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Name Chart

STEAL
Human | Bot | Other
All Computes. D10 Cosmic Treasures
d66
d6 d8

FROM THE
1. Akar 1. Claw of Solleel - a blade forged from the 6. Blued Steel Revolver - from an ancient time.
2. Avax claw of a viciously evil beast d10 damage. Once The bone handle bears the inscription “Wyatt E.” -

DEAD
it draws blood, the knife wants to continue the Enhanced slug thrower. DR10 Presence test (d6). Canister of talc powder, five whole toenails
3. Axtin 41
bloodshed. If a PC wants to stop fighting, DR14 at the bottom.

1 4. Bennett
5. Buck
6. Codex
Presence test or keep attacking anyone close by.
2. Aye Eye - this perfectly pickled eye in a cloudy
7. Mini Video Cartridge Player - with a small
notebook of cartridges. (d6) 1-2 Cooking shows,
3-4 Sitcoms, 5-6 How-to videos.
42
Holodrive with the image of one of the PCs
on it.
7. Coro piss-colored jar will always aim in the direction of Seven vials of blood sealed in
8. An Unbelievable Pouch - 2x per day you 43
8. Crowbar treasure or riches.
can reach into the pouch and pull out (d8) - 1-2 d4
11 Nanotech cockroach used for spying. neon-blue wax.
3. Meteorsmite - pock-marked rock of the batteries, 3-4 d8 bullets that fit your slug thrower,
1. Cynder Flask filled with Salazarite piss, it burns
darkest black hue expels a würm from whoever’s 5-6 d4 herbal med-patches, 7 d8x10 credits, 8 the 12 44 Pouch filled with dried, salted butterflies.
2. Deavar going down.
mouth bites down on this mineral. When the würm pouch burns to dust causing 1 HP of damage.
3. Durrek A technomancer’s divining bones.
leaves the body and you spit out the meteorsmite,
9. Jet Pack for Your Feet - 3x per day jump
Thermal detonator on the fritz. Roll a d8. 1-3 45
2 4. Ender
5. Eclipse
6. Fang
lose d8 teeth. Only works once per stone.
4. Pocket Portal - once activated, this portal the
up to 20’ in any direction. DR10 Agility test each
launch or fall on your ass for one round on landing.
13
explodes when touched along with your
hand. 4-8 makes a crackling sound then
fizzles out. 46
10 finger bones.
A flat bottle of the world’s finest whiskey.
Worth 1000 credits, but very fragile.
size of a large coin works as a one-way ticket to If jumping vertically with no landing area, fall back
7. Fiver
another multiverse. Anything that will fit through to earth DR12 Agility test or bust your ass Diary of a Devout, if read gain +1 Presence A frog that speaks the common tongue.
8. Flik the diameter can be made someone d4 damage. 14 51
tests against the Devout. It is abrasive and condescending.
1. Gavr else’s problem.
10. Tiny Drone - you own a battery-operated The dead turn to ashes as you dig through
15 A small notebook outlining schematics for a
2. Gideon 5. Creme-filled Snack Cakes - these ancient drone that can transmit images back to your their remains. 52
part of the Gate of Infinite Stars.
3. Gridor edible treasures could easily fetch 500 credits personal comm pad (2 charges/use). Comes with
Someone’s “little black book” of potential
3 4. Hazel apiece. Imagine what a box of 12 sealed in a solar charger. Be sure to check the weather 16 Chewing gum that turns your tongue black.
5. Hunter cellophane could buy. Toughness DR14 test to chart below. 53 amorous dates. One of the names is known
keep from shoving all of them in your mouth hole. to you.
6. Jinx 21 A bag of steel ball bearings. d100 of them.
7. Kerrud Several dried-out french fries from a fast
54
8. Knuckles Detailed surgical instructions on how to food restaurant.
22
1. Kruel d12 Traps & Trickery remove a würm with a laser pen.
55 Half-filled bottle of expired painkillers.
2. Mara 01. Floor vents emit gaseous poison Small jar with a würm inside, “Marve” is
23
3. Lunar d12 Weather - Ground written on tape on the lid.
02. Credstik encrypted with 56 A steel ball studded glove. Only one.

4 4. Mani
5. Nalex
6. Perra
currency-erasing malware
03. Door outfit with thermal detonators
24
Preserved eye with a tag scrawled with
mothership retinal scan.
61 Prayer beads.
7. Padar 04. Power switch initiates self-destruct I. Flat Gray 25 Handwritten list of 13 Unscathed.
Tiny finger-sized bear traps. Agility DR 12 or
8. Ratchet sequence
II. Pissing Drizzle Jumpdrive filled with malware. Roll [d6] 1-4 take 1 HP of damage from multiple snaps. 10
62
1. Ripper 05. Flesh-eating bacteria drips from anything it is inserted into reboots to factory minutes to remove, removing faster causes
2. Syrus the ceiling III. Gusting Hot W 26 an additional 1 HP.
ind settings. 5-6 causes all power and lights to
3. Saria 06. Corpse rigged with an ion-grenade IV. Lighting Storm pulse like a technorave for d4 days.
63 Deck of animated cards.
5 4. Savaj
5. Selor
6. Syntax
07. Solar flare bursts when button
is pushed, causing blindness
V.

VI.
Level RED Aller

Silent as space
ge ns 31 Signed contract for the head of King Saule.
64 Pack o’ smokes.
08. Chest has mechanical teeth Fang of a Great Würm carved into a dagger.
7. Tiabak 32
set to gnaw any who open VII. Acid Rain D8 damage.
8. Thoria 65 Makeup Kit. K-Pop themed.
09. Shiny treasure sends an amplified VIII. Low visibi Encrypted Tribute painted yellow with a
1. Thrasher lity Fog 33
electrical shock black smile and 3 eyes.
2. Torch IX. Sleet 66 Pocket sized electron microscope.
3. Valria 10. Corpse on table has swarm of Map and keycard to an underground military
34
baby Salazarites in chest cavity X. Blinding Delug stronghold on Proxima b.

6 4. Valbak
5. Wort
6. Xian
11. Sirens wail when you open the hatch XI.
e
Sunny - no cloud
s, hot as balls 35 Lock of purple hair that smells of vomit.
12. All entrances/exits slam shut as XII. Polluted and sti
7. Zandar the room goes into lockdown mode nky but still sunn Someone else’s severed hand. Fingers are
y 36
8. Zero covered in ink.
1
Art By:
Ross Brandt [pages: 6-7, 10-11, 14-15, 28, 33, 70, 96-97, 110, 115]
Brian Colin [cover, pages: 3, 5, 9, 20, 24, 30-31, 38, 48, 69. 72-73,
77, 80, 85, 86, 88-89, 91-93, 98, 101, 104, 109]
David LaRocca [pages: 2, 12-13, 23, 27, 34, 40-41, 42, 47, 54, 60,
74, 78, 94, 100, 102]
Allen Panakal [pages: 16-17, 18, 37, 58-59, 86-87, 103, 108-109,
116-117, 118-119]

Carey Drake [99, 113] | Latt Vines [107, 111] | Russ Williams [46]

Edited By:
Bill Barnett

ISBN 978-1-7377698-9-7
Infinite Black P.O. Box 91, Jemison, AL 38505, US
Printed in China

Safety Tools:
It is important to make everyone at the table feel comfortable and safe
Vast Grimm Writing, Game Design,
and Graphic Design by:
when playing TTRPGs. We encourage you to use safety tools at your
table. You can find what we use here http://cant.rip/safety
Brian Colin &
Ross Brandt
playtested By:
Ted Adams, Bill Barnett, Hilary Blake, Amanda L. Bonavita,
Andrew Cameron Bond, Jennine Cerra, Dayv Cole, Parrish
Danforth, Jessica Anne Dodaro, Katie Downey, Carey R.
Drake, Egg Embry, Michael J. Ertischek, Dave Friant, David
Gallaher, Ken Hawkins, Max Hickman, Rhea Jones, Michael
“DeadAussieGamer” Kesavan, David LaRocca, Ray Lewis,
Malicat/Malikissa, Shawn McCarthy, Drew Nall, Allen
Panakal, Chester Powell, Carlos Rivera, Jacob Savala,
Brandon Shaver, Theo Thourson, Tony Vasinda, Tartle
Wizard, Christopher “Wojo” Wojciechowski

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

2 Stockholm Kartell.
3
T
he Earth that once was has been sliced through, gnawed at,
chewed up and spit out. All that remains are floating vestibules
anchored to the fragmented carcass of an exploded planet.
And the ships! Is there fuel in their cores? Is it even possible to
evade and escape the inevitable? I think not. Those who still remain
are merely vessels within vessels, waiting to be fed upon. Let us
not forget the space stations. Perhaps there is still some form of
civilization left in these pockets, but when will a dormant awaken
to become one of The Grimm? When will THEY be called to feast
upon their souls? I pray that today is not the day where I am
beckoned to become one of them.

You are still alive, somehow managing to survive, and if you are
one of the truly lucky, you have not been afFLicted by the WÜrms.

Who are you? Are you ravaged by war, pieced together with
remnants of bots and the little flesh left of your body? A twisted
biochemist shoving needles into your arms in hopes that this next
fix will be the one that saves you and what’s left of humanity?
Or perhaps you are a survivor, like a cockroach, doing whatever
necessary to stay alive even if it means the rest of your Legion
must perish.

It does not matter. THEY are close now. With so few souls left to
feed upon, your days in this ‘verse are limited. Will you choose to
help anyone on your journey or only save your own hide? Will you
make it through the Gate of Infinite Stars and escape to another
universe? Or will you end up like so many before you, inhabited and
controlled by the parasites that are the Vast Grimm.
4 5
PROPHESIED
AND UNLEASHED
The Six, the 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 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
T
his is the time of THEY. 663 years have passed since
the Mausoleum of THEY was unlocked by The Six.
Over this course of time, The Grimm’s reach has
become vast. There are few societies left, as most planets,
and cultures have been completely and utterly decimated.

It began with the numbers of The Grimm slowly creeping


higher as infections spread. It did not take long for
people to choose sides, pushing worlds into war against
one another. Alliances were made between those who
worshiped The Six like gods, those who clung to ancient
beliefs, and those who favored science over all. It didn’t
truly matter which side anyone was on. By then it was too
late; THEY were everywhere.

When the ‘verse was a nothing, an absolute and sheer


emptiness, six sparks flickered in the darkness. THEY were
the first. THEY were all that was. THEY were creation.
And as THEY were before, THEY are what will return us
to nothingness.
­— Book of Fatuma : The Endings

Each of the Six Disciples of Fatuma had a unique spark


of THEY inside of them, causing different strains of
The Grimm to fester within the ‘verse. These deviated
mutations became infamous among the living as würms.

From the spark explodes six festering coils, snake-like


würms who when together are THEY. More time will
pass than can be counted, all while THEY are locked in
isolation awaiting their prophesied return. When THEY
arise, we will share in the glory. Those of us dormant,
unknown of our symbiotic ties to the great ones, will
awaken becoming The Grimm. So it is written, so THEY
shall be.
— Book of Fatuma : The Blight

8
the belt of despair

charon
PROXIMA B

MOONS OF THE DEAD


the bitter
void
the belt of despair

the rings eternal

Waste barges
of khallar
SOL G66
waste

the verse marauders


cryosphere
ARCON 66 PEGASI C

K2-116B

mausoleum of they grunthar X-13

the belt of despair the hellmuth

10 11
THE GATE OF INFINITE Darker than the loneliest evil ever Do magicks still exist that are strong
STARS conceived. Darker than the longest night, enough to contain THEY once again?
OH, YOU ARE ONE OF THOSE. A
a great distance from any sun. Shrouded by Only fools would dare to try and find
BELIEVER IN MATH AND SCIENTIFIC
EQUATIONS. YOU’RE WASTING YOUR infinite and total blackness, the out as Legions of the Devout have taken
BREATH ON ME. IN THE END WE ALL monolith that is the Mausoleum of They up residence to protect their sacred
GET CAUGHT BY THE WÜRM. BUT IF has remained erect far longer than shrine. But the Devout must be
YOU REALLY THINK THE SCIENTISTS
CRAFTED A PORTAL TO ESCAPE TO A
time has been a concept. constantly replaced as
PARALLEL UNIVERSE, YOU JUST KEEP the planet’s atmosphere
THAT HEAD OF YOURS IN THE STARS. Originally, this horrific mythical quickly and relentlessly eats
tomb could not be found on any away at one’s flesh. These
BEFORE PLAYING VAST GRIMM, THE
GM SHOULD DETERMINE WHERE THE starmap. Now a mystical place missionaries consider it
GATE OF INFINITE STARS IS LOCATED of pilgrimage for the Devout the highest honor to
ON A D8. (IT IS ONE WAY THE PLAYERS and a shrine to THEY. The lone sacrifice themselves in
CAN SURVIVE. IT IS ALSO A WAY THAT
THEY CAN ESCAPE TO CONSUME YET
constructed chamber that this, their holy land, as
ANOTHER UNIVERSE.) once held THEY breaks the a gift to THEY.
surface of K2-116b. It is a
1. PROXIMA B (ONE OF THE MOONS stark, cold contrast of Have you landed
OF THE DEAD) – GORGED RAVINES
AND SKY-PIERCING MOUNTAINS ARE obsidian jutting out of the here, breathing in
STAINED IN THE MUTED COLOR OF rocky planet’s red oxide that fine, toxic air?
BLOOD THAT HAS SEEPED INTO THIS surface like a broken bone, Have you gotten that
MOON OVER CENTURIES OF WAR. FEW
LIVING STILL ROAM THE SURFACE OF
piercing its skin. itch under your skin,
THIS DESOLATE EXPANSE, AND THOSE the one so pervasive
WHO DO USUALLY SEEK THE LOST What neuromancy could all you can think of is
FANG OF FATUMA. EVEN BEFORE THE
have kept THEY locked scratching the bone
GRIMM OVERRAN MOST OF THE COS-
MOS, SENSIBLE FOLK STEERED AWAY inside far longer than you beneath your muscles?
FROM THIS MOON UNLESS THEIR can possibly conceive?
LEGION WAS STATIONED ON IT. THOSE
WHO HAVE FALLEN IN BATTLE HERE
HAVE BEEN SEEN HAUNTING THIS
CURSED LAND ATTACKING THOSE
WHOSE FEET TOUCH THE GROUND.
12
Mausoleum of THEY
THE BELT OF DESPAIR

Rocky, desolate, and stripped of what little value Waste Barges


these asteroids once had. Yet small pocket colonies

can still be found amongst these rocks, dying on the

fringe. The peoples living from one rock to the next

are as vastly different as the resources that were


of Khallar
Rich or poor, everyone needs somewhere to dispose of their waste, filth,
and excrement, preferably far from where you lay your head. It just so
4.

happens that much of the ‘verse chose to dump theirs on the Waste
once mined in the fractured recesses of their cores.
Barges of Khallar.
In the Belt of Despair, there is one planetoid that
Burrowed deep in the mountains of unbreathable
has managed to fare better than the rest. Before refuse, the Shit King Saule has become a titan of
The Grimm’s reach began to consume the ‘verse,
trash. Reveling in the remains of what once was,
King Saule grows ever paranoid, fearing others
Grunthar-X13 was a port used by those who could will steal what’s his. His loyal subjects dwell
in the waste, scattered across the barges.
not find trade with more reputable folk. The
King Saule’s rat-like army of trash people has
resourcefulness of these scoundrels has proved their excavated nests hidden beneath the rubbish on
each barge. They cunningly prey upon any who
salvation, keeping some of them alive to this day. dare set foot on their territory.

3.

14 15
Marauder’s 5.
Cryosfear
Frigid all the way to its core, this small ice planet
lacks any amount of gravity worth mentioning.
Hundreds of man-made coves have been forged
by unsavories as they excavated the planet’s
frozen exterior.

Space Raiders and other forms of villainy anchor


their ships to Marauder’s Cryosfear’s inhospitable
surface. Scattered over the expanse of the planet
are various havens where multiple ships connect
by way of boarding bridges.

You never know what you’ll encounter in a haven,


but there’s always plenty of high-octane swill to
make one forget about The Grimm. Just try to keep
in mind that you could lose more than a toe if you
step out onto this rock.

Put your thrusters in reverse and steer your rust bucket as far away from this deathtrap as you can.

Unlike what its name may imply, the Bitter Void is anything but empty. Instead, it is littered with The

The Bitter Void


Grimm. A waystation for those infected awaiting their next conquest.

