The Old World - Warriors & Heroes - Complete Online Rule Book



The Basics
Players will start with 4 Ability Points. If a player wishes to take extra abilities they may choose additional weaknesses to earn points towards those abilities. All abilities will have an associated cost marked in ability points. More powerful abilities will cost more while simpler abilities will have lower costs.
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In addition, some abilities may require higher character levels or have prerequisite abilities. The first segment of this list will contain skills available at level one. Active abilities can be activated by the player at any time. Passive abilities are on by default and may not be disabled.
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Level One Abilities
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Acrobat
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Ability Points: 1
Requirements: Level 1+, Any Race, Agility 12+,
You have an innate ability over your body in motion. You have an advantage in situations that require balance and control.
Effect: Advantage on athletics checks. (Active)
Alchemist
Ability Points: 3
Requirements: Level 1+, Any Race, Intelligence 12+,
You have spent many hours learning about the various plants and potions of the Old World. You know how to influence their use. In particular, you have great skill with healing potions and poisons.
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Effect: +10 health points recovered from potions, Gain access to the potion crafting system. +10 Poison damage to targets. -2 PR (Active)
Alertness
Ability Points: 1
Requirements: Level 1+, Any Race, Spirit 12+,
Whether through experience or by nature you are more warry than others. You are vigilant in your attention.
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Effect: +2 on notice checks involving sight or hearing.(Active)
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Attractive
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Ability Points: 2
Requirements: Level 1+, Any Race, Stamina 12+,
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Your natural good looks are a boon on many occasions. Anyone attracted to you will be more helpful and more willing to help you.
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Effect: +2 persuasion score & +2 performance score. (Passive)
Berserk
Ability Points: 2
Requirements: Level 1+, Any Race, Strength 14+,
Red rage descends. You lose yourself in combat and become a beast of war.
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Effect: +5 Direct damage, +2 fighting modifier. Enemies have Advantage. +1 Fatigue every 4 rounds (No Ranged) (Active) Exit berserk INT check = TN 15
Bludgeon
Ability Points: 1
Requirements: Level 1+, Any Race, Strength 14+,
When you aim to knock someone out, you get the job done.
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Effect: Advantage when aiming to incapacitate a target. Success only requires a successful hit. (Size 4 or smaller, stealth
required)(Active)
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Brave
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Ability Points: 2
Requirements: Level 1+, Any Race, Spirit 12+,
The frightful is mundane to you. Little will cause you to fear.
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Effect: Fear effects are reduced by 1. (Frightened = no effect, Terrified = Frightened, Horrified = Terrified) (Passive)
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Brawny
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Ability Points: 2
Requirements: Level 1+, Any Race, Stamina 15+,
You are tall, large, or quite fit. You stand out among your own kind as being above average in both size and robustness.
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Effect: +1 size including all benefits. (Passive)
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Brute
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Ability Points: 1
Requirements: Level 1+, Any Race, Strength 17+,
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Your natural strength makes up for any lack in agility. While others may aim to improve their reflexes, you know your raw strength can make up for any edge they might have.
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Effect: The player may use STR modifier in place of AGI modifier in AGI checks. (Active)
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Charismatic
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Ability Points: 1
Requirements: Level 1+, Any Race, Spirit 12+,
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Your charming nature is disarming and likeable. People feel drawn to you and are more likely to listen to your opinions.
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Effect: +2 Persuasion Score (Passive)
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Danger Sense
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Ability Points: 3
Requirements: Level 1+, Any Race, Spirit 14+,
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You have an uncanny sense of the world around you. For whatever reason, you always seem to know when things are about to get rough. Sometimes even just a few seconds before.
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Effect: +2 Athletics Modifier when ambushed. (Can exceed +12 Modifier) (Active)
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Dead eye
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Ability Points: 1
Requirements: Level 1+, Any Race, Shooting 16+,
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You have a natural gift with ranged weapons. Shooting is second nature, and your aim is far above average.
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Effect: No disadvantage on long range shots.
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Devoted
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Ability Points: 1
Requirements: Level 1+, Any Race, Spirit 16+
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You know what matters and what you believe. Leave doubt to the weak minded and the faithless.
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Effect: Advantage on spirit checks. (Passive)
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Dual Wield
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Ability Points: 2
Requirements: Level 1+, Any Race, Agility 14+, Fighting 14+
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You have mastered the art of ambidextrous fighting. You flow as naturally with one hand as the other in combat.
