89% found this document useful (19 votes)
14K views124 pages

Vast Grimm Spreads

Vast Grimm based off of and compatible with Mork Borg

Uploaded by

aurek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
89% found this document useful (19 votes)
14K views124 pages

Vast Grimm Spreads

Vast Grimm based off of and compatible with Mork Borg

Uploaded by

aurek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 124

Name Chart

Human | Bot | Other


All Computes. D10 Cosmic Treasures
d6 d8
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.” -
3. Axtin it draws blood, the knife wants to continue the Enhanced slug thrower. DR10 Presence test (d6).
bloodshed. If a PC wants to stop fighting, DR14

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.
7. Coro piss-colored jar will always aim in the direction of
8. An Unbelievable Pouch - 2x per day you
8. Crowbar treasure or riches.
can reach into the pouch and pull out (d8) - 1-2 d4
3. Meteorsmite - pock-marked rock of the batteries, 3-4 d8 bullets that fit your slug thrower,
1. Cynder
darkest black hue expels a würm from whoever’s 5-6 d4 herbal med-patches, 7 d8x10 credits, 8 the
2. Deavar
mouth bites down on this mineral. When the würm pouch burns to dust causing 1 HP of damage.
3. Durrek leaves the body and you spit out the meteorsmite,
9. Jet Pack for Your Feet - 3x per day jump
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.
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
8. Flik the diameter can be made someone d4 damage.
1. Gavr else’s problem.
10. Tiny Drone - you own a battery-operated
2. Gideon 5. Creme-filled Snack Cakes - these ancient drone that can transmit images back to your
3. Gridor edible treasures could easily fetch 500 credits personal comm pad (2 charges/use). Comes with

3 4. Hazel apiece. Imagine what a box of 12 sealed in a solar charger. Be sure to check the weather
5. Hunter cellophane could buy. Toughness DR14 test to chart below.
keep from shoving all of them in your mouth hole.
6. Jinx
7. Kerrud
8. Knuckles

1. Kruel d12 Traps & Trickery


2. Mara 01. Floor vents emit gaseous poison
3. Lunar d12 Weather - Ground
02. Credstik encrypted with

4 4. Mani
5. Nalex
6. Perra
currency-erasing malware
03. Door outfit with thermal detonators
7. Padar 04. Power switch initiates self-destruct I. Flat Gray
8. Ratchet sequence
II. Pissing Drizzle
1. Ripper 05. Flesh-eating bacteria drips from
the ceiling III. Gusting Hot W
2. Syrus ind
3. Saria 06. Corpse rigged with an ion-grenade IV. Lighting Storm

5 4. Savaj
5. Selor
6. Syntax
07. Solar flare bursts when button
is pushed, causing blindness
V. Level RED Aller
VI. Silent as sp
ge ns
ace
7. Tiabak 08. Chest has mechanical teeth
set to gnaw any who open VII. Acid Rain
8. Thoria
09. Shiny treasure sends an amplified VIII. Low visibi
1. Thrasher lity Fog
electrical shock
2. Torch IX. Sleet
3. Valria 10. Corpse on table has swarm of
baby Salazarites in chest cavity X. Blinding Delug

6 4. Valbak
5. Wort
6. Xian
11. Sirens wail when you open the hatch XI.
e
Sunny - no cloud
s, hot as balls
12. All entrances/exits slam shut as XII. Polluted an
7. Zandar d sti nky but still sunn
the room goes into lockdown mode y
8. Zero
STEAL
d66 FROM THE
DEAD
Canister of talc powder, five whole toenails
41
at the bottom.
Holodrive with the image of one of the PCs
42
on it.
Seven vials of blood sealed in
11 Nanotech cockroach used for spying. 43
neon-blue wax.

Flask filled with Salazarite piss, it burns 44 Pouch filled with dried, salted butterflies.
12
going down.
Thermal detonator on the fritz. Roll a d8. 1-3 A technomancer’s divining bones.
45
explodes when touched along with your 10 finger bones.
13
hand. 4-8 makes a crackling sound then A flat bottle of the world’s finest whiskey.
fizzles out. 46
Worth 1000 credits, but very fragile.
Diary of a Devout, if read gain +1 Presence A frog that speaks the common tongue.
14 51
tests against the Devout. It is abrasive and condescending.
The dead turn to ashes as you dig through A small notebook outlining schematics for a
15 52
their remains. part of the Gate of Infinite Stars.

