Grimwild - v0.6.1
Grimwild - v0.6.1
Grimwild - v0.6.1
1
DESIGNED BY ILLUSTRATED BY
J.D. Maxwell Per Janke
WORK IN PROGRESS
This release is a work in progress and has not seen an editor! There are typos,
for sure. It serves as a preview to let you explore the game's rules and give
feedback, which is much appreciated. I've also changed layouts recently and
there may be errors involved in the process—don't worry about it too much
if you come across one!
Your feedback on our Discord would be very appreciated!
You can find it here: https://linktr.ee/odditypress
Thanks! - Max
You can find character sheets, our Discord, and other materials on our website.
www.odditypress.com
CONTENTS
CHAPTER 1: GAMEPLAY�����������7 CHAPTER 2: CHARACTERS�����41
Getting Started�������������������������8 Starting a Campaign ��������������� 41
Gameplay Overview�����������������9 Adventuring Party��������������� 41
Playing with Moxie ����������������� 10 Adventurer Paths �������������������42
Storytelling����������������������������11 Character Creation����������������� 43
Core Rules ������������������������������� 12 Backgrounds �������������������������44
Dice Rolls��������������������������������13 Bard �����������������������������������������48
Character Details ����������������� 14 Berserker ���������������������������������50
Creative Freedom��������������������15 Cleric ��������������������������������������� 52
Damage & Healing����������������� 16 Druid����������������������������������������� 54
Odds & Ends����������������������������17 Fighter ������������������������������������� 56
GM Toolkit������������������������������� 18 Monk����������������������������������������� 58
GM Moves������������������������������� 19 Paladin������������������������������������ 60
Challenges�����������������������������20 Ranger �������������������������������������62
Combat Kit ����������������������������� 21 Rogue ���������������������������������������64
Thinking Offscreen ��������������� 22 Sorcerer�����������������������������������66
GM With Moxie ��������������������� 23 Warlock�����������������������������������68
Spellcasting����������������������������� 24 Wizard �������������������������������������70
Rituals ����������������������������������� 27
Treasure����������������������������������� 28
Magic Items ���������������������������29
Combat �������������������������������������30
Examples of Play ����������������������31
HOW TO READ THIS WIP RULEBOOK
This is a work in progress and the organization of this book is missing some guidance.
Moxie Core Rules: From pg. 10 - 23, the core rules for the Moxie system are laid out.
This concise, core ruleset is in every game we build with Moxie. Read these twice.
Grimwild Rules: From pg. 24 - 30, additional rules specific to Grimwild are explained,
such as Spellcasting and Treasure.
Examples of Play: From pg. 31 - 40, there are some examples of play specific to Grim-
wild's fantasy adventure style showcasing the mechanics. These are taken from previ-
ous iterations of the rulebook and were made to showcase specific examples of play,
but they're still presented in the same order so the mechanics should build on each
other as you read them.
Anyway, a smoother explanation and organization of these rules and examples will
come, but for now I appreciate your patience. The style is meant to keep the core rules
concise and have a large example of play section later to show how they build off of
each other (rework incoming).
Any questions, please ask on the Discord! https://linktr.ee/odditypress
Good luck! - Max
6 GRIMWILD
CHAPTER 1
GAMEPLAY
WHAT IS GRIMWILD?
Grimwild's a game of cinematic fantasy adventure. You go on quests, delve into dungeons,
and explore the wilderness. It’s set in a world of your own choosing, or one you create
together, the key element that it's a world in need of adventurers. This is what Grimwild
clearly is not—it's not a setting. That's up to you. This game gives you the rules, monsters,
and adventurers to play a campaign within that setting that will feel like a fun, ensemble
cast TV series, each session a new episode.
Gameplay flows smoothly. The rules resolve actions quickly, more concerned with the dra-
matic over the realistic. They provide a strong framework to pace the game, manage tension,
and create great scenes. You have significant creative freedom to add set dressing and even
larger story details into scenes to play off, keeping the story moving forward and prioritiz-
ing common sense over detailed tracking.
The story's character-driven. As players, you work together to decide your adventuring
party's identity, then make characters that fit well within it. You set your group arcs, then
choose your own character arcs, broad themes that give you experience when you bring
them into play and help steer the story.
Characters are revealed through play. You start with a clear concept that fits well within your
party, but you don't necessarily need all of the details upfront—focus on what sounds fun
to bring into play. You can always use the tools the game gives you to add details about
your past and connect the dots as they come up, leaving plenty of space to grow together
into a cohesive, colorful party.
Things get dramatic. You're rewarded for playing into your traits in ways that complicate
the situation, giving good reason to think in-character and sometimes picking the less than
optimal path. Inevitably, sparks fly, leading to in-fighting between protagonists, just like
any great story with characters driven by their own motivations. This is all cleanly resolved
with quarrels—a simple roll to move things forward, encouraging and providing a release
valve for this friction!
The story's a messy maelstrom of dice rolls and fun ideas. From all this pushing and pulling
on the narrative, storylines and side plots emerge. In spite of the tension, the choices you
make about your party's arcs and the characters growing together over time give compelling
reason to stay together and focused. It's a TV show that you're the main characters of, messy
and fun and full of surprises.
8 GRIMWILD
GAMEPLAY
GAMEPLAY OVERVIEW
Grimwild is built with the Moxie ruleset, a streamlined system that prioritizes cinematic
action and character-driven gameplay. Below is a look at how the key parts tie together and
an introduction to the game's terminology. These are later explained in detail throughout
this chapter.
PLAY CINEMATICALLY
Trust in the collaborative process. Everyone at the table adds details into the story. You have to
work together and play off of each other or the game falls apart.
Don't play to win, play to tell stories. Work towards the same goal—to tell a great story where ev-
eryone's character has a chance to grow. Failure isn't losing, it's just another opportunity to have
a great scene. Of course, your character wants to succeed! However, your goal is keeping the
story interesting.
Use the camera, your shared imagination. Each player has two perspectives, from your character
and as the audience watching this TV show. Use the camera and vivid description to paint a cool
scene in everyone's mind.
Tell us what it looks like, before and after your rolls. Give details about what you do, don’t just leave
it at broad statements. Zoom in and out. Use the camera to show things outside of your own
character as well—pan around, cut to other scenes, and describe NPCs. Invoke cinematic vibes
and create great scenes.
10 GRIMWILD
STORYTELLING
STORYTELLING
PLAY TO TELL A STORY
Think of the game as a series of improv prompts, posed by yourself, each other, and the rules.
When you respond to them, consider the following:
◆ What would my character do?
◆ What would make for a cool scene?
◆ What would move the story forward?
◆ What opens the door to get others involved?
Don’t talk yourself out of fun. The first idea that jumps into your head is often the one you should
go with. Don’t overthink or rationalize yourself out of it. Like any great TV show character, go
where the fun lies. Great stories involve excitement, danger, and hard choices.
Open doors and step through them. The best scenes involve characters playing off of each other, so
make chances for others to get involved. When someone invites you into a scene, step through
that door—even if it means a bit of mental gymnastics to justify your character’s actions. And as
long as you step through the door at times, remember that it can be just as interesting to close the
door instead.
Work the spotlight. There’s no turn order of any kind, but there is screen time. Strive to make sure
everyone gets their fair share, including yourself.
◆ Grab the spotlight when there’s a lull or you have a great idea.
◆ Share the spotlight by opening doors or following up on another PC’s actions.
◆ Pass the spotlight when you’ve been holding it too long.
◆ Point the spotlight to see another PC’s response or what they’ve been up to.
◆ Never steal the spotlight. Everyone works hard to set up their moment.
6 5 4 3 2 1
SMOOTH FLOW. If a grim threatens to grind the story to a halt, the GM can keep things mov-
ing—you get what you want, but in a way that makes things much worse. If a roll somehow turns
out to have no effect (the guard was already dead), you learn new info or setup for a follow-up.
TEAMWORK
ASSIST. Help another PC on a roll. State how & GROUP EFFORT. When 3+ PCs work together,
why, then roll 1d and share the risk. Include the GM picks who rolls the action—sometimes
your roll result with theirs for the final out- the most skilled (lifting a boulder), sometimes the
come—then each narrate your contribution, least (sneaking in). The other PCs assist.
using your own result and bonds as a guide.
SETUP. When a previous action makes a fol-
You can assist when their action prompts an im- low-up more effective, you assist without risk—
pact move. You make a 1d defense roll for them. roll 1d for the advantage you created.
When you share the risk, you open yourself up
OUTSIDE ASSISTANCE. When an assist or set-
to consequences, which can prompt a more
up comes from the world, like an NPC or the
powerful or additional impact move, or the GM
environment, the GM rolls 1d to represent it.
can take suspense instead.
12 GRIMWILD
DICE
DICE ROLLS
ROLLS
ACTION ROLL. Roll to pull off something risky. DEFENSE ROLL. Roll to avoid incoming trouble,
State how & why, clarifying your intent. The GM but only when not caused by your own action.
picks the stat that matches your intentions. The GM calls for the roll and picks a stat to test.
PERFECT. You do it, and avoid trouble. PERFECT. You avoid the trouble.
MESSY. You do it, but there’s trouble. MESSY. You avoid the brunt of the trouble.
Prompts an impact move. The GM lightens the consequences.
GRIM. You fail, and there’s trouble. GRIM. You fail to avoid the trouble.
Prompts an impact move. The GM follows through on the move.
The GM makes an impact move to introduce The GM calls for defense rolls when they direct-
consequences. You do not get a defense roll ly target you with an impact move. On a messy,
against the consequences of your own actions, there’s a bit of trouble, like taking lesser damage,
impact moves that you prompt. losing the chance to act, or being in a worse
position (knocked off the cliff→you drop your sword off).
MONTAGE ROLL. Roll to condense a sequence
you don’t want to play out in detail, but still Defense is cinematic—a reaction, out of your
want to leave up to the dice. Roll 2d, resolving hands. The GM picks the stat to fit the danger,
it all as one action roll, then narrate a few beats. your PC’s likely reaction, vulnerabilities, and
Keep things moving or zoom in on a grim. what feels right for the moment. This keeps it
varied—you can’t always use a strong stat.