6. For years, the Bitter Void was only spoken of as a whisper. Skulls and crossbones grafted as patch
uploads to intergalactic starmaps. Only fools would dare risk entering within an astrosec. Now The
Grimm have removed the majority of these warning patches, wiping them from most astronomical
atlases, making it far easier to stumble into this cesspool of certain doom.
16 17
a l
r n
t e
E The Hellmuth
s
The last of the true Legions
have been deployed on the 8.

n g exoplanets forming the Rings


Eternal. For 366 years, the worlds have Blacker than the blackest hole in

7. R i been at war, first against each other,


and then, when members on both sides
inevitably became infected, alongside each
the ‘verse is the Hellmuth. We’ve all
heard the stories grumbled around
waystations of ships less than half an
astrosec away from the Hellmuth
other in a last-ditch effort to defeat The Grimm.
getting viciously pulled into its
Rearing their children to follow in their bloody bootsteps, stark emptiness.
violence and survival are all the people of these planets
know. If you’re the heroic type, there are still people But now, new rumors are hitting the
left to save on the Rings Eternal. Or perhaps data streams.Torrents are all over the
they are best left as a distraction so that Netwürk of clips showing ferocious
The Grimm have something other demons soaring out from this dark
than you to go after. hole. These infernal alienoids look
hellbent on destruction.
19
The Endings: As prophesie
etched in their own blood d by Fatuma, on the eld rin
ers, slaughte g
n the elders ren wi turn on
willll tur
4:2 Ch
4:2 Child ildren
TT OO RR M N TT SS II
M EE N the fra
the andd me
frailil an meek ek..
ng roc
rning rocks ks wi rainn do
willll rai down
wn
born
were bo willll be
rn wi be from the sky
m the burni
sky,, bu
from m wh whichich Th Thee Six Six were 4:3 Andd fro
4:3 An n an d wreckage
1:1 Th
1:1 rockk fro
Thee roc kindd wi be lef
willll be leftt smos os, caus ing de va sta tio
, so tha tt the
the he
he irs
irs to
to theirir kin
the from
fro the co
m the cosm
disma ntled
mantl ed, so tha Gr im m.
m. pact.
dis
the mo mouthsuth s of
of Th
Th ee Gr im
where ereve theyy im
verr the impa ct.
andd on onee
aimles
er aim sly int
lessly intoo the wh
for on
boilil for night
onee nig ht an
wand
to wa
to nder the da rkn
rkn esss of
es of Andd thethe wa water ter wiwillll bo ce..
ce
cket wi ll
ll for
for m
m in
in the da 4:4 An
4:4 at
float toto its
its su
su rfa
rfa
1:2 Andd aa po
1:2 An pock et wi
swall owed
allow ed thatt ononce livedd wi
ce live willll flo
goes es nenear ar wi be sw
willll be da until
day,y, un all tha
til all wh have
oo ha ve
ace.e. An ing tha
ything
Anyth thatt go have
llll ha ve wi
od willll flo
floww fro
fro mm all
all wh
spac
sp da ys the
the em
em pty
pty wi
wi 4:5 Te
4:5 ars of
Tears blood
of blo thatt
ed tha
ness,
ptine ss, anandd in in 11 11 days wept for ea
pt for ch se
each seed
by its
by empti
its em ren.. On
ildren Onee ho ur we
hour
les s tha
tha n
n 7
7 pla
pla ne
ne ts.
ts. sired
sir ed chchild
swall
sw owed
allow ed no no less fly far
willll fly
its wi far andd tak en roo
taken root.t.
remain ain,, the orbits
theirir orb hass sp
ha sprou ted an
routed groun undd wiwillll
those
Of tho
1:3 Of se wh which ich rem tethe
us tet heredred to the gro
to the
1:3
sta rs. 4:6 All
4:6 thatt ho
All tha holdslds us ople willll
le wi
axis, shoo
is, sh ootin like
tingg like sta rs. d tw oo da
da ys.
ys. Peop
Pe
off theirir ax
off the awak aken ing in
ening in thothose se for thr
en for ee nig
three hts
nights an
an d tw
ting.
aoss wi caus
willll ca usee an an aw weak
we aken to ga in
in so
so lid
lid foo
foo tin g.
1:4 Thee ch
1:4 Th chao rve TH EY,
EY, with
wi th the su surfa ce un
rface ab
unab le
le to ga
e wa itin
itin to
gg to sese rve TH flo at ab
float abovovee the
T h e En d i n gs : an
rmant. t. Th
Th os
os e wa
whoo lie
wh dorm
lie do the sta rs
rs andd ho
an howl wl aa
to sta
all of
all being
theirir be
of the
wi ll
ing,, will loo loo kk to the
N TT SS VV
M EE N
TT OO RR M
S cr a wl e d i n t h e b l o o d of F at um a blood
blo od-cu-curdl ing sc
rdling
the so
screa
soun
ream.
unds
m.
ds wi pierce
willll pie rce int the de
intoo the deep epes estt
5:1 Würm
5:1 Wü rm sh all lie
shall with
lie wi
usherin
th wü würm
new
ringg aa ne
rm ushe
w
the ca
m the cavit ies of
vities of
1:5 An
1:5 Andd the ing ne
ne igh
igh bo
bo rr to
to slayy
sla of lar va
va ee to
to bu
bu rst
rst from
fro
the un hinge
unhin ged, d, cacaus using gene
ge nerat ion of lar
ration
memo
me morie of the
riess of str eeee ts.
ts.
As it was written, as it shall pass. allowowinging blo blood od to to floflow the
intoo the
w int str the hosts
theirir ho sts.. remain
ich rem ainss on on thethe
ighbo
neigh
ne borr all ich wa wass sp spilt willll
ilt wi sh of
flesh of thathatt whwhich
Whether it be slow and agonizing or ferociously ers for
for ge
ge of tha
dd of thatt wh which 5:2 An
5:2 Andd thethe fle um ed
ed ,, giv
giv ing
ing
1:6 Th
1:6 Th e
e riv
riv ers tt flo wedd
flowe shall all bebe co
co ns
ns um
hung er
nger to to lap
lap up
up all
all tha
tha
surfa
su ce of
rface rockk sh
thiss roc
of thi
fast, THEY will devour us all. draw w ou those
outt tho se wh whoo hu ty THTHEY.EY.
dra
enou s
ous bebe as
as ts.
ts. gth toto the almigh
the alm ighty Fast,
ng is
thing is lef butt rav
leftt bu raven stren
str ength ing sh all no
shall now w falfall.l. Fa st,
until
un nothi
til no stand
stillll sta
tiess sti
cietie nding
Anyy so
5:3 An
5:3 socie ll ec ho
ho thr
thr ou
ou gh
gh outt
ou
lla ps e
e wi
wi ll ec
N TT SS II II Their
d. Th eir coco lla ps
The end is always near, and as such, the TT OO RR M E MEN rd, an
hard,
ha andd louloud. uction.
oleum um wi willll al waves of destr
rroun undin the Ma
dingg the Maus usole the co
the cosmsmos os, causing tid orb it, heav
he aving
ing
Game Master (GM) rolls a die on the dawn of each Thee ea
2:1 Th
2:1 earth surro
rth su cra ckss
ck onss sh shall as
cease
all ce e to
to orb it,
creati
ly cre se
ng seep
ating ep ing
ing cra 5:4 An
5:4 Andd all moon
all mo
tly, for
lently,
violen ceful
force fully wl ing ch
ch ao
ao s.
s.
day. When the resulting roll is a 1, a Torment will shak
sh akee vio nd s. ather er int vio len
intoo violen tt ho
ho wl ing
de..
sti
tombb still
the tom
ll sta
sta nd s. weath
we ers wi
alkers
-walk erode
willll ero
from
fro m whwhere ere the crawl wl be beas ts wi
asts with
th mindnd of the ea
of the rth-w
earth
occur. The die used will be selected by the the de
of the pthss sh
depth all cra
shall 5:5 Th
5:5 Thee mi e Gr im
im mm to mask
to ma sk
From
2:2 Fro
2:2 m ououtt of mo lte nn roc
roc k.
k. the fac
rve the es
faces fro fro m
m Th
Th e Gr
the gro un
ground d like
like mo lte They
Th ey wi carve
willll ca
GM and the group. ht, flo
eight,
of eig oding
flood ing the
legss of
leg
mmen ence ce acacros rosss the
the own. losee thetheirir
itterin cry wi
ringg cry comm
willll co theirir ow
the n.
andd ch
n, an ild wi
child willll los
2:3 AA ch
2:3 chitte ins toids
ectoi
ec ds man,
so ma n, wo woma man,
an
th and d pin
pince
ce rs
rs of
of all
all ins 5:6 Andd so
5:6 An wi th Th
Th ee Gr
Gr imm.
im m.
smos
cosm os as the tee
as the teeth andd be beco comeme ononee with
co to se
nityy to
sanit ek ou
seek outt an
When there is a Torment, the GM must roll d66 mash
ma sh in in pe rfect
perfe uniso
ct un ison. n.
w se e, as
see, as
sa
nd wi
blind now
willll no
to determine which one occurs. There should never 2:4 Th
2:4 Thososee whwhoo ha hadd be been
of
en bli
ele ctr
ctr ic
ic pin
pin k.
k. N TT SS VV II tural
M EE N
TT OO RR M
es shshoo t sp
oot spark ark s
s of ele when
near wh natural
en na
is near
be the same torment twice in the ‘verse. the eyes
theirir ey sh anandd blo bloodod wiwillll shall know
all kn ow the the en endd is
nott mamade de of flesh
of fle 6:1 Youu sh
6:1 Yo
2:5 All thi
2:5 All ngss no
thing wn .. an d fad
fad ee int
int oo no ngne
thing
nothi ness.
ss.
til the ne
the ne xt
xt da
da wn suns flic
ns flic ke
ke r
r an d march
youu ma rch
asee to functi
to fun on un
ction until ing all
using all
su ete night
rnall nig
rna as yo
ht as
ceas
ce
rge wi occu
willll oc curr cacaus d it sh
sh all
all tur
tur nn to
to ete
on thi dayy aa su
thiss da surge 6:2 And it
6:2 An
Andd on
2:6 An
2:6 cti on .. arish tranc
sh tra nce. e.
d2 0 d12 d10 d6 d2 Tri butes
Tribu to ac
tes to activ ate
tivate in
in aa ch
ch ain
ain rea
rea cti on in aa nig
in htmari
nightm
Thee im impe rtinen
pertin inven
entt inv entio ns of
tions mann sh
of ma ceas
all ce
shall asee
6:3 Th
6:3
de ad
ad ..
N TT SS II II II What
THEY still Halfway One more The air is eless
usele ss as the
as the de
There may M EE N
TT OO RR M functi
to fun
to on,, us
ction wide thann ev
derr tha everer
re. at llmuthuth wi open
willll op en wi
have much around the be hope yet voyage almost gone
teridVoa idflallre.flaWh
ark wi
spaark spwill 6:4 Andd the
6:4 An the HeHellm wi ll
ll sp
sp ew
ew
theter
then Bit BitVo of TH
TH EY,
EY, wi
pain to inflict ‘verse 3:1 Wi
3:1 At thi violen
ashh vio lentlytly Würm s,
rms, the
the ch
ch ild
ild ren
ren of
nn an dark
dd da rk wi thras
willll thr befor
be e. Wü
fore. oicee thethe
s on ce
ce hid
hid de
de an
ns arr ivingg to
arrivin rejoic
to rej
wa
was on
from
fro m all dimen
all dim sions
ensio
all to
for all hear.
to he ar. hinge ge its its jaw
jaw ec tio n.
n.
7:7
for unhin
willll un le res urr
urr ec tio iblee
visibl
w ofof thethe HeHellm llmuthuth wi vit
inevitab
ine ab le res
Würm rmss wi be vis
willll be
3:2 Th
3:2 Thee mamaw r of blo
blo od
od cosmsmos the Gr
os,, the Grea eatt Wü
ux to
to sp
sp urt
urt like
like ge
aa geyseyse r of 6:5 In
6:5 the co
In the r ab ou
outt the
the pla
pla ne
ne toi
toi ds..
ds
all owing
allow ing thethe infl
influx antt wh
ifican
ignific whoo lum lumbe ber ab
to the
to insign
the ins t rem ain
ain s.
s.
from m anan art ery..
artery stars willll
rs wi cloak ak an light
anyy lig ht tha
that rem
When the time of the seventh Torment is fro
st cocorne rners, three
rs, thr ee sta Their shad
eir sh adow ow wi willll clo fromm the
from m thethe far thest
farthe Th
hear gingg fro
ringin
ar aa rin
the
3:3 An
3:3 Andd fro the Wü Wü rm rms wi
s wi rea
ll llscsc ream.m.
6:6 An dd Th
Th ee Gr
Gr im
im m wi
m willll he eth er
d dininitsitscece nte r
nter the 6:6 An for tog
tog eth er
inflicted upon the ‘verse, THEY will have consumed supe
su pernornova vaeanan un dd sw
sw ell
ell s s fro
fro m
m
ens, s, bobolst ering
lsteri ng the co
theirir conv nv ict
iction
ion for
willll ho llow
hollo w as the gro
as the groun heav
he aven e.
all. The Gate of Infinite Stars will have been 3:4 Trees
3:4 Tre es wi umed ed, the husks us he red
red in
in as
as on
on e.
irir inn ards.
ard Once
s. On ce co consnsum THEY
TH willll be
EY wi be us he
sw all ow
ow ing
ing the
the inn
swall .
shattered and humanity will be lost forever. n fiv e-b
e-b y-fi
y-fi ve
ve .
N DD II NN GG SS
wi falll on
willll fal e-by-o
one-b y-one then fiv
ne,, the
its dadarkerkest st hohour, lakes
ur, lak es an andd N TT EE DD EE N
M EE N
TT OO RR M upon
up us!!
on us
night,
thiss nig
On thi at its
ht, at tes.. ble ssi
rkest blessi ng
ng s
s are
are
3:5 On
3:5 urs an dd 33
33 mi
mi nutes
nu of the
dayy of darkest
the da
rn like for six
oil for
like oil six ho hours an 7:7 Th
7:7 Thee da uroc,
Neuro
Rot,t, Ne
Thee Ro c,
There is no point in continuing on. riv ers wi
rivers burn
willll bu ula tin
tin gg int
intoo nk andd pra
ss an ise to
praise to Th
the air
fill the
willll fill coag
air,, co agula Le tt us
us giv
giv ee tha
tha nk Forr
us.. Fo
tious
tio
3:6 An
3:6 Andd sm smok okee wi ..
Le
Ra me thu
thu s,
s, an
an d
d Ca
Ca rni
rni
give in to the Vast Grimm and of gre yy an
an dd bla
bla ck
ck rgus,
Tergu s, Th or, Rame
Cruor,
Thee Cru ain as
marblrbleded rib ribbo ns of gre
bons Te
njoin togeth
in tog er ag
ether again as
thi ck ma
thick würm
at wü
great conjo
rmss co
today
tod ay thethe gre us he rr in
in the
the
become one with THEY. thatt TH
m tha THEYEY sh
sh all
all us he
N TT SS II VV
M EE N
TT OO RR M one.
on is thr
e. ItIt is them
gh the
ough
throu
sh wi empty
ho in em
echo in
willll ec pty Vast
Va st GrGrim imm.m.
gs for
vings
Cravin flesh
for fle
4:1 Cra
4:1
st up new
on ne
on delic
w de ies to
acies
licac to
s. Ey es
es wi
wi ll
ll fea
fea st up
mach
stoma chs. Ey
20 sto
vour
devo
de sq ue
andd sque
ur an
lch
lch thi
thiss hu
hu ng
nger.
er. 21
Character
Creation
The Netwürk has been buzzing with encrypted rumors of a way to escape
Here in the fragmented remains of to another universe. Scientifics are calling it the Gate of Infinite Stars.
a shattered ‘verse, it seems like all
that endures is The Vast Grimm.
Others believe humanity must stand its ground and resist; THEY should be
defeated and destroyed. Here you stand, one of the few that remain. Maybe
you’ve got credits on your Credstik tucked into your boot, maybe not. At least
you have d4 days worth of freeze-dried rations stashed away in your suit.

CREATE A PLAYER CHARACTER


1. Select a Class or randomly roll [D8].
(pages 24-39)
2. Follow the class instructions for
equipment, armor, and weapons.
3. Roll for Abilities. (page 40)
4. Roll for Hit Points. (see class)
5. Roll personality traits on the tables.
(pages 42-44)
6. Randomly acquire starting equipment.
(page 45)
7. Spend some of your credits.
8. Give your character a name, though it
will quickly be forgotten once infected
by The Grimm.

22 23
EARLIEST MEMORIES, D6
1
MANCHINE 01 At war in the trenches of Proxima b, an explosion of mutilated bits of bodies
flying over your head.
02 Lying on a blood-drenched gurney, watching your arm get amputated and

MAN-SHEEN s melded
replaced with your glove.
03 Playing as a child in a flower-covered field as The Grimm poured down from
the sky like hail.
humanity ha
. En ha nc ed for war, your sh ar p, ravaging 04 Stowed away on a transport ship after your parents snuck you off a mining
ttl e w ith YO UR LEGION
t. Li ke al l M AchiNed, the colony in The Belt of Despair.
in ba mind has no
here except even if your
y belong anyw to your flesh ches. 05 Foraging for insects outside the Mausoleum of THEY.
You don’t trul ry fo rg ed hi le in the tren
th e sh ar p, cold machine ha ve sa ve d your ass w 06 Marching side-by-side with YOUR LEGION on the ice moon of 66 Pegasi c.
with metal hand
your grafted
steel claws of
ABILITIES
Part Metal 3d6+2 Strength
Wires Crossed in brain 3d6-2 Agility and Presence. Your system can not download
Tributes. If you try, you will uncontrollably speak gibberish for d6 minutes. If you
begin with a Tribute, it will download to your system at a random time in the heat of
battle. Roll d4 on the armor table.

SKILLZ
You also begin with one of the following (d6):

01 LIGHT HANDED You ripped a mechanical arm off a medbot in the trenches
of the war, affixing it to the flapping flesh where your arm was obliterated into tiny
chunks by a landmine. Ultraviolet light blasts from your robotic fingertips sterilizing
any festering rot that has been inflicted. Heals d6 damage and has 40% chance
of staving off parasitic infection from the damage taken. Must recharge after use
with a rest. If used in combat, there is a 20% chance it will get damaged and no
longer be able to sterilize.

02 BOT EYES Your eyes have been gouged out and licked clean. In their place
you have X-ray specs. You can see in utter darkness and have a 65% chance of
viewing heat signatures through walls and structures.

03 SHIP FOR BRAINS Outfitted by your Legion, your internal hard drive
has files on every possible spacefaring ship. It takes you d4 rounds to patch the
software for any ship you have not flown but after that, you get +4 Presence tests
for piloting.

04 TASER FACE Your face was horrifically mauled in battle. When you awoke
on a stretcher, one of your eyes had been replaced and now sports a taser-shooting Can be used as an
eyepatch. DR10, 2d4 damage, misfiring whenever doubles are rolled on damage. additional melee
action when using
05 RUSTY PINCER Your left arm was long ago upgraded to a cybernetic your default claw
pincer hand, much like a lobster, but not nearly as pretty. Your claw is rusty, it’s as the other action.
ck, d6 damage. impossible to clean all the blood and visceral fluid from the aged pits in its metal When using both
Claw attack: DR10 to atta suffer -4 to
my gets a free attack. surface. DR10 attack and defense while using it, d6 damage. 1 in 6 chance the claw
1-3 on d8 chance the ene Defense tests.
will close completely on impact causing an additional d4 of bone breaking damage.
dits and d2 Favors .
Begins with 2d6 x 10 cre 06 CYBER KITTY This feral tomcat has claimed you as its half-human. What
HP: Toughness + d10 flesh remains intact on this beast is mangy and covered in neon fleas. Though
barely alive, this stray is always alert, even when sleeping, with a +2 Presence.
24 Attacks with a DR10 (metal claws d4). Defends with a DR10, d4 HP. 25
Wherever you go, a dark cloud looms over your filthy,
bug-infested head. You drag it along with you like a dead dog
on a leash, darkening those you keep company with. But
what can be done? The shadows are where you thrive. When
all is bleak, you will profit or at least be the last to die.

U M A T IC L O NELINESS [D6]
T R A 5. You lived for 5 years as a
3. Cryogenically frozen only to stowaway on a raider’s ship.
1. Watched your ship get awaken hungry and alone in
devoured by The Grimm while They never found you.
The Bitter Void.
you hid cowering.
nted and bullied by the
4. Esc ape d an isolation tank on a 6. Torme
2. Abandoned on the Wa ste Bar ges
mo on after its inhabitants denizens of your settlement.
pris on
of Khallar and forced to fee d on
ihilated. Weren’t they surprised when
wer e ann
the refuse of oth ers . you let the Grimm in...

ABILITIES: s have their DR reduced by 2.


