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PLAYTEST v0.6.

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

Grimwild © J.D. Maxwell and Oddity Press.


Based on Moxie © 2024 by J.D. Maxwell and Oddity Press, licensed under CC BY 4.0.

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.

CHAPTER 1 • WHAT IS GRIMWILD? 7


GETTING STARTED
Grimwild's a tabletop roleplaying game, which this book assumes you're familiar with. The
basics aren't covered here, but there are plenty of resources online and you can always join
our Discord community to ask questions at odditypress.com!
The game draws heavily on the themes of Dungeons & Dragons, and wears this influence on
its sleeve, offering a narrative-focused take on that classic formula. It’s especially influenced
by modern D&D, from 3rd edition onwards. Substantial inspiration was also taken from
Dungeon World and its many descendents, like Unlimited Dungeons, Chasing Adventure,
Homebrew World, and Stonetop.
The Moxie ruleset that Grimwild is built on draws inspiration from a variety of charac-
ter-driven games, with the biggest influences being Burning Wheel, Cortex Prime, Blades in
the Dark, Everywhen, The Wildsea, and Fate.

TO PLAY, YOU NEED:


◆ Players: You need one person as the gamemaster (GM) and some players, ideally three
or four. Guidelines for solo and duet play are in Ch. 6: Extras.
◆ Time: Sessions work best at around 3 hours. For longer sessions, consider using a refresh
(pg. XX) to break them up and reset per-session rules.
◆ Rules: All players should know the core rules, including GM rules. They're short, free,
and referenced on the sheets. It makes play go much more smoothly.
◆ Dice: Each player needs 4-6 d6s, notated as d (e.g., 2d, 4d), and 2-4 d8s, called thorns
and notated as t (e.g., 1t, 3t). The GM needs 8 d6s.
◆ Sheets: Character, GM, and reference sheets are available at odditypress.com or drive-
thrurpg.com. Links to supported VTTs and online tools are on the website. A smaller
version of the blank character sheet is in the back for quick copying.
◆ Safety: To help everyone feel comfortable with the themes within your campaigns, use
the TTRPG Safety Toolkit at bit.ly/ttrpgsafetytoolkit.

CONVENTIONS IN THIS BOOK


◆ Terminology: System terms are bolded the first time they appear and when clarity is
needed, but otherwise not specifically styled or capitalized. Points that need some extra
emphasis are italicized, sometimes boldly.
◆ Pools: While the word “pool” is a common term across tabletop RPGs, in Grimwild “pool”
always refers to the diminishing pools rule (pg. XX).
◆ D66 Tables: These are 6x6 random tables. Roll 2d6, one for the tens place, the other the
ones place (e.g., 1 and 3 is 13 or 31). Look at both results (13 = column 1, row 3, 31= column 3,
row 1) and choose the one that grabs you more.
◆ Crucibles: These are d66 tables that provide a few words to smash together for inspira-
tion. Interpret them literally or figuratively. Re-roll if needed.
◆ The Reader: This book refers to the reader as “you,” usually from the player’s perspective.
When specificity is needed, it uses “the player” or “the GM.” In the GM Toolkit section
(pg. XX), “you” refers to the GM.

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.

SETTING UP THE GAME


As a group, form an adventuring party by choosing a few key words that clearly say what
your party is and what it's not. All PCs have to fit into the party's identity in some way, hav-
ing already adventured together. This cuts right to the story in progress, ready to jump
straight into an adventure.
Make characters by choosing two backgrounds that reflect your past, like your heritage
and professions, along with an adventurer path that grants powerful core talents. Assign
stats, traits, and desires, then forge bonds with the other PCs. Finally, establish group and
character story arcs, which you play towards to drive the story and earn experience (XP)
to gain new talents.

PLAYING THE GAME


As a player, describe what your character thinks, feels, and does. When you try something
risky, you make an action roll. When the GM puts you in direct danger, you make a defense
roll. You can also make a montage roll to skip past parts you don’t want to play out in
detail. Rolls are made with a handful of d6s equal to a stat, keeping the highest to set the
outcome: perfect, messy, or grim. Rolling two 6s is a critical and you choose a bonus.
Difficulty and damage add one or more d8s called thorns to your roll, which might cut the
outcome down a level. If a grim gets cut, it’s a disaster and things get really bad for you!
Use your creative freedom to add set dressing to scenes to play off of, and a narrative
currency called story to declare significant story details to push the fiction. Earn spark by
introducing character-related complications called tangles and facing adversity, then spend
it to gain a bonus on rolls.

RUNNING THE GAME


As the GM, present dilemmas and drama, then let the players come up with solutions. Keep
the spotlight moving to give everyone screen time and prompt the players to describe their
actions. Map the fiction to rules, and make rulings to fill in gaps. Open the door wide for
collaboration and enjoy the story.
Use GM moves as tools and guiding principles to act as the world and pace the story. Im-
pact moves hit the PCs with direct consequences. They require prompting from foreshad-
owing, grim rolls, or by spending suspense, gained from making suspense moves or
holding off on making a prompted impact move.
Make story rolls to disclaim decision-making and use the GM crucible to help come up
with ideas. Control the camera to create a cinematic feel, zooming in and out on what’s
important. Use diminishing pools to create and track tension and challenges to represent
the toughest, most interesting obstacles PCs face.

CHAPTER 1 • GETTING STARTED 9


PLAY WITH MOXIE
Grimwild is built with the Moxie ruleset and designed for cinematic gameplay. The heart of that
is narrative collaboration. It's all about creating a shared imagination space, managing the spotlight,
and diving into narration. The rules will get you halfway there—they're all pointing towards keep-
ing the pace flowing quickly and the action dramatic. The other half is in your hands, the players
at the table, and the attitude you all approach the game with.

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.

PLAY IN GOOD FAITH


Don’t be a weasel. Do what your character would do, then let the GM map it back to the rules. Don’t
overdo it trying to work your way into better rolls. The fun is letting the story flow naturally. When
you ask the rules what happens next, follow where it points with enthusiasm.
Separate player and character knowledge. It’s more fun when everyone knows what’s going on in
the game. Don’t keep secrets from each other, keep them from characters. As a player, be aware
of what your character knows and doesn’t know and play towards both.
Use the meta-channel sparingly. This is player-to-player conversation about the game. It’s un-
avoidable, but minimize it to keep that shared imagination in sync at the table. For anything
longer than a quick question, call for a pause to talk things through, a clean break point to resume
from later.
Know the rules. Everyone can get a copy of the game PDF (it's free!). The rules say a lot about the
types of stories to be told with the game, and the less time you spend talking about the rules, the
more time you have for roleplaying. Besides, not knowing the rules is just rude to the other play-
ers—don’t be that person.

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.

PLAY CHARACTERS THAT GROW


Leave lots of blank space. Your PC starts with a past and connections to the world, but it's best as
latticework. Learn who they are through play. Leave space for the other PCs and story to fit in.
Don’t be afraid to change. PCs often go through hell. Any dramatic story has adversity. Let what
happens change who they are. Announce what your PC's thinking, especially big shifts. If nobody
else at the table knows, it’s not really happening in that shared imagination.
Don’t be afraid to stay the same. Some aspects of your character might be immutable. That’s also
part of what makes a great character. There can be those things they will stick to, even to the
bitter end. Just make sure it’s worth it, and fun. Don’t die on small hills—die on entertaining ones.
Make time for smaller moments. Quiet time, a conversation about nothing, introspection, reflec-
tion—these make for great scenes to flesh out your characters and the world. Don't just rush from
action scene to action scene.
Most importantly, do stuff! Find reasons to get into the spotlight, push story arcs forward, and
make fun scenes. When there's no opportunity, add some details to the story to create one!