If multiple PCs join, each rolls 2d and shares
the risk. Collaborate on the results. 6s on sep- Brawn absorbs a punch, Agility dodges it, Wits sees it
arate rolls don’t count towards criticals. coming, and Presence avoids the fight. (Players can veto!)
DIMINISHING POOLS
POOLS. A set of d6s used to track things like Pools can be flexibly applied in many situations,
time, resources, or effort. When triggered (🎲), usually by the GM. Some typical pools are list-
roll the pool and drop 1d for each 1-3 result. At ed below. Others are found throughout the book.
0d, the pool depletes and the fiction changes.
Timer Pools. Events unfolding in the back-
◆ Start with 4d/short, 6d/mid, or 8d/long. ground. 🎲 Key moments, time passing, or a few
◆ At 0d, an event occurs, a situation ends, or PCs act. 6d Reinforcements Arrive, 8d Sunrise.
a resource is depleted.
Danger Pools. Threats becoming more likely.
◆ Reflect the fiction. If a pool and fiction don’t 🎲 Impact moves, major events, or threat level.
align, adjust or scrap the pool. 6d Lookouts Spot You, 8d Corruption Grows.
◆ Greater effect (critical) drops 1d then rolls it.
Task Pools. Effort to overcome tasks. 🎲 Task
◆ On actions, if no dice drop, gain new info,
progress, usually an action roll. 4d Barroom Brawl,
setup a follow-up, or gain a secondary effect.
6d Tracking Quarry, 8d Escape the Guards.
◆ If a 1d task pool is tenacious—rolled twice with
no drop—the GM can keeps things moving. Resource Pools. Quantity of something pre-
It depletes, but with a hint of bitterness. cious. 🎲 The resource sees significant usage. 4d
You take down the enemy, but they flee the scene. Food Supplies, 8d Manpower Left.
Note: Pools are always notated with the size of the pool in front of it, usually written in italics.
BACKGROUND. Your heritage, upbringing, and STATS. Your core capabilities rated from 1/poor
profession—the core of your vantage. You to 3/great, used for action and defense rolls.
choose any two that most influences who you Brawn Power, menace, toughness.
are now. Each gives you three wises, evocative Agility Precision, athletics, reflexes.
key phrases that clearly expand your vantage.
Wits Smarts, trickery, reading situations.
The ragamuffin background means you learned a lot from Presence Influence, willpower, reading people.
the streets; without it, your upbringing is just set dressing.
bra and agi are paired physical stats. wit and
TRAITS. Choose 2 that strongly describe you and pre are paired mental stats.
1 that definitely doesn’t. Brave and rash, not quiet.
BONDS. Your dynamic with each PC. Pair an
DESIRES. Choose 2 that you strongly desire and intensity (left) and a nature (right) below, or write
1 that you don’t at all. Love and thrills, not wealth. your own. Interpret them as makes sense.
14 GRIMWILD
CREATIVE
CREATIVE FREEDOM
FREEDOM
SET DRESSING. Add minor, common sense de- STORY. Pure cinematic momentum. Each session,
tails freely. Make assumptions and add set dress- you have 2 story. Spend it to add story details
ing to scenes to play off of to keep things flow- that go beyond set dressing, creating new op-
ing dynamically. There’s no need to check in portunities or shifting the scene in your favor.
with the GM—they’ll step in if a detail goes Added details must fit your vantage, at least as
beyond set dressing. Anything that’s a given for a stretch, or tie to a story arc. Example details:
your vantage, like knowing someone or having ◆ Character: Gear, contacts, backstory...
equipment that makes sense, is set dressing. The wizard was your mentor. You have just the thing!
STORY ARCS
Evocative phrases that give your PC
and group a thematic direction. Find Ambitions Struggles Growth
Build a Reputation Come Unraveled Embrace Change
out where they lead through play—
Explore the World Doubt Convictions Escape My Past
they're a starting direction, not the
Finish the Mission Feed My Vices Find Belonging
destination.
Make Things Right Flirt with Betrayal Just Enjoy Life
Pick a character arc, then a group Satisfy Desires Keep a Secret Prove Myself
arc together. Pick from the examples Uncover the Truth Survive the Storm Settle Debts
or write your own, keeping it short.
Take spark by resolving an arc Group arcs unite players around a theme, while character
with a meaningful moment, how- arcs help you express your own story. Most importantly,
ever big or small it is. This could mean they give you authorial power—you can use story or tangles
achieving your goal, adjusting it for to add story details tied to your arcs to bring them into play!
the next step, or moving on from it
Story arcs signal to the GM that you want drama, dilemmas,
entirely.
and opportunities to arise around them. Aim to resolve arcs
You shrug your shoulders and let the knight within 3-5 sessions to keep things fresh. For struggles (flirt
ride off—you have more to worry about with betrayal), get group permission—limiting them to a few
than your revenge. sessions and involving everyone makes it more fun.
RECOVERY
HEALING. When you get bloodied or rattled, REST. A stretch of time between significant ac-
start a 4d pool to track its healing. When you tion, at least overnight (a week's travel). Even with
heal a type of harm from rest, treatment, or small scenes, it's one rest. Paced for drama, not
another source, roll the pool. At 0d, clear the realism. Clear all marks and heal (roll pools).
harm. Treatment requires time, tools, training,
and carries risk, and each pool can only benefit DOWNTIME. Extended breaks (a month, a season).
from treatment a single time. Marks can't ben- Fully heal and reset per-session talents. The GM
efit from treatment. They can only be cleared rolls faction pools. After, they pick and deplete
with rest, talents, or another specific source. one to move the story forward. You can roll a
montage to achieve something non-pivotal.
16 GRIMWILD
ODDS
ODDS &
& ENDS
ENDS
POTENCY. The ability to pull off jaw-dropping QUARRELS. Conflicts between PCs—arguments,
feats. When you have potency on a task, you competitions, or even violence. Quickly resolve
ignore thorns from difficulty (but not damage) impasses in the story—don't waste game time
and can attempt tasks that would normally be debating. Clearly state the stakes for winning
impossible. A potent feat is: and losing, erring on the side of dramatic (bruis-
◆ Group action: Something a team of people es, not bloodied; hurt feelings, not vex). Each player
could accomplish with an action. rolls 2d and the highest wins (5 beats 4). Invoke
Lifting a boulder, a volley of arrows, inciting mutiny. your bond to take +1d. Others can assist or join
at 2d with their own agenda. On a tie, compro-
◆ Stretching Limits: Something just beyond
mise or keep quarreling.
normal human limitations.
Leap a massive gap, endure fire, tell ridiculous lies. The winner narrates how they won. Then, the
◆ Mystical: Feats that don't fit in with the loser narrates how they handle losing. The re-
above, but have similar narrative impact. sults of the quarrel are final—it's okay for the
Befriend a wild tiger, use echoes to create a rockslide. PC that lost to be bitter, but the story moves in
the winner's direction. Both sides take spark.
Potent effect: If a roll would be +0t (including
damage) normally, you automatically succeed. PUSH YOURSELF. Expend extra effort to activate
If it's +1t or +2t, it has greater effect (critical). certain talents that require it. After using the
talent, mark a related stat (your choice). Talents
There's a gray zone between jaw-dropping and
that require you to push yourself can be acti-
too much—to get a good gut feeling for it, nor-
vated without a mark once per session.
mally +3t can be attempted, but +4t is too far.
Push yourself to the limit for very powerful
POWER POOLS. The power of some talents or effects, granted by some talents. After, mark all
items, rolled in place of a stat or as part of using stats. These don't get a free activation.
it. The same roll determines the outcome and
drops dice from the pool. You can roll fewer dice INTERRUPT. Make an action roll to try to stop
to risk losing less. 🎲 The talent or item is used. an impact move. This requires a talent. If not
4d Bulwark talent, 4d Fireball Wand, 6d Cleric domains. already involved, you now share the risk. On a
messy, the GM takes or keeps suspense.
BUFFS. Beneficial effects (fearless, invisible) that
expand vantage, ease tasks, make rolls unnec- ALWAYS. If you have the ability to always suc-
essary, or provide outside assistance. If you give ceed or receive a benefit, it holds true unless the
a buff to an ally that persists in your absence, GM makes a Counter move, a strong NPC trait
you can assist relevant rolls without risk. is in play, or other extenuating circumstances
arise. In short, "always" means 95% of the time.
SUSPENSE. Pure rising tension and cinematic tim- PERFECT. It’s the ideal situation.
ing. Gain it from making suspense moves or
MESSY. It’s okay, but there's a catch.
opting not to make a prompted impact move.
GRIM. It’s not good, and now it’s a problem.
Spend it to prompt an impact move at any time.
tough quiet precarious wild mysterious rustic What’s inside the temple?
muffled aged romantic menacing puzzling eerie
Roll: ancient + beacon
broken dwindling distant perilous bleak tense
forgotten abundant hidden withered chaotic looming Interpret: Forgotten artifact
festive lost immense serene vibrant flickering
Why is the village so quiet?
rugged splintered sacred relentless tangled twisted
Roll: tense + scheme
journey juncture rift scheme nexus team
Interpret: Plotting rebellion
tremor debris symbol scar archive chasm
sanctuary betrayal trail wasteland help mystery What caused the havoc?
peak threshold boundary beacon secret wall
Roll: flickering + rift
territory rumor standoff strife maze pact
dilemma tradition jackpot omen deception illusion Interpret: Demonic portal
A forge for inspiration, encouraging emergent, low-prep gameplay. Turn to the GM crucible, often
along with a story roll, when you want the seed of an idea to answer questions about the story.
Roll once on each table. Each roll gives two results (3, 1 = 31: precarious or 13: broken). Let your mind
drift towards the most evocative.
18 GRIMWILD
GM
GM MOVES
MOVES
STORY MOVES USE ANYTIME
◆ Foreshadow: Hint at trouble, sometimes with a timer pool. Prompts a later impact move.
