Grim Tales - 'Chronicles of the Witch Hunter'

Very cool with either. Grim Tale uses the base classes from D20 Modern but expands them out to 20 levels AND adds extra feats to each. Then class-skills are totally re-done. Instead of class skills being fixed to classes they are fixed to your Background. You choose a Background/Occupation which give you 3-5 skills, you get 3 based on your 'Occupation' (one craft, one knowledge and one profession) and then you get 3 of your choice. These don't change.
There are no PrC listed but I might allow a few - like the PrC Paladin listed in UA - those kind

Grim Tale adds in a bunch of extra stuff like Horror and Insanity which really fit the whole Warhammer world
 

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Karl Green said:
:D thanks Radiant and you are alway welcome :D

NOW do you have Grim Tales? If not, what kind of character would you want. You can make them up most of the way with d20 Modern also if you don't have G.T.

Yeah I'm great I know
[/arrogant mode]

Nope, don't even have the slightest idea what grim tales is ;) But I played WHF and I can safely say it is about totaly impossible that it could not be better than the original system ;)

Got D20 modern but never played in a game that laster for more than four posts and never in a tabletop so it would be real great if you can create something for me. My characters tend to be a highly impressive example of ineffieny. Plus I'm damn lazy...
(no realy, I'd have to read up on it and me's currently reading exalted like crazy. Don't know why but somehow you can't run that game without being able to quote at least four hardcovers and 3 normal sourcebooks out of your head).

If nobody else takes her I'd take the hunter you posted above.

ps: we are dying to see what happens in the titans *hint* :uhoh:
 


Karl Green said:
Kewl... and yep I got to update Titan don't I :D

great. I think I'll develop her to a real witchhunter over time. But one great thing about WH is that characters start out real low, so I think a poor hunter who'se biggest accomplishment was to hunt illegaly is a good start.

And yeah you've got *has a hard time not to jump up and down* ;)
 

Karl,
I've got both Grimm Tales, and much of the old Warhammer stuff and am definetly interested in playing. What are your thoughts as to how a Tulwar wielding Fighter from Araby would fit into the idea for your setting. Maybe a bodyguard for a trading company that somehow ended up on his own here. Let me know if this will work, and if not I can always go to my favorite character class "The Rogue" and come up with something.

Steve
 

scranford said:
Karl,
I've got both Grimm Tales, and much of the old Warhammer stuff and am definetly interested in playing. What are your thoughts as to how a Tulwar wielding Fighter from Araby would fit into the idea for your setting. Maybe a bodyguard for a trading company that somehow ended up on his own here. Let me know if this will work, and if not I can always go to my favorite character class "The Rogue" and come up with something.

Steve

That would be totally find with me... you want to speak Riekspiel :D
As for a tulwar are you thinking a Two-handed scimitar? Maybe, twohanded, does 1d10 damage, crit 18-20/x2...
 


Kewl but those were just quick write up I don't expect anyone to play them if they don't want to. IF you like them and want to change things around (stats, skills, Name, etc) feel free to do so.

Yes as the title suggests, you are all going to pressed into some Witch-Hunting duties :D
 

Karl Green said:
That would be totally find with me... you want to speak Riekspiel :D
As for a tulwar are you thinking a Two-handed scimitar? Maybe, twohanded, does 1d10 damage, crit 18-20/x2...

Yeah! Thats what I was thinking. I'll work on it tonight and tomorrow, and send you the specifics.

Steve
 

Oh yea, so when you figure out your characters, here are some additional things to consider...

Equipment Assisted to the Group for their Mission…
ONE item from your past, be it a weapon, armour, miscellanies item, etc (always Masterwork, just about anything)
Suit of Armour: either Leather coat (Defense +1, DR1, 15lbs), Studded leather jerkin (Defense +2, DR1, 20lbs), or a sleeved Mail hauberk with helm (Chainmail, Defense +3, DR2, 40lbs). Any non-Tower, wooden type Shield is also available (with the Panther symbol).
Travelers Outfit (5lbs) with Panther symbol tabard
One main Melee Weapon: Longsword, Shortsword (maybe two shortswords), Heavy Mace, maybe a Battleaxe or Spear (short or long). At request, a halberd, lance, great axe etc.
Backup Melee Weapon: two of either a Dagger, Handaxe, or Hammer
Ranged Weapon: generally not available but if requested a light crossbow (and 10 bolts) or shotbow (with 20 arrows) may be provided. Firearms would normally not be available, but the Witch-Hunter will make available a Rifle, a Cavalry Pistol or two normal Pistols, with bullets and powder
Light riding Horse (or Pony for Dwarves and Halflings), with bit & bridle, saddle, saddle blanket, and saddlebags
Week of Iron Ration (7lbs), Waterskin (4lbs), and week of Oats
Bedroll (5lb)
Mess tin and cutlery (1lb)
Hooded Lantern (2lbs), with flask of oil (1lb)
One-man tent (10lbs)
2d6 silver shillings for lodging, etc
 

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