CHAPTER 1 • PLAY WITH MOXIE 11


CORE RULES
CORE MECHANIC. When things get risky and THORNS. One or two d8s (t) added to your roll
dramatic, roll to see what happens. Grab a few by the GM to reflect a tougher than normal task.
d6 dice (d) equal to the stat the GM picks to test, Each 7 or 8 on a thorn cuts a roll’s outcome by
roll them, and take the highest to determine the one step (messy→grim).
outcome—6: perfect, 4-5: messy, 1-3: grim.
A normal roll is +0t/tough. The GM adds thorns
◆ A critical happens when you roll two or with their gut feeling, given the situation. They
more 6s. You gain greater effect, cause a sec- can make it +1t/very tough or +2t/extremely tough.
ondary effect, or setup a follow-up. If it’s at +3t/impossible or more, the task can’t be
◆ A disaster happens when a grim is cut by a done—break it up into steps or try a new ap-
thorn. Whatever the risk was before, double proach. If needed, they can assess factors:
it—the worst case scenario comes to pass. ◆ Intrinsic: Scale, opposing skill, numbers...
Huge chasm, expert detective, group of thugs.
SPARK. Pure protagonist energy. Take spark when
you add a tangle, roll a disaster, resolve a story ◆ Externals: Environment, training, tools...
arc, or quarrel. Spend it to take +1d on a roll. Heavy rain, not a doctor, shovel’s broken.
◆ Intangibles: Strong feelings, bad info, mojo...
STAT DICE SPARK THORNS You love him, the map is wrong, you’re cursed.

1d ~ 3d 1d 0t ~ 2t Damage to a PC also adds thorns to a roll, but


they don’t count towards making it impossible.
roll

CRITICAL PERFECT MESSY GRIM DISASTER

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.

CHAPTER 1 • CORE RULES 13


CHARACTER
CHARACTER DETAILS
DETAILS
VANTAGE. Your character's frame of reference, TOOLS OF THE TRADE. You’re assumed to have
the sum of your backstory, talents, and the cur- the gear and skills that are a given for your van-
rent fiction—everything on your sheet and tage. This avoids detailed tracking and ensures
what’s affecting you in the story. When a ques- PCs are competent where it makes sense.
tion arises about what you can do, have, or
know, check it against your vantage: does it feel DETAILS. Use the details on your sheet as cre-
like a given, a stretch, or a reach? ative inspiration—and limitations!—for roleplay-
ing. They are player (not GM) tools. When unsure
A doctor can suture a wound, a thief likely has a lockpick, or your PC's actions or thoughts, play towards
but a farmer probably wouldn’t know an actress. or even against a relevant detail. Update details
Proper vantage opens up possibilities and gives as the story unfolds, announcing the change
the freedom to declare story details. Lacking it and giving a vignette to give it weight and clear-
makes things more difficult, or even impossible. ly convey the change to the other players.

CHARACTER DETAILS ROLL 2 + SMASH TOGETHER + INTERPRET

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.

FEATURES. Detail your 3 most distinctive, out- deep affection


ward features that others quickly notice. complex camaraderie
growing curiosity
TALENTS. Special advantages and abilities that lowkey doubts
set your PC apart. At character creation, you playful respect
choose a path (rogue, wizard, fighter), which gives tense rivalry
you its core talent and a list of talents that align
thematically with it. You gain new talents as
you level, choosing from your path list or taking Bonds are your strongest view of the other PC,
talents from other paths. and not necessarily reciprocal (your tense doubts
is their playful rivalry). You can change a bond any-
The path name is simply a label for organizing time, such as in response to something they've
talents thematically. On its own, it doesn't ex- done or something new you've learned about
pand vantage. However, the talents you choose them. When they change, give a short vignette
do expand it. Being a "fighter" doesn't mean anything, (better if together!). They take spark.
but the Fighting Style core talent expands your vantage.

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!

TANGLES. Character-driven complications you ◆ Scene: NPC actions, objects, atmospherics...


introduce into a scene and have to follow-up The guard falls asleep. There's a secret door.
on. In return, you take spark. Tangles must stem ◆ Setting: History, geography, factions...
from your vantage or story arcs and always have There's a town over those hills. The king falls ill.
an immediate impact, like an action roll, an
Added details can't override rolls or contradict
option closing off, or forcing inaction at an im-
the established story. If your detail affects an-
portant moment. These are things like:
other PC, get permission. The GM can make a
◆ Unwise decisions your PC would likely make. story roll to see how true or beneficial it is, or
You toss aside your sword to keep things fair. add nuance. On a grim, it may backfire! The GM
◆ Personal motivations over group goals. can also veto details to keep things coherent.
You poison the general's wine, getting your revenge.
There are gray zones between set dressing, sto-
◆ Complications from beliefs or backstory. ry details, and details simply too impactful to
You forgot to tell everyone you dated the baron. add. Set boundaries with your group.

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.

CHAPTER 1 • CORE RULES 15


DAMAGE
DAMAGE &
& HEALING
HEALING
HARM. A hard hit to your mind or body—gen- CONDITIONS. Specific injuries or maladies that
eral damage that doesn't need tracked in detail. impact only relevant situations and are often
This is the default damage from an impact move. lasting. They often come combined with harm
◆ Physical damage leaves you bloodied. or a mark (rattled + broken heart), and can be:
◆ Mental damage leaves you rattled. ◆ Urgent. 4d bleeding out, 6d losing your mind.
◆ Short-term. Twisted ankle, drunk.
Take +1t on all rolls for each type of harm you
have. Ignore thorns from marks to related stats, ◆ Long-term. Broken arm, a deep hatred.
(bra/agi for physical, wit/pre for mental). Get- ◆ Permanent. Gouged out eye, insanity.
ting bloodied or rattled a second time leaves Take +1t when a condition hinders a roll. They
you dropped—you're out of the scene. Make a can also make an attempt impossible.
story roll to see if you're just out temporarily,
take a condition (4d bleeding out), or wind up dead. Conditions clear when it makes sense, such as
after a scene, with rest, or when a pool tracking
While bloodied and rattled are the default, es- them depletes. They may also require treatment
pecially dangerous attacks with dire stakes can or another specific method to clear them.
cut straight to dropped, while light stakes can
leave you with a mark. When you take a long-term or permanent con-
dition, you have the final say on it. Work with
A messy defense roll leaves you with lesser harm the GM to find a good fit for your PC.
(dropped→bloodied/rattled→mark).
VEX. An intense flash of emotion like anger,
MARKS. Lesser harm, a temporary hindrance confusion, jealousy, or fear, taken in emotional-
to a stat (winded, confused). Take +1t on the next ly charged situations. It prompts an immediate,
roll with that stat, then clear the mark. instinctive reaction. When you take vex, choose
If a stat is already marked, mark its paired stat a response below and act on it:
instead. If both are marked, take the related
harm. Even while bloodied or rattled, a mark Fight | Flight | Freeze | Freakout
can be taken if the stat doesn't already have one.
Interpret the response—your PC is driven by
Marks are often combined with other conse-
emotion, but you decide how it plays out. Aim
quences or marks when inflicted directly (agi
to balance what's fun and what fits the story. If
mark + thrown off your horse). You also take a mark
there's a follow-up roll, take +1t on it.
when you push yourself.

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.

BEFORE AND AFTER SESSIONS


PRECAP. Before a session, recall your PC's best ADVANCEMENT. Start at level 1 and fill 1 XP
moment from the previous session, discuss how box per session. Fill boxes equal to the next
your story arcs and bonds might come into play level to advance (Lvl. 4→5 = 5 more boxes), taking a
this session, then take spark. After, the GM new talent. The GM can award 1 bonus XP for
Recaps (taking suspense) to tie it all together. standout sessions (about 1 in 4). For a slower
pace, slash each XP box before filling it.