The wizard narrows his eyes angrily as you enter. • You hear hoofbeats coming, a 4d timer.
◆ Question: Ask provocative questions to stir up drama or flesh out the world.
Why did you let them kill that bandit? • What do you say about the queen as you sit around the fire?
◆ Set the Scene: Use a story roll to determine how a scene starts off when it’s unclear.
All seem in festive spirits in the great hall. • All eyes coldly turn as you enter the great hall.
◆ Spotlight: Focus attention on a PC, encouraging them to act or follow-up.
You’ve been quiet for a bit—what are you up to? • The crone’s eyes lock onto yours, expecting an answer.
◆ Wrap It Up: Call for a montage roll or jump to a likely conclusion to a scene.
Let’s montage your escape from the collapsing dungeon. • Okay, you finish mopping up the goblin rabble.
◆ Bridge: Resolve a problem the PCs face or use exposition to connect some dots.
You hear from above, ‘Need some help down there?’ • It suddenly makes sense—the baron is a vampire.
◆ Buildup: Give spark to each PC, who give a brief vignette before upcoming action.
The dragon roars in its lair. Let’s do a buildup. • What does it look like as you enter the masquerade?
◆ Cutaway: Narrate an info-rich scene elsewhere, clueing the players in.
In a distant village, a strange sickness begins to spread. • Meanwhile, we see shadows climbing the walls.
◆ Entangle: Propose an interesting tangle to a PC. Take suspense only if they accept.
He looks at you with a smirk, daring you to speak up. • The prisoner knows where your mother is.
◆ Recap: Summarize the last session or events further in the past.
Okay, so last time you wrecked that keep. • Remember when you let that bandit go?
Note: If an impact move is interrupted, on a messy you take or keep suspense for later.
CHAPTER 1 • GM TOOLKIT 19
CHALLENGES
CHALLENGES
A framework to represent tasks, obstacles, enemies, and scenarios that 8d | Navigate Channel
have greater tenacity and complexity than a single action can accom-
✱ Shark-infested waters
plish. Challenges allow you to track progress towards them, but also
✱ Treacherous currents
proactively oppose the PCs. Each challenge has 2 bonus suspense to
◉ Graze Reef
be spent on moves relating to it, and a task pool to represent its te-
◉ Violent Winds
nacity or complexity. They can also have:
◉ Dense Fog
◆ Traits (✱): Qualities they have with strong narrative impact,
✘ 6d Storm Blows In
inflicting thorns, denying permissions, or changing vantage.
◆ Moves (◉): Example impact moves they might make.
8d | Trial by Ordeal
◆ Fail State (✘): A trigger that signals the challenge failed, like a
✱ Increasingly difficult
competing timer pool or a specific event. It prompts Lock It In.
✱ Benevolent chieftain
Interpret these short, evocative phrases as fit the situation. Keep your ✘ Roll a grim
own created challenges similarly brief and flexible. Some uses:
◆ Create a dangerous enemy or exceptionally tough task. 6d | Escaping Thief
Navigate a mountain pass. Fight the rogue wizard. Make the mayor pay up.
◉ Blend into Crowd
◆ Zoom in on pivotal moments. ◉ Narrow Alleys
Disable a complex trap. Complete the ritual. Court the prince. ◉ Street Musicians
◆ Zoom out to collapse related tasks into one objective.
Evade castle guards. Track down the criminals. Organize a mutiny. 6d | Stop the Ritual
◆ Turn a broad concept into an actionable objective. ✘ 4d Ritual Completed
Restore the desecrated temple. Secure enough alliances. Atone for your sins.
Linked challenges can represent greater, more complex interactions, like epicly powerful enemies
or unbelievably tense social situations. Each part of the whole has its own proactive presence in
the scene. Give them traits that prompt impact moves, triggered by the fiction (protect the body) for
dynamic interactions. The example below, 6 linked challenges, is a quite extreme example.
The Great Red Dragon descends, lured into the PCs' trap by the goats as bait. They ready the barbed
ballista, knowing they must prevent the beast from escaping into the sky. The dragon's kobold
minions scurry down from its back, swarming the clearing. The battle commences.
20 GRIMWILD
COMBAT
COMBAT KIT
KIT
GM tools to create dynamic antagonists and combat scenarios quickly. Tier is an opponent's threat
level. Role is a keyword used to guide its behavior in battle to vary its tactics. Battlegrounds make
the environment a proactive or obstacle-ridden part of the scene. Mix these for dynamic combats.
TIERS ROLES
MOOK BLASTER
◆ Mostly just set dressing.
BRUTE
◆ One action roll can take out several.
MARKSMAN
◆ Large groups can be a task pool.
OVERSEER
TOUGH
MARAUDER
◆ A typical, dangerous enemy.
◆ One action roll can take out one of them. PREDATOR
◆ Small groups can be a task pool. PROTECTOR
ELITE SKIRMISHER
◆ Strong scene presence. SWARMER
◆ A 4d/6d challenge. TACTICIAN
◆ Often leads a group of lesser enemies.
TRICKSTER
BOSS
◆ Commands the scene.
◆ A 6d/8d challenge or linked challenge.
◆ Extremely powerful.
CHAPTER 1 • GM TOOLKIT 21
THINKING
THINKING OFFSCREEN
OFFSCREEN
VIGILANCE. PCs are assumed to always be vig- HINT
ilant against hidden elements around them,
Give a clue that there's a hidden element in the
things like traps, ambushes, and secret doors.
scene. The players with the clue guess by mak-
This assumption of competence avoids over- ing a single quick reaction to the hint as their
cautiousness from players which can waste game PCs (look down the hall, stop and hide). Be clear—"You
time as they look for things that don't exist, or get one reaction." If it leads toward the hidden
miss something because they didn't look. Extra element, it's revealed (no rolls). If not, the op-
action to notice danger isn't necessary—they're portunity is lost or the danger strikes. That fun-
already doing their best. ny feeling of being watched. A blood trail down a hallway.
OFF-SCREEN PACING
FACTIONS. Track off-screen developments of CAMPAIGN POOLS. Timers that pace long-term
major forces, creating a feeling of a living world events across sessions (lunar eclipse, wyvern migra-
beyond the PCs. They have: tion). They work like faction pools but don’t
◆ Resources that show their power and influ- require faction details. Use them to signal up-
ence, like assets, traits, and relationships. coming events or remind you to reintroduce
plotlines (betrayed NPC seeking revenge).
◆ Goals that show their ambitions. Track them
with timer pools, rolled between sessions or
Village of Ellit Twisted Forest
when triggered by events in the story.
Wise elders Growing eldritch roots
When a faction pool depletes, the goal is either Fine archers Ancient spirits
accomplished or they make their move against 4d Ask Baron for Help 4d Grow Forth
another faction, with a story roll in their favor 8d Build a wall 6d Lure in Outsiders
determining how it plays out.
Keep 4-6 active factions, balancing major and Gorge Goblins Campaign Pools
minor ones, with competing goals. Replace fac- Unlimited numbers 4d War Refugees Arrive
tions that are no longer relevant to the story. 4d Raid the Village 6d Baron Dies
22 GRIMWILD
GM
GM WITH
WITH MOXIE
MOXIE
MAP FICTION TO RULES. Encourage players to USE THE MOVES, OR DON'T. The GM moves
focus on the fiction and let you handle the rules. can be explicit rules, merely guidelines, or some-
The more narratively important something is, where in between. Some GMs will call them out
the more mechanical weight you should give it. by name, while others never bring them up at
all. Either way, as long as your GMing aligns
In a game of courtly intrigue, slaying a dragon might be a
with their intent, you're doing it right.
montage roll for a knight while an important dinner par-
ty is a complex linked challenge full of dire stakes. MAKE MOVES WITH IMPACT. Don't pull your
Get creative applying the rules, mixing them up punches—impact moves are called that for a
in ways not explicitly laid out. Don't be afraid reason. They shove the story forward. Players
to tinker. Moxie is modular and you're not going have a lot of tools at their disposal, so give the
to break it. Graft on rules from other systems world teeth. It makes victory even sweeter.
you like, or hack Moxie and make it your own. A single impact move is flexible. You can split
If the rules clash with what makes sense in the it up into a few lesser effects (inflict a mark as you
fiction, the fiction wins. Engage with the rules break their sword), hit multiple PCs at once, or have
quickly, resolve them, and return to the story. a PC's action affect a totally different PC, though
they do get a defense roll in that case.
"What does that look like?" or "Give us a quick scene."
When an impact move doesn't naturally flow
MAKE RULINGS. The rules are a flexible frame- from what's happening on-screen (common with
work and designed not to cover every detail. messy rolls), think off-screen instead and com-
When things fall through the cracks, try to in- plicate their lives elsewhere or take suspense
terpret the rules' intent and make a ruling that and hit later with better dramatic timing.
fits the moment. If it's a judgment call, tell the
players. If you're unsure of a rule, make a quick PROMPT NARRATION. After a roll, make sure
call now and check later. When in doubt, ev- the players narrate how things play out—even,
erything can collapse down to a single story or especially, on a grim. Describing failure is a
roll—ask the players what they want to happen, great way to express their character. Collaborate,
then roll to see if that's how it goes down. but keep them narrating their actions.
Encourage them to play off of each other as well,
PACE CINEMATICALLY. Keep the game flowing
especially with assists and montages. Ask for
like a well-paced movie. Don't let scenes drag,
reaction shots as other PCs' scenes play out to
Wrap It Up to move on to something more in-
gauge how they feel about it, or how their bond
teresting. If players don't seem keen on an up-
affects their reaction.
coming situation, suggest a montage. Skip long
planning phases by cutting to the action with a Most importantly, after the rules come into play,
Set the Scene move. Reward players buying get right back to narration.Make sure that the
into these techniques by giving them good odds. flow remains Fiction→Rules→Fiction.
