry


Make an Average (kk) Leadership check. With Melee (Heavy) weapon, suffer strain Suffer a number of strain up to the talent ranks. When suffering a hit from a melee combat
For each s, one ally within short range no greater than ranks in the talent. Decrease Until the end of your char’s next turn, upgrade check, after damage is calculated but before
�� EXP

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
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Inspiring Cry Cavalier Toughened Bulwark


Once per encounter, allow a number of allies While riding a mount trained for battle, once Each rank of Toughened increases your While wielding a weapon with the Defensive
(up to your character's ranks in Leadership) per round your character may use this talent character’s wound threshold by two. quality, your character may use Parry to
�� EXP

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]
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Challenge! Intimidating Armor Master Fast Healer


Once per enc, choose a number of adversaries During the first round of a combat encoun- When your character wears armor with When your character heals wounds via natu-
�� EXP

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
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Crushing Charge Inspiring Rhetoric [Imp.] Dedication Enduring


While mounted, after engaging the target, suffer Allies affected by your character’s Inspiring Each rank of Dedication increases one of your Each rank of Enduring increases your charac-
3 strain. Make Melee combat check. The weapon Rhetoric add j to all skill checks they make character's characteristics by one. ter’s soak value by one.
�� EXP

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]
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Rogue

Assassin Starting Gear


Killing for money is nothing new in the Old World - soldiers and warriors do this 1D10+10 Silver Shillings, a Dagger, a Hand Crossbow
every day. However, there is a huge difference between killing an enemy in the heat
of battle and murdering in cold blood. Assassins do exactly that, take the contract,
and eliminate the target without asking any questions. Additional Career Skills
Medicine, Ranged, Skulduggery, Streetwise
The best of assassins are highly trained killers, able to dispatch their targets in a mat-
ter of seconds, leaving behind no evidence of their presence. Many also master the
poisoner's art to improve their deadliness even further.

Specialization Progression
Profession

Cutthroat None None

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.

Increase ranks in Skulduggery


Alchemy is now a career skill for your
and Medicine to 3.
Poisoner* Purchase the Elusive talent.
character.
Your character may spend 15XP to pur-
Kill an adversary by administer-
chase the Venom Soaked Blade talent.
ing a poison.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

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]
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Dual Wielder Grit Quick Strike Surgical Strike


Once per round, decrease the difficulty Each rank of Grit increases your character’s Your character adds j for each rank of Quick Before your character makes a Brawl or Melee
of the next combined combat check made strain threshold by one. Strike to any combat checks they make (Light) check, you may spend a Story Point to
�� EXP

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]
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Backstab Headshot Unremarkable Acrobatics


May attack an unaware adversary with Your character adds damage equal to their Other characters add f to any checks made When moving, your character may suffer 2
a Melee (Light) weapon using the character’s ranks in Headshot to combat checks aiming to find or identify your character in a crowd. strain to perform Athletics or Coordination
�� EXP

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
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Rapid Reaction Precise Aim Elusive Headshot


Suffer a number of strain to add an equal When performing an Aim maneuver, suffer When another character makes a check to Your character adds damage equal to their
�� EXP

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
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Unrelenting Quick Strike Dedication Unleash


After a successful melee check, suffer 4 strain to Your character adds j for each rank of Quick Each rank of Dedication increases one of Once per round, your character may suffer 1
make a melee attack against the same target. In- Strike to any combat checks they make your character's characteristics by one. corruption to perform a maneuver to imme-
�� EXP

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
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rogue

Charlatan Starting Gear


Charlatans are extremely cunning individuals that prey on human naivety. Thanks to their 2d10 Silver Shillings, a Fine Cloak
sharp mind and glib tongue, they can convince unsuspecting victims of almost anything.
Inferior swindlers usually engage in small-scale fraud. Disguised as doctors or wiz- Additional Career Skills
ards, they persuade naive people to buy miraculous medicines and tinctures, which
usually turn out to be nothing more than colored water. Some of them do have a bit Alchemy, Charm, Cool, Deception
of knowledge, but most rely only on a talent for improvising.
The most talented and famous con-artists are able to draw the elite of the Old World
into huge financial frauds and live at their expense for years to evaporate at the last
moment with a colossal fortune.

Specialization Progression
Profession

Swindler None None

Increase ranks in Charm and


Your character may spend 15XP to
Charlatan Deception to 3.
purchase the Can’t We Talk About This?
Purchase one rank in the Expert
talent.
Knowledge talent.

Increase ranks in Charm and


Con-Artist Deception to 4. Your character may spend 25XP to pur-
Increase tanks in Cool to 3 chase the Master talent.
Purchase the Audacious talent.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

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

character’s social skill check. talent to cancel h equal to your character’s


ranks in Perfect Liar.
[Incidental, oot] [Incidental]
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Keen Observer Knack for It Proper Upbringing Black Market Contacts


Your character adds jj to checks to discern Select one skill. Your character removes When making a social skill check in polite Once per session, when purchasing an illegal
another character's motivations. jj from checks they make using that skill. company, suffer a number of strain up to item, your character may use this talent to
�� 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]
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Sneaky Bastard Expert Knowledge Silver Tongued Lucky Strike


Once per encounter, when your character Select an area of expertise. Your character Once per session, when resolving a social When purchased, choose one characteristic.
makes a Negotiation check, they may use this reduces the difficulty of Knowledge checks skill check, you may spend one Story Point After a successful combat check, spend one
�� EXP

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]
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Black Market Contacts Quick Witted Audacious Perfect Liar


Once per session, when purchasing an illegal Once per enc, after another social skill check, When your character generates d on After your character makes a Deception
�� EXP

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]
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a

Proper Upbringing Dedication Natural Grit


When making a social skill check in polite Each rank of Dedication increases one of When your character purchases this talent, Each rank of Grit increases your character’s
company, suffer a number of strain up to your character's characteristics by one. choose two skills. Once per session, your strain threshold by one.
�� EXP

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

Fence Starting Gear


Fences are experts in liquidating stolen goods. For a percentage of the profit, they 2D10+10 Silver Shillings, a Cloak With Hidden Pockets
take a thief’s bounty and move it to another town, city, or even country where it can
be more safely disposed of.
Additional Career Skills
Fences are experts at evaluating the worth of any given item and therefore exactly
Charm, Deception, Negotiation, Streetwise
how hot it is likely to be. The greater the risk, the greater cut they demand. Most of
them are no better than thieves they make deals with, yet those most resourceful can
be as rich as prominent merchants.

Specialization Progression
Profession

Fence None None

Increase ranks in Streetwise


Your character may change their social
and Negotiation to 3.
Black Purchase two ranks of the Black
class to Middle Class.
Your character may spend 20XP to pur-
Marketeer* Market Contacts talent.
chase the Tough Negotiator talent.
Sell a single stolen item worth of
minimum 500 shillings.

Increase ranks in Streetwise


and Charm to 4. Leadership is now a career skill for your
Crime Lord* Purchase two ranks of the Street character.
Slang talent. Your character may spend 10XP to pur-
Found a new gang with at least chase The Boss talent.
20 people.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

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

Unremarkable Deep Pockets Knack for it Lucky Strike


Other characters add f to any checks made Once per session, produce small (encum- Select one skill. Your character removes When purchased, choose one characteristic.
to find or identify your character in a crowd. brance 0 or 1) item worth no more than 5 jj from checks they make using that skill. After a successful combat check, spend one
�� EXP

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

Snuggery Black Market Contacts Silver Tongued Backstab


Your character gains a hidden compartment or Once per session, when purchasing an illegal Once per session, when resolving a social May attack an unaware adversary with
storage with capacity equal to your character’s item, your character may use this talent to skill check, you may spend one Story Point a Melee (Light) weapon using the character’s
�� EXP

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

Sneaky Bastard Grit Natural Defensive


Once per encounter, when your character Each rank of Grit increases your character’s When your character purchases this talent, Each rank of Defensive increases your char-
�� EXP

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

Street Slang Dedication Let’s Talk This Over Grit


When making a social skill check in dubious Each rank of Dedication increases one of your Once per session, when a combat encounter Each rank of Grit increases your character’s
company, suffer a number of strain no character's characteristics by one. is about to begin, make a Daunting (kkkk) strain threshold by one.
�� EXP

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

Racketeer Starting Gear


1D10+10 Silver Shillings, Brass Knuckles,
Racketeers make up the general ranks of most criminal organizations. They are ex-
a Leather Jacket (Leather Armor)
perts at extorting "protection" money from small businesses, which tends to be their
most lucrative operation. Successful racketeers move into such activities as loan
sharking, drug pedaling, prostitution and illegal gambling dens. Additional Career Skills
Brawl, Coercion, Cool, Resilience
As a criminal venture increases in complexity, so too does the organization that runs
it. Some of the crime lords operate very large gangs, sometimes even the size of an
entire city or province. Most gangs, however, are smaller, employing a few racketeers
and thugs for muscle.

Specialization Progression
Profession

Once per in-game week, your character


Thug Join a gang. can ask members of their gang for one
small favor.

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.

Increase ranks in Streetwise


and Coercion to 4. Leadership is now a career skill for your
Crime Lord* Purchase two ranks of the Street character.
Slang talent. Your character may spend 10XP to pur-
Found a new gang with at least chase The Boss talent.
20 people.

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

Sucker Punch Toughened Threaten Intimidating


Spend t from Initiative check to make Each rank of Toughened increases your After an adversary within short (+1 per rank) During the first round of a combat encoun-
a Brawl check before the first round of character’s wound threshold by two. range deals damage to ally, suffer 3 strain to ter, your character increases their melee
�� EXP

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

Painful Blow Dodge Altered Deal Scathing Tirade [Imp.]


Increase the difficulty of a combat check by When targeted by a combat check, suffer Once per session, when allied character within Enemies affected by your character’s Scathing
one. If the target suffers at least one wound, a number of strain up to ranks in Dodge. short range of your character fails a Negotiation Tirade add j to all skill checks they make for
�� EXP

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

Prey on the Weak Enduring Threaten Street Slang


Your character adds two damage to the Each rank of Enduring increases your char- After an adversary within short (+1 per rank) When making a social skill check in dubious
�� EXP

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

Toughened Dedication Ruinous Repartee Scathing Tirade [Sup.]


Each rank of Toughened increases your Each rank of Dedication increases one of Once per enc, make an opposed Charm/Coercion Your character may choose to suffer 1 strain
character’s wound threshold by two. your character's characteristics by one. vs Discipline check targeting character within to use the Scathing Tirade talent as a maneu-
�� EXP

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

Spy Starting Gear


Spies are experts at gathering information. Most of them are actually just paid 4d10+10 Silver Shillings, a Sword, a Fine Cloak
informants who are already inside the organization they are spying on. However,
real professionals are brave, highly trained and extremely cunning people who can
infiltrate almost any group, be it the nobility, the inner circle of guilds, criminal Additional Career Skills
gangs or even Chaos cults, and spy on them for months or even years. This is an Deception, Perception, Stealth, Streetwise
extremely demanding and dangerous job, as spies who are caught are waiting for
an unenviable fate.

Specialization Progression
Profession

Informant None None

Increase ranks in Deception


Spy Your character may spend 15XP to pur-
and Stealth to 3.
chase the Natural talent.

Increase ranks in Deception,


Your character may spend 25XP to
Streetwise and Stealth to 4.
Master Spy Purchase two ranks in the Proper
increase Cunning, Willpower or Pres-
ence by one. This cannot increase the
Upbringing and two ranks in the
characteristic above 5.
Street Slang talents

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

Silver Tongued Bought Info Knack for it Elusive


Once per session, when resolving a social When making any knowledge skill check, can Select one skill. Your character removes When another character makes a check to fol-
skill check, you may spend one Story Point instead spend an amount of currency equal to jj from checks they make using that skill. low your character's trail, add f equal to your
�� EXP

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

Recon Grit Backstab Probing Question


After spending time in an area, make a Hard (kkk) Each rank of Grit increases your character’s May attack an unaware adversary with If your character knows an opponent’s Flaw or
Survival/Streetwise check. Until the end of the strain threshold by one. a Melee (Light) weapon using the character’s Fear motivation, when your character inflicts
�� EXP

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

Infiltration Connected Street Slang Master of Shadows


Afer use of the Recon talent - 1 Story Point: Once per in-game week, ask one NPC of the When making a social skill check in dubious After successful Stealth check, for each s
�� EXP

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]
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a tow
a tow
a tow
a

Dedication Proper Upbringing Grit Master


Each rank of Dedication increases one of When making a social skill check in polite Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
your character's characteristics by one. company, suffer a number of strain up to strain threshold by one. strain to reduce the difficulty of the next
�� EXP

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

Thief Starting Gear


Thieves include blackmailers, burglars, embezzlers, kidnappers, pickpockets, cattle 1D10 Silver Shillings, a Rope, a Lock Pick Set
thieves and many more but most of them tend to be jacks-of-all-trades, willing and
able to take advantage of any money making opportunity that comes along.
Additional Career Skills
In most of the Old World’s cities, thieves are associated with thieves guilds or gangs,
Athletics, Coordination, Skulduggery, Stealth
which control and organize criminal activities and help pulling off heists which
would have been impossible to do alone.

Specialization Progression
Profession

Thief Steal something. None

Your character may spend 15XP to pur-


Purchase the Dirty Tricks and
Footpad* chase the Strike to Stun talent.
the Backstab talents.
Your character may spend 10XP to pur-
Increase ranks in Athletics to 3.
chase the Assassin specialization.

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.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

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

Deep Pockets Acrobatics Knack For It Dirty Tricks


Once per session, produce small (encum- When moving, your character may suffer 2 Select one skill. Your character removes After your character inflicts a Critical Injury
brace 0 or 1) item worth no more than 5 strain to perform Athletics or Coordination jj from checks they make using that skill. on an adversary, they may use this talent
�� EXP

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

Street Slang Natural Dodge Backstab


When making a social skill check in dubious When your character purchases this talent, When targeted by a combat check, suffer May attack an unaware adversary with
company, suffer a number of strain no choose two skills. Once per session, your a number of strain up to ranks in Dodge. a Melee (Light) weapon using the character’s
�� EXP

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

Elusive Master of Shadows Defensive Toughened


When another character makes a check to fol- After successful Stealth check, for each s Each rank of Defensive increases your char- Each rank of Toughened increases your
�� EXP

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

Grit Master Coordination Dodge Dedication


Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2 When targeted by a combat check, spend Each rank of Dedication increases one of
strain threshold by one. strain to reduce the difficulty of the next a Story Point to add number of f equal to your character's characteristics by one.
�� EXP

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

Academician Starting Gear


Academicians are universally educated scholars, usually associated with acade- 3D10 + 10 Silver Shillings, a Fine Cloak
mies or other science centers. They include sages who delve into philosophy and
scientific theory, theologists who specialize in religious lore, and tutors who
strive to educate the children of wealthy Merchants and Nobles. Additional Career Skills
Alchemy, Engineering, Knowledge (Academic), Survival
Some of academicians are driven to pursue esoteric or forbidden knowledge,
which attracts the attention of witch hunters and other keepers of righteousness,
and sometimes forces them to enter the world of dangerous adventures.

Specialization Progression
Profession

Student None None

Choose any two skills excluding magic


Purchase at least one rank in skills. Those are now career skills for
Bachelor the Expert Knowledge talent. your character.
Increase ranks in Knowledge Once per in-game week, your character
(Academic) to 3. can ask members of their academy for one
small favor.

Purchase three ranks in the Your character may spend 25XP to


Expert Knowledge talent. increase one of the following charac-
Professor Purchase the Master talent. teristics by one: Intelligence, Cunning,
Increase ranks in Knowledge Willpower. This cannot increase a char-
(Academic) to 5. acteristic above 5.

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

Applied Research Technical Jargon Grit Expert Knowledge


Before making a check use this talent to use When making a Charm check targeting an en- Each rank of Grit increases your character’s Select an area of expertise. Your character
any Knowledge skill and Intellect instead. gineer, craftsman, or similar individual, your strain threshold by one. reduces the difficulty of Knowledge checks
�� EXP

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

Inventor Applied Research Silver Tongued Herbalism


Add a number of j equal to ranks of Inventor Before making a check use this talent to use Once per session, when resolving a social In rural area, make a Hard (kkk) Survival
to a check to construct new items. any Knowledge skill and Intellect instead. skill check, you may spend one Story Point check to heal one wound per s, or one
�� EXP

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

Mad Inventor Natural Expert Knowledge Grit


Once per session, make an Engineering When your character purchases this talent, Select an area of expertise. Your character Each rank of Grit increases your character’s
�� EXP

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

Dedication Probing Question Applied Research Master


Each rank of Dedication increases one of If your character knows an opponent’s Flaw or Before making a check use this talent to use Choose one skill. Once per round, suffer 2
your character's characteristics by one. Fear motivation, when your character inflicts any Knowledge skill and Intellect instead. strain to reduce the difficulty of the next
�� EXP

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

Agitator Starting Gear


Old World politics is extremely complex and varies greatly from country to country, 3d10 Silver Shillings
but no matter what part of the continent we're talking about, simple people don't
have much to say about governance.
Additional Career Skills
Nevertheless, there are numerous political activists in the streets calling for changes
or even overthrow of the aristocracy. Charm, Knowledge (Academic), Leadership, Streetwise
Agitators are often well educated as many of them left or were removed forcibly from
academies. The most talented and charismatic of them are able to carry the crowds with
them, pouring new ideas into the minds of the masses. This usually makes them ene-
mies and a great threat to the state, so they are persecuted and wanted by the city watch.

Specialization Progression
Profession

Increase ranks in Knowledge


Agitator (Academic) to 1.
None

Perception is now a career skill for your


Increase ranks in Streetwise
Pamphleteer* character.
and Knowledge (Academic) to 3.
Your character may spend 15XP to pur-
Purchase the Bad Press talent.
chase the Bad Press talent.

Increase ranks in Charm and Your character may spend 10 XP to pur-


Demagogue* Coercion to 3. chase the Work the Crowd talent.
Purchase the Inspiring Rhetoric Your character may spend 25XP to pur-
(Improved) talent. chase the Ruinous Repartee talent.

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

Stubborn Applied Research Inspiring Rhetoric Probing Question


Your character adds j per rank of Stubborn Before making a check use this talent to use Make an Average (kk) Leadership check. If your character knows an opponent’s Flaw or
to social skill checks targeting them. any Knowledge skill and Intellect instead. For each s, one ally within short range Fear motivation, when your character inflicts
�� EXP

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

Connected Second Wind Natural Silver Tongued


Once per in-game week, ask one NPC of the Once per encounter, your character may use When your character purchases this talent, Once per session, when resolving a social
Commoner or Middle Class social status for this talent to heal an amount of strain equal choose two skills. Once per session, your skill check, you may spend one Story Point
�� EXP

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

Elusive Stubborn Quick Witted Inspiring Rhetoric [Imp.]


When another character makes a check to fol- Your character adds j per rank of Stubborn Once per enc, after another social skill check, Allies affected by your character’s Inspiring
�� EXP

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

Always Prepared Dedication Inspiring Rhetoric [sup.] Second Wind


Once per encounter, you may spend a Story Each rank of Dedication increases one of Your character may choose to suffer 1 strain Once per encounter, your character may use
Point to use this talent. Unil the end of the your character's characteristics by one. to use the Inspiring Rhetoric talent as this talent to heal an amount of strain equal
�� EXP

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

Physician Starting Gear


Physicians are practitioners of the healing arts who study the mysteries of 6D10+40 Silver Shillings, an Apothecary's Kit,
illness and anatomy. The science of medicine is relatively new and still distrust-
ed by the majority of Old World citizens. However, skilled physicians are often
well-respected members of their communities. They are capable of dealing with Additional Career Skills
most minor ailments and a  number of more straightforward injuries, such as Alchemy, Knowledge (Academic), Medicine, Perception
major cuts or crush wounds.
Physicians are often eager to seek out new medicines or learn about more effec-
tive treatments and are always welcomed by the groups of adventurers.

Specialization Progression
Profession

Your character can carry drugs and chem-


Physician Attend medical studies. icals in public as if they have the Special
Use Permit talent.

Increase ranks in Alchemy to 3.


Increase ranks in Knowledge
Apothecary* Your character may spend 5XP to pur-
(Academic) to 2.
chase the Potent Concotions talent.
Purchase at least one rank in the
Apothecary talent.

Increase ranks in Medicine to 4.


Increase ranks in Perception
Doktor* to 2.
Your character may spend 15XP to pur-
chase the Field Amputation talent.
Purchase two ranks in the
Surgeon talent.

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]
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Physician Knack for it Patch Up Surgical Strike


When your character makes a Medicine check Select one skill. Your character removes After failed check to heal wounds, heal Before your character makes a Brawl or Melee
to help another character heal wounds, the jj from checks they make using that skill. wounds equal to Int. Once during the session, (Light) check, you may spend a Story Point to
�� EXP

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]
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Probing Question Painkiller Apothecary Physician


If your character knows an opponent’s Flaw or Specialization When a patient under your character’s When your character makes a Medicine check
Fear motivation, when your character inflicts care heals wounds from natural rest, they to help another character heal wounds, the
�� EXP

When your character uses healing potion, the


strain on that opponent using a social skill, target heals one additional wound per rank of heal additional wounds equal to twice your target additionally heals 1 strain per rank of
the opponent suffers 3 additional strain. Painkiller Specialization. character’s ranks in Apothecary. Physician.

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Applied Research Natural It's Only a Flesh Wound Surgeon


Before making a check use this talent to use When your character purchases this talent, Once per session, when a character within When your character makes a Medicine
�� EXP

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]
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Master Grit Dedication Apothecary


Choose one skill. Once per round, suffer 2 Each rank of Grit increases your character’s Each rank of Dedication increases one of When a patient under your character’s
strain to reduce the difficulty of the next strain threshold by one. your character's characteristics by one. care heals wounds from natural rest, they
�� EXP

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]
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Priest of Shallya Starting Gear


Shallya is the goddess of love, mercy and healing. Her temples are a place of solace 3D10 + 10 Silver Shillings, Apothecary's Kit
for the tired, sick and desperate who cannot afford medical help. Though Shallya's
followers are usually the poorest, it is good practice among the wealthy to make do-
nations for the maintenance of her temples, so they can be found in almost every Additional Career Skills
corner of the Old World. Discipline, Divine, Knowledge (Academic), Medicine
The priests of Shallya are usually idealists, believing in the power of grace and for-
giveness, tirelessly caring for the sick in the temple hospitals. Some of them are given
the grace of miracles by the goddess, while most receive the gift of good health and
exude an extraordinary aura of warmth and kindness around them.

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.

The Heal Critical additional effect is now


Anointed Increase ranks in Medicine to 3.
available to your character.
Purchase 1 rank in the Apothe-
Priest cary talent.
Charm and Cool are now career skills for
your character.

Increase ranks in Charm to 3 The Revive Incapacitated additional effect


High Priest and Medicine to 4. is now available to your character. Your
Purchase 2 ranks in the Apothe- character may spend 10XP to purchase the
cary talent. Let's Talk This Over talent.

Social Class: Middle Class Species: Hu

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]
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Ensorcelled Silver Tongued Grit Probing Question


If your character has at least one rank in Once per session, when resolving a social Each rank of Grit increases your character’s If your character knows an opponent’s Flaw or
a magic skill, once per encounter, they may skill check, you may spend one Story Point strain threshold by one. Fear motivation, when your character inflicts
�� EXP

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]
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Signature Spell Ensorcelled [Imp.] Innate Focus Apothecary


When purchased, decide on a signature spell If your character has at least two ranks in While not using a magic implement, your When a patient under your character’s
consisting of a particular magic action and a magic skill, when using the Ensorcelled character increases the base damage of attack care heals wounds from natural rest, they
�� EXP

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]
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Strength of Faith Natural Pure Proper Upbringing


Once per session, add s equal to ranks in When your character purchases this talent, Each rank of Pure increases your character's When making a social skill check in polite
�� EXP

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]
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Signature Spell [Imp.] Apothecary Dedication Grit


When your character casts their signature When a patient under your character’s Each rank of Dedication increases one of Each rank of Grit increases your character’s
spell, reduce the difficulty of the check by two care heals wounds from natural rest, they your character's characteristics by one. strain threshold by one.
�� EXP

instead of one. heal additional wounds equal to twice your


character’s ranks in Apothecary.

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Scholar

Warrior Priest Starting Gear


3D10 + 20 Silver Shillings, a Hammer, Heavy Robes,
of Sigmar a Sacred Symbol

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

If your character has at least one rank in


Join the Order of the Silver the Divine skill, they can work Miracles of
Priest Hammer. Sigmar, but they can never work miracles
of other deities or cast spells.

Increase ranks in Leadership


Chaplain* to 3. Your character may spend 5XP to pur-
Purchase the Inspiring Rhetoric chase the Inspiring Cry talent.
(Improved) talent.

When your character casts an attack


spell with the Close Combat effect while
Increase ranks in Divine to 4.
wielding a hammer or warhammer, they
Presbyter* Increase ranks in Discipline to 4.
increase the base damage of the spell by
Purchase the Combat Training
the damage of the weapon and add the
talent.
Deadly effect for free. This cannot be
combined with magic implements.

Social Class: Middle Class Species: Hu

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

to have your character heal strain equal to the hh to the check.


rating of the chosen characteristic.
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Chaos Bane Combat Training Toughened Inspiring Rhetoric


Your character counts the Critical rating of Athletics or Resilience and Melee (Light) or Each rank of Toughened increases your Make an Average (kk) Leadership check.
their weapon as one lower to a minimum of Melee (Heavy) are now career skills for your character’s wound threshold by two. For each s, one ally within short range
�� EXP

1 when making an attack targeting a Chaos character. heals one strain. For each a, one ally heals
adversary. one additional strain.
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Signature Spell Innate Focus pure Inspiring Rhetoric [imp.]


When purchased, decide on a signature spell While not using a magic implement, your Each rank of Pure increases your character's Allies affected by your character’s Inspiring
consisting of a particular magic action and character increases the base damage of attack corruption threshold by one. Rhetoric add j to all skill checks they make
�� EXP

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.
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Strength of Faith Battle Casting Natural Grit


Once per session, add s equal to ranks in Your character does not add j to magic skill When your character purchases this talent, Each rank of Grit increases your character’s
�� EXP

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.
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Signature Spell [imp.] Zealous Fire Dedication Inspiring Rhetoric [Sup.]


When your character casts their signature Each time your Game Master spends a Story Each rank of Dedication increases one of Your character may choose to suffer 1 strain
spell, reduce the difficulty of the check by Point, your character heals 2 strain. your character's characteristics by one. to use the Inspiring Rhetoric talent as a ma-
�� EXP

two instead of one. neuver, instead of as an action.

[Incidental]
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Scholar

Amber Wizard Starting Gear


6D10 + 10 Silver Shillings, a Light Spear, a Journeyman Wand
Ghur - the brown wind of magic, is a  reflection of the spiritist world of the beast.
or a Journeyman Staff
Therefore, Magisters of other Lores usually consider the magic it brings as primitive
and unpredictable, and the Amber Wizards as wild and uncouth. The Ghur Magisters
themselves however, do not seem to care, often rejecting human civilization, wealth or Additional Career Skills
social status and choosing to live in the wilderness, among nature and wild animals. Brawl, Knowledge (Chaos), Magic (Arcana), Survival

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

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Beasts. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of
Increase ranks in Magic
Lord (Arcana) to 5.
social skill checks targeting other wizards
twice instead of once.
Purchase College Wizard
(Supreme) talent.

Social Class: Outcast Species: Hu

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.
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Grit Combat Training Signature Spell Animal Expertise


Each rank of Grit increases your character’s Athletics or Resilience and Melee (Light) or When purchased, decide on a signature spell Add j per rank of the talent to all checks
strain threshold by one. Melee (Heavy) are now career skills for your consisting of a particular magic action and when interacting with animals. When dealing
�� EXP

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
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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]
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Masterful Casting Grit Signature Spell [Imp.] Animal Expertise


When casting a spell, spend t to trigger up Each rank of Grit increases your character’s When your character casts their signature Add j per rank of the talent to all checks
�� EXP

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
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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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Amethyst Wizard Starting Gear


Amethyst wizards use Shyish - the purple wind of magic. Shyish blows from the past 6D10 + 10 Silver Shillings, a Scythe of Shyish
to the future, bringing with it the rush of passing time and the inevitability of death.
The passing of life and its end is the natural fear of most rational beings, therefore
amethyst wizards are usually treated with great distrust, even among other magis- Additional Career Skills
ters. But who would not be afraid of these slim, quiet and ascetic individuals capable Cool, Discipline, Knowledge (Chaos), Magic (Arcana)
of sucking the life out of every creature, and stopping the beating heart in their chest
with a movement of their hand?
Amethyst wizards are the keepers of death, making sure no one slips out of its cold
embrace. Therefore, one of their tasks is to track down and eliminate necromancers,
undead, and other creatures that contradict the laws of nature.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Death. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

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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Brilliant Casting Combat Training Signature Spell Cool Face


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or When purchased, decide on a signature spell When another character tries to discern your
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your consisting of a particular magic action and character's Motivations, they add automatic
�� EXP

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]
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Grit College Wizard [Imp.] Rule of Shyish [Imp.] Intimidating


Each rank of Grit increases your character’s Your character reduces the result of any Add j to Charm checks. After successful During the first round of a combat encoun-
strain threshold by one. Miscast they cause by 30 instead of 10, to Attack or Curse spell, spend 1 Story Point to ter, your character increases their melee
�� EXP

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]
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Masterful Casting Signature Spell [imp.] Grit Wraith Bane


When casting a spell, spend t to trigger up When your character casts their signature Each rank of Grit increases your character’s Your character counts the Critical rating of
�� EXP

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
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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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Scholar

Bright Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
As dangerous and unpredictable as the flames they wield, Bright Wizards are among
or a Journeyman Staff
the most feared combatants on the battlefield. Their magic is often spectacular and
impressively violent and they are known for their sudden mood changes and can
explode with anger in a matter of seconds - it is only one of many effects Aqshy, the Additional Career Skills
Red Wind of Magic, has on their minds and bodies. Coercion, Knowledge (Chaos), Magic (Arcana), Resilience
The nature of Aqshy is tempestuous and aggressive, so it is not a surprise only a few
are able to resist the wild power it offers. Some people even claim acrimoniously
there are no masters among Bright Wizards, only survivors.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Fire. They can never cast spells from
Wizard the College of Magic other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability
Magister Increase ranks in Magic
of social skill checks targeting other
(Arcana) to 4.
wizards once.
Purchase the College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability
Increase ranks in Magic
Lord (Arcana) to 5.
of social skill checks targeting other
wizards twice instead of once.
Purchase the College Wizard
(Supreme) talent.

Social Class: Elite Species: Hu

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

make in the current encounter. spell without increasing the difficulty.

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Brilliant Casting Combat Training Expert Knowledge Signature Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Select an area of expertise. Your character When purchased, decide on a signature spell
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your reduces the difficulty of Knowledge checks consisting of a particular magic action and
�� EXP

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
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Grit College Wizard [Imp.] Rule of Aqshy [Imp.] Explosive Casting


Each rank of Grit increases your character’s Your character reduces the result of any Your character is immune to fire but add Spells with a Blast quality have a rating equal
strain threshold by one. Miscast they cause by 30 instead of 10, to j to Charm and Negotiation checks. Once to twice your character’s ranks in Knowledge.
�� EXP

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]
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Baleful Gaze Rule of Aqshy [Sup.] Grit Signature Spell [Imp.]


Once per round, spend a Story Point to upgrade Your character may spend a Story Point Each rank of Grit increases your character’s When your character casts their signature
�� EXP

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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Unleash Masterful Casting Dedication College Wizard [Sup.]


Once per round, your character may suffer 1 When casting a spell, spend t to trigger up Each rank of Dedication increases one of When your character causes Miscast, before
corruption to perform a maneuver to imme- to three different effects instead of one. These your character's characteristics by one. determining its result, you may spend a Story
�� EXP

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]
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Celestial Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the
or a Journeyman Staff
stars, the upper atmosphere, and the weather. Most commonly referred to as Astro-
mancers, they are prognosticators, astrologers, and seers without Human peer and
also have power over the weather and other meteorological phenomena. Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance
Azyr’s Magisters are known for their greatest preference for sky and star gazing, and
for this reason they are sometimes called “Celestial Wizards” by some of the less ed-
ucated folk of the Empire.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of the Heavens. They can never cast spells
Wizard the College of Magic. from other Lores (except Lore of Chaos) or
work miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability
Magister Increase ranks in Magic
of social skill checks targeting other
(Arcana) to 4.
wizards once.
Purchase the College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability
Increase ranks in Magic
Lord (Arcana) to 5.
of social skill checks targeting other
wizards twice instead of once.
Purchase the College Wizard
(Supreme) talent.