, all Presence and Toughness test
Scrawny 3d6-2 Strength. Cockroach the armor table.
d2 on
Roll d6 on the weapon table and

Skillz [d6] You


1. ENERGY VAMPIRE Pain begin with one trait:
and misery fuels you 4. GET ANYWHERE/AN
as you feed on the emotional energy YTHING You’ve manag ed
of to find your way in and out of everyw
others. When a member of YOUR LEG here
ION is you’ve been, often by picking locks and
killed, gain 1 additional Favor. If more
than 10
half of YOUR LEGION was there to wit pockets. You can do both with an Agi
lity Begins with 1d6 x .
ness it, Favo rs
and it was exceptionally brutal, gain DR8. You have an antique set of lockpick
s credits and d2
2. + d6
and a decrypted keycard. HP Toughness
2. LOW EXPECTATIONS No
one expects much 5. INEVITABLE ESCAPE
of you. Most assume you will slink bac You, better than any one
k into else, know how to find places out of
a corner if threatened. Your first atta
always a surprise with a DR10. Succee
ck is
d by 5
way. When hiding during combat, it
harm’s
takes a
2
or more and double your damage. Presence DR14 test to notice you.

3. LAST TO DIE You are weak and 6. SHRUNKEN STOMACH Having spent mu
puny. ch of
Everyone looks at you and sees zer0 your life with little or no food, your stom
threat ach
and even chuckles at the idea of you has adjusted to being malnourished.
r mere Without food, you can restore d4 HP
existence. When fighting alongside YOU for
R three days. On the seventh day, you
LEGION, you will always be the last to begin
be to slowly starve, losing d2 HP per day
attacked, if you’re even worth their tim .
e.
26 27
You found a rock and you stayed on it. It was quiet, allowing your mind
to dissect and analyze the Tributes you had acquired, gaining a true

THE LOST
understanding of Neuromancy. But then The Grimm came, and somehow you
evaded them. Now you’ve been thrust from solitude to join those in YOUR
LEGION. All of their boring chatter and yammering noise clutters your mind!

TECHNO
ARCANE
BEGINNINGS [D6]
01 Awoke on Proxima b as you vomited
ABILITIES

MANIAC
up a large, living, slug-like creature.
Visionary 3d6+2 Presence.
02 Found yourself in an unfamiliar body
Frail 3d6-2 Strength.
clenching a dagger dripping with blood next
Starting equipment, do not roll on
to a corpse on the floor atop a ritual circle.
the second d12 chart; instead start
03 Once infected by The Grimm, your
with 2 random Tributes. Roll a d4 on
body rejected them, leaving you with a
3 the weapons table and a d2 on the
armor table.
loss of memories.
04 Born blind, you found sight after
staring at the communicator screen
on a starship for 38 hours straight.
05 Your mother died birthing you inside an
esoteric library on a lonely planet.
06 You were just like everyone else until
you saw unspeakable events on the Moons
of the Dead. You found it fascinating.

SKILLZ [D6]
You also begin with one of the following:
01 QUIET CONTEMPLATION DRIVE Having a profound understanding of
Tributes, you can randomly download d2 additional Tributes off the Netwürk per day.
They are not hardcoded to your device (like a standard Tribute), auto-deleting after
1 use or each day.
02 MAINFRAME MASTER You can communicate with starships internal computer
systems. The system will follow a specific command on a DR10 Presence test. A failed
test will get you locked out of the system for d8 rounds.
03 BORG BAT You have a small cybernetic winged rat HP d4, see through its eyes
and hear through its ears on a small techno-tablet.
04 SILENCER You’ve crafted a gadget that will suck all of the sound out of an
enclosed space for d6 rounds. It’s got a built-in battery that can only be used once
before recharging.
Begins with 1d6 x 10 credits and d4 Favors. 05 DIALED IN If there is a console, and it is connected to any frequency on the
HP: Toughness +d4 Netwürk, you can scroll through the signal to find the info you are looking for Presence
DR10. On a fumble, The Grimm are alerted to your location.
06 TRUE NORTH Those who wander are never truly lost. Deep in your gut – you know
which way to go and will find it -- DR8 Presence test.
28 29
Twisted
BioChemist4
You have spent your youth, and now likely your life, looking for the key to neutralize The
Grimm. You ain’t found shit, but you keep trying. You receive two random (d8) creations
per day as you tinker with a total of d4 doses.
You became infected with the parasite while trying to find a means to creations (d8)
defeat it. The knowledge of your impending disgusting transformation and Start with two of these each day. Sadly at the end of
death has given you a unique view of life. Do you use your skills to help the day your sketchy laboratory database deletes
humanity or fall bleakly into a stinking abyss of self-pity? the files, and you must start over.
rs. HP Toughness +d6
Begins with d6x10 credits and d2 favo
1. NANITE DANCE PARTY - Toughness DR12 test
or shake and soil yourself uncontrollably for
d6 rounds.
Addicted to Science (d6) 2. FOG OF PLEASURE - Presence D12
test or sink into a mental fantasy
1. You were a starship’s doctor when The 4. You come from a long line of restaurateurs.
world for d4 rounds. Regain d4 HP.
Grimm hit. All hands were lost but yours. You were the first to break free.
3. HOPE SPRINGS ETERNAL - Chemical
2. Your ravenous addictions led you to a life of 5. Born in a meta-meth den on Marauders
science so you could satiate your Cryosfear, your parents were thieves injection gives you a second chance at
neverending cravings for Pharma. and addicts. resisting The Grimm if you failed.
3. Always top of the class, your peers and 6. Your corporate village cast you out after 4. ASS BLASTIN - The nanites have
teachers hated you. your infection was discovered. It was too gained access to your gut biome. You fart
late... for them. uncontrollably for d4 rounds. All creatures within
5’ radius must pass a Toughness DR12 test or be

ABILITIES Presence, Puny Scholar 3d6-2 Strength,


sickened, attacks and defense -2.
5. IT WORKS - Nanites invade your body, repairing damage
Educated 3d6+2 as they go. Heals D6 HP and eradicates normal infections and
1 Toughness. ulation Dart Gun
Inner Fortitude 3d6+ ble ; start with an Inoc
radiation poisoning.
e we ap on s ta
Do not roll on th armor table. 6. 6TH SENSE - Synthetic spinal fluid gives you a full day of +2
e 20 ’, ho lds 8 do ses) and d2 on the Presence. Shot must be administered in the spine.
(rang
1 on d8 = paralysis for 1 day.
7. GIN AND JUICE - A powerful alcoholic effect. +1 Toughness +1 Strength.
-2 on Presence and Agility.
8. WAKE THE DEAD - Inoculation can reverse the effect of death
if administered within 1 minute. 1 on d6 causes the nanites to
dissolve the corpse, 5-6 reverses the death condition to Broken.
Revived creature or player rolls again for Broken. This can only be
administered to an individual once. If it
doesn’t take the first time, it
never will.

You ca
rry a p
nanot ortab
ech/ch le
labor emical
atory
and an
Inocul
ation g
un.
30 31
Y
ou’re a total bastard. You generally think ONLY of yourself, and anyone that stands
against you deserves what they get - A Punch in the mouth or a blast to the chest.
You’re not above selling out a friend if it makes you a fat stack of Credstiks, or gets you
closer to escaping The Grimm. Money Talks-Bullshit Walks, are tattooed on your black
heart. You understand space travel and can probably pilot a ship out of this hell hole.

Begins with 1d6 x 10 credits and d4 Favors. Abilities


HP: Toughness +d8 Tough as nails 3d6+2 Toughness,
Blunderer 3d6-1 Agility. Roll a d10 on the
weapons table and a d4 on the armor
UNPREDICTABLE SOLDIER, D6 table. +2 Presence for piloting.
1. Formerly in YOUR LEGION’S
Skillz [d6]
TREACHEROUS
army, you cowardly deserted
when The Grimm hit your settle- You begin with one of the following:
ment, killing all but a handful.
Some of them know what you did.
1. STOLEN VALOR Your Merc outerwear bears the badges of
legendary mercenary campaigns. Enemies failing a DR10
MERC
2. A hero with a heart of
greed, you come from a long
Presence test always lose initiative. Actual members of
those campaigns are likely to try to kill you. 5
line of private security 2. SCHWARZE’S STOGIE This mechanically enhanced cigar is
professionals. never consumed and tastes like a fine Cuban. Once per day
it can be flicked at an enemy. If the attack test succeeds,
3. Raised in the arenas on the the enemy is blinded for d4 rounds.
Waste Barges of Khallar you eat,
3. QUICK DRAW MCGRAW you have a mechanical apparatus
sleep and breathe violence. Lots
attached to your arms that allow the firing of two small
of violence. You are a well known
energy pistols. (roll twice on attack and d6 damage for
champion. A violent one. each) Only good for one attack per combat, and you always
4. Once a promising officer, go first in your LEGION for initiative.
your lack of good judgment in an 4. DIRTY PLAYER You are just fine with below-the-belt kicks,
encounter with another legion sneak attacks and sucker punches. Gain +2 on attack rolls
cost you everything. It was all where you can attack your opponent’s less defended areas.
because of a misunderstanding. Gain +3 if you can prove that it will be a truly underhanded
attack to the GM.
5. A merc, a common grunt, a
footsoldier. You carry out your 5. KNUCKLE DUSTER You have surgically implanted steel
orders to a T. knuckles underneath the skin on your hands. D4 damage
when fighting barehanded
6. Unlucky in love, you pine for
someone who understands you 6. RAGE of THE LEGION Go Berserk 2x per day. You gain double
attacks at +3 for two rounds. Defend at -2 for those rounds.
beneath your dispassionate self.
Afterwards, you are exhausted and must take a long rest.
32 33
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
accustomed to completing many
only way to check mundane tasks, cooking, cleaning, SKILLZ [D6]
out in this ‘verse. tutoring, bookkeeping. You have also Start with one of the following:
been 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 day you can activate it and pull a metallic
should you hurt them? item from an opponent, friend, or non
in a bid to create hope for embedded surface Strength DR10 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. Agility DR12
test for 1/2 damage.

5 DATA SAP You can interface with almost


any computer as long as it has power.
Presence DR9 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 Presence
DR17 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


34 mechanical being. You cause a
Cataclysmic Condemnation on a 1-5 (d20). 35
7The Devout
You have more than blind faith; you are a truly devout
Abilities

[
Disciple of Fatuma. You have studied the Scriptures and
traveled to the Mausoleum of THEY, letting your blood Begins with 1d4x10 Faithful 3d6+1 Presence, Weak 3d6-1 Strength.
spill onto the Altar of Convergence. Though many around credits and d4 Favors. Starting equipment, do not roll on the second d12
you fear The Grimm, you are doing all that you can to usher HP Toughness +d4 chart, instead start with 2 random würms in
in the reign of THEY! cryofreeze. Roll a d4 on the weapons table and a
d2 on the armor table.
UNWAVERING DISCIPLE [d6]
1. The Grimm came to your planet, looked in your eyes, and infected someone else.
2. Awoke on the Altar of Convergence, wrists slit but still alive, to find a Wör Hound
lapping up your blood.
3. After coming of age, you left your religious colony to spread the beatific word
of THEY.
4. After seeing your lover decimated by The Grimm, a hunger awoke inside of you.
5. You walked the surface of the Moons of the Dead, and nothing alive or undead
crossed your path. It was weird but sort of peaceful.
6. Your bones ache and buzzing sounds fill your ears whenever The Grimm are near. It’s
like the nasties want you to know where THEY are.

skillz [d6] You also begin with one of the following:

1 4
TORN PAGE FROM THE BOOK ALTARED ARMOR As a Disciple
OF FATUMA You have a page torn of Fatuma, you were given a bodysuit
from this ancient text. When you read made of woven Gut Würm silk to wear
from it, any of The Grimm within under your clothes or armor. When
hearing will do your bidding for d4 worn, gain an additional -2
rounds before dying. The page can damage reduction.
only be read from once per day.
5
SYMBOL OF THEY When you

2
SIX’S HÜMER You wield one of present this pitted, rusty unholy
the Six’s rotten humerus. It looks like symbol made of iron to The Grimm,
it is constantly vibrating from all of their morale doubles for d6 rounds.
the parasites that have made this bone
6around
TOOTH OF THE WÜRM Hanging
their home. Along with d4 damage,
your neck is a tooth harvested
there is a 1 in 8 chance those hit will
from one of the great würms. When
be infected with a würm.
you kiss it before battle, there is a 1 in

3
MAUSOLEUM DIRT You collected 6 chance you automatically hit on your
a sack filled with dirt on your first attack and inflict 2x damage.
pilgrimage to the Mausoleum of
THEY. When sprinkled in the air, it
will wisp its way to any hidden cracks.
36 37
The Harvester BOTTOM FEEDER D6
1. You awoke under a pile of your
Skillz d6
You also begin with one of the following

8
in other fellow Legionnaires who were all
ay s lo ve d ge tti ng di rty and digging around slaughtered by The Grimm. For
1. EYE FOR TREASURE Your eyes naturally go
You have alw Grimm offer a to anything of value. Gain +2 to see anything
. Th os e wh o have sided with The some reason, THEY let you live.
pe op le’s fil th würms from the of value when simply scanning a space. If
un ty fo r th ose willing to harvest Why?
hand so m e bo r a number of actively searching for valuables, gain +4.
th e fa lle n. Yo u’ve m ade a decent living fo
bodies of at it.
and you’re damn good
2. As a child, you found a lonely 2. GRIMM FAMILY The Grimm can sense
years doing just that, würm and fed it pieces of your there is something about you they don’t
puppy. It became your best friend want to infect. When rolling to see if infected
until your parents made you throw by a Grimm Parasite, if infected on the first
it in the local incinerator. roll, reroll.

3. You lived on the Waste Barges of 3. EXTRACTION TOOLS Rusted and notched
Khallar until King Saule caught but still incredibly sharp, these tools have
been your lucky charm when dissecting
you skimming off his treasures.
cadavers to retrieve würms. Gain +2
You were exiled from the waste
whenever using these instruments in a
you called home. surgical situation.
4. The Grimm came to your rock. 4. PET WURM One of the würms you harvested
You laughed as you watched the took a liking to you and is a loyal pet. Roll a
hierarchy crumble and the wealthy d6 on page 67 to determine the type of würm
th oppressors meet their demise. it is. Attacks with DR12 (bite d6), GP 1-2 on d6
g i n s wi ts The Grimm laughed with you. for each successful attack. It is the size of
Be credi .
x 10 vors
a plump chihuahua. Defends DR14, 8 HP.
1d8 d d2 Fa s +d6 5. You were birthed on a starship in
5. BILE VIALS Harvesting würms, you have
an hnes The Bitter Void to a mother long-
g
Tou infected by The Grimm. Having found ways to extract bile by inserting a
HP: no use of inhabiting an infant, straw into their mouths and gently slurping
you managed to survive growing out their stomach’s contents. You like the
way it makes your lips tingle before spitting
up amongst The Grimm. You
it into one of your filthy vials. You start with
whisper sweet nothings to
2d12 vials that can be thrown for d6 damage
them, and they seem to or coat a weapon or bullet to gain additional
understand. d4 damage. You can replenish d2 vials with
DR12 Agility test if you have a live or
6. You stowed away on
recently deceased würm.
starships to see as
much of the ‘verse as 6. NET WORTH You’ve collected the molted
you could. You sacks of a hundred würms as they grew. These
escaped to a small trophies have then been sewn together by
asteroid after the your hands with plucked hairs of The Grimm.
entire crew was Finely aged, this naturally sticky net is
slaughtered by perfect for trapping your prey. When thrown
(up to 30’), capture any creature in a 10’ area of
The Grimm.
where it lands DR12 Presence test.

39
Abilities hit points
AGILITY Defend, ba
lance,
float, swim, flee
PRESENCE Percei
ve, aim,
charm, use tech, pilo
t,
wield Neuromancy

STRENGTH Crush,
lift,
strike, grapple
TOUGHNESS Resis
t poison/
cold/heat, survive fa
lling At Zero HP
You are Broken (d4)
Roll 3d6 unless
1. Fall unconscious for d4 rounds,
specified differently
use awaken with d4 HP.
by your class. Then
t to ABILITIES
the table to the righ 2. Roll a d6: 1-5 = Severed limb,
ty
generate each abili 1–4: -3 reduce Agility permanently by 1.
.
score from -3 to +3 5–6: -2
6 = Lost eye, reduce Presence
permanently by 1.Can’t act for d4
6, 7 – 8 :
After rolling your 3d -1 rounds then become active with
forget that nu m be r 9 –12: +0 d4 HP.
is te d. Yo u w on’t
ever ex 13–14: +1 3. Hemorrhage: unless treated, death
us e it ag ai n. will occur in d2 hours. Increase all
15–16: +2
tests by 4 the first hour and 6 the
17–20: +3
last hour.
4. Roll again. 1-2 Loss of eye, reduce
Presence permanently by 1. 3-4 You
are very Dead.

At Negative HP | You are super Dead

40 41
Misspent Youth (d20)
tl e
Roll twice

1. Hot headed

Ba t
s
[D20] nce

Sc a r
2. Dull-witted
roll o bot
flesh/
3. Brutal

4. Apathetic

5. Me
rciles 1. Burnt flesh/Scorched Shell. 12. Brother weak-eyes: without
s glasses/enhanced goggles you
e 2. Runny nose of neon green are useless.
6. Apprehensiv mucus/Sparks sputtering out
of orifices. 13. Sloshy brain/crossed wiring,
7. Careless so much damage you seem
3. One hand, frostbitten and half-drunk all the time.
black/rusted and squeaky.
8. Distracted 4. Lost jaw, blown off by a
14. Seeping wound, constant slow
stream of pus/oil leaks from
9. Intense thermal detonator. your belly.
5. Missing middle fingers, flipped 15. Curling toenails are thick,
c
10. Narcissisti off the wrong person. curving under your toes/fused
feet, you walk on your heels.
6. Crazed bug-eyes, you always
11. Tricky look intense. 16. Grave mouth, a vile stench
comes from your mouth when
12. Vicious 7. No eyebrows, you pick at them ever you open it.
constantly and then eat them/
13. Extravagant No faceplate, open wiring 17. Nervous nails, you’ve gnawed
looks like musculature. them/your paint almost
14. Reckless completely off.
8. Swollen, distended belly, the
rest of you is lanky/You are 18. Back blisters/Bad hydraulics,
15. Irritable built of mismatched parts. anything you carry on your
back causes horrible pain.
9. Toothless, StarDust rotted
16. Jittery your teeth/stained your 19. Missing an ear, lost in a bet.
faceplate.
17. Lethargic 20. No nose, ripped off your face
10. Pus/Pulse face, covered in by the teeth of a beast/large
18. Rebellious acne/electrical shorts that pop
each time you are hit in the face.
dent in the middle of your
faceplate, probably delivered by
19. Resentful an angry programmer.
11. Arthritic/Rusted hip, you walk
u’ve done is only with a pronounced limp.
en and what yo s
Where you’ve be
in the piss-p ot of your life. What 20. Pompou
a small dribble , ha s shaped the
u’ve se en , on the other hand
yo
e today.
meatbag you ar

42 43
Irritatingasies ng
Ever’vyethmi anaged
D6

Idiosyncr
d 2 0 . R o ll o n ce
. Fl e s h /B o t
you ang on to
to h cavenge can 1 Lintball
that smell
s of the eld
llen s o c ie
erly.
ty.
or sound here: 2 Coin fro
m a now fa
olds 3 sm a ll -s ized items
.

be f
.
ays with the shinies c k – h it e m s.
1. Kleptomaniac, alw on e about it. 3 Fanny p a
o ld s 6 n o rmal-siz e d
ow it all and tell every 4 Spacep
ack – h

S TA M E N T
2. You think you kn r – holds 1
2
foot locke

G
. g
5 Rollin sized items.
3. Never back down normal-
one nostril and arry 18
constantly blocking te – will c
4. Snot rocketeer, arks out of the other. H o v e rp la
blowing snot/sp
6 e items.
the point normal siz s wanders off.)
you will drink it past m e ti m e
5. If there’s alcohol, (So

N
of excess.
will smush any
ts to be würms and
6. Believe all insec D1 2
you see.
loose, you
to no end. If one is let D12
7. Farts amuse youwhen trying to hide. 1 Postc
ard colle
will laugh, even ction of

I
embering the arges/use). planets, vacation
mundane, never rem 1 Laser torch. (4 ch none of
8. You focus on the 3’ of 5” visited a which y
ou’v
important details. Cuts through nd most
of which e

T
and share it e DR 12. longer e no
for every situation, thick me tal /us xist.
9. Have an analogyll listen. 2 Crate
with any who wi arge/use). of freeze
nt itch which 2 Headlamp. (1 ch (22 days -dried ra
skull has an incessa u talk to Fred. ts through worth). tions
10. The inside of your you call Fre d. Yo 3 Glass cutter. Cu 3 Laser
you believe is a würm ss no

R
glass and ple glaxi- knife.
don’t take (d4 dama (3 charges/use)
being in charge, you h DR10.
11. Always insist on others. thicker tha n 1/4 inc ge).