FOLLOW THEIR LEAD. Keep tabs on story arcs BE CURIOUS. Ask provocative questions about
and present drama, dilemmas, and opportunities the PCs and their motivations to give players a
related to them. Follow where the characters chance to expand on their characters.
want to go. Present interesting situations relat- ◆ Why in the world would you do that?
ed to it. When players hesitate or hit an impasse,
◆ Okay, so who'd you steal that sword from?
spur them into action with danger timers, quar-
rels, Entangles, or Bridge and move on.
◆ So are you pissed off or cool with it?
CHAPTER 1 • GM TOOLKIT 23
SPELLCASTING
Spellcasting is the ability to harness magic, acquired through abilities or magic items. While
each style has its quirks, they all follow the same laws of magic. Spells are cast using touch-
stones—key terms like spell names, godly domains, or item descriptions. You interpret
these on-the-fly, defining the permissions and limitations of your magic when you cast.
Each source clearly defines its touchstones, casting methods, and any required costs.
Magic falls into three magnitudes: cantrips, spells, and rituals. Cantrips are set dressing,
minor effects that don't require rolls. Spells mimic what can be achieved through actions,
or equivalent narrative impact. Rituals (pg. XX) are effects that can't be achieved within a
single scene, usually quite powerful in scope.
SPELLS
Spells are the baseline magnitude of magic. A spell can achieve effects equal to an action
roll, results achievable by one person with the right training and tools.
▸ Just like sticking an arrow in a bugbear, a spell can blast it with flames or enchant their ally to
backstab them. (Result: The bugbear is dead.)
▸ Just like picking a lock or smashing it apart, a spell can melt through it with acid or let you
phase through the door. (Result: You get past the lock.)
▸ Just like outplaying someone at a game, a spell can read your opponent's mind or commune
with your ancestors for help. (Result: You win the match.)
Potent spells can accomplish more than a normal spell—they give broader vantage and
potency. A potent spell can achieve effects equal to an entire group working together. You
can attempt jaw-dropping effects (+3t difficulty).
▸ Normally, fighting this group of goblins would be extremely difficult (+2t), but a potent spell
Fireball is like a whole group fighting them (+2t→+0t, plus potent effect!).
▸ Normally, someone wouldn't be able to bust down this thick stone wall, but a potent spell
Thunderous Boom can do it (+3t→+0t).
▸ Normally, your nemesis would never help you (+3t), but a potent spell Ensorcellment can get
them helping out (+3t→+0t).
Narrative impact is used to judge spell results without mundane equivalents. Each spell
should have a narrative impact similar to an action roll—significant, but not dominating
the scene. Spells should feel fair. Potent spells, equivalent in impact to a group effort, often
dominate the scene. Potent spells should feel powerful. The GM uses the guideline and
examples on these pages to set the line between spells and potent spells, as well as the
upper limit—beyond extraordinary magic (+4t), only accomplishable with rituals. This is
a judgment call set through play, so transparency and consistency are key.
▸ Conjure a minor illusion that makes someone believe they see another person. A complex illu-
sion that captivates a crowd would be a potent spell.
▸ You transform a cat into a dog temporarily. The GM decides it's a spell. It's a tough call, but it's
not powerful enough to be a potent spell—but a cat into a tiger would be.
24 GRIMWILD
GAMEPLAY
TOUCHSTONES
All magic effects must logically align with its touchstones, making sense and feeling nat-
ural. If it feels like a reach, it’s beyond the touchstone’s bounds.
▸ Flamingcan burn or illuminate, but can’t catch a falling friend.
▸ Dazzlingcan blind or distract, but can’t mend a broken object.
▸ Warding can create barriers or shield from fire, but can’t cool down a hot room.
You decide to cast your Flaming Claw spell at the goblins. You want a huge claw to shoot from
your hand, grab one, light it on fire, and throw it into the rest. This fits within the touchstones,
so next you look at intent. Hurting several goblins at once with one action, like shooting a bow,
is only possible if these are mooks (pg. XX). Unfortunately, they're toughs, so you can either scale
it back to a single goblin, or cast a potent spell to get potency!
The GM can veto spells that don't fit your touchstones. They might also inflict a thorn
or some secondary effect it's pushed far, but not completely implausible.
▸A Slime Wall spell can slow enemies, but has trouble completely blocking them (+1t).
▸A Dominion domain spell can command someone to help, but can’t cause wounds.
▸ A Wand of Invisibility can make objects disappear, but can’t make sounds vanish.
You want to cast your flaming claw again, this time to grab a treasure chest and haul it across
the chasm. You discuss it with the GM and decide that the claw can have a physical form, but
it's on fire. It'll scorch anything it touches. The chest will be 4d On Fire. This is just a spell, since
you could get across the chasm with an action.
Below are some example touchstones that show how the magical effects increase with
potency and across different magnitudes.
Vermin Tongue Speak with vermin Command a swarm Swarm a whole city
Jovial Wings Levitate up a wall Fly high in the sky Grow real wings
Warding domain Shield yourself Shield all allies Build a town wall
Limitations: When you take a magic ability, have a discussion with the GM about what
your magic can and cannot do. Clearly defining its limitations makes the magic more fun
to play with. If a PC's magic feels too broad during the campaign, consider discussing new
limitations to keep it balanced and engaging.
CHAPTER 1 • SPELLCASTING 25
SPELLCASTING RULINGS
Magic is a freeform system, built on flexibility and creative rulings from the GM, with the
understanding that its freedom is meant to preserve the feeling of magic. While this system
can be exploited in unfun ways aimed at "winning," it relies on you buying into your mag-
ic touchstones and the magnitudes of magic. Don't be a weasel—play in good faith and have
fun with the freedom magic gives you.
With that in mind, some common rulings for various situations involving magic have been
collected below for consistency.
◆ Magic Trappings: Discuss with the GM how your casting appears, its visual style, move-
ments you make, and tools you use. All magic is clear and evident—trying to hide it is
extremely difficult at best, but usually impossible. Losing implements or being hindered
can deny permission to cast or inflict thorns.
◆ Cantrip Utility: Cantrips can replace gear when using relevant touchstones. Use the stat
you'd normally roll for the action, like Brawn or Agility to swing a conjured sword. This
lets you use magic as set dressing and gives reasonably expanded vantage.
◆ Magic on Defense Rolls: The GM chooses the stat for defense rolls, and can choose to
let you use spellcasting. This counts as set dressing and doesn't cost a resource, like dice
dropped from a pool. If the GM calls for another stat, but you have a clear spell-based
counter, you can ask them if you have time to cast a spell instead. This is a spell as usual
and it's the GM's choice if you have time.
◆ Assisting with Magic: If you use magic to assist on a roll, it's set dressing and has no cost.
Keep the narration reasonable (the weaker end of a spell). Remember you're assisting. If
you're making the action roll on a group level, cast as usual.
◆ Detecting Magic: If you have a relevant touchstone, you can recognize it easily. Without
a touchstone, it is far more difficult, but training in magic counts as a factor as well.
Without training, the magic must be very obvious to be noticed.
◆ Dispel Magic: Anyone aware that something is magic can try to dispel it. This does not
require training—you can cast a spell with relevant touchstones that counters it, cause
enough disturbance to it (smashing the arcane shield with a battleaxe, shaking someone until they're
no longer charmed), or outsmarting the magic's logic in some way (throwing water on a fire spell).
Creativity should be rewarded here.
◆ Healing: Spells can clear marked, heal minor conditions, or calm a vexed response (but
not clear vexed). Potent spells can roll a healing pool, clear vexed, or mend broken bones
(but not a severed arm). Rituals are needed for things like regrowing limbs, curing blindness,
or removing deep trauma.
◆ Resurrection: Bringing back the dead is a costly, extremely risky ritual rarely worth the
price you'll surely have to pay. Tread carefully.
26 GRIMWILD
GAMEPLAY
RITUALS
Rituals can accomplish magical effects far beyond what can
REQUIREMENTS
be done with even potent spells, equal to the labor of an entire
team of people over an extended period, effects that can have Ancient Knowledge
significant impact on the world or push the very limits of
Artifact or Relic
implausibility. Casting a ritual consists of 3 parts:
Auspicious Timing
◆ Have a source of magic with relevant touchstones.
◆ Fulfill the ritual’s requirements. Chosen Assistance
◆ Complete a challenge to finalize casting the ritual. Circle of Casters
The source of magic can be a spellcasting ability, or a scroll, Divine Guidance
potion, or magic item. It might also be something creative like
Enchanted Location
a monster. Even a PC without magic ability can initiate a rit-
ual as long as they have a source of magic. Exotic Ingredients
The requirements for a ritual are set by the GM and the players Harness Energy
together. They should feel connected to the ritual's touchstones
Item of Great Import
and intent, and match the intended impact of the ritual. Two
or three requirements, such as those on the right, are best. Sacred Dance
The challenge is the act of casting the ritual, made more diffi- Sacrificial Offering
cult or impossible if any requirements are missing. Below are Sanctified Ground
some example rituals and their requirements.
▸ Binding Ritual:
A circle of nine. A circle of perfectly round stones. A sacrificial imp.
▸ Summoning Ritual: Phoenix feathers. A moonlit glade. The hour of the eclipse.
▸ Regeneration Ritual: Sacred water. The tears of a unicorn. A high priest's blessing.
An enormous fire is raging across the countryside and your party seeks to stop it with a Ritu-
al of Torrential Rains. You realize the risks in getting the ritual wrong, but you have no
choice. First, you have to convince both a water elemental and an air elemental (specific
individuals) to help, then lead them high atop a mountain overlooking the land (specific lo-
cation). You gather everything and begin the challenge, but at the mountaintop the elementals
begin to fight, complicating the ritual (+1t). Just then, the gnoll shaman's tribe who've been
starting the fires also arrive to stop you.
CHAPTER 1 • SPELLCASTING 27
TREASURE
Treasure is the currency of an adventurer, useful in trade with the powerful entities in the
world to further your own aims. Your skills put you beyond worrying about the expenses
of daily life and adventuring gear.
