TV Show Grimm & BFRPG
Re: TV Show Grimm & BFRPG
You have to get the Quasi-class supplement from the Showcase page, not the main download page. (They do have a lot of overlap, but not the Hunter.)
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Re: TV Show Grimm & BFRPG
Check the most recent "Quasi-classes" doc in the showcase:
http://basicfantasy.org/showcase-downlo ... ent-r4.pdf
http://basicfantasy.org/showcase-downlo ... ent-r4.pdf
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GrimlinJoe
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Re: TV Show Grimm & BFRPG
Awesome thank you!
Re: TV Show Grimm & BFRPG
https://www.basicfantasy.org/showcase.cgi?sid=51GrimlinJoe wrote: ↑Mon Nov 30, 2020 10:55 amFor some reason i was unable to find the "hunter" quasi-class. where was this located?CptClyde wrote: ↑Tue Nov 24, 2020 3:10 pm Check out the "Hunter" quasi-class for a nice way to go about cusotmizing characters. The Hunter quasi-class basically allwos you to add the ranger skills ontop of any other class. So you could have a "Fighter (Hunter)" which would give you a fighter with the Tracking and survival skills. Or a "Magic-user (Hunter)" who would obviosuly be a weak magic-user with tracking and survival skills etc.
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- Dimirag
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Re: TV Show Grimm & BFRPG
Correcting the QC file from the download page is an old-pending thing...
For a Supernatural Hunter the QC is a good way to go, you can, if you want, change the QC a little if you want to differentiate "rangers" form "hunters".
I would do something like: The Slayer QC.
Slayers live by hunting and disposing of supernatural creatures that present a thread to others. Often living on the fringes of society, hiding from others their calling.
In addition to any requirements of their base-class, Slayers characters must have a minimum Constitution and Wisdom scores of 9.
Slayers tend to hide their profession as to not become obvious opponents when hunting supernatural creatures and as such become adepts at lying (GM can use a +1 modifier whenever a roll to see thru a Slayer's lies).
Slayers have a Lore skill with a base chance of 40% which gives them info such as common location, vulnerabilities, and the like of supernatural creatures.
Slayers Track quite effectively with a base chance of 40%, but the Game Master must generally modify the chance of success based upon conditions such as weather, terrain, age of tracks, or similar factors.
Slayers excel at dispatching supernatural enemies adding a fifth of their level (rounded up) to attack rolls and half his level (rounded down) to damage rolls. Against these enemies they also get a +2 Saving Throw bonus.
For a Supernatural Hunter the QC is a good way to go, you can, if you want, change the QC a little if you want to differentiate "rangers" form "hunters".
I would do something like: The Slayer QC.
Slayers live by hunting and disposing of supernatural creatures that present a thread to others. Often living on the fringes of society, hiding from others their calling.
In addition to any requirements of their base-class, Slayers characters must have a minimum Constitution and Wisdom scores of 9.
Slayers tend to hide their profession as to not become obvious opponents when hunting supernatural creatures and as such become adepts at lying (GM can use a +1 modifier whenever a roll to see thru a Slayer's lies).
Slayers have a Lore skill with a base chance of 40% which gives them info such as common location, vulnerabilities, and the like of supernatural creatures.
Slayers Track quite effectively with a base chance of 40%, but the Game Master must generally modify the chance of success based upon conditions such as weather, terrain, age of tracks, or similar factors.
Slayers excel at dispatching supernatural enemies adding a fifth of their level (rounded up) to attack rolls and half his level (rounded down) to damage rolls. Against these enemies they also get a +2 Saving Throw bonus.
Sorry for any misspelling or writing error, I am not a native English speaker
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GrimlinJoe
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Re: TV Show Grimm & BFRPG
thank you very much for this. would there be a level and XP chart associated with this?Dimirag wrote: ↑Mon Nov 30, 2020 1:05 pm Correcting the QC file from the download page is an old-pending thing...
For a Supernatural Hunter the QC is a good way to go, you can, if you want, change the QC a little if you want to differentiate "rangers" form "hunters".
I would do something like: The Slayer QC.
Slayers live by hunting and disposing of supernatural creatures that present a thread to others. Often living on the fringes of society, hiding from others their calling.
In addition to any requirements of their base-class, Slayers characters must have a minimum Constitution and Wisdom scores of 9.
Slayers tend to hide their profession as to not become obvious opponents when hunting supernatural creatures and as such become adepts at lying (GM can use a +1 modifier whenever a roll to see thru a Slayer's lies).
Slayers have a Lore skill with a base chance of 40% which gives them info such as common location, vulnerabilities, and the like of supernatural creatures.
Slayers Track quite effectively with a base chance of 40%, but the Game Master must generally modify the chance of success based upon conditions such as weather, terrain, age of tracks, or similar factors.
Slayers excel at dispatching supernatural enemies adding a fifth of their level (rounded up) to attack rolls and half his level (rounded down) to damage rolls. Against these enemies they also get a +2 Saving Throw bonus.
- Dimirag
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Re: TV Show Grimm & BFRPG
You are welcome, I wrote that on the fly based on the Hunter.
Here's the table:
Here's the table:
Sorry for any misspelling or writing error, I am not a native English speaker
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GrimlinJoe
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Re: TV Show Grimm & BFRPG
you rock thank you
Re: TV Show Grimm & BFRPG
I love all this discussion!
So far I've made a few notes on this though I want to finish my other projects first. I would definitely say a slayer can see the supernatural wesen creatures whether they want to be seen or not. That's a key ability Nick has in the show (as well as Trubel and the other Grimms). Wesen I have rules for are Bauerschwein (Pig Folk), Blutbad (Wolf Folk), Damonfeuer (Dragon Folk), and Fuchsbau (Fox Folk). Which are just sketched out in my notebook haha. Still I think it would be a fun world. Of course I'll have to change all the names (I do like the Slayer QC for that - it's perfect, and not "Grimm"). As for the race names, I'm thinking of removing the show names and just going with Pig Folk, Wolf Folk, Dragon Folk, Fox Folk and so on.
So far I've made a few notes on this though I want to finish my other projects first. I would definitely say a slayer can see the supernatural wesen creatures whether they want to be seen or not. That's a key ability Nick has in the show (as well as Trubel and the other Grimms). Wesen I have rules for are Bauerschwein (Pig Folk), Blutbad (Wolf Folk), Damonfeuer (Dragon Folk), and Fuchsbau (Fox Folk). Which are just sketched out in my notebook haha. Still I think it would be a fun world. Of course I'll have to change all the names (I do like the Slayer QC for that - it's perfect, and not "Grimm"). As for the race names, I'm thinking of removing the show names and just going with Pig Folk, Wolf Folk, Dragon Folk, Fox Folk and so on.
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GrimlinJoe
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Re: TV Show Grimm & BFRPG
Very interested in seeing what you come up withRosisha wrote: ↑Mon Nov 30, 2020 9:03 pm I love all this discussion!
So far I've made a few notes on this though I want to finish my other projects first. I would definitely say a slayer can see the supernatural wesen creatures whether they want to be seen or not. That's a key ability Nick has in the show (as well as Trubel and the other Grimms). Wesen I have rules for are Bauerschwein (Pig Folk), Blutbad (Wolf Folk), Damonfeuer (Dragon Folk), and Fuchsbau (Fox Folk). Which are just sketched out in my notebook haha. Still I think it would be a fun world. Of course I'll have to change all the names (I do like the Slayer QC for that - it's perfect, and not "Grimm"). As for the race names, I'm thinking of removing the show names and just going with Pig Folk, Wolf Folk, Dragon Folk, Fox Folk and so on.
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