Grimm
Class Tags: #Investigator, #Envoy, #Soldier
The Order of Grimms is a monastic organization of storytellers, archivists, journalists, and librarians. Headquartered in New Alexandria, the Order of Grimms travels across Nordic Frog Beach and beyond, collecting stories and other information. The Grimms store all information that they find in their Library at New Alexandria, and make that information available publicly for all. They believe that information is sacred, and that its preservation is a sacred task.
Grimms also know that the world is a rough place. You can find trouble anywhere you look, so Grimms head out into the world prepared for such trouble. Humans, as wonderful as they can be, can also be devils. Grimms are always on the lookout for oppressive governments to resist, trouble to be fixed, and monsters to slay. A Grimm is a tough opponent in a firefight, and a sturdy ally.
Individual Role: A Grimm is a tough, intelligent explorer. A Grimm is likely to prepare extensively for trouble using their keen minds and ability to find information, and tough it out through trouble with their sturdy bodies.
Group Role: Grimms can take a lot of punishment, and they're also excellent at exploration, investigation, and negotiation.
Societal Role: A Grimm is well-respected in the world as a dispenser of justice and a righter of wrongs. Some people grow frustrated with them because of their focus on pure information, but all admire the Library of the Grimms when they have the opportunity to reference it.
Advanced Grimms: As Grimms advance, their ability to uncover secrets and survive danger becomes legendary. At high tiers, they can often make it through even the deadliest situations unscathed and bring to light even the most obscure secrets.
Grimm Starting Stat Pools
Might 10
Speed 8
Intellect 10
You get 6 additional points to divide among your stat pools however you wish.
First-Tier Grimm
Effort Your Effort is 1.
Mind or Body You begin with your choice of a Might Edge of 1 or an Intellect Edge of 1.
Cypher Use You can bear two cyphers at a time.
Weapons You become practiced with light, medium, and heavy weapons and armor. You take no penalty when using weapons of any kind.
Starting Equipment Appropriate clothing and one weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.
Special Abilities
Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise.
- Quarry
- Community Activist
- Endurance
- Push on Through
- Babel
- Eye for Detail
- See History
- Gather Intelligence
- Investigate
- Tinker
- Knowledge Skills
- Curious
- Skill with Defense
- Underworld Contacts
- Overwatch
- Exploratory Experience
- Anecdote
- Fellow Explorer
- Crowd Control
- Incredible Health
- Got a Feeling
- Spot Weakness
- Capable Warrior
- Outwit
- Know Where to Look
- Runner
- Vigilance
- Experienced Finder
- Heightened Skills
- Tough as Nails
- Cognizant Offense
- Draw Conclusion
- Machine Telepathy
- Dodge and Respond
- Hard-Won Resilience
- Informer
- Lead by Inquiry
- You Studied
- Duel to the Death
- Call in Favor
- Improved Companion
- Defuse Situation
- Vigilant
- Deep Consideration
- Read the Signs
- Evasion
- Deep Reserves
- Not Dead Yet
- Adaptation
- Knowing the Unknown
- Discipline of Watchfulness
- Seize the Initiative
Type
Intelligence Gathering
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