You deal in treasures—minor, major, and mythic, anything from a stash of gold to a rare
artifact or magical item. While the treasure's label gives some indication of its value and
the table below shows what you might get for them in trade, a treasure is only truly as
valuable as what someone will give you for it.
Treasures are shared by the group, unless the group chooses otherwise. With each adven-
ture, it's assumed that you're gaining some coin to spend on your own. Treasures are the
things beyond that, valuable resources the group can leverage.
Hauling treasure isn't a problem unless the GM specifically makes it one and you can assume
that when a PC needs one of your treasures, they have it on them if it makes sense or unless
the GM Complicates Things (pg. XX).
Finding Treasure: When you gain treasure, the GM might specify exactly what it is or
they might handwave it and just give its value. If you want specifics on it later or it comes
up in the story, you can figure out what it is then. It's their job to match up the treasure
with the nature of the adventure and your campaign. When unsure about what exactly you
found, they can turn to a story roll or crucible to figure it out.
Carousing: Any time you're in a settlement, you can sell off a minor treasure and the whole
group can carouse, spending their leisure time as they like. Make a montage roll and nar-
rate—or suffer—the results. Everyone takes spark, regardless of the roll.
28 GRIMWILD
GAMEPLAY
MAGIC ITEMS
Magic items are rare artifacts of power, power bound to them through ritual or other eso-
teric forces. Magic items most often give you vantage, the ability to do something you
normally can't. At other times, they may make you substantially better at a specific task,
usually for a cost. Sometimes they just do odd, specific effects the creator wanted it to. As
with all elements of the story, it's the GM's job to map fiction to rules.
Magic items have the same tiers as treasure: minor, major, and mythic.
A magic item's name and definition serve as its touchstones. Its tier determines the
magnitude of the magic bound to it. While not a strict limitation, as magic items are much
more freeform than the laws of magic the PCs are bound to, minor magic items tend to have
cantrip-level effects, major magic items have spell-level effects, and mythic magic items
have potent spell or ritual-level effects.
If a magic item feels too powerful, it can be balanced by:
◆ Activation: It requires spending spark, pushing yourself (pg. XX), or another specific
resource in its description to activate.
◆ Limited Usage: It has a resource or power pool, usually 4d. At 0d, it must be recharged
by meeting a requirement related to its nature, similar to a ritual.
Magic items and their effects are for the GM to make up, crafting them specifically for your
campaign. You can use the GM Crucible as inspiration or turn to Chapter 6: Extras to find
a small set of pre-made items and a Magic Item Crucible (WIP).
CHAPTER 1 • TREASURE 29
COMBAT
When a fight breaks out, the action flows naturally, following the spotlight. There are no
specific rules that differentiate combat from any other scene.
There's no turn order. The GM describes the dangerous situation and asks how the PCs
respond, or the PCs take action on their own. The spotlight is often on the PCs, and the
world's actions flow from what they do. You make enemies more proactive by Foreshad-
owing events and following up after, or spending suspense to make impact moves. This
results in a cinematic ebb and flow to combat.
Battles occur in the theater of the mind, using the group's shared imagination to keep track
of each participant's fictional positioning to map fiction to rules. However, using battlemaps
or sketching maps with minis or markers to track locations during a fight works well, too.
This helps organize the chaotic situation, makes sure everyone gets time to shine, and keeps
the imaginations aligned. Don't get caught up in detailed tracking—update the map with
big changes.
COMBAT RULINGS
You map the fiction to the rules just like any scene, making rulings to fill in gaps. However,
in combat you'll often see the same scenarios come up, so for the sake of consistency, some
common rulings are covered below:
◆ Movement: Moving typically happen as part of another action—the intent is rarely just
to get somewhere, but to get somewhere so they can do something. If there’s an interesting
obstacle in the way, movement requires an action roll.
◆ Weapons: Compare the types of weapons facing off and use common sense to decide
any thorns. Most weapons stand on equal footing with each other, the roll only changing
when there is a clear imbalance.
◆ Melee combat: Most melee attacks roll Brawn while attacks with light and fast weapons
roll Agility. Dirty tricks are Wits, but aren't likely to work twice.
◆ Ranged combat: Precision attacks roll Agility, while thrown weapons use Brawn or Agility,
depending on weight and distance. Charging straight at an enemy with ranged weapons
is reckless, adding at least +1t or requiring a separate move to close the gap.
◆ Concentration: Both spellcasting and ranged attacks with precision weapons require
some level of concentration and it's hard to focus with danger nearby. Inflict +1t on these
rolls when they're in immediate danger.
◆ Defense Rolls: The GM chooses the stat tested. Melee attacks are dodged with Agility,
blocked with armor or shields with Brawn, or spotted coming with Wits. Presence is
tested to keep your morale from breaking.
◆ Armor: Armor and shields are represented by talents like Bulwark (pg. XX). Otherwise,
it is largely set dressing and expanded permission to narrate defenses in fun ways.
◆ Vulnerabilities: Exploiting a specific vulnerability might reduce thorns on a roll, drop 1
before rolling a pool, or even avoid the need for a roll altogether. Sometimes, you need
a vulnerability to even attack.
◆ Enemy Magic: The magic of the world does not follow the same rules as PC magic. It’s
expressed through GM moves and is only limited by the fiction.
30 GRIMWILD
GAMEPLAY
EXAMPLES OF PLAY
Below and over the next few pages are various examples of play pulled from a previous
iteration of this book. This section will be revised later, but these still stand as good exam-
ples to show how the mechanics work together. They are presented here in the order they
appeared previously, so should build naturally on the knowledge from the previous exam-
ples.
Set Dressing
▸ You say, "I head into the tavern's kitchen and pull out a knife from one of the drawers." You can
just assume a kitchen is going to have some knives in it.
▸ You say, "I see one of the miners at the counter and wander over. We chat a bit, I buy him a drink,
then I'm gonna try asking him what he knows about the incident." You can just assume that an
NPC will be somewhere if it's likely, and they'll chat with you.
▸ You say, "I think the wall here is old and crumbling. I'm gonna knock it over to get the goblins'
attention." If you're walking through some ruins, you can just assume there's walls like that and
they can be knocked over.
Story Details
▸ Your criminal background lets you know a poison dealer in town who owes you a favor.
▸ Your Explore the World story arc lets you hear a rumor of a nearby crystal-filled cavern.
▸ Your tracking signs wise lets you declare that the Great Stag is in this forest.
Brawn Usages
▸ Action: Smash some heads together. Bust down a door. Scare away kobolds.
▸ Defense: Use your shield to block. Shoulder a charging beast. Defy a dragon’s roar.
Agility Usages
▸ Action: Stick an arrow in a bandit. Leap across a chasm. Sneak into a camp.
▸ Defense: Roll away from a trap. Dodge some arrows. Outrun a dire wolf.
Wits Usages
▸ Action:Lie your way past the guards. Disable a clever trap. Piece together clues.
▸ Defense: Fire off a witty comeback. See through a disguise. Notice a sneaky goblin.
Presence Usages
▸ Action: Grab a room’s attention. Rally the downtrodden. Haggle for better prices.
▸ Defense: Stave off terror. Pick up on the merchant’s lies. Withstand mockery.
32 GRIMWILD
GAMEPLAY
Group Montages
As the session winds to a close, the GM calls for a montage roll to escape the collapsing dungeon.
You're bloodied, so you have a thorn and roll 1 1 - 7, disaster. The wizard in your group rolls 2
2, grim. The fighter rolls a 4 2, messy! The best outcome is a messy, the overall outcome is a
messy. You manage to get out, but the impact move leaves you each with Agility marked. You
collaborate on the narration.
The wizard describes getting everyone lost in the tunnels. You narrate collapsing from your
wounds, telling the group to leave you behind. The fighter refuses, hoists you over their shoul-
der, and heads in a single direction—and somehow finds their way to the surface! Since your
Agility was marked while bloodied, you're dropped but only knocked out of the scene. Outside,
the rogue stands waiting and cheekily asks what took you so long. They were elsewhere and
got a perfect on their montage.
34 GRIMWILD
GAMEPLAY
Examples of Potency
▸ Normally, shouldering through the palisade's gate would be impossible (+3t), but your Powerhouse
ability lets you perform an extraordinary feat of raw strength (+3t→+0t).
▸ Normally, convincing the duchess you're a dragon's child is impossible (+3t), but your Ring of Lies
can make an outlandish claim seem reasonable once a month (+3t→+0t).
▸ Normally, impressing the bugbears would be extremely difficult (+2t), but you sing an
Epic Chant of Rage (+2t→+0t). For the potent effect, they choose you as their warsinger.
Vex Examples
▸ Fight: You charge straight at the owlbear. You smash the table in frustration. You say harsh words
you can never take back.
▸ Flight: You run away blindly into the forest. You shock everyone by leaving the meeting abrupt-
ly. You dive right out a window.
▸ Freeze: You break down sobbing. You drop everything you have in your hands. You absolutely
refuse to listen to reason.
▸ Freakout: You lash out at a friend without warning. You toss the artifact into the river. You
scream uncontrollably, shocking the other patrons.
Vigilance: Hint
▸ There’s a trail of blood starting halfway up the hallway in front of you.
▸ You all get a funny feeling that you’re being watched.
▸ The goblin ran into this room, but the room’s empty and there’s only one clear exit.
Vigilance: Reveal
▸ You step on the trap and hear a click, then see the poisonous gas nozzle pointed at you.
▸ You see the tip of an arrow sticking out of the balcony seat curtains.
▸ The dust in front of the bookshelf here has clearly been swept aside by a door.
Vigilance: Strike
▸A trapdoor beneath you opens, dropping you into a pit. (You were looking ahead.)
▸ The servant slips the poison into your glass. (You didn't see them carrying it.)
▸ The venomous snake slides under your covers. (This room is too easy to infiltrate.)
36 GRIMWILD
GAMEPLAY
38 GRIMWILD
GAMEPLAY
ADVENTURERS
STARTING A CAMPAIGN
Start each campaign with a session zero, a campaign brainstorming and character creation
session where you get everyone on the same page about themes, setting, and the kind of
game you want to play. Remember, think about it like a TV series!