16 Chewing gum that turns your tongue black. Someone’s “little black book” of potential
53 amorous dates. One of the names is known
to you.
21 A bag of steel ball bearings. d100 of them.
Several dried-out french fries from a fast
54
Detailed surgical instructions on how to food restaurant.
22
remove a würm with a laser pen.
55 Half-filled bottle of expired painkillers.
Small jar with a würm inside, “Marve” is
23
written on tape on the lid.
56 A steel ball studded glove. Only one.
Preserved eye with a tag scrawled with
24
mothership retinal scan.
61 Prayer beads.
25 Handwritten list of 13 Unscathed.
Tiny finger-sized bear traps. Agility DR 12 or
Jumpdrive filled with malware. Roll [d6] 1-4 take 1 HP of damage from multiple snaps. 10
62
anything it is inserted into reboots to factory minutes to remove, removing faster causes
26 an additional 1 HP.
settings. 5-6 causes all power and lights to
pulse like a technorave for d4 days.
63 Deck of animated cards.
31 Signed contract for the head of King Saule.
64 Pack o’ smokes.
Fang of a Great Würm carved into a dagger.
32
D8 damage.
65 Makeup Kit. K-Pop themed.
Encrypted Tribute painted yellow with a
33
black smile and 3 eyes.
66 Pocket sized electron microscope.
Map and keycard to an underground military
34
stronghold on Proxima b.

35 Lock of purple hair that smells of vomit.

Someone else’s severed hand. Fingers are


36
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
when playing TTRPGs. We encourage you to use safety tools at your
table. You can find what we use here http://cant.rip/safety

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
affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is
published under the MÖRK BORG
Third Party License.

MÖRK BORG is copyright


Ockult Örtmästare Games and
2 Stockholm Kartell.
Vast Grimm Writing, Game Design,
and Graphic Design by:

Brian Colin &


Ross Brandt

First Printing

VastGrimm.com | InfiniteBlack.com
Infinite Black. All Rights Reserved.
Vast Grimm is © Creature Curation and
is a Trade mark of Creat ure Curation and Infinite Black.
Vast Grimm logo

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
charon
PROXIMA B

MOONS OF THE DEAD

the belt of despair

SOL G66

the verse

K2-116B

mausoleum of they

the belt of despair

10
the belt of despair

the bitter
void

the rings eternal

Waste barges
of khallar
waste

marauders
cryosphere
ARCON 66 PEGASI C

grunthar X-13

the hellmuth

11
THE GATE OF INFINITE
STARS
OH, YOU ARE ONE OF THOSE. A
BELIEVER IN MATH AND SCIENTIFIC
EQUATIONS. YOU’RE WASTING YOUR
BREATH ON ME. IN THE END WE ALL
GET CAUGHT BY THE WÜRM. BUT IF
YOU REALLY THINK THE SCIENTISTS
CRAFTED A PORTAL TO ESCAPE TO A
PARALLEL UNIVERSE, YOU JUST KEEP
THAT HEAD OF YOURS IN THE STARS.

BEFORE PLAYING VAST GRIMM, THE


GM SHOULD DETERMINE WHERE THE
GATE OF INFINITE STARS IS LOCATED
ON A D8. (IT IS ONE WAY THE PLAYERS
CAN SURVIVE. IT IS ALSO A WAY THAT
THEY CAN ESCAPE TO CONSUME YET
ANOTHER UNIVERSE.)