Social Class: Elite Species: Hu

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.

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Brilliant Casting Combat Training Sixth Sense Signature Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Your character may make a Vigilance or a Dis- When purchased, decide on a signature spell
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your cipline check instead of Cool, to determine consisting of a particular magic action and
�� EXP

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]
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Grit College Wizard (Imp.) Rule of Azyr (Imp.) Intuitive Casting


Each rank of Grit increases your character’s Your character reduces the result of any Your character cannot be disoriented and Your character adds j for each rank of
strain threshold by one. Miscast they cause by 30 instead of 10, to gains j to all Negotiation checks. Once per Intuitive Casting to the first magic check they
�� EXP

a minimum of 01. encounter, spend a Story Point to fly until the make in the current encounter.
end of the encounter.
[Incidental]
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Rule of Azyr (Sup.) Grit Intuitive Casting Signature Spell (Imp.)


At the beginning of an encounter, your Each rank of Grit increases your character’s Your character adds j for each rank of When your character casts their signature
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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]
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Dedication Masterful Casting College Wizard (Sup.) Deadly Premonition


Each rank of Dedication increases one of your When casting a spell, spend t to trigger up When your character causes Miscast, before Once per session, suffer 1 corruption to
character's characteristics by one. to three different effects instead of one. These determining its result, you may spend a Story expand Cheat Death effect to additional char-
�� EXP

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]
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Gold Wizard Starting Gear


6D10 + 80 Silver Shillings, a Sword, a Journeyman Wand
Chamon, the yellow wind of magic, gathers around metals, especially the precious
or a Journeyman Staff
ones like silver or gold. It brings greed and selfishness, but also clarity of mind, logic,
determination and healthy conservatism. Gold wizards are usually like that - focused
on their research, they pay little attention to the problems of ordinary people. Additional Career Skills
Alchemy, Crafts, Knowledge (Chaos), Magic (Arcana)
Gold wizards are masters of the alchemy arts. Their magic aids their research as it
allows its users to clear their minds and look at the nature of things from a broader
perspective. It also has the power to manipulate matter, especially metals - skillful
wizards can use this for experimentation and for self-defense to create impenetrable
barriers or launch destructive attacks against their foes.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Metal. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of
Increase ranks in Magic
Lord (Arcana) to 5.
social skill checks targeting other wizards
twice instead of once.
Purchase College Wizard
(Supreme) talent.

Social Class: Elite Species: Hu

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
� EXP

related to the selected area by one. the spell without increasing the difficulty.

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Brilliant Casting Combat Training Inventor Signature Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Add a number of j equal to ranks of Inventor When purchased, decide on a signature spell
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your to a check to construct new items. consisting of a particular magic action and
�� EXP

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
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Grit College Wizard [Imp.] Rule of Chamon Potent Concoctions


Each rank of Grit increases your character’s Your character reduces the result of any Increase Soak by 1, but upgrade the difficulty of On an Alchemy check - t: roll an additional l
strain threshold by one. Miscast they cause by 30 instead of 10, to Athletics/Coordination/Vigilance checks once. and add it to the results. d: roll an additional l
�� EXP

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.
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Masterful Casting Grit Explosive Casting Signature Spell [Imp.]


When casting a spell, spend t to trigger up Each rank of Grit increases your character’s Spells with a Blast quality have a rating equal When your character casts their signature
�� EXP

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]
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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]
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Grey Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
The wizards of the Grey College are among the most secretive. They wander in the
or a Journeyman Staff
shadows, always covered with the gray strands of Ulgu - the wind of magic that rep-
resents confusion, disorientation, illusion and all that is hidden from view. As per-
fect spies, they are part of the constant war against Chaos, usually devoted to expos- Additional Career Skills
ing cults of the Ruinous Powers from within. Knowledge (Chaos), Magic (Arcana), Stealth, Streetwise
The magic of Grey Wizards is not spectacular and definitely not very combat-orient-
ed. However, they can confuse their enemies with illusions woven from pure Ulgu,
and the most powerful are capable of opening Bridges of Shadows - inter-dimen-
sional portals capable of transporting a wizard anywhere in the known world.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Shadows. They can never cast spells
Wizard the College of Magic. from other Lores (except Lore of Chaos) or
work miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of
Increase ranks in Magic
Lord (Arcana) to 5.
social skill checks targeting other wizards
twice instead of once.
Purchase College Wizard
(Supreme) talent.

Social Class: Elite Species: Hu

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]
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Brilliant Casting Combat Training Unremarkable Signature Spell


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Other characters add f to any checks made When purchased, decide on a signature spell
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your to find or identify your character in a crowd. consisting of a particular magic action and
�� EXP

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
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Grit College Wizard [Imp.] Rule of ulgu [Imp.] Elusive


Each rank of Grit increases your character’s Your character reduces the result of any Add j to Stealth checks, but j to Leadership When another character makes a check to fol-
strain threshold by one. Miscast they cause by 30 instead of 10, to checks. Once per encounter, spend a Story low your character's trail, add f equal to your
�� EXP

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.
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Flicker Step Grit Signature Spell [imp.] Master of Shadows


When your character casts a spell, they may Each rank of Grit increases your character’s When your character casts their signature After successful Stealth check, for each s
�� EXP

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.
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College Wizard [Sup.] Rule of ulgu [Sup.] Dedication Teleportation


When your character causes Miscast, before Your character may add the Invisibility effect Each rank of Dedication increases one of Once per session, make a Daunting (kkkk) Ar-
determining its result, you may spend a Story to the Mask spells, following the normal your character's characteristics by one. cana check. If successful, your character vanish
�� EXP

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]
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Jade Wizard Starting Gear


6D10 + 10 Silver Shillings, a Silver Sickle, a Journeyman
While most wizards are usually dreaded by the common people, Jade Wizards don't
Wand or a Journeyman Staff
seem to have this problem. Living close to nature and the natural circle of life, it
brings them closer to the inhabitants of the countryside and makes them often im-
portant figures among local communities. Additional Career Skills
Knowledge (Chaos), Magic (Arcana), Perception, Survival
The Jade Wizards rule Ghyran - the green wind of magic. It is the magic of plants,
water, soil and fertility, so these wizards usually focus on gentle healing spells and
are tasked with ensuring the unimpeded flow of energy through laylines. However,
it is naive to think that they are completely defenseless - like nature itself, they can
unleash terrible destructive powers if provoked.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Life. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

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
� EXP

related to the selected area by one. Attack spell, you may add the Non-lethal effect
to the spell without increasing the difficulty.
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Brilliant Casting Combat Training Signature Spell One with Nature


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or When purchased, decide on a signature spell When in the wilderness, your character may
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your consisting of a particular magic action and make a Simple (–) Survival check, instead of
�� EXP

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]
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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.
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Flicker Step Grit Signature Spell [Imp.] Masterful Casting


When your character casts a spell, they may Each rank of Grit increases your character’s When your character casts their signature When casting a spell, spend t to trigger up
�� EXP

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.
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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.
�� EXP

When using Awakening of the Forest, use


and strain equal to your characer's ranks in Point to count the result as if rolled “01” the Forest Guardian characteristic for the
Knowledge (Chaos). This may revive allies. awakened tree, instead of Aemhelin Scion.
[Incidental] [Incidental]
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White Wizard Starting Gear


6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand
White wizards, also called Hierophants, are among leaders of the never ending war
or a Journeyman Staff
against Chaos. They tirelessly track down every taint of corruption and are the greatest
enemies of warp-born Daemons. This power comes to them by Hysh - the white Wind of
Magic, considered to be the most powerful but also the most difficult to control. It rep- Additional Career Skills
resents light, not only in the literal sense, but also the concepts of purity, enlightenment, Discipline, Knowledge (Chaos), Leadership, Magic (Arcana)
order and tenacity, and is the complete opposite of the unpredictable energies of Chaos.
White Wizards use their magic to fight the Ruinous Powers, but also to heal and
guide those lost in darkness - here their methods differ from witch hunters, for
whom death in flames is the only redemption.

Specialization Progression
Profession

Your character can cast spells of the Lore


Journeyman Complete an apprenticeship in of Light. They can never cast spells from
Wizard the College of Magic. other Lores (except Lore of Chaos) or work
miracles.

Increase ranks in Knowledge


(Chaos) to 3
Your character upgrades the ability of
Magister Increase ranks in Magic
social skill checks targeting other wizards
(Arcana) to 4.
once.
Purchase College Wizard
(Improved) talent.

Increase ranks in Knowledge


Wizard (Chaos) to 4
Your character upgrades the ability of so-
Increase ranks in Magic (Arcana)
Lord to 5.
cial skill checks targeting other wizards
twice instead of once.
Purchase College Wizard (Su-
preme) talent.

Social Class: Elite Species: Hu

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.

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Brilliant Casting Combat Training Know the Enemy Pure


When your character casts a spell, you may Athletics or Resilience and Melee (Light) or Your character may make a Knowledge Each rank of Pure increases your character's
spend one Story Point to use this talent to add Melee (Heavy) are now career skills for your (Chaos) check instead of Cool or Vigilance, to corruption threshold by one.
�� EXP

a equal to your character’s ranks in Knowl- character. determine Initiative order when facing Chaos
edge (Chaos) to the result. creatures.
[Incidental] [Incidental]
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Grit Chaos Bane College Wizard [Imp.] Signature Spell


Each rank of Grit increases your character’s Your character counts the Critical rating of Your character reduces the result of any When purchased, decide on a signature spell
strain threshold by one. their weapon as one lower to a minimum of Miscast they cause by 30 instead of 10, to consisting of a particular magic action and
�� EXP

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.

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Masterful Casting Rule of Hysh [imp.] Pure Signature Spell [imp.]


When casting a spell, spend t to trigger up Your character and their allies within short Each rank of Pure increases your character's When your character casts their signature
�� EXP

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
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College Wizard [Sup.] Grit Dedication Rule of Hysh [Sup.]


When your character causes Miscast, before Each rank of Grit increases your character’s Each rank of Dedication increases one of After your character successfully used the
determining its result, you may spend a Story strain threshold by one. your character's characteristics by one. Rule of Hysh (Improved) talent, you may
�� EXP

Point to count the result as if rolled “01” spend a Story Point to automatically defeat
the target.
[Incidental] [Incidental]
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Soldier

Cavalryman Starting Gear


3D10 + 10 Silver Shillings, a Riding Horse, a Miliary Pick and
Cavalrymen are light-armed mounted soldiers, usually used for hit-and-run attacks
a Bow OR a Spear OR a Light Spear and a Shield
and harassing the enemy at short distances. While noble knights tend to look down
on common-born cavalrymen, those same cavalrymen look down on the foot sol-
diers, considering themselves as part of the elite of the army. Additional Career Skills
Melee (Light), Ranged, Riding, Survival
They maintain a specific culture, and rarely fraternize with troops of other forma-
tions. As a result, they are often seen as arrogant and self-righteous.

Specialization Progression
Profession

Join the military while having at


Horseman least 1 rank in Riding.
None

Increase ranks in Riding to 3.


cavalerist Your character may spend 15XP to pur-
Increase ranks in Melee (Light)
chase the Born in the Saddle talent.
or Ranged to 3.

Increase ranks in Riding to 4.


Cavalry Increase ranks in Melee (Light)
Your character may spend 10XP to pur-
Sergeant or Ranged to 3.
chase the Officer specialization.
Purchase the Cavalier (Im-
proved) talent.

Social Class: Middle Class Species: Hu, HE, WE

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]
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Ranger Parry Impaling Strike Desperate Recovery


Discipline and Firearms are now career skills When suffering a hit from a melee combat When your character inflicts a Critical Injury Before your character heals strain at the end
for your character. check, after damage is calculated but before with a melee weapon, they may use this talent of an encounter, if their strain is more than
�� EXP

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]
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Steady Hand Side Step Vanguard Cavalier


Before your character makes a ranged combat Suffer a number of strain up to the talent ranks. If your character is mounted at the begin- While riding a mount trained for battle, once
check, you may spend one Story Point to use Until the end of your char’s next turn, upgrade ning of a combat encounter, they add ss per round your character may use this talent
�� EXP

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]
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Enduring Toughened Cavalier [Imp.] Grit


Each rank of Enduring increases your char- Each rank of Toughened increases your While riding a mount, your character and Each rank of Grit increases your character’s
�� EXP

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.

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Cavalier [Sup.] Toughened Side Step Dedication


Your character may choose to suffer 1 strain Each rank of Toughened increases your Suffer a number of strain up to the talent ranks. Each rank of Dedication increases one of
to use the Cavalier talent as an incidental, character’s wound threshold by two. Until the end of your char’s next turn, upgrade your character's characteristics by one.
�� EXP

instead of as a maneuver. the diff. of ranged checks targeting your char


a number of times equal to the strain suffered.
[Incidental] [Maneuver]
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Soldier

Foot Soldier Starting Gear


a Light Spear and a Shield or a Spear and a Mace
Foot Soldiers are rank-and-file professional fighters who are trained to fight in large
Brigantine, 5D10 Silver Shillings
groups. Together with marksmen, they are the foundation of almost every army in
the Old World. As a part of the Imperial Army, they are the force that mans the Em-
pire’s fortresses, patrols the borders, and repels the invaders. Additional Career Skills
Cool, Melee (Heavy), Melee (Light), Resilience
Although their real strength on the battlefield lies in their numbers, many of them
possess some amount of individual skill which may be invaluable while living the life
of an adventurer.

Specialization Progression
Profession

Soldier Join the military. None

Purchase the Power Through


talent.
Veteran Increase ranks in Resilience Your character adds j to all Coercion
to 2. checks targeting them.
Take part in a military expedi-
tion or campaign..
Your character may change their
social class to Middle Class.
Elite Increase ranks in Resilience to 4. Once per encounter, you may spend
Guard Increase ranks in Cool to 2. a Story Point for your character to ig-
Purchase the Back to Back talent. nore the effects of one Critical Injury
with severity of 2 or lower until the
end of the encounter.

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]
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Block Bulwark Defensive Stance Power Through


While wielding a shield, your character may While wielding a weapon with the Defensive Suffer a number of strain up to the talent ranks. If your character suffered wounds during an
use the Parry talent to reduce damage from quality, your character may use Parry to Until the end of your char’s next turn, upgrade encounter, they may use Resilience instead of
�� EXP

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

Shield Bash Parry Toughened Fast Healer


Spend t from Initiative check to make When suffering a hit from a melee combat Each rank of Toughened increases your When your character heals wounds via natu-
a combat check with a shield before the first check, after damage is calculated but before character’s wound threshold by two. ral rest, they heal two additional wounds.
�� EXP

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

Heroic Resilience Second Wind Back to Back Defensive Stance


Once per encounter, when your character Once per encounter, your character may use While engaged with allies, your character and Suffer a number of strain up to the talent ranks.
�� EXP

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

Concussive Strike Defensive Toughened Dedication


Suffer 2 strain before a Melee (Light) or Each rank of Defensive increases your Each rank of Toughened increases your Each rank of Dedication increases one of your
Melee (Heavy) check. Increase the difficulty character’s melee defense and ranged defense character’s wound threshold by two. character's characteristics by one.
�� EXP

of the check by one. The weapon gains Con- by one.


cussive 1 item quality for the check.
[Incidental]
tow
a GCRB #80
P GCRB #75
P GCRB #81
p
Soldier

Marksman Starting Gear


5D10 Silver Shillings, a Military Pick, a Buckler, Padded
Marksman are the ranged troops of the army, and depending on the particular for-
Armor, a Bow or a Crossbow or an (Inferior quality) Arquebus
mation, may be armed with bows, crossbows, or relatively cheap, mass produced
firearms, intended to rain arrows upon the enemy as they advance, or to cut them
down just before the infantry advance into melee. Additional Career Skills
Discipline, Firearms, Melee (Light), Ranged
While accuracy is not extremely important for their intended effect, most marks-
men train their abilities to some extent while being also able to defend themselves
in hand-to-hand combat. Those who develop exceptional skill often become snipers,
tasked with targeting enemy officers, with many turning to professional tourna-
ment targeteers after their military service.

Specialization Progression
Profession

Marksman Join the military. None

Increase ranks in Discipline to 3


Your character may spend 15XP to pur-
and Ranged to 5.
Targeteer* chase the Rapid Archery talent.
Purchase the Precise Archery
Your character may spend 25XP to pur-
talent.
chase the Master talent.
Win an archery tournament.

Increase ranks in Discipline to 3


Your character may use Eagle Eyes talent
and Firearms to 5.
twice during the encounter instead of
Sniper* Purchase the Eagle Eyes talent.
once.
Incapacitate adversary that was
Your character may spend 25XP to pur-
not previously wounded with
chase the Weak Spot talent.
a single ranged attack.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

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

Side Step Grit Steady Hand Burly


Suffer a number of strain up to the talent ranks. Each rank of Grit increases your character’s Before your character makes a ranged combat Your character decreases Cumbersome qual-
Until the end of your char’s next turn, upgrade strain threshold by one. check, you may spend one Story Point to use ity rating of a weapon they wield by 1.
�� EXP

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

Headshot Precise Archery Eagle eyes Toughened


Your character adds damage equal to their When making a Ranged combat check tar- Once per encounter before making a ranged Each rank of Toughened increases your
ranks in Headshot to combat checks aiming geting a character engaged with one of your combat check, you may use this talent to in- character’s wound threshold by two.
�� EXP

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

Toughened Grit Precise Aim Enduring


Each rank of Toughened increases your Each rank of Grit increases your character’s When performing an Aim maneuver, suffer Each rank of Enduring increases your char-
�� EXP

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

Headshot Precise Aim Deadeye Dedication


Your character adds damage equal to their When performing an Aim maneuver, suffer After inflicting a Critical Injury with a ranged Each rank of Dedication increases one of
ranks in Headshot to combat checks aiming 2 strain. During the next combat check, weapon and rolling the result, suffer 2 strain. your character's characteristics by one.
�� EXP

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

Mercenary Starting Gear


3D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace
War never ends in the Old World which means there is always a need for fighting
or a Pike and a Sword or a Halberd, Padded Armor
men. While the Empire does maintain a standing army, its strength is bolstered with
hired swords.
Additional Career Skills
Mercenaries range from wild youths with a taste for an adventure to grizzled profes-
Melee (Heavy), Negotiation, Ranged, Resilience
sional soldiers who’ve seen a dozen battles or more; but all have one thing in common
- a dream of untold riches. Unfortunately, for most of them, the reality is an early
death and an unmarked grave.

Specialization Progression
Profession

Mercenary Join the mercenary company. None

Purchase one rank in the Intim-


idating talent.
Mercenary Increase ranks in Melee (Heavy)
When using a Melee (Heavy) weapon,
your character adds j to melee combat
Veteran to 3.
checks targeting mounted adversaries.
Take part in a military expedi-
tion or campaign.

Your character may change their social


Elite Increase ranks in Negotiation class to the Middle Class.
to 2. When your character makes a Negotia-
Mercenary Increase ranks in Melee (Heavy) tion check to negotiate a contract, they
to 4. increase the base offer by 20% per each
s beyond the first.

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
P

Intimidating Impaling Strike Parry Power Through


During the first round of a combat encounter, When your character inflicts a Critical Injury When suffering a hit from a melee combat If your character suffered wounds during an
your character increases their melee defense with a melee weapon, they may use this talent check, after damage is calculated but before encounter, they may use Resilience instead of
�� EXP

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

Second Wind Toughened Shockwave Fast Healer


Once per encounter, your character may use Each rank of Toughened increases your Your character treats Melee (Heavy) weapons When your character heals wounds via natu-
this talent to heal an amount of strain equal character’s wound threshold by two. as possessing the Blast item quality with a rat- ral rest, they heal two additional wounds.
�� EXP

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

Breakthrough Intimidating Back to Back Defensive Stance


With Melee (Heavy) weapon, suffer strain no During the first round of a combat encounter, While engaged with allies, your character and Suffer a number of strain up to the talent ranks.
�� EXP

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

Enduring Crushing Blow Toughened Dedication


Each rank of Enduring increases your char- Once per session while resolving a melee com- Each rank of Toughened increases your Each rank of Dedication increases one of
acter’s soak value by one. bat check, suffer 4 strain. The weapon gains character’s wound threshold by two. your character's characteristics by one.
�� EXP

the Breach 1 and Knockdown item qualities,


and destroys one of the target's items.
[Incidental]
gcrb #80
p rot #91
a GCRB #75
P gcrb #81
p
Soldier

Officer Starting Gear


Officers are trained leaders who command the troops of the Old World. While a Fine Cloak, a Sword, 3D10+30 Silver Shillings
much depends on the training and morale of soldiers, often the right or wrong or-
ders from their commanders will determine the success of a campaign. Therefore,
a great responsibility rests on the shoulders of the officers. Additional Career Skills
Cool, Discipline, Leadership, Knowledge (Academic)
Although sometimes veteran soldiers become officers, they are usually representa-
tives of the petty nobility or richer bourgeoisie - apart from the priestly service, it is
one of the few opportunities for them to join the ranks of the elite.

Specialization Progression
Profession

Your character may spend 5XP to


Cadet Start officer training. purchase the Expert Knowledge (History)
talent.

Increase ranks in Cool to 3.


Warrant Increase ranks in Leadership
Your character may spend 10XP to pur-
to 3.
Officer Purchase one rank in the Coor-
chase the Paragon talent.
dinated Assault talent.

Increase ranks in Cool to 3.


Your character may change their social
Increase ranks in Discipline and
Officer Leadership to 4.
status to Elite.
Your character may spend 20XP to pur-
Purchase two ranks in the Proper
chase the Imperious Tone talent.
Upbringing talent.

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

Your character reduces difficulty of Knowl-


character. edge checks related to Military once. the ranks in Proper Upbringing to add an strain at the end of an encounter (see page
equal number of a to the check. 117 of the Genesys Core Rulebook).
[Incidental]
tow
p TOW
P GCRB #74
a tow
P

Grit Field Commander Inspiring Rhetoric Coordinated Assault


Each rank of Grit increases your character’s Make an Average (kk) Leadership check. If Make an Average (kk) Leadership check. Once per turn, use this talent to have a number
strain threshold by one. successful, a number of allies equal to your For each s, one ally within short range of engaged allies equal to your ranks in Leader-
�� 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

Inspiring Cry Artillerist Coordinated Assault Inspiring Rhetoric [Imp.]


Once per encounter, allow a number of allies Gunnery is now a carrer skill for your charac- Once per turn, use this talent to have a number Allies affected by your character’s Inspiring
(up to your character's ranks in Leadership) ter. Allies within medium range (up to your of engaged allies equal to your ranks in Leader- Rhetoric add j to all skill checks they make
�� EXP

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

Prime Positions Coordinated Assault Grit Inspiring Rhetoric [Sup.]


When your character or their allies within Once per turn, use this talent to have a number Each rank of Grit increases your character’s Your character may choose to suffer 1 strain
�� EXP

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

Field Commander [Imp.] Coordinated Strike Proper Upbringing Dedication


When using Field Commander, you affect When using Coordinated Assault, suffer 4 When making a social skill check in polite Each rank of Dedication increases one of
a number of allies equal to 2x Presence. You strain: Allies affected by Coordinated Assault company, suffer a number of strain up to your character's characteristics by one.
�� EXP

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

Sailor Starting Gear


1D10 Silver Shillings , a Falchion and a Shield OR a Club and
Many of the impoverished dream of riches, adventure and extraordinary journeys.
an Arquebus (Inferior quality), a Flask
Some decide that path to make these dreams a reality lies with the Navy
Life on board quickly turns out to be difficult, tedious and dangerous. Every day in Additional Career Skills
a military navy is hard and regimented, with constant military drills, and discipline
Athletics, Firearms, Melee (Light), Sailing
on merchant vessels is only marginally easier, although many would argue that point.
Those who do adapt to life on the sea, and survive the daily dangers, become tough,
superstitious individuals, endowed with extraordinary storytelling talents and luck.

Specialization Progression
Profession

Your character may spend 5XP to


Sailor Join the navy. purchase the Expert Knowledge (Sea and
Sailing) talent.

Purchase two ranks in the Sea


Your character may spend 15XP to pur-
Marine* Legs talent.
chase the Stromfels' Wrath talent.
Increase ranks in Athletics and
Melee (Light) to 3.

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.

Social Class: Commoner Species: Hu, Ha, HE

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

Craft Specialization Parry Toughened Manaan's Blessing


Select area of craftsmanship. Your character When suffering a hit from a melee combat Each rank of Toughened increases your When in nautical environment, your char-
reduces difficulty of a Crafts check related to check, after damage is calculated but before character’s wound threshold by two. acter may make a Simple (-) Sailing check,
�� EXP

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

Know the Ropes Daring Sailor Side Step Sea Legs


Once per encounter, before ally makes Before making a Sailing check, you may add Suffer a number of strain up to the talent ranks. When your character makes a Brawn or Agil-
a check, spend one Story Point: Your charac- a number of h and an equal number of s to Until the end of your char’s next turn, upgrade ity based check while on a boat or ship, they
�� EXP

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

Silver Tongued Jackspeak Second Wind Artillerist


Once per session, when resolving a social When making a social skill check in company Once per encounter, your character may use Gunnery is now a carrer skill for your charac-
�� EXP

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

Sailor's Luck Offensive Driving Defensive Dedication


Once per session, after your character's or While sailing, make an opposed Sailing vs Each rank of Defensive increases your char- Each rank of Dedication increases one of
one of its allies check generates d, you may Sailing check targeting a ship within medi- acter’s melee defense and ranged defense your character's characteristics by one.
�� EXP

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

Bounty Hunter Starting Gear


1D10 Silver Shillings, a Hand Crossbow, a Falchion,
Bounty Hunters hunt others for pay. Often this takes a cold, calculating individual
a Weighted Net, a Rope, a Torch
with no care for another's wellbeing, or they can be those with a thirst for justice.
Both are relentless hounds, who will not stop until they have their prey, be it a want-
ed criminal, elusive outlaw, runaway slave, or the lover of a nobleman's wife. Additional Career Skills
Coercion, Perception, Ranged, Streetwise
Many start life as debt collectors, forcibly recovering borrowed money before moving
onto to recovering people - a far more lucrative endeavor.
A few however become Fixers, preferring to eschew violence where they can, and
instead use coercion and blackmail to resolve problems for their employers.

Specialization Progression
Profession

Debt None None


Collector

Bounty Increase ranks in Ranged


Your character may spend 15XP to pur-
and Streetwise to 3. Capture
Hunter* a convict .
chase the Easy Prey talent.

Increase ranks in Coercion Negotiation is now career skill for your


Fixer* and Perception to 3. Force an character. Your character may spend
adversary to capitulate in a social 15XP to purchase the Tough Negotiator
encounter. talent.

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

Precision Durable Altered Deal Knack for It


When making a Brawl or Ranged check, your Your character reduces any Critical Injury Once per session, when allied character within Select one skill. Your character removes
character may use Cunning instead of Brawn result they suffer by 10 per rank of Durable, short range of your character fails a Negotiation jj from checks they make using that skill.
�� EXP

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

Precise Aim Quick Strike Impaling Strike Bloodhound


When performing an Aim maneuver, suffer Your character adds j for each rank of Quick When your character inflicts a Critical Injury When making a check to follow trail of
2 strain. During the next combat check, Strike to any combat checks they make with a melee weapon, they may use this another character, add a number of s equal
�� EXP

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

Prey on the Weak Enduring Durable Natural


Your character adds two damage to the Each rank of Enduring increases your char- Your character reduces any Critical Injury When your character purchases this talent,
�� EXP

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

Quick Strike Dedication Precise Aim Master


Your character adds j for each rank of Quick Each rank of Dedication increases one of When performing an Aim maneuver, suffer Choose one skill. Once per round, suffer 2
Strike to any combat checks they make your character's characteristics by one. 2 strain. During the next combat check, strain to reduce the difficulty of the next
�� EXP

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

Coachman Starting Gear


The coaching companies transport people along the roads of the Old World, typically A Blunderbuss, An Axe, 1d10 + 10 Silver Shillings
when river transport is impossible. It is a dangerous job as the routes stretch through
areas almost untouched by civilization, but full of bandits, beastmen, and other, even
worse atrocities. Therefore, the stagecoaches are usually handled by at least two har- Additional Career Skills
dy and vigilant crewmembers - a driver and a guard. Coercion, Firearms, Riding, Survival
As if that were not enough, coachmen often have to deal with troublesome passengers, typi-
cally from upper class as the fees for such travel can be high. No wonder some of them grow
weary of dealing with the demands and rudeness of such people, often becoming messen-
gers. Their knowledge of the roads make them swift and capable carriers, without the need
to deal with the demands of those who believe themselves to be akin to the real nobility.

Specialization Progression
Profession

Coachman None None

Your character may spend 15XP to pur-


Increase ranks in Riding and chase the Born in the Saddle talent.
Messenger* Survival to 3. Once per encounter, while mounted, your
Purchase the Vanguard talent. character may spend a Story Point to
make one extra move maneuver.

Discipline is now a career skill for your


Coach Increase ranks in Coercion and character.
Firearms to 3. Your character may spend 10XP to
Guard* Purchase the Always Prepared purchase the Steady Hand talent.
talent. Your character adds j to Coercion
checks while mounted on a vehicle.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

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

Craft Specialization Paragon Threaten Vanguard


Select area of craftmanship. Your character Once per encounter, use this talent before After an adversary within short (+1 per rank) If your character is mounted at the begin-
reduces difficulty of a Crafts check related to making a Fear check. If successful, - k to Fear range deals damage to ally, suffer 3 strain to ning of a combat encounter, they add ss
�� EXP

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]
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A rot #89
A tow
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Regular Maintenance Natural Defensive Driving Toughened


The vehicle your character is on increases When your character purchases this talent, Increase the defense of any vehicle your Each rank of Toughened increases your
its strain treshold by your character's ranks choose two skills. Once per session, your character pilots by one per rank of Defensive character’s wound threshold by two.
�� EXP

in Crafts. character may use this talent to re-roll one Driving.


skill check that uses one of those two skills.
[Incidental]
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p GCRB #79
a gcrb #80
p GCRB #75
p

Always Prepared Threaten Offensive Driving Defensive Driving


Once per encounter, you may spend a Story After an adversary within short (+1 per rank) While on vehicle, make an opposed Riding vs Increase the defense of any vehicle your
�� EXP

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]
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a rot #89
a tow
P gcrb #80
p

Deadeye Dedication Grit Master


After inflicting a Critical Injury with a ranged Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
weapon and rolling the result, suffer 2 strain. your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

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

Entertainer Starting Gear


The lives of most Old World citizens are filled with work and the fear of tomorrow. 2d10 Silver Shillings, a dagger, a Rope, a Pole
For many, a moment of rest and fun is worth spending their hard earned money on.
Entertainers satisfy this need by providing live shows in the cities and villages, and
sometimes even palaces of the Old World. They travel a lot, in small groups or alone, Additional Career Skills
performing wherever they think there is a chance to earn money or even a free meal Charm, Coordination, Deception, Vigilance
or accommodation.
Some of them become famous actors or minstrels, so popular that they attract the
patronage of the nobility. Usually they are more or less just vagrants, performing
when and where they can before being chased away by suspicious town watchmen.

Specialization Progression
Profession

Your character may spend 10XP to pur-


Entertainer None
chase the Work the Crowd talent

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.

Increase ranks in Charm and


Your character may spend 25XP to pur-
Minstrel* Vigilance to 4.
chase the Encouraging Song (Improved)
Purchase the Encouraging Song
talent.
talent.

Social Class: Commoner Species: Hu, Ha, Dw, HE, WE, Gn

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

Keen Observer Distraction Acrobatics Knack for It


Your character adds jj to checks to discern Make an Average (kk) Coordination/Decep- When moving, your character may suffer 2 Select one skill. Your character removes
another character's motivations. tion check. For each s disorient one enemy strain to perform Athletics or Coordination jj from checks they make using that skill.
�� EXP

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]
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a GCRB #76
A gcrb #73
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Encouraging Song Rapid Reaction Desperate Recovery Wild Improvisation


Make an Average (kk) Charm check. For each Suffer a number of strain to add an equal Before your character heals strain at the end Once per session for each rank of the talent,
s: one ally within medium range adds j to number of s to a check to determine Initia- of an encounter, if their strain is more than you may use any skill and characteristic
�� EXP

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]
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a gcrb #74
a gcrb #73
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a

Quick Witted Audacious Perfect Liar Coordination Dodge


Once per enc, after another social skill check, When your character generates d on After your character makes a Deception When targeted by a combat check, spend
�� EXP

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]
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Wild Improvisation Biggest Fan Rapid Reaction Dedication


Once per session for each rank of the talent, Once per session, when in a crowd, 1SP: gggggggggg Suffer a number of strain to Each rank of Dedication increases one of
you may use any skill and characteristic a single bystander within medium range add an equal number of s to a check to your character's characteristics by one.
�� EXP

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]
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a tow
a gcrb #74
a GCRB #81
P
Wanderer

Hunter Starting Gear


Although farming and animal husbandry are common almost all over the Old World, 1D10 Silver Shillings , a Bow, a Light Spear, a Weighted Net
hunting is still common as hunters and trappers hunt game for fur and meat. With
long days and sometimes weeks away from home, they are experts at tracking animals
while avoiding contact with the dangers of the forest. Sometimes however, they are Additional Career Skills
forced to face things like mutants or beastmen by themselves. As a result, huntsman Melee (Light), Ranged, Survival, Stealth
tend to develop effective martial skills and often have a reputation of tough and fear-
less, if sometimes reclusive people.
Some of the more experienced hunstmen serve as gamekeepers at local courts, tending the
game and fighting poachers, or organizing hunting for the nobility as masters of the hunt.