CHAPTER 1 • CORE RULES 17


GM TOOLKIT
GM MOVES. A framework for good GMing prac- STAKES. Every roll is risky, with stakes that flow
tices and the rules that you (the GM) play by. naturally from the fiction and escalate as scenes
While they can be called out specifically, they unfold, often without needing to be said. Declare
typically sit in the background left unsaid, align- dire stakes to show you’re stepping outside the
ing naturally with what you do as GM. usual, like when death is on the line (an assassin
◆ Story moves set up scenes and pace the game. strikes). Declare light stakes to show the situa-
They hint at problems and give players a tion is more relaxed than a typical risky roll.
chance to react to what’s happening. Make STORY ROLLS. Roll to disclaim decision-mak-
these moves as you like at any time. ing, letting the dice decide story questions when
◆ Suspense moves help the players out in some you don’t want to, like an NPC’s reaction, off-
way or escalate tension. When used, take screen action, or how good or bad something
suspense. Make these moves with good timing. that just happened is. You can also collapse any
◆ Impact moves deal significant consequences, rule back to a story roll when there's no specif-
crank up the tension, and make the world feel ic mechanic to map it to.
powerful. Make these moves when prompted.
Roll dice based on the odds of a favorable out-
PROMPT. A trigger for you to make an impact come for the chosen perspective.Are you rolling
move, caused by things like grim or messy action for the fish or the fisherman?
rolls, a relevant depleted pool, an unaddressed
Foreshadow move, or by spending suspense. 1d Bad Odds | 2d Even Odds | 3d Good Odds

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.

GM CRUCIBLE ROLL 2 + SMASH TOGETHER + INTERPRET

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.

SUSPENSE MOVES USE WITH CINEMATIC TIMING

◆ 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?

IMPACT MOVES USE WHEN PROMPTED

◆ Complicate Things: Escalate a situation, introduce a new problem, or pressure a bond.


 A huge storm rolls in. • The guard catches sight of you and rings the alarm bell.
◆ Counter: Deny things a PC can always do or negate something they did.
 The lich casts a quick protective spell, slowing your strike. • The queen raises a hand, silencing everyone.
◆ Force a Choice: Present tough options, with room to only choose one.
 Your gold pouch and sword slide towards the lava. • Now’s the choice—the prince or the marquis?
◆ Hit ‘Em Hard: Inflict damage on a PC, like bloodied, rattled, vex, marks, or a condition.
 The ceiling collapses, raining rocks down on you. • She smirks wickedly at you—take vex, you’re pissed.
◆ Lock It In: Declare something occurs, closing off immediate attempts to change it.
 The thief gets away, nowhere to be seen. • The bridge behind you collapses. No going back.

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

6d | Claws 8d | Body 6d | Tail


✱ Protect the Body ✱ Frightful presence ✱ Protect the Body

◉ Snatch ✱ Impenetrable scales ◉ Tail Sweep


◉ Scratch ◉ Breathe Fire ◉ Crush
◉ Chomp Down
6d | Wings ◉ Roar 4d | Kobold Minions
◉ Wind Buffet ✘ Fly Away ◉ Die for Master!

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.

BATTLEGROUND. Make the location an important, Lair of the Magma Serpent


proactive part of the scene. Identify environmental
Features Lava pools, unstable ground
elements to bring into play.
Threats 4d Lava Eruptions
◆ Features: Elements likely to impact, usually com- 5 Fire Elementals (Tough Blasters)
plicating, the ongoing action. Have a strong affect 8d | Magma Serpent (Boss Predator)
on vantage and difficulty.
 Heavy winds, cluttered warehouse, angry onlookers. Boarding a Pirate Ship
◆ Threats: Hazards that present extra dangers, either
Features Stormy waters, cramped decks
as a timer or 2 suspense (†). Have a strong proactive Threats 4d Waves Crashing
presence in the scene. † Kraken Tentacles
 4d heavy waves, 6d guard patrols, 8d artillery. 4d Deckhands (Mook Soldiers)
† Aggressive spirits, † Tornado, † Raging waters. 4d Rigging Archers (Mook Marksmen)
3 Swashbucklers (Tough Soldiers)
Note: Enemies gathered into a single task pool are 4d | Pirate Captain (Elite Overseer)
listed with the dice in front (4d Archers). Challenges
are shown with a | after the pool (8d | Dragon).

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.

Bring hidden elements into scenes as is narra-


REVEAL
tively appropriate, as a way to change the scene
dynamics. When you do, handle them in one of Clearly reveal what's hidden to (usually) one PC.
three ways: hint, reveal, or strike. Make a judg- If it's a danger, they have a single chance to in-
ment call on which is the most dramatically terrupt before the danger is realized. An arrow
fitting, giving consideration to (but not relying pointing out of a curtain. A trap clicks, your foot still down.
solely on) the PCs' vantages. You can also use a
story roll to help make this choice. STRIKE
Assume they were not vigilant enough and un-
Against a prowling panther, it's most likely that a farmer
leash the results. This requires an impact move
gets a hint, a hunter gets a reveal, and a scholar takes a
and they get a defense roll, sometimes Wits or
strike. You can always mix it up, though, and giving just
Presence to notice and avoid it. The servant slips
the scholar the reveal, putting them out of their element.
poison into your glass. A trapdoor opens beneath you.

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.

TOUCHSTONES SPELLS POTENT SPELL RITUALS

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

Dancing Shadows Simple illusion Complex illusion Permanent illusion

Healing domain Heal a mark Roll a healing pool Regrow a limb

Warding domain Shield yourself Shield all allies Build a town wall

Demon Calling Summon an imp Summon a hellhound Summon a demon

Cleansing Whisper Cleanse a mark Cleanse a poison Cleanse an illness

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).

VALUE TANGIBLES INTANGIBLES MAGIC


Minor Gift, noble Service, highly skilled Magic item, minor
Pet, exotic Mercenaries, a few Casting, spell
Map, detailed Provide help, town Ritual, simple
Major Gift, royal Service, very risky Magic item, major
Estate, spacious Mercenaries, a squad Casting, potent spell
Sailing ship, swift Provide help, city Ritual, moderate
Mythic Gift, imperial Service, unique Magic item, mythic
Keep, formidable Mercenaries, an army Ritual, complex
Sailing ship, mighty Provide help, kingdom Soul, powerful

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).

MAGIC ITEM RULINGS


Magic items are as flexible, if not moreso, than spellcasting and require an equal amount
of creativity and GM rulings. Below are a few such rulings:
◆ Wands, etc.: Wands have limited usage, a power pool used to cast from them. They do
not require training to use.
◆ Potions, etc.: A magic item's tier usually matches its magnitude (spell = major treasure),
but with potions that is one tier lower (spell = minor treasure). Ritual effects are always
mythic treasure, however. For example, a Minor Healing Potion clears marked (spell
effect) while a Major Healing Potion rolls the healing pool (potent spell effect). A Mythic
Resurrection Potion brings someone back to life.
◆ Scrolls: Scrolls require training to use, though you can cast without it with thorns. They
are single-use and match the tier of their effects, unlike other consumables. When cast-
ing from a scroll, you use the creator's spellcasting rating (a story roll). Scrolls are also
valuable for learning spells with the Spellcraft ability.
◆ Crafting Magic Items: Any magic item can be created with a ritual and the magic
touchstones to make it. This is always far more difficult than merely casting that effect
as a ritual itself.
◆ Buying Magic Items: The price depends completely on what the owner wants, usually
something other than coin. Even finding one for sale is exceedingly rare, though you
may be able to find someone who can craft it for you.

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.