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Effect: Use your off hand for free action weapon. (Does not stack with Frenzy) (Active)
Engineer
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Ability Points: 3
Requirements: Level 1+, Human, Dwarf or Halfling Intelligence 14+
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You have spent long hours tinkering with devices of all types. You are a natural with machines and complex equipment.
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Effect: +6 Repair Score. (Passive)
Fleetfooted
Ability Points: 2
Requirements: Level 1+, Any Race, Agility 16+
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You’re swift of step and graceful of stride. You have above-average movement.
Effect: +1 Pace (Passive)
Frenzy
Ability Points: 3
Requirements: Level 1+, Any Race, Agility 12+, Fighting +14
You lose yourself in combat, stabbing wildly with reckless abandon. Foes you face fear your wild attacks.
Effect: Make an extra attack as a free action. (Does not stack with dual wield or shield bash) (Active)
Hard to kill
Ability Points: 3
Requirements: Level 1+, Any Race, Stamina +15
You have an iron will to live. You won’t succumb to wounds that should cut you down. You fight through the pain.
Effect: When taking damage that reduces your character to 0 HP, reduce it to 1 instead. Once per battle. (Passive)
Liquid Charm
Ability Points: 1
Requirements: Level 1+, Any Race, Spirit 14+,
You become positively endearing when you drink. Words flow as smoothly as the liquor you imbibe. It takes the rough edges off your normally less appealing nature.
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Effect: +2 Persuasion modifier when drinking. (Active)
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Marksman
Ability Points: 2
Requirements: Level 1+, Any Race, Shooting 17+,
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You could shoot the eye out of a flying bird. You have incredible skill with shooting.
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Effect: Advantage on called shot (ranged only) (Active)
Martial Artist
Ability Points: 2
Requirements: Level 1+, Any Race, Agility 14+, Fighting 15+
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You have trained your mind and body into a natural weapon. You suffer little from being disarmed.
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Effect: Unarmed attacks have no penalty and do +10 damage. (Passive)
Medic
Ability Points: 2
Requirements: Level 1+, Any Race, Intelligence 16+
You have studied the basics of treating wounds and using curatives.
Effect: Advantage all healing rolls. (Passive)
Quick
Ability Points: 2
Requirements: Level 1+, Any Race, Agility 17+
You’re speedy, even under duress. You keep a cool head in a fight and always catch your advantage.
Effect: With an initiative of 5 or lower, draw again till you receive a 6 or higher. (Passive)
Rider
Ability Points: 3
Requirements: Level 1+, Any Race, Spirit 12+ Survival 12+
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You have mastered riding beasts in combat. You understand your mount's reactions so that you can add its strength to your own.
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Effect: The player may use mounts in combat. (Passive)
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Scavenger
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Ability Points: 2
Requirements: Level 1+, Any Race, Intelligence 14+ Repair 14+
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You know how to make the best of what you have. One manling's trash is another’s treasure.
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Effect: Advantage when attempting to find or build makeshift items. (Active)
Scholar
Ability Points: 2
Requirements: Level 1+, Any Race, Intelligence 17+
You have an enduring thirst for knowledge. Everywhere you go you seek to learn and understand.
Effect: +6 Knowledge Score. (Passive)
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Sneaky
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Ability Points: 2
Requirements: Level 1+, Any Race, Agility 16+
You cling to walls, stay out of the light almost as second nature. You’re as elusive as they come.
Effect: +4 Stealth Score. (Passive)
Soldier
Ability Points: 3
Requirements: Level 1+, Any Race, Fighting 16+
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You have served in the military. This experience has added discipline to your life. You maintain your structured life to this day.
Effect: +1 To any mastery abilities (Passive)
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Strider
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Ability Points: 2
Requirements: Level 1+, Any Race, Agility 16+
You know how to move over broken or uneven ground with efficiency. You suffer no ill effects from such terrain.
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Effect: Hindering Terrain has no penalty. Break up movement within a turn. (Passive)
Abilities

Arcane Resistance
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Ability Points: 3
Requirements: Level 8+, Human, Elf, Halfling, Lizard Man Spirit 22+
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You have a natural resistance to the powers of magic. Spells and curses have less effect on you.
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Effect: All incoming magic effects are reduced by 50% rounded up. (Passive)
Archery Mastery
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Ability Points: 3
Requirements: Level 8+, Any Race, Shooting 22+
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The snap of the bow string is a near-constant sound in your ears. Your bow is part of you.