1. PROXIMA B (ONE OF THE MOONS


OF THE DEAD) – GORGED RAVINES
AND SKY-PIERCING MOUNTAINS ARE
STAINED IN THE MUTED COLOR OF
BLOOD THAT HAS SEEPED INTO THIS
MOON OVER CENTURIES OF WAR. FEW
LIVING STILL ROAM THE SURFACE OF
THIS DESOLATE EXPANSE, AND THOSE
WHO DO USUALLY SEEK THE LOST
FANG OF FATUMA. EVEN BEFORE THE
GRIMM OVERRAN MOST OF THE COS-
MOS, SENSIBLE FOLK STEERED AWAY
FROM THIS MOON UNLESS THEIR
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
Darker than the loneliest evil ever Do magicks still exist that are strong
conceived. Darker than the longest night, enough to contain THEY once again?
a great distance from any sun. Shrouded by Only fools would dare to try and find
infinite and total blackness, the out as Legions of the Devout have taken
monolith that is the Mausoleum of They up residence to protect their sacred
has remained erect far longer than shrine. But the Devout must be
time has been a concept. constantly replaced as
the planet’s atmosphere
Originally, this horrific mythical quickly and relentlessly eats
tomb could not be found on any away at one’s flesh. These
starmap. Now a mystical place missionaries consider it
of pilgrimage for the Devout the highest honor to
and a shrine to THEY. The lone sacrifice themselves in
constructed chamber that this, their holy land, as
once held THEY breaks the a gift to THEY.
surface of K2-116b. It is a
stark, cold contrast of Have you landed
obsidian jutting out of the here, breathing in
rocky planet’s red oxide that fine, toxic air?
surface like a broken bone, Have you gotten that
piercing its skin. itch under your skin,
the one so pervasive
What neuromancy could all you can think of is
have kept THEY locked scratching the bone
inside far longer than you beneath your muscles?
can possibly conceive?

Mausoleum of THEY
THE BELT OF DESPAIR

Rocky, desolate, and stripped of what little value

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

once mined in the fractured recesses of their cores.

In the Belt of Despair, there is one planetoid that

has managed to fare better than the rest. Before

The Grimm’s reach began to consume the ‘verse,

Grunthar-X13 was a port used by those who could

not find trade with more reputable folk. The

resourcefulness of these scoundrels has proved their

salvation, keeping some of them alive to this day.

3.

14
Waste Barges
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
Barges of Khallar.

Burrowed deep in the mountains of unbreathable


refuse, the Shit King Saule has become a titan of
trash. Reveling in the remains of what once was,
King Saule grows ever paranoid, fearing others
will steal what’s his. His loyal subjects dwell
in the waste, scattered across the barges.
King Saule’s rat-like army of trash people has
excavated nests hidden beneath the rubbish on
each barge. They cunningly prey upon any who
dare set foot on their territory.

15
6.
The Bitter Void
16
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
Grimm. A waystation for those infected awaiting their next conquest.

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.
17
a l
r n
t e
E
s
The last of the true Legions
have been deployed on the

n g exoplanets forming the Rings


Eternal. For 366 years, the worlds have

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


and then, when members on both sides
inevitably became infected, alongside each
other in a last-ditch effort to defeat The Grimm.

Rearing their children to follow in their bloody bootsteps,


violence and survival are all the people of these planets
know. If you’re the heroic type, there are still people
left to save on the Rings Eternal. Or perhaps
they are best left as a distraction so that
The Grimm have something other
than you to go after.
The Hellmuth 8.
Blacker than the blackest hole in
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
getting viciously pulled into its
stark emptiness.

But now, new rumors are hitting the


data streams.Torrents are all over the
Netwürk of clips showing ferocious
demons soaring out from this dark
hole. These infernal alienoids look
hellbent on destruction.
19
T h e En d i n gs :
S cr a wl e d i n t h e b l o o d of F at um a
As it was written, as it shall pass.
Whether it be slow and agonizing or ferociously
fast, THEY will devour us all.

The end is always near, and as such, the


Game Master (GM) rolls a die on the dawn of each
day. When the resulting roll is a 1, a Torment will
occur. The die used will be selected by the
GM and the group.

When there is a Torment, the GM must roll d66


to determine which one occurs. There should never
be the same torment twice in the ‘verse.

d2 0 d12 d10 d6 d2
THEY still Halfway There may One more The air is
have much around the be hope yet voyage almost gone
pain to inflict ‘verse

7:7
When the time of the seventh Torment is
inflicted upon the ‘verse, THEY will have consumed
all. The Gate of Infinite Stars will have been
shattered and humanity will be lost forever.

There is no point in continuing on.


give in to the Vast Grimm and
become one with THEY.

