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Grim Tales. High Adventure. Low Magic

Autor*innen

  • Autorenkollektiv

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Parameter

  • 210 Seiten
  • 8 Lesestunden

Mehr zum Buch

Bad Axe Games' Grim Tales is the high adventure, low magic campaign sourcebook for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. The Players' Section contains all the rules for character creation, including hundreds of feats, skills, talents, and equipment arranged by genre and/or time period. The Game Masters' Section is presented in true tool-kit fashion, allowing the GM to pick and choose from a wide variety of campaign trappings-- Spellcasting, Horror, Technology, Vehicles, Firearms, Cyberware, and more-- and to integrate them seamlessly into any campaign genre. The book also includes background material detailing the primary arch-villains of Grim a collection of evil overlords and their minions that can plague humanity (and challenge the PCs!) in any time period or genre. This rulebook brings to fruition Bad Axe Games' founding principle to provide "games with grit," and includes multiple variants of each optional rule to allow gamemasters to fine-tune the realism and lethality of their game.

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Grim Tales. High Adventure. Low Magic, Autorenkollektiv

Sprache
Erscheinungsdatum
2004
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(Hardcover)
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Titel
Grim Tales. High Adventure. Low Magic
Sprache
Englisch
Autor*innen
Autorenkollektiv
Verlag
Bad Axe
Erscheinungsdatum
2004
Einband
Hardcover
Seitenzahl
210
ISBN10
0972041699
ISBN13
9780972041690
Reihe
Schlagwörter
RPG, Rollenspiele
Bewertung
3,25 von 5 Sternen
Beschreibung
Bad Axe Games' Grim Tales is the high adventure, low magic campaign sourcebook for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. The Players' Section contains all the rules for character creation, including hundreds of feats, skills, talents, and equipment arranged by genre and/or time period. The Game Masters' Section is presented in true tool-kit fashion, allowing the GM to pick and choose from a wide variety of campaign trappings-- Spellcasting, Horror, Technology, Vehicles, Firearms, Cyberware, and more-- and to integrate them seamlessly into any campaign genre. The book also includes background material detailing the primary arch-villains of Grim a collection of evil overlords and their minions that can plague humanity (and challenge the PCs!) in any time period or genre. This rulebook brings to fruition Bad Axe Games' founding principle to provide "games with grit," and includes multiple variants of each optional rule to allow gamemasters to fine-tune the realism and lethality of their game.