P
orders well from 4 Fresh
strawbe
yone in the eye. 4 25’ synthrope. credits, rries
12. Unable to look an nce +d6 uses, will rot in worth 50
mething 5 Med kit. (Prese
Must always have so 5 Rando d6 days.
13. Fidgety fingers. nds busy. stops bleed ing , heals d4 HP). m encry
pted Trib
keeping your ha 6 Glow ute.
gerated in one mbler. +4 when -in-the-d
thing you say is exag

I 6 Keycard descra
14. Full of shit. Every ark ham
d hatches. 7 Bot-d mer.
way or another. descrambling locke estabiliz
15. StarDust junkie. k.
your oxygen tan
If there’s dust aroun

s looking over your


16. Paranoid. Alway e is after you.
thinking someon
erything must be cle
d, it’s going into

shoulder

an and sterile.
EQ U 7 Mini BOOM box.
looks like a
timed to de
ra
ton

8 1 Hacked Tribute.
dio
ate
Small device
, Can be
d12 damage.
effective
creation
8 Viole
your wh
rations.
on mech
s DR14 d
nt ‘roid ra
istle. Co
ing fluid

12 dama
t. Only li
nsumes
s
. d2 dos
anical es,

te
ge.
ns to
a day’s
17. Germaphobe. Ev ol with fancy
(d4 +4 H
P, bite d4
n things get really str
essful you 9 Pocket multi-to 9 Flare ).
18. Stress eater. Whe t to co ns um e. tooled leathe r ca se. gun with
White, O 2 flares.
will eat anything, jus ll hairs/ strung up on ne Blue. O n e
. W he ne ver you rest, you pu 10 Mummified würm 10 Well-u
19. Bald patches sed Tam
wires out of your he
ad. a necklace. 11 Electr
bourine.
yourself in
use to bathe or clean te. oshield.
20. Unkempt. You ref 11 1 Encrypted Tribu to charg Works a
s a batte
eo
any way. 12 Lysergic poison.
(d4 doses) 1 HP dam ther items. (abso ry
ons for age from rb
llu cin ati attack u a
Causes ha p to 10, e n energy
HP = 2 c ac
d8 hours. harges). h
12 Folde
d up p
LEGION’s icture of one of
siblings YOUR
.
44 45
armor
armor
armor
armord4
armor
1 TIER 0
No Armor

2 TIER 1
Leather Jacket/Thin grade
Carbon Fiber -d2 damage 5CR

3 TIER 2
Police grade Carbon Fiber body
armor with sewn-in carbon fiber
y ou guards -d4 damage 42CR
i f ha -2 on Agility & Defense tests

( d6 wit 4 TIER 3
0 t )
d1 tar ute
Military grade
Mecha-enhanced
s rib 6. Double-Sided Bang Stick. armored suit -d6
T Shotgun (d8) in the front, dagger
(d4) in the back. Holds 1 shell,
damage 80CR
-4 on Agility tests,
must reload (10 shells uncommon -2 on Defense tests
ammo) 10CR (2 shells/1CR)
RIOT HELMET
7. Blaster (d6, 4 charges/use) 15CR
1. Bouncer’s Club (wooden) (d4) 1CR additional -1 damage,
8. Semi-Automatic Pistol. Fires two or ignore all damage
2. Ratchet Wrench (d4) 2CR bullets at a single target (d6+2 per and the helmet is
3. Military Dagger with Sheath bullet) per round. Start with (18 destroyed. Cannot
(d4) 3CR rounds, ammo is hard to come by). be worn with
4. Sharp Throwing Bones (d4, with 30CR (2 rounds/1CR) Mecha-Armor 12CR
Presence + 10 Bones/Stars) 4CR 9. Pulse Rifle (d8, 6 charges/use)
5. Gummi Stick (Rubber Legionnaire 20CR
Baton) (d6). Breaks a bone on 10. Energy sword (d10, 4 charges/
CRIT. 7CR strike) 22CR

46 47
:
ude
s incl d pet,
tem a dea s
ed i tem
a l -siz ains of -sized i ,
f no
rm
e re
m al ion
orm Leg Money is a helluva thing. Before THEY spewed out The Grimm, credstiks were usable
p l es o with th than n f your
m o
Exa et, Urn Larger ember everywhere. Now, sometimes they’re valuable, sometimes they aren’t. Sometimes you gotta
t c h l e t . m c ker. trade, and sometimes you gotta take. It’s said that Raider Warlords on Marauder’s Cryosfear still
tab se of a age lo

E
t a l of Ra o -
t o n r
ya tech e: corp led sto use credit currency, and for the right price, will sell you anything your aching heart desires.

C
n
a n carr thout a sts c l u d h e e
c w i te i n ,w
You

N
ms gth ack
n h aul: ized ite r Stren o carry jetp

A
a -s o t Fanny pack. Remember the 1990s? 1CR Nanite Healing Kit. Heals d8 HP. 8CR
ou c mal ility ible
h at y +8 nor oint, Ag imposs

R
W Iron Bar. 1CR Vintage Police belt. Includes handcuff holder,
ngth hat
p
. It i
s
Stre . Past t R by 2 holster, battery holders (holds 6), flashlight holder,

MB
e D Space Food, tube form, just like the astronauts spray can (mace or ghost pepper spray) holder. 8CR
issu ase the 8. used to eat. 4 day supply. 1CR
c r e t h + BioTech Medical IV. Heals d10 HP. 10CR
in ng
X Stre Flares, available in all your favorite colors. 2CR

U
2 Book of Herbology. 10CR
Ghost Pepper spray. 2CR

C
Foldable Aluminum grappling hook. 10CR
Mylar Blanket. 2CR

EN
Heavy-Duty UV Sunglasses. 10CR
Rubber Gloves. 2CR
Tactical Knife with a little thing in the bottom that
Shaving Kit. 2CR tells direction. d6 damage. 10CR
Vial of Synth Pleasure with previously used Solar Charger. Connects up to d4 batteries. 10CR
application patch. Smells good, feels good. 2CR
Mylar 2-person tent. 15CR
Compact Mirror. 3CR
Portable Stove. 15CR
Over-the-shoulder satchel. Holds 6 normal sized
items. 3CR Anti-personnel Mine. Presence DR13 test to spot.
D8 damage. 20CR
Pregnancy Test. Are you infected or possibly
pregnant? 3CR Chemical resistant gloves, boots, and fancy
goggles. 20CR
Whiskey Flask engraved with “Saturn is for
Lovers.” 3CR Laser Pointer with laser cutter upgrade. Expends
1 charge/use as a cutter. 20CR
Herbal Medical Patch. Heals d4 HP and gives good
vibes. 4CR Paper journal with fancy pen. 20CR
A1B1E1 Level Gas Mask. Protects against particles Vial of Isotope Poison. Sickens recipient for
and chemicals. 1 in 6 chance the filter fails per d4 weeks. -1 to all abilities, instant death on
use. 5CR a Crit. 20CR
Battery. Holds 24 charges. 5 CR Flare Gun. 25CR
Handcuffs. 5CR Communications Mic and Earpiece sets for
4 users. 30CR
High-strength lightweight synthrope. 50’. 5CR
Geiger Counter range 100’. 30CR
Old-school vintage waterproof tin with 20 matches.
Has a schooner made of ivory on the cover. 5CR Small notebook computer with planetary WIFI.
Requires 2 batteries (included) or power source
Flashlight with a single battery. 6CR for plug. (6 charges/use). 30CR
BioTech Medical Cartridge. Heals d6 HP. 6CR Portable hand held Tracker with 3 tracking devices.
(2 charges/use). 70CR
PVC shell backpack. Water proof, holds 2d4 items.
Might have a cartoon character on it. 6CR Medical Production Machine. Produces d4
Medical Cartridges per use. Bulky, requires a
Disguise Kit. 8CR power source, not batteries. 100CR

48
GENERAL EQUIPMENT 49
FAVORS
S omething or someone has smiled favorably
upon you. It could simply be luck, an
ancient god, an alternate You from a parallel
universe, your fairy godmother (if you believe
in such horseshit), or perhaps you sold your
soul to something scarier than THEY.
Whatever the case, you can call upon those
Favors if your luck has run out. Every class
gains a number of Favors. Once Favors have
been used up, they can be regained after resting
for a minimum of six hours. Roll the class’
designated die each time Favors are replenished.

X Deal maximum damage with one attack


X Reroll a dice roll (yours or someone else’s)
X Lower damage dealt to you by d6
X Neutralize a crit or Fumble
X Lower one test’s DR by -4

Optional: If your players have a soft spot in


their heart for their characters and fear their
inevitable death, give each PC an additional
Favor. Also, allow players to share their daily
Favors with other PCs in times of crisis. Perhaps
then your campaign will be a little less brutal.
But really, why would you want that?

50 51
POWERS THAT BE
Long before the concept of time could be calculated and conceived
by man, there existed neuromantic energy floating through the
cosmos. Neuromancy was harnessed to imprison THEY inside
the mausoleum.

Some of this energy has been contained and transferred onto data
chips, becoming known throughout the ‘verse as Tributes.

Roll Presence +d4 at the beginning of each day to determine the


number of times you can use Neuromancy that day
(NP = Neuromancy Points). These can be used to activate Tributes.

When using the holographic Tribute, Presence DR12 test. If


successful, the Power is activated. If the test is a failure, lose 2 HP
and become disoriented and dizzy for the next hour. If the PC
attempts to use another Tribute during this time, it will fail in the
most horrific way possible or cause a Cataclysmic Condemnation
(Page 82).

When using a Tribute, whether it succeeds or fails, reduce the


number of NP available that day by 1.

The effects of a Tribute are unknown until they are used, because of this,
Tributes can be found on page 64. In the event of a Crit or Fumble when
using a Tribute, consult the optional table Cataclysmic Condemnations on
page 82.

52 53
Characters can be improved at the game

like
master’s discretion. This can happen at the end

s ku l
of a scenario, defeating certain enemies, or

lf a c e
successfully returning a lost artifact, etc.

needs t
When a character improves,
this is what happens:

o im
Additional HP: Roll 6d10. If the result is equal

pr ov e , h e lo
to or greater than your current maximum HP,
increase it by d6.
o

ks
b u f f as
hel
l! Ability Changes:
Roll a d6 against each ability.
If your roll is equal to or greater than the
ability, it increases it by 1, to a maximum of +6.

If you roll below the ability, decrease it by 1.

Abilities from -3 to 0 increase by 1 unless


the d6 ROll is 1. If the roll is a 1, reduce
the ability by 1, but never below -3.

Optional Rule: If you have not spent all


your Favors the day you advance,
you can use a Favor to re-roll.

54 55
COMBAT MELEE TEST RANGED TEST DEFENSE TEST

& and tests


STRENGTH DR12 PRESENCE DR12 AGILITY DR12
Laser or blaster fire If you fail, the
will shoot in a straight enemy hits you.
line until it hits Enemies attack
a target. once per round
Beyond 100’: unless noted
YOUR LEGION’s Initiative Players roll for both their 101’–200’ DR14 otherwise.
Roll d6 attacks and defenses. 201’–300’ DR16
1-3: enemies go first Creatures and enemies 301’+ DR18
4-6: YOUR LEGION goes first don’t roll dice in combat.

To determine which legionnaire


goes first: Agility + d6.
In combat, if you roll a:
CRIT FUMBLE (natural 1)
(natural 20) Attack:
Attack: The weapon is dropped,
TESTS Double damage, malfunctions, damaged or
Tests are made against a Difficulty Rating. To succeed, roll and enemy’s lost completely.
d20 + your ability with a result equal to or greater than the armor/protection
DR. Creatures don’t use abilities; they just roll a d20 against is reduced Defense:
DR. For example, to find the cause of a radiation leak on a one tier. PC takes double damage and armor
ship, DR14 or not vomit from the instant loss of gravity DR12. is reduced one tier.
Defense: When armor is damaged, penalties
PC gains a to Strength and Agility tests are
free attack. not modified.
DIFFICULTY RATINGS (DR)
6 so simple, people mock you for failing Armor reduced below 1st tier is ruined.
8 routine, like fixing Maw-Maw’s WIFI
10 pretty simple, but not simple enough to not roll
12 normal COMBAT TIME
14 difficult How long is a round?
16 really hard A round is enough time for all combatants to draw a weapon,
18 should not be possible, but you might as well roll for it move and attack (use a Tribute, etc.). Swapping batteries
counts as an attack. There are 10 rounds in one minute.

56 57
Rest/React ion/morale
REST Sit for a while, sip some swill, snack on some freeze-dried remnants. Restore d4 HP.
REACTION
Encounter a creature and are
Sleep for a full night and restore d6 HP. uncertain of their reaction, roll 2d6.
2–3 KILL!

[2d6]
When you rest with no food or drink, you restore 0 HP. After three days without
food or drink, a PC loses d4 HP per day. 4–6 ANGERED
7–8 INDIFFERENT
A PC infected by a würm restores 1 HP each day without food as the würm
9–10 ALMOST FRIENDLY
shares its strength with its host.

Additional Healing
11–12 HELPFUL
MORALE [2d6]
Most creatures want to survive
Don’t just want to sleep it off? Here are a few more ways to bounce back:
and will not fight to their death.
Herbal Medicine Patch (Archaic Methods) d4
BioTech Medical Cartridge d6 Roll for morale if:
Nanite Healing Kit d8 The enemy leader is killed
BioTech Medical IV d10 Half the group is eliminated
A single enemy has only 1/3 of its HP left
If you roll greater than the creature’s
BATTERY C Morale value, it is demoralized. Roll d6 to see
Batteries ca
per hour. A
n recharge
lternatively,
when plugg
HARGING
ed into a so
if the enemy (1-3) flees or (4-6) surrender.

up to 4 bat a solar char urce at 3 ch If one of The Grimm (1-3) flees or (4-6)
teries at 2 ch ger can be arges the parasitic würm leaves the shell of a body
arges per ho used to rech
ur, if it’s sunn arge
y of course it was inhabiting, slithering down the nearest
. hole, crack or cranny to escape. The body
collapses into a bag of meat.

All Over
the ‘Verse
- Starships -
If you’re looking to score a starship, most folks will be
hard-pressed to part with one that’s in good working
order. You’d have better luck salvaging one that’s
abandoned, stealing one from a Legion weaker than
your own, or buying passage on someone else’s craft.
And if you’ve got enough credits to buy one, you better
watch your back. There’s bound to be folks out there
who know you’re loaded. If your GM has granted
YOUR LEGION a starship, visit page 84 in the
Optional Tables section.