20
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
an t. Th
Th os
os ee wa
wa itin
itin to
gg to sese rve TH at ab
float
flo abovovee the
whoo lie
wh dorm
lie do rmant. sta rs
rs andd ho
an howl wl aa
to the 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
ing sc
rdling screa ream. m. usherin new
ringg aa ne
rm ushe
w
blood
blo od-cu-curdl the de
intoo the deep epes estt all lie
shall with
lie wi th wü würm
undsds wi pierce
willll pie rce int 5:1 Würm
5:1 Wü rm sh cavit ies of
vities of
1:5 An
1:5 the so
Andd the soun ne igh bo
bo rr to
to slayy
sla lar va ee to
to bu
bu rst
rst from
fro the ca
m the
ged, d, cacaus ing
using ne igh ration
nerat of
ion of lar va
the un
of the
riess of hinge
unhin gene
ge
memo
me morie the
intoo the
w int str
str eeee ts.
ts.
sts..
owinging blo blood od to to floflow the hosts
theirir ho remain ainss on on thethe
ne ighbo
neigh allow
borr all wass sp spilt willll
ilt wi sh of
flesh of thathatt whwhich ich rem
for ge
ge of tha
dd of thatt wh ich wa
which 5:2 An
5:2 Andd thethe fle ed ,, giv
giv ing
ing
1:6 Th e
e riv
riv ers
ers for wedd
flowe
tt flo be co
co ns
nsum
um ed
1:6 Th to lap
lap up
up all
all tha
tha ce of of thi rockk sh
thiss roc shall all be
those se wh whoo hu hung er
nger to rface
surfa
su
draw
dra w ou outt tho be as ts.
ts. almigh
the alm ighty ty THTHEY.EY.
butt rav
leftt bu raven enou s
ous be as stren
str gth to
ength to the all nonow w fal Fast,
fall.l. Fa st,
until
un nothi
til no ng is
thing is lef stand
stillll sta nding shall
ing sh
5:3 Anyy so
5:3 An tiess sti
cietie
socie ho thr ou
ou gh
gh outt
ou
lla ps e
e wi
will
ll ec
ec ho thr
N TT SS II II Their
d. Th eir coco lla ps
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
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.
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
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
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
sanit
sa to se
nityy to ek ou
seek outt an
sh in in pe rfect
perfe uniso
ct un ison. n.
e, as
mash
ma nd wi
blind now
willll no w sesee, as
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
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.
ate in
in aa ch
ch ain
ain rea
rea cti on in htmari
nightm
in aa nig mann sh
of ma shall ceas
all ce asee
butes
Tribu
Tri to ac
tes to activ
tivate inven
entt inv entio ns of
tions
Thee im
6:3 Th
6:3 impe rtinen
pertin
de ad
ad ..
N TT SS II II II What eless
usele ss as the
as the de
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
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
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
for all to
for all hear.
to he ar. hinge
unhin ge its its jaw
jaw urr ec
ec tio
tio n.
n.
the HeHellm llmuthuth wi willll un vit
inevitab
ine ab le
le res
res urr
rmss wi be vis
willll be iblee
visibl
3:2 Th
3:2 Thee mamaw w ofof the od the Gr
os,, the Grea eatt WüWürm
sp urt like
like ge
aa geyseyse rr of
of blo
blo od
6:5 In
6:5 the co
In the cosmsmos t the pla
pla ne
ne toi
toi ds..
ds
the infl ux
influx to
to sp urt lumbe r
ber ab ab ou
ou t the
owing
allow
all ing the insign antt wh
ifican
ignific whoo lum
to the ins
to the lightht tha t rem
that rem ain
ain s.
s.
from
fro m anan art ery..
artery threeee stastars willll
rs wi cloak
willll clo ak ananyy lig
thest
farthe st cocorne rners,rs, thr Their
Th shad
eir sh adow ow wi gingg fro fromm the
the
3:3 An
3:3 from
Andd fro m thethe far s wi rea
ll llscsc ream.m. e Gr im
im m wi
m hear
willll he ringin
ar aa rin
r the Wü Wü rm rm s wi 6:6 An
An dd Th
Th e Gr eth er
er
d dininitsitscece nte nter the 6:6 nv ict ion
ion for
for tog
tog eth
supe
su pernornova vaeanan d sw ell
ell s s fro
fro m
m ering
lsteri
bolst ng the co
theirir conv ict
lloww as the gro
as the groun un d sw heav
he ens,
aven s, bo
Trees
3:4 Tre es wiwillll hohollo in as
as on
on e.
e.
3:4
Once ce co consnsumumed ed, the husks THEY willll be
EY wi us
be us he
he red
red in
ow ing
ing the
the irir inn
inn ards.
ard s. On TH
sw
swallall ow .
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,
riv ers wi
rivers burn
willll bu ula tin
tin gg int
intoo nk ss an ise to
praise
andd pra 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
of gre yy an
an dd bla
bla ck
ck rgus,
Tergu s, ThThee Cru or, Rame
Cruor, 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 EY sh
sh all
all us
us he
herr in
in the
the
thatt TH
m tha THEY
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
sto
vour
devo
de sq ue
andd sque
ur an
lch
lch thi
thiss hu
hu ng
nger.
er. 21
Character
Creation
Here in the fragmented remains of
a shattered ‘verse, it seems like all
that endures is The Vast Grimm.