Specialization Progression
Profession

Your character may spend 5XP to


Hunter None purchase the Expert Knowledge (Zoology)
talent.

Purchase the Ranger and the


Your character's social status is now
Snare talents.
Poacher* Outcast.
Increase ranks in Firearms to 3.
Cool and Skulduggery are now career
Capture or kill an animal
skills for your character.
illegally.

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
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Ranger Bloodhound Animal Expertise Snare


Discipline and Firearms are now career skills When making a check to follow trail of Add j per rank of the talent to all checks Once until the end of an encounter, spend a Story
for your character. another character, add a number of s equal when interacting with animals. When deal- Point to force one character to make a Vigilance vs
�� EXP

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]
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a GCRB #76
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a

Steady Hand Impaling Strike Animal Companion Share Pain


Before your character makes a ranged combat When your character inflicts a Critical Injury Your creates bond with a silhouette 0 animal. When animal companion suffers wounds,
check, you may spend one Story Point to use with a melee weapon, they may use this Once per round, they may spend maneuver to reduce wounds by half. Then your char-
�� EXP

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]
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a rot #88
a gcrb #77
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a

Rapid Archery Easy Prey Animal Expertise Harass


While armed with a bow, suffer 2 strain. Suffer 3 strain to use this talent. Until the start Add j per rank of the talent to all checks When animal companion makes a successful
�� EXP

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

Enduring Dedication Grit Master


Each rank of Enduring increases your char- Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
acter’s soak value by one. your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

check you make using that skill by two, to


a minimum of Easy (k).
[Incidental]
GCRB #80
p GCRB #81
P gcrb #73
P GCRB #81
a
wanderer

Outlaw Starting Gear


Outlaws are those individuals who live outside the law, either by necessity or choice. a Bow, a Club, 1d10 Silver Shillings
Commonly applied to wanted criminals, or those evading the authorities for other
reasons. Often found outside of populated areas in the wilderness, most outlaws
survive off the hard work of others, stealing, coercing, or extorting travelers on the Additional Career Skills
roads and byways of the Old World. Some have noble cause, supporting the poor Athletics, Ranged, Stealth, Survival
and forgotten against tyrannical government, but most are just common bandits.
Some groups can grow so large they even threaten trade in the local area, and be-
come frequent targets of bounty hunters, and even military expeditions.

Specialization Progression
Profession

Bandit None Your character's social status is Outcast.

Your character adds j to all combat


Increase ranks in Stealth and
Outlaw checks they make against ambushed
Athletics to 3. Purchase the Dirty
targets in the first round of a combat
Tricks talent.
encounter.

Increase ranks in Stealth and


Athletics to 4.
Outlaw Leadership is now a career skill for your
Increase ranks in Survival to 3.
character.
Chief Purchase the Back to Back
Your character may spend 25XP to pur-
talent.
chase The Boss talent.
Gather a band of at least 10
bandits.

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
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a GCRB #75
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Heightened Awareness Quick Draw Knack For It Dirty Tricks


Allies within short range of your character Once per round draw or holster an easily Select one skill. Your character removes After your character inflicts a Critical Injury
add j to their Perception and Vigilance accessible weapon or item as an incidental. jj from checks they make using that skill. on an adversary, they may use this talent
�� EXP

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

Natural Precise Aim Acrobatics Dodge


When your character purchases this talent, When performing an Aim maneuver, suffer When moving, your character may suffer 2 When targeted by a combat check, suffer
choose two skills. Once per session, your 2 strain. During the next combat check, strain to perform Athletics or Coordination a number of strain up to ranks in Dodge.
�� EXP

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

Herbalism Deadeye Quick Strike Back to Back


In rural area, make a Hard (kkk) Survival After inflicting a Critical Injury with a ranged Your character adds j for each rank of Quick While engaged with allies, your character and
�� EXP

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]
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a GCRB #79
a gcrb #74
P rot #91
p

Concussive Strike Toughened Precise Aim Dedication


Suffer 2 strain before a Melee (Light) or Each rank of Toughened increases your When performing an Aim maneuver, suffer Each rank of Dedication increases one of
Melee (Heavy) check. Increase the difficulty character’s wound threshold by two. 2 strain. During the next combat check, your character's characteristics by one.
�� EXP

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]
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a GCRB #75
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a gcrb #81
P
Wanderer

Rat Catcher Starting Gear


a Crossbow (Inferior quality), a Pole, a Lantern,
A rat catcher is a common sight everywhere in villages, towns, and cities, making
1D10 Silver Shillings
a living by disposing of the vermin which infest all dwellings in this unsanitary age.
Rat catchers are often traveling folk, although in a large town or city settled these
'vermin soldiers' may actually be employed by the authorities. Additional Career Skills
Ranged, Resilience, Stealth, Streetwise
So called Exterminators - the toughest of Rat Catchers, can deal with every creature
lurking in the city sewers including giant rats, mutants and sometimes vile ratlike
beastmen - too big and too smart even for brave sewer jacks.

Specialization Progression
Profession

Ratcatcher None None

Purchase at least one rank in the


Sewer Jack Your character removes jj imposed by
Dark Street talent.
darkness.
Increase ranks in Streetwise to 3

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.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Gn

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

Warning Bark Animal Expertise Durable Toughened


Your character may make a Perception and Add j per rank of the talent to all checks Your character reduces any Critical Injury Each rank of Toughened increases your
Vigilance checks using dog's ranks in those when interacting with animals. When dealing result they suffer by 10 per rank of Durable, character’s wound threshold by two.
�� EXP

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
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p GCRB #73
p GCRB #75
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Harass Share Pain Dark Street Dodge


When animal companion makes a successful When animal companion suffers wounds, For each rank of the talent, remove one When targeted by a combat check, suffer
combat check, it may upgrade the difficulty reduce wounds by half. Then your char- uncanceled h from Perception, Vigilance, a number of strain up to ranks in Dodge.
�� EXP

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]
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a tow
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P GCRB #78
a

Guard Dog Animal Expertise Snare Easy Prey


Once per round, guide the dog to perform Add j per rank of the talent to all checks Once until the end of the encounter, spend a Story Suffer 3 strain to use this talent. Until the start
�� EXP

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]
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a tow
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a rot #90
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Man’s Best Friend Enduring Urban Combatant Dedication


Once per session, after suffering a Critical Injury, Each rank of Enduring increases your char- When your character is targeted by a combat Each rank of Dedication increases one of
suffer 1 corruption to guide the dog to make a Hard acter’s soak value by one. check in an urban setting, you may spend your character's characteristics by one.
�� EXP

(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]
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a GCRB #80
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a gcrb #81
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wanderer

Riverman Starting Gear


Much of life in the Old World resolves around its rivers. They connect the largest 1D10 Silver Shillings, A Short Spear, A Weighted Net
commercial centers, provide energy for industry, and offer sustenance for the inhab-
itants of towns and villages. Unsurprisingly then, many make a living on the rivers
in somr form or another. Additional Career Skills
Athletics, Crafts, Sailing, Vigilance
Rivermen is the catch all term for those who make their living on the waters, river
pilots, fishermen, barge crews, even smugglers and river pirates are just a few, and
while the many occupations can differ greatly, they all share a great respect for both
the gifts and dangers afforded by the rivers of the Old World.

Specialization Progression
Profession

Your character may spend 5XP to pur-


Riverman None chase the Expert Knowledge (Rivers and
Sailing) talent.

Skulduggery and Stealth are now career


Increase ranks in Vigilance to 3.
Smuggler* skills for your character.
Purchase one rank in the Daring
Your character may spend 15XP to pur-
Sailor talent.
chase the Snuggery talent.

Increase ranks in Crafts and Leadership and Negotiation are now


Barge Sailing to 3. career skills for your character.
Captain* Purchase the Know the Ropes Your character may use the Know the
talent. Ropes talent twice per encounter instead
Own a barge. of once.

Social Class: Commoner Species: Hu, Ha, Dw, Gn

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]
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a gcrb #73
P GCRB #75
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A

Craft Specialization Lucky Strike Rapid Reaction Manann's Blessing


Select area of craftmanship. Your character When purchased, choose one characteristic. Suffer a number of strain to add an equal When in nautical environment, your char-
reduces difficulty of a Crafts check related to After a successful combat check, spend one number of s to a check to determine Initia- acter may make a Simple (-) Sailing check,
�� EXP

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]
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p GCRB #76
A GCRB #74
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A

Regular Maintenance Jackspeak Know The Ropes Daring Sailor


The vehicle your character is on increases When making a social skill check in company Once per encounter, before ally makes Before making a Sailing check, you may add
its strain treshold by your character's ranks of sailors, rivermen etc., suffer a number of a check, spend one Story Point: Your charac- a number of h and an equal number of s to
�� EXP

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]
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Always Prepared Natural Defensive Driving Sea Legs


Once per encounter, you may spend a Story When your character purchases this talent, Increase the defense of any vehicle your When your character makes a Brawn or Agil-
�� EXP

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]
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a GCRB #79
a gcrb #80
P tow
p

Daring Sailor Dedication Grit Master


Before making a Sailing check, you may add Each rank of Dedication increases one of Each rank of Grit increases your character’s Choose one skill. Once per round, suffer 2
a number of h and an equal number of s to your character's characteristics by one. strain threshold by one. strain to reduce the difficulty of the next
�� EXP

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]
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a gcrb #81
P gcrb #73
P gcrb #81
A
Wanderer

Scout Starting Gear


1D10 Silver Shillings, a Bow, an Axe or a Light Spear, a Rope,
Scouts roam through the wilderness, following trails that few other eyes can discern,
a Torch, Winter Clothing
while keeping an eye out for dangerous beasts, hostile groups and unnatural occur-
rences. They frequently hire their expertise out to armies, merchants, and travelers
who need to go far off the known roads. They are often skilled fighters, but rarely deal Additional Career Skills
with hazards themselves, preferring to slip back to warn their employers. Perception, Riding, Stealth, Survival
Most Scouts are in fact trappers, huntsmen or similar individuals with extensive
knowledge about specific territory they are most familiar with. However, some of
them are true specialists, capable of guiding their clients through previously un-
charted land.

Specialization Progression
Profession

Scout None None

Spend some time in a military.


Outrider* Purchase the Combat Training Your character may spend 5XP to pur-
talent. chase the Vanguard talent.
Increase ranks in Riding to 2.

Set foot on an uncharted


territory. If your character is ambushed, their allies
Explorer* Increase ranks in Survival to 3. within short range add j to all checks
Purchase the Heightened Aware- during the first round of the encounter.
ness talent

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

Let's Ride Durable Deep Pockets Heightened Awareness


Once per round in your character’s turn, get Your character reduces any Critical Injury Once per session, produce small (encum- Allies within short range of your character
on/off a vehicle or animal, or change position result they suffer by 10 per rank of Durable, brace 0 or 1) item worth no more than 5 add j to their Perception and Vigilance
�� EXP

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

Animal Expertise Combat Training Bloodhound Snare


Add j per rank of the talent to all checks Athletics or Resilience and Melee (Light) or When making a check to follow trail of Once until the end of an encounter, spend a Story
when interacting with animals. When deal- Melee (Heavy) are now career skills for your another character, add a number of s equal Point to force one character to make a Vigilance vs
�� EXP

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]
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Defensive Herbalism Recon Natural


Each rank of Defensive increases your char- In rural area, make a Hard (kkk) Survival After spending time in an area, make a Hard (kkk) When your character purchases this talent,
�� EXP

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
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a gcrb #79
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Grit Dedication Master of Shadows Master


Each rank of Grit increases your character’s Each rank of Dedication increases one of After successful Stealth check, for each s Choose one skill. Once per round, suffer 2
strain threshold by one. your character's characteristics by one. except the first, your character can hide one strain to reduce the difficulty of the next
�� EXP

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
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a gcrb #81
a
Wanderer

Sorcerer Starting Gear


Those few blessed (or cursed) with witchsight, who do not undergo formal training to 1D10 Silver Shillings, 3 Herbal Medicines, a Staff
master their abilities are called sorcerers, or as college wizards contemptuously refer
- hedge wizards. They are mostly Humans, although the wild and primal mages of the
Wood Elves might also fall into this category. Additional Career Skills
For humans who find themselves in such a situation, if they are lucky, another similarly Knowledge (Chaos), Magic (Arcana), Survival, Vigilance
blessed individual may take them under their wing. They are taught to hide their abili-
ties and often portray themselves as herbalists and healers, living quiet, secluded lives,
on the edges of society. They are always fearful of the wrath of the Witch Hunters, who
would not hesitate to burn them as heretics or cultists - better to burn the witch, than
risk them falling into the clutches of the ruinous powers.

Specialization Progression
Profession

Hedge Be attuned to magic.


Your character can cast spells of the Lore
Wizard of Chaos.

Increase ranks in Magic (Ar-


Your character may spend 20XP to
Sorcerer* cana) and Survival to 4.
purchase the Signature Spell (Improved)
Purchase the Herbalism and the
talent.
Signature Spell talents.

Your character may spend 20XP to


Increase ranks in Magic (Arcana)
Warlock* to 3.
purchase the Warlock talent.
Your character may spend 20XP to
Embrace a Dark Gift.
purchase the Unleash talent.

Social Class: Outcast Species: Hu, WE, Og, Gn

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

Animal Companion Animal Expertise Ensorcelled Herbalism


Your creates bond with a silhuette 0 animal. Add j per rank of the talent to all checks If your character has at least one rank in In rural area, make a Hard (kkk) Survival
Once per round, they may spend maneuver to when interacting with animals. When deal- a magic skill, once per encounter, they may check to heal one wound per s, or one
�� EXP

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

Share Pain Grit Sixth Sense Innate Focus


When animal companion suffers wounds, Each rank of Grit increases your character’s Your character may make a Vigilance or While not using a magic implement, your
reduce wounds by half. Then your char- strain threshold by one. a Discipline check instead of Cool, to deter- character increases the base damage of attack
�� EXP

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]
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a EPG #97
a

Animal Expertise Face of the Wild Signature Spell Blood Magic


Add j per rank of the talent to all checks When you cast a transform spell on yourself, When purchased, decide on a signature spell When casting a spell, suffer 2 wounds to
�� EXP

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]
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p EPG #97
a ROT # 89
P tow
a

Animal Companion Dire Animal Companion Grit Dedication


Your creates bond with a silhouette 0 animal. The companion increases Br by 1 and Ag or Each rank of Grit increases your character’s Each rank of Dedication increases one of
Once per round, they may spend maneuver to Will by 1. It increases its wounds and strain strain threshold by one. your character's characteristics by one.
�� EXP

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
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Warrior

Bodyguard Starting Gear


The Old World is a dangerous place and its cities are no exception. Local gangs lurk 2d10+10 silver shillings, Brass Knuckles, a Club
for the careless, and the narrow streets are full of thieves, thugs, and sometimes even
greater dangers, so it's a common thing to hire armed men to ensure the safety of
goods and people. Additional Career Skills
Brawl, Coercion, Resillience, Vigilance
Guards, the silent but vigilant protectors, are everywhere, from old warehouses and
shops to noblemens' households and palaces of aristocracy. Every inn and every tavern
has a bouncer, ready to deal with problematic clientele and those wealthy often employ
bodyguards - highly skilled warriors responsible for the safety of their masters.

Specialization Progression
Profession

Guard None None

Your character may use the Parry talent


Increase ranks in Brawl to 3.
Bouncer* while unarmed.
Purchase one rank in the Parry
Your character may spend 5XP to pur-
talent.
chase the Painful Blow talent.

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.

Social Class: Commoner Species: Hu, Ha, Dw, WE, Og, Gn

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

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p rot #87
P gcrb #73
P gcrb #75
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Body Guard Intimidating Bulwark Parry


Once per round, suffer strain no greater than During the first round of a combat encoun- While wielding a weapon with the Defensive When suffering a hit from a melee combat
ranks in Body Guard. Choose engaged ally; ter, your character increases their melee quality, your character may use Parry to check, after damage is calculated but before
�� EXP

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
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Heightened Awareness Body Guard Toughened Power Through


Allies within short range of your character Once per round, suffer strain no greater than Each rank of Toughened increases your If your character suffered wounds during an
add j to their Perception and Vigilance ranks in Body Guard. Choose engaged ally; character’s wound threshold by two. encounter, they may use Resilience instead
�� EXP

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

Back to back Defensive Parry Grit


While engaged with allies, your character and Each rank of Defensive increases your char- When suffering a hit from a melee combat Each rank of Grit increases your character’s
�� EXP

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
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Dedication Toughened Body Guard Retribution!


Each rank of Dedication increases one of Each rank of Toughened increases your Once per round, suffer strain no greater than When an ally within medium range is
your character's characteristics by one. character’s wound threshold by two. ranks in Body Guard. Choose engaged ally; attacked, spend 1 Story Point: hit the attacker
�� EXP

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

Champion Starting Gear


3D10+10 Silver Shillings, a Sword and a Buckler, or
Champions are professional warriors that train relentlessly to use a  wide range of
a Greatsword
weapons and excel in melee combat. They often start as mercenaries or bullies for
hire, ready to aid the highest bidder, whether it's to teach someone a  lesson or to
fight to the death. Additional Career Skills
Coordination, Discipline, Melee (Heavy), Melee (Light)
Champions search for glory and every opportunity is good to test their mettle. It's
not suprising that many die before they can call themselves true masters, but the
best of them gain fame and wealth and usually start their own fencing schools or
represent others in trials by combat.

Specialization Progression
Profession

Protagonist None None

Increase ranks in Melee (Light)


Sword and Coordination to 4. Your character may spend 20XP to pur-
Master* Purchase the Sword Master chase the Combined Attack talent.
talent.

Judical Increase ranks in Melee (Heavy)


and Melee (Light) to 4. Your character may spend 25XP to pur-
Champion* Fight instead of another charac- chase the Concussive Strike talent.
ter in a trial by combat.

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
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Defensive Stance Burly Breakthrough Quick Strike


Suffer a number of strain up to the talent ranks. Your character decreases Cumbersome qual- With Melee (Heavy) weapon, suffer strain no Your character adds j for each rank of Quick
Until the end of your char’s next turn, upgrade ity rating of a weapon they wield by 1. greater than ranks in the talent. Decrease def Strike to any combat checks they make
�� EXP

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
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Toughened Second Wind Feint Parry [Imp.]


Each rank of Toughened increases your Once per encounter, your character may use Once per encounter, add a number of h When your character suffers a hit from a melee
character’s wound threshold by two. this talent to heal an amount of strain equal equal to your character's ranks in Coordina- combat check and uses Parry, you may spend
�� EXP

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
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a gcrb #79
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Sword Master Parry Defensive Stance Counterattack


Once per enc, after rolling a melee attack When suffering a hit from a melee combat Suffer a number of strain up to the talent ranks. When your character uses Imp. Parry to hit an
�� EXP

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]
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a gcrb #74
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Master Rapid Reaction Quick Strike Dedication


Choose one skill. Once per round, suffer 2 Suffer a number of strain to add an equal Your character adds j for each rank of Quick Each rank of Dedication increases one of
strain to reduce the difficulty of the next number of s to a check to determine Initia- Strike to any combat checks they make your character's characteristics by one.
�� EXP

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
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Warrior

Roadwarden Starting Gear


The Old World is a huge and wild place. The further from large settlements, the influ- a Riding Horse, a Sword, a Lantern, 1d10 Silver Shillings
ence of its inhabitants declines, giving way to untamed forests and lonely hollows. All
kinds of dangers lurk in these wild places, waiting to prey on the careless and ill-pre-
pared. Bandits and robbers are just the beginning of what travelers usually have to Additional Career Skills
contend with, so a formation of roadwardens was created to protect them. Melee (Light), Riding, Vigilance, Survival
Roadwardens collect tolls and maintain the routes of travel, but they are best known
for patrolling the roads looking for dangers that may prey on travelers. They usually
travel on horseback, often covering many miles during the day. Thanks to this, they
are usually excellent riders, toughened and ready for any danger.

Specialization Progression
Profession

Roadwarden None None

Your character may change their social


Increase ranks in Melee (Light) status to Middle Class.
Road and Riding to 3. Leadership is now a career skill for your
Sergeant* Purchase one rank in the Bad character.
Cop talent. Your character may spend 20XP to pur-
chase the Imperious Tone talent.

Increase ranks in Vigilance to 3.


Toll- Your character adds j to Coercion checks
Purchase the Always Prepared
targeting them.
Keeper* talent.
Your character may spend 20XP to pur-
Purchase the Expert Knowledge
chase the Prime Positions talent.
(Law) talent.

Social Class: Commoner Species: Hu, Ha, WE

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]
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p GCRB #75
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P GCRB #75
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Vanguard A Brave Face Knack for it Buns of Steel


If your character is mounted at the begin- Allied characters within medium range of Select one skill. Your character removes While mounted on beast or vehicle, your
ning of a combat encounter, they add ss your character add j to the checks to recover jj from checks they make using that skill. character may make a Simple (-) Riding
�� EXP

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]
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Herbalism Bad Cop Heightened Awareness Born in the Saddle


In rural area, make a Hard (kkk) Survival aa from a Coercion or Deception check: Allies within short range of your character Once per encounter, your character may use
check to heal one wound per s, or one wo- upgrade the ability of a single ally’s subse- add j to their Perception and Vigilance this talent to add s equal to their ranks in
�� EXP

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]
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Always Prepared Enduring Bloodhound Quick Witted


Once per encounter, you may spend a Story Each rank of Enduring increases your char- When making a check to follow trail of Once per enc, after another social skill check,
�� EXP

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]
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a GCRB #80
p tow
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Dedication Toughened Bad Cop Master


Each rank of Dedication increases one of Each rank of Toughened increases your aa from a Coercion or Deception check: Choose one skill. Once per round, suffer 2
your character's characteristics by one. character’s wound threshold by two. upgrade the ability of a single ally’s subse- strain to reduce the difficulty of the next
�� EXP

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
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a gcrb #81
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Warrior

Slayer Starting Gear


3d10 Silver Shillings, Two axes or a Great axe or a War
Dwarfs who have lost their honor swear a solemn oath to die in heroic battle and be-
come Slayers. They dye their beards and hair orange, fashion them into a crest and
Hammer (Inferior quality), Brass Knuckles
travel the world with nothing but an axe, looking for a glorious death - the only means
by which they can wash away their disgrace. Additional Career Skills
Outcasts in the eyes of all other dwarfs, they never speak of the circumstances that led Athletics, Brawl, Melee (Heavy), Resilience
to the loss of their honor. Shunned and exiled, they dedicate the entire fiber of their
being to the hardest and most destructive life of battle in search of redemption.
Unfortunately, this tenacity and determination often results in a far more fearsome and
capable warrior, which in turn compounds their burden - the longer a Slayer lives, the more
shame they carry, resulting in dour, unfriendly, and downright bad tempered individuals.

Specialization Progression
Profession

Change your character's social class to


Outcast.
Slayer Suffer unbearable disgrace. Your character cannot wear heavy armor
(soak 2 or higher) or use a shield and can
never change their specialization.

Your character upgrades the ability of Fear


checks once.
Troll or When your character makes a Resillience
Giant Slay a troll or a giant. check to stay conscious after exceeding
Slayer their wound threshold, they reduce the
difficulty of the check by one to a mini-
mum of Easy (k).

Dragon Your character upgrades the ability of Fear


checks twice instead of once.
or Demon Slay a greater demon or
Your character may spend 25XP to
Slayer a dragon.
increase Brawn or Willpower by one. This
cannot increase the characteristic above 5.

Social Class: Outcast Species: Dw

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

of Cool or Discipline to make a check to or greater. a minimum of 01.


recover strain at the end of the encounter.
[Incidental]
GCRB #75
P tow
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P gcrb #73
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Dual Wielder Reckless Charge Tavern Brawler Enduring


Once per round, decrease the difficulty After using a maneuver to move to engage an Your character adds a to Brawl checks and Each rank of Enduring increases your char-
of the next combined combat check made adversary, suffer 2 strain to add sshh combat checks using improvised weapons. acter’s soak value by one.
�� 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

Dual Strike Slayer [Imp.] Heroic Will Dodge


When resolving a combined check to attack Your character adds j to melee combat Choose two characteristics. Spend a Story When targeted by a combat check, suffer
with two weapons in a melee combat, suffer checks against targets that are silhouette 3 or Point to ignore the effects of Critical Injuries a number of strain up to ranks in Dodge.
�� EXP

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
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Slayer [Sup.] Durable Thoughened Death Rage


Your character adds j to melee combat Your character reduces any Critical Injury Each rank of Toughened increases your Your character adds +2 damage to melee
�� EXP

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
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Combat Fury Enduring Dedication Unleash


Each time adversary or minion group is de- Each rank of Enduring increases your char- Each rank of Dedication increases one of Once per round, your character may suffer 1
feated within short range of your character, acter’s soak value by one. your character's characteristics by one. corruption to perform a maneuver to imme-
�� EXP

your character heals 2 strain. diately defeat one rival or one minion group
in short range.
[Maneuver]
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P gcrb #80
P gcrb #81
P tow
a
Warrior

Watchman Starting Gear


‘The Watch’ is the first line of law enforcement in almost every town and city in the Old a Halberd, a Club, a Lantern, 1d10 Silver Shillings
World. Since watchmen are those who encounter the common people most frequently, they
often become the target for the peoples ire towards the town or cities authorities.
This can lead many watchmen to become strict and bitter, a situation not helped when some
Additional Career Skills
towns hire the dregs of society to save some money, putting powers into the hands of lazy, Athletics, Melee (Light), Perception, Streetwise
mean, and sadistic men.
Those few professional watchmen who become disillusioned with this type of cheap
corruption, sometimes find their street smarts lead their lives in a new direction, their
skills being highly valued by adventurers when navigating the streets of the Old World.

Specialization Progression
Profession

Watchman None None

Your character may change their social


Increase ranks in Athletics and status to Middle Class.
Watch Melee (Light) to 3. Leadership is now a career skill for your
Sergant* Purchase one rank in the Bad character.
Cop talent. Your character may spend 20XP to pur-
chase the Imperious Tone talent.

Your character may change their social


Purchase the Investigator talent.
Investigator* Increase ranks in Perception and
status to Middle Class.
Your character may spend 20XP to
Streetwise to 3.
purchase the Recon talent.

Social Class: Commoner Species: Hu, Ha, Dw, Og, Gn

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]
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a tow
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P GCRB #75
P

Probing Question Work the Crowd Knack for it Defensive Stance


If your character knows an opponent’s Flaw or Your character decreases the difficulty of Select one skill. Your character removes Suffer a number of strain up to the talent ranks.
Fear motivation, when your character inflicts social skill checks by one when influencing jj from checks they make using that skill. Until the end of your char’s next turn, upgrade
�� EXP

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

Bloodhound Heightened Awareness Bad Cop Back to Back


When making a check to follow trail of Allies within short range of your character aa from a Coercion or Deception check: While engaged with allies, your character and
another character, add a number of s equal add j to their Perception and Vigilance upgrade the ability of a single ally’s subse- the allies add j to combat checks. If one or
�� EXP

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]
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Stubborn Investigator Body Guard Urban Combatant


Your character adds j per rank of Stubborn Once per session, while at a crime scene, make Once per round, suffer strain no greater than When your character is targeted by a combat
�� EXP

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
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Dedication Bad Cop Toughened Concussive Strike


Each rank of Dedication increases one of aa from a Coercion or Deception check: Each rank of Toughened increases your Suffer 2 strain before a Melee (Light) or
your character's characteristics by one. upgrade the ability of a single ally’s subse- character’s wound threshold by two. Melee (Heavy) check. Increase the difficulty
�� EXP

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
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Warrior

Witch Hunter Starting Gear


Leather Armor, a Sword or an Axe, a Rope, a Sacred Symbol,
Witch Hunters are grim, cold individuals who have dedicated their life to eradicating
a Torch, 6d10 Silver Shillings
corruption wherever it may be. Most witch hunters are the state-issued Templars of the
Cult of Sigmar. However, there is a wide variety of others, from the Colleges’ Magisters
Vigilant to local mercenaries hired out to a nobleman’s service. What they all have in Additional Career Skills
common however is their dedication and zeal against all things tainted and impure. Coercion, Discipline, Knowledge (Chaos), Melee (Light)
All ordinary citizens agree that witch hunters are necessary and the work they do is
crucial to the safety of the Old World, but there are very few who do not feel a flush of
fear when they see a figure wearing the familiar wide-brimmed hat, a buckled tunic,
and a long black cloak...

Specialization Progression
Profession

Witch If your character has at least one rank in


Become a devout follower of the Divine skill, they can work Miracles of
Hunter’s a Chaos opposing deity. Sigmar, but they can never work miracles
Apprentice of other deities or cast spells.

Increase ranks in Discipline to 3.


Witch Increase ranks in Knowledge
Your character upgrades the ability of
(Chaos) to 2
Hunter Convict a witch during the trial.
Fear checks once.

Your character may change their social


Witch Increase ranks in Discipline to 4.
status between Middle Class and Outcast
Increase ranks in Knowledge
Hunter (Chaos) to 4.
at will.
Captain Once per in-game month, your character
Become renowned among witch
may ask for a big favor from another
hunters.
witch hunter.

Social Class: Outcast Species: Hu

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

encounter. a minimum of 01. If purchased for the second time - choose


two skills.

rot #87
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Chaos Bane Heroic recovery Know The Enemy Scathing tirade


Your character counts the Critical rating of Choose one characteristic. Once per encoun- Your character may make a Knowledge May use this talent to make an Average (kk)
their weapon as one lower to a minimum of ter, spend one Story Point to use this talent (Chaos) check instead of Cool or Vigilance, to Coercion check. For each s one enemy with-
�� EXP

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]
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Templar [imp.] Parry pure Scathing Tirade [imp.]


When your character casts the Divine spell, When suffering a hit from a melee combat Each rank of Pure increases your character's Enemies affected by your character’s Scathing
they do not add j for wearing heavy armor, check, after damage is calculated but before corruption threshold by one. Tirade add j to all skill checks they make for
�� EXP

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
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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]
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Strenght of Faith Dedication Zealous Fire Baleful Gaze


Once per session, add s equal to ranks in Each rank of Dedication increases one of your Each time your Game Master spends a Story Once per round, spend a Story Point to upgrade
Discipline and a equal to ranks in Willpower character's characteristics by one. Point, your character heals 2 strain. the difficulty of a combat check targeting your
�� EXP

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
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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

Soak Value Defenſe Wounds Strain Corruption


ranged melee thresh. current thresh. current thresh. current

Skills bilities & dd. Talents


General Skills Career? Rank Combat Skills Career? Rank NAME ___________________________________
Alchemy (Int) Brawl (Br) DESC___________________________________
Athletics (Br) Firearms (Ag) ________________________________________
Cool (Pr) Gunnery (Int)
Coordination (Ag) Melee - Heavy (Br) NAME ___________________________________
Crafts (Int) Melee - Light (Br) DESC___________________________________

Discipline (Will) Ranged (Ag) ________________________________________

Engineering (Int) Social Skills Career? Rank


NAME ___________________________________
Medicine (Int) Charm (Pr)
DESC___________________________________
Perception (Cun) Coercion (Wp) ________________________________________
Resilience (Br) Deception (Cun)
Riding (Ag) Leadership (Pr) NAME ___________________________________
Sailing (Int) Negotiation (Pr) DESC___________________________________

Skulduggery (Cun) Knowledge Skills Career? Rank ________________________________________


Stealth (Ag) Academic (Int)
NAME ___________________________________
Streetwise (Cun) Chaos (Int)
DESC___________________________________
Survival (Cun) Cuſtom Skills Career? Rank
________________________________________
Vigilance (Will) ______________________
Magic Skills Career? Rank ______________________ NAME ___________________________________
Arcana (Int) ______________________ DESC___________________________________
Divine (Will) ______________________ ________________________________________

Weapons
Weapon Skill Dmg. Crit Range Encum. On you? Special
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________

Perſonal Gear Money


Encum. On you? Encum. On you? Gold Crowns
____________________ ____________________ ____________________ ____________________
Silver Shillings
____________________ ____________________ ____________________ ____________________
Braſs Pennies
____________________ ____________________ ____________________ ____________________
____________________ ____________________ ____________________ ____________________ Exp.
Total exp.
____________________ ____________________
Encumbrance Current Maximum Available exp.

