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just a t a s t E

Art By:
Ross Brandt [pages: 6-7]
Brian Colin [cover, pages: 3, 72-73, 101]
David LaRocca [pages: 2, 34-35, 100]
Allen Panakal [pages: 101(bkgrd), 103]

Vast Grimm Writing, Game Design,


and Graphic Design by:

ISBN XXXXXXXXXXX
Printed in China
Brian Colin &
Ross Brandt

playtested By:
Bill Barnett, Hilary Blake, Jennine Cerra, Jessica Anne Dodaro,
Carey R. Drake, Egg Embry, Michael J. Ertischek, Dave Friant,
Max Hickman, Rhea Jones, David LaRocca, Ray Lewis, Mali-
cat/Malikissa, Drew Nall, Theo Thourson, Tartle Wizard

Vast Grimm is an independent


production by Infinite Black and
Creature Curation and is not

First Printing
affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is
published under the MÖRK BORG
Third Party License.
VastGrimm.com | InfiniteBlack.com
Infinite Black. All Rights Reserved.
Vast Grimm is © Creature Curation and
MÖRK BORG is copyright is a Trade mark of Creat ure Curation and Infinite Black.
Ockult Örtmästare Games and Vast Grimm logo
Stockholm Kartell.

2 3
PROPHESIED
AND UNLEASHED
The Six, Disciples of Fatuma, set out on a pilgrimage to the primordial
Mausoleum of THEY, in the year zer0. It had been prophesied in the Book
of Fatuma that THEY would be unleashed upon the ‘verse by a mission of
the truly devout. This prophecy came to fruition when The Six harnessed
the power of Tributes to decrypt the mystical lock which had sealed the
Mausoleum. A fervent gust of ancient, stale, particulate-filled air exploded
out of the ancient crypt worming its way into the lungs of The Six.
who drew air with
It was written in the Book of Fatuma that “Those
forw ard, be one with THEY.
THEY would then, from that day
latio ns of THE Y and their
Their breath would be the inha
The Grim m”. As true with the
exhalations would be known as
, all other writin gs in the Book
first prophecy and the release of THEY
t the last seven Torm ents.
of Fatuma have come to pass. All excep

The Six disbanded to travel, sharing the breath of THEY to every corner of
the ‘verse. As missionaries, their preachings spread like a plague infecting
those in their flock with The Grimm.

6 7
You feel. I mean, you can SENTIENT BOT [D6] Begins with
0 credits an
really feel all the feels. 1. Formerly a communications bot in a HP Toughn d d4 Favors
.
emo|bo You might even have a
soul if The Grimm don’t
remove any need for
one. Your mechanical
mind and body are
medical facility, you have innate
knowledge of nanobyte healing
technology.
2. A military Mech, your development
of emotions created a paradox in your
synthetic cortex. Was it right to kill
ABILITIES
ess +d8

Made of \m/etal 3d6+2 Toughness,


Emotional Noob 3d6-1 Presence. Roll a d4 on
the weapons table, nothing on the
other humans with overwhelming
immune to infection deadly force? Or was it actually armor table. You also begin with one
really fun? random Encrypted Tribute*.
and infestation, but
3. As a personal service bot, you are
infection isn’t the
used to completing many mundane
only way to check tasks, cooking, cleaning, tutoring, SKILLZ [D6]
out in this ‘verse. bookkeeping. You have also been Start with one one of the following:
secretly studying how to be an
You hate The STEELSKIN Your metal exoskeleton acts as
assassin. You really really want to kill 1 level 3 armor without any agility penalties.
Grimm, it breaks something -- but quietly.