Set Dressing vs. Story Details and Vantage


▸A charlatan finding an easy mark for a silver is set dressing, but a story detail for a noble.
▸A thunderstorm rolling in as you enter town is set dressing, but a story detail before battle.
▸ A sage knowing the ancient Words of Opening is a story detail, but impossible for an urchin.

GM Maps Story Details to Rules


Fleeing from a massive cave troll, you spend story and invoke your Dwarf of the Deepmoot
heritage and its Underground Navigation wise. You declare you spot a side tunnel where you
can lead the troll, a perfect spot to turn and fight it. The GM decides the cave troll can't ma-
neuver well and +2t becomes +1t.

GM Makes a Story Roll to Check Story Details


While fighting as a mercenary in a local war, you remember your Settle Debts story arc and
want to explore it. You spend story to declare Mortica, your old nemesis, is fighting for the
other side. The GM makes a story roll. On a perfect, you spot her first. On a messy, you both
spot each other. On a grim, she spots you!

GM Vetoes Story Details


You want to add a detail about the guard dozing off to create a new opportunity to sneak in,
but the GM vetoes it—they established earlier that the Toadking runs a very disciplined army.
While not impossible, it still feels off.

CHAPTER 1 • EXAMPLES OF PLAY 31


Invoking Traits with Tangles
You look to your desire for belonging and, feeling found at last, replace it with a new one—
honor. "Go," you tell your friends, turning to hold off the horde on the bridge while they escape.
You take spark.

Introducing Details with Tangles


In the heat of battle, the cleric urges you to get the prince to safety. The heir must survive as
the battle turns into a rout. Just then, you introduce a tangle—you spot your nemesis, Morti-
ca, across the battlefield. By choosing the tangle, you risk the mission to protect the heir, but
your vengeance is more important. You take spark.

Story Arcs and Their Usage


You start the game with the character arcs Enjoy Life and Keep a Secret, which makes sense
since you're the runaway heir to the Orchard Kingdom. Your job is to find ways to express these
arcs through play, especially growth arcs like Enjoying Life. The GM's job is to challenge them
and offer opportunity, especially a crisis arc like Keeping a Secret. It's clear that you don't want
to live a life of responsibility, but that life will come calling whether you like it or not.

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.

Tools of the Trade and Vantage


▸A criminal has a lockpick, but probably doesn't have a compass.
▸A scholar has some writing utensils, but probably doesn't have a fishing pole.
▸ A wanderer has a lot of rope, but probably doesn't have formal attire.
▸ An urchin sorcerer probably can’t navigate a ship by the stars.
▸ A noble fighter will have trouble calming a rampaging bear.
▸ A soldier barbarian has no idea how to pick a lock.

32 GRIMWILD
GAMEPLAY

Action Rolls, Thorns, and Impact Moves


You want to climb up this cliff to get away from the goblins shooting arrows at you. The GM
has you roll Agility and adds a thorn to represent the goblins. Your Agility 3 means you roll 3d
(3d6) and also 1t (1d8) for the thorn. You roll 5 3 6 - 7. The highest d6 is a 6, so the initial
outcome is a perfect! However, the thorn is a 7, which cuts the perfect to a messy. So you ac-
complish your intent, but there's trouble.
The GM makes their impact move—none of the arrows hit you, but they came pretty damn
close. Your Presence gets marked, meaning you're completely rattled. Now that you know how
things played out, you go back to right before you start climbing and narrate the beat, with the
GM or even other players cutting in with fun bits.

The How & The Why


You: “Okay, I’m gonna punch this guy in the face.”
GM: “Alright, you just walk up and let him have it? That’s Brawn.”
You: “No, no... I’m being sneaky about it. It’s just a sucker punch. I’m not even trying to knock
him out. I just want him and his friends to back down.”
GM: “Okay, I see. Yeah, that’s Agility if you’re trying to stay out of sight, Wits if you’re trying
to act like you’re not a threat until you strike. They’re not really looking for a fight, so a good
punch could send them running. Let’s see a roll.”

GM Picking Defense Roll Stats


▸ The ceiling collapses. Agility is to see if you get out in time, Wits to see if you notice it before it
happens. If it's Wits, the GM assumes you failed to even have time for Agility!
▸ The courtier lies about your friend's whereabouts. Presence gives a chance to pick up on the lie,
Brawn makes lying to you too scary. If it's Brawn, the assumption is that Presence would fail even
if you don't scare them.
▸ A spell knocks you towards a cliff. Brawn gives you a chance to stand your ground, Presence resists
the magic with force of will. If it's Presence, the assumption is that Brawn can't save you—may-
be you try, but your strength isn't enough.

Messy Defense Rolls


▸ You jump over the spiked pit as it collapses, but alert some nearby goblins.
▸ You avoid getting hit with an arrow, but fall off the boat.
▸ You avoid getting crushed to death by rocks, but get completely covered in dust.

The How & The Why


You're walking through the library at night when an assassin strikes from above. This could be
Wits to see it coming, but the GM thinks its more of a physical reaction, Agility. The GM makes
it clear the stakes are high—a grim means you're dropped, maybe dead! You take +1t since the
assassin has the drop on you. You get 6 1 - 8, messy! The knife misses and you don't end up
bloodied, but Brawn gets marked as the assassin crashes into you, knocking the wind out of
you. You're both sprawled out on the ground, the knife now between you. What do you do?

CHAPTER 1 • EXAMPLES OF PLAY 33


Assisting in a Group Effort
You want to cast a healing spell to remove an arrow from the rogue. The wizard and fighter
assist. The GM decides you make the action roll, which ends up being a 2 4 1, the fighter rolls
a 1, and the wizard a 6. The end result is 2 4 1 1 6, perfect!
You start narrating. Your describe your healing spell going awry and things getting real bloody.
The rogue starts fighting it and the fighter says they can't quite hold the squirrely rogue down.
The wizard steps in with their enchantment magic and soothes the rogue, letting you finish
your work.

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.

Rolling a Diminishing Resource Pool


You have a special pack of blessed incense you brought from your home temple. It's a 4d resource
pool. Each time you use it, it triggers a roll to see how much is remaining. The first time you
use it, you roll 4d and get 6 2 6 4. The 2 result drops the pool by 1, 4d→3d. The next time you
use it, you roll 3d and get 4 5 5. Nothing is dropped from the pool! While you did use it, the
pool's an abstract measurement of how much is remaining and doesn't change this time. The
final time, though, you roll 3d again and get 2 1 2, 3d→0d. The pool depletes and you're out of
incense!

Rolling a Danger Pool


You and the cleric, as honored prisoners, are hauled out to join the chieftain at the head table.
The GM has made it clear that the chieftain angers easily, so they start a 4d Temper pool. You
find a chance during the meal to try to persuade the chieftain to let you go, but roll a grim.
Annoyed with your badgering, they bash the table and gesture for the guards to haul you back
to your tent. This triggers the Temper pool and the GM rolls 1 3 1 6, 4d→1d. With just 1d left,
the GM makes sure to describe the chieftain being on the edge of losing it. The cleric decides to
keep their mouth shut.

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.

Damage that Marks Represent


▸ Brawn: You get kicked in the gut. You drink poison. You’re winded from a long run.
▸ Agility:You twist your ankle. Your leg is grazed by an arrow. The heights make you dizzy.
▸ Wits: The venom clouds your mind. A punch makes you see stars. The lies overwhelm you.
▸ Presence: You’re truly humiliated. You view a gruesome scene. You hear unsettling whispers.

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.

Vex Responses, One Person with Different Responses


Your party meets with the archmage, who reveals a dark secret about your past. The GM tar-
gets your Presence to keep it together, adding a thorn—the secret is especially damning. You
roll 4 1 5 - 7, a grim. You're overwhelmed by memories, becoming vexed. Now you have a choice.
You could fight and attack the archmage in a rage, someone your party sees as an ally. You
could flight away from the group, back out into. You could freeze, dropping the potion you
intended to give the archmage. You could freakout, lashing out at your allies' shocked, judge-
mental stares.