Critical Injuries Mutations

© 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.

Tier 1 instead of Discipline or Cool, to recover strain


at the end of an encounter (see page 117 of
Genesys Core Rulebook).
A Brave Face
Tier: 1 College Wizard
Activation: Passive
Tier: 1
Ranked: No
Activation: Passive
Allied characters within medium range of your
Ranked: No
character add j to the checks to recover strain
at the end of an encounter (see page 117 of the Your character reduces any Miscast result they
Genesys Core Rulebook). cause by 10, to a minimum of 01.

Black Market Contacts Cool Face


Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Once per session, when attempting to pur- When another character tries to discern your
chase an item that is not available legally, your character's Motivations, they add automatic
character may use this talent to reduce its rar- hh to the check.
ity by one per rank of Black Market Contacts.

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

70 The Old World: Grim and Perilous


which pertains to that area of craftsman- Table 2-2: Example Areas of
ship, reduce the difficulty of the check once. Knowledge
If the check is to craft an item (see Realms
of Terrinoth, page 112), additionally de- Area Field of Study
crease the time needed by half (rounded up). Astronomy Celestial objects and phenomena.
When your character makes a  Crafts check
Botany Floral and fungal life.
which DOES NOT pertain to that area of
craftsmanship, add jj to the check instead. Chaos Chaos domain and creatures.
Heraldry Armorial bearings and noble
Table 2-1: Example Crafts ceremonies.
Craft Description Magic Winds of magic, magic items etc.
Art making Sculpting, painting etc. Metallurgy Production of metal and alloys.

Cloth making Making clothes, hats and shoes. Theology Deities and religious beliefs.

Masonry Construction of stone buildings. Zoology Animals and their behavior.

Metalworking Smithing and metal casting.


Shipbuilding Building and repairing ships. Hamstring Shot
Woodworking Wood carving, carpentry etc.
Tier: 1
Activation: Active (Action)
Dark Street Ranked: No
Once per encounter, your character may use
Tier: 1 this talent to perform a ranged combat check
Activation: Passive against one non-vehicle target within range
Ranked: Yes of the weapon used. If the check is successful,
After your character makes a Perception, Vig- halve the damage inflicted by the attack (be-
ilance, Streetwise, or Knowledge check to fore reducing damage by the target’s soak).
notice, identify, or avoid a  threat in sewers, The target is immobilized until the end of its
underground city tunnels, or other similar next turn.
locations, your character cancels a number of Note: Balance change for the original Hamstring Shot talent.

uncanceled h no greater than your charac-


ter's ranks in Dark Street.
Hedge Magic
Tier: 1
Expert Knowledge Activation: Active (Incidental)
Tier: 1 Ranked: No
Activation: Passive When making a Magic (Arcana) check to cast
Ranked: Yes a spell with the difficulty of Average (kk) or
lower, your character may use Cunning in-
For each rank of this talent, select a  spe-
stead of Intellect. If the spell is an Attack spell,
cific area of expertise for your character.
your character may use Cunning to determine
When your character makes a Knowledge (Ac-
the base damage of the spell.
ademic) or a Knowledge (Chaos) check which
pertains to that area of knowledge, reduce the
difficulty of the check once.
Intuitive Casting
Tier: 1
Activation: Passive
Ranked: Yes
Your character adds j for each rank of Intui-
tive Casting to the first magic check they make
in the current encounter.
The Old World: Grim and Perilous 71
ter has received at least 1 wound in the previous
Jackspeak encounter, your character may make a Simple
Tier: 1 (-) Resilience check, instead of Discipline or
Activation: Active (Incidental) Cool, to recover strain at the end of an encoun-
ter (see page 117 of Genesys Core Rulebook).
Ranked: Yes
Note: Originally from The Forge, episode 6.
When your character makes a social skill check
in a  company of sailors, rivermen or similar
individuals (as determined by your GM), they Pure
may suffer a number of strain to use this talent
to add an equal number of a to the check. The Tier: 1
number may not exceed your character's ranks Activation: Passive
in Jackspeak. Ranked: Yes
Each rank of Pure increases your character's
corruption threshold by one.
Manann's Blessing
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in nautical environment, your character
may make a Simple (-) Sailing check, instead
of Discipline or Cool, to recover strain at the
end of an encounter (see page 117 of Genesys
Core Rulebook).

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-

72 The Old World: Grim and Perilous


Purchasing this talent also has a narrative effect
Rule of Aqshy as it subtly changes appearance of your charac-
Tier: 1 ter. Their hair grows thick and disheveled and
Activation: Passive their nails become long and sharpened.
Ranked: No
Whenever your character casts an Attack spell,
they always add the Fire effect to the spell
Rule of Ghyran
without increasing the difficulty. Tier: 1
Purchasing this talent also have a  narrative Activation: Active (Incidental)
effect as it subtly changes appearance of your Ranked: No
character. Red strands appear among the char- Your character adds j to magic checks while in
acter's hair, and their face blushes slightly. the rural environment and j while in the urban
environment. Additionally, when your charac-
ter casts an Attack spell, they may use this talent
Rule of Azyr to add the Non-lethal effect to the spell without
increasing the difficulty.
Tier: 1
Activation: Passive Purchasing this talent also has a narrative effect
as it subtly changes appearance of your charac-
Ranked: No
ter. Their skin becomes bright and healthy, and
Whenever your character casts an Attack spell, the cheeks blush slightly. A fresh scent always
they always add the Lightning effect to the surrounds your character.
spell without increasing the difficulty.
Purchasing this talent also has a narrative ef-
fect as it subtly changes appearance of your Rule of Hysh
character. Blue flecks appear in their eyes and
Tier: 1
some hair may go gray as the wind of Azyr
flows through their body. Activation: Passive
Ranked: No
Whenever your character casts an Attack spell,
Rule of Chamon they always add the Holy effect to the spell
without increasing the difficulty. The effect
Tier: 1 works against Chaos and Daemon adversaries.
Activation: Passive
Purchasing this talent also has a narrative ef-
Ranked: No
fect as it subtly changes appearance of your
Whenever your character casts an Attack spell, character. After performing their first few rit-
they always add the Impact effect to the spell ual castings, they will soon find white streaks
without increasing the difficulty. in their hair and their skin will turn pale.
Purchasing this talent also has a narrative effect
as it subtly changes appearance of your charac-
ter. Their skin becomes slightly yellowish and Rule of Shyish
shiny and their gaze seems to be more focused. Tier: 1
Activation: Passive
Rule of Ghur Ranked: No
Whenever your character casts an Attack spell,
Tier: 1 they always add the Holy effect to the spell with-
Activation: Active (Incidental) out increasing the difficulty. The effect works
Ranked: No against Undead adversaries.
When your character casts an Attack spell, they Purchasing this talent also has a narrative effect
may use this talent to add the Close Combat ef- as it subtly changes appearance of your charac-
fect to the spell without increasing the difficulty. ter as they become lean and pale.

The Old World: Grim and Perilous 73


Rule of Ulgu Tier 2
Tier: 1
Activation: Active (Incidental) Acrobatics
Ranked: No
Tier: 2
While resolving the Attack or Curse spell Activation: Active (Maneuver)
check, you may spend a to Disorient the tar-
Ranked: No
get for a number of rounds equal to your char-
acter's ranks in Knowledge (Chaos). When your character is moving in a way that
would normally require Athletics or Coordi-
nation check (e.g. climbing, swinging a  rope
Street Slang etc.), they may suffer 2 strain to perform this
check as a maneuver instead of an action.
Tier: 1
Activation: Active (Incidental)
Ranked: Yes Altered Deal
When your character makes a social skill check
Tier: 2
in criminal or dubious company (as determined
by your GM), they may suffer a  number of Activation: Active (Incidental, Out of Turn)
strain to use this talent to add an equal number Ranked: No
of a to the check. The number may not exceed Once per session, when allied character within
your character's ranks in Street Slang. short range of your character fails a Negotiation
check, your character may use this talent to retry
the check using Coercion instead of Negotiation.
Technical Jargon
Tier: 1
Activation: Active (Incidental)
Ranked: No
Your character may use this talent when mak-
ing a  Charm check targeting an engineer,
craftsman, or similar individual to count their
ranks of Charm as equal to their ranks in Crafts
or Engineering.

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.

The Old World: Grim and Perilous 75


Distraction Intimidating
Tier: 2 Tier: 2
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Your character may use this talent to make During the first round of a combat encounter,
an Average (kk) Coordination or Deception your character increases their melee defense
check. For each s the check generates, one a number of times equal to their ranks in In-
adversary of your choice within short range be- timidating.
comes disoriented. Your character may spend
a from the check to inflict 1 strain on an affect-
ed adversary and may spend t from the check
to stagger a minion or rival within short range.
Keen Observer
Tier: 2
Activation: Passive
Encouraging Song Ranked: No
Tier: 2 Your character adds jj to checks to discern
Activation: Active (Action) another character's Motivations.
Ranked: No
Your character may use this talent to make an Av-
erage (kk) Charm check. For each s the check
Know The Enemy
generates, one ally within medium range adds j Tier: 2
to their next skill check. For each a, one ally ben- Activation: Active (Incidental)
efiting from Encouraging Song heals 1 strain. Ranked: No
Your character may make a Knowledge (Chaos)
check instead of Cool or Vigilance, to determine
Fast Healer Initiative order when facing Chaos creatures.
Tier: 2
Activation: Passive
Ranked: No Paragon
When your character heals wounds via natural Tier: 2
rest, they heal two additional wounds. Activation: Active (Incidental, Out of Turn)
Ranked: No

Inspiring Cry Once per encounter, your character may use


this talent before making a Fear check. If the
Tier: 2 check is successful, all allied characters pres-
Activation: Active (Incidental) ent in the encounter decrease the difficulty
Ranked: No of Fear checks by one until the end of the en-
counter. If the check fails, they increase the
Once per encounter, your character may use difficulty by one instead.
this talent to allow allies within medium range
to reroll any number of j when they make
a check until the end of the following round.
The number of allies affected may not exceed
Patch Up
your character's ranks in Leadership. Tier: 2
Note: Inspired by a similar SotC talent. Activation: Active (Incidental)
Ranked: No
When your character fails a  check to heal
wounds, they may instead heal a  number of
wounds equal to their Intellect. Once before

76 The Old World: Grim and Perilous


the end of the session, d may be spent from that opponent using a social skill, the opponent
a  check the healed character makes to have suffers 3 additional strain.
them suffer a  number of wounds equal to
your character’s Intellect. Your character may
only use this talent on a particular target once Quick Fix
per game session.
Tier: 2
Note: Originally from the SotC rulebook.
Activation: Active (Maneuver)
Ranked: No
Physician You may spend a  Story Point to allow your
Tier: 2 character to use this talent to temporarily
Activation: Passive repair one damaged item they are engaged
with. For a  number of rounds equal to your
Ranked: Yes
character’s ranks in Crafts, the item may
When your character makes a Medicine check to be used without penalty (see page 89 of the
help another character heal wounds, the target Genesys Core Rulebook), even if it is unus-
additionally heals 1 strain per rank of Physician. able. When the effect ends, the item is dam-
aged one additional step; if it was already
suffering from major damage, it is destroyed
Probing Question and cannot be repaired.
Tier: 2
Activation: Passive
Ranked: No
Ranger
If your character Tier: 2
knows an oppo- Activation: Passive
nent’s Flaw or Fear Ranked: No
Motivation, when Discipline and Firearms are now career skills
your character for your character.
inflicts strain on

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.

The Old World: Grim and Perilous 77


also be broken due to abusive treatment or
Shield Bash other extenuating circumstances.
Tier: 2 As long as the bond persists, the dog follows
Activation: Active (Incidental, Out of Turn) your character, and you dictate the dog's over-
Ranked: No all behavior (although, since the dog is only
Your character may use this talent to spend t bonded with the character, not dominated, it
from a check they make to determine Initiative may still perform inconvenient actions such as
to make a  Melee (Light) combat check with scratching furniture, consuming rations, and
a shield against a valid target before the first marking territory). Once per round in struc-
round of combat begins. If this combat check tured encounters, your character may spend
is successful, your character may activate the one maneuver to direct their dog in perform-
Knockdown item quality without spending a. ing one action and one maneuver during your
character’s turn. The dog must be within hear-
ing and visual range of your character (general-
Silver Tongued ly medium range) to do this. Otherwise, the dog
does not contribute to the encounter. The spe-
Tier: 2 cifics of its behavior are up to you and your GM.
Activation: Active (Incidental)
While benefiting from this talent, you may also
Ranked: No benefit from all talents that hold the Animal
Once per session, when resolving a social skill Companion talent as a  prerequisite. Howev-
check, you may spend one Story Point to use er, you cannot increase the allowed silhouette
this talent to replace uncanceled aa with s. of the dog by increasing ranks in the Animal
Companion talent.

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

78 The Old World: Grim and Perilous


Sucker Punch Work the Crowd
Tier: 2 Tier: 2
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Your character may use this talent to spend Your character decreases the difficulty of social
t from a check they make to determine Ini- skill checks by one when influencing groups
tiative to make a Brawl combat check against (see Genesys Core Rulebook, page 120).
a  valid target before the first round of com-
bat begins. If this combat check is successful,
your character may activate the Disorient item
quality without spending a.
Tier 3

Surgical Strike Audacious


Tier: 3
Tier: 2
Activation: Passive
Activation: Active (Incidental)
Ranked: No
Ranked: No
When your character generates d on a social
Before your character makes a Brawl or Melee check, roll l and add the results to the check,
(Light) check, you may spend a Story Point to in additional to the d being spent as normal.
use this talent to grant your attack the Vicious
item quality equal to your character's ranks in
Medicine. Applied Research
Note: Originally from The Forge, episode 11. Tier: 3
Activation: Active (Incidental)
Vanguard Ranked: Yes
Your character may use this talent before
Tier: 2 making a check to use any knowledge skill and
Activation: Passive Intellect instead of the skill and characteristic
Ranked: No the check would normally require. Your char-
If your character is mounted at the beginning acter may use this talent a  number of times
of a  combat encounter, they add ss to the per session equal to their ranks in Applied
check to determine Initiative order. Research. When your character uses this tal-
ent, you should explain how their mastery of
Knowledge lets them accomplish this task. In
addition, your GM may rule that a particular
knowledge skill makes the most sense in a giv-
en situation, and require your character to use
that specific knowledge skill.
Note: Originally from the SotB rulebook.

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-

The Old World: Grim and Perilous 79


nery checks. The number cannot exceed your
character's Presence rating. Born in the Saddle
Tier: 3
Awakening of the Activation: Active (Incidental)
Ranked: No
Forest Once per encounter, your character may use
Tier: 3 this talent to add s equal to their ranks in
Activation: Active (Action) Riding to a single check (using any skill) they
Ranked: No make while mounted on beast or vehicle.
Once per encounter, your character may suffer
2 strain to use this talent to make a Hard (kkk)
Arcana check targeting a  tree within short
range. If the check is successful, the tree awak-
ens (use the characteristic of Aymhelin Scion,
Realms of Terrinoth p. 178) and obeys your
character's commands until the end of the en-
counter or until dispelled. Your character may
spend a  maneuver to direct the tree, allowing
them to determine its action and maneuver.

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.

80 The Old World: Grim and Perilous


College Wizard Diplomatic Immunity
(Improved) Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No When your character is accused of commit-
Your character must have purchased the College ting a  crime (except for the most serious
Wizard talent to benefit from this talent. ones like murder, worshiping Chaos etc.) you
may spend one Story Point to use this talent.
Your character reduces any Miscast result they Your character avoids any possible fines or
cause by 30 instead of 10, to a minimum of 01. jail-time and is released immediately, even
if they were caught red-handed. However, if
your character is, in fact, guilty, your GM may
Combined Attack rule that this talent might only be activated
Tier: 3 by them suffering one corruption instead of
spending a Story Point.
Activation: Active (Incidental)
Ranked: No
Once per round, when your character makes Elusive
a melee combat check, they may suffer 3 strain Tier: 3
to use this talent. Upgrade the difficulty of Activation: Active (Incidental, Out of Turn)
the check once. While resolving the check, the
Ranked: No
weapon gains the Linked item quality with
the rating equal to your character's ranks in When another character makes a check to follow
Coordination. your character’s trail (whether physical tracks or
a trail of information), your character may use
this talent to add a number of f equal to their
Demolitionist ranks in Streetwise or Survival, as appropriate
to the environment, to the check results.
Tier: 3 Note: Originally from the SotC rulebook.
Activation: Active (Action)
Ranked: No
Feint
Your character may use this talent to make an
Engineering check to attempt to destroy some Tier: 3
sort of cover present in the current encounter Activation: Active (Maneuver)
at the expense of a bomb. The difficulty of the Ranked: No
check is Average (kk) plus k for each point of Once per encounter, add a number of h equal
defense the cover provides, to a maximum of to your character's ranks in Coordination to the
Formidable (kkkkk). Additional bombs can results of the next melee combat check targeting
be used to add j per bomb used, to a  max- your character this round.
imum of jj. If the check is successful, for
each s one enemy benefiting from the cover
loses the benefit until the end of the encoun- Harass
ter. Additionally, aa can be spent to hit one
enemy in the cover. The hit deals the bomb's Tier: 3
base damage, plus any damage from applica- Activation: Active (Incidental)
ble talents or abilities. Ranked: No
Your character must have purchased the Small, But
Vicious Dog or Animal Companion talent to benefit
from this talent.
Whenever the character's animal compan-
ion makes a successful combat check against

The Old World: Grim and Perilous 81


a target, it may forgo inflicting damage to up-
grade the difficulty of the target's next check Investigator
once instead. Tier: 3
Activation: Active (Action)
Ranked: No
Headshot Once per session, your character may use this
Tier: 3 talent to make a Hard (kkk) Perception check
Activation: Passive while present at a crime scene. If they succeed,
Ranked: Yes for each s they identify one prominent phys-
Your character adds damage equal to their ical characteristics of one person who was at
ranks in Headshot to combat checks aiming at the crime scene when the crime was commit-
the head of the target. ted (as long as the crime was committed in the
past 24 hours). This could include a  person’s
height, weight, body type, clothing, and if they
Herbalism are human or not.

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

82 The Old World: Grim and Perilous


strain to use this talent. For their next combat
check, your character decreases the target’s Rule of Aqshy
defense by a  number equal to their ranks in (Improved)
Precise Aim.
Tier: 3
Activation: Active (Incidental)
Repairman Ranked: No
Your character must have purchased the Rule of
Tier: 3
Aqshy talent to benefit from this talent.
Activation: Passive
Ranked: No Your character is immune to fire, but adds
j to Charm and Negotiation checks. Addi-
Your character must have purchased the Quick Fix
tionally, once per encounter, you may spend
talent to benefit from this talent.
one Story Point to make your character draw
When your character uses the Quick Fix talent, a sword made of pure Aqshy as an incidental.
they may choose to remove a jam or malfunc- The sword is a magic weapon that lasts until
tion instead of temporarily repairing the item. the end of the encounter and has the follow-
The item is still damaged by one step after ing profile: Melee (Light); Critical 3; Damage
a number of rounds equal to your character's +2; Range[Engaged]; Burn 1, and a  Pierce
ranks in Crafts. quality with a rating equal to your character's
ranks in Knowledge (Chaos). Only your char-
acter can wield the weapon.
Purchasing this talent further changes your
character's appearance, as their hair is becom-
ing redder and redder and sparkles of passion
appear in their eyes.

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.

The Old World: Grim and Perilous 83


Rule of Chamon Rule of Ghyran
(Improved) (Improved)
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have purchased the Rule of Your character must have purchased the Rule of Ghy-
Chamon talent to benefit from this talent. ran talent to benefit from this talent.
Increase your character's soak value by one, Your character increases their wounds thresh-
but upgrade the difficulty of Athletics, Coor- old by two.
dination and Vigilance checks once. Addition- Additionally, when your character heals wounds
ally, once per encounter, after your character via natural rest, you may spend a Story Point to
successfully casts an Augment, Barrier or use this talent. Your character and their allies
Conjure spell, you may spend one Story Point within short range heal a  number of wounds
to maintain the effects of the spell until the equal to your character's ranks in Magic (Arcana)
end of the encounter. instead of wounds they would heal normally.
Purchasing this talent further changes your
character's appearance, as their movements
become slower and their joints stiffen. Rule of Shyish
(Improved)
Rule of Ghur Tier: 3
Activation: Active (Incidental)
(Improved) Ranked: No
Tier: 3 Your character must have purchased the Rule of Shy-
Activation: Passive ish talent to benefit from this talent.
Ranked: No Your character adds j to Charm checks and j
Your character must have purchased the Rule of Ghur to Coercion checks.
talent to benefit from this talent.
Additionally, after your character successfully
Your character increases their melee de- casts an Attack or Curse spell, you may spend
fense by one, but upgrades the difficulty of one Story Point to use this talent. All charac-
Charm and Negotiation checks once. Addi- ters targeted by the spell must make a  Hard
tionally, when your character casts a Conjure (kkk) Fear check as an out of turn Incidental.
spell, they always add the Summon Ally effect
Purchasing this talent further changes your
without increasing the difficulty, and they
character's appearance when their skin turns
must always summon a living animal. The ani-
cold and sallow and their eyes look cloudy. The
mal remains for the duration of the encounter
aura of death surrounds your character.
without need for your character to use a con-
centrate maneuver to maintain the spell.
Purchasing this talent further changes your Rule of Ulgu
character's appearance, as they appear more
bestial and speak with harsh voice.
(Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Rule of Ulgu
talent to benefit from this talent.
Your character adds j to Stealth checks, but
adds j to Leadership checks.

84 The Old World: Grim and Perilous


Slayer (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Slayer
talent to benefit from this talent.
Your character adds j to melee combat checks
against targets that are silhouette 3 or greater.

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.

The Old World: Grim and Perilous 85


The Hammer of Witches Tier 4
Tier: 3
Activation: Active (Action) Always Prepared
Ranked: No
Tier: 4
Once per encounter, your character may use Activation: Active (Incidental)
this talent to make a Hard (kkk) Divine check.
Ranked: No
For each s the check generates, all characters
(including allies) add j to magic checks tar- Once per encounter, you may spend a  Story
geting your character. For every aa, your Point to use this talent. Until the end of the
character adds j to combat checks targeting current round, all allied characters improve
spellcasting characters. Those effects last until the ability of their checks once.
the end of an encounter.
Armor Master
Warning Bark Tier: 4
Tier: 3 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No When your character wears armor with an En-
cumbrance value of 4 or higher, they reduce its
Your character must have purchased the Small, But
Encumbrance by 1 and increase Defense by 1.
Vicious Dog to benefit from this talent.
Your character may make Perception and
Vigilance checks using dog's ranks in those Backstab (Improved)
skills, as long as the dog is within hearing and
Tier: 4
visual range of your character (generally me-
dium range). Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Backstab
Wild Improvisation talent to benefit from this talent.
Tier: 3 When your character uses the Backstab tal-
Activation: Active (Incidental) ent, in addition to the standard effect of the
talent, they may suffer 2 strain to count the
Ranked: No
Critical rating of their weapon as one lower
Your character may use this talent before to a minimum of 1.
making a check to use any skill and character-
istic instead of the skill and characteristic the
check would normally require. However, they Biggest Fan
increase the difficulty of the check by l. Your
Tier: 4
character may use this talent a  number of
times per session equal to their ranks in Wild Activation: Active (Incidental)
Improvisation. When your character uses this Ranked: No
talent, you should explain how their improvi- Once per session, when your character is in
sation skills let them accomplish this task. a  crowded thoroughfare or busy street, they
may spend a  Story Point and select a  single
bystander within medium range. That charac-
ter is familiar with your character's work and
considers themselves their biggest fan. Until
the end of the encounter or scene, treat that
character as a loyal ally. You may direct them to
answer questions, perform tasks, and aid your
character within their means at the GM's dis-

86 The Old World: Grim and Perilous


cretion. However, if your character acts against
their fan's interests, your GM may decide that Backstab Talent
the fan immediately suffers 4 strain and attacks and Unaware targets
or otherwise tries to harm your character.
The Backstab talent, introduced in the Realms of
Terrinoth rulebook, is a  powerful tool that greatly

Blood Magic captures the common theme of a sneaky rogue, so


its not a surprise that its included in specialization
trees available for the Rogue career. A portion of
Tier: 4 the talent's description states it can be used against
Activation: Active (Incidental) unaware targets. But when is the target actually un-
Ranked: No aware? Obviously, allowing the talent to be used ev-
ery single turn will quickly break the game so here
When your character casts a  spell, they may are some sugestions for when you can backstab:
suffer 2 wounds to use this talent to trigger
• Against an ambushed adversary that have not yet
up to three different qualities or spell effects. taken their turn in the current encounter.
These qualities or spell effects must be ones
• Your character made a successful Stealth check to
that can be triggered by spending a or t. hide from an adversary they want to backstab.
• Allied character spends aaa or t from a check
to allow your character backstab an adversary in
your character's round.
• A Story Point was spent to rule that one of the ad-
versaries in the current encounter is unaware of
your character's location.
While those are only suggestions, we strongly recom-
mend to apply them for both PCs and adversaries.

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.

The Old World: Grim and Perilous 87


Coordination Dodge Dramatic Entrance
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
When your character is targeted by a  combat Once per session, your character may spend
check, you may spend one Story Point to use a Story Point to use this talent to enter a scene
this talent to add a number of f equal to your or encounter they are not currently participat-
character's ranks in Coordination to the results. ing in at an opportune time, even if their arrival
is only slightly likely. If the scene is a combat en-
counter or otherwise uses Initiative order, your
Connected character adds a  new PC Initiative slot at the
Tier: 4 top of the Initiative order. In addition, they add
j to the first check they make in the encounter.
Activation: Active (Incidental)
Ranked: No
Once per in-game week, your character may use Dramatic Escape
this talent to choose one NPC of the Commoner Tier: 4
or Middle Class social status and reveal that they
Activation: Passive
owe your character a big favor. Your character
may use a Negotiation check to determine the Ranked: No
outcome of the favor (instead of Leadership). Your character must have purchased the Dramatic
Entrance talent to benefit from this talent.
Your character may use the Dramatic Entrance
Crushing Charge talent to immediately escape from the current
Tier: 4 encounter instead of entering it. If your charac-
ter is targeted by a check, they may escape after
Activation: Active (Action)
the dice pool is assembled, but before is rolled.
Ranked: No
While mounted, after your character engages
a target, they may suffer 3 strain to use this tal- Imperious Tone
ent to make a Melee (Light), or Melee (Heavy) Tier: 4
combat check. When resolving the check, the
Activation: Active (Incidental)
weapon gains the Knockdown and Sunder
item qualities and increases the Pierce and Vi- Ranked: No
cious item qualities by a number equal to your When your character makes a  Charm or Co-
character's ranks in Riding. ercion check targeting a character of a lower
social status than they are, they may suffer 2
strain to use this talent. Count your charac-
Diplomatic Immunity ter's ranks of Charm or Coercion as equal to
their ranks in Leadership.
(Improved)
Tier: 4
Activation: Passive
Infiltration
Ranked: No Tier: 4
Your character must have purchased the Diplomatic Activation: Active (Incidental)
Immunity talent to benefit from this talent. Ranked: No
When your character uses the Diplomatic Im- Your character must have purchased the Recon tal-
munity talent, they may choose to expand its ent to benefit from this talent.
effect to all allies with a social status of Middle After a successful check to use the Recon tal-
Class or Elite who are accused of committing ent, you may spend a  Story Point to use this
the same crime. talent. Until the end of the game session, your
88 The Old World: Grim and Perilous
Mad Inventor
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this
talent to make an Engineering check to attempt
to cobble together the functional equivalent of
any item using spare parts or salvage. The dif-
ficulty of the check is based on the item’s rarity;
see Table I.4–1: Mad Inventor Item Rarity, page
80 of the Genesys Core Rulebook. Your GM will
modify the check based on the circumstances
and might decide that some items simply can’t
be created with what’s available (if you are be-
ing held in a prison cell, for instance). Your GM
may spend d on the check to indicate the item
ends up being dangerous to the user and any-
one around them in some way.

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.

90 The Old World: Grim and Perilous


dard effect of the talent, they may suffer 3 strain
to use this talent. While resolving the check,
their attack gains the Concussive 1 quality.

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.

The Golden Touch


Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When your character suffers a hit from a me-
lee combat check, after the attack is resolved,
you may spend d or hh from the attacker’s
check to stagger the attacker until the end of
their next round.

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.

92 The Old World: Grim and Perilous


wound below double their wound threshold,
Concussive Strike but one of their limbs is permanently lost.
Tier: 5
Activation: Active (Incidental) Lesser Caress of
Ranked: No
Once per round, before performing a  Melee
Laniph
(Light) or Melee (Heavy) check, your charac- Tier: 5
ter may suffer two strain to use this talent. In- Activation: Active (Action)
crease the difficulty of the check by one; while Ranked: No
resolving the check the weapon gains the Con- Once per encounter, your character may make
cussive 1 quality. an opposed Magic (Arcana) vs Discipline check
targeting one adversary within medium range.
If the check is successful, the target suffers the
Deadly Premonition Heart Attack Critical Injury and your character
Tier: 5 suffers 3 corruption and automatically activates
Activation: Active (Incidental) the Exposed miscast effect. If the check gen-
Ranked: No erates d your character suffers a  number of
wounds equal to triple the Willpower rating of
Once per session, when your character makes the target. If the check generates dd your char-
a Predict magic action with a Cheat Death addi- acter suffers the Heart Attack Critical Injury.
tional effect, they may suffer 1 corruption to use
this talent to expand the effect to one additional
character. The character must be in visual range
when incapacitated or killed and you still need
Heart Attack
to spend a Story Point for the effect to trigger. When the blood supply to the heart is blocked, it
causes a heart attack. This can happen naturally, but
also due to sudden stress, or through poisons, magi-

Encouraging Song cal interventions, etc. In most cases a heart attack is


fatal, however, some qualified physicians have their
(Improved) own methods to at least try to help the victim, of-
ten reaching for herbal mixtures, potions or special
Tier: 5 techniques of exerting pressure on the chest.
Activation: Passive Heart attack is considered a Critical Injury with
Ranked: No the severity of Daunting (kkkk) and the follow-
ing effect: The target suffocates (see Suffocation,
Your character must have purchased the Encourag- Genesys Core Rulebook, p. 112) until the Critical
ing Song talent to benefit from this talent. Injury is healed.
When your character uses the Encouraging Song
talent, you may spend t to decrease the difficul-
ty of the next check of affected allies by one. Man's Best Friend
Tier: 5
Field Amputation Activation: Active (Incidental, Out of Turn)
Ranked: No
Tier: 5
Your character must have purchased the Small, But
Activation: Active (Action) Vicious Dog talent to benefit from this talent.
Ranked: No
Once per session, immediately after suffering
Once per session, you may spend a Story Point a Critical Injury, your character may suffer one
to use this talent to have your character make corruption to use this talent to guide their dog
a Formidable (kkkkk) Medicine check target- to perform a Hard (kkk) Coordination check
ing an engaged character who has died within as an out of turn incidental. If the check is suc-
the last round. If the check is successful, the tar- cessful, your character does not suffer the Crit-
get character is saved, returning to life at one ical Injury, but their dog perishes.

The Old World: Grim and Perilous 93


Purchasing this talent changes your character's
Rule of Aqshy appearance even further, as their skin turns
(Supreme) golden and their voice sounds metallic.
Tier: 5
Activation: Active (Maneuver) Rule of Ghur
Ranked: No
Your character must have purchased the Rule of
(Supreme)
Aqshy (Improved) talent to benefit from this talent. Tier: 5
Your character may spend a Story Point to per- Activation: Active (Maneuver)
form an Attack magic action as a  maneuver. Ranked: No
However, they cannot perform another magic Your character must have purchased the Rule of Ghur
action this round. (Improved) talent to benefit from this talent.
Purchasing this talent changes your character's Once per encounter, your character may suf-
appearance even further, as their hair turns fer 4 strain to use this talent to transform into
completely red and seems to turn into pure the Embodiment of Ghur until the end of the
flame as they cast their spells. An aura of pas- encounter or until incapacitated. Your char-
sion surrounds your character. acter cannot use weapons, wear armor or cast
spells in this form, but they increase their size
by one, Brawn rating by one, wounds thresh-
Rule of Azyr old by six, soak by three, defense by one and
(Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Rule of
Azyr (Improved) talent to benefit from this talent.
At the beginning of an encounter, your charac-
ter may spend a Story Point to perform a Pre-
dict magic action as an out of turn incidental.
Purchasing this talent changes your charac-
ters' appearance even further, as their eyes
turn completely blue and hair silver-gray.
Immense power, but also calmness emanates
from your character.