58 59
Pharma- 1 Berserker Stim
ceuticals
Injectable, causes the user to go into
a berserker
state. 2 attacks per round for d6 rounds
. DR15
Defense. Addiction: None

Life in the ‘verse 2 Crash Pads


these days is Small adh esive patches
the temple. Do applied to
depressing, ubles healing in
dangerous and rest situations. short
1 in 20 chance
just don’t wake yo u
disgusting. up.
A booming Addiction: Non
e
pharmaceutical
exchange still
3 A s tr a l R e d s
thrives, but now Taken in pill form
, +1 Presence per
as a black market hours. However, th pill for 6 Rocket St
where drugs are Taking 2 incurs a
is adjustment is st
ackable. Look Out! Ro ick
1 in 6 chance of a cket sticks
created by break, permanen psychotic are long flexib
tly reducing the us le straws
professionals and drooling idiot. Taki er to tipped with a
amateurs alike to ng 3 is a 1-3 (d6) ch a soaked
Taking 4 is a 1-5 (d ance. cotton end. T
6) chance. Taking hey come
be sold, traded and more causes an in 5 or 6 to a box. Th
e us
fought over. Addiction: 1-2 (d20
stant psychotic ep
isode. these into the er rubs
) ir gums or
Uncommon but other absorb
ent a
not rare, found of the body. In reas
in all forms, the Agility by 1 fo crease
r d4 rounds.
seedy current of Acceleration
“illegal” and often 4 InNjeerve Jammer of phy
abilities allow sical
s for the
unreliable drugs ctable, Nerve J character to
cause the user ammers always gain
flows throughout to “feel no initiative. 1 in
pain in the mem 10 sticks is
the ‘verse. Some of brane.” All a “sick-stick
damage is reco ” and will
the more available rded as ½ cause the us
e
and well known damage for up
to 4 rounds. vomit uncontr r to
After 4 rounds, ollably
“Pharms” are:
needs twice th
the user
e amount of 5 for 2 roun
Addiction: 1-5 ds.
(d20)
usual rest to re
cover the HP.
Addiction: 1-5
60 (d20) 61
6
Lotus Drop
A golden li
8 StarDu
st
qu Sparkling
cry
bring euph id usually found in sm be ingeste stals in powder form
oria and th
example, th e ability to all dropper bottles, L a feeling o
d, snorted
, or smoke , StarDust can
e see otus Drops f in d. Sta
the lotus d characters arrive at a few seconds into to Strength vulnerability and str rDust brings
rop would a locked d the future. an ength. Add
open the d
oor. This g
have a vis
ion of wha oor. The character ta
(For from Prese d Toughness. Subtr +1
t would ha nce for d6 act 1
after the p
roposed o
limpse into
the future ppen if the king hours.
ability to “ p en w ill y were to
see throug ing of the door.) Lotu only span 5-10 seco 2 in 6 chan
ce a dose
After 2 use hw sd nds is a DustB
s of a Lotu alls” only to see and rops do not give the -1 to all ab
ilities. Star ust, causin
Addiction s Drop, the c feel what “ Dust lasts g
brings the might” hap
instead on Lotus Slee haracter must roll ag pe
for d6 hou
rs.
ly ingests p . The char
a
a inst addicti n. Addiction:
1-8 (d20)
Lotus Drop th e c te o n.
s are high drops and stays in th r refuses to move an
ly addictiv e d r eam state. d
e.
Addiction:
1-12 (d20)

o w J a c k e t
7 Yell ck
ts a re la rg e yellow and bla
Yellow Jacke c t as superpow
erful
a lly ) th a t a ve
pills (usu
A ty p ic a l w aterproof slee
antihistamine s. n,
To u g h n e ss tests vs Poiso addicte
d
A ll become ts must
holds 1-20 pills. on (including würms) etc. are ters w h
Charac aceutical pro
o
duc
st ati at
Infection, Infe d a y per pill. Pills
/Bonuses to ph a r m
ke the
p roduct
m
b y 2 fo r 1 e t o t a
r suff e r f r o
reduced ts are continu
d. Yellow Jacke
d ay o u s es
a c ke x per al ca
n o t b e st r and least 1 al. Withdraw t to
can
ic ti ve a n d h ig hly sought afte withdr
aw
ealing
from r
es
.
non-add er take is used
who would rath u r a l h d o s e
o se nat n e w ev ry
e
ofte n a tt ra c t th cease u
ntil a
ld b e rolled sed
o u
n sh t is u
than bargain. Addictio arma produc ed in
a p h d ic at
time e in
le s s o therwis
ne un
Addiction: No
n.
criptio
the des
62 63
Hacked Tributes
(Chips or drives)
These Tributes have been
THE Tributes Encrypted Tributes
(Chips or drives)

These Tributes are as


hacked by someone or something
clean and clear as the day
causing them to perform in ways
they were encoded.
they were not originally intended.

Electromagnetic Detonator
.1 d8 damage is done to any Eternal Darkness All
functioning electrical
equipment in a 30’ radius. .6 creatures within 45’
lose 3d6 HP.

1. Praise the Nanotech d12 HP 6. Grimm Reaper All of The


Fatuma’s Revenge One restored to one PC of your Grimm within earshot will
choice. follow your commands for
.2 creature continually changes
its shape to match others in .7
Shock Therapy The Tribute
shoots d4 electrical bolts 2. Dewürmed A creature of your d6 rounds.
the vicinity for d10 rounds. dealing d4 damage each. choice will have the würm 7. Infinite Black Light, natural
inside of them expelled. or artificial, is extinguished
3. Hive Mind Speak To one of in a 60’ radius for d8 rounds.
You’ve Been Spaced One The Grimm, ask questions. For The darkness follows
random creature within 30’ Booster Pack One electronic 3 rounds it will answer your Tribute.

.3 of the Tribute has the air


around it sucked away for
.8 weapon gains d4 additional
damage for d2 rounds.
truthfully before the würm
inside of them explodes.
8. Calming Creature d6 creatures
suffer -4 Morale when this
d6 rounds losing d4 damage Tribute is harnessed.
each round. 4. Strength of 1,000 Würms
A creature of your choice 9. Electric Axe A massive axe
increases their Strength by +2 made of laser light extrudes
until they sleep it off. from your arm lasting 2d6
Signal Boost Works like a .9 Grimm Groupie Summons d4
of The Grimm. 5. Rotted Breath One creature rounds. It causes d12 damage.

.4 beacon, causing all other


Tributes within an astrosec to
deceased for no more than 3
days is brought back to life.
Variations include Electric
Morningstar, Cleaver,
light up for d4 days. The creature’s Presence is Hammer or Claw.
Zero Gravity When activated reduced -2. (Presence 10. Beamed Up d2 creatures
in a room no larger than 1000 can not fall below -3.) dematerialize and are
Dormant No More Any of .10 square feet, gravity ceases to
function for d10 rounds.
teleported to a random d8
location (starting on page 12).
The Grimm currently dormant
.5 within a 100’ radius will
activate when this Tribute
is used.

64 65
a re h e re
The Grimmh and every habitabenter into
le
eir way
to infect th host in ONCE YOU HAVE
into eac e. Every time you infected
this ‘vers e with something ce you
close rangmm, there is a chanIt starts
BEEN CHOSEN AS A
by The Gricome one of them. A small,
too will be ecoming infected. a würm
with b
ta ti n g p a
wn as
rasite kno ou. It feeds on
HOST OF THE GRIMM
devas grow insid
ey
l of your roll a d6 to determine which of the gods
begins to until it takes contro ou have
es yy
your insid ling off any humanit will stay in has gifted you with this honor.
b o d y, k il e w ü rm
time, th comes
left. For a The Grimm. If it be ur skin
k a s d y o
your hus nough, it will she ig Würm.
strong e rphosing into a B

What ’s
metamo On the first day of
infection,
roll on that god’s Pa
rasitic
Pains. This is your
ailment for
the day. On each su

your
bsequent
day, make a DR16
Toughness
test. If you fail, rero
ll for a

Wurm?
different Parasitic
Pain. You
will never have the
same
m) ailment twice. Roll
(Flesh Wür a pain
a r n it io u s you’ve already endu
1. C ürm) red? The
T h e C r u o r (Blood W würm isn’t done w
ith you yet,
2. )
N e u ro c (B rain Würm roll again. If you su
cceed
3. ürm) the Toughness test
R a m e th u s (Heart W , you and
4. ) the würm are worki
(Gut Würm ng in
5. The Rot ) harmony today. Ro
Te r g u s (Spinal Würm ll on the
6. Parasitic Pleasure
s.
If during your para
sitic pains
ed you are required to
ave ever liv concede
Very few h sting all 6 types of your character to th
G
though ho ose that have done your PC is now cons
e GM,
otherwisP (Grimm Para würms. Th known as The idered
e sit
with Th , roll d6 when e) Unless note so become d. These survivors The Grimm, roll up
e Grimm in close d a new
b . If c
resultin een infected. If it is a 1-2, youontact Unscathe ssly and ferociously character. You shou
ld
g in yo
double. an open woun u suffer damagve
ha are relentlewn by The Grimm have probably
R d
you hav oll 2d6. If eith , your chance e hunted do asty occult rituals already done this.
e been e
infectedr fail, it means
s for use in nrassing medical
with a w
ürm. and embar ts.
66 experimen 67
rm
t growing wu

:
s m a ll , b u esh
Under your s
kin, a
y o u r b o d y , ripping the fl
ay across ou try to
burrows its w a t t e r h o w y
uscles. No m you. As it ea
ts
from your m e , it e v a d e s
ppery snak larger.
squash the sli ture, it continues to get
ula
on your musc
it was at an
SI TI C PA IN S D6:
tin g on yo ur m usculature like w in control.
PARA been feas ürm is no
: The würm has on is lost; the w
1. Bulging Boa-eat buffet. Your strength to go
all-you-can acter to the GM. ay from
e yo ur ch ar ov in g as it te ars your skin aw
Giv tle bastard m ce tests are -1.
r: You see the lit en
2. Skin Crawle . It is so distracting, all Pres is no
rm of a
w taking the fo s like a
yo ur m us cl es so la rg e, it ok
has gotten is head lo
ble: The würm neck. Though th wever,
3. Double Troualler head popping out of yourown, it does not talk. It will, hom.
second, sm ion of yo ur The G rim
e hideous vers hing infected by
miniature, mor when in the presence of anyt ch ew ed on and
begin to shriek s have been
cles an d si ne w Strength by 2
ea k in th e Knees: Your mus al se em s ha rd er. Reduce your
4. W ything physic
gnawed at. Ever en burrowing
(can not go be lo w -3). w he re the würm has be s tests
ur sk in ha ng s from your bo dy
be ca m e in fe ct ed, all To hnes
ug
Yo u
5. Skin Flaps: e far weaker than before yo
away. You ar ing it to
your feet, caus -2 on
-2 . n in to on e of
at nkered dow and suffer a
e würm has hu y shoe or boot
6. Gout Bout: Th belief. You can not wear an
swell beyond
Agility tests.
Fle

PARASITIC PLEASU
RES D4:
s

1. Shedding Skin
: The würm has ac
hW

HP even if you have celera


not had anything to ted your capacity to heal. Regain d8
2. Würm Hug: Your eat or drink.
in
body. Making you sides are wrapped in a long coil of w
long as the würm isfeel strong like bull. Your Toughness ürm hugging your
ürm

with you (can not ex increases by 2 for


3. Thick Skin: The ceed +3). as
würm has started
creating a supple ye to flatten and hard
en
Natural Tier 2 armor t resilient carapace. You take -d4 daunder your skin
(Not reduceable fro mage when hit.
4. Skin and Bone m critical hits).
s: You lack the sust
under your skin. In enance needed by
th
button and slithers the middle of the night it gnaws a hoe creature crawling
away. Your belly bu le
tton is now lint free.in your belly

68 69
TTh
hee fl
flu
g uidid flflo ow win
ing
grroowwss in
inc rreeaassin g tthhrro
ou ug
aarree in c in ggly w ghh yyoou urr vveein
inffeec l y w a
a r
r m
m e
e r e a inss
tth c t
t e
e dd,, ssoo m u r e ac
c hh d
d aay y
ho u
oug ghh it m u c h
ch sso o tth y y o
ou u
u
unnc it is
is bboo il
ilin g haatt it
it f
f ee l
co n
onttrro ollllaabbllyy ffro in g. It
. It w
wil l ,
ill, aatt ttim e e l s
s a
a s
s
rom m aannyy o p imeess,, ssppeeww
opene nining g aavvaail
ilaabbllee..

Parasitic Pains d6:


ll pounds louder
1. Burst Vessels: Your sku
the thru ste rs on an XR-17 transport.
than
bei ng able to Parasitic
After hours of not
e on any thin g else, the last Pleasures d
concen trat 4 :
ping of blood

R
sound you hear is the pop
1. Blood Bro

o
Cruor is now
vessels in your brain. The thers:

u
r car cas s. Your blood The würm flo
in control of you ws so

R
ed hus k mu st now be conceded freely throug
smear h you that

C
The Grimm
to the GM. can sense

E
it. They will
not attack

Th
The würm has found you unless yo
2. Feverous Delusions: u attack
into you r blo ods tream, putting you them first. Yo
its way u know this.
Thi s cau ses you to have
into septic shock.
often confusing 2. Blood Rag
uncontrollable delusions, e: The heat
r Leg ion wit h The Grimm. your blood is of
members of you fueling
your ferocity
. Once per
your skin burns combat, roll
3. Cold Sweats: Though d8: 1-4 deal
ch, the blo od boiling underneath, maximum da

[BLOOD WURM]
to the tou mage, 5-8
tly bey ond control. Any deal double
you shiver violen -maximum
ngt h or Agi lity test increases DR by 2. damage.
Stre

The würm has 3. Blood Bor


4. Gasping for Breath: n: You have
sickened your blo od so much that you a 50% chance
of picking
gasp for eac h and eve ry breath. You can up the scen
t of others
ry oth er round in battle, and infected by
only attack eve The Grimm,
uced by 1. whether they
your Toughness is also red know they
are infected
or not.
time you take damage
5. Blood Spurts: Every
by something sha rp, roll a d4. On a 1, blood 4. Iron Defi
cient: Your
like a geyser. blood can no
spews out of your body longer
5’ of you has a 50% chance support the
Anyone within würm that
The Cruor. has made its
of becoming infected by home in
your arterie
s, organs an
s würm no longer veins. It leav d
6. Different Calling: Thi es your body
has an interest in you r blood. It mutates in an explos
ion of bloody
rm. Reroll on page vomit lasting
into another type of wü no less
it wan ts to eat away than 18 minut
67 to see where es. For all
bod y. watching, it
at you r is quite a
glorious and
gory
spectacle.

70 71
N
(BRAIN WÜRM) Lives and feeds
on the soft, sponginess of your Parasitic Pleasures d4:

brain, causing strange visions, e G


rimm
e Th go into
paranoia, lapse of memory, Parasitic Pains d6: o
ther
e
n: If ec, yo ess tha es
a r
u ca
n n 2
i s i

E
V t ro s o l e y
and dain bramage. rimm lf an a te for heir
s n
1. G h a t a r o u gh t n your
in s th eo
trols with nce-like en see se whil
o c con as t ra u th g e l
r a o n
Neu ynapse re ds. Y othi
eld: s u a roun an do n quest. day.
i n d M every Y o c n ood in
1. M and r a i n .
m u s t b u t v i s i o a g
bra
ur b e and GM. us y is
each in yo r g e h ideo e : T oda of your ave
res cha to t h as s uh
it fi ger in aracter at E g pulse ves. Yo
o n c h o n . M ind b i n s e l
l
you r vi s i 2 b m
no
ede our thro the y.
The calmed ts toda

U
oils
conc o u s: Y ürm c d e e n ain
is
N erv s the w Defen hav w ailm u r br hip.
pti c ut a rve. sts, e : Y o
ars
no n sed
2. O in and o ptic ne ence te . - focu ell-oile 3.
d st
s o s - 4 e r
e
fad d your P r e
re a
t yp aw in +
n Aim ts a 3. H ng like ests ga
arou te sts, gth tes n e o r ki c e t fter
g i l ity S t r en Ev ery o
n
w
P r ese n
o re: A ng
A e p: ev e Al l o M bbi
Strik Dee t you, hile ic N ble thro nce,
and u n s e r o t
ia R o g ape! W ts eu ssi iste
ut t
rano ing is o ust esc nce tes 4. N orst po your ex long,
P a e w o f u a
l l
3. e

R
yth um res th che ed to p m from
n d ever ION. Yo e, all P h e ada a g ür
a
R LE
G
id s
ta t an nt w took
YOU parano b ers y ou m nsluce ril. It
rem
e m tr a s t es to
in th a -2.
is
n ger ers wh
at flat, left no 5 minut ce,
lo r r r fa
at n no mb you you ell ove you our
are u r brai ly reme And if will u w r o m y
l: Yo on ke. u yo it f ng
o rg etfu as. It o u awo ain, yo e x t ract g givi
w o rthy
4. F once w since y yes ag slept. a c h tu
r i n ge- ürm
t d e ou e c w
wha ppene se your efore y as n a the s it.
s ha c l o d b g er h r brai e as r o s
a e n p a c
h n to happen o lo anothe scra drug

O
p e m n
hap what is w
ür s int
o
ere
it
was eat it.
forg
et g : Th mutate see wh ’t
l i
Cal brain,
n i t o Don
e n t e 67 t
iffer
r g
you ll on pa dy. not
5. D rest in ero our bo re
n t e
an i f würm ay at y
. R
p s e s a do is
na to
type to eat
o aw r sy seem ang
e
s t : You u n t, ch nce
a n t c u i y o m e e
w Cir ything this
a i l s
Pre ess,
ed ce,
mbl y. Eve ted by Presen Toughn
r
c ra
6. S proper ile affe comes comes
l c

C
g h be be
firin ards. W Agility th
a c kw ities. S t reng
b il th, y.
r Ab Streng s Agilit
you e s m e
om c o
bec ness be
o u gh
T

72 73
The parasite has worked its way into your heart,
causing it to beat increasingly fast. At times it
feels as though your adrenaline has been pumping
at light speed. Your clothes are never dry, as all
of this energy is causing sweat to seep out of each
and every one of your pores. [Heart Würm]
PARASITIC PAINS (D6)
is now taking up too
1. Full Blockage: The würmes, blocking blood
much room in you r art eri
reduced to zer0 HP
flow to your heart. You areanything other than Parasitic Pleasures (D4)
and are broken . If you rol l
l. Hand your 1. Pure Energy: The heart is
4, the würm is now in contro pumping blood through your
character ove r to the GM .
body at intense speeds, causing
is causing your blood
2. Blood Bath: The würm ce, that every time you to move at the pace of your
to pump with so mu ch for heart. Gain +1 to Agility tests.
itional damage
you are cut, you lose d2 addchance that On this day you always go first
from blood los s. The re is a in initiative. It is increasingly
l become infected
anyone within 5’ of you wil ted secretions, hard to focus on anything other
by Ramethus fro m you r tain than your heartbeat, -1 on
GP 1 on d8. Presence tests.
rt racing at an
3. Sweaty Mess: Your hea ps you drenched in 2. Adrenaline High: You are so
uncontrollable pace kee t cling to your amped-up, all Strength based
sweat. The wet clothes thabogs on the tests gain a +2. Since your blood
body smell worse than the is +2 when trying is pumping so vigorously, you
Barges of Kahllar. Your DR your gain double HP when resting.
to hide or be stealthy due to the trail of 3. Hocked Clot: Once per combat,
overwhelming stench and you can hock up a mucousy mix
puddles you leave beh ind .
of blood and saliva to lob at
rm has interrupted the
4. Sinister Stroke: The wü in causing you to another creature’s eye. This
flow of blood to your bra oke. You are no tainted mixture burns for d4
have a delightfully mild str side of your damage and causes -2
longer fully in control of one and Strength Presence for d2 rounds.
body, causing tests of Agility 4. Chest Pain: During the night you
to be -1 for d6 days. felt a searing pain in the center
has constricted the
5. Bad Brains: The würm in, giving you a of your chest, awakening to see
flow of blood to your bra gorges on a würm burst through your skin
headache deeper than theis reduced by 2 and crawl away, covered in your
Proxima b. Your Presence n. blood. Take d2 damage, but at
while in this excruciating pai least the beast is gone.
breathing to be far
6. Baby’s Breath: You find r be. For each breath
harder than it sho uld eve
of the oxygen you
you take, you only inhale ¼you twice as long
need. Everyt hin g is tak ing
in battle, you are
as it would normally. When round. Instead,
unable to att ack eve ry oth er
trying to catch
you must spend the round muster.
what feeble bre ath you can

74 75
our
g r e f u ge in y you
Findinine, causing and
intest e flatulence ing,
l t
horribsive, nausea hea.
explo llable diar r
tro
uncon s
e T h e Rot ha o
Onc ts way in t
made i stive tract,
ige nt
your d ill never wa in
Pa ra sit ic Pa ins d6 : you w the porcela n.
e i
to leav throne aga
d
You are The Rot an
1. Totally Rotten: aw ake wi th
day yo u
The Rot is you. To u
ly on e de sir e, to make others rot. Yo
on to th e GM .
character
must concede your
P ar as it ic
P le as u r e s d 4:
2. Trash Pants:
The flatulence
pervades every
space that you
When trying to enter.
be sneaky or hi
from others, yo de 1. Settled Stom
ur DR increases ach: Today is
by 4. day, you expe a good
lled every poss
enter you could from ible bit
s: Every time you yourself last ni
3. Scared Shitles u mu st use You have no ne ght.
uation, yo w ailments to
into a stressful sit av oid so ilin g day.
14 to 2. One cheek
your Toughness DR at a -1 while your own, and
sneak: Your st
ench is
y tes ts ar e
your pants. Agilit you are happy
to
ur britches. writhe in it. Yo
there is a load in yo disgust those
ur noxious fum
es
you come in co
4. Nauseous Nelly: Movements with, reducing ntact
and their Morale by
smells are causing you immense 3. Bile Projec 4.
discomfort on this day. All com tile: Think of
bat nauseating th th e most
tests are -2 as vomit projects from ing you can im
and harness pr agine
ojectile vomit
your faceholes. attack. D2 dam as an
age, 1 in 4 chan
will cause a -2 ce it
cer: Whenever to Presence of
5. Stress-Induced Ul hit for d6 roun those
ke a Toughness ds.
you take damage, ma 4. Flatulent Fr
le- ove r in pa in. You can ee: In the mid
DR14 or doub night, you aw dle of the
ion until you oke to an unfa
not regain normal act pain as an enor thomable
succeed a To ug hn ess test. mous würm fo
its way out of ught
your rectum.
6. Different Ca killed him!) Af (nearly
lling: This würm ter this horrifi
longer has an in no expulsion, the c
terest in your gu parasite lay de
Reroll (page 67 t. where it was sh ad
) to see where it at out.
wants to eat aw
ay at your body
.