Vex Responses, Same Cause with Many People


The dragon roars! The party all roll Presence, getting grims. Everyone is vexed, terrified! You
choose flight and scurry away to hide. The fighter decides to freakout, and runs to hide behind
the wizard. The wizard freezes, dropping her spellbook, which the fighter kicks away. The
cleric grabs his battlehammer and chooses to fight, charging towards certain doom.

CHAPTER 1 • EXAMPLES OF PLAY 35


Effect of Conditions
▸ You can’t jump across the chasm with a broken leg. (deny narrative permission)
▸ Being drunk might not affect socializing but it makes negotiating harder (+1t).
▸ Starving makes it hard to throw a punch (+1t) and even harder to run far (+2t).

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.)

Challenge, Gnoll Marauders


The 8d | Gnoll Marauders begin their assault on the walled town. You (the GM) spend
suspense to make a move and hit the town gate with the battering ram. You roll the 6d Walls
Breached pool: 3 4 5 1 1 6, 6d→3d. If the gate falls, chaos will reign. The cleric casts a warding
domain spell and gets a perfect! Without a specific rule, you make a quick ruling and add 3d
to the Breached pool (4d→1d).
The wizard steps up and launches a Frenzied Embers potent spell at the gnolls—a critical!
You drop one from their pool for the critical (8d→7d), and roll 5 4 3 6 2 1 6, 7d→4d. For the
critical, they take a secondary effect—they want that battering ram to catch fire. You thinks
it'll probably take a while to burn, so you start a 4d Ram Burning pool and roll it: 2 3 3 1
(4d→0d)! Nevermind, it's engulfed in flames!

Challenge, Trial by Ordeal


The wizard's brought before the kobold elders for her 4d | Trial by Ordeal. The first trial is
to lift a boulder, and she gets a perfect! You (the GM) roll for progress (4d→4d), but none is
made. The elders, unimpressed, call for a larger boulder, but you say that the benevolent
chieftain silences them. You make a ruling, dropping 1 from the pool (4d→3d). Next, the
wizard must walk across a very narrow balance beam (+1t). Her perfect gets cut to a messy. As
she makes it to the end, she stumbles off and smack her head. You decide that Wits gets marked,
but the elders seem pleased (3d→1d). The final ordeal is a ridiculous riddle (+2t), and she also
takes +1t from damage—and ends up rolling a disaster. You decide it's death by volcano!

36 GRIMWILD
GAMEPLAY

Challenge, Navigate the Channel


The fighter takes the helm as they 8d | Navigate the Channel. They roll Wits, but the thorn
from the treacherous currents cuts their perfect to a messy. You (the GM) roll for their progress
navigating (8d→4d), then make a move—Graze Reef. The rogue up in the lookout makes a
Wits defense roll but gets a grim. They don’t see it and the boat slams against the reef. You start
a 6d Taking on Water pool, then roll it (6d→4d) alongside the 6d Storm Blows In pool
(6d→2d). Things are getting bad!
At the edge of catastrophe, the fighter tries to right the course. They spend spark and the rogue
and wizard jump in to assist. Before they roll, you make another move—Violent Winds puts
a second thorn onto the roll, and you declare high stakes at this pivotal moment. If this fails,
the pools are rolled and one or more of the PCs is going overboard into shark-infested waters.
Everyone grabs their dice.

Setting Up a Combat Challenge


The PCs have made a grave mistake, and the entire cemetery surrounding them is starting to
come to unlife. You (the GM) tell them there are skeletons and zombies everywhere. They have
a choice—they could run, and it would be an 8d | Escape challenge, but the town would be
gone for sure. Or you can stay and fight, just wave after wave of undead. You then Tempt the
rogue's definitely not honorable trait. The rest seem deadset on staying, but the rogue wavers.
They quarrel, and finally the other three win out—they stay, and fight. You think on what
waves of zombies might look like. Each undead is weak individually, but the entire horde is
epic. You set it up as waves, three linked 4d-6d-8d | Undead Horde challenges. The PCs get to
work.

Fighting Bandits, with a Tangle


The rogue spots the ambush and sneaks into the trees, up behind the 4 Bandit Rabble. He strikes,
rolling Agility and gets a perfect. You (the GM) let him know these are just mooks and this takes
out all of them, so he takes the creative liberty to narrate a sequence of him dispatching the
bandits quietly, one by one.
The player knows there’s also a Bandit Leader here, but the rogue character doesn’t—he in-
troduces a tangle. His trait is definitely not quiet, so he wants to say his character doesn't know
about the bandit and walks out loudly bragging. That makes sense and seems in-character, so
you okay it and he takes spark.
The player expected the leader to run away, but you check his role—brute. A smart enemy
might flee, but not a brute. You make a 1d (unlikely) story roll for the rogue to see if the bandit
runs and get a grim. Looks like it's a fight. You set high stakes, then make a move that was
prompted by the tangle—Hit 'Em Hard.
The Bandit Leader charges from the bushes. The rogue rolls a grim and gets blindsided. You
skip marked and go straight to bloodied. The rogue describes the attack, blood flying from the
head blow. You make a Build Up move and you both narrate a moment, the bandit looking
to finish this, the rogue having a chance to stand up. They face off. The rogue takes spark, you
take suspense. Now it's a fight.

CHAPTER 1 • EXAMPLES OF PLAY 37


Fighting on the Pirate Ship
You (the GM): “Your ship rams the pirate ship!” You Set the Scene and get a grim. "You see
the Pirate Captain pull out a horn, look terrified, and then blow it. Amidst the high waves
surrounding both ships, the † Kraken’s Tentacles burst forth from the water. There are about
20 deckhands below and a group of 10 archers above, each a 4d meek pool. There are a few
swashbucklers too, and the Captain's an elite.”
You put out some tokens representing all of this on the battlemap.
You: “Go ahead and put your tokens where they make the most sense. You were ready for a
fight, and the grim resulted in the Kraken getting summoned. What do you do?”
Fighter: “I have my bow out and start launching arrows at those archers.”
They roll Agility and get a grim. You give a mark to Brawn as an arrow slices their arm.
You follow up by spending suspense. You have the Pirate Captain swing onto their boat
and attack the fighter, who fails their Brawn defense roll because of the mark. A second
mark to Brawn instead marks Agility.
Rogue: “I want to trick the Kraken into trying to hit me! I’ll slice at a tentacle, then jump over
towards the deckhands, like right into the middle of them.”
You double check his intent, to make the kraken hit the deckhands, and then have him
roll Wits (+2t), warning that these are dire stakes—this could get him dropped. Hearing
that, the cleric uses their crossbow to assist with some cover fire at the deckhands. The
rogue agrees and they roll a messy, but it works! You think on it and make a ruling pri-
oritizing the fiction here. That tentacle is enough to wipe out those deckhands without a
roll. However, the rogue is definitely dropped of the scene.
You get ready to make a story roll to see if the rogue's dead, but the cleric jumps in to
assist again! He rolls 1d on a defense roll since the rogue didn't get one and gets a perfect!
He runs across and tackles the rogue out of the way just as the tentacle sweeps the deck-
hands off into the sea.
You check in that the battlemap has the tokens in roughly the right spots. You also feel
it's good timing for the threat pool and roll 4d Waves (4d→0d). Waves wash over the
boats and you have everyone make Brawn defense rolls. They all get a perfect except the
cleric, who rolled a grim—they're washed overboard!
Wizard: “Can I try to save the cleric just before he goes over? Or like right as he goes over? I
want to cast Flaming Claw to grab him.”
You let her know she can’t undo something that happened, but there’s enough gray area
to try this. You remind her that Flaming Claw scorches whatever it touches, so the cleric's
Agility will get marked no matter what here. She makes the roll and gets a messy. The
cleric is scorched a bit, but safe as the claw drags him back up the side of the boat. Not
wanting to further complicate this beat, you decide to take suspense instead of making
an impact move, a nice soft reset on the action. You point the Spotlight back at the PCs.
You: “Alright, we have waves and the Kraken smashing the ship, the Pirate Captain looking for
a fight with the injured fighter, and the rogue and cleric almost getting killed. Fighter, I think
the action's on you and the pirate captain, who just got joined by one of the swashbucklers.
Tell us what’s next—and do remember that I have suspense.”