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.

94 The Old World: Grim and Perilous


their unarmed attacks become magic attacks Whenever a character under the effects of your
with the following profile: Brawl; Damage character's Curse spell suffers wounds, your
+4; Critical 3; Range [Engaged]; Knockdown, character heals 2 wounds.
Pierce 2, Vicious 2.

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.

The Old World: Grim and Perilous 95


Table 2-3: Genesys Talents for the Old World Setting
Talent Tier Activation Ranked Source
A Brave Face 1 Passive No The Old World

Acrobatics 2 Active (Maneuver) No The Old World

Altered Deal 2 Active (Incidental, Out of Turn) No The Old World

Always Prepared 4 Activation: Passive No The Old World

Animal Companion 3 Passive Yes Genesys Core Rulebook (page 77)

Animal Expertise 2 Passive Yes The Old World

Apothecary 1 Passive Yes Realms of Terrinoth (page 84)

Applied Research 3 Active (Incidental) Yes The Old World

Armor Master 4 Passive No The Old World

Artillerist 3 Passive No The Old World

Audacious 3 Passive No The Old World

Awakening of the Forest 3 Active (Action) No The Old World

Awakening of the Forest 5 Passive No The Old World


(Improved)

Back to Back 4 Passive No Realms of Terrinoth (page 91)

Backstab 3 Active (Action) No Realms of Terrinoth (page 89)

Backstab (Improved) 4 Active (Action) No The Old World

Bad Cop 2 Active (Incidental) Yes The Old World

Bad Press 3 Active (Action) No The Old World

Baleful Gaze 5 Active (Incidental, Out of Turn) No The Old World

Battle Casting 3 Passive No Realms of Terrinoth (page 90)

Biggest Fan 4 Active (Incidental) No The Old World

Black Market Contacts 1 Active (Incidental) Yes The Old World

Block 2 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 87)

Blood Magic 4 Active (Incidental) No The Old World

Bloodhound 3 Active (Incidental) No The Old World

Body Guard 3 Active (Maneuver) Yes Realms of Terrinoth (page 90)

Born in the Saddle 3 Active (Incidental) No The Old World

Bought Info 1 Active (Action) No Genesys Core Rulebook (page 72)

Breakthrough 2 Active (Maneuver) Yes The Old World

Brilliant Casting 2 Active (Incidental) No Expanded Player's Guide (page 95)

Bulwark 2 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 87)

Buns of Steel 1 Active (Incidental) No The Old World

Burly 2 Passive Yes The Old World

Cavalier 3 Active (Maneuver) No Realms of Terrinoth (page 90)

Cavalier (Improved) 4 Passive No The Old World

Cavalier (Supreme) 4 Active (Incidental) No The Old World

Challenge! 1 Active (Maneuver) Yes Realms of Terrinoth (page 84)

96 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
Chaos Bane 2 Passive No The Old World

Clever Retort 1 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 73)

College Wizard 1 Passive No The Old World

College Wizard (Improved) 3 Passive No The Old World

College Wizard (Supreme) 5 Active (Incidental) No The Old World

Combat Fury 5 Passive No The Old World

Combat Training 2 Passive No The Old World

Combined Attack 3 Active (Incidental) No The Old World

Component Casting 1 Active (Incidental) No Expanded Player's Guide (page 95)

Concussive Strike 5 Active (Incidental) No The Old World

Connected 4 Active (Incidental) No The Old World

Cool Face 1 Passive No The Old World

Coordinated Assault 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)

Coordinated Strike 5 Active (Incidental) No The Old World

Coordination Dodge 4 Active (Incidental, Out of Turn) No The Old World

Counterattack 3 Active (Incidental, Out of Turn) No The Old World

Counteroffer 2 Active (Action) No Genesys Core Rulebook (page 75)

Craft Specialization 1 Passive Yes The Old World

Crushing Blow 5 Active (Incidental) No Realms of Terrinoth (page 91)

Crushing Charge 4 Active (Action) No The Old World

Daring Sailor 2 Active (Incidental) Yes The Old World

Dark Street 1 Passive Yes The Old World

Deadeye 4 Active (Incidental) No Genesys Core Rulebook (page 79)

Deadly Premonition 5 Active (Incidental) No The Old World

Death Rage 4 Passive No Realms of Terrinoth (page 91)

Dedication 5 Passive No Genesys Core Rulebook (page 81)

Deep Pockets 2 Active (Incidental) No The Old World

Defensive 4 Passive Yes Genesys Core Rulebook (page 80)

Defensive Driving 4 Passive Yes Genesys Core Rulebook (page 80)

Defensive Stance 2 Active (Maneuver) Yes Genesys Core Rulebook (page 75)

Demolitionist 3 Active (Action) No The Old World

Desperate Recovery 1 Passive No Genesys Core Rulebook (page 73)

Diplomatic Immunity 3 Active (Incidental) No The Old World

Diplomatic Immunity (Improved) 4 Passive No The Old World

Dire Animal Companion 5 Passive No Expanded Player's Guide (page 98)

Dirty Tricks 2 Active (Incidental) No Realms of Terrinoth (page 88)

Distraction 2 Active (Action) No The Old World

Dodge 3 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 78)

Dramatic Entrance 4 Active (Incidental, Out of Turn) No The Old World

The Old World: Grim and Perilous 97


Talent Tier Activation Ranked Source
Dramatic Escape 4 Passive No The Old World

Dual Strike 3 Active (Incidental) No Realms of Terrinoth (page 90)

Dual Wielder 2 Active (Maneuver) No Genesys Core Rulebook (page 76)

Duelist 1 Passive No Genesys Core Rulebook (page 73)

Durable 1 Passive Yes Genesys Core Rulebook (page 73)

Eagle eyes 3 Active (Incidental) No Genesys Core Rulebook (page 78)

Easy Prey 3 Active (Maneuver) No Realms of Terrinoth (page 90)

Elusive 3 Active (Incidental, Out of Turn) No The Old World

Encouraging Song 2 Active (Action) No The Old World

Encouraging Song (Improved) 5 Passive No The Old World

Enduring 4 Passive Yes Genesys Core Rulebook (page 80)

Ensorcelled 1 Active (Incidental) No Expanded Player's Guide (page 95)

Ensorcelled (Improved) 2 Passive No Expanded Player's Guide (page 95)

Expert Knowledge 1 Passive Yes The Old World

Explosive Casting 3 Active (Incidental) No Expanded Player's Guide (page 97)

Face of the Wild 3 Active (Incidental) No Expanded Player's Guide (page 97)

Fast Healer 2 Passive No The Old World

Feint 3 Active (Maneuver) No The Old World

Field Amputation 5 Active (Action) No The Old World

Field Commander 3 Active (Maneuver) Yes Genesys Core Rulebook (page 76)

Field Commander (Improved) 4 Passive No Genesys Core Rulebook (page 80)

Finesse 1 Active (Incidental) No Realms of Terrinoth (page 84)

F licker Step 4 Active (Incidental) No Expanded Player's Guide (page 97)

Forager 1 Passive No Genesys Core Rulebook (page 73)

Grit 1 Passive Yes Genesys Core Rulebook (page 73)

Guard Dog 4 Active (Incidental) No The Old World

Hamstring Shot 1 Active (Action) No The Old World

Hedge Magic 1 Active (Incidental) No The Old World

Harass 3 Active (Incidental) No The Old World

Headshot 3 Passive Yes The Old World

Heightened Awareness 2 Passive No Genesys Core Rulebook (page 76)

Herbalism 3 Active (Action) No The Old World

Heroic Recovery 2 Active (Incidental) No Realms of Terrinoth (page 88)

Heroic Resilience 3 Active (Incidental, Out of Turn) No The Old World

Heroic Will 3 Active (Incidental, Out of Turn) No Genesys Core Rulebook (page 79)

Impaling Strike 2 Active (Incidental) No Realms of Terrinoth (page 88)

Imperious Tone 4 Active (Incidental) No The Old World

Improvised Defenses 3 Active (Action) No The Old World

Infiltration 4 Active (Action) No The Old World

98 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
Innate Focus 3 Active (Incidental) No Expanded Player's Guide (page 97)

Inspiring Cry 2 Active (Incidental) No The Old World

Inspiring Rhetoric 2 Active (Action) No Genesys Core Rulebook (page 76)

Inspiring Rhetoric (Improved) 3 Passive No Genesys Core Rulebook (page 78)

Inspiring Rhetoric (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 80)

Intimidating 2 Passive Yes The Old World

Intuitive Casting 1 Passive Yes The Old World

Inventor 2 Active (Incidental) Yes Genesys Core Rulebook (page 76)

Investigator 3 Active (Action) No The Old World

It's Only a Flesh Wound 4 Active (Incidental, Out of Turn) No The Old World

Jackspeak 1 Active (Incidental) Yes The Old World

Jump Up 1 Active (Incidental) No Genesys Core Rulebook (page 74)

Justice of the Citadel 3 Active (Incidental) No Realms of Terrinoth (page 90)

Keen Observer 2 Passive No The Old World

Knack for it 1 Passive Yes Genesys Core Rulebook (page 73)

Know Somebody 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)

Know The Enemy 2 Active (Incidental) No The Old World

Know The Ropes 3 Active (Incidental, Out of Turn) No The Old World

Lesser Caress of Laniph 5 Active (Action) No The Old World

Let's Ride 1 Active (Incidental) No Genesys Core Rulebook (page 74)

Let's Talk This Over 5 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 91)

Lucky Strike 2 Active (Incidental) No Genesys Core Rulebook (page 76)

Mad Inventor 4 Active (Action) No The Old World

Man's Best Friend 5 Active (Incidental, Out of Turn) No The Old World

Manann's Blessing 1 Active (Incidental) No The Old World

Master 5 Active (Incidental) No Genesys Core Rulebook (page 81)

Master of Shadows 3 Active (Incidental) No The Old World

Masterful Casting 4 Active (Incidental) No Expanded Player's Guide (page 97)

Natural 3 Active (Incidental) No Genesys Core Rulebook (page 79)

Nimble Steersman 1 Active (Incidental) No The Old World

Offensive Driving 4 Active (Action) No The Old World

One With Nature 1 Active (Incidental) No Genesys Core Rulebook (page 74)

Painful Blow 1 Active (Incidental) No Realms of Terrinoth (page 84)

Painkiller Specialization 3 Passive Yes Genesys Core Rulebook (page 79)

Paragon 2 Active (Incidental) No The Old World

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)

Patch Up 2 Active (Incidental) No The Old World

Perfect Liar 1 Active (Incidental) Yes The Old World

The Old World: Grim and Perilous 99


Talent Tier Activation Ranked Source
Physician 2 Passive Yes The Old World

Potent Concotions 3 Passive No Realms of Terrinoth (page 90)

Power Through 1 Active (Incidental) No The Old World

Precise Aim 3 Active (Incidental) Yes The Old World

Precise Archery 3 Passive No Realms of Terrinoth (page 90)

Precision 1 Active (Incidental) No Realms of Terrinoth (page 84)

Prey on the Weak 4 Passive No The Old World

Prime Positions 4 Passive No The Old World

Probing Question 2 Passive No The Old World

Proper Upbringing 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)

Pure 1 Passive Yes The Old World

Quick Draw 1 Active (Incidental) No Genesys Core Rulebook (page 74)

Quick Fix 2 Active (Maneuver) No The Old World

Quick Strike 1 Passive Yes Genesys Core Rulebook (page 74)

Quick Witted 4 Active (Incidental, Out of Turn) No The Old World

Ranger 2 Passive No The Old World

Rapid Archery 3 Active (Maneuver) No Genesys Core Rulebook (page 79)

Rapid Reaction 1 Active (Incidental, Out of Turn) Yes Genesys Core Rulebook (page 74)

Reckless Charge 2 Active (Incidental) No Realms of Terrinoth (page 89)

Recon 4 Active (Action) No The Old World

Regular Maintenance 2 Passive No The Old World

Repairman 3 Passive No The Old World

Retribution 5 Active (Incidental, Out of Turn) No Realms of Terrinoth (page 91)

Ruinous Repartee 5 Active (Action) No Genesys Core Rulebook (page 81)

Rule of Aqshy 1 Passive No The Old World

Rule of Aqshy (Improved) 3 Active (Incidental) No The Old World

Rule of Aqshy (Supreme) 5 Active (Incidental) No The Old World

Rule of Azyr 1 Passive No The Old World

Rule of Azyr (Improved) 3 Active (Incidental) No The Old World

Rule of Azyr (Supreme) 5 Active (Incidental, Out of Turn) No The Old World

Rule of Chamon 1 Passive No The Old World

Rule of Chamon (Improved) 3 Active (Incidental) No The Old World

Rule of Chamon (Supreme) 5 Active (Incidental, Out of Turn) No The Old World

Rule of Ghur 1 Active (Incidental) No The Old World

Rule of Ghur (Improved) 3 Passive No The Old World

Rule of Ghur (Supreme) 5 Active (Maneuver) No The Old World

Rule of Ghyran 1 Active (Incidental) No The Old World

Rule of Ghyran (Improved) 3 Active (Incidental) No The Old World

Rule of Ghyran (Supreme) 5 Active (Incidental) No The Old World

100 The Old World: Grim and Perilous


Talent Tier Activation Ranked Source
Rule of Hysh 1 Passive No The Old World

Rule of Hysh (Improved) 4 Active (Action) No The Old World

Rule of Hysh (Supreme) 5 Active (Incidental) No The Old World

Rule of Shyish 1 Passive No The Old World

Rule of Shyish (Improved) 3 Active (Incidental) No The Old World

Rule of Shyish (Supreme) 5 Passive No The Old World

Rule of Ulgu 1 Active (Incidental) No The Old World

Rule of Ulgu (Improved) 3 Active (Incidental) No The Old World

Rule of Ulgu (Supreme) 4 Passive No The Old World

Sailor's Luck 5 Active (Incidental) No The Old World

Scapegoat 4 Active (Action) No The Old World

Scathing Tirade 2 Active (Action) No Genesys Core Rulebook (page 77)

Scathing Tirade (Improved) 3 Passive No Genesys Core Rulebook (page 79)

Scathing Tirade (Supreme) 4 Active (Incidental) No Genesys Core Rulebook (page 81)

Sea Legs 2 Passive Yes The Old World

Second Wind 1 Active (Incidental) Yes Genesys Core Rulebook (page 74)

Share Pain 3 Active (Incidental, Out of Turn) No The Old World

Shield Bash 2 Active (Incidental, Out of Turn) No The Old World

Shield Slam 1 Active (Incidental) No Realms of Terrinoth (page 84)

Shockwave 3 Passive No Realms of Terrinoth (page 90)

Side Step 2 Active (Maneuver) Yes Genesys Core Rulebook (page 77)

Signature Spell 2 Passive No Realms of Terrinoth (page 89)

Signature Spell (Improved) 4 Passive No Realms of Terrinoth (page 91)

Silver Tongued 2 Active (Incidental) No The Old World

Sixth Sense 2 Active (Incidental) No The Old World

Slayer 2 Passive No The Old World

Slayer (Improved) 3 Passive No The Old World

Slayer (Supreme) 4 Passive No The Old World

Small, But Vicious Dog 2 Passive No The Old World

Snare 3 Active (Maneuver) No The Old World

Sneaky Bastard 4 Active (Incidental) No The Old World

Snuggery 3 Passive No The Old World

Special Use Permit 2 Passive No The Old World

Steady Hand 2 Active (Incidental) No The Old World

Street Slang 1 Active (Incidental) Yes The Old World

Strength of Faith 4 Active (Maneuver) No Expanded Player's Guide (page 97)

Strike to Stun 4 Active (Incidental) No The Old World

Stromfels' Wrath 3 Active (Incidental) No The Old World

Stubborn 3 Passive Yes The Old World

The Old World: Grim and Perilous 101


Talent Tier Activation Ranked Source
Sucker Punch 2 Active (Incidental, Out of Turn) No The Old World

Surgeon 1 Passive Yes Genesys Core Rulebook (page 74)

Surgical Strike 2 Active (Incidental) No The Old World

Swift 1 Passive No Genesys Core Rulebook (page 75)

Sword Master 4 Active (Incidental) No The Old World

Tavern Brawler 1 Passive No Realms of Terrinoth (page 87)

Technical Jargon 1 Active (Incidental) No The Old World

Teleportation 4 Active (Action) No The Old World

Templar 1 Passive No Realms of Terrinoth (page 87)

Templar (Improved) 2 Passive No Realms of Terrinoth (page 89)

The Boss 5 Passive No The Old World

The Golden Touch 4 Active (Incidental, Out of Turn) No The Old World

The Hammer of Witches 3 Active (Action) No The Old World

Toughened 1 Passive Yes Genesys Core Rulebook (page 75)

Threaten 2 Active (Incidental, Out of Turn) Yes Realms of Terrinoth (page 89)

Tough Negotiator 4 Passive No The Old World

Unleash 5 Active (Maneuver) No The Old World

Unrelenting 4 Active (Incidental) No Realms of Terrinoth (page 91)

Unremarkable 1 Passive No Genesys Core Rulebook (page 75)

Urban Combatant 4 Active (Incidental, Out of Turn) No The Old World

Vanguard 2 Passive No The Old World

Warlock 5 Active (Incidental) No The Old World

Warning Bark 3 Active (Incidental) No The Old World

Weak Spot 4 Active (Incidental) No The Old World

Well Organized 1 Passive Yes The Old World

Wraithbane 2 Passive No Realms of Terrinoth (page 89)

Zealous Fire 5 Passive No Realms of Terrinoth (page 91)

102 The Old World: Grim and Perilous


Chapter 3

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.

General Skills Your character should not use


this skill if...
Crafting and managing gear is important part
of The Old World setting. To reflect this, we • Your character tries to design completely
have split the original Mechanics skill into two new device. That would require an Engi-
separate skills: Crafts and Engineering. In ad- neering check.
dition, we have introduced a new Sailing skill
that covers activities related to river and sea
travels which are also a big part of the setting. Crafts
Crafts (Intellect) or Engineering?
In The Old World setting, the Mechanics skill is re-
Crafts represents all kinds of simple crafting placed by two new skills: Crafts and Engineering.
skills used to create or repair most mundane This differentiation was necessary due to game
items. Woodcraft, smithing, shoe-making, balance as damaging and repairing gear is much
boat building, tailoring - all fall in this catego- more important in the setting compared to the basic
Genesys rules. However, two similar skills may lead
ry. Skilled craftsmen are irreplaceable assets
to some confusion, so its important to remember
in groups of adventurers as they can keep the one general rule: crafts is for simple things, while en-
group's gear in fine condition. gineering covers the more complicated ones. In case
of any doubt, the Game Master is the final arbiter.

The Old World: Grim and Perilous 103


• Your character tries to research the science
behind their craft, for example metallurgy.
That would be a Knowledge (Academic) check.
Engineering (Intellect)
While craftsmen make and repair most ev-
eryday items, engineers deal with much more
complicated devices. The Engineering skill
covers the ability to design and construct com-
plex mechanisms, as well as to prepare (and de-
stroy) defense structures and siege machines.
Your character should use this
skill if...
• Your character tries to design a completely
new device.
• Your character wants to repair an ancient
machinery.
• Your character attempts to plant explosives.
• Your character constructs a  trebuchet or
builds a defensive fighting position.
Your character should not use
this skill if...
• Your character creates something simple, like
an axe or a backpack. The Crafts skill is more
appropriate in this case.
• Your character tries to create a  gunpowder.
That would require an Alchemy check.
Sailing (Intellect)
The roads of the Old World are full of bandits,
mutants and other dangers. So it is not surpris- Your character should not use
ing that a large part of the population live off
river and sea transport. The Sailing skill cov-
this skill if...
ers most activities related to operating a boat, • Your character performs routine actions
water navigation as well as knowledge of rivers when exiting port.
and seas. It can also be considered the equiva-
• Your character tries to repair a  damaged
lent of the Survival skill while on the water.
ship. That would require a Crafts check.
Your character should use this • Your character tries to recall some informa-
skill if... tion about the lands they are sailing to. The
Knowledge (Academic) skill covers that.
• Your character tries to navigate through
unknown waters.
• Your character operates a  barge on a  wild Combat Skills
and unpredictable river.
The Old World expansion introduces one new
• Your character needs to notice an approach- combat skill - Firearms, and slightly modifies
ing storm and know how to prepare for it. one already present in the Genesys Core Rule-
book - Gunnery.
104 The Old World: Grim and Perilous
Gunnery (Intellect) Skills linked
Gunnery is in most part identical to the Gun- to the Intellect
nery skill described on page 69 of Genesys Core Most of the skills are quite intuitional and your
Rulebook. The difference is, in The Old World character does not need any special training to
setting most of the Gunnery weapons like can- try their chances in most of these tasks. The only
exception presented in the Genesys Core Rule-
nons, siege crossbows or trebuches require an book are magic skills, because characters have to
ability to quickly calculate ballistic trajectory in- purchase at least one rank in those skills to use
stead of a  simple hand-eye coordination, thus them. However, in The Old World setting special-
the skill is tied with Intellect in place of Agility. ized knowledge and "know-how" is often kept as
a secret of the respective guild or university and
Firearms (Agility) passed from masters to their students. Because of
this, if your character makes a check with a skill
Gunpowder weapons are gaining popularity on linked to Intellect that is not their career skill or
the battlefields of the Old World. They are loud, they don't have at least one rank in that skill, they
heavy and unreliable. However, they provide a upgrade the difficulty of the check once.
considerable advantage thanks to their high fire
power. The Firearms skill covers usage and day Academic (Intellect)
to day maintenance of gunpowder weapons.
Academic represents a broad category of special-
Your character should use this ized, scholarly knowledge available only to those
skill if... with some kind of formal education. It encom-
passes things like biology, astrology, history, law,
• Your character tries to attack using a pistol,
theology and many other areas of science that
arquebus, blunderbuss or similar, personal
may seem useless to common folk. A character
gunpowder weapon.
with ranks in Knowledge (Academic) can recall
• Your character attempts to repair minor relevant historical events, recognize the coat
damage of their gunpowder weapon (see of arms of local nobleman, identify poisonous
page 89 of Genesys Core Rulebook). plants or avoid breaking the law unknowingly.
Your character should not use Your character should use this
this skill if... skill if...
• Your character tries to shoot a  crossbow, • Your character tries to find relevant infor-
bow or throw something. The Ranged skill mation in a library.
should be used here.
• Your character attempts to read a map.
• Your character attempts to repair a moderate
• Your character tries to calculate when an
or major damage of their gunpowder weap-
astronomical phenomenon will occur.
on (see page 89 of Genesys Core Rulebook).
This would require a  Crafts or Engineering Your character should not use
check (whatever is more appropriate). this skill if...
• Your character fires a cannon or some kind
• Your character needs to know something
of siege weapon.
trivial or something that belongs to com-
mon knowledge such as the dates of popu-
Knowledge Skills lar religious celebrations.
• Your character tries to recall something re-
The skills presented here are meant to replace lated to Chaos or magic. That area of knowl-
the single Knowledge skill described in the edge is covered by Knowledge (Chaos) skill.
Genesys Core Rulebook.
Chaos (Intellect)
Chaos is the power that permeates and chang-
es reality. It is the source of magic, daemons,
mutants and other unnatural, strange phe-
The Old World: Grim and Perilous 105
nomenons and every bit of knowledge about
these things is forbidden, guarded by wizards Rules from
and witch hunters. This skill represents knowl- Expanded Player's
edge of the terrifying truth about the world.
Guide
Your character should use this
Here are the additional rules the from the Ex-
skill if... panded Player's Guide rulebook that should be
• Your character tries to recall knowledge used in The Old World setting:
about the Ruinous Powers, warpstone, mu- • Expanded Magic Rules - page 95.
tants, magic or similar Chaos related things.
• Specialization Trees - page 102
• Your character tries to identify a creature of
Chaos and how to fight it. • Social Encounters - page 107.

• Your character studies a cursed grimoire to


absorb its power. Rules from
• Your character tries to uncover a witch. the Realms of
• Your character attempts to identify a pow-
erful artifact.
Terrinoth Rulebook
Here are the additional rules the from the
Your character should not use Realms of Terrinoth rulebook that may be
this skill if... used in The Old World setting:
• Your character tries to read a book written • Mounted Combat - page 83.
in an unknown language. This would re- • Crafting (including Alchemy) - page 112.
quire a Knowledge (Academic) check.
• Your character tries to cast a  spell. This
would require the use of a magic skill. Resisting Loss of
Consciousness and
Reading and Writing Instant Death
Reading and writing are rare skills in the Old As described on page 112 of the Genesys Core
World's society. If your character's starting career Rulebook, a character who exceeds their wound
is a Craftsman, Noble or Scholar, you may consider threshold is knocked out and incapacitated.
they have those skills. However, other careers need
However, a  hero who overcomes wounds and
to purchase at least one rank in Knowledge (Aca-
demic) skill to be able to read and write. fights despite being heavily injured is a  com-
mon theme in heroic fantasy settings. This new
rule helps to reflect this - once per encounter,
Rules from the on their next turn after having become inca-
Genesys Core pacitate due to exceeding their wound thresh-
old, a Player Character may make a Hard (kkk)
Rulebook Discipline or Resilience check as an out of turn
incidental even though an incapacitated char-
Here are the alternate rules from the Genesys acter is normally unable to perform actions. If
Core Rulebook that should be used in The Old the check is successful, the character can take
World setting: their actions as usual until the end of the en-
• Magic Rules - page 210. counter. However, for every five wounds the
character suffers in this state, they also suffer
• Vehicle Rules and Vehicle Combat - page 220.
a Critical Injury and if they exceed double their
• Fear - page 243. and Sanity - page 244. wounds threshold they instantly die (as if the
Dead Critical Injury result was rolled on Table
I.6-10: Critical Injury Result, page 115 of the
Genesys Core Rulebook).
106 The Old World: Grim and Perilous
Table 3-1: Skills for The Old World Setting
Skill Characteristic Type Source
Alchemy Intellect General Genesys Core Rulebook (page 57)
Arcana Intellect Magic Genesys Core Rulebook (page 70)
Athletics Brawn General Genesys Core Rulebook (page 58)
Brawl Brawn Combat Genesys Core Rulebook (page 67)
Charm Presence Social Genesys Core Rulebook (page 54)
Coercion Willpower Social Genesys Core Rulebook (page 55)
Cool Presence General Genesys Core Rulebook (page 59)
Coordination Agility General Genesys Core Rulebook (page 59)
Crafts Intellect General The Old World
Deception Cunning Social Genesys Core Rulebook (page 56)
Discipline Willpower General Genesys Core Rulebook (page 60)
Divine Willpower Magic Genesys Core Rulebook (page 70)
Engineering Intellect General The Old World
Firearms Agility Combat The Old World
Gunnery Intellect Combat The Old World
Knowledge (Academic) Intellect Knowledge The Old World
Knowledge (Chaos) Intellect Knowledge The Old World
Leadership Presence Social Genesys Core Rulebook (page 56)
Medicine Intellect General Genesys Core Rulebook (page 61)
Melee - Heavy Brawn Combat Genesys Core Rulebook (page 68)
Melee - Light Brawn Combat Genesys Core Rulebook (page 68)
Negotiation Presence Social Genesys Core Rulebook (page 56)
Perception Cunning General Genesys Core Rulebook (page 62)
Ranged Agility Combat Genesys Core Rulebook (page 68)
Resilience Brawn General Genesys Core Rulebook (page 63)
Riding Agility General Genesys Core Rulebook (page 63)
Sailing Intellect General The Old World
Skulduggery Cunning General Genesys Core Rulebook (page 64)
Stealth Agility General Genesys Core Rulebook (page 64)
Streetwise Cunning General Genesys Core Rulebook (page 65)
Survival Cunning General Genesys Core Rulebook (page 65)
Vigilance Willpower General Genesys Core Rulebook (page 65)

The Old World: Grim and Perilous 107


Chapter 4

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

Magic Knowledge Skill


As listed in the Genesys Core Rulebook, some of any effect that refers to the spellcaster's ranks in
the spell effects a  character can apply to mag- Knowledge uses Knowledge (Chaos) in case of
ic actions depend on the character's rank in Arcana spellcasters and Discipline in case of Di-
Knowledge. However, in the Old World setting, vine spellcasters and magic ring users.

108 The Old World: Grim and Perilous


Table 4-1: Available Magic Actions And Effects.
Magic Action Lore Lore of Lore of Lore of Lore of Lore of Lore of Lore of Lore of Miracles Miracles
and Effect / of the Fire Metal Beasts Life Light Death Shadow Chaos of Sigmar of Shallya
Lore or Deity Heavens
Attack A A A A A A A A A A
Blast A A A A A A A A
Close Combat A A A A A A A A
Deadly A A A A A A A A
Fire A A
Holy/Unholy A A A
Ice A A
Impact A A A A A
Lightining A
Manipulative A A A A A
Non-lethal A A A A A A A A
Range A A A A A A A A A A
Destructive A A A A A
Empowered A A A A A A A A
Poisonous A A A
Augment A A A A A A A A A
Divine Health A A A A A
Haste A A A A A A A
Primal Fury A A
Range A A A A A A A
Swift A A A A A
Enchant
A A A A
Weapon
Blessing A A A
Additional
A A A A A A A A A
Target
Barrier A A A A A A A A A A
Additional
A A A A A A A
Target
Range A A A A A A
Add Defense A A A A A A A
Empowered A A A A A
Reflection A
Deflection A A A A
Sanctuary A A
Conjure A A A A
Additional
A A A
Summon
Medium
A A A
Summon
Range A A A A
Summon Ally A A A
Grand
A A A
Summon
Curse A A A A A A A
Enervate A A A A A A
Misfortune A A
Range A A A A A A A

The Old World: Grim and Perilous 109


Magic Action Lore Lore of Lore of Lore of Lore of Lore of Lore of Lore of Lore of Miracles Miracles
and Effect / of the Fire Metal Beasts Life Light Death Shadow Chaos of Sigmar of Shallya
Lore or Deity Heavens
Additional
A A A A A
Target
Despair A A
Doom A A
Paralyzed A A A A
Dispell A A A A A A A A A
Range A A A A A A A A A
Additional
A A A A A A A A A
Target
Heal A A A
Additional
A A A
Target
Range A A A
Restoration A A
Heal Critical
Revive
Incapacitated
Mask A
Blur A
Mirror Image A
Additional
A
Illusion
Range A
Size A
Realism A
Terror A
Invisibility
Predict A A A
Quicksilver
A A
Reflexes
Scry A A A
Empowered A
Additional
A A
Questions
Flash of
A A
Precognition
Cheat Death A
Sense Magic A A A A A A A A A
Scatter A A A A A A A A A
Attunement A A A A A A A A A
Transform A A
Silhouette
A A
Increase
Characteristic
A A
Retention
Transform
A A
Gear
Dire Form A A
Curse of the
A
Wild

110 The Old World: Grim and Perilous


New Spells And Maneuvers
Narrative Spells in
Descriptions Structured
This section discusses how these spells can be Encounters
used in narrative encounters. The following are the rules for using the new
spells in a structured encounter.
Sense Magic
Skills: Arcana Sense Magic
Magical sense, commonly known as Witch- Concentration: Yes
sight is the ability of most spellcasters to sense Skills: Arcana
the presence or absence of magic. All people
born with the talent to work magic have some This is using magic to identify presence and
degree of witchsight that can be developed composition of the Winds of Magic. The char-
and expanded with training so the spellcaster acter makes an Arcana check. The default
can actually see the ebb and flow of the Winds difficulty of the check is Average (kk). If the
of Magic, witness the scintillating colors of the check is successful, until the end of the char-
Chaos energy in its raw form, and be better acter’s next turn, the spellcaster reduces any
able to harness it for the casting of spells. Miscast result they cause by 10 times their
ranks in Knowledge (Chaos), to a minimum of
When using Sense Magic narratively, it has
01. Before making a sense magic check, choose
passive effect. Your character constantly sees
any number of additional effects listed on Ta-
the world as if through two types of vision su-
ble 4-2: Sense Magic Additional Effects. These
perimposed upon each other. With their nor-
effects are added to the check.
mal mundane sight, they see like any other
person does. With their witchsight, the char-
acter actually sees the Winds of Magic to some
degree, either as swirling clouds and rivers of
New Augment and
churning colored energy, or as manifestations Barrier Additional
of their own thoughts, memories, emotions,
expectations, beliefs, and fears and those of
Effects
the people around them. When your character In this book we are introducing new addition-
tries to identify the exact composition of the al effects for Augment and Barrier magic ac-
Winds of Magic or recognize magic objects or tions. These new effects, presented in Table
creatures, it requires a check with basic diffi- 4-3: Augment Additional Effects and Table
culty of Easy (k). Identifying magic items or 4-4: Barrier Additional Effects may be used
trying to trace another magic user may in- along with those listed in the Genesys Core
crease the difficulty to Hard (kkk). Rulebook, on page 216.