22
The Netwürk has been buzzing with encrypted rumors of a way to escape
to another universe. Scientifics are calling it the Gate of Infinite Stars.
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.

23
MANCHINE
MAN-SHEEN s melded
humanity ha
. En ha nc ed for war, your sh ar p, ravaging
ttl e w ith YO UR LEGION
t. Li ke al l M AchiNed, the
in ba mind has no
here except even if your
y belong anyw to your flesh ches.
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
with metal hand
your grafted
steel claws of

ck, d6 damage.
Claw attack: DR10 to atta
my gets a free attack.
1-3 on d8 chance the ene

dits and d2 Favors .


Begins with 2d6 x 10 cre
HP: Toughness + d10

24
EARLIEST MEMORIES, D6
01 At war in the trenches of Proxima b, an explosion of mutilated bits of bodies
1
flying over your head.
02 Lying on a blood-drenched gurney, watching your arm get amputated and
replaced with your glove.
03 Playing as a child in a flower-covered field as The Grimm poured down from
the sky like hail.
04 Stowed away on a transport ship after your parents snuck you off a mining
colony in The Belt of Despair.
05 Foraging for insects outside the Mausoleum of THEY.
06 Marching side-by-side with YOUR LEGION on the ice moon of 66 Pegasi c.

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.
impossible to clean all the blood and visceral fluid from the aged pits in its metal When using both
suffer -4 to
surface. DR10 attack and defense while using it, d6 damage. 1 in 6 chance the claw Defense tests.
will close completely on impact causing an additional d4 of bone breaking damage.

06 CYBER KITTY This feral tomcat has claimed you as its half-human. What
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.
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 pockets. You can do both with an Agi
half of YOUR LEGION was there to wit lity
ness it, DR8. You have an antique set of lockpick
and it was exceptionally brutal, gain s
2. and a decrypted keycard.
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 harm’s
ck is way. When hiding during combat, it
always a surprise with a DR10. Succee takes a
d by 5 Presence DR14 test to notice you.
or more and double your damage.

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
10
Begins with 1d6 x .
Favo rs
credits and d2
+ d6
HP Toughness

27
THE LOST
TECHNO
MANIAC
3

Begins with 1d6 x 10 credits and d4 Favors.


HP: Toughness +d4

28
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
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!

ARCANE
BEGINNINGS [D6]
01 Awoke on Proxima b as you vomited
ABILITIES
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
the weapons table and a d2 on the
loss of memories.
armor table.
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.
05 DIALED IN If there is a console, and it is connected to any frequency on the
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.
29
Twisted
BioChemist4
You became infected with the parasite while trying to find a means to
defeat it. The knowledge of your impending disgusting transformation and
death has given you a unique view of life. Do you use your skills to help
humanity or fall bleakly into a stinking abyss of self-pity?
rs. HP Toughness +d6
Begins with d6x10 credits and d2 favo

Addicted to Science (d6)


1. You were a starship’s doctor when The 4. You come from a long line of restaurateurs.
Grimm hit. All hands were lost but yours. You were the first to break free.
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
neverending cravings for Pharma. and addicts.
3. Always top of the class, your peers and 6. Your corporate village cast you out after
teachers hated you. your infection was discovered. It was too
late... for them.

ABILITIES Presence, Puny Scholar 3d6-2 Strength,


Educated 3d6+2
1 Toughness. ulation Dart Gun
Inner Fortitude 3d6+ ble ; start with an Inoc
e we ap on s ta
Do not roll on th armor table.
e 20 ’, ho lds 8 do ses) and d2 on the
(rang

You ca
rry a p
nanot ortab
ech/ch le
labor emical
atory
and an
Inocul
ation g
un.
30
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.