38 GRIMWILD
GAMEPLAY

Adding Thorns and the Minotaur King


The cleric charges the Minotaur King. This minotaur is a powerful foe and the thorns it inflicts
when fighting it must reflect that, so you make it +2t and call for a Brawn roll: 2 3 5 - 7 8. The
initial outcome is a messy, which drops to a grim for the first cut, then to a disaster for the
second. You hadn't declared high stakes on this roll, but you make a ruling that a disaster can
cut past the need. You check in with the cleric, "You okay losing a limb here?" Leaning into the
awfulness of the situation, they laugh it off and nod. You decide the Minotaur King rips off
their arm! You toss the narration back to the player to let them describe how it all went down.

Fighting Too Many Bandits


The fighter stands off alone against 10 bandits. This one's borderline, but the bandits all have
combat experience and there's an overwhelming number of them, so you make this impossible
(+3t from inherent difficulty). The fighter thinks on it, then they take off. They want to split
the group up for better odds. You know this bunch is disorganized, so you decide a trick is
relatively easy—no thorns, and you call for a wits roll: 4 3, a messy! You go ahead and make
your impact move and let them know that the part of the group they're facing is now a fightable
3 (+1t), they take a mark to Agility as they stumble and twist their ankle.
The fighter grabs the narration and works in that the stumble is how the bandits ended up
catching up to them. Then they introduce a tangle—they'll start off on the ground, in a terri-
ble position, if they can have spark. You give the thumbs up!

CHAPTER 1 • EXAMPLES OF PLAY 39


40 GRIMWILD
CHAPTER 2

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.

CHAPTER 2 • STARTING A CAMPAIGN 41


ADVENTURER PATHS
Paths are collections of talents grouped by common adventuring themes. Each has a core
talent and core growth—your core talent gets stronger as you gain levels. Remember, paths
cannot be used to establish story details—backgrounds and talents can. Feel free to re-skin abil-
ities to fit your concept! Each path is covered in detail later in this chapter.

MONK
BARD BERSERKER CLERIC

stirring the soul blood, mettle, and faith is stronger


by song or deed the sounds of battle than any blade

DRUID FIGHTER MONK

the fury of nature, resolve honed with perfection is a journey,


untamed, relentless every strike not a destination

PALADIN RANGER ROGUE

an oath taken, a burden no escape, no mercy, a whisper in the dark,


willingly carried only the chase then a quiet end

SORCERER WARLOCK WIZARD

magic flows like blood, power always demands arcane knowledge,


powerful and wild a hefty price wielded with precision

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)

CHAPTER 2 • CHARACTER CREATION 43


BACKGROUNDS
Backgrounds are the pillars of your backstory, revealing key aspects of who you are. They
determine what counts as set dressing—tools of the trade and the story details you can
add. Start with a simple word or phrase, leaving room for growth as your backstory is re-
vealed during play. They're just dots to connect later.
Backgrounds include your heritage (below), social class, or profession. Each background comes
with three wises—evocative phrases that highlight areas of knowledge, experience, or
awareness from that background. They're especially useful for declaring story details, pro-
viding prompts and ideas to bring into play.
You have two backgrounds. You can choose from the list or use the Heritage crucible on
the next page, or use these as guidelines to create your own. Backgrounds and their wises
should fit the campaign world and be approved by the GM. A heritage background isn't
required if you prefer it as just set dressing.
Your backgrounds clearly signal that it's an important part of who you are.
▸ You might have grown up poor on the streets, but if you have the Ragamuffin background, you
learned a lot from that experience and it's a core part of who you are.
▸ You might be a dwarf, but having the Dwarf of the Iron Hills background lets you set the scope of
what it means to be a person from that heritage.
▸ A fighter with the Warrior and Noble backgrounds feels substantially different than one with the
Scoundrel and Eccentric backgrounds.

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

BACKGROUNDS & WISES • Rename/remix these as needed. Keep it simple.


Charlatan social graces • spotting marks • timely misdirects spy, swindler

Clergy allegories • eye for sin • faiths of the world cultist, priest

Commoner local customs • practical wisdom • superstitions farmer, villager

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

Eccentric hard truths • random facts • strange snacks hermit, recluse

Healer comfort foods • eye for ailments • herbal properties chirurgeon, herbalist

Hunter survival instincts • tracks • wildlife behavior pathfinder, trapper

Mariner nautical lore • seafaring • weather patterns pirate, sailor

Mystic ancient prophecies • leylines • symbology occultist, seer

Noble diplomacy • finer things in life • influential contacts aristocrat, diplomat

Ragamuffin hidden paths • rumors • street smarts cutpurse, urchin

Sage ancient histories • peoples of the world • philosophy lorekeeper, scholar

Scoundrel escape routes • eye for weakness • shady connections brigand, thief

Trader cultural tastes • eye for desires • rare goods merchant, peddler

Warrior battle plans • military contacts • war stories sellsword, soldier

HERITAGE CRUCIBLE Roll 1 of each, choose 2 (or 3!), interpret the results.

FOLK Vagrants Birdfolk Wayfarers Goblins Islanders Fisherfolk


Riders Clans Seafarers Tribes Keepers Settlers
Gnomes Pilgrims Turtlefolk Citizens Marauders Carvers
Dwarves Tieflings Goliaths Dragonborn Tradesfolk Valleyfolk
Nomads Cityfolk Humans Halflings Merchants Skywatchers
Elves Orcs Forestfolk Cavefolk Raiders Outcasts

MOOD Twisted Steel Verdant Golden Emerald Burning


Lush Floating Crimson Shattered Haunted Enchanted
Scorched Echoing Misty Glimmering Distant Silent
Rolling Bountiful Great Sunken Coastal Gloomy
Abyssal Desolate Rocky Windswept Howling Eternal
Feral Serene Whispering Grim Prosperous Restless

LAND Peaks Confederacy Isles Coast Badlands Boglands


Kingdom Wilds Marsh Isles Thickets Jungletown
Desert Canyons Highlands Caverns Fenlands Borderlands
Plains North Moors Ruins Hollows Underworld
Sea Meadows Outposts Cliffs Boomtown Riverlands
Glaciers Sands Wastelands Coalition Blightlands Groves

▸ Elves of Boomtown: alchemicals • trade contacts • tales of far lands.


▸ Cityfolk of the Serene Kingdom: cultural tastes • eye for sin • rare goods.
▸ Vagrants of the Burning Barrens: comfort foods • survival instincts • war stories.

