wm HORIZON
Sec
am NEW ROLEPLAYING FRONTIERS
vi Ai : eee
Naat fig ‘ eI 5 y
ober - he F (joa esetIntroduction 2
(Chapter 1: Character Archetypes 4
‘The Bully 5
‘The Dreamer 7
‘The Jock 9
The Nerd 10
‘The Normal Kid
‘The Outcast 4
‘The Popular Kid 15
‘Chapter 2: Skills and Feats 10
Skills 18
Feats 23
Origin Feats 2B
New Feats 2
‘Chapter 3: Facing the Darkness 28
Starting Equipment 28
Focuses 28
Horizon
Welcome to Hoxizow. You ure holding the second in a
nw line of self-contained RPGs for the 420 System, pub
lished by Fantasy Flight Games. Our goal for the Hoxizow
line i to explore the farthest possible reaches for new set-
tings, themes, and mechanics, and we want to take you
with us. Just as importantly, every Hoaizox game will
remain completely compatible with the 420 rules you
already know, so you can pick up the book and start play-
ing immediately,
Hoaizos can play as many roles in your gaming life as
you want ito. For some it wll be an occasional break from
the regular game. For others it will be the foundation for
now campaign setting, Some may add other gaming ele-
‘ments to the rules we present here, others will pick their
favorite rules from HORIZON games and use them to aug
ment other games.
Whatever you do with this new line, we hope you'll
enjoy pushing roleplaying to the edge as much as we have,
And now: Grim.
Infrodaction
Our project is almost finished. The length and breadth
of Germania have been scoured by Jacob and I, and I
believe the land to have been raped of allt ean give us. We
are rapists, I am certain. The creatures and folk behave
exactly as that vile book said they would. I pity them, and
hhope their souls find sanctity in their new world, as it was
not granted to them in ours.
Or should I pity myself instead? We brothers do this
under duress, Ihave always claimed. But tere i a reward
And we could have said no, all those years ago, despite the
tomprations she offered and the promises she gave. But we
did not. Mere humans, we, unlike the tales we have bound.
Those are immortal. And immorial, I would guess, must be
their hatred of us,
—Withelm Grimm, the eleventh day of October
in the Year of our Lord Eighteen Hundred and Seventeen.
‘Weapons and Armor 29
AC Bonuses 32
Really Special Equipment 32
Imagination 3
Ineantations| 36
Combat 38
Despair 30
Chapter 4: Oh Brave New World 40
Lay of the Land 40
Laws of the Land 2
Encounters 4
Places of Note 4
Humans 48
Animals 54
Fantastic Creatures 53,
Appendix: Telling Tales ol
Grimm is a roleplaying game of imagination, dreams,
and nightmares. Players take up the roles of ehildren,
drawn from our world to a place strangely familiar but
thoroughly terrifying. In the Grimm Lands, a rotting,
patehed-together Humpty Dumpty rules from a broken
Wall; the Great and Awful Forest moves af its own volition;
the Dragon amuses himself with the eapering skins of those
who sought to escape from the Grimm Lands and failed. It
is a place where the Devil is a constant nuisance and the
Seven Dwarves want more than simple housecleat
Grimm is a 420 game of twisted fairytales, where children
face horrific comruptions of the cherished stories that once
‘amused and excited them, and the monsters are eager 10
find out what little boys and girls are really made of
Everyone knows thatthe Brothers Grimm scoured their
native land for folk stories and compiled them in a book
called Kinder-und Hausmarchen (Children and Houselold
Tales), which the world eventually came to know as
Grimms Fairy Tales. What few know is that their search
served another purpose. The characters of the tales and the
‘monsters of legend were real. Some believed that the devil
himself ereated these monsters to plague humanity. Others
hneld that the monsters arose from the minds of the people
of Europe as personifications of humanity's darkest fears.
‘The exact nature of the monsters is lost to time, but it is
known that the Brothers Grimm undertook an obsessive
quest to locate and record theit times’ strange people,
places, and events
Why exactly they chose to do so, and how they did so,
Js unknown, There are occasional references in their jour
nals to a creature named Melusine. She is deseribed as a
Woman, yet seemed more and less than a mortal, She alter-
nately threatened, cajoled, seduced, and begged the broth-
ers to complete their cataloging, hounding their heels to the
last story and rhyme. The brothers do not admit to the
reward offered by this dark temptess, nor do they even
fully explain what she demanded of them They hint only
that, whatever thei actions, they were not pure of heart
‘The results of their efforts are not known to the general
populace. To those who have entered the Grimm Lands,
however, and found their way out, i is all too obvious In
cataloging these stories for Mchisine’s amusement, they
formed a world apart, Those whose stories were mystical-A
SF Cneckerboarg
TS eredoms
ly captured were damned to populate this other place, the
Grimm Lands, for etemity. The Grimm brothers are fong.
since dead and dust, and Melusine may or may not have
shuffled off a mortal coil. Regardless, their legacy lives on.
fall peopl, its only children who see the doors to the
Grimm Lands, and of them, only the most imaginative can
make their way through. Oftentimes, a child slips through
by accident, the Lands themselves groping hungrily for
new victims. When a much-coveted morsel of humanity
slips into the Grimm Lands, all ofits ereatures compete for
the child’s attention, How the denizens of the Grimm,
Lands deal with the children varies. Some enjoy the chil
dren, exulting in their laughter and joy. Most, however,
have far darker desires, They may erave the succulent flesh
of a plump child to feed their inhuman desires. Or perhaps:
they simply enjoy dealing out sugary spoonfuls of horific
pain, reveling inthe shrieks of the frightened and desperate
captive. The children unlucky enough to find themselves in
the Grimm Lands are sure to find that they have a very
deally and treacherous path to tread if they ever hope to
leave it sane, much less alive. These are their stories
and there might not be & happy ending.