Choose a Theme & Setting: The GM leads the discussion on what campaign themes
1 and settings sound fun. Choose a setting or build one together.
Form the Party: The players form their adventuring party, following the prompts
2 below. The party is made before the characters to ensure they fit well.
Set Group Arcs: The players choose two group arcs, goals or themes they're interest-
3 ed in playing out as a group. You'll figure out what these mean in play.
Make Characters: Follow the character creation flow and make PCs together. Pri-
4 oritize fitting in with the theme, setting, party, and group arcs. (pg. XX)
ADVENTURING PARTY
Your group of adventurers already know each other and have adventured together, at least
for some time. Answer the prompts below together to get a sense of your party's identity
so you can build characters that fit well within that type of party.
Identity: Choose 2 that you see your party as and 1 that you definitely aren't.
Avengers Explorers Mystics Scoundrels
Conquerors Heroes Outsiders Vassals
Disciples Mercenaries Renegades Wardens
To help whittle down choices, each player and the GM can individually write down one
identity they want to play as and one they won't play as, then reveal them.
MONK
BARD BERSERKER CLERIC
42 GRIMWILD
CHARACTERS
CHARACTER CREATION
Follow the steps below to create your character. This order is often the simplest, but you
should begin where your imagination takes you. Character sheets for each path and a blank
sheet are available at DrivethruRPG or odditypress.com and you can check the website for
digital character sheets and other online play tools.
Backgrounds: Choose two backgrounds, each with three wises, that detail your her-
1 itage or professions, covering your tools of the trade and story details. (pg. XX)
Traits: Choose 2 you very much are and 1 you definitely aren't: brave, caring, confident,
2 curious, gentle, honest, honorable, persistent, protective, quiet, rash, stubborn.
Desires: Choose 2 you truly desire and 1 you definitely don't: belonging, glory, har-
3 mony, honor, justice, knowledge, love, power, renown, thrills, wealth, wisdom.
Features: Write down three distinctive features, words or short phrases that others
4 soon notice about you, like strong hands, kind eyes, or a gravelly voice.
Path: Choose a path, gain its core talent, and pick either another talent from your
5 path's list or a non-core talent from another path. (pg. XX ~ XX)
Stats: Begin with 1 in each stat, then assign 4 more points amongst them as you like,
6 to a max of 3 in any single stat. (pg. XX)
Arcs: Choose one or two character arcs to explore. Don't get too detailed—these will
7 get fleshed out during play and can be changed anytime. (pg. XX)
Bonds: Describe your characters in detail. As you listen, mark two bonds you have
8 towards each PC, either strong feelings or the opposite. (pg. XX)
Review: Revisit the campaign theme, setting, party identity, and group arcs you set.
9 Make sure everything matches up well and make any adjustments.
Montage: Finish off with a montage of the last adventure you went on together.
10 The GM gives a basic overview of the scenario, then you roll a group montage (2d
each) to see how the whole adventure went. (pg. XX)
Collaborate to narrate your outcomes, working in bonds and other details. (pg. XX)
Backgrounds can evolve as the story unfolds. Start with a simple name and leave room for
growth as your backstory is revealed. Don't corner your character growth before starting.
You might start as a Mariner, refine it to Pirate, then expand on it to Blackthorn Reaver or
First Mate under Captain Stormclaw as it comes up in the story. Or just keep it simple and
don't evolve it—sometimes less is more.
HERITAGE
Heritage reflects your culture, ancestry, and homeland. Use the Heritage Crucible on the
next page for inspiration: roll three words, pick two, and combine them. You can interpret
these words literally or figuratively, or use them as they are.
Once you set your heritage, give it three wises. The backgrounds (next page) can serve as
inspiration. These wises reflect traits commonly shared by most people from your heritage.
This continues throughout the game as you figure out more about your people through
play. In short, you know what the Orcs of the Verdant Boglands are like because you are one!
Heritage Ability: Some heritages have innate capabilities beyond their wises. You can
link the second ability at character creation to your heritage, or work with the GM to create
one. This makes it a common trait amongst your people.
▸ The Turtlefolk have a thick shell, represented with the Bulwark ability.
▸ The Birdfolk can fly, so you create an ability to represent it.
▸ The Halflings of the Great Caverns can see in total darkness, so you create an ability.
If something isn't strong enough to warrant an ability, work with the GM to add it in as set
dressing—a bit of flavor, but can't be relied upon to impact scenes.
44 GRIMWILD
CHARACTERS
Clergy allegories • eye for sin • faiths of the world cultist, priest
Crafter eye for quality • trade contacts • wear and tear artisan, smith
Drifter chance meetings • faraway tales • lay of the land explorer, vagabond
Entertainer legends and tales • reading crowds • stage presence storyteller, minstrel
Healer comfort foods • eye for ailments • herbal properties chirurgeon, herbalist
Scoundrel escape routes • eye for weakness • shady connections brigand, thief
Trader cultural tastes • eye for desires • rare goods merchant, peddler
HERITAGE CRUCIBLE Roll 1 of each, choose 2 (or 3!), interpret the results.
BARD
ALSO: Minstrel, Orator, Warlord
You spin tales and songs that stir emotions, inspire bravery, and turn simple
deeds into legends.
Core Growth: Every 3 levels, gain +1 bardsong and +1 melody per session.
SONG COMPOSITION
STYLE TUNE IMPACT STYLE
chaotic anthem affection How you feel when you're
dire aria awe singing the song.
fiery ballad calm
gentle chant despair TUNE
haunting ditty fear A familiar form that anyone
playful hymn fury can recognize.
nostalgic ode hope
rousing requiem joy IMPACT
vicious rhapsody mockery How you want the song to
whimsical serenade wonder make them feel.
Below are some example compositions and how potent feats of emotional influence can
be brought into play:
▸ Haunting Requiem of Fear: The villagers abandon their homes, terrified of shadows that aren't there.
▸ Playful Ballad of Joy: A tense negotiation dissolves into laughter, everyone suddenly sharing joyful stories.
▸ Whimsical Serenade of Wonder: The towering golem halts, transfixed by the sudden beauty of a flower.
▸ Dire Chant of Despair: The dragon, mid-flight, veers away in terror, retreating to its lair in panic.
▸ Fiery Anthem of Fury: A normally docile treant uproots itself, thrashing wildly, lashing out at all nearby.
▸ Nostalgic Ode of Hope: War-weary soldiers rally, tears flowing, as they march against impossible odds.
▸ Chaotic Hymn of Mockery: The proud king stumbles, embarrassed, as the crowd laughs uncontrollably.
▸ Rousing Rhapsody of Affection: The rampaging dire wolf stops and nuzzles someone nearby, tail wagging.
▸ Gentle Anthem of Calm: The hydra lowers its heads, each one slowly settling into peaceful slumber.
▸ Vicious Ditty of Fury: A tavern erupts in wanton destruction, patrons consumed by primal rage.
48 GRIMWILD
CHARACTERS
BARD TALENTS
Bardic Lore
You gain any 3 wises and 1 extra story per session. You take +1d on any story rolls pertain-
ing to what you know or story details you add.
Dynamic Entrance
You can always appear in a scene anywhere and anytime, limited only by your physical
capabilities. Make a 3d story roll to Set the Scene for your entrance.
Forked Tongue
When given time, you can tell potent lies like telling the king you're their bastard or a prophe-
cy foretelling the fall of the capital. You can push yourself to do it on the spot.
Friendly Face
In any new town or district of a city you go to, you can always: know someone useful—quick-
ly make a friend—be recognized by a fan. They'll gladly do you a reasonable favor. Take spark
if you promise to pay them back.
Influence
Twice per session, you can invoke an ally's bond with you to increase their die roll result
by 1 (3→4). You don't have to be in the same scene—they might recall a memory.
Wordplay
On a perfect defense roll when the situation allows for verbal quips, you make them: em-
barrass themself—let a secret slip—focus on or lose track of you. Once per session, you can goad
the GM into spending suspense on conversation.
CHAPTER 2 • BARD 49
PATH OF THE
BERSERKER
ALSO: Juggernaut, Reaver, Warbringer
You don’t just fight—you crush anything and everything in your path until
nothing stands before you.
Core Growth: Every 3 levels, gain 1 free activation of this per session.
50 GRIMWILD
CHARACTERS
BERSERKER TALENTS
Fearsome
Your presence instills fear in others. The GM judges an NPC's response, or you can spend
story to set it: hostile—nervous—respectful—scared. You can push yourself to pull off a potent
feat of intimidation, like staring down a dragon or demanding to see the king.
Flesh Wounds
When you take physical damage, only a disaster can drop you. You can get bloodied mul-
tiple times, taking +1t for each and increasing your heal pool by 4d. If you can ignore thorns
from bloodied, you only ignore the first (Frenzy, Conviction).
Joyful Warrior
On a critical or when bloodied in battle, you take spark and can: heal an ally's rattled pool—
bring a dropped (not dead) ally back into the scene.
Mighty
When given time, you can pull off potent feats of raw strength, like uprooting a tree or break-
ing through a castle gate. You can push yourself to do it on the spot.
Overkill
On a critical when bringing violence, threats, or destruction to bear, you can: roll a task pool
twice—deal an extra secondary effect.
Warsongs
Each session, you can sing 2 bardsongs (pg. XX). Write down the composition of the only
3 songs you know.
CHAPTER 2 • BERSERKER 51
PATH OF THE
CLERIC
ALSO: Priest, Zealot, Chosen One
You serve as a conduit for the divine, channeling holy power to safeguard
the faithful and do your god's bidding.
Core Growth: Every 2 levels, increase one domain pool by 1d (max 8d).
BLESSING • Enhance with buffs, provide utility, and bring good fortune.
Tenets: Pick up the weak and vulnerable. Create happiness when none exists.
Magic: Bless a battlehammer. Walk on water. Fill the forlorn duke's heart with hope.
HEALING • Heal wounds, cure diseases, and wash away mental anguish.
Tenets: Bring healing to those truly in need. Comfort the distressed.