76 77
Tergus (Spinal Würm ) Coiling around your vertebra as it feeds
on your fluids, this parasitic würm makes
daily tasks unbearable, causes your body
to contort 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 are boosting your immune
system. Double the HP you receive from any rest today.
3. Sciatica Erratica: Today the würm has coiled itself around your sciatic nerve
causing you to wince with every step. Agility is reduced by 2 or Strength is 2. Wicked Rest: Even the vilest of creatures must rest. Today is your lucky day.
reduced by 2, you choose. The würm seems uninterested in causing you any more wracking pain… at least
for today.
4. Step on a Crack: The würm has begun to dissolve the soft tissue between your
vertibrae. -2 to presence tests as you can’t concentrate on anything but the pain. 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. You awoke 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, infected has come to an end. You will never fully recover to who you were before
causing 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.
78 79
Optional: d20
DOOMED LEGIONS
ss th e ‘v er se , Le gions of sold
iers were
for l dungeon on a

w ar s w ere waged acro ig in al ly a term reserved 9. Attacked you while you 10. Was Impris
oned in a smal e w eak ones.
As m. Or at e th
p of people
u
mbat The Grim
slept. You anet. Yo
now lifeless pl
deployed to co w it is sl an g for any grou now set traps around
you before
onnel, no closing your eyes.
military pers survive.
li ng to st ic k together to 12. Was completely infe
w il
of another
cted by würms, you
ory, while a part o the darkness an
d can survived, but now you tru
you are today.
hi st st no one.
miserab le 11. Has seen int
Through your ade you who t light . Natu ra l
ci de nc es m now see withou
these in
Legion, one of
n :
ey es .

o
ur

i
light burns yo

Yo u r L e g 13. Were your parents, who also


were Disciples of Fatuma.
14. Are well
They ev en
known cannibal
ha ve a co
s.
okbook.
ophies.
ms in jars as tr You were conceived in the Mausole
1. Cowardly sacrificed 2. Kept young wür ce .
um of THEY.
a village it was e a neckla
sworn to protect to esc You wear one lik
ape the Grimm.
ing 16. Caused a large spa
4. wned you, vow ce station to
Sold a piece of the Gate of
Infinite Stars e, bu t they have diso explode along with eve
l Starship, and a to a Raider on Marauder’s 15. Is st ill al iv
return, you w
ill be sl ai n. ryone on it.
Hijacked a Roya Cryosfear.
3.
t on your heads. that if you ever
bounty was pu
acted würms to
5. Staged a mutiny and was so star 6. Smuggled extr 222 years
ved side of a war. nically frozen
you ate the officers. influence one 17. Wronged a powerf 18. Was cryoge eren t place.
ul warlord on is a diff
Marauder’s Cryosfear ago. The ‘verse
. Now you
ghtmares of 8. Completely buried you owe them a debt.
or, you have ni in rabbits as a
7. Saw such horr g in si de your body. joke. Now you are pet
rified of them.
rigg lin
giant würms w
in the 20. Came through the oth
st brutal group er side of the
19. Was the mo u’v e do ne keep Gate of Infinite Stars dur
ing a
s yo
‘verse. The thing a fu ll failed experiment. You are
er ge tt ing from a
you from ev parallel universe.
night’s sleep.

E D
D OOM
E D
O O M D
D M E
80
D O O
O M E D 81
c l y s m i c
Cata Condemnatio 11. Hush yo mouth! You are blessed with
12.
ns
the knowledge of the location of the Your back sprouts 4 clawed spider legs.
Gate of Infinite Stars. Downside, you are The claws act as additional attacks
A PC who rolls the same no longer able to communicate using (d2 per claw + Neurotoxin). Neurotoxin
watches helplessly as the result more than once on this chart any modern language. You can play DR15 Toughness test or die in d2 rounds.
ir Tribute collapses, creati
black hole. Anything withi ng a micro 1 in 4 chance of hitting yourself
or gets sucked in. The mo n a 10’ radius DR14 Toughness test charades or draw pictures, though.
re it consumes, the bigger with each additional attack.
it gets.

01. Beacon of Blight – The code has gone


awry and can not be shut off for d4
02. Radioactive Space Ranger - You feel
absolutely glowy! Your body exudes a 13. The Tribute fails, turning your skin inside
out. This will require constant moisturizing

14.
days. The Tribute communicates a deadly radioactive field for d3 rounds. All
signal reaching 1 astrosec. Any of The creatures within 10’ radius must make DR14 with blood and saline. Only a full body During your waking (and sleeping) hours,
Grimm within range will stop what Toughness test every round or take d4 skin graft can repair the damage. you cannot stop talking. You literally cannot
they are doing to find the beacon. damage. At the end of the field’s life, the You are hideous. stop talking. You just keep talking
character takes d8 damage and is without stopping. Talk talk talk.
sickened for d4 rounds.

03. Weird Beard – Your skin grows a fungus


wherever you have hair. The bright green
and brown fungus drips and stinks,
nauseating all who are in your vicinity
04. Your body can no longer absorb any
sustenance. In fact, you cannot bear to
15. Your morning void is now always a
powerful acid. Take d2 damage each day
16. You fall helplessly in love/lust with
eat. Die of starvation within 3d4 days and when you wake and piss. Trying to hold the next creature that engages you.
(-1 on Toughness tests). Shaving makes the
become a shriveled undead, doomed to your piss increases the damage by 1 every Could be in your party, could be a
smell worse (-2 Toughness tests)
hunger for human flesh. You make a lot of two hours. After 6 hours, you MUST go. stranger, could be a monster, a
to anyone within 10’ radius.
noise at night while dying. robot or even a würm.

05. You are now obsessed with finding

06.
and destroying the Gate of Infinite
Stars. You decide it’s best not to
let anyone else know this.
Your body becomes infested with cybernetic
nanites. You will become a machine in 2d8 days. 17. You find yourself trapped on a small rock
in the Belt of Despair. The rock contains an
Once a machine, you will determine that one
member of your party should: (d6) 1-2 be killed.
arena where you have to fight to the death
against other deadly and disgusting 18. Buttons must be pushed!

07. 3-4 be worshiped without question. 4-6 be combatants. On your 3rd win, you are Whenever you see a button, you
The Tribute works, but in the exact reverse. immobilized and used for medical experiments. have to push it no matter where it
transported back to YOUR LEGION.
Otherwise your abilities remain the same. is or what it does. Push Push Push!

08. The planet shakes and The Grimm


09. You drop to your knees as a vast blast of energy
19.
are on alert. One torment comes
to pass.
emits from your mouth and eyes and into the
atmosphere. It lasts for d4 minutes, attracting
random monsters every minute it is in operation.
You attract insects of all kinds, at random times,
for random amounts of time (d6 minutes). The
bugs don’t attack you, only everything else in your
20. Flashing lights and screaming
wails echo as you find yourself
vicinity (100’ radius). d6:1-2 Wasps and Hornets 1 transported to the Mausoleum
HP per round, 3-4 Ants of all sizes 1 HP per round, of THEY. You are chained to

10. You set off a small magnetic pulse that renders all powered items of any kind absolutely useless in a
150’ radius. If it has a battery, or is connected to a power source, it will never work again.
5-6 Spiders and Scorpions 1 HP per round. Anyone
taking more than 4 HP DR12 Toughness test or be
poisoned. The GM picks your poison.
the Altar of Convergence by
disciples of THEY. You are
tortured before being sacrificed
in honor of THEY.
82 83
Optional:
Random Ships d6
You may not have much, but you’ve got a bucket that lets you and YOUR
LEGION jump from star to star. One member of YOUR LEGION should roll
d6 for the group at the start of your miserable campaign. Every day there is
a 1 in 4 chance your ship will break down.

Engineers on starships in this galaxy have not mastered the ability to fly at
lightspeed. Most ships travel one astrosec in a day’s time and can make it
from one end of the system to the other in 10 days.

no-frills box of a
thi s wa s a co mmuter shuttle. It’s a ng
THE BUS In a forme r life , o used to ride this thi
mit from the drunks wh
1 spacecraft tha
from one en d
t
of
sti
the
ll sm
‘ve
ell
rse
s lik
to
e vo
the other just to have
w ha s mo
somewhere wa
dded it out. Trave l, 1
rm
ast
to
ros ec
sle
pe
ep
r
.
da y.
les s the cre
HP 66. No weapons un
ce test for piloting.
2,400CR. DR12 Presen

2 GARBAGE GETTER The back of


the Waste Barges of Khallar. Prev
this thing smells worse than the
planets to Khallar, this hunk of met
iously used to haul trash from spa
stinkiest shit pit on
ce stations and
al has been retrofitted to include e
in the back of the heap. HP 88. Tras living quarters ace onboard, if you lik
quarters if engaged. Travel, .33 astr
h compactor still works, but it will
crush the nk y an d im pe ne tra ble. There’s lots of sp slu dg e. Tra ve l,
JAILBOAT Big, clu of dried grains for cook
ing up some
DR12 Presence test for piloting
.
osec per day. 2,600CR.
6 sleeping on sla bs . HP
.5 astrosec per day. 6,4
66 . Ple nty
00CR. DR12 Presence
test for piloting.

a spaceship
-frills, massive box of
RE D FR EIG HT ER Slo w and steady, this no ele ctr o ma gn ets on the
FRACTU two enormous
3 was built to carry car
bottom-side of the sh
go
ip
. HP
for
88
pic
. Co
kin g
me
up
s wi th
cargo. Travel, .5 astros
ec per day. 4,900CR.
Ships for another day
t for piloting.
DR12 Presence tes
STAR SCHOONER Corporate fat-p
ants and political dignitaries pref
Schooners for their speed, armame er Star
4 YACHTHOLE Beautiful and sleek,
in the ‘verse before joining The
this vessel belonged to one of the
Grimm. Even though it looks pret
latest gadgets, it doesn’t have muc ty
richest assholes
and has all the
space should always be done in
Armor, 2 escape pods. Travel at
nts and comfort. Fleecing the poo
style! HP 66. Armed with 2 180°
2 astrosecs per day. Raiders love
r from outer
arc railguns, Tier 2
h else. It was made to taxi the wea DR14 Presence test for piloting these. 24,000CR.
voyages in comfort. Too bad whe lthy on star .
n it was raided, many of those ame
destroyed. HP 33. The only gun nities were
this ship starts with is an interste
Travel, 1.5 astrosec per day. 8,20 llar flare gun.
0CR. DR14 Presence test for pilo WAR FRIGATE Need to blast som
ting. e Space Raiders to smithereens?
down hellfire and terror on a plan Want to rain
etary target? Need to punch som
to discover the tasty looking merchant fleet? Get e holes in that
Sm all an d nim ble, this boat was built it ya self a friggin’ WAR FRIGATE.
EXPEDITION EXPL OR ER at it lacks in comfort, has no ammo. Built for battle with Too bad this one
a bit cramped, but wh
5 unknown. Th
makes up in
e
sp
qu
ee
art
d
ers
an d
ma
ve
y
rsa
be
tility. HP 44. Travel, 1
astrosec per da y. 13 ,33 3C R. cannons and a space to store an
day. 42,000CR. DR16 Presence
Tier 3 armor, 99 HP, 2 360° railguns
arsenal of nukes. Big and slow AF.
test for piloting.
, 4 ion torpedo
.5 astrosec per
t for piloting.
DR14 Presence tes

84 85
Example. a Trash Panda (Raccoon) who has: 7.Intelligence and Dexterity - Develops the ability to think/
communicate and use tools (d8).
1. Steel Teeth - Develops stainless steel teeth and/or Claws (d6). 1-3. Low – Can use simple martial weapons.
2. Enlargement - Grows to d6x its normal size. 4-6. Basic - Can use simple tools/weapons and communicate
using common language.
3. Poison - Develops poison sacs and a way to deliver the toxin. 7. Enhanced - Can use normal tools/weapons/machines
4.Psychic Power - Animal develops intelligence and a psychic and communicate using common language (most characters
attack (d4). would fall into Enhanced category).
1. Terror DR12 Presence test or be frozen in fear for d2 rounds. 8. Sublime - Has knowledge of biology/engineering/science/
2. Migraine blast DR12 Presence test or d4 temporary damage. computers and can read/write common language and up to 2
3. Charm DR12 Presence test or be fascinated by the beast additional languages. Telepathy possible. Creation of custom
for d2 rounds. tools/machines/chemicals etc. possible.
4. Sadness DR12 Presence test or be overwhelmed by an existential 8. Mixed Meat - Mutation has caused the creature to be both
crisis regarding the destruction of Nature and the Universe. -2 on
plant and animal. Plant portion rolled below (d4).
all DR tests for d4 days.
5. Skeletonized - Mutation has absorbed all flesh, fur and 1. EarthBound - Regenerate 1 HP per round as long as it is in
organs into the bones of the creature. DR14 to hit. contact with soil.
2. Sap Attack - Animal can secrete sap from its whipping plant
6. Laser Eyes - Laser beams shoot from the animal’s eyes. tendrils. On a hit, Strength DR12
d6 fire damage. to break free or be immobilized
until the roll is made. (You cannot
attack and your Defense is DR16.)
3. Camouflage - Presence DR16 to
notice the animal hiding in
surrounding plant life.

EARTH
4. Woody Hide - Woody bark-like
skin Armor Tier -d4.
9. Extra Body Parts

ANIMAL
- Multiple attacks.
12. Breath Weapon - The
The animal has extra
animal can utilize different
heads and mouths, arms

mutations
breath weapons (d4).
with claws, barbed tails
1. StankBreath - Toughness
etc. with 1 extra attack per
DR12 test or be nauseated and
part. d4 parts have sprouted.
weakened for d2 rounds. -1 to
10. Shrunk - Animal is d100% all abilities, 5’ radius.
(rounded to 25%, 50%, 75% or 90%) 2. FireBreath - d4 fire
smaller than normal and, therefore, damage. Range 10’ x 5’ cone.
harder to hit. Attack DR14-16. 3. BileBreath - d4 acid
Damage by animal attack is damage. Range 5’ x 2’ cone. If
reduced by the same d100% rolled. hit Toughness DR12 test to
11. Mitosis - When damage causes negate additional d2 damage
the creature to arrive at zer0 HP, per round until washed off.
it splits into two smaller versions 4. SporeCloud - If hit GP 1-2
of itself with 1 HP each. on d6. SporeCloud has a 10’
1/2 damage on attacks. radius, usable 1x per day.
86 87
T R O
A
Zo
S
m b i es
Muttering growls,
these hungry unliving
shells are no more The
Grimm than you or I.
Somehow their
instincts run deep,
leaving some form of
muscle memory.

Astro Zombies will do


their best to gnaw at
you with their teeth,
claw at you with their
hands and then feast
on your brains. They’ll
do anything to feed
their hunger.

HP 11 Morale 12
Space Suit Tier 2 -d4 Damage
Bite or Claw (d4)
GP Astro Zombies are never carriers of The Grimm
88 89
BIG WÜRM
Far larger than any würm that
could crawl around inside your
puny body, this thing has done its
share of eating. Its six eyes look
hungry as neon green saliva pools
in its teeth-filled maw.

HP 44 Morale 10
Exoskeleton Tier 1 -d2 Damage
Tons of Teeth d10

Special Larvae Spew. When it


bites a mouthful of small würm
larvae spew from its mouth
GP 1-3 on d6

90 91
These bionically-fused

CyphalitE
cephalopods are infamous
across the ‘verse for being
hellbent on destruction. Little is
actually known about this species or
what motivates their raging devastation.
known
Little is se nasty They enjoy wrapping their tentacles around starships
the
about re their
t s . Bewa and chomping on them with their beaks. There have
beas .
usness even been rumors floating around on the Netwürk of
ferocio
some getting as large as a small moon.

Mouth
Hole

le 8
P 5 5 Mora h d 1 0 a tt a ck s
H as
cle L
Tenta fo r a ll 8 te n ta c le s
s e p a ra te ly te d 1 2
Bi
Beak ug ,
I A L C ru s h in g h t if h it b y m o re
SPEC 4 tes
s s D R 1 it io n a l d a m a g e . O n
ly
g h n e
To u d1 0 a d d li fe s ty le .
Expedition a n 3 te n ta c le s fo r b le fo r a p la n e ta ry
th u it a
ace. Not s
Explorer
li v e s in s p
92 93
The Grimm will inhabit any living
vessel they can. You may find
yourself up against someone
from your old Legion or a
mutated polar bear.

Easily distinguishable once fully


overtaken by The Grimm, their eyes turn
a bioluminescent blue with veins of
electric pink. THIS COLOR RADIATES FROM
THEIR EYE SOCKEtS AS IT SEEPS UNDER THEIR
SKIN UNTIL THE FLESH CRACKS.

HP 8 Morale 12 (The Grimm have no leader)


Space Suit Tier 1 -d2 Damage
Punch d2 Blaster pistol
(d6, with 10 charges)
Special Can send out a silent beacon
to other Grimm within 5 miles.
GP 1-2 on d6

ENCOUNTERING The Grimm.


the
Any nonhuman creature could also be

GR I M M
one of The Grimm. Once infected, increase
their existing HP x2, retain any natural
traits. See Special & GP Above.