CHAPTER 2 • CHARACTER CREATION 45


46 GRIMWILD
CHARACTERS

WIP PATHS & TALENTS GUIDE


Following this are the 12 adventurer paths in the game. Here are some notes on what
some of the terms that come up within the talents mean.
◆ Core Growth: Your core talent gains power as you gain levels. If it says every 2
levels, you gain the bonus at level 2, 4, 6, etc. If every 3 levels, it's 3, 6.
◆ Non-path Talents: You can choose talents that are not on your path's list.
◆ Re-skin Talents: To avoid doubling up very similar talents, we didn't create some
that would mechanically fit across different paths. You're encouraged to re-skin
these, such as using Bulwark (an armor talent) as a mage shield instead.
◆ "If Given Time": Some talents use this phrase and it's up to your interpretation at
the table how long it means. It's at the very least a narrative beat, PC action, etc.
and usually means things had time to change. Story rolls might help with that.
◆ Push Yourself: Many talents require you to push yourself. These always allow you
to activate them for free once per session. After that, you have to mark a relevant
stat after you use it.
◆ "Always": When you are given a narrative permission to always do something by
an ability, you can still be COuntered by the GM move. So Always means 95% of
the time.
◆ Choices: Italicized words with em dashes represent limited choices, like: one—two
—three. Some talents allow you to do something "like four or five." These are
examples.

CHAPTER 2 • TALENTS GUIDE 47


PATH OF THE

BARD
ALSO: Minstrel, Orator, Warlord

You spin tales and songs that stir emotions, inspire bravery, and turn simple
deeds into legends.

BARDSONG CORE TALENT


Each session, you can sing 3 bardsongs, rolling Presence. Sing one to pull off a potent
feat of emotional influence, like eliciting a vex response in an NPC, buffing a group of allies,
or inflicting hindrances on enemies. You can also sing one to interrupt an impact move.
A bardsong's effect flows from its composition. Choose a style, tune, and impact (below)
that matches the effect.
Each session, you can also sing 3 melodies, spur of the moment tunes without spe-
cific composition. Spend them to: clear a mark—heal rattled—assist without risk. These
don't require a roll. You cannot affect yourself.

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.

Jack of All Trades


Increase one of your stats that's a 1 to a 2. You also take +1d on montage rolls.

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.

FRENZY CORE TALENT


Once per session, or when you get bloodied or take vex, you can enter a frenzy for a
scene. During the frenzy, you can only take aggressive actions. You also:
◆ Take +1d for each mark you have and ignore all thorns from damage.
◆ Inflict collateral damage on each action roll, regardless of the outcome. You can
(and must!) choose one: send something flying—smash mooks—wreck something.
◆ Always get a final action when dropped. On a critical, ignore getting dropped.
You can only exit a frenzy when no challenger stands before you, you get dropped, or you
push yourself to calm down.

Core Growth: Every 3 levels, gain 1 free activation of this per session.

WIP: STYLING YOUR FRENZY

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).

Into the Fray


When you're the first into an intense situation, 5s count as 6s, but 4s count as 1s on your first
roll. You also setup the first person following you regardless of your roll outcome.

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.

CHANNEL DIVINITY CORE TALENT


Your god grants you spellcasting ability. You roll a domain pool to cast and that domain
pool and your god's epithet serve as touchstones.
Create your god (below). You have 1 major domain, a 6d power pool, and 2 minor
domains, each a 4d power pool. These pools replenish each session. You can drop 1d
and roll the domain to cast a potent spell.

Core Growth: Every 2 levels, increase one domain pool by 1d (max 8d).

CREATE YOUR GOD


Create your god by naming them and giving them a thematic epithet (e.g., Zerenda, Goddess
of Storms). You are expected to follow its tenets, though not a strict requirement. Choose 1
major domain and 2 minor domains from below, or make your own:

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.

DIVINATION • Unveil secrets, provide foresight, and commune with spirits.


Tenets: Uncover and share hidden truths. Respect and act on divine signs.
Magic: Find a safe path. Reveal where the thief is hiding. Know tomorrow's weather.

DOMINION • Influence, command, and control sentient creatures.


Tenets: Enforce peace and stability. Inspire others through your actions.
Magic: Convince someone to help you. Make someone forget something. Calm an angry mob.

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.

WARDING • Provide protection and defense for those in need.


Tenets: Protect those who cannot defend themselves & strengthen communities.
Magic: Shield an ally from harm. Block a doorway. Create sentries.

WRATH • Inflict damage and curses upon those deserving.


Tenets: Show no mercy for those deserving punishment & save mercy for those who do.
Magic: Shatter the killer's weapon. Blind a traitor. Curse a thief with misfortune.

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.

WILD SHAPE CORE TALENT


You can shift into the form of any beast you're familiar with. You have a 4d Wild Shape
pool, rolled when you shift—at 0d, you fail to turn into that form. The pool replen-
ishes after each scene.
You take on the form's physical qualities and feral instincts. Move your stat points
around to represent this, with a min. of 1 and max. of 3 in a stat. You lose access to
any talent related to your own physical form.
Some forms are more difficult to shift into. For each wild talent a form has, drop 1d
from the pool before rolling it. These are things like aquatic, smaller than a cat, bigger
than a bear, venomous, and flight. It can also be a specific talent from a path, or anything
that would require a heritage talent. The GM judges the gray zone.

Core Growth: Every 2 levels, increase your Wild Shape pool by 1d.

DRUIDIC TELLS [OPTIONAL]


Druids often exhibit tells—sometimes several—that reflect their deep connection with
nature, such as animalistic traits or plant-like appearances. Even in a fantasy world, some-
one so attuned to nature is bound to attract attention, offering potential new vantage,
outside assistance, or even opportunities for tangles. Below are some ideas for features:

thorns blossoming feathered bristled roots fluffy


moss bark earthen hoofed vibrant silken
vines glowing translucent tangled crystalline smoky
tusked velvet murky speckled verdant willowy
shimmering antlered ashen spiny gnarled fragrant
scaly longtoothed dewy breezy misty petals

WIP: EXAMPLE BEASTS WITH EXTRAORDINARY QUALITIES

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.

WEAPON MASTERY CORE TALENT


Choose a fighting style that you have mastered: brawling—dual-wielding—one-handed
weapons—ranged weapons—thrown weapons—two-handed weapons. You have a mastery
die, a special d6. When you fight in your style, take +1d (the mastery die) on the roll. If
the mastery die is a 6, it counts as a critical. If it's already a critical, take spark.

Core Growth: Every 3 levels, your mastery die increases by +1d.

WEAPON ORIGIN [OPTIONAL]


For many fighters, their weapon is an important part of their past. Give your weapon some
character and it will become a character itself in the story. Roll d66 twice on the table below
to give your weapon, or each of your weapons, its own small story. You can also choose, or
make up your own.

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

WEAPON KNOWLEDGE [ADVICE]


As a fighter, bring your mastery of battle into play. You've likely trained in various weapons
and understand their matchups. Weapons don't have specific rules differentiating them,
but they do carry fictional weight which can impact vantage. Highlight favorable matchups
or embrace bad ones for interesting tangles. Take spark by accepting the risks or retreating
from a likely loss.
You don't need to be a weapon expert—lean into the cinematic. Basic details (spears in a
narrow hall, flails wrapping around shields) can add a lot to the scene. Use your wises creatively,
and remember, combat is freeform, so stretch your imagination.

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.

Got Your Back


You can push yourself to assist an ally after they roll a grim. The ally can also roll 1d. On a
perfect, you both take spark.

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.

DISCIPLINE CORE TALENT


Your body itself is a weapon, and anything in your hands is merely an extension of it.
In a fight, you're never at a disadvantage due to a weapon matchup. Each scene, you
gain 3 flow, which you can spend to:
◆ Ignore difficulty thorns from being outnumbered.
◆ Interrupt an impact move with a: philosophical point—quick reaction—stunning strike.
◆ Perform a fluid maneuver after landing or avoiding a strike: disarm them—redirect
momentum—reposition you or them. This works on a perfect or a messy.
◆ Pull off a potent feat of mystical grace, like running across water or falling harmlessly
from a great height. Spend 1 more flow to extend this to someone you're touching.

Core Growth: Every 3 levels, increase flow by 1.

WIP: MARTIAL ARTS TECHNIQUE NAMES

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.