6
your mechanical 4. You are a drone. Just a delivery drone. ELECTRIC EYE Your eye is a surveillance
heart to watch them You wonder if someone might hook 2 camera, always wandering around from
you up with some weapons so that you the top of your head or body. Gain +2
take away all the can deliver packages of a higher level. Presence against any visual tests. You
people that share Your emotions run HOT. record up to 1 week of footage before
your feels. THEY 5. As a science bot working on cures for rewriting the data.
infestation, you developed a certain
must go. You’ll small amount of fascination and 3 COME CLOSER One of your appendages
contains a high powered magnet. 2x per
use your superior attachment to those deadly little
knowledge of technology würms. They can’t hurt you, why should day you can activate it and pull a metallic
you hurt them? item from an opponent, friend or non
in a bid to create hope for embedded surface DR10 Strength test.
6. You are alone. Alone in the ‘verse.
the future. Or just a path To your knowledge there are no others
to get out of this weeping like you, but you search anyway, always
4 UH OH You have a self destruct
mechanism that detonates automatically
searching for more of your kind. You when you go to -1 HP. You must announce
sore of a shithole system.
are the sad bot. to the GM at the start of each day if you
have it on or off. If it is off, you may also
choose to engage it at any time except
when you are at 0 HP. A result of 4 on the
Broken chart still kills you, but you do not
explode. The mechanism is hardwired and
you cannot change your mind once it is
engaged until the next day.
5’ Radius 2d6 blast damage. DR12 Agility
test for 1/2 damage.

5 DATA SAP You can interface with almost


any computer as long as it has power. DR9
Presence test. Once interfaced all but the
most secret of files are open to your
probing and edits. Highly encrypted
files can be accessed with a DR17
Presence test.
6 SPEED DEALER Your experience includes
working in a med lab. You can produce d3
injectable Nanotech healing cartridges per
day (d8 HP). Charges lose effectiveness
after 24 hours.

*Tributes do not play well with your


mechanical being. You cause a
34 Cataclysmic Condemnation on a 1-5 (d20). 35
Tergus (Spinal Würm ) Coiling around your vertebrate as it feeds
on your fluids, this parasitic würm makes
light blinding, causes rapid weight loss, and
sends you into uncontrollable seizures.

Parasitic Pains d6:


1. Cruelly Contorted: Tergus has bent and broken your body past the point of
consciousness. You are no longer in control and must concede your character
to the GM.
2. Hail Seizure: The würm has been feasting upon your spinal fluid with its filthy
germ-ridden maw. This causes you to have uncontrollable flailings as you Parasitic Pleasures d4:
go into seizures. Roll a d12 before any action. If it is a 1, lose your round to the
seizure. You may resume your action at the beginning of the next round. 1. Protein Powered: The proteins in the würm’s saliva is boosting your immune
system. Double the HP you receive from any rest today.
3. Demonic Diet: The würm is making a feast of your body, you lose 30lbs. Your
Strength is also reduced by 2 until you can regain that weight. 2. Wicked Rest: Even the vilest of creatures must rest. Today is your lucky day.
The würm seems uninterested in causing you any more wracking pain… at least
4. Oh It Burns: Light of any kind makes you cringe and cower, you desire to be for today.
one with the darkness. When in bright light, whether artificial or natural, you
suffer a -2 to Presence tests. 3. Got Your Back: The würm wants to survive almost as much as you do. Defense
tests at DR10 instead of DR12.
5. Crooked Spine: As the würm gains further control of your spine, you find your
self bent, almost to the point of being broken. Reduce your carrying capacity by 4. 4. Drained: Last night you felt something rupture in your back as you shot awake in
total agony. Now, the weakness and back pain that you have felt since becoming
6. Signals Crossed: Your muscles and limbs are not reacting like they should causing infected has come to an end. You will never fully recover to who you were before
a lack of coordination, you suffer a –2 to Agility tests. The Grimm gripped your spine, but at least for now yoga is a possibility again.

72 73
W Wö
Wö ör r Ho
Void Revenant Wö r Ho Houn
Merciless undead, Void Revenants are what’s left of the bodies and souls of creatures
murdered by being vented out of airlocks. Void Revenants always seek to revenge
r un Hou d
nd
themselves on those who murdered them. They do so by luring ships to their
location with fake distress calls, boarding the vessel and murdering one of the crew,
whose bodies they then inhabit. Void Revenants are clever concealers and will
often choose to hide in a crew member’s quarters to attack them by stealth
as they sleep. DR12 Presence test to wake up and notice the Revenant.
If at all possible they will work to take control of the ship by any means
necessary to find their own murderers. Void Revenants attack with
a synth rope garrote to kill or use the weapons (and abilities)
equipped to their new hosts. When the Void Revenant’s new host
body is destroyed, it will return to its original corpse at 2 HP.
When the original corpse body is destroyed, the revenant is
dispersed into black dust.