94 95
This synthetic beast is every former civilized citizen’s nightmare. Previously servant bots,
military bots or laborer bots, these bots almost developed into sentient beings,
but something went wrong. Now they thirst for bloody and total revenge
against the meat/salad sacks
of the organic world.
LABORER
BOT
The raging Labo
rer Bots are
everywhere. Hu
PERSONAL manity became
so reliant on th MILIT
SERVANT BOT em , their tech ARY
was fused into WAR
Personal Assistants, Cooks, ev er y aspect of B OTS
life. That’s wha The Mil
Escorts and Secretarial t makes them itary W
so dangerous. w as built ar Bot
That and their to deliv
bots, the PS bot can be unwavering ha s e ri er som
tred toward o us frigg
found everywhere. organics. LBs co their da in’ PAIN e
me in all maged ! At th
shapes and siz maniac program e core of
es. Humanoid, a l, in s atiab ming is
HP 4 Morale 4 Insectoid, Coffe The sw an
Armor Tier 0, realistic e Maker. itch has le need to de utterly
Anything is poss has sho b een flip stroy.
ible. rte ped and
celluloid flesh over a the ene d, now all org the fuse
my. If y anics a
hardened plastic frame. HP 12 Morale you bett o u ’re a me re
6 er watc a
Squishy but still sturdy. Hardened plas h your a tbag,
tic exo-armor ss!
Limb Flail d2 over plasteel fra H P 20 M
me Tier 2 -d4 o
Special At 0 HP a raging Damage. Plastee rale 12
l Armor
PSB will begin screaming Hammer Smas T ier 3 -d over a P
h d6 or 6D lasteel
the secrets of its previous Pincer Crush d8 Blasters amage. frame
d8 dam
owners/employers. After Special Labore Specia age x 2
r Bots often l Once p ta rgets.
2 rounds, it’s brain simply appear in grou minor e er day,
ps of d3 bots. lec it ca
stops functioning. disablin tromagnetic p n trigger a
ga ulse, te
for d8 ro ny device wit mp
unds. h a batt orarily
ery

parasite spur
Small, tenacious sandspur-like creatures that carry and spread the parasite by
clinging to clothing, fur and other porous surfaces. When attempting to remove
parasite spurs, Presence DR8 test for each spur or it releases a 5’ diameter cloud of
spores. Agility DR12 test to dodge the spores. Failure = roll vs. infection (see Grimm
Parasite page 66). Parasite Spurs are silent and often blend in with the environment.
Legionnaires may pick them up unwittingly and
carry them around for days before they
explode on their own. Parasite Spurs
are very susceptible to fire which
destroys them utterly. Parasite
spurs usually number d6.

HP .5 Morale N/A
Immobile DR4 defense
Special Parasite Spore Cloud
GP 1 on d6
97
HP 27 Morale 11
Exoskeleton Tier 1 -d2 Damage
Mandible Crush d6. 1 in 8
chance broken bone for
additional d4 Damage

Special Psionic
SALAZARITE
Salazarites are known throughout the ‘verse as Devilmoon Crickets,
partially because of their jumping and partially because of the hell they
scream. Calls all unleash on their prey. They have bone shattering mandibles, skin piercing
other nearby teeth and a psionic connection with their kind.
Salazarites
to swarm.
The Salazarites are known to attach themselves to the hull of starships. As
GP 1 on d12 they leave the atmosphere, their bodies freeze. The insectoids later thaw,
coming back alive when returning to a warmer environment.

Feeding on electricity, lasers and


other pulse-infused charges, this
creeping ooze-like sludge grows
larger the more it consumes.

Sludge is not very intelligent and tends to


simply wander wherever it can sense food.

SLUDGE
If it goes for d4 days without consuming
electricity, it will reduce its size by half.

HP 18 Morale 8
Suffocate d4
Special Absorption. Any blaster or pulse
weapon restores HP instead of damaging it.
Consumption. If Sludge lands on a weapon
or electronic device, there is a 60% chance
it will no longer function.
98
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. They then inhabit the new body. Void Revenants are clever concealers and
will often choose to hide in a crew member’s quarters to attack them stealthily
as they sleep. Presence DR12 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. Void Revenants often attack using a synthrope as a garrote.
They also tend to use the weapons (and abilities) at the disposal of
their newly acquired bodies. 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 –
Space Suit Tier 1 -d2 Damage
Synth Garrote d4 + Strangulation
(Strength DR14 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 vicious, 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 Toughness DR13
test to avoid d4 rounds of berserk
madness, causing uncontrollable attacks
against anyone or anything within reach.
100 GP 1 on d8 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 hightail it out of this ‘verse and
find the Gate of Infinite Stars. Hell, maybe Most things that rely on chance require a roll, a DR test based on one of
that’s none of our damn business! Either your PC’s abilities. So, if you are trying to punch a würm in its ugly face,
you would need to make a Strength DR12 test. Roll a d20 and 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 Presence DR12 test. If you fail, lose 2 HP.
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
all info for your skillz will be s is different, and
on your character sheet. Hop
you apart is what will help kee efully, 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 hen all else fails,
with a
ca n do wh en you use a Favor. W
control NPCs and set the There are several
things yo u d of the book.
ge 50 or loo k at the chart at the en
stage for the story. use one! See pa

102 103
DEATH
aboard the
CONUNDRUM
An Introductory Adventure for Vast Grimm

104 105
What is known
There are three locations which call for Random
Encounters in this adventure. Add more if you like,
been
o n th e Netwürk has but only add 1 from Table B. Doing more than that
The ch a tt er is certain:
y cr yp ti c, but one thing would prove you to be unusually cruel.
frantic a ll that is
ta bl e d es ta bilizer, a piece
an Augmen finite
ne ed ed fo r the Gate of In
thought to be nundrum.
to be on the Co
Stars , is be li ev ed
er e in near space to
the small TABLE A (d4) TABLE B (d4)
Luckily, yo u w nnected
ip and have co (there is a 1 in 4 chance each individual creature is 1. Sentient Ship
pl o ra ti o n sh
scientific ex relic before
The starship has made it
infected with a würm)
o ck in g ba y. Locate the clear that it is in control and
to it s d a king’s
se a nd yo u could fetch 1 D6 Neon Purple 2 D2 Unusually Large
does not want anyone on
anyone el secure
or maybe even Slime Slugs Radioactive Rodents board other than its official
cr ed st ic ks , erse.
ransom in Climbing on walls and Massive hairless rodents crew. It will do anything
Le gi o n a w a y out of this ‘v ceilings, their adhesive with large protruding teeth necessary to force intruders
you and your mucous corrodes and green, glowing eyes. off. It calls itself Nandor.
anything it touches. Slow, HP 6 Morale 8
chihuahua-sized, and sticky. 2. Augmentable
Leathery Skin -D2 Destabilizer Activates
HP 2 Morale 9
Bite d6 The Augmentable
Burning Spit d4 lobbed up Destabilizer projects a cone
to 10’. 3 D4 Electric Eyes of electric-blue light, opening
No armor Giant floating orbs, dangling up a micro wormhole that
What is Inevitable Special: When attacking
optic nerves, lightning
sparking from the retinas.
spits out d4 random Tributes.
They activate when touched.
The Conundrum is dead in the water. Its lead the slugs with an object,
fists included, there is a HP 8 Morale –
engineer has removed one of its propulsion 3. Grimm Fleet
50% chance that the object No armor Sensors on the ship go off in
ignitors to make the theft of the starship less will deteriorate in d2 days Lighting Glare d6: a frenzy. There is a fleet of
appealing. Raiders (see page 108), 1.5x the from corrosive slime. TOUGHNESS DR12 test to 2d12 starships surrounding
number of PCs, have already boarded the ship. avoid electronics being fried. the Conundrum, filled with
Their vessel is cloaked and attached to an airlock The Grimm.
above Detox Room L. The Raiders have recently 4 4D6 Burp Sacs Burp Sacs contain small multipedal creatures,
called bugs, who spread themselves across the galaxy via 4. Dormant Activation
been exposed to high levels of radiation. They are disgusting leathery sacks similar to the “mermaids purse” of 60% of the remaining
covered in large, putrid yellow blisters that terra. Only 1”x 2”in size and found in groups of 4d6, a Burp NPC humans alive on the
Sac generally “sticks” to anything it comes in contact with. Conundrum activate,
turn neon green at their base. The Raiders are becoming The Grimm.
Activated by the movement of the sac being removed from
frantically ransacking the Conundrum in hopes of whatever it sticks to, burp sacs then disgorge the slime filled GP 1-2 on d6.
finding something that will soothe the pain of the contents of the sac with a loud burp noise accompanied by
blisters that cover their scarred and filthy hides. a disgusting smell. Burp Sac Bugs (BSBs) usually run quickly
away in order to find sustenance (engine fuel) where they
will congregate and consume until the fuel is depleted. 4
The Raiders are unaware of the Augmentable BSBs can consume the fuel of a medium sized ship in 12
Destabilizer’s presence on the ship, but now hours. While feeding, BSBs usually grow to 18” long. Tracking
BSBs can be done by smell with PRESENCE DR12 test. When
plenty of people have heard the coordinates the fuel is used up, BSBs scatter to lay more
of the Conundrum over the Netwürk. In a short Burp Sacs in hidden parts of the ship.
period of time, either more Raiders, The Grimm or HP 2 Morale - No Armor Radioactive burning touch d2
both will be within boarding distance.

106 107
age
1. Bruotraalel9 SLeaathver Jacketlo-dst2almRaotcsthall of
y (d4)
et d4 6) Specialt ng sniffer
Values (d 1. S tr o
Trait (d4) 1 . A lc ohol
ti
g
midatin eeth
ti o nal eat 2 . In
HP 10 M ndrels have s is like staring 1 . Ir ra
2. Raw m human) rpen e d T
cious scou ye 2. Viciou
s 3. Sha mage)
These fero y. One look in their e than (i n c luding
4 da
m a n it h m ore scars 3. Incohe
rent ürm brain
s
(d serker Rage
their h u id d le d w it , Brutal 3 . Fresh w
ck hole. R id mouths 4. Obedie
n t bath s 4 . B er
ttacks
down a bla f teeth in their putr t. A ll these 4. Warm melee a
the numbe
ro m o s t have no in g (2
d)
ave seen th
in g s means 5. K ill er roun
at usually p
Savages h is to survive, and th 6. Family
nt
raiders wa e else.
ry on
killing eve Specialty (d4) (d6)
er Values

. Me r c il es s Me r cenary 1. Trigger Fing


on 1-5) 1. Qu ality armor

2
s fir st ls
(g oe 2. Cooked mea
ac e Su it -d 4 2. Cu tth roat N ew jo bs
Armor-lined Sp 3.
HP 7 Morale 7 3. Keen eye 4. Rare, high-
(6 ch ar ge s) el ls bu lls hi t
Blaste r d6 payout is hi gh 4. Sm powered
te r what it is, if the
Do es n’ t m at
ke the jo b. Th er e
Trait (d4) weapons
dastards will ta
enough, these in their soul s. Al l th ey 1. Ho th ea d 5. Their Legion
fib er le ft
is no mor al e e right 2. Sarcastic 6. Traditions
Cr ed st iks . Ch ances are, for th ca n s
see is than yo u 3. Smart as
itch sides faster
price, they’ll sw 4. Careless
say astrosec.

ter 4. Sainlttoya lifDe oof graiding, this is. thStee aolinnlyg,


3. Plunderluasrmor
rale 7 No
Born
og has ever
known
life a Salty D salvaging is where
HP 5 Mo arges left) plundering
and Trait (d4)
d10 (7 ch the thrill
Energ y S w o rd
rs a re in it for in e . 4) 1. Resilien
t
nt spac e fa re
hes, food
or the y sh Specialty (d
These vibra hether pursuing ric adventure ways into o n o ra ble
t. W e 1. Finding 2. H
of the hun all about th xp e ct ed places . R e so u rc eful
o n a l p le asures, it’s ing if not done une
of hand
3
o f lie s
pers
is not wort
h do 2. Sleight 4. Full
finding it. It at’s hidden
do. Specialty
(d4) 3. See wh
with brava ws the wa
y explosives
K n o 4. Disarm le 6
1.
s m o s t va luable HP 4 Mora
Trait (d4) 2. Find ro o m Values (d6
)
fly Thin Carb o n
1. Flamboya
nt in the hing people
item ny door 1 . W a tc Fiber -d2
2. Charming 3. Open a smile f airlocks ck
out o stiks Gummi Sti
3 . Se lf- ab so rb ed
4. Lie wit
ha
2. P a ym ent in Cred gionnaire
e s, Hacked (Rubber Le
4. Verb os
3. Tribute ). Breaks
cr ypted Baton) (d6
6) & En CRIT.
Values (d rm a ps a bone on
1 . C re dstiks 4. S ta
ng tale apades e tw ü rk Chatter
2. A thrilli tten about their esc 5. N
st a rships
w ri 6. Good
3. Songs
. C le a n clothes
4
owers
5. Hot sh nce
xt ra va ga
6. E
Adrift in the cosmos, searching for valuables to
salvage or steal, are solitary Legions known as
Raiders. Traversing the black for so long, the minds
of these spacefarers have contorted to one of the
types above. Ship’s Captain: +d4 HP +3 Morale.
108 109
CONUN
SHIP CONDITION d4
Between the Raiders that are ransacking the Conundrum and the other nasties lurking
about, the ship is in shitshape. Determine just how nasty below.
1. Plumbing’s all backed up. The waste containment system is malfunctioning. Most of

DRUM
the lower level of the ship is flooded in excrement.
2. Corrosive goo. A purple goo drips throughout the majority of the ship. Any metal
A the bridge object it touches has a 50% chance of corroding in d2 days, including the ship.
3. Radiation leak. Radioactive materials used in one of the labs is leaking causing
anyone/anything on board the ship for more than 2d8 minutes to start vomiting neon
green mucus. Every d4 rounds must be spent bent over retching.
Lab 03 d 4. Burn baby burn. A fire is spreading in the engineering bay of the spacecraft.
Lounge
A. THE BRIDGE • Sick Bay: Lab converted to
g Clean, minimal, a couple of vintage medical room. Sick bed, all
Captain’s guest suite toys on the navigator’s station. medical supplies smashed and
Lab 01 B quarters • Captain to go down with her ship: destroyed on the floor.
Saria Savaj has fused the doors to the
h Bridge from the inside.
f Grimm Scientist Former ship’s
• Fused Doors: 18 HP. Must be destroyed medic, fully infected with The
to enter. Grimm. Clinging to the ceiling,
• Large glass viewport looks out on waiting to drop on anyone
the cosmos. who enters.
• Surveillance monitor: Can view any HP 8 Morale 12
room on the ship (4 at a time) Scalpel d2 GP 1-2 on d6
f1 H1 Presence DR14 test.
• NORTH: Hatch to corridor.
Saria Savaj Long purple dreadlocks, stern • WEST: Glass window looking out
k look, wearing scientific exploration suit. into space.
i1 k1 Does not want to die but will not • EAST: Glass window looking onto
crew surrender to Raiders. Will crash the the ship.
quarters ship if necessary. • SOUTH: Glass window looking
HP 4 Morale 12 Tier 2 Scientific Suit -d4 out into space.
Blaster 8 charges (d6, 4 charges/use)
l M
D. LAB 03
B. LAB 01 Clean, large laser-like device aimed
o1 n1 Overwhelming stench of urine, damaged at a techno-tablet. A small metal
cages busted open, tables overturned, device is attached to a mechanical
ransacked. arm aimed at a pillow on a table.
o N • Random encounter: Page 107. Once inside, if Captain Savaj is still
• Cryofreezer: d4 würms in larvae stage. on the Bridge, she will lock anyone
crew Engineer • Personal music player: Currently who enters this lab inside the room
quarters quarters playing punk music from a time long remotely.
past. 2 charges left in battery. • Locked Hatch: Presence DR14
• NORTH: Glass window looking out test to hack/override the system
into space. or 18 HP to destroy hatch.
• WEST: Glass window looking out
into space.
p • EAST: Glass window looking onto
the ship.
Engineering • SOUTH: Hatch to corridor.
c Lab 02 I
C. LAB 02
crew Intense rubbing alcohol odor with a slightly
quarters Lab 04 e
j sweet smell of decay.
• Locked Hatch: Presence DR14
common area test to hack/override the system
110 or 18 HP to destroy hatch.
111
F1. Personal Escape Pod • Cabinets: Doors all open, has
• Augmentable Destabilizer: O. CREW QUARTERS
been ransacked by the raiders.
Currently affixed to the Messy, clothes on floor, smells of
G. LOUNGE • Seating: Comfortable chairs
mechanical arm. If engaged, foot odor.
Warm colors, fake wood paneling surround a large table meant for
Techno tablet will transport from • Footlocker: Pick 2 items from the
on the walls, neon vintage booze the crew.
its location to the pillow. General Equipment list.
signs flickering. • Kitchen: Beneath the cabinets
• Techno-tablet: Scientific diary of • Under Pillow: Under the pillow
• Stocked Bar: Angled so to look is counter space for meal prep
experiments conducted using the is a starmap.
out the glass window when fixing and cooking. It is a mess from
Augmentable Destabilizer. • NORTH: Hatch to corridor.
a drink. the Raiders.
• NORTH: Glass window looking out
• Dr. Drunk: Lead scientist, passed • NORTH: Ramp down to lower
into space. O1. Personal Escape Pod
out behind the bar, bottle level, corridor far north.
• WEST: Glass window looking onto
in hand. • WEST: Corridor to labs.
the ship. P. ENGINEERING
• NORTH: Glass window looking • EAST: Corridor to labs.
• EAST: Glass window looking out Hot and loud. This is where all the
out into space. • SOUTH: Ladder to manual
into space. mechanics to keep the Conundrum
• WEST: Hatch to corridor. gunnery, hatch to engineering.
• SOUTH: Hatch to corridor. afloat are housed. A Raider is trying
to figure out why the starship has
Dr. Zantar Quell or Dr. Drunk K. CREW QUARTERS
E. LAB 04 stalled out and is adrift. The Raider
Short, bald, nervous, cracked Clean, organized, smells of lavender.
Clean, organized, intense rubbing is ranting and bitching to themself,
glasses, wearing scientific • Footlockers: Pick 4 items from the
alcohol odor. distracted with the task at hand and
exploration suit. Does not want to General Equipment list.
• Random encounter: Page 107. their festering blisters.
die. Will exchange any information • Loose Wall Plate: Hidden behind a
• Greenhouse: 2d8 different plant • NORTH: Hatch to corridor.
to live. Will use an escape pod as loose wall plate Presence DR14 test are
specimens from all over the ‘verse. • SOUTH: Hatch to thrusters.
a last ditch effort to survive. 2 Encrypted Tributes.
• Herbal Healing: Lucindar plant
HP 2 Morale 9 • SOUTH: Hatch to corridor.
d4 stems. Heals d6 HP per stem
Tier 2 Scientific Suit -d4
when ingested.
Scalpel d2 K1. Personal Escape Pod
• NORTH: Hatch to corridor.
• WEST: Glass window looking onto
H. GUEST SUITE L. & M. DETOX CHAMBER
the ship.
Room is a mess. Someone had Cold, emotionless, small holes on floor
• EAST: Glass window looking out
called this home for some time. and ceiling.
into space.
• Furniture: Bed is unmade, • Locked Down: Once inside, doors seal
• SOUTH: Glass window looking out
dresser drawers are open and for 2 rounds as detoxing chemicals blast
into space.
partially full. through the chamber. Any external
• WEST: Hatch to corridor. transmittable contaminants will
F. CAPTAIN’S QUARTERS
be destroyed.
Retro tiki themed, fake bamboo paneling
H1. Personal Escape Pod – • WEST: Hatch to corridor.
on the walls, personal bar with tall thin
Already launched • EAST: Hatch to corridor.
zombie glasses.
• Techno-tablet: If decrypted,
I. CREW QUARTERS N. ENGINEER QUARTERS
Presence DR14 test will reveal
Signs of a struggle, three lie dead Locked hatch. Inside smells of nervous
communications with Dr. Hazel about
on the floor. tension. Room is well kept.
a specific piece needed for the Gate of
• Blaster Marks: Missed shots, • UNDER THE BED: Dax Slander is hiding
Infinite Stars. Schematics and photos
scorch the walls. nervously under the bed. Presence DR12
will show the Augmentable Destabilizer.
• Writing is on the Walls: In blood test to notice him.
• Dresser: Atop a tall dresser is a
it says The End Is Near.
terrarium with a live würm as thick as a
• Ransacked: Footlockers N1. Personal Escape Pod. In a box inside
hamster, but four times its length.
upturned, clothes strewn about, the pod is the propulsion ignitor Dax
Inside the tank is a ceramic house with
photos among the debris. Slander removed from engineering to keep
a nameplate that reads “SPIKE.” Roll on
the ship from flying.
the würm chart to determine which type
I1. Personal Escape Pod
of nasty this one is.
Dax Slander Slim, lanky and scared.
• NORTH: Glass window looking
J. COMMON AREA Wearing a dirty engineering jumpsuit. If
out into space.
Loud conversations echo. The Raider threatened, will eject the escape pod. He
• WEST: Hatch to corridor.
crew is consuming everything they can fix the Conundrum in less than 2
can, trying to make the itching of the minutes if he wants to.
blisters in their throats relent. All HP 3 Morale 11
but 1 Raider is in this area. Ratchet Wrench (d4) 113
Lower
Q. BIO MEDICAL FREEZER STORAGE
-18° C. Cold enough to freeze your toes off.
• Popsicle Pantry: Contains 2d8 random würms cryogenically frozen at different
stages of growth, d6 plonk juice popsicles, and the head of the previous