Mind Over Matter


When you take a physical mark, you can instead choose to take a mental mark. When you
clear any mark by rolling it, take spark.

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.

OATHSWORN CORE TALENT


You draw power from an oath you swear to uphold until you die. Your oath is comprised
of three core tenets (below) which dictate your behavior. You don't take thorns from
bloodied or rattled, instead taking +1d on rolls with the related physical or mental
stats. Each session, you also have 3 smite. When attacking someone in combat or
argument, you can spend it 1-for-1 to drop dice from a task pool after rolling it.
Affirmation: Each precap, state your tenets clearly. Discuss how they came into play
in the previous session and give spark to one player who joined a scene involving your
tenets, whether they followed them or tried leading you astray. If a tenet is in violation,
discuss the toll that has had on you and think on a chance for atonement. Take 1 less
smite for each tenet in violation. When you atone, take spark.

Core Growth: Every 2 levels, increase smite by 1.

SWEAR YOUR OATH


Detail the three tenets that form the core of your oath. To write a tenet:
◆ Choose one or two character details, such as traits, bonds, or backgrounds.
◆ Link them to a short, actionable phrase. These should naturally arise from the fiction
every session or two and present you with dilemmas. Work with the GM to ensure they
will come up in play.
Rank the tenets in order of importance. If they ever conflict, following a higher one avoids
violating a lower one. Tenets are absolutes—if there's a question over whether you're in
violation, you've violated it. When you violate a tenet, slash its box. For a second or severe
violation, fill in the box—it is in heavy violation. To avoid breaking the tenet, you must
continue upholding it. To atone, you must perform a related deed that outweighs the vi-
olation itself—ask the other players if unsure. You can then erase the box.
If you violate a tenet that is in heavy violation (filled box), it is broken, and you can no
longer atone for that tenet. Breaking two tenets makes you an Oathbreaker.
Oathbreaker: You lose your Oathsworn core talent, but gain hidden potential. You may
choose a new non-core talent or the Warlock's Pact core talent in its place. Redemption
requires an appropriately epic Ritual of Atonement at a sacred place or a mythic deed to
atone for your transgressions. Success restores your core talent while allowing you to keep
the talent gained from breaking your oath. Redemption is possible only once.

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.

HUNTER'S MARK CORE TALENT


Once per session, you can declare a weakness in a non-humanoid creature. Describe
what you know or see, tagging it with a 3d Weakness pool. When anyone targets the
weakness specifically, you roll the pool as bonus dice on their roll. As it depletes, the
creature learns to hide its weakness, causing it to shift its behavior. Take spark when
the creature falls.
Prowess: Take +1d at stealth, traversal, setting traps, and tracking.

Core Growth: Every 3 levels, gain increase the weakness pool by 1d and you can use
it one more time per session.

WIP: TRAP TYPES

WIP: MONSTER WEAKNESSES

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.

EXPERTISE CORE TALENT


Choose a skillset below as your expertise:
Skullduggery: Take +1d at stealth, picking locks, lying, and sleight of hand.
Assassination: Take +1d at stealth, tracking people, opening strikes, and disguises.
Each session, you have a 3d Contingency pool, always planning ahead. You can roll it
as bonus dice after any roll that falls within your expertise.

Core Growth: Every 2 levels, increase Contingency by 1d.

WIP: THIEVES' GUILD BUILDER

WIP: PREVIOUS CRIMES

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.

SORCERY CORE TALENT


You have spellcasting ability. You roll Presence to cast and your magic paths and tech-
niques serve as touchstones. Choose any 4 below, with at least 1 magic path and 1
technique:
Magic paths: flame—frost—shadow—stone—telekinesis—tempest.
Techniques: attack—create—defend—enhance—hinder—influence—transform—traverse.
You can cast spells at-will, though they always carry risk and require a roll. You can
push yourself to cast a potent spell, but gain no free activation of it.
When casting, rolling two or more 1s triggers a secondary wild surge—raw magic spi-
rals out of your control. Make a 2d story roll to see what happens. The effect might
stem from your touchstones, raw magical essence, or something chaotically random.
Use the GM crucible or ask around your group for ideas.

Core Growth: Every 2 levels, gain a new technique or magic path.

WIP: WILD SURGE CRUCIBLE

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.

PACT CORE TALENT


Create your patron (below), a powerful otherworldly being you've made a pact with to
gain gifts in exchange for obligations.
Gifts: Your patron actively or passively meddles in your affairs. Each precap, roll 2d
and write these results down as Gifts. During the session, you can replace any rolled
die (by anyone) with one of your gift results, then erase the Gift.
You can also cast cantrips with your patron's trappings as touchstones, useful as set
dressing and magic utility. You gain a bonus talent, and each of your talents is infused
with their trappings.
Obligations: Each patron has different demands. You have an extra story arc to rep-
resent their demands. Some patrons expect meaningful progress, while others ask only
for the lightest of service. You define what this means. Each precap, discuss your
story arc. Your patron has an 8d Patience pool. Roll it if your patron was not satisfied
with your progress last session. At 0d, your patron will give you a visit in some form
to clear up the issue, replenishing the pool.

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.

NATURE Cogs Abyss Scourge Shadow Veil Hollow


Chimera Serpent Flame Green Outsider Balance
Void Forge Phoenix Whisper Trickster Fiend
Dead god Thorn Depths Reaper Tempest Storm
Eternal Harbinger Tide Prism Leviathan Dragon
Shroud Echo Starborn Dreamer Light Outsider

DESIRES Chaos Beauty Minds Wealth Rarities Destruction


Secrets Fun Control Magic Everything Monuments
Power Victory Judgment Unity Souls Biomass
Worshippers Adoration Fear Fame Revenge Knowledge
Promises Purity Progress Oddities Truth Treasure
Influence Life Territory Perfection Order Entropy

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.

SPELLCRAFT CORE TALENT


You have spellcasting ability. You roll Wits to cast and the spell theorem you are cast-
ing serves as its touchstone. You know 4 spell theorems inscribed in your spellbook,
created using the Spell Crucible (below). Each session, you can cast 4 spells and 2
potent spells. You choose which spell theorem to use when you cast.
You can learn new spell theorems from studying and experimenting with scrolls, which
you might find as treasure or obtain from other wizards. This consumes the scroll.

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.

STYLE Binding Oozing Shimmering Shielding Curious Shadowy


Flaming Slow Wrathful Petrifying Hungry Majestic
Charming Silent Dazzling Piercing Jovial Frenzied
Cryptic Withering Primal Screaming Thunderous Prismatic
Freezing Seeping Ferocious Grasping Venomous Sickening
Mesmerising Unseen Expanding Swift Phantom Terrible

ESSENCE Oil Earth Lore Lightning Ash Thorn


Crystal Air Fire Spirit Acid Vine
Slime Fungus Death Stasis Sound Water
Light Hex Blight Terror Mind Draught
Doom Smoke Sight Mist Vermin Wood
Pain Energy Feeling Bone Flesh Worm

FORM Beacon Servant Vision Sentinel Ray Poison


Ring Crown Disk Web Guide Embers
Chains Word Fang Gate Wall Dark
Eye Aura Gust Whispers Wings Wave
Cascade Shield Swarm Pillar Claw Dream
Bubble Hand Dance Explosion Mask Rot

MAGIC ◆ Abjuration: Protects, blocks, dispels, or banishes.


SCHOOLS ◆ Conjuration: Summons creatures, objects, and teleports.
◆ Divination: Reveals information, predicts the future, and reads minds.
◆ Enchantment: Charms, influences, and curses sentient creatures.
◆ Evocation: Creates and controls elemental and magical forces.
◆ Illusion: Generates false images and sensory deceptions.
◆ Necromancy: Manipulates life, death, and the undead.
◆ Transmutation: Transforms matter and alters physical properties.

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

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