Table 4-2: Sense Magic Additional Effects


EFFECTS DIFFICULTY MOD
Scatter: Select one Lore of Magic, all characters present in the current encounter
must suffer one additional strain to perform magic actions using that Lore. +k

Attunement: Spells casted by the character and any other character that casts spells
using the same Lore cannot be dispelled.
+ kk

The Old World: Grim and Perilous 111


Table 4-3: Augment Additional Effects
EFFECTS DIFFICULTY MOD

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

Table 4-4: Barrier Additional Effects


EFFECTS DIFFICULTY MOD
Deflection: If an opponent makes a melee attack against an affected target and
generates hhh or d on the check, after the check is resolved, they suffer + kk
wounds equal to twice the character's ranks in Knowledge (Chaos) or Discipline.

Maneuvers Miscast and The


Overcast
Curse of Tzeentch
As already mentioned, using the Winds of
Skilled or reckless wizards can channel more Magic to cast spells may be dangerous to wiz-
magical energy than necessary, making their ards and all around them. The more power the
spells more powerful but also more danger- character uses to cast a  spell, the more likely
ous. If the character performs the overcast ma- something unexpected will happen. Among
neuver, they add j to their next Arcana check. wizards, this is known as the Tzeentch’s
However, if the check causes a Miscast, add +10 Curse. Whenever h or d are generated on the
to the results. The character may spend up to Arcana check, your GM may spend them to ac-
four consecutive maneuvers overcasting, gain- tivate Miscasts effects, according to Table 4-5
ing j and adding +10 to the Miscast results for Spending h and d on Arcana Skill Checks.
each maneuver spent. Note that in most magic
related cases Overcast substitutes the Aim ma-
neuver, the only exception is when the character
targets a specific part of the attack spell target.

Table 4-5: Spending h and d on Arcana Skill Checks


COST RESULT
The magical energies exhaust the character, and they suffer 2 strain or 1 wound
h (controlling player's choice). Additionally, add 10 to each next Miscast result during the
encounter (no matter who causes it).
The character fails to control the magical energies, causing a minor Chaos Manifestation.
hh Roll on Table 4-6 Miscast Effects. Additionally, add 10 to each next Miscast result during
the encounter (no matter who causes it).
The character fails to control the magical energies, causing a major Chaos Manifestation.
hhh or d Roll on Table 4-6 Miscast Effects and add 20 to the result. Additionally, add 10 to each next
Miscast result during the encounter (no matter who causes it).
The character fails to control the magical energies, causing a catastrophic Chaos
dd Manifestation. Roll on Table 4-6 Miscast Effects and add 50 to the result. Additionally, add
10 to each next Miscast result during the encounter (no matter who causes it).

112 The Old World: Grim and Perilous


Table 4-6: Miscast Effects
d100 RESULT
01-05 Mental Block: The character and all allied spellcasters in the encounter add j to any attempts to cast spells
until the end of the character's next turn.
06-10 Cold Sweats: The character has to suffer 2 strain to use their next action.
11-15 Waxy Earful: The character adds jj to all Vigilance checks until the end of the encounter.
16-20 Wyrdlight: Until the end of the day, the character glows with an eerie light and is considered an Outcast
(Mutant, to be precise). Add jj to Stealth checks.
21-25 Delayed: The spell doesn’t take effect until the start of the next round, or after a minute in a narrative
gameplay.
26-30 Haunted: The character must make an Average(kk) Fear check as an out-of-turn incidental.

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.

The Old World: Grim and Perilous 113


encounter, while your character is using a jour-
Magic Implements neyman's wand, they may cast a  spell without
suffering strain. In addition, Attack spells cast
A character with a magic skill can use an im- by your character increase their base damage by
plement to enhance magic skill checks as de- three.
scribed in Part III, Chapter 2 of the Genesys
Core Rulebook. With one difference, in The
Old World setting most of magic implements Lord's Staff
are tied to specific skills (see Table 4-7: Magic These intricately decorated staffs are granted
Implements). only to the best of magisters, who can now call
themselves a wizard lord. When your charac-
Holy Icon ter performs the overcast maneuver while us-
ing a lord's staff, their next Attack spell deals
Holy Icons are representations of a deity. Im- an additional 2 damage per maneuver spent.
bued with the faith, they help the deity's cho- However, if the check causes a Miscast, add +5
sen to perform unique miracles. When your to the results (cumulatively with basic overcast
character obtains a Holy Icon, the Game Mas- effect, so +15 per overcast in total). In addition,
ter determines one effect that can be added to Attack spells cast by your character increase
spells without increasing the difficulty. The their base damage by four.
effect chosen must be one that can normal-
ly only increase the difficulty of the spell by
a maximum of two.

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

114 The Old World: Grim and Perilous


Magic Ring Master's Wand
Magic rings are items of great power, unique Master's wands are greatly attuned to the magic
in the way they give access to magical effects of their Magister and help them to store some of
even to those not attuned to the Winds of Mag- the raw power of the Winds of Magic. Once per
ic. When your character obtains a magic ring, encounter, while your character is using a mas-
the Game Master chooses one type of magic ter's wand, they may cast a spell without suffer-
action, then selects two additional effects that ing strain. In addition, Attack spells cast by your
can be added to that action. One of the effects character increase their base damage by four.
can normally only increase the difficulty of the
spell by one; the second can normally only in- Scythe of Shyish
crease the difficulty of the spell by one or two.
When your character casts a spell using a magic Wizards of the Amethyst Order commonly
ring, they suffer 2 strain and make a Discipline choose magically attuned scythes in place of the
check with the base difficulty of the appropri- more usual staffs, as both a symbol of their Lore
ate magic action. However, they must always and a  deadly weapon used in combat. When
upgrade the difficulty of the check once, and your character casts a spell while using a scythe
dd generated from the check can be used to of Shyish, the Close Combat effect added to the
destroy the ring. An example of this might be spell does not increase the spell's difficulty and
a ring of protection, which allows your charac- Attack spells cast by your character increase
ter to cast Barrier spell with the Reflection and their base damage by four. In addition, scythe
the Additional Target effects by performing of Shyish can be used as a regular weapon with
a Discipline check with the difficulty of l. the characteristic of a War Scythe.

Master's Staff Warpstone


These staffs are wielded by those who proved Warpstone is the crystallized essence of Cha-
their mastery over Wind of Magic and can call os. Even a small fragment gives its user almost
themselves a true Magister. When your char- unlimited access to the magical energies of the
acter casts a spell while using a master's staff, Winds of Magic. However, it is highly unstable
the first Range effect added to the spell does and dangerous for anyone near it, and anyone
not increase the spell's difficulty. In addition, who posses it is quickly targeted and eliminat-
Attack spells cast by your character increase ed by the Empire's wizards and witch hunters.
their base damage by five. When your character casts a  spell while using
warpstone, they add sssss to the results.
However, if the check causes a Miscast, in addi-
tion to the Miscast result, all characters (includ-
ing yours) within short range suffer 1 corruption.
Table 4-7: Magic Implements
Name Damage Skill Encumberance Price* Rarity
Holy Icon 0 Divine 0 22GC 7

Journeyman's Staff +4 Arcana 2 21GC 5

Journeyman's Wand +3 Arcana 1 20GC 5

Lord's Staff +4 Arcana 2 125GC 8

Magic Ring 0 Discipline 0 150GC 8

Master's Staff +5 Arcana 2 44GC 6

Master's Wand +4 Arcana 1 45GC 6

Scythe of Shyish +4 Arcana 4 30GC 6

Warpstone - Arcana 0 - (R) 9


* Prices are explained in the Equipment Rules chapter, see the Coinage sidebar on page 127.

The Old World: Grim and Perilous 115


Chapter 5

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

116 The Old World: Grim and Perilous


Chaos Gods' schemes e.g. killing innocents, Redemption
contaminating water sources, studying dark
magic etc., your GM may decide that your char- Some say that money is the root of all evil, so
acter should suffer up to 3 corruption, depend- cleaning out your coin pouch may sometimes
ing on the seriousness of their wrongdoing. also clean your soul. Spending large portion of
your character's money on charity or donating
Changing Ways it to a temple of sacred cult may, at your GM's
discretion, result in the reduction of your char-
Your character may suffer 1 corruption to acters corruption. The amount that needs to be
achieve effects as if a  Story Point was spent spent heavily depends on the general wealth
like upgrading an ability die, activating talents of your character - a  few gold crowns may be
etc., even if you have already spent a  Story nothing for a  wealthy wizard, while spending
Point this check. Similarly to Story Points, this a single shilling may be the matter of survival
effect can be used once per check. for a poor stevedore.

Corrupting Influence Heroic Deeds


Most of the Chaos creatures have abilities that In some rare occasions, when your character
can inflict corruption through dark magic or proves themselves to be a  real hero, risking
by contact. Also, when exposed to Warpstone their lives for the right cause, e.g. cleansing an
your character may suffer up to 3 corruption, unholy temple of the Dark Gods or destroying
depending on the amount of Warpstone and a  cursed artifact, your GM may decide to re-
the duration of exposure. duce up to 3 corruption.

Exceeding Dark Gifts


Corruption Dark gifts are the mental and physical effects
Threshold of the corrupting influence of Chaos. When
your character is blessed by the Ruinous Pow-
When a  character exceeds their corruption ers, reduce their strain threshold by 1. Then
threshold, they immediately reduce their cor- select the most appropriate effect from Table
ruption to 0 and receive one Dark Gift. 5-1: Example Dark Gifts, roll randomly or cre-
ate a new unique dark gift with the help of the
Reducing Game Master. The physical effects of Chaos, so
called mutations, are in most cases beneficial
Corruption but also easy to spot. On the other hand, men-
Removing corruption should never be easy. tal effects are much easier to hide, but usually
Not as easy as suffering it, at least. Provided only impair the character. Most of the present-
below are some examples of how can this be ed examples are quite universal, but some of
achieved, however the GM may devise their them are tied closer to a  specific Chaos God.
own ways of dealing with corruption. Characters with visible mutations or known
to be blessed with dark gifts are considered
outcasts (see Social Status p. 62), commonly
Dark Whispers feared, vilified, and actively hunted.
The GM may ask you to twist your character's
actions. Examples of what may be asked in- Dark Gifts Limit
clude: accepting a  bribe, letting dangerous
adversary escape, "loosing" an important item When your character receives more dark gifts
etc. The choice to do this or not is always in than their Willpower rating, their body and soul
your hands, but if you agree, your character collapses, lost to the Chaos Gods. They become
removes 1 corruption. a  mutated mindless mass of flesh known as
a Chaos Spawn and fall under the GM's control.

The Old World: Grim and Perilous 117


Table 5-1: Example Dark Gifts
d100 dice Name Effect Applicable Gods
roll
01-05 Scales Increase your character's melee and ranged defense by 1. All
06-10 Suspicious Mind Your character adds jj to all Vigilance checks, but Slaanesh, Tzeentch
decreases their Presence rating by 1.
11-15 Monstrous Obesity Your character increases their Soak by 1, but adds j to Nurgle, Slaanesh
all Coordination checks.
16-20 Rage Your character gains an ability similar to the Berserk Khorne
talent (see the Genesys Core Rulebook, page 75). They
must use it at the beginning of a combat encounter.
21-25 Inhuman Beauty Your character adds j to all Social skill checks Slaanesh
26-30 Rotting Skin Decrease your character's Soak by 1, but increase Nurgle
melee defense by 2.
31-35 Witch Sight Magic (Arcana) is now career skill for your character Nurgle, Tzeentch,
and they gain access to the Lore of Chaos. Slaanesh
36-40 Animal Instincts Your character decreases their Intelligence rating by 1, Nurgle, Slaanesh,
but increases their Cunning rating by 1. Khorne
41-45 Bestial Appearance Your character adds j to Coercion skill checks. All
46-50 Devourer After defeating an adversary during a combat All
encounter, your character has to make a Hard (kkk)
Discipline check as an out of turn incidental, or they
start to devour the adversary and become staggered
until the end of their next turn. All other adversaries
within short range have to make a Hard (kkk) Fear
check as an out of turn incidental.
51-55 Enormous Eye Your character adds j to all Perception checks All
involving sight.
56-60 Inverted Face Your character adds jj to Cool checks. All
61-65 Wings Your character can fly using the hovering guidelines All
in the Flying sidebar on page 100 of the Genesys Core
Rulebook.
66-70 Iron Skin Increase your character's Soak by 2, but decrease their All
Agility rating by 1.
71-75 Tortured Visions When your character fails any Willpower based check, All
they suffer 3 strain.
76-80 Additional Limbs Your character can perform a second maneuver All
without suffering strain. They still cannot exceed the
limitation of two maneuvers in a turn.
81-85 Natural Weapons Your character gains claws, big teeth, razor sharp All
tentacles, horns or any other natural weapon with the
following profile:
Brawl; Damage +2; Critical 3; Range [Engaged];
Accurate 1, Vicious 1.
86-90 Visions of Doom At the begging of a combat encounter, your character Tzeentch, Slaanesh
must make a Hard (kkk) Fear check as an out of
turn incidental.
91-95 Additional Head Your character grows additional head somewhere All
on their body. This additional head may have its own
personality and goals.
96-00 Plague Bearer Your character has contracted Nurgle's Rot - a fatal Nurgle
disease that slowly turns the infected into a Plaguebearer.

118 The Old World: Grim and Perilous


Chapter 6

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.

The Old World: Grim and Perilous 119


quire your character to change their status
Using Social Status before they are eligible to buy the new spe-
Belonging to a particular social group affects cialization. For example, your character
your character's entire life. How much respect may need to become a member of the elite
they enjoy, how high the discount they receive (nobility to be precise) to start the Knight
at the inn, or how high the sentence in a court, specialization. On the other hand, your
and even whether they will be admitted to cer- character may not have to change their so-
tain places depends largely on who they were cial group from Elite to Middle Class when
born or how high a status they managed to earn. they become, for example, a  physician or
academic because these specializations,
Initial Social Group although less popular, are also practiced by
the nobility. Keep in mind that it's usually
Your character's social group depends on their much easier to lower your character's so-
initial specialization. If it happens that during cial status than do the opposite. In either
the character creation process you chose more case, your GM is the final arbiter.
than one specialization for your character,
pick whichever seems more appropriate (how- Hiding Social Status
ever, your GM is the final arbiter).
Your character may attempt to hide their social
Maintaining Social Status status and pretend to be a member of another
social group. Your character may make an op-
Maintaining your character's current social posed Deception vs Vigilance check targeting
status is fairly simple - all they need to do is character that is not aware of your character's
to eat, wear, sleep and behave like one of their social status. Add j to the check for each tier
kind. Keep in mind that it is much easier and of difference in social status between your
far cheaper for commoner than for elite or character's real status and the status they at-
even middle class characters. As a commoner tempt to portray (Outcasts should be treated
a few shillings on simple food and dormitory as Commoners for the purpose of this check).
is all you need, while as a member of the elite If the check is successful, until the end of the
you will always need the best meal, the most encounter or scene, your character modifies
comfortable room and other luxuries that can their social skill checks against the target
cost far more. character as if they were member of that social
Changing Social Status group. Your GM may spend hhh or d from
your character's check to blow their cover.
Your character may move to another social group
mostly due to one of the following reasons: Social Skill Checks
1. Failing to maintain your character's cur-
Modifiers
rent social status. If your character is un- When a  character of Aristocracy, Elite or Mid-
able to maintain their status financially, dle Class social status makes a social skill check
your GM may decide to decrease their so- targeting a  character with a  lower social status
cial status to a  more appropriate one. In (excluding Outcasts), they add j to Charm, Coer-
most cases, the lowest social class they can cion and Leadership checks for each tier of differ-
fall is commoner. Your character must be ence in social status.
heavily in debt to become an Outcast this
way. When a  character of Commoner, Middle Class
or Elite social status makes a  social skill check
2. In-game events. Nobility, promotion in targeting a character with a higher social status,
the structure of a  guild or church, being they add j to Charm, Coercion and Leadership
convicted of serious crimes and many oth- checks for each tier of difference in social status.
er things may move your character to an-
other social group. Characters of Outcast social status add j to Co-
ercion and j to Charm checks when targeting
3. Purchase of new specialization. Starting a  character from another social group. Note
a  new specialization that has a  different that checks targeting Outcasts are not modified
social status that your current one, may re- in any way.
120 The Old World: Grim and Perilous
Chapter 7

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.

Weapons and Armors


This section covers the most common types
of weapons and armor to be found in the Old Restricted Items
World. Items marked with (T) next to their
name come from the Realms of Terrinoth Some of the weapons or items in this chapter has
rulebook (p. 92) and, if not stated otherwise, an "(R)" next to their price - this means the item is
restricted. Restricted items are banned in most of
additional rules from the Realms of Terrinoth
the towns in the Old World and cannot be carried
should be applied. openly in public. Depending on the town, restric-
tions may vary, some do not accept such items in-
side town walls and require them to be deposited
New Item Qualities at the watch barracks; some demand them to be
kept in a locked chest or at similar place out of the
In this product we introduce one new item reach of the public.
quality - Parrying - and slightly change the ef-
fect of the Pierce quality with a goal to make it
more viable choice. the damage of the hit they suffer by a  num-
Parrying (Passive) ber equal to the item's ranks in the Parrying
quality. If the user has not purchased the Par-
Parrying weapons are designed to active- ry talent, they follow the normal rules of the
ly deflect incoming strikes. When a  user of talent, but reduce damage only by the item's
an item with the Parrying quality is using Parrying quality rating.
the Parry talent, they may further reduce
The Old World: Grim and Perilous 121
Pierce (Passive) Pierce rating. If the weapon has more ranks
of Pierce than the target’s total soak, it com-
Pierce quality seems to be designed as the way to pletely ignores the target’s soak. For example,
counter heavily armored or high soak enemies, how- Pierce 3 against a soak of 2 ignores two points
ever Pierce rating between 1-3 tends to be no differ- of soak, but the extra point of Pierce has no
ent than simply adding damage to the weapon. We further effect. In addition, if the hit would
try to fix it by changing the effect of Pierce quality. otherwise be unable to get past the target's
This new effect should make it a bit more beneficial. soak, it will inflict one wound (regardless of
Any hits from this weapon ignore a  num- the Pierce rating).
ber of points of soak equal to the weapon’s

Damaging and Repairing


Equipment
Struggling with equipment deficiencies is a com- 89 of the Genesys Core Rulebook, however they
mon theme in dark fantasy adventures. To better use Crafts or Engineering skill instead of Me-
reflect it, we decided to introduce a rule that allows chanics.
your GM to spend hhh generated on a check in-
For ease of tracking the state of your character's
volving the use of weapons or tools to damage the
equipment, there are special die shaped boxes
equipment used by one step. Additionally, t gen-
in the Weapons and Personal Gear sections
erated on a combat check may be spent to damage
of the Character's Sheet. Cover one third of
one piece of a target's equipment by one step.
the box to mark minor damage, two thirds for
To repair a broken piece of equipment, charac- moderate and full box for major damage of the
ter's follow the general rules presented on page equipment.

Melee Weapons Club


Simple, cheap and effective, clubs have proved
Bladed Gloves their value in numerous conflicts. However,
Simple leather gloves with razor-sharp blades they tend to break easily. Your Game Master
or spikes attached, designed to inflict deep may spend hh generated on a combat check
and painful cuts. Originally from Cathay, they using a club to damage it by one step.
were later adopted by some of the Empire's
torturers and assassins. When using this
Garrote
weapon, your character can no longer choose This traditional assassin's weapon consists
to deal damage to the target's strain threshold of a length of cord which is wrapped around
instead of their wound threshold. a target's throat then easily chokes out or en-
tirely suffocates them. The garrote can only
Brass Knuckles be used against unaware targets (see note on
Brass knuckles are pieces of metal shaped to the Backstab talent on page 39). A successful
fit around the knuckles. Favored by criminals, attack against a  target causes them to be-
bodyguards and bouncers, they greatly in- come suffocated (see Suffocation, Genesys
crease the power of the punch, and are easy to Core Rulebook, p. 112). Breaking free re-
use and conceal. quires an opposed Brawl vs Brawl check,
with an additional j for each round they
Buckler have been caught.
A buckler is a  small, round shield. Due to its Falchion
size, it offers poor protection, but is very useful
in deflecting the blow of an opponent's weap- A falchion is a heavy, one-handed, single-edged
ons. When held, a buckler's encumbrance is 0. sword shaped very much like a  large meat
122 The Old World: Grim and Perilous
cleaver. It's not a subtle weapon, but it's very Sickle
effective at dealing deep, grevious wounds.
Rarely used by professionals, and much more
Hammer often by the peasantry, this weapon is actually
The hammer, the sacred weapon of Sigmar him- a  converted agricultural tool. Not very effec-
self, occupies a special place in the Empire's ar- tive, but cheap and when well sharpened it is
mory. It is a weapon of choice for the Emperor's capable of delivering deep cuts.
Elite Guards and Warrior Priests of Sigmar, but Swordbreaker
is also widely appreciated by common soldiers,
devoted to Sigmar or not. Although it requires A swordbreaker is a  type of dagger that has
a lot of strength to wield it, it can be used dou- large, deep serrations along one side of the
ble-handed, which negates its Cumbersome blade, resembling the barbed teeth of a comb
quality, while still a Melee (Light) weapon. and designed to entrap an opponent's blade, al-
lowing the user to disarm or damage it. When
Mace your character suffers a hit from melee combat
A mace is a direct successor to a club that uses check while using this weapon, after the attack
a heavy head on the end of a handle to deliver is resolved, they may spend d or hhh from
powerful strikes. While not nearly as cheap as the attacker's check to disarm the attacker.
a club, it's much more durable, making it very War Scythe
reliable weapon on the battlefield.
A war scythe or military scythe is a  form of
Parrying Dagger pole weapon that bears some superficial re-
As the name implies a parrying dagger is de- semblance to that of an agricultural scythe
signed to parry, or defend, more effectively from which it likely evolved. The war scythe
than a  simple dagger, typically incorporat- however, is unrelated to agricultural tools
ing a wider guard, and often some other de- and is a purpose-built infantry melee weapon.
fensive features to better protect the hand as Thanks to its razor sharp blade, it is surpris-
well. They may also be used for attack if an op- ingly effective for such a simple weapon.
portunity arises. When your character suffers
a hit from melee combat check while using
this weapon, after the attack is resolved, they
may spend d or hhh from the attacker's
check to automatically hit the attacker once.
The hit deals the parrying dagger's base
damage, plus any damage from applicable
talents or abilities.
Rapier
Rapiers are widely regarded as a  weapon
of the elite, so most of them are subtly
crafted and ornate. However, they are
not a  decoration. Designed to perform
quick and nimble thrusting attacks, ra-
piers are deadly when it comes to strik-
ing weak spots on an opponents armor.
Sabre
Popular among Kislevites and recent-
ly adopted by the Empire's cavalrymen,
the sabre is a versatile weapon with sin-
gle-edged curved blade.

The Old World: Grim and Perilous 123


Table 7-1: Melee Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Axe (T) Melee (Light) +3 3 Engaged 2 1 75s 1 Vicious 1
Bladed Gloves Brawl +1 2 Engaged 1 1 60s 5 Accurate 1
Buckler Melee (Light) +0 6 Engaged 1 1 40s 3 Disorient 2, Parrying 2
Brass Knuckles Brawl +1 4 Engaged 1 0 10s 1 Disorient 3
Club Melee (Light) +3 4 Engaged 2 0 5s 1 Disorient 2
Dagger (T) Melee (Light) +2 3 Engaged 1 1 20s 1 Accurate 1
Falchion Melee (Light) +3 3 Engaged 2 1 100s 3 Innacurate 1, Vicious 2
+4 3 4 2 150s 3 Cumbersome 3, Linked 1,
Flail (T) Melee (Heavy) Engaged
Unwieldy 3
Garrote Brawl +0 5 Engaged 1 0 5s 2

+4 3 4 2 15GC 4 Cumbersome 3, Pierce 2,


Greataxe (T) Melee (Heavy) Engaged
Vicious 1
+4 2 3 2 20GC 4 Defensive 1, Pierce 1,
Greatsword (T) Melee (Heavy) Engaged
Unwieldy 3
+3 3 5 3 22GC 3 Defensive 1, Pierce 3,
Halberd (T) Melee (Heavy) Engaged
Unwieldy 3
+3 3 2 1 165s 2 Cumbersome 3, Disorient 2,
Hammer Melee (Light) Engaged
Pierce 1
Military Pick (T) Melee (Light) +1 2 Engaged 3 1 65s 2 Pierce 2
Mace Melee (Light) +3 3 Engaged 2 1 160s 1 Disorient 2
Parrying Dagger Melee (Light) +1 3 Engaged 1 1 120s 3 Pierce 1, Parrying 1
Pike (T) Melee (Heavy) +4 4 Short 4 2 40s 1 Prepare 1
Rapier Melee (Light) +3 2 Engaged 2 1 35GC 5 Accurate 1, Pierce 1
Sabre Melee (Light) +3 2 Engaged 2 1 43GC 6 Vicious 2
+0 6 1 1 45s 1 Defensive 1, Deflection 1,
Shield (T) Melee (Light) Engaged
Inaccurate 1, Knockdown
Cumbersome 4, Defensive 2,
Shield, Bulwark +2 5 3 2 14GC 3
Melee (Light) Engaged Deflection 3, Inaccurate 2,
(T)
Knockdown, Reinforced
+1 5 2 2 160s 2 Defensive 1, Deflection 2,
Shield, Large (T) Melee (Light) Engaged
Inaccurate 2, Knockdown
Sickle Melee (Light) +1 2 Engaged 1 1 20s 2 Vicious 2
Spear (T) Melee (Heavy) +3 3 Engaged 3 1 40s 2 Accurate 1
Spear, Light (T) Melee (Light) +2 4 Engaged 2 1 25s 2 Accurate 1, Defensive 1
Staff (T) Melee (Heavy) +2 4 Engaged 2 0 6d 0 Defensive 1
Sword (T) Melee (Light) +3 2 Engaged 1 1 10GC 2 Defensive 1
Swordbreaker Melee (Light) +1 3 Engaged 1 0 14GC 6 Sunder

+5 4 4 2 30GC 4 Concussive 1, Cumbersome 4,


War Hammer (T) Melee (Heavy) Engaged
Inaccurate 1, Knockdown
War Scythe Melee (Heavy) +4 3 Engaged 4 1 120s 3 Inaccurate 1, Vicious 2
Weighted Net Melee (Light) +0 6 Short 1 0 20s 2 Defensive 1, Ensnare 2

Weighted Net Ranged Weapons


Popular among pit fighters and bounty hunt-
ers, a net is a versatile alternative to the more Arquebus
widespread shield. It offers a little bit of pro- An arquebus is amongst the most powerful of
tection and, if needed, may be hurled at the en- weapons ever invented. Armor piercing, devas-
emy to immobilize them. A weighted net can tating shots give a great advantage in combat.
be used to make melee combat checks against However, like most of gunpowder weapons,
targets within short range (the difficulty re- arquebuses are heavy, expensive and need a lot
mains Average (kk). If the combat check is of effort to maintain. Your Game Master may
successful, your character may suffer 2 strain spend d or hh generated on a combat check
to activate the Ensnare item quality instead of using an arquebus to jam the weapon. Jammed
spending aa.
124 The Old World: Grim and Perilous
weapons cannot be fired and require an Easy character is an ogre, they may use Ranged skill
(k) Firearms check for the barrel to be cleared. to fire the siege crossbow instead of Gunnery.
Blunderbuss Dueling Pistol
The favorite weapon of innkeepers and coach- A dueling pistol is a  work of art, and a  gun-
men, blunderbuss' have proved their worth. smith labors long and hard to produce a single
They are not very subtle, but are reliable and example. They are often carried by Imperial
deadly at short distances. It can be loaded nobles to solve disputes over love and honor,
with nails, glass, small stones or anything else and many a noble has died at dawn in a duel
at hand. d and h cannot be spent to cause over some grievance. Dueling pistols are pro-
a blunderbuss to run out of ammunition. hibitively expensive weapons and common
warriors rarely have them.
Dwarf Crank Gun
Rare and incomparably expensive, a  dwarf
crank gun is a multi-barreled monstrosity that
can decimate an enemy team by itself. While
powerful, its often hard to use it properly
due to its weight and high failure rate. Your
Game Master may spend d or hh generat-
ed on a combat check using a dwarf crank gun
to malfunction the weapon. Malfunctioned
weapons cannot be fired and require an Aver-
age (kk) Engineering check to clear the mal-
function. Engineering weapon - to create or
repair this weapon, your character should use
the Engineering skill instead of Crafts.
Hochland Long Rifle
The Hochland long rifle was developed from
the long rifles used by the hunters of Hoch-
land. These weapons use barrels which have
been rifled or grooved, which makes the lead
shot spin in flight, in turn making these weap-
ons highly accurate and giving them a range
unsurpassed by most other handguns. On the
battlefield it is often used by specialized sol-
diers, where it is particularly effective at neu-
Bomb tralizing specific targets from afar.
A bomb is a  hollow shell of ceramic, or thin Engineering weapon - to create or repair this
metal filled with gunpowder, stopped with wax weapon, your character should use the Engi-
and fitted with a  fuse. Bombs can be thrown neering skill instead of Crafts.
but because they are heavy and bulky, clever
engineers prefer to plant them near strategic
Longbow
areas of the battlefield. An improvement on the design of the bow,
a longbow is made from a single piece of care-
Crossbow, Siege fully selected yew or elm as long as a man is
Reportedly, this weapon was designed for tall. An experienced bowman can land a shot
ogres serving in the Empire's army. Its size with uncanny accuracy and with deadly force
and bulky nature seem to confirm this, but capable of piercing even the heaviest of ar-
who would not want the firepower of two mors, making longbows a popular choice for
heavy crossbows combined into one? If your regiments throughout the Old World.

The Old World: Grim and Perilous 125


Pistol fired and require an Average (kk) Engineering
check to clear the malfunction.
Pistols are handy and, thanks to their solid
firepower, they give an edge in dire situations. Engineering weapon - to create or repair this
However, like any firearm, they require regular weapon, your character should use the Engi-
maintenance. Your Game Master may spend neering skill instead of Crafts.
d or hh generated on a combat check using Repeater Pistol
a pistol to jam the weapon. Jammed weapons
cannot be fired and require an Easy (k) Fire- A Repeater Pistol is a  smaller version of the
arms check for the barrel to be cleared. Repeater Handgun, and is fired one handed,
leaving the other free to wield a  sword. De-
Repeater Handgun spite being younger and smaller version of
Repeater Handgun, it has exactly the same
The Repeater Handgun is one of the latest in-
drawbacks. Your Game Master may spend d
ventions of Empire's engineers. It is a bizarre,
or hh generated on a  combat check using
multi-barreled contraption that spits out a tor-
a repeater pistol to malfunction the weapon.
rent of shots at its enemies. A repeater hand-
Malfunctioned weapons cannot be fired and
gun offers unmatched raw firepower, but has
require an Average (kk) Engineering check
an awful tendency to malfunction at the worst
to clear the malfunction.
possible moment. Your Game Master may
spend d or hh generated on a combat check Engineering weapon - to create or repair this
using a  repeater handgun to malfunction the weapon, your character should use the Engi-
weapon. Malfunctioned weapons cannot be neering skill instead of Crafts.