Level
King of Khallar.
• Self Cleaning Setting: If the Conundrum drops below 10% of its power, a
self-destruct cleaning program will initiate, sealing the hatch to this locker,
incinerating everything inside.

R. BIOMEDICAL COLD STORAGE


6° C. Cold enough to keep things sterile.
• Full Fridge: Walk-in cooler filled with specimens, vaccines, and
infectious diseases. q freezer
• Self Cleaning Setting: If the Conundrum drops below 10% of its power, a storage
self-destruct cleaning program will initiate, sealing the hatch to this locker,
incinerating everything inside.
r cold storage
S. VACUUM STORAGE
Empty, cold and eerie. This room is used to emulate a space vacuum. It is an easy
way to safely dispose of scientific experiments and not contaminate any ecosystems.
Not a place anyone would want to accidentally get locked inside of. s vacuum
storage
T. STANDARD CARGO HOLD
Well organized, everything has a place. Raiders in J will hear if PCs are loud.
• Salvaged Items: See chart below.
• Random encounter: Page 107.
• Stairs: 10’ of stairs leading up to the Main Deck.
• Airlocks: One for ship to ship docking, two for transporting hazardous materials
between decks.
• Cargo ramp: Lowers down with the axis on the North edge.

U. FREIGHT ELEVATOR
Transports up to L & M, respectively.
u u
connection

Salvaged
Salvaged Items
Items in
in Cargo
Cargo Hold
Hold (d8)
(d8)
point for
legionnaires’
1. NOTHING 5. 30 DAYS WORTH OF ship
PROTEIN STICKS T Cargo Hold
2. RUSTY MOISTURE (d6) 1-3 bug-infested, 4-6 sealed.
CONVERSION TANK
Will create 1 gallon of lead-poisoned 6. CRATE FILLED WITH RANDOM
water per day when attached to the BOT PARTS
exterior of a starship.
7. HAZMAT CONTAINER
3. BROKEN DOWN MÜLE HAULER Filled with used inoculation needles.
Needs a new isotonic converter to
get the engine to turn over. When 8. METAL BIN STUFFED WITH
operational, can carry tons of USED TIRES
treasure or a pile of carcasses. Hidden inside the tires are GM’s
choice of Pharmaceuticals.

ice
roll tw
4. PALLET OF LARGE DIAMETER
TEST TUBES
(d6) 1-3 clean, 4-6 filthy.

114 115
ADVENTURE
SPARKs
30. The local magistrate’s family
has disappeared. You and
your crew have been hired
to find them 43. You land at a spaceport
31. You have been captured and within the Rings Eternal, but
are on a prison ship bound it appears to be deserted
1. Distant mining colony sent for Marauder’s Cryosfear 44. Each member of the party
out distress call 32. Your creepy old uncle died has been challenged to a
2. Defend a space station from 16. A bounty has been put and has bequeathed you his duel by a rival legion
The Grimm on the head of one of creepy old spaceship 45. There is rumored to be an all
3. PCs are chosen by The YOUR LEGION 33. You have crash landed on a powerful and intelligent
Devout as an offering 17. Someone from your old poisonous moon. Supplies Grimm living underneath
to They Legion has been shipped in needed to make repairs. the city
4. Wör Hounds are raining a coffin, waiting for you at 34. You happen upon two 46. The crew is trapped in a
down like meteorites Marauder’s Cryosfear groups of starships in a time loop and must solve a
5. Transport ship filled with 18. Discovered a tracking pitched battle puzzle to exit
Astro Zombies crashes beacon affixed to your ship 35. You are running a human 47. Local toughs have been
6. King Saule has a package he 19. One of the Great Würms transport between moons harassing citizens in the city
needs delivered has manifested on a on the Rings Eternal. You center. They are armed
nearby planet are attacked with lasers.
7. Rift has been torn in the
cosmos, demons are 20. No suns have shed light for 36. You see an ad looking for a 48. You have landed on a
flooding in three days fast and fearless ship’s planetoid near the Hellmuth
captain with a sizable and all energy weapons fail
8. Nearby coven of The Devout 21. Your ship’s mainframe has to work
claim to have original pages been possessed salary. A competition will
from the Book of Fatuma determine who gets the job. 49. The party is afflicted with
22. Invasive, thorny vines have weeping sores for no
9. Salazarites have attached to overrun your ship 37. d10 x 10 grasshoppers
follow you wherever you go apparent reason
your hull 23. Malfunctioning teleporter
38. The ice capped mountain to 50. Something is causing all
10. Everyone in YOUR LEGION swapped your mind with food/game/edibles to spoil
has nightmares of being someone in your LEGION the north of your spaceport
just started exuding gas after one day. Every day.
swallowed by Great Würms 24. Android copies of YOUR and smoke
11. Barges of Khallar have been LEGION have come to
set ablaze, extinguish replace you 39. There is a rumor of a
the fire fabulous treasure at the
25. Wherever you set foot, bottom of a poisonous lake
12. Awaken to find a anything living dies
Harvester dropping a würm 40. A beautiful and famous
26. You’ve been deputized by personality has hired you to
into the mouth of one of local law enforcement to
YOUR LEGION be their bodyguards. They
quell the food riots have a secret.
13. Uncover starmap to 27. Slavers have set up a base
lost treasure 41. A family friend begs you to
near your port. What are take their two sons on as
14. Armada of ships appear out you gonna do about it? apprentices. The boys
of nowhere, no one answers 28. Reassembled maddened are jerks.
the comm robots roam the streets of 42. Someone started a rumor
15. Friend you know to be your settlement at night that YOUR LEGION has
dead has just hailed you 29. You have heard a rumor access to untold wealth
on the comm that your settlement was
founded on top of a giant
alien ship
116 117
where do you Who/What dwells
there now [d12]
wanderd12
ABANDONED SHIP
1. Star
2.
NAMe

first
Barbaric
1. Stryker

la s t
3. Vorpal 9. Explorers who have a
xima C. There has to 2. Fighter 5. Small horde of Astro piece needed for The
1. The lifeless moon of Pro 4. Death 1. A drunken captain who Zombies trying to helm
ng all the dead. 3. Destroye has lost their mind to Gate of Infinite Stars
be something of value amo 5. Hollow r the ship
the wes tern “haven” on 4. One the horrors that has currently battling a
2. Skulking abo ut 6. Rogue pack of Wör Hounds
occurred on their ship 6. Experimental
Marauder’s Cryosfear. 7. Borg
5. Python cybernetic animal
nthar X-13. 2. Full crew of bot 10. Creeping grey ooze
3. On the outskirts of Gru 8. Radian
6. Defend
er assassins programmed
hybrids who have eating away at
st that surrounds the t broken free of their
4. Lost in the Rotting Fore 9. Millenn
7. Rattler to annihilate anyone cages
everything it touches
Mausoleum of THEY. ium 8. Cruiser who boards the ship
than an astrosec away 10. Ghost 11. Unscrupulous Raiders
5. Nearly out of fuel, less 7. Crew of Harvesters
. 9. Razor 3. Coven of The Devout looking for their
stuck in the drift
from The Bitter Void 11. Dark
10. Crush intent on destroying
ring sects on an next score 12. Large, pulsing,
6. Caught between two war Inte rnal.
12. Furiou
s 11. Fortre
er The Gate of Infinite iridescent eggs
exoplanet in the Ring s ss Stars 8. Tech-heads,
13. Plagu attached to the
t aba ndo ned frei ghte r, the tech is e 12. Vulture completely strung out ceiling by slimy
7. In a gian n. 14. Cignu 4. Infestation of and looking to score
unlike any you hav e eve r see s 13. Toledo carnivorous rabid mucous
discards of society 15. Whistl some sweet nanotech
8. Rummaging through the ges of Khallar. ing 14. II vermin no smaller
on one of the Waste Bar
16. Jolly than large dogs
15. Ajax
er Void, all electronics 17. X1000 l Activivee
9. Drifting through The Bitt unnoticed. 1-22SStiltill Act ed, be
1-
usee(d(d4)4)

s
caus

u
16. Seren

t [[DD66]] band oned, beca e Grimmmm


ndon
to go

a
shut down, hoping 18. Mystic ade -6AAba

t
33-6

S
Y. by Th e G ri
below the Mausoleum of THE 17. Entrop
1.OOve verc om
rcome e by Th
10. In a hidden crypt deep .
19. Black
18. Musta
y 1.
m pl et eeblbloooo athh
dbat
db
in the Bel t of Des pair A
22.. A coco m pl et
11. On a desolate asteroid 20. Infinit ng orsusupp liess
pplie
y 19. Betty 33..RRan anou offu
outtof fuelelor
le accused of theft.

SAMPLE
In the cou rt of King Sau de st ru
ruct
ct
12. selflf dest

d20
20. Dart 44..SSetetononse

1. Last crew member of a Raider ship


DISTINCTIVE
Rooms
20

slaughtered by The Grimm


2. Former Devout whose eyes are burnt
FEATURE [d12]
d

out emitting green smoke


1 The Core Reactor is still functioning,

impending doomd10
3. Ragged child covered in festering, neon-purple boils 1. Floor covered in a sticky neon pink goo 1. Covered in singe marks
WHO CONTACTS yOU

but is going to overheat very soon


4. Bot named R0Y-23, who is hooked on 2. Sick bay has arms and legs of various 2. Overwhelming stench
jump drives loaded with malware 2 A ship filled with The Grimm creatures hanging on meat hooks 3. Immaculately pristine
5. Old hag, draped in a blood-soaked wedding dress just showed up on the radar 4. Slime covered
3. Disruptor vessel, no Tributes will
6. Sacrifice who escaped a coven of The Devout 3 This vessel has a safety mechanism,
sealing all exterior entrances
activate on board 5. Human remains lay in a corner
7. Paranoid self-proclaimed king of the 4. Ship is self-aware, it goes by the 6. Cracks in the wall
vermin, rats in every pocket once boarded name Gravy 7. Green smoke seeping through vents
8. Talking trash panda with a cybernetic arm 4 leakingA slow, undetectable gas is
that will poison those
5. The shed husks of two large würms 1. Causes temporary blindness
9. Bent and twisted space wizard that rambles are in the bridge 2. Smells of rotten eggs
of cracking “Tartle’s Conjecture” who breathe it 3. Induces vomiting
6. All corridors are filled with thick,
10. Net-kid unable to see what’s in front of them, 5 An asteroid is on a collision
course with this ship
purple webbing 4. Strikes fear into your heart
only sees through AR goggles 8. Altar to THEY made of human remains
7. Mess hall is filled with starving prisoners
11. Cryogenically frozen politician from 2045 6 A fire is spreading in the engineering
bay of the spacecraft
all tethered together by chains 9. Drawings of the six Great Würms litter the floor
12. Escaped prisoner from an abandoned asteroid jail 8. Lonely passenger has control of the 10. Partially charged techno-tablet projecting
13. Explorer claiming to have traveled through 7 something
This ship has been infested with
other than humanoids
com system pretending to be a ghost The Endings in hologlyphs onto ceiling
the Hellmuth from an alternate universe 9. The Endings have been scrawled in 11. Floor covered in blood
14. Ex-soldier who recently lost both arms in battle 8 The hull has been breached
and will collapse soon
feces along the ships walls 12. Walls covered in blood
15. Mute hermit whose tongue was cut out by a Harvester 10. Teleporter is functioning randomly, 13. Ceiling covered in blood
16. Child twins with a sackful of glass jars 9 reactivate
Once boarded, the ship will
and start heading
bringing mutated animals on board at 14. Poorly made traps fill the room
containing small würms regular intervals 15. Locked crate
17. Electronic voice transmitting through your radio towards The Bitter Void 11. The Bridge is covered in a thick layer of 16. Freezing cold
18. Hologlyph randomly projecting from your Tribute 10 Attached to the outside of the
ship are Salazarites frozen
almost dried blood, the captain is in
their chair eviscerated
17. Door sticks once opened
19. An animated human skull with the mark of Fatuma 18. Claw marks line the walls
carved on its forehead from deep space 12. Science lab is sealed off with a 19. Pile of teeth sit in a soot drawn circle
Twisted Biochemist cooking up 20. THEY ARE COMING written in pink slime on walls
20. Through sweat-filled dreams in the night explosive cocktails
119
IND
EX
COMBAT
Initiative d6 MELEE DR12 Strength
RULES
CHARTS
1-3 Enemies begin 4-6 PCs begin RANGED DR12 Presence
Abilities 40
Individual: Agility +d6 DEFENSE DR12 Agility t 54
Advancemen
etails 118
Armor 47 Adventure D
CRIT (NATURAL 20) arks 116
FUMBLE (NATURAL 1)
Carnitious
68 Adventure Sp

NASTIES
Attack: 2x damage, reduce Attack: Weapon breaks or use 43
Cataclysm ic Battle Scars
armor protection one tier. fumble chart. ns 82
Condemnatio Cataclysmic ns 82
Defense: PC gains a free attack. Defense: PC takes 2x damage,
Character C
reation 22 Condemnatio Animals 86
armor reduced one tier.
Combat 56 Combat 120 Astro Zombi
es 88
sures IFC
The Cruor 70 Cosmic Trea Big Würm 90
ARMOR 1. 2. 3. Doomed Le
gions 80
The Devout
36
44 Cyphalite 92
TIERS iosyncrasies
-d2 damage -d4 damage -d6 damage Emo|Bot 34 Irritating Id The Grimm
94
uth 42
-2 on Agility -4 on Agility Encumbrance
48 Misspent Yo Rage Bot 96
& defense tests, -2 on The Ending
s 20 Morale 59 Parasitic Sp
urs 96
Broken tests defense tests Equipmen t 49 Name IFC
53
Salazarite 98
Favors 50 Neuromancy Sludge 98
At Zero HP You are Broken d4 ips 84 rs 108
66, 94 Random Sh Space Raide
1 Fall unconscious for d4  Rest The Grimm
The Harvest
er 38 Steal From
the Dead 1
Void Revena
nt 100
rounds, awaken with d4 HP. Tests 120 101
Sit for a while d 4 HP Hit Poin ts 41 Wör Hound
kery IFC
2 d6: 1-5 = Severed limb, reduce Sleep for a full night d6 HP Intro Adven
ture 104 Traps & Tric
Agility by 1. maniac 28 Tributes 64
No food or drink? 0 HP Lost Techno
6 = Lost eye, reduce Presence 24
MAnchiNe
by 1. Can’t act for d4 rounds 3 days without food or d rink? 59
Morale

the universe
then become active with d4 HP. lose d4 HP/day
Neuroc 72
Infected by a würm? + 1 HP
:

3 Hemorrhage: death in d2 hours 53


each day w ithout food Neuromancy
unless treated. All tests are DR16 als 60 Despair 14
Pharmaceutic The Belt of
the first hour. DR18 the last hour. 102 id 17
Quick Rules The Bitter Vo 12
4 d4: 1-2 Loss of eye, reduce Battery Charging 74 of In finite Stars
Ramethus The Gate
Presence by 1.  h 19
Hold 24 charges. Reaction 59 The Hellmut
3-4 You are very Dead.
Plugged-in recharge 3 charges/hour Rest 58 Lore 4
Cryosfear 17
The Rot 76 Marauder’s
At Negative HP - You are super Dead Solar charging 2 charges/hour 26 of They 13
Soul Survivor Mausoleum
, 84 12
Starships 58 Proxima B
ABILITIES and Tests Starting Equi
pment 45
Rin gs Eter na l 18

AGILITY Defend, balance, float, swim, flee Tergus 78 Starmap 10


s
Tests 56 Waste Barge
PRESENCE Perceive, aim, charm, use tech/pilot, of Khallar 15
Tributes 64
wield Neuromancy Merc 32
Treacherous
STRENGTH Crush, lift, strike, grapple Twisted Bio
chemist 30

TOUGHNESS Resist poison/cold/heat, survive falling Weapons 46

120

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