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Effect: +2 Shooting score with bows and crossbows. (Passive)
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Armor Sundering
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Ability Points: 3
Requirements: Level 14+, Any Race, Agility 12+, Strength 22+
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You hit them so hard, that they lost some of their armor, you absolute beast.
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Effect: When you draw a joker in combat, your next attack reduces the enemy armor modifier by 2.
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Assassin
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Ability Points: 3
Requirements: Level 14+, Any Race, Agility 22+, Stealth 19+
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They never see you coming, never even suspect you exist. They drop before they even have the slightest chance of reacting.
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Effect: +20 damage on ambush attacks. (Active)
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Beast master
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Ability Points: 4
Requirements: Level 12+, Any Race, Spirit 18+
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Animals trust you naturally. With a little effort they will even follow you and fight for you.
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Effect: Player may have 1 animal follower up to size 3. Animal may level. Starts 2 levels below player. (Passive)
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Black Powder Mastery
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Ability Points: 3
Requirements: Level 8+, Any Race, Shooting 22+
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You can smell gun powder in your sleep. No surprise since your pistol is usually under your pillow.
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Effect: +2 Shooting score with black powder weapons. (Passive)
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Calculating
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Ability Points: 3
Requirements: Level 8+, Any Race, Intelligence 17+
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You don’t need to be quick when you’re seasoned and clever. You turn even weaknesses into strengths.
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Effect: With initiative of 5 or lower, +2 to any one modifier this turn. (Passive)
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Commander
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Ability Points: 3
Requirements: Level 8+, Any Race, Spirit 20+, Fighting 16+
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You understand your allies’ abilities and know how to direct them in battle.
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Effect: Draw two cards for initiative, you may trade either card with another player. (Passive)
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Counterattack
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Ability Points: 3
Requirements: Level 8+, Any Race, Agility 20+, Fighting 20+
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You have studied combat carefully. That plus experience has taught you the slightest opening is a chance to attack.
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Effect: Roll an attack roll when an enemy attack misses.(Melee Only) (Active)
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Cover Fire
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Ability Points: 3
Requirements: Level 10+, Any Race, Shooting 20+
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You move tactically in combat, saving your shots for when they count.
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Effect: Replace one action with a ranged attack of opportunity. Interrupt the first enemy to move into your range and attack with a standard shooting attack. (Active)
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Fearless
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Ability Points: 3
​Requirements: Level 10+, Any Race, Brave, Spirit 20+,
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You fear nothing for you are fear incarnate.
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Effect: Immune: Fear. (Passive)
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Follower
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Ability Points: 4
Requirements: Level 12+, Any Race, Spirit 18+
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Your fame and skill are worthy of awe. Some even wish to follow you into battle as faithful servants just to learn from you.
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Effect: Player may have 1 follower. They may level. Starts 2 levels below player. (Passive)
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Giant Slayer
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Ability Points: 3
Requirements: Level 10+, Any Race, Agility 18+ Fighting 22+
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You have learned to use the great size of opponents to your advantage. Having fought great beasts has taught you much.
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Effect: Advantage vs Size 3+ enemies. (Active)
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Great Weapon Mastery
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Ability Points: 3
Requirements: Level 8+, Any Race, Fighting 22+
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Great swords, battle hammers, halberds, it doesn’t matter. You have mastered them all.
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Effect: +2 Fighting score with two handed weapons. (Passive)
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Hard to Hit
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Ability Points: 4
Requirements: Level 11+, Any Race, Agility 24+(Can’t have Immovable)
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You dodge and weave like a bending reed. You are flexible and agile. No foe can strike you without significant skill, or significant luck.
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Effect: +3 Parry. (Passive) (Heavy Armor = Disabled)
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Haggle
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Ability Points: 4
Requirements: Level 8+, Any Race, Intelligence 22+ or Persuasion 20+
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You know how to wheel and deal. You put extra pressure on merchants to get the best price.
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Effect: When buying or selling, roll all gold values twice and keep whichever you choose.
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Heavy Armor Mastery
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Ability Points: 3
Requirements: Level 8+, Any Race, Strength 22+
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Heavy armor is like a second skin to you. You suffer no ill effects from its weight. In fact you feel more comfortable when so heavily equipped.