SkILLZ
Start with two of these each day. Sadly at the end of
the day your sketchy laboratory database deletes
the files, and you must start over.

NANITE DANCE PARTY - Toughness DR12 test


or shake and soil yourself uncontrollably for
d6 rounds.
FOG OF PLEASURE - Presence D12
test or sink into a mental fantasy
world for d4 rounds. Regain d4 HP.
HOPE SPRINGS ETERNAL - Chemical
injection gives you a second chance at
resisting The Grimm if you failed.
ASS BLASTIN - The nanites have
gained access to your gut biome. You fart
uncontrollably for d4 rounds. All creatures within
5’ radius must pass a Toughness DR12 test or be
sickened, attacks and defense -2.
IT WORKS - Nanites invade your body, repairing damage
as they go. Heals D6 HP and eradicates normal infections and
radiation poisoning.
6TH SENSE - Synthetic spinal fluid gives you a full day of +2
Presence. Shot must be administered in the spine.
1 on d8 = paralysis for 1 day.
GIN AND JUICE - A powerful alcoholic effect. +1 Toughness +1 Strength.
-2 on Presence and Agility.
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.

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
army, you cowardly deserted Skillz
when The Grimm hit your settle- You begin with one of the following:
ment, killing all but a handful. STOLEN VALOR Your Merc outerwear bears the badges of
Some of them know what you did. legendary mercenary campaigns. Enemies failing a DR10
2. A hero with a heart of Presence test always lose initiative. Actual members of
those campaigns are likely to try to kill you.
greed, you come from a long
line of private security 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,
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 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 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 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
TREACHEROUS
MERC
5

33
You feel. I mean, you can
really feel all the feels.
emo|bo You might even have a
soul if The Grimm don’t
remove any need for
one. Your mechanical
mind and body are
immune to infection
and infestation, but
infection isn’t the
only way to check
out in this ‘verse.
You hate The
Grimm. It breaks

6
your mechanical
heart to watch them
take away all the
people that share
your feels. THEY
must go. You’ll
use your superior
knowledge of technology
in a bid to create hope for
the future. Or just a path
to get out of this weeping
sore of a shithole system.

34
SENTIENT BOT [D6] Begins with
0 credits an
1. Formerly a communications bot in a HP Toughn d d4 Favors
ess +d8 .
medical facility, you have innate
knowledge of nanobyte healing
technology. ABILITIES
2. A military Mech, your development Made of \m/etal 3d6+2 Toughness,
of emotions created a paradox in your Emotional Noob 3d6-1 Presence. Roll a d4 on
synthetic cortex. Was it right to kill
the weapons table, nothing on the
other humans with overwhelming
deadly force? Or was it actually armor table. You also begin with one
really fun? random Encrypted Tribute*.
3. As a personal service bot, you are
accustomed to completing many
mundane tasks, cooking, cleaning, SKILLZ [D6]
tutoring, bookkeeping. You have also Start with one of the following:
been secretly studying how to be an
assassin. You really, really want to kill 1 STEELSKIN Your metal exoskeleton acts as
something -- but quietly. level 3 armor without any agility penalties.
4. You are a drone. Just a delivery drone. ELECTRIC EYE Your eye is a surveillance
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
can deliver packages of a higher level. Presence against any visual tests. You
Your emotions run HOT. record up to 1 week of footage before
5. As a science bot working on cures for rewriting the data.
infestation, you developed a certain
small amount of fascination and 3 COME CLOSER One of your appendages
contains a high-powered magnet. 2x per
attachment to those deadly little
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
6. You are alone. Alone in the ‘verse. embedded surface Strength DR10 test.
To your knowledge there are no others
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
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


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

[
Disciple of Fatuma. You have studied the Scriptures and
traveled to the Mausoleum of THEY, letting your blood Begins with 1d4x10
spill onto the Altar of Convergence. Though many around credits and d4 Favors.
you fear The Grimm, you are doing all that you can to usher HP Toughness +d4
in the reign of THEY!

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
Abilities
Faithful 3d6+1 Presence, Weak 3d6-1 Strength.
Starting equipment, do not roll on the second d12
chart, instead start with 2 random würms in
cryofreeze. Roll a d4 on the weapons table and a
d2 on the armor table.