Table 7-2: Ranged Weapons


Name Skill Dam Crit Range Encum HP Price Rarity Special
Arquebus Firearms 8 2 Medium 3 1 20GC (R) 5 Pierce 3, Prepare 2, Knockdown
Blunderbuss Firearms 7 3 Short 3 1 12GC (R) 2 Blast 5, Prepare 2
9 3 2 0 6 Blast 7, Inaccurate 2, Limited
Bomb Ranged Short 80s (R)
Ammo 1
Bow (T) Ranged 7 3 Medium 2 1 75s 2 Unwieldy 2
Crossbow (T) Ranged 7 2 Medium 3 1 125s 3 Pierce 2, Prepare 1
Crossbow, Hand 5 3 2 0 4
Ranged Short 160s Accurate 1, Prepare 1
(T)
Crossbow, Heavy 8 2 4 2 6 Cumbersome 3, Pierce 3,
Ranged Long 22GC (R)
(T) Prepare 2
Crossbow, 5 2 3 2 6
Ranged Short 15GC Linked 2, Prepare 2
Repeating (T)
8 3 6 2 8 Cumbersome 4, Linked 1,
Crossbow, Siege Gunnery Long 50GC (R)
Pierce 3, Prepare 2
Dueling Pistol Firearms 5 3 Short 1 1 52GC (R) 7 Pierce 2, Prepare 2, Superior
Auto-Fire, Cumbersome 5,
10 3 7 2 500GC 10
Dwarf Crank Gun Gunnery Medium Inaccurate 1, Pierce 2,
(R)
Prepare 2, Vicious 2
Hochland Long 9 2 3 2 9 Accurate 1, Cumbersome 3,
Firearms Long 80GC (R)
Rifle Pierce 3, Prepare 2, Knockdown
6 6 1 0 4 Blast 5, Burn 3, Inaccurate 2,
Incendiary Ranged Short 40s (R)
Limited Ammo 1
8 3 3 2 4 Accurate 1, Cumbersome 3,
Longbow Ranged Long 160s
Pierce 1, Unwieldy 3
Pistol Firearms 5 3 Short 1 1 15GC (R) 4 Pierce 2, Prepare 2
Repeater 7 3 4 2 7 Auto-Fire, Cumbersome 3,
Firearms Medium 42GC (R)
Handgun Limited Ammo 6, Pierce 1
Repeater Pistol Firearms 6 3 Short 3 2 30GC (R) 7 Auto-Fire, Limited Ammo 6
Sling (T) Ranged 4 4 Medium 0 0 5d 0 Disorient 2, Prepare 1
+2 3 1 1 1 Inaccurate 1, Limited Ammo 1,
Throwing Axe (T) Ranged Short 40s
Vicious 1

126 The Old World: Grim and Perilous


Armor Full Plate
Full plate armor is the pinnacle of human ar-
Gromril morsmithing. Only wealthy nobility can af-
Armor made from the metal known as gromril ford to buy and maintain this type of armor,
is the toughest and most sturdy in the known but it is well worth the price as it provides
world. Known variously as meteoric iron, sil- almost impenetrable defense. On the other
verstone and hammernought armor, Grom- hand, it is loud and restricts movement, so it
ril armor is limited to wealthy Dwarfs and is usually avoided by those who value agility
the elite Ironbreakers. Armor forged of pure and the element of surprise in combat. Your
gromril is highly coveted for its protective character adds jj to Stealth and Coordina-
value and such suits are treasured heirlooms, tion checks while wearing this armor.
many of which date back to the Golden Age.
Table 7-3: Armor
Name Defense Soak Encumbrance HP Price Rarity
Brigandine (T) 1 +1 2 1 200s 5
Chainmail (T) 0 +2 3 2 16GC 4
Full Plate 1 +3 5 2 63GC 6
Gromril 2 +3 3 2 - 10
Heavy Robes (T) 1 0 1 1 45s 0
Leather (T) 0 +1 1 1 75s 3
Padded (T) 0 +1 2 0 35s 2
Plate (T) 1 +2 4 2 42GC 6
Scale (T) 0 +2 4 1 215 4

Gear and Services


This section covers the typical items and ser-
vices to be found in the Old World. Items Coinage
marked with (T) next to their name come from Three types of coins are commonly used in the
Realms of Terrinoth rulebook and, if not stat- Empire: brass pennies, silver shillings and gold-
en crowns. There are 12 pennies in a shilling and
ed otherwise, additional rules from Realms of
20 shillings in 1 crown, resulting in a total of 240
Terrinoth should be applied. pennies in 1 crown. In this supplement, most of
the prices are kept in shillings (s), however some-
times you may spot a symbol of a pennies (d) for
Gear items that cost less than 1 shilling, or crowns (GC)
for items more expensive than 200s.
Artisan's Tools
Artisan's tools consist of everything a  crafts- Cloak With Hidden
man needs in their daily work: hammers, Pockets
saws, pliers, etc. When your character uses an
The favorite outerwear of fences and smug-
artisan's tools, they have the right tool for the
glers, this cloak not only increases your char-
job (as per page 93 of the Genesys Core Rule-
acter's encumbrance threshold by one, but it
book) when making Crafts checks, although
also helps to conceal gear. If another character
at yours GMs discretion, creating some items
tries to search your character (as per page 85
may require access to workshop or smithy.
of the Genesys Core Rulebook), they upgrade
difficulty of the check once.

The Old World: Grim and Perilous 127


Extra Shots It allows your character to quickly reload a Re-
peater Pistol or a  Repeater Handgun and is
This includes additional lead shots and gun- consumed in the process.
powder stored in spare poaches.
Sacred Symbol
If your character has an extra shots, they can
spend a  maneuver to replenish their firearm Representations of deities opposing Chaos
when it suffered an "out of ammo" d result, and evil, blessed by a priest. Once per session,
but this consumes the item in the process. if your character is a  follower of the religion
Note that this does not replenish weapons represented by the sacred symbol, they may
with the Limited Ammo quality. make Hard (kkk) Discipline check as an ac-
tion. If the check is successful, all unnatural
Lock Pick Set creatures (such as ghosts, undead etc.) and
While not as sophisticated as Thieves' Tools, creatures of Chaos within short range suffer 2
a  trusty lock pick set is usually enough to do strain plus 1 strain for each s.
the job. When your character makes a  Skul- Tool Bag
duggery check to open any mechanical locks
or latches, they have right tool for the job (as Plain leather or linen shoulder bag in which
per page 93 of the Genesys Core Rulebook). you can store your most used tools. While
wearing a  tool bag, your character increases
Repeater Ammo their encumbrance threshold by two.
A specially prepared ammunition set contain-
ing a cartridge with 6 bullets and gunpowder.

Table 7-4: Gear


Name Encumbrance Price Rarity
Alchemist's Kit (T) 3 300s 5
Alchemist's Lab (Supplies) (T) 8 30GC 7
Apothecary's Kit (T) 2 150s 4
Artisan's Tools 2 120s 2
Backpack (T) +4 25s 3
Bedroll (T) 1 10s 1
Climbing Gear (T) 1 15s 5
Cloak With Hidden Pockets +1 25s 4
Extra Quiver (T) 2 5s 2
Extra Shots 1 25s 4
Fine Cloak (T) 1 150s 4
Flask (Empty) (T) 0 5d 1
Flint and Steel (T) 0 10d 1
Lantern (T) 1 15s 1
Lock Pick Set 1 28s 4
Pole (30 hands long) (T) 2 2s 1
Repeater Ammo 1 5s 6
Rope (T) 1 10d 1
Sacred Symbol 0 10s 2
Thieves' Tools 1 50s 5
Tool Bag +2 10s 2
Torches (T) 1 1s 0
Trail Rations (1 day) (T) 1 1s 0
Wagon (T) - 120s 2
Waterskin (T) 1 2s 1
Winter Clothing (T) 4 23s 3

128 The Old World: Grim and Perilous


Potions and Elixirs Herbal Medicine
Herbal treatments are holistic and traditional,
Elixirs are quite rare, but potent mixtures
used to treat wounds and illness for genera-
that offer wide variety of effects. All potions
tions. Popular among the poor and superstitious
and elixirs used in The Old World setting pre-
who lack access to, or distrust, more educated
sented on Table 7-5: Potions and Elixirs (ex-
approaches. The viability of these remedies vary
cept Herbal Medicine), are described in the
- from effective, to unfounded bunkum.
Realms of Terrinoth, page 102.
Herbal medicines can be brewed with Survival
Unless stated otherwise, consuming a potion
check instead of Alchemy. Once per encounter,
or elixir is a maneuver and consumes the item
when your character uses a  herbal medicine,
in the process. The effects of multiple doses of
they heal 3 wounds, but until the end of the en-
the same potions does not stack.
counter they add jj to all checks.
Table 7-5: Potions and Elixirs
Name Encumbrance Price Rarity
Acid Flask (T) 0 200s 6
Bottled Courage (T) 1 15s 3
Health Elixir (T) 0 13GC 8
Herbal Medicine 1 5s 4
Immunity Elixir (T) 1 35s 4
Poison (T) 0 42s (R) 5
Smokebomb Vial (T) 0 30s 6

this creature adds jj to its combat checks),


Animals and Pound (once per turn, while at short range this
Related Gear creature may perform a move maneuver to en-
gage a target as an incidental).
Animals and gear presented on Table 7-6: Ani-
Equipment: Claws (Brawl; Damage 6; Critical
mals and Gear with (T) next to their name are
2; Range [Engaged]; Vicious 3).
described in the Realms of Terrinoth, page 104.
Big Cat (Rival) Dog, mid sized (Rival)
Many species of big cats roam the wilds of the Mixed breed dogs are a common sight in the set-
Old World, but are a rare sight in inhabited ar- tlements of the Old World. They are often used
eas. Those that can be found in cities are usu- for hunting and as guard dogs but can also be
ally owned by beast tamers or are attractions a faithful companions of dangerous adventures.
during fights in arenas. Due to the fact that If the dog comes from the Small, But Vicious Dog
they are extremely dangerous, local authori- talent, increase its ranks in Perception to 3 and
ties usually require them to be transported in Wound Threshold by 2.
cages, so they are considered restricted (R).
2 3 1 3 2 2
3 4 1 3 2 2 Brawn Agility Intellect Cunning Willpower Presence

Brawn Agility Intellect Cunning Willpower Presence


Soak Value W. Threshold M/R Defense

Soak Value W. Threshold M/R Defense


3 7 0 0
3 12 1 1 Skills: Athletics 2, Brawl 2, Charm 2, Percep-
Skills: Athletics 3, Brawl 3, Cool 3, Coordina- tion 1, Vigilance 2.
tion 3, Perception 2, Stealth 2.
Talents: None
Talents: Swift (the creature does not suffer
Abilities: Pack Fighter (if this creature makes
penalties for moving through difficult terrain).
a successful combat check, the next ally making
Abilities: Ambush predator (when attack- a combat check against the same target during
ing a target that has not yet acted this round, the same round adds aa to the results).
The Old World: Grim and Perilous 129
Equipment: Bite (Brawl; Damage 4; Critical 3; Skills: Brawl 2, Cool 3, Coordination 2, Perception
Range [Engaged]; Knockdown). 4, Vigilance 2.
Bird of Prey (Rival) Talents: Finesse (When making a  Brawl check,
this creature may use Agility instead of Brawn).
Also known as raptors, they are species of birds
that are captured and trained primarily for hunt- Abilities: Eye in the sky (when this creature is fly-
ing. They have keen eyesight for detecting prey at ing, its allies gain j to Perception and Vigilance
a distance or during flight, strong feet equipped checks), Flying (this creature may fly using the
with talons for grasping or killing their target, hovering guidelines in the Flying sidebar on page
and powerful, curved beaks for tearing flesh. 100 of the Genesys Core Rulebook), Silhouette 0.
Equipment: Beak and talons (Brawl; Damage
1 3 1 4 2 1 4; Critical 3; Range [Engaged]; Accurate 2, Vi-
Brawn Agility Intellect Cunning Willpower Presence
cious 2).
Soak Value W. Threshold M/R Defense

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

and are described in the Realms of Terrinoth,


Services page 105. With one exception, however...
This section presents a  number of services Bugman's Ale
that characters might procure in the course of
their adventures. Most of the services present- The greatest and most refreshing alcoholic
ed on Table 7-7: Services are marked with (T) beverage ever created. Now in a barrel!

Table 7-7: Services


Name Encumbrance Price Rarity
Ale (Flagon) (T) - 3d 0
Bugman's Ale (Barrel) 3 20s 3
Bugman's Ale (Flagon) - 1s 3
Lodging (Common Room, 1 night) (T) - 10d 0
Lodging (Private Room, 1 night) (T) - 2s (poor) - 40s (luxury) 1-4
Meal (Tavern) (T) - 8d (poor) - 25s (luxury) 0-3
Porter (Per day) (T) - 1s 1
Torchbearer (Per day) (T) - 1s 1
Travel, Riverboat (1 day) (T) - 3s 1
Travel, Wagon (1 day) (T) - 2s 1
Travel, Coach (1 day) (T) - 8s 2
Wine (bottle) (T) 1 1s (poor) - 27s (luxury) 1-6

130 The Old World: Grim and Perilous


Vehicles River Guards Barge
River guards patrol the waterways for pirates
This section presents some examples of typical
and any other dangers. Their ships are usual-
vehicles used in the Old World.
ly nothing but commercial barges, reinforced
Coach and adapted to transport a  unit of soldiers.
They are also usually armed with one or two
Coaches may not be the cheapest, but they light cannons, thus providing themselves
are one of the most comfortable and also one with a  significant advantage in the event of
of the fastest ways to travel around the Old a possible skirmish.
World. A  typical coach can take 8 to 12 pas-
Defense Armor
sengers and is manned by two coachmen,
one of whom always also acts as a  guard.
3 2 ‒2 0
HT Thresh.
1
SS Thresh.

Coaches do not usually carry provisions, but in-


Silhouette Max Speed Handling 20 18
stead rely on inns to accommodate passengers.
Control Skill: Sailing
Defense Armor

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

The Old World: Grim and Perilous 131


Transport Ship Control Skill: Sailing
Complement: 60 crew
Ships of this type are medium-sized vessels, ca-
pable of sea navigation as well as of travesing Passenger Capacity: 250
the larger rivers. They are usually used for trade Consumables: 2 months
or expeditions. As the seas and oceans are even
more dangerous than the land, transport ships Encumbrance Capacity: 500
are usually at least lightly armed. Price/Rarity: 14000GC/9
Defense Armor Weapons: 12 Light Cannons (Fire Arc Port and
5 2 ‒3 0
HT Thresh.
1
SS Thresh.
Fire Arc Starboard; Gunnery; Damage 5; Criti-
Silhouette Max Speed Handling 45 35 cal 3; Range[Medium]; Prepare 1).
8 Medium Cannons (Fire Arc Port and Fire
Control Skill: Sailing
Arc Starboard; Gunnery; Damage 6; Critical 3;
Complement: 12 crew Range[Long]; Prepare 2)
Passenger Capacity: 40 6 Heavy Cannons (Fire Arc Port and Fire Arc
Consumables: 2 months Starboard; Gunnery; Damage 7; Critical 2;
Range[Long]; Prepare 2)
Encumbrance Capacity: 2500
Price/Rarity: 2500GC/7
Weapons: 6 Light Cannons (Fire Arc Port and
Fire Arc Starboard; Gunnery; Damage 5; Criti-
cal 3; Range[Medium]; Prepare 1).
2 Medium Cannons (Fire Arc Port and Fire
Arc Starboard; Gunnery; Damage 6; Critical 3;
Range[Long]; Prepare 2)

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

132 The Old World: Grim and Perilous


Chapter 8

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

deadly, and difficult. Soak Value W. Threshold M/R Defense

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

The Old World: Grim and Perilous 133


attacks by 2 when attacking an immobilized
target), Dark Vision (may remove up to jj Infected Wounds
imposed by darkness).
Some adversaries have abilities that can infect
Equipment: Poison-soaked claws (Brawl; wounds of their target, but you may also decide to
Damage 6; Critical 3; Range [Engaged]; a Ghoul trigger infection when a PCs check generates d in
may spend aa to immobilize the target). certain, filthy places like sewers or swamps. Infect-
ed wounds are considered a  Critical Injury with
severity of Hard (kkk) and the following effect:

Zombie (Minion) The target cannot heal wounds by natural rest or


a  Medicine check and they decrease their wounds
and strain thresholds by one per each day since the
Grotesquely reanimated corpses, Zombies are infection started until the Critical Injury is healed. If
compelled by the Dark Magic of a Vampire or wounds or strain threshold falls to 0, the target dies.
Necromancer, and driven by the will of their
master to commit acts of extreme violence.
They are a  truly foul thing to behold, living
corpses that is wroth with decay and unclean
flesh. A Zombie's skin hangs in strips from his
Beastmen
tattered frame, revealing withered muscle and Beastmen are a race of savage mutant human-
bloodless veins. Dangerous in large groups, oids that bear various traits of bestial appear-
Zombies stagger towards the enemies with ance, such as cloven hooves, muscular human
grasping arms and teeth. bodies, horned bestial heads and a malign prim-
itive intelligence. Proud of their origins, it is said
Skills: Combat +, General +, Knowledge 0, that they are the descendants of ancient humans
Magic 0, Social 0 corrupted and twisted by the influence of Chaos
3 1 1 1 1 1 at the dawn of Chaos's coming into the world.
Brawn Agility

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

Abilities: Infectious (may spend aaa from 3 5 0 0


a  successful combat check to inflict Infect-
ed Wounds to the target), Undead (does not Skills: Combat +, General +, Knowledge 0,
need to breathe, eat, or drink, and can survive Magic 0, Social 0
underwater; immune to poisons and toxins), Talents: None
Undying (may spend hhh from any check
made by PC to return one previously defeat- Abilities: Chaos creature (may spend t from
ed Zombie to an existing minion group, re- a combat or magic check to inflict 1 corruption
moving damage from the group accordingly. to the target).
Spend d to return an entire previously de- Equipment: Bow (Ranged; Damage 7; Critical
feated minion group). 3; Range [Medium]; Unwieldy 2), Short Spear
Equipment: Rusted Blade (Melee (Light); (Melee [Light]; Damage 6; Critical 3; Range
Damage 6; Critical 3; Range [Engaged]), [Engaged]; Accurate 1).
Hands and nails (Brawl; Damage 3; Critical 5; Caprigor/Bovigor (Minion)
Range [Engaged]; Ensnare 1).
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense

4 8 0 0
Skills: Combat +, General +, Knowledge 0,
Magic 0, Social 0

134 The Old World: Grim and Perilous


Talents: Bullrush (when making a melee com- Talents: Adversary 2 (upgrade the difficulty of
bat check after using a  maneuver to engage combat checks targeting this character twice),
the target, may spend aaa or t to knock Berserk (until the end of the encounter or until
the target prone and move them up to one incapacitated, a  Minotaur adds s aa to all
range band away from this character). melee combat checks it makes. However, oppo-
Abilities: Chaos creature (may spend t from nents add s to all combat checks targeting Mi-
a combat or magic check to inflict 1 corruption notaur.), Bullrush (when making a melee com-
to the target). bat check after using a maneuver to engage the
target, may spend aaa) or t to knock the
Equipment: Greataxe (Melee (Heavy); Dam- target prone and move them up to one range
age 8, Critical 3; Range [Engaged]; Cumber- band away from this character).
some 3, Pierce 2, Vicious 1), Horns (Brawl;
Damage 6; Critical 3; Range [Engaged]; Disori- Abilities: Gore (after making a successful com-
ent 2, Knockdown). bat check using its vicious axe, this creature
may spend aa or t to inflict one hit with its
Bestigor (Rival) horns on the target or another target this char-
acter is engaged with, dealing base damage +1
4 2 1 3 2 1 damage per s, Silhouette 3, Terrifying (at
Brawn Agility Intellect Cunning Willpower Presence
the start of the encounter, all of its opponents
Soak Value W. Threshold M/R Defense
must make a Hard (kkk) fear check as an out
6 16 1 1 of turn incidental).
Skills: Combat 3, General 2, Knowledge 0, Equipment: Horns (Brawl; Damage 7; Criti-
Magic 0, Social 0 cal 3; Range [Engaged]; Concussive 1, Knock-
down), Vicious axe (Melee [Heavy]; Dam-
Talents: Adversary 1 (upgrade the difficulty of age 9, Critical 3; Range [Engaged]; Pierce 2,
combat checks targeting this character once), Vicious 3).
Berserk (Until the end of the encounter or until
they are incapacitated, Bestigor adds saa to
all melee combat checks they make. However,
opponents add s󲊳to all combat checks targeting
Chaos Spawn - Dark
the Bestigor. While berserk, a  Bestigor cannot Mass (Nemesis)
make ranged combat checks.), Bullrush (when
A Dark Mass is a  monstrous pile of human
making a melee combat check after using a ma-
flesh transformed by the Dark Gods into
neuver to engage the target, may spend aaa)
a single spawn of Chaos. This slow, mindless
or t to knock the target prone and move them
but unrelenting foe is equipped with multiple
up to one range band away from this character).
swords, spears and clubs to kill everything on
Abilities: Chaos creature (may spend t from it's way and protects it's vulnerable body with
a combat or magic check to inflict 1 corruption a wall of shields.
to the target).
Equipment: Greataxe (Melee (Heavy); Damage
5 3 1 3 5 1
Brawn Agility Intellect Cunning Willpower Presence
8, Critical 3; Range [Engaged]; Cumbersome 3, Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

Pierce 2, Vicious 1), Horns (Brawl; Damage 6; 40 20 3 4 4


Critical 3; Range [Engaged]; Disorient 2, Knock-
5
down), heavy armor (+2 soak, +1 defense) Skills: Combat 3, General 1, Knowledge 0,
Magic 0, Social 0
Minotaur (Nemesis)
Talents: Adversary 2 (upgrade the difficulty of
5 3 1 3 1 1 combat checks targeting this character twice),
Brawn Agility Intellect Cunning Willpower Presence Whirlwind (a  Dark Mass may suffer 4 strain
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense and make a  melee combat attack against the
8 25 12 3 0 0 engaged adversary with the highest difficul-
ty and defense. Increase the difficulty of the
Skills: Combat 3, General 2, Knowledge 0, check once. If the combat check succeeds, each
Magic 0, Social 0
The Old World: Grim and Perilous 135
adversary engaged with the Dark Mass suffers
one hit, dealing damage equal to the attack’s
base damage +1 per uncanceled s)
Abilities: Chaos creature (may spend aaa
from a combat or magic check to inflict 1 cor-
ruption to the target), Composite Body (each
time it suffers 10 wounds, it also loses 1 Com-
bat Skill Point and 1 Defense), Nemesis Action
(activates twice per round; at his initiative as
normal and at the end of the round, after all
characters have acted), Spontaneous Muta-
tion (if it exceeds corruption threshold, it in-
stantly heals all wounds), Susceptible to Fire
(all fire based attacks and spells ignore the
Soak of a Dark Mass), Silhouette 3, Terrifying
(at the start of the encounter, all of its oppo-
nents must make a  Daunting (kkkk) fear
check as an out of turn incidental).
Equipment: Armed protrusions (Melee
(Light); Damage 8; Critical 2; Range [Short];
Linked 2), Unarmed protrusions (Melee
(Light); Damage 4; Critical 4; Range [Long];
Ensnare 3, Manipulative (if the attack hits, may
spend a to move target by one range band in
any direction), Thrown spear (Ranged; Dam-
age 8; Critical 2; Range [Medium])

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

Soak Value W. Threshold M/R Defense

3 3 2 3 2 1 6 16 3 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense


Skills: Combat 3, General 2, Knowledge 0,
4 7 2 1 Magic 0, Social 0
Talents: Adversary 1 (upgrade the difficulty of
Skills: Combat +, General +, Knowledge 0, combat checks targeting this character once).
Magic 0, Social 0
Abilities: Dark Vision (may remove up to jj
Talents: None imposed by darkness), Maul (a  Stormvermin
Abilities: Dark Vision (may remove up to jj adds jj to combat checks against prone or
imposed by darkness), Infectious (may spend immobilized targets.).
aaa from a successful combat check to in- Equipment: Halberd (Melee (Heavy); Damage
flict Infected Wounds to the target). 7; Critical 3; Range [Engaged]; Defensive 1,
136 The Old World: Grim and Perilous
Pierce 3, Unwieldy 3), skaven heavy armor (+2 al damage equal to Rat ogre's Brawn and if the
soak, +2 defense). attack inflicts Critical Injury, add +30 to the
Critical Injury result) Silhouette 3, Terrifying
Gutter Runner (Rival) (at the start of the encounter, all of its oppo-
nents must make a Hard (kkk) fear check as
3 5 2 4 2 1 an out of turn incidental).
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]).

Skills: Combat 4, General 4, Knowledge 0, Grey Seer (Nemesis)


Magic 0, Social 0
1 2 4 3 5 3
Talents: Adversary 1 (upgrade the difficulty of Brawn Agility Intellect Cunning Willpower Presence

combat checks targeting this character once), Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

Backstab (may make a Skulduggery check instead 2 16 18 5 1 1


of Melee [Light] against unaware target. A  suc-
cessful check deals +2 damage per s instead of Skills: Combat 0, General 3, Knowledge 4,
+1), Finesse (may use Agility instead of Brawn Magic 5, Social 3
when making a Brawl or Melee (Light) check). Talents: Masterful Casting (spend t to trig-
Abilities: Dark Vision (may remove up to jj ger up to three different spell effects instead
imposed by darkness), Eshin Clan Poison (tar- of one. These effects must be the ones that can
gets poisoned by the warpstone daggers up- be triggered by spending a or t.)
grade the difficulty of checks twice until the end Abilities: Black Hunger (once per encounter,
of the encounter or scene), Vanish (after per- Grey Seer may make an Average (kk) Co-
forming a check, may spend aa or t to hide ercion check. If successful, for each s one
from all other characters in the encounter). Skaven rival or minion group present in the
Equipment: Warpstone daggers (Melee current encounter increases damage dealt in
(Light); Damage 6; Critical 3; Range [En- melee c0mbat by 2 and cannot be forced to re-
gaged]; Accurate 1, may spend aa to poison treat until the end of the encounter), Infecting
the target. Poisoned targets must make a Hard Gaze (Attack and Curse spells casted by Grey
(kkk) Resilience check as an out-of-turn in- Sear automatically inflict Infected Wounds
cidental or suffer 4 wounds (not reduced by to their targets), Master of the Swarm (up-
soak) plus 1 strain per h. d on the check can grade the difficulty of combat checks targeting
be spent to inflict a Critical Injury or to force a Grey Seer once for each group of Clan Rats in
the target to repeat the check at the beginning the short range of him. If the check fails, one
of their turn), Smokebomb vial (maneuver to individual Clan Rat is defeated).
throw, provides concealment worth +2 dice Spells: A Grey Seer can choose any magic action
(see the Concealment section on page 110 of allowed by the Arcana skill and the Lore of Cha-
the Genesys Core Rulebook). os, and may select any additional spell effect.
Rat ogre (Nemesis) The spells they use most often are the following:
• Gnaw - choose one target at short or medi-
5 3 1 2 1 1 um range and make a  Hard (kkk) Magic
Brawn Agility Intellect Cunning Willpower Presence
check. If successful, this magic attack in-
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
flicts 10 damage +1 damage per s, with
7 22 10 3 1
0 Critical Rating 2 and the Sunder, Burn 4
Skills: Combat 3, General 2, Knowledge 0, Pierce 4 and Vicious 4 qualities.
Magic 0, Social 0 • Warp Storm - choose one target at short
Talents: Adversary 2 (upgrade the difficulty of or medium range and make a Hard (kkk)
combat checks targeting this character twice). Magic check. If successful, this magic attack
inflicts 10 damage +1 damage per s, with
Abilities: Overhead Slam (after a  successful the Auto-Fire, Blast 8 and Stun 4 qualities.
Brawl check, may spend aa to deal addition-
The Old World: Grim and Perilous 137
Equipment: Warpstone (add sssss to
Magic checks. Grey Seer can consume it as an
out of turn incidental to heal up to 10 wounds),
heavy robes (+1 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

Soak Value W. Threshold M/R Defense

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

Soak Value W. Threshold M/R Defense

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)

The Old World: Grim and Perilous 139


Plaguebearer (Rival) Pink Horror heals 5 wounds per corruption
suffered), Magical Body (when another char-
4 2 2 2 4 1 acter makes an Arcana check, this adversary
heals 3 wounds), Split (after exceeding its
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense


wounds threshold, a  Pink Horror splits into
6 18 2
0 two new Daemons. Replace the Pink Horror
with a minion group of two Blue Horrors. They
Skills: Combat 2, General 3, Knowledge 0, take their turn immediately).
Magic 0, Social 0. Spells: Pink Horrors can choose any magic ac-
Talents: Adversary 1 (upgrade the difficulty of tion allowed by the Arcana skill and the Lore of
combat checks targeting this character once). Chaos, and may select additional spell effects
as normal. The spells they use most often are
Abilities: Chaos creature (may spend aaa the following:
from a  combat check to inflict 1 corruption
to the target), Daemon (decrease the damage • Bolt of Corruption - choose one target at
dealt to this adversary by two, unless the attack short or medium range and make an Av-
came from a magical source), Feast of corrup- erage (kk) Magic check. If successful, this
tion (when suffering corruption, Plaguebear- magic attack inflicts 9 damage +1 damage
er heals 5 wounds per corruption suffered), per s, with a Critical Rating 2 and the Sun-
Infectious (may spend aa from a successful der, Pierce 3 and Vicious 3 qualities.
combat check to inflict Infected Wounds to • Gate of Horrors - make an Average (kk)
the target), Plaguebearer's Curse (a character Magic check. If successful, the Pink Horror
incapacitated by a  Plaguebearer must make summons minion group consisting of two
an Average (kk) Resilience check as an out Blue Horrors plus one additional Blue Hor-
of turn incidental. If fails, the character con- ror per aa. The minion group appears
tracts Nurgle's Rot - a fatal disease that slowly engaged with the Pink Horror and take its
turns those infected into a Plaguebearer). turn immediately after the Pink Horror.
Equipment: Plaguesword (Melee [Light]; A  Pink Horror does not need to perform
Damage 7; Critical 3; Range [Engaged]; Burn the concentrate maneuver to maintain the
2, Ensnare 2. Magic weapon. This weapon dis- effects of the spell, however, summoned
appears when Plaguebearer is defeated). Blue Horrors disappear when the Pink
Horror is defeated).
Pink Horror (Rival) Equipment: Claws and Jaws (Brawl; Damage
6; Critical 4; Range[Engaged]).
4 2 4 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Blue Horror (Minion)
Soak Value W. Threshold M/R Defense

5 16 0 0 3 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

Skills: Combat 2, General 2, Knowledge 3, Soak Value W. Threshold M/R Defense

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

140 The Old World: Grim and Perilous


may result in returning one previously defeat- Equipment: Sharp Teeth (Melee [Light], Dam-
ed Blue Horror to an existing minion group, age 4, Critical 3, Range [Engaged]).
removing damage from the group according-
ly), Magical Body (when another character Doomlord (Nemesis)
makes an Arcana check, this minion group The mighty Doomlords are the most powerful
heals 3 wounds). servants of the Renegade God Malal. Tower-
Equipment: Claws and Jaws (Brawl; Damage ing creatures with hooves, horns, and tails,
5; Critical 4; Range[Engaged]). they fight the forces of Chaos with massive
weapons and soul-sucking magic.
Nurgling (Minion)
5 3 4 3 5 2
1 3 1 1 1 1 Brawn Agility Intellect Cunning Willpower Presence

Brawn Agility Intellect Cunning Willpower Presence Soak Value W.Threshold S.Threshold C. Threshold M/R Defense

Soak Value W. Threshold M/R Defense


7 59 25 3 1 1
1 5 0 0
Skills: Combat 4, General 4, Knowledge 1, Mag-
Skills: Combat +, General +, Knowledge 0, ic 0, Social 2.
Magic 0, Social +. Talents: Adversary 2 (upgrade the difficulty of
Talents: None combat checks targeting this character twice).
Abilities: Chaos creature (may spend aa Abilities: Chaos creature (may spend aaa
from a  combat check to inflict 1 corruption from a combat check to inflict 2 corruption
to the target), Daemon (decrease the dam- to the target), Daemon (decrease the dam-
age dealt to this adversary by two, unless the age dealt to this adversary by two, unless the
attack came from a magical source), Feast of attack came from magical source), Hatred
corruption (when suffering corruption, Nur- - Chaos (this creature adds jj to combat
gling heals 5 wounds per corruption suffered, checks targeting Chaos creatures, mutants
this may result in returning one previous- and followers of Chaos), Nemesis Action
ly defeated Nurgling to an existing minion (activates twice per round; at its initiative as
group, removing damage from the group normal and at the end of the round, after all
accordingly), Infectious (may spend aaa characters have acted), Relentless (Doomlord
from a successful combat check to inflict In- ignores effects of Critical Injuries and cannot
fected Wounds to the target). be staggered or forced to flee), Silhouette 4,
Soul Drain (when Doomlord inflicts a critical
incjury with its daemonic tail on any creature
that is not Undead nor Daemon, do not roll as
normal. Instead, the target is instantly killed
and Doomlord heals a number of wounds
equal to half the wounds threshold of the tar-
get [rounded up]), Spontaneous Mutation
(if exceeds corruption threshold, it instant-
ly 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).
Equipment: Daemonic tail (Brawl, Damage
8, Critical 5, Range [Short], Ensnare, Stun 5),
Soul sword (Melee (Heavy), Damage 12, Crit-
ical 2, Range [Short], Pierce 2, Sunder, Stun
3. Magic weapon. This weapon disappeares
when Doomlord is defeated).