Magic: Heal a broken bone. Relieve someone of stress. Stop the bleeding.
RADIANCE • Dispel darkness with light and purge evil with holy fire.
Tenets: Burn out corruption at its source. Point out the error in someone's ways.
Magic: Cauterize a wound. Destroy a skeleton. Reveal an invisible enemy.
52 GRIMWILD
CHARACTERS
CLERIC TALENTS
Blessed
Once per session, you can re-roll a roll you just made as your god attempts to intervene.
The re-roll is made without any thorns on it. On a perfect, take spark.
Devout
Intelligent creatures recognize you as a person of deep honesty and only your most hated
enemies would treat you with a lack of respect or doubt your word. This aura is upheld by
your unwavering commitment—you must push yourself to act against it (no free activation).
Healer
When you heal someone, through treatment or magic, they drop 1d before rolling the pool.
If it depletes from your care, take spark.
Iron Will
Each session, you have a 3d Iron Will pool. When you get rattled or take vex, roll the pool.
If dice remain, ignore the damage. If the situation allows for it, you can also lash out at the
cause or a bystander and: instill dread in their heart—sow doubt in their mind.
Rings False
You always know when someone is lying, though not necessarily the truth. You take +1d
on a follow-up if you reveal you know they're lying.
Sermons
You can push yourself to pull off a potent feat of persuasion in the name of your beliefs, like
commanding a crowd to bring the duke for judgment or showing the goblins the glory of your god.
One time only, you can push yourself to the limit to make this a ritual-level effect.
Shepherd
When an ally that can see you takes vex or gets rattled on a roll you weren't a part of, either
of you can invoke your bond. You make a defense roll against it, sharing the risk. On a per-
fect, you both take spark.
CHAPTER 2 • CLERIC 53
PATH OF THE
DRUID
ALSO: Shapeshifter, Grovekeeper, Wildling
You embrace and embody the untamed power of the natural world, trans-
forming into beasts and channeling the spirit of the wild.
Core Growth: Every 2 levels, increase your Wild Shape pool by 1d.
54 GRIMWILD
CHARACTERS
DRUID TALENTS
Herbalism
During each precap, use the Herbalism Crucible (below) to make two herb names (snakeber-
ry, blastbane). You have 1 minor and 1 major potion of each. The name is the touchstone. They
lose effect after the session. Only once, you can have 1 mythic potion (choose after rolling).
choke pearl white dream mist zap cap lily thistle pod stem petal
sticky stone sun feather coal blood wort reed bell bud shoot pear
black moon devil wild freeze blast rose flower leaf tongue bark tuber
smoke snake honey mirror sting ink bush root wood berry funnel vine
shriek mimic goat worm steel stink shroom spine grass lace moss seed
giggle needle night swell faerie flame sprout shade thorn bane branch weed
Kindred Spirits
You can speak with animals and spirits of the wild, their personalities shaped by their
instincts. You are known to them—when you meet, roll their bond with you (pg. XX) or
spend story to establish it. When you call, those nearby will answer.
Primordial Bonds
You have a bond with each of the primordial elements, Air, Earth, Fire, and Water. Roll the
bonds (pg. XX), then change one to deep. You have spellcasting, rolling Presence to call on
an element, which serves as the touchstone. You can call on each element once per session,
or twice if your bond is deep. You can mark two usages of a single element to cast a potent
spell. You can combine usages of two elements to take +1d and use both as a touchstone.
Bonds change, for better or worse—pursue great deeds and rituals to deepen them.
Regrowth
When you heal bloodied, drop 1d then roll it. You can also give yourself treatment if you
have time, no roll required.
True Shape
Choose 1 beast form. If it has no wild talents, you can shift into it without rolling, even at
0d. If it does, drop 1d less and you can shift into it even if the roll drops to 0d.
Verdant Whispers
You can commune with plants, their personalities as odd and unique as their forms. Roll
Wits to decipher their messages, as they remember all but speak in ways truly hard to un-
derstand. You always get a hint or reveal on vigilance in places teeming with plant life.
Windcaller
Your voice carries on the winds over great distances. You can push yourself to summon or
dismiss, but not control: dense fog—diving temperatures—heavy rain—snowfall—strong winds—
thunder. You can perform weather rituals without fulfilling requirements.
Note: The Herbalism Crucible was created by June Bloom and used with permission. Thanks!
CHAPTER 2 • DRUID 55
PATH OF THE
FIGHTER
ALSO: Blademaster, Duelist, Sergeant
You become one with your weapon, and through it, you find your real pur-
pose in this life.
etched with words of loss with a note etched into it marked by secret society
gift from a lost love stitched with parent’s pattern marked for each village visited
telling why you can’t return covered in burn marks with hidden compartment
given by your father torn by an animal attack notched each time it saved you
stolen from a family member stamped with employer's logo worn from long usage
taken off a dead body gift from a childhood mentor inscribed with book quote
found in your first dungeon carved with lover’s initials stolen from your first job
marred with blade nicks stained with coal from a mine embedded with an arrow
made from rare material with a faded family crest peace offering gift
with a scratched out insignia burned in a campfire belonged to a gambler
picked up during a storm with a best friend's initials patched many times
marked from a lucky escape scratched from fierce battle with directions to a special place
56 GRIMWILD
CHARACTERS
FIGHTER TALENTS
Arcane Training
You have spellcasting as the Spellcraft talent (pg. XX). You roll Wits and can cast 3 spells
and 1 potent spell per session. You know 3 spell theorems, created with the Spell Crucible,
and can learn new spells from scrolls.
Bulwark
Each session, you have a 3d Bulwark pool from armor or other defenses. When you get
bloodied or dropped from physical damage, roll the pool. If dice remain, ignore the damage.
Maneuvers
You can push yourself to declare a line that enemies cannot cross without dealing with you.
On a perfect in close combat, you can perform a maneuver on them or someone nearby:
disarm—knockdown—pin down—pull—push—sunder.
Measured Tones
When you speak in measured tones, people always stop and listen—you can declare light
stakes if desired. Unless completely surprised, you can push yourself to interrupt an impact
move initiating aggression. If you change their mind, take spark.
Swift Recovery
On a perfect roll with an unmarked stat, clear a mark on another stat.
Tactician
During an intense action sequence, you can push yourself to tag 3 scene elements right
away and 1 later in the sequence. When an ally interacts with a tagged element, you assist
without risk on the roll. If no roll is needed, they take spark.
CHAPTER 2 • FIGHTER 57
PATH OF THE
MONK
ALSO: Martial Artist, Mystic, Wanderer
Your body is a vessel through which you channel your discipline into grace,
precision, and the never-ending journey towards perfection.
58 GRIMWILD
CHARACTERS
MONK TALENTS
Flow State
You can always keep the spotlight, even if the GM wants to spend suspense, as long as you
keep taking action.
Healing Hands
You can heal the bloodied pool of an ally. When you do, roll Presence as a defense roll
against getting dropped—you take their pain onto yourself and must fend it off.
Lightning Reflexes
You can always act first, unless completely surprised. You also ignore difficulty thorns on
Agility defense rolls.
Primordial Forces
Choose an element: Air—Earth—Fire—Water. You can cast cantrips with that element,
useful as set dressing and magic utility. On a critical using your element, charge it (mark its
box). Spend it to pull off a potent feat of force or movement empowered by the element.
Special: You can take this again, gaining all elements. On a critical, charge two elements.
Tether
Once per session, you can touch someone to link your spirits. You can sense their feelings
and always know where they are. You can push yourself to: assist them—speak into their
mind—take mental damage for them—teleport to them. If they get dropped, so do you. You
must touch again or rest for the link to end. When it does, change (or create) your bond
with them.
There Is No Try
When putting your life or something you hold equally dear on the line, 5s count as 6s, but
4s count as 1s. This generally occurs with dire stakes or after being bloodied in battle.
CHAPTER 2 • MONK 59
PATH OF THE
PALADIN
ALSO: Crusader, Champion, Justicar
You have sworn an oath and your unwavering dedication gives you pow-
erful conviction, which you can wield to better this world.
60 GRIMWILD
CHARACTERS
PALADIN TALENTS
Aegis
You take +1d when defending with a shield and can use it to make a defense roll in a near-
by ally's place. You can push yourself to defend multiple allies from a single attack, like
blocking dragonfire. On a perfect, everyone you protected takes spark.
Authority
Your presence fills the air with authority. The GM judges an NPC's response, or you can
spend story to set it: admiration—obedience—respect—defiance. You can push yourself to
pull off a potent feat of righteous command, like ordering a demon to kneel or silencing a
riot with a word.
Challenge
You can push yourself to challenge a foe. You take +1d on all rolls against them, but give
them 1 suspense. If they do anything besides confront you, you can interrupt it. On a per-
fect, the challenge continues. If an ally engages your foe, the challenge ends.
Dauntless
Take spark when one of your rolls is cut. You also take +1d on the story roll when dropped
and, on a perfect, ignore getting dropped.
Divine Blessing
You have spellcasting as the Divine Will talent (pg. XX). Detail your god and choose one
minor domain, a 4d power pool. You can drop 1 and roll the pool to cast a potent spell. It
replenishes each session.
Guardian
You take +1d when you assist on a defense roll. If your own roll comes up as a 6, you both
take spark.
Rebuke
When the GM spends suspense to prompt an impact move, you take +1d on any follow-up
action against the source. On a critical, take spark.
CHAPTER 2 • PALADIN 61
PATH OF THE
RANGER
ALSO: Beastmaster, Pathfinder, Trapper
You stalk relentlessly, moving unseen through the wilderness, tracking your
prey with deadly precision, and striking them at their weakest point.
Core Growth: Every 3 levels, gain increase the weakness pool by 1d and you can use
it one more time per session.
62 GRIMWILD
CHARACTERS
RANGER TALENTS
Animal Companion
You're accompanied by a fiercely loyal animal. Each PC adds a reciprocal bond with it.
Choose 3 tricks that it knows and 2 flaws that it has:
Tricks: distract—fight—guard—perform—rescue—retrieve—scout—search—track—warn.