37
The Harvester
8
in other
ay s lo ve d ge tti ng di rty and digging around
You have alw Grimm offer a
. Th os e wh o have sided with The
pe op le’s fil th würms from the
un ty fo r th ose willing to harvest
hand so m e bo r a number of
th e fa lle n. Yo u’ve m ade a decent living fo
bodies of at it.
and you’re damn good
years doing just that,

th
g i n s wi ts
Be credi .
x 10 vors
1d8 d d2 Fa s +d6
an hnes
g
Tou
HP:
BOTTOM FEEDER D6 Skillz d6
1. You awoke under a pile of your You also begin with one of the following
fellow Legionnaires who were all 1. EYE FOR TREASURE Your eyes naturally go
slaughtered by The Grimm. For to anything of value. Gain +2 to see anything
some reason, THEY let you live. of value when simply scanning a space. If
Why? actively searching for valuables, gain +4.

2. As a child, you found a lonely 2. GRIMM FAMILY The Grimm can sense
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
oppressors meet their demise. it is. Attacks with DR12 (bite d6), GP 1-2 on d6
The Grimm laughed with you. for each successful attack. It is the size of
a plump chihuahua. Defends DR14, 8 HP.
5. You were birthed on a starship in
The Bitter Void to a mother long- 5. BILE VIALS Harvesting würms, you have
infected by The Grimm. Having found ways to extract bile by inserting a
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
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

Roll 3d6 unless


specified differently
use
by your class. Then
t to ABILITIES
the table to the righ
ty
generate each abili 1–4: -3
.
score from -3 to +3 5–6: -2
6, 7–8: -1
After rolling your 3d
forget that number 9–12: +0
’t
on 1
ever existed. You w 3–14: +1
us e it ag ai n.
15–16: +2
17–20: +3

40
hit points

At Zero HP
You are Broken (d4)
1. Fall unconscious for d4 rounds,
awaken with d4 HP.
2. Roll a d6: 1-5 = Severed limb,
reduce Agility permanently by 1.
6 = Lost eye, reduce Presence
permanently by 1.Can’t act for d4
rounds then become active with
d4 HP.
3. Hemorrhage: unless treated, death
will occur in d2 hours. Increase all
tests by 4 the first hour and 6 the
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

41
Misspent Youth (d20) Roll twice

1. Hot headed

2. Dull-witted
3. Brutal

4. Apathetic

5. Me
rciles
s
e
6. Apprehensiv
7. Careless

8. Distracted
9. Intense
c
10. Narcissisti
11. Tricky
12. Vicious
13. Extravagant
14. Reckless

15. Irritable

16. Jittery
17. Lethargic

18. Rebellious
19. Resentful
u’ve done is only
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
Ba t tl e
s
[D20] nce

Sc a r
1. Burnt flesh/Scorched Shell.
roll o bot
flesh/

12. Brother weak-eyes: without


glasses/enhanced goggles you
2. Runny nose of neon green are useless.
mucus/Sparks sputtering out
of orifices. 13. Sloshy brain/crossed wiring,
so much damage you seem
3. One hand, frostbitten and half-drunk all the time.
black/rusted and squeaky.
14. Seeping wound, constant slow
4. Lost jaw, blown off by a stream of pus/oil leaks from
thermal detonator. your belly.
5. Missing middle fingers, flipped 15. Curling toenails are thick,
off the wrong person. curving under your toes/fused
feet, you walk on your heels.
6. Crazed bug-eyes, you always
look intense. 16. Grave mouth, a vile stench
comes from your mouth when
7. No eyebrows, you pick at them ever you open it.
constantly and then eat them/
No faceplate, open wiring 17. Nervous nails, you’ve gnawed
looks like musculature. them/your paint almost
completely off.
8. Swollen, distended belly, the
rest of you is lanky/You are 18. Back blisters/Bad hydraulics,
built of mismatched parts. anything you carry on your
back causes horrible pain.
9. Toothless, StarDust rotted
your teeth/stained your 19. Missing an ear, lost in a bet.
faceplate.
20. No nose, ripped off your face
10. Pus/Pulse face, covered in by the teeth of a beast/large
acne/electrical shorts that pop dent in the middle of your
each time you are hit in the face. faceplate, probably delivered by
an angry programmer.
11. Arthritic/Rusted hip, you walk
with a pronounced limp.