HP 15 Morale N/A
Space Suit Tier 1 -d2 Damage
Synth Garrote d4 + Strangulation
(DR14 Strength or take d4
damage per round)
Special Void Revenants are
clever concealers and prefer
to attack initially through
stealth and strangulation

e,
g e r o f t h ese savag
iable hun g, beasts
The insat g, bone shatterin ing
in n
flesh ripp a viscous, madde
u t s
echoes o berating through it
r
howl reve den maw.
- r id
disease
HP 30 Morale 10
Thick Hide Tier 2 -d4 Damage
Bite (d6)
Special Bites infect you with
Berserker Madness Disease DR13 Toughness
test to avoid one d4 rounds of berserk
madness, causing uncontrollable attacks
against anyone or anything within reach.
GP 1 on d6
100 101
Quick rules When the tim
e of

the seventh Torment is inflicted


Bad things are happenin
g in passage that
If it does, read thein
this gal axy, so at the be gin nin g
is rolled. How it is e ter preted is
completely up to th GM.
You think you’re ready to face the würms to see if a
of each day, roll
and save humanity? Or perhaps you just urs (pa ge 20 ).
torment occ
want to high-tail it out of this ‘verse and
find the Gate of Infinite Stars. Hell, maybe Most things that rely on chance require a roll which is a DR test based on
that’s none of our damn business! Either one of your PC’s abilities. So, if you are trying to punch a würm in its ugly
face you would need to make a DR12 Strength test. Roll a d20, add your
way, here’s the fastest way to get you strength to it (this will be anywhere from -3 to +3). If you get a 12 or higher
where you want to go. your fist landed, watch out it’s probably covered in nasty infected filth!

upon the ‘verse, THEY WILL have


The f irst time you play use our random
roll
hit their opponents, they also
character creator which you can f ind at Not only do the players roll to es the gam e
ties. This is what mak
vastgrimm.com. Don’t get too attached, it’s to see if they get hit by the nas s whi le hidi ng beh ind a GM
’t pull punche
especially brutal. The GM can (Ag ility test
easy to die and even easier to become ck the player rolls a Defense
Screen. On an opponent’s atta age . Arm or can
GM) to avoid taking dam
one of The Grimm. After you play once or with a DR determined by the the
of dam age taken. If you’ve got armor, roll
twice, then roll up your own character. help with the amount dam age you too k.
that from the
appropriate die and subtract

Tributes are the magick in Vast Grimm. If you have any Tributes,

consumed all.
roll Presence +d4 at the start of each day. That is the number of
Neuromancy Points (NP) you have to activate Tributes that day. To use a
Tribute, spend a NP and make a DR12 Presence test. If you fail lose 2HP.
Try not to fumble. You won’t like it if you fumble.

Skillz are additional abilities


your PC starts with that will mak
from the other characters in e them unique
the game. What each one doe
info for your skillz will be on s is different, all
your character sheet. Hopefu
you apart is what will help kee lly whatever sets
p you alive, at least for anothe
r day.

Staying alive. HP are hit points, or the amount of health you have. When
you hit zer0 or lower you are Broken and must roll on the Broken Chart to
see what happens next. You can also heal with some Skillz or items, and
when you rest.
Almost all rolls in this
game are made by the cks, each PC starts
players. GMs determine u sta rt ro llin g those shiny math-ro
One last thing befo
re yo SAVE YOUR ASS.
the dr (Difficulty Rating), nu mb er of Fa vors. THESE WILL en all else fails,
with a
ca n do wh en you use a Favor, wh
control NPCs and set the There are several
things yo u d of the book.
ge 54 or loo k at the chart at the en
stage for the story. use one! See pa

102 103

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