The Old World: Grim and Perilous 141


Doombringer (Rival) Skills: Combat 3, General 3, Knowledge 0,
Magic 0, Social 0.
After the warriors known as the Doomed
Ones, Doombringers are the most numerous Talents: Adversary 1 (upgrade the difficulty of
servants of the renegade Chaos God Malal. combat checks targeting this character once).
They may be summoned by his followers to Abilities: Chaos creature (may spend aaa
help fight the creatures and servants of the from a  combat check to inflict 1 corruption to
Ruinous Powers. the target), Daemon (decrease the damage dealt
Doombringers are a semi-skeletal mixture of to this adversary by two, unless the attack came
bird and beast, with hoofed legs, a head some- from a  magical source), Doom bringer (Doom-
thing like a bird’s skull, and arms that end in bringers decrease the critical rating of their
long, curving blades of razor-sharp bone. Their weapon by 2 when targeting characters that
beaks are armed with sharp teeth. Their skin have at least 4 corruption), Feast of corruption
is pitch-black, contrasting with the gleaming (when suffering corruption, Doombringer heals
white of their hooves, skulls, and blades in the 5 wounds per corruption suffered), Hatred - Cha-
favored colors of Malal: black and white. os (this creature adds jj to combat checks tar-
geting Chaos creatures, mutants and followers
They are fast and agile fighters, leaping and of Chaos), Nimble (Doombringers have a melee
slashing with uncanny speed. and ranged defense of 1).

3 4 2 2 4 1 Equipment: Bone blades (Melee [Light], Dam-


age 7, Critical 4, Range [Engaged], Vicious 5.
Brawn Agility Intellect Cunning Willpower Presence

Soak Value W. Threshold M/R Defense


Magic weapon. This weapon disappears when
4 16 1 1 Doombringer is defeated).

142 The Old World: Grim and Perilous


Table 8-1: Lesser Daemons of Chaos Night Goblin (Minion)
Daemon d100 result
Bloodletter 01-20
2 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence

Doombringer 21-40 Soak Value W. 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

Greenskins Abilities: Dark Vision (night goblins remove up


to jj imposed by darkness), Hatred - Dwarfs
The term 'Greenkins' is a  collective descrip- (this creature adds jj to combat checks tar-
tion of multiple closely related species of geting dwarfs), Neurotoxin (characters hit with
green skinned humanoids - Orcs, Goblins, a poisoned bow suffer 2 strain each time they
Hobgoblins, Snotlings and a few others. De- perform an action until the end of the encoun-
spite being enemies of civilized nations for ter), Silhouette 0.
millennia, little is known about them. Their
Equipment: Spear (Melee [Light]; Damage
culture, goals, and language are still top-
5; Critical 3; Range [Engaged]; Defensive 1),
ics of academic dispute - even something as
poisoned bow (Ranged; Damage 6; Critical
basic as reproduction has not been fully un-
3; Range [Medium]; Ensnare 2, Unwieldy 2),
derstood. Some believe that greenskins are
patchwork armor (+1 soak).
very similar to humans in this matter, others
that their biology is more like mushrooms or Orc (Minion)
plants. Regardless, however, the Greenskins
are a brutal, savage faction, widely regarded 3 2 1 3 2 1
as the scourge of all civilization. Brawn Agility Intellect Cunning Willpower Presence

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

4 Talents: Burly (This creature decreases Cumber-


1 0 0
some quality rating of a weapon they wield by 1).
Skills: Combat +, General 0, Knowledge 0, Abilities: Dark Vision (orcs remove up to jj
Magic 0, Social 0 imposed by darkness).
Talents: None Equipment: Orc Choppa (Melee [Light]; Dam-
Abilities: Dark Vision (snotlings remove up age 7; Critical 3; Range [Engaged]; Cumber-
to jj imposed by darkness), Infectious (may some 4, Vicious 1), patchwork armor (+1 soak).
spend aaa from a successful combat check
to inflict Infected Wounds to the target), Pack
Black Orc (Rival)
Tactics (when this creature's minion group
consists of at least two minions and is engaged
4 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

with a target, they can spend a maneuver to pre- Soak Value W. Threshold M/R Defense

vent the target from disengaging from the min- 6 14 1


0
ion group until the end of their next turn and to
add aa to their next combat check against the Skills: Combat 2, General 1, Knowledge 0,
target.), Silhouette 0. Magic 0, Social 1
Equipment: Sticks and stones (Melee [Light]; Talents: Burly (This creature decreases Cumber-
Damage 4; Critical 4; Range [Engaged]; Disori- some quality rating of a weapon they wield by 1).
ent 2).

The Old World: Grim and Perilous 143


Abilities: Dark Vision (black orcs remove up to Damage 10; Critical 3; Range [Engaged]; Cum-
jj imposed by darkness). bersome 5, Vicious 2), heavy armor (+2 soak,
Equipment: Large Orc Choppa (Melee [Heavy]; defense 2).
Damage 9; Critical 3; Range [Engaged]; Cum- Troll (Nemesis)
bersome 5, Vicious 2), heavy patchwork armor
(+2 soak, melee defense 1). Trolls are huge, humanoid creatures known
for their aggression and stupidity. It is said
that they can eat anything and that their gas-
Grievous Wound tric juices even digest stone and steel. Many
adventurers find this out the hard way, losing
Some adversaries are capable of inflicting deep valuable equipment or even their lifes in the
wounds thanks to their feral strength or the design enormous maw of a troll.
of their weapons. Such grievous wounds, while not
extremely dangerous to ones life, tend to take weeks,
months or even years to heal completely. A grievous
5 2 1 2 3 1
Brawn Agility Intellect Cunning Willpower Presence
wound is considered a Critical Injury with a severity
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense
of Formidable (kkkkk) and the following effect:
The target decreases their wound threshold by one 7 28 14 3 0 0
until the Critical Injury is healed. This may occur
multiple times. Skills: Combat 3, General 2, Knowledge 0,
Magic 0, Social 3
Talents: Adversary 1 (upgrade the difficulty of
combat checks targeting this character once).
Orc Warboss (Nemesis)
Abilities: Corrosive Vomit (a troll may spend
5 2 2 3 3 3 t from a combat check to force the target to
Brawn Agility Intellect Cunning Willpower Presence make a Hard (kkk) Coordination check as an
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense out of turn incidental. If the check fails, the
7 23 16 2 2 2 target suffers 6 wounds and one item the tar-
get wields that does not have the Reinforced
Skills: Combat 3, General 2, Knowledge 0, quality, is destroyed), Dark Vision (a  troll
Magic 0, Social 3 remove up to jj imposed by darkness), Re-
Talents: Adversary 2 (upgrade the difficulty of generation (at the beginning of its turn, this
combat checks targeting this character twice), creature automatically heals 3 wounds), Stu-
Crushing Blow (once per session after rolling pid (when troll's check generates d or hhh
a melee attack but before resolving the check, the troll is staggered until the end of their
an Orc Warboss may suffer 4 strain to use this next round), Sweep Attack (a troll may spend
talent. While resolving the check, the weapon a  from a  combat check to hit an additional
gains the Breach 1 and Knockdown item quali- engaged opponent that would be no more dif-
ties, and destroys one item the target is wield- ficult to attack than the original target, deal-
ing that does not have the Reinforced quality) ing base damage +1 damage per s).
Abilities: Dark Vision (an orc warboss remove Equipment: Large Club (Melee [Heavy]; Dam-
up to jj imposed by darkness), Da Biggest age 12; Critical 3; Range [Engaged]; Cumber-
and Da Strongest! (every time an orc warboss some 5, Knockdown).
incapacitates its target, all other greenkins
present in the current encounter gain j to
combat checks until the end of the encounter. Vampires
If the Orc Warboss is defeated, the greenskins
Vampires are undead, nature-violating crea-
are also defeated), Deep Cuts (an orc warboss
tures that must feed on the blood of mortals
may spend aaa from a  successful combat
to survive. Their roots go back to the ancient
check with its orc choppa to inflict the Grevious
kingdom of Nehekhara, where the vampire
Wound Critical Injury to the target).
Queen Neferata gave non-life to the first gen-
Equipment: Large Orc Choppa (Melee [Heavy]; eration affected by the curse of vampirism.

144 The Old World: Grim and Perilous


Vampires are powerful creatures, but their not cross a flowing water and does not reflect
strength lies not only in the physical aspect, in mirrors. If exposed to direct sunlight, they
but perhaps mainly in the vast experience ac- suffer 4 wounds at the beginning of each round
cumulated over hundreds of years, and often and decrease the ability of all checks twice).
also in their ability to use necromantic magic. Equipment: Fangs (Brawl; Damage 5; Critical
Blood Dragon (Nemesis) 4; Range [Engaged]; Concussive 1), Longsword
(Melee [Heavy]; Damage 8; Critical 2; Range
4 3 3 3 4 3 [Engaged]; Defensive 1, Pierce 1, Unwieldy 3),
Brawn Agility Intellect Cunning Willpower Presence Plate armor (+2 soak, defense 1).
Strigoi (Nemesis)
Soak Value W.Threshold S.Threshold C. 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

Talents: Adversary 1 (upgrade the difficulty of 5 24 15 3 0 0


combat checks targeting this character once),
Parry 3 (when a  Blood Dragon suffers a  hit Skills: Combat 3, General 3, Knowledge 3, Mag-
from a  melee combat check, after the dam- ic 0, Social 2
age is calculated but before soak is applied, Talents: Adversary 2 (upgrade the difficulty of
they may take a Parry incidental. They suffer combat checks targeting this character twice).
3 strain and reduce the damage dealt by that
hit by five. This talent may only be used once Abilities: Blood Call (when a  Strigoi damages
per hit and when the Blood Dragon is wield- a target with their fangs, they heal wounds equal
ing a Melee weapon), Improved Parry (When to the wounds inflicted), Deep Cuts (a  Strigoi
a Blood Dragon suffers a hit from a melee com- vampire may spend aaa from a  success-
bat check and uses Parry to reduce the damage ful combat check with its claws to inflict the
from that hit, after the attack is resolved, they Grievous Wound Critical Injury to the target),
may spend d or hhh from the attacker's Terrifying (at the start of an encounter, all of
check to use this talent. Then, the Blood Drag- its opponents must make a Daunting (kkkk)
on automatically hits the attacker once with Fear check as an out of turn incidental), Undead
a  Brawl or Melee weapon they are wielding. (does not need to breathe, eat, or drink, and can
The hits deals the weapon's base damage, plus survive underwater; immune to poisons and
any damage from applicable talents and abili- toxins), Vampiric Curse (this character cannot
ties. The Blood Dragon can't use this talent if cross a  flowing water and does not reflect in
the original attack incapacitates them). mirrors. If exposed to direct sunlight, they suf-
fer 4 wounds at the beginning of each round and
Abilities: Blood Call (when a  Blood Dragon decrease the ability of all checks twice).
damages a  target with their fangs, they heal
wounds equal to the wounds inflicted), Mon- Equipment: Claws (Brawl; Damage 8; Critical
strous Transformation (once per encounter 2; Range [Engaged]; Vicious 2), Fangs (Brawl;
this creature may change their human form Damage 6; Critical 4; Range [Engaged]; Con-
to its true monster form as an incidental, cussive 1)
forcing all of its opponents to make a Daunt-
ing (kkkk) Fear check as an out of turn in-
cidental), Nemesis Action (activates twice per Fimir
round; at his initiative as normal and at the
Fimirs are the remnants of a once numerous
end of the round, after all characters have act-
species of one-eyed humanoids devoted to
ed), Sword Saint (a character targeting a Blood
Chaos Gods. Today they wander swamplands,
Dragon with a melee combat check decreases
coming under the cover of a thick mist, tar-
the ability of the check twice), Undead (does
geting and attacking isolated settlements and
not need to breathe, eat, or drink, and can
small groups of travelers for loot and slaves
survive underwater; immune to poisons and
needed in their dark and blasphemous rituals.
toxins), Vampiric Curse (this character can-

The Old World: Grim and Perilous 145


Fimirs are sturdy creatures, standing on two the Meargh. The Meargh may perform the
muscular legs and supporting their balance concentrate maneuver to maintain effects
with a reptilian tail. Their society is divid- of this spell).
ed into three casts: Shearls are workers and • Summon Greater Daemon (make a Daunt-
slaves, Fimm are warriors, and Dirach are ing (kkkk) Magic (Arcana) check. If suc-
priests and warlocks. Each tribe is ruled with cessful, Meargh summons one greater
an iron fist by a single female - a witch-queen Daemon of Chaos. The Daemon appears
known as Meargl. engaged to Meargh and take its turn imme-
For most of the Old World citizens, Fimirs are diately after the Meargh. The Meargh may
nothing more than mere legends, but those perform the concentrate maneuver to main-
who live near bogs know to fear and avoid the tain effects of this spell).
strange, unnatural mist. • Curse of the Bog (choose two targets at
Meargh (Nemesis) short or medium range and make an Av-
erage (kk) Magic check. If successful, a
3 1 5 4 4 4 Meargh may choose one additional target
Brawn Agility Intellect Cunning Willpower Presence for each a and all targets reduce the abili-
Soak Value W.Threshold S.Threshold C. Threshold M/R Defense ty of any skill checks they make by 1 until
3 16 15 2 o o the end of the Meargh next turn. When the
target makes a check, you may change j to
Skills: Combat 0, General 2, Knowledge 4, face displaying a f. The Meargh may per-
Magic 4, Social 2 form the concentrate maneuver to main-
tain effects of this curse.
Talents: Adversary 2 (upgrade the difficulty of
combat checks targeting this character twice) Equipment: Bog wand (decreases the diffi-
culty of Curse spells by one. +3 damage to at-
Abilities: Mist Vision (Meargh adds jj to Vig-
ilance, Perception and ranged combat checks tack spells).
when outside the mist. However, they ignore all Dirach (Rival)
j gained to checks due to concealment), Mag-
ical Mist (Meargh is permanently surrounded
by a thick fog that provides +3 concealment that
3 1 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence

covers an area within long range. The fog can be Soak Value W. Threshold M/R Defense

dispelled, but is automatically recreated at the 3 12 0 0


beginning of Meargh's turn). The Great Pact
(When Meargh uses the Conjure magic action, Skills: Combat 0, General 2, Knowledge 4,
the spell gains the Summon Ally effect without Magic 4, Social 2
increasing the difficulty. When Grand Sum- Talents: Adversary 1 (upgrade the difficulty of
mon effect is added, Meargh may increase the combat checks targeting this character once)
difficulty of the spell by three instead of two to
summon a nemesis, instead of a rival. All crea- Abilities: Mist Vision (Dirach adds jj to Vig-
tures Meargh summons must be Daemons). ilance, Perception and ranged combat checks
when outside the mist. However, they ignore all
Spells: Meargh can choose any magic action j gained to checks due to concealment), Magi-
allowed by the Arcana skill and the Lore of cal Mist (Dirach is permanently surrounded by
Chaos, and may select additional spell effects, a thick fog that provides +3 concealment that
as normal. The spells they use most often are covers an area within medium range. The fog
the following: can be dispelled, but is automatically recreat-
• Summon Daemon (make a Hard (kkk) ed at the beginning of Dirach's turn). The Pact
Magic (Arcana) check. If successful, Mear- (When Dirach uses the Conjure magic action,
gh summons one lesser Daemon of Chaos. the spell gains the Summon Ally effect without
The type of the Daemon can be determined increasing the difficulty. All creatures Dirach
by rolling on Table. 8-1: Lesser Daemons of summons must be Daemons).
Chaos. The Daemon appears engaged to
Meargh and take its turn immediately after
146 The Old World: Grim and Perilous
Spells: Dirach can choose any magic action al- Equipment: Bog wand (decreases the difficul-
lowed by the Arcana skill and the Lore of Chaos, ty of Curse spells by one. +3 damage to attack
and may select additional spell effects, as nor- spells)
mal. The spells they use most often are the fol-
lowing: Fimm (Rival)
• Summon Daemon (make a Hard (kkk)
Magic (Arcana) check. If successful, Dirach
4 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

summons one lesser Daemon of Chaos. The Soak Value W. Threshold M/R Defense

type of the Daemon can be determined by 5 14 1 1


rolling on Table. 8-1: Lesser Daemons of
Chaos. The Daemon appears engaged to Skills: Combat 3, General 2, Knowledge 0,
Dirach and take its turn immediately after Magic 0, Social 0
the Dirach. The Dirach may perform the Talents: None
concentrate maneuver to maintain effects
of this spell). Abilities: Mist Vision (Fimm adds jj to Vig-
ilance, Perception and ranged combat checks
• Curse of the Bog (choose two targets at when outside the mist. However, they ignore
short or medium range and make an Av- all j gained to checks due to concealment)
erage (kk) Magic check. If successful, a
Dirach may choose one additional target Equipment: Heavy club (Melee [Heavy]; Dam-
for each a and all targets reduce the abili- age 7; Critical 3; Range [Engaged]; Dissorient
ty of any skill checks they make by 1 until 2), scale armor (1 def, +1 soak), Armored tail
the end of the Dirach next turn. When the (Brawl; Damage 6; Critical 4; Range [Engaged];
target makes a check, you may change j to Concussive 1)
face displaying a f. The Dirach may per-
form the concentrate maneuver to main-
Shearl (Minion)
tain effects of this curse.
3 1 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

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)

The Old World: Grim and Perilous 147


Chapter 9

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.

148 The Old World: Grim and Perilous


• Use the Every Shot Counts sidebar for This XP should be spent immediately to buy
tracking ammo. ranks in skills and talents. If you want the PCs to
still feel like starting characters, 20-30XP should
Heroic be enough. For moderately advanced charac-
The heroic tone is intended for stories about the ters, additional 100-140XP should allow them to
chosen ones - people born to greatness. Coura- reach 4th or even 5th tier of talents. And if you
geous, beautiful, brave and steadfast, they are want really powerful PCs in your adventure,
ready to resist any evil. To play in this tone, use consider giving them additional 180-220XP.
the following rules:
• Increase the starting experience of the Corruption
characters by 10XP. As the story of the PCs won't be continued,
• Exceeding double the wound threshold of Players may feel a strong incentive to suffer as
a character no longer causes instant death, much corruption as possible without exceeding
but the character is incapacitated (if they their corruption threshold - this may have a sig-
are not yet incapacitated). nificant impact on the game.
To mitigate this potential corruption problem,
Every Shot Counts PCs should start with current corruption equal
to half their corruption threshold plus two. This
We are not fans of counting ammo ourselves and
we happily accepted rules introduced in Tracking
change should stop the Players from overusing
Ammo sidebar on page 89 of Genesys Core Rule- the effect of voluntarily suffering corruption
book. However, in some scenarios or tones, espe- and should make the exceeding of corruption
cially those focused on survival like expeditions to thresholds possible during a single game.
uncharted regions or prolonged sieges, counting
each piece of ammo may be very important. In such
case, we assume that ranged and firearm weapons
consume one ammunition per attack or one ammu- Running Long
nition per hit if the attack deals multiple hits. The
Extra Quiver and Extra Shots items no longer re-
Campaigns
plenish weapons, but are means of storing 10 ammo Sometimes a  campaign may take dozens of
each. Weapons with the Limited Ammo item quali- game sessions, which often translates to years
ty work as usual. Additionally, d and h cannot be
in the real world. In this section we will provide
spent to trigger the "out of ammo" result.
ideas how to seamlessly run such a  lengthy
campaigns.
One Shot
Adventures Awarding experience points
One of the biggest challenges when running
Playing one-shot adventures differ slightly
long, multi-part campaigns like Warhammer's
from usual games - the story of the PCs ends
iconic Enemy Within, is rewarding Players and
after a single game session and this may intro-
their characters with experience and magic items
duce problems.
without quickly making the characters overpow-
In longer campaigns, PCs are typically starting ered which in result, may trivialize the game.
characters, and specializations are designed to
While the Genesys Core Rulebook suggests
develop those characters over multiple sessions,
granting the PCs 20XP per game session, our
in a one-shot adventure, this development does
suggestion is to untie the XP gained from the
not have time to happen.
number of sessions played and instead make
them dependent on the characters personal
Additional XP goals, and those of the overall campaign.
To make it possible for most of the specializa- We can distinguish two types of goals: minor
tions to reach at least a fraction of their poten- and major. Minor goals are significant group
tial, consider giving some additional experience or character achievements that bring them
points to PCs after their characters are created. closer to achieving the campaign's main goal

The Old World: Grim and Perilous 149


(or closing a character's personal plot). It may do not encourage you to persuade players to
be the discovery of some important informa- write long stories describing the history of their
tion, the defeat of a  less important follower characters, but rather to make players think
of the main adversary, the closing of a minor about how the characters are part of the game
subplot, etc. Achieving these goals should hap- world. They certainly have families (forget lone
pen quite often and will therefore be the main wolves and vengeful orphans! This is an awful
source of XP for player characters. cliche…), acquaintances, possibly close friends
Major goals are the turning points of a  story and former enemies, and maybe unfinished
and achieving them closes a chapter of a cam- business that could culminate during the cam-
paign. It can also be the closing of a character's paign. Genesys gives you Motivations - a pow-
personal storyline or a large side storyline. erful tool that allows you and your Players to
easily create new personal threads for the char-
We suggest granting 5-10 XP for achieving a mi- acters. Why do characters fear what they Fear?
nor goal and 20-30XP for major goals. At your How did they find their Strength or what drives
discretion, you may also grant an occasional their Desire? These questions can be answered
5XP for brilliant ideas or playing to a character’s during your sessions to add additional depth to
motivations. Altogether, it should be sufficient the story or build a character arc, but they can
for Players to feel their characters are develop- also become a subplot or even the main plot of
ing but won't result in runaway power creep. an entire campaign.
But how many goals should be achieved in Weaving the personal threads of characters
a  single game session? Usually, it will be 1-2 into the plot of a campaign will result in great-
minor goals in a regular game session with ad- er Player involvement, which will translate
ditional major goal if it's a chapter's finale, but into the overall quality of the campaign. It also
the true answer is - it doesn't really matter! You perfectly harmonizes with the previously pro-
will have sessions where not a  single goal has posed dependence of the experience gained on
been achieved and sessions with multiple goals achieving personal goals.
completed. We want to untie XP gained from
a number or length of the game sessions and tie You may notice our strong emphasis on giving
it to what actually happens during them. If your a family to a character. We are aware that hav-
Players are active and focused on the game, ing family may be seen as a handicap for some of
they will surely achieve something. But if it's Players. Especially when in previous games fam-
one of those slacky sessions where you mostly ily members were used only to torment the PCs
chat and joke (there's nothing wrong with it!), or serve as low effort adventure hooks. To coun-
we believe players will understand if their char- teract this, our advice is to make some members
acters get little or no XP. of the PC's family important characters, or at
least a way to sometimes offer some help to PCs.
Magic Items Speaking in the context of the game mechanics,
When it comes to magic items, if you are using family members may provide numerous small
the default dark heroic tone in your campaign, favors but rarely big favors as well.
one or two moderately powerful magic items Changing specializations
(e.g a sword with additional +2 damage or a bow and professions
with Guided 3 item quality) per chapter should
be enough to reward the PCs. The exact number Classic Warhammer campaigns share the com-
of magic items available to PCs is at your dis- mon issue that makes traditional career sys-
cretion, although at the end of a long campaign, tem impractical as they do not provide time for
each of the characters should have at least one. the professional development of PCs. Fortu-
nately, this problem is greatly reduced in The
Characters Background Old World as characters cannot change their
Our experience shows that Players whose char- starting careers and it's unlikely for them to
acters have an interesting background with have enough XP to spend on more than two
personal threads that appear during the game specializations, especially if they want to pur-
sessions have much more fun and less often chase a  specialization outside their career. In
abandon the ongoing campaigns. Note that we addition, the achievement based specialization

150 The Old World: Grim and Perilous


progression system allows character to change possible. In such situations, we would allow for
their professions based on in-game events and the PCs to reveal they already have some basic
how they spend XP. This feature allows for training in the new specialization and new op-
much more flexibility when it comes to devel- portunities allow for them to return to what they
oping a character, however some changes may abandoned in the past. Of course, if it doesn't
still require training, time and narrative ex- make sense narratively, you can simply disallow
planation. For example, if one of your Players the purchase of the given specialization.
wants their character to join a College of Magic, It is much easier to deal with a change of profes-
they will need to spend some time on training sion during a campaign, as such a change can
and may also need to fulfill some additional re- be very natural. On the other hand, some of the
quirements to be accepted first. professions require very specific in-game events
There are two ways of handling such situations. to happen for the change to be allowed. If it's im-
Firstly, and probably most importantly, talk possible for the prerequisite to be fulfilled, you
to your group in advance about their plans for may consider changing it to something else, but
their characters, giving PCs the opportunity to it’s often a sign that the new profession simply
choose the more appropriate career and special- doesn't fit the campaign. For example, one of
izations. However, sometimes Players come up the requirements for a Scout to become an Ex-
with ideas or opportunities arise in the middle plorer is to set foot in uncharted territory. This
of the campaign, when a long time-shift is not may be hard to achieve during campaign set in
a  single city, which raises the question of if it
makes sense for the character to become an Ex-
plorer in the first place. You may guide the Play-
er towards the alternative path - the Outrider, or
even towards purchasing a new specialization.
Death of a character
While The Old World: Grim and Perilous is
more lethal when compared to the base ruleset
of Genesys, death should still occur rarely. You
should not actively try to kill the PCs - even in
dark heroic and grimdark tones death should
be a  consequence, not a  goal! On the other
hand, we advise not to try to rescue the PCs
at all cost, especially when it comes to ignor-
ing the check result in the name of "narrative
consistency". Life can be absurdly bittersweet
and unplanned death of a  character can be
a great turning point in a narrative, showing
that even the grandest of plans can fail over
a  simple obstacle. The same principle should
apply when it comes to powerful adversaries
- you may think that defeating the Big Bad too
quickly will be unsatisfactory for you and your
Players, but this is usually not the case. Players
will forgive you a fight that is too easy faster
than a hopelessly difficult one. It is also a way
of showing the interruption of fate, and can
also bring a bit of black humor to the situation
which greatly fits the setting.
In the course of long campaigns, the death of
at least one of the characters is very likely. A re-
placement will therefore be necessary. Surely

The Old World: Grim and Perilous 151


you have your own ways of introducing new and game environment in general do not react to
characters to the party, so our only suggestion the actions of the PCs. The characters move free-
is that the new character should have similar ly around the city, ask uncomfortable questions,
goals to the rest of the PCs, and preferably know get to know people and stick their noses in other
at least one other character in the group. This people's affairs, or just neglect their own social
will avoid the often unproductive internal fric- life, but it does not provoke any reaction. And if
tion between the group and allow the story to there is a reaction, Players may perceive it as an
run more smoothly. It can be a great idea to use arbitrary decision by the GM aimed solely at dis-
the aforementioned family members, especially rupting their plans. To solve these problems, we
when the new character has already appeared propose the Threat Indicator mechanic.
during the game and is well known to the PCs. Threat indicator is a  tool that allows you and
Maybe their goal would be to avenge a deceased your Players to track how the PCs affect the en-
PC or finish what they started. Or maybe make vironment and how their actions can cause ad-
sure no family secrets see the light of day... ditional problems for them. Except when abso-
lutely necessary, the threat indicator should be
City Adventures visible to Players (but keep it hidden until PCs
do something that moves it for the first time),
and Investigations and usually also have a general name meaning
what the given threat relates to, such as "Enemy
This section covers ideas how to better control interest" or "Social unrest", but its effects should
time and city environment during games fo- remain hidden until activated. This makes the
cused on investigation and city exploration. Players feel the tension building up around
their characters as they know something will
Controlling time happen, but have no idea what it will be.
In many adventures that take place over just
a  few days, the passage of time is very import-
ant. Characters often race against time and
often split the party, but it's hard to reflect it 0 1 2 3 4 5 6 7 8 9 10
without properly structuring the game. There-
fore, we propose to divide the day in the game
into 4 periods of time: morning, noon, evening, Creating a Threat Indicator
night. During each of these periods, players may To prepare the indicator, draw a straight line
play up to three short or one long scene, and and divide it into equal segments. The number
then proceed to the next part of the day. Play- of segments should depend on the complexi-
ers who do not participate in any of the scenes ty of the thread PCs are involved with - for
during given period, can declare what their simple problems 10-12 segments are enough,
characters were doing at that time "off screen", for more complicated situations there may
however these should not be any extremely im- be even 20 or more of them. Your line should
portant actions. You must determine by your- now resemble a slider.
self whether the scene will be long or short, but
Then determine activators - designated plac-
the general rule is that scenes with no more
es on the slider where the plot will twist and
than 1-2 checks can be considered short, while
the opponents will react to the players' ac-
complex encounters requiring a  lot of checks
tions. Mark the first such point approximately
are long scenes. During each day, PCs should
one third of the length of the line - when the
spend at least one period for rest, otherwise
slider reaches this point, something small will
they will not recover strain during that day and
happen or the opponents will make a  careful
instead reduce their strain threshold by 4.
move. Perhaps someone will follow the PCs,
Threat Indicator someone will whisper in their ear that they
are in danger, or will gently threaten them.
A common problem with adventures, especially
Or maybe the wife of one of the PCs will start
those based on an investigation (but not exclu-
complaining about him wandering at nights.
sively) is that the opponents, important NPCs

152 The Old World: Grim and Perilous


The second point should be approximately in h possible as you may loose many interest-
the middle of the slider. This is the moment ing side effects and twists during scenes
when someone breaks into a PC's room, threats - it's best to spend h to advance indicator
gain strength and the atmosphere thickens. when it really fits the narrative or you have
The third point should be in three-quarters of no other ideas how to use them. If you are
the slider, activating it means that someone using multiple indicators, the scene doesn't
sets fire to the inn where they stay overnight, need to be directly related to a threat to ad-
somebody important is kidnapped, local gov- vance its threat indicator.
ernment sends people to investigate PCs action 2. Preplanned advancements: You may define
or even an assassin is hired to get rid of the PCs. beforehand that some events like meeting an
Finally, reaching the end of the slider triggers important NPC, capturing someone or find-
the ultimate consequence of the threat. Perhaps ing the murderer's weapon will automatical-
the enemies will decide to confront the PCs per- ly advance the threat indicator (or even mul-
sonally and set a trap, the wanted murderer will tiple indicators!) by a few segments. In some
run away or PC's wife will decide to divorce. occasions, like a secret Chaos cult preparing
Usually, this encourages the Players to try to the blasphemous ritual, you may decide that
solve their characters problems before the final the indicator is advanced every day to reflect
consequences are triggered. the need of rush on the part of PCs. if you use
multiple threat indicators, you can create
The length of the threat indicator and a num- a choice where participating in one thread
ber and placement of the activators is up to you has consequences in another and advances
to determine. Just keep in mind planned length the other thread's threat indicator. For ex-
and complexity of the adventure. ample, undertaking a heist takes a toll on the
Using multiple Indicators relationship with PC's wife, who doesn't like
her husband's night trips.
In typical, single-threaded adventures, a  sin-
gle threat indicator is usually sufficient. How- In some rare occasions, a threat indicator can
ever, if the adventure is multi-track, contains also be turned back:
many intersecting threads, and thus many 1. Spending t: Similarly to spending h by
possible complications appear on the horizon, you, a  Player may spend t generated on
it is worth considering creating many shorter their character's check to turn back the in-
threat indicators instead of a  single long one. dicator by one segment. As usual, the Play-
This way, each of the essential threads gets its er needs to explain how spending the t
own threat indicator, which is advanced inde- gets some heat off their character. A max-
pendently of the others. Such shorter indicators imum of one t can be spent this way per
should have no more than 10 segments, usually scene. When using multiple indicators, t
4-8 are enough, and 1-2 activators. may also be spent to turn back one of indi-
cators loosely related to the current scene.
Advancing a Threat Indicator For example, spending t during a  heist
A threat indicator can be advanced in one of may result in one of the PCs finding beati-
two main ways: ful brooch that will help the PC to improve
their relationship with their wife.
1. Spending h: If the current scene is related
to the thread the threat indicator represents, 2. In-game events: At your discretion, some
you may spend h generated on a  PC's in-game events may result in turning back
check to advance the threat indicator by one one or more threat indicators by a few seg-
segment. For example, when a  PC tries to ments. As an example, let's give a  situa-
convince an important NPC to help them, tion in which the PCs join the city guards,
even if they succeed, the NPC may whisper which will certainly help them hide some
a word to the wrong people or just become of their suspicious activities and delay the
suspicious about PC's motives. A maximum guards' reaction.
of three h can be spent this way in a single Note that if a thread comes to its conclusion,
scene but we advise not to use every single you should remove the related threat indicator.

The Old World: Grim and Perilous 153


Appendix 1

The Circle

154 The Old World: Grim and Perilous


The Circle

A challenging Adventure for


The Old World: Grim and Perilous
download here

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