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Effect: +10 Armor Score with 3+ pieces of heavy armor. (Passive)
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Immovable
Ability Points: 4
Requirements: Level 8+, Human or Dwarf, Strength 20+(Can’t have Hard to Hit)
You are iron incarnate. Even the hardest hits can barely budge you.
Effect: +3 Push resist (Passive)
Light Armor Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Strength 22+
You’re accustomed to your equipment. It has become even more useful to you.
Effect: +3 Parry, +4 Stealth score, +2 Fighting score, when no medium or heavy armor is equipped. (Passive)
Master Thief
Ability Points: 3
Requirements: Level 8+, Any Race, Agility 22+
Your subtle hands are deft at plucking whatever it is you see from whomever you see has it. Shadows are your preferred place.
Effect: Advantage on thievery checks, +2 Stealth score. (Passive)
Medium Armor Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Strength 22+
You have found the perfect balance between attack and defense.
Effect: +1 Parry, +2 fighting score when no heavy armor is equipped & 1+ pieces medium. (Passive)
Melee Weapon Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Fighting 22+
Melee is a way of life; you flow in combat with blades and axes.
Effect: +2 Fighting score with one-handed weapons. (Passive)
Peak Gate Guard
Ability Points: 4
Requirements: Level 10+, Dwarf, Strength 22+ Fighting 22+
The peak gate guard trains daily to increase their strength and agility with heavy weapons.
Effect: Two-handed weapons can be used with one hand.
Quarter Staff Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Fighting 22+
To some it’s a stick, to you it’s a weapon of war. You blend your movements naturally with all such weapons.
Effect: +2 Fighting Score with staff weapons. Sweep up to twice in one turn with staff weapons (Must have Sweep ability). (Passive)
Questing Knight
Ability Points: 4
Requirements: Level 10+, Human, Strength 18+ Fighting 18+
For the lady!
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Effect: Unlocks questing knight quests & bonuses. (Passive)
Rapid Fire
Ability Points: 4
Requirements: Level 8+, Any Race, Agility 18+ Fighting 18+
You have mastered the art of shooting quickly. This ability is used for all ranged weapons.
Effect: +1 ranged attack action if you don’t move this turn. (Active)
Red Hands
Ability Points: 4
Requirements: Level 8+, Any Race, Intelligence 18+
You have spent many occasions post-battle searching for things of value. You know just where to look.
Effect: Advantage on loot rolls.
Riposte
Ability Points: 3
Requirements: Level 8+, Any Race, Intelligence 15+ Agility 16+
You have learned the art of weaving your way out of a fight.
Effect: Disengage from combat without prompting an attack of opportunity. (Active)
Riding Master
Ability Points: 3
Requirements: Level 8+, Any Race, Spirit 18+ Survival 18+
You move as one working seamlessly together.
Effect: No penalty for shooting or throwing while mounted. (Active)
Shield Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Strength 16+
You have mastered shielded defense and even offense.
Effect: +3 Armor Score with Shield Equipped. Shield Bash=free action. (Does not stack with Frenzy) (Active)
Sweep
Ability Points: 3
Requirements: Level 8+, Any Race, Agility 20+, Fighting 20+
You whirl around in battle striking any foe foolish enough to get within your reach.
Effect: Roll your attack & damage and use results against all foes in reach. (Once per turn) (Active)
Thrown Weapon Mastery
Ability Points: 3
Requirements: Level 8+, Any Race, Agility 22+
You like to throw stuff. You got really good at it. You could say you mastered it.
Effect: +1 Agility Modifier with thrown weapons (This includes slings). (Passive)
Veteran Sailor
Ability Points: 3
Requirements: Level 8+, Any Race, Agility 22+
You’ve spent more than your fair share of time on the sea. You barely notice the choppy water or briny smell.
Effect: Advantage on fighting when on a ship. (Active)
Weapons Grand Master
Ability Points: 4
Requirements: Level 22+, Any Race, Agility 28+, Archery Mastery, Black Powder Mastery, Great Weapon Mastery, Melee Weapon Mastery, Quarter Staff Mastery, Thrown Weapon Mastery.
Through long years of practice, you have mastered combat in every field.
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Effect: +10 damage with all weapons.
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Wizard’s Weapons
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Ability Points: 4
Requirements: Level 8+, Human or Elf, Spirit 17+, Arcane knowledge, arcane attunement.
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Wizards can sense the power created by magic-infused weapons.
Effect: +5 Spirit score when using rune weapons (Passive)​​