43
Irritatingasies ng
Ever’vyethmi anaged
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
or sound here:
be f
.
ays with the shinies
1. Kleptomaniac, alw on e about it.
ow it all and tell every

S TA M E N T
2. You think you kn

G
.
3. Never back down
one nostril and
constantly blocking
4. Snot rocketeer, arks out of the other.
blowing snot/sp the point
you will drink it past
5. If there’s alcohol,

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

I
embering the
mundane, never rem
8. You focus on the
important details.

T
and share it
Ha ve an an alo gy for every situation,
9. ll listen.
with any who wi nt itch which
skull has an incessa u talk to Fred.
10. The inside of your würm you call Fre d. Yo
you believe is a

R
don’t take
being in charge, you
11. Always insist on others.

P
orders well from
yone in the eye.
12. Unable to look an mething
Must always have so
13. Fidgety fingers. nds busy.
keeping your ha gerated in one
thing you say is exag
14. Full of shit. Every
way or another.
15. S tarDu st jun
your oxygen tan
kie .

ay
If
k.
there’s dust around,

s looking over your


16. Paranoid. Alw e is after you.
thinking someon
it’s going into

shoulder

an and sterile.
U I
erything must be cle
17. Germaphobe. Ev essful you
Q
n things get really str
18. Stress eater. Whe , just to co ns um e.
will eat anything
u pull hairs/
. W henever you rest, yo
19. Bald patches head.
wires out of your yourself in
use to bathe or clean
20. Unkempt. You ref
any way.

44
D6
erly.
s of the eld
that smell
1 Lintball llen s o c ie ty.
m a now fa ized items
.
2 Coin fro olds 3 sm a ll -s
p a c k – h e d it e m s.
3 Fanny o ld s 6 n o rmal-siz
ack – h
4 Spacep r – holds 1
2
g foot locke
5 Rollin sized items.
normal- arry 18
H o v e rp la te – will c
6 .
size items
normal mes wanders off.)
(So m e ti

D1 2
D12 1 Postc
ard colle
plane ction of
arges/use). ts, none vacation
1 Laser torch. (4 ch visite of which
3’ of 5” d and mo you’ve
Cuts through longe st of wh
tal /us e DR 12. r exist. ich no
thick me
2 Crate
arge/use). of freeze
2 Headlamp. (1 ch (22 da -dried ra
ys worth tions
ts through
3 Glass cutter. Cu 3 Laser
).
xi- glass no kn
glass and ple (d4 da ife. (3 charges/u
tha n 1/4 inch DR10. mage). se)
thicker
4 Fresh
str
4 25’ synthrope. credit awberries worth
s, will ro
5 Med kit. (Prese
nce +d6 uses, t in d6 da 50
5 Rando ys.
ing , heals d4 HP). m encry
stops bleed 6 Glow
pted Trib
ute.
mbler. +4 when -in-the-d
6 Keycard descra ark ham
ked hatches. 7 Bot-d mer.
descrambling loc effecti
estabiliz
ing fluid
Small device ve on me . d2 dose
7 Mini BOOM box. creati chanica
l
s,
, Can be ons DR1
looks like a radio 4 d12 da
de ton ate d12 damage. 8 Viole
nt ‘r
mage.
timed to your w oid rat. Only liste
histle. C ns to
8 1 Hacked Tribute. ration onsumes
a day’s
s. (d4 +4
ol with fancy HP, bite
9 Pocket multi-to 9 Flare
gun with
d4).
r ca se.
tooled leathe White
, One Blu
2 flares.
One
strung up on e.
10 Mummified würm 10 Well-u
sed Tam
a necklace. 11 Electr
bourine.
te. oshield.
11 1 Encrypted Tribu to cha Wo
rge othe rks as a battery
(d4 doses) 1 HP d r items.
12 Lysergic poison. am (abso
ations for attack age from an ene rb
Causes hallucin up to 10, rgy
HP = e
d8 hours. 2 charge ach
s).
12 Folde
d up pic
LEGIO tu re of one
N’s sibli of YOUR
ngs.
45
y ou
i f ha
( d6 wit
0 t )
d1 tar ute
s rib 6. Double-Sided Bang Stick.
T Shotgun (d8) in the front, dagger
(d4) in the back. Holds 1 