Flaws: aggressive—clumsy—grumpy—insatiable—jumpy—noisy—overprotective—scary—unruly.
You roll 3d for anything it knows a trick for and 1d on everything else. It has only two
damage boxes, marked (for any mark) and hurt (for bloodied or rattled). You can always
have it exit a scene when hurt. If lost, you can bond with a new animal or select a new
talent.
Special: You can take this talent again to grant it 3 more tricks and another marked box.
Keen Senses
Your senses are twice as sharp as normal. You can pull off potent feats of tracking and can
always get a hint or reveal on vigilance against living creatures.
Relentless
You can pull off potent feats of traversal and can always move at full speed, unhindered by
what's in your way.
Scout Ahead
You gain 1 story per session and can spend story to flashback to scouting ahead and: sab-
otage something—set a trap—survey the area (ask 2 questions)—take out a danger—set up an
interrupt. Make a montage roll, taking +1d for prowess. The GM always takes suspense in
place of an impact move.
Seasoned Hunter
You always know where a monster's lair will be. Once per session, you can tell all to Look
Out! and declare how a monstrous challenge spends 1 of its suspense on a move to attack
your party. Anyone involved takes +1d on a defense roll and follow-up action rolls.
Sharpshooter
When given time, you can pull off potent feats of ranged precision, like shooting just beyond
maximum range or into near complete cover. You can also push yourself to do it on the spot.
Trophies
When you play a key part in slaying a powerful monster, you can take a trophy from it. Roll
Wits to create a minor wand, or take +1t to create a major wand. The monster's name,
ability, and body part are the touchstone. Only you can use it.
CHAPTER 2 • RANGER 63
PATH OF THE
ROGUE
ALSO: Assassin, Cutpurse, Infiltrator
You live and operate in the margins, striking unseen and disappearing
before anyone knows you were there.
64 GRIMWILD
CHARACTERS
ROGUE TALENTS
According to Plan
You gain 1 story per session and can spend story to flashback to utilizing subterfuge in a
way that's immediately relevant, like swiping some keys, paying off a guard, or preparing
an escape route. Make a montage roll, taking +1d for Expertise. The GM always takes sus-
pense in place of an impact move.
Eldritch Affinity
You have spellcasting, as the Sorcery talent (pg. XX). You roll Presence to cast and choose
3 from magic paths and techniques that serve as touchstones. You can't cast potent spells,
nor do you risk a wild surge.
Lurker
On a perfect sneaking past or secretly observing sentient creatures, they: let a secret slip—give
you a golden opportunity. If caught sneaking, you can push yourself to stay completely still
and avoid detection, but must leave the area immediately after.
Opportunist
When someone nearby rolls defense, you take +1d on an immediate follow-up. On a crit-
ical by a nearby ally, you can push yourself to add another critical bonus.
Poisoner
Each session, you have a 4d Poisons resource pool. You have access to the following poisons:
hallucinations—knockout—memory loss—nausea—paralysis—truth serum. They each take a
bit of time to work and are most effective if ingested.
Trap Sense
You always get a hint or reveal on vigilance against traps. When you avoid or disable a
trap, take spark.
Weasel
If caught in a lie or red-handed, you can push yourself to weasel your way out of the sit-
uation—for now. You get an exit, but they definitely realize what happened soon after.
CHAPTER 2 • ROGUE 65
PATH OF THE
SORCERER
ALSO: Channeler, Elementalist, Stormcaller
You are a conduit for ancient and unpredictable forces, shaping spells out
of the raw magic that flows through you.
66 GRIMWILD
CHARACTERS
SORCERER TALENTS
Eldritch Growth
The maelstrom of magic has twisted your body. You gain a permanent physical features like
metal-rending claws, venomous fangs, leathery wings, or thrashing tentacles. In addition to its
obvious benefits, it now serves as a touchstone.
Maelstrom
You open yourself fully to the maelstrom of raw magic. When you cast a potent spell, 5s
count as 6s, but 4s count as 1s. These 4s also count as 1s towards wild surge.
Magic Sense
You always get a hint or reveal on vigilance involving magic. When you avoid or disrupt it,
take spark.
Spelleater
Each session, you have a 3d Spelleater pool. When you suffer from magic, roll the pool. If
dice remain, ignore the effect and bank essence (max 2). You can spend essence to increase
a spellcasting die result by 1, but it triggers wild surge.
Subtle Casting
You can always cast spells subtly, able to conceal that you were the one that cast it. This
doesn't defeat common sense, of course.
Wisps
Two small spheres of your magic path float around you. Give them 2 traits: annoying—ca-
pricious—malevolent—mesmerizing—whimsical. They serve as touchstones. You can sacrifice
one to: assist without risk—distract someone—suffer vex in your stead. Make story rolls to de-
termine effects if sacrificed. They return each session.
Wrath
When you or a nearby ally gets bloodied, rattled, or dropped, you take +1d and potency on
your next spell if you immediately lash out.
CHAPTER 2 • SORCERER 67
PATH OF THE
WARLOCK
ALSO: Blessed One, Cursed One, Occultist
You have made a pact with a greater being—power in exchange for service,
a pact that may prove to be a double-edged sword.
Core Growth: Every 3 levels, gain a bonus talent, but decrease max Patience by 2d.
Patron Creation: Roll or choose 2 natures and 2 desires below, then assign a distinct
color or visual signature to your patron's influence. Decide how they communicate (visions,
messenger, mind-speak) and how many followers they have (many, few, just you). These are their
trappings. Give this powerful, otherworldly being a name and describe what you know of
them. Establish your patron's bond with you and your bond with them. Work with the GM
to create a faction for them and run it together.
PATRON CRUCIBLE Roll 2 on each table, smash them together, and interpret.
68 GRIMWILD
CHARACTERS
WARLOCK TALENTS
Eldritch Weaponry
On a perfect when using cantrips as a weapon, you can push yourself to also inflict a
spell-level effect with your patron's trappings as the touchstone. This effect can’t deal more
damage—the cantrip already covers that.
Hex
You can roll Presence to hex someone with: dread—clumsiness—confusion—forgetfulness—
misfortune—sleepiness. Decide when it takes effect: now—soon—much later—specific trigger.
This is a cosmic effect—magic, but not one you fully control.
Knowing Gaze
When given time, you can stare into someone's eyes and learn: their greatest desire—what
they're hiding—what they want to protect—who they serve. This is highly disconcerting and only
works on someone once. You can push yourself to do this on the spot.
Otherworldly Form
You can turn into a floating, dispersed form, flavored after your patron's trappings (swarm
of bats, blowing leaves). Choose three things you can do in this form: appear barely visible—fly
high in the sky—interact with objects—move swiftly—slip through small gaps—speak.
Ritualist
You take +1d when working towards overcoming a ritual's challenge and can replace any
one of a ritual's requirements with yourself.
Visions
You can roll Presence to ask your patron for forbidden knowledge, like tightly held secrets or
that which should not be known. Ask the GM a specific question. The answer may be cryptic
or twisted to suit your patron’s desires, but it will never be an outright lie. On a messy or
grim, roll the Patience pool.
Wayfarer
You can push yourself to teleport. The further or less familiar the destination, the less
precise the teleport is. The maximum range is two days' ride away. Anything within clear
eyesight with no obstruction requires no roll, otherwise make a story roll. You can bring
others, taking +1t per person.
CHAPTER 2 • WARLOCK 69
PATH OF THE
WIZARD
ALSO: Diviner, Summoner, Witch
You wield arcane power through precise knowledge, casting spells from an
ever-expanding repertoire, your studies endless.
Core Growth: Every 2 levels, increase the castings of spells and potent spells per
session by 1 and create 1 new spell theorem with the Spell Crucible.
SPELL CRUCIBLE Roll style, essence, and form. Choose 2, then assign a school.
70 GRIMWILD
CHARACTERS
WIZARD TALENTS
Alchemist
Each session, you have a 4d Potions resource pool. You can have a minor potion and roll
the pool, or drop 1 and roll for a major potion. You know recipes for your spell theorems,
plus two more rolled on the Spell Crucible. Learn new recipes by sacrificing potions.
Arcane Specialty
Choose your specialty school and add it to each spell theorem. If it's already there, add a
second. When casting, choose the school to use. On a critical with your school, take spark.
Artificer
Take +1d when rolling a magic item's pool and ignore the first die that would be dropped.
You also gain 3 minor magic items and 1 major magic item that you've either created or found.
Colleagues
In ever city, some towns, and the occasional dungeon, you can find a powerful, eccentric
wizardly colleague who owes you a favor—or maybe you owe them one. If you go out of
your way to meet and catch up, take spark.
Familiar
You manifest a small magical creature, an extension of yourself. You can communicate
telepathically and send it on simple tasks, making a story roll to see how it goes. By enter-
ing a trance, you can use its senses. You can also push yourself to cast a spell through it. If
your familiar takes damage, it vanishes and reappears at the start of the next session.
Mastered Theorem
Choose one of your spell theorems. You take +1d when casting it and gain 1 extra potent
spell casting of it per session. Your name becomes linked to it and it begins to spread in
popularity throughout wizardry—track its spread with campaign pools.
Prepared Spell
You gain 1 story per session and can spend story to flashback to casting a spell with spe-
cific triggers. If you need to roll a montage to get access to a place, the GM always takes
suspense in place of an impact move. Roll for the spell's effectiveness now.
Creating Spell Theorems: Roll for style, material, and form, then choose two of the
words to form a phrase. Next, assign it a school of magic. You interpret these as the
spell's touchstones when you cast. Here are some examples:
◆ Roll: Terrible, Spirit, Gate → Spirit Gate sounds fun! You could assign it to Divina-
tion to speak to the dead or Conjuration to summon spirit warriors.
◆ Roll: Flaming, Thorn, Aura → Thorn Aura sounds fun! You could assign it Evoca-
tion to create a stabby shield or Enchantment to make someone a pariah.
CHAPTER 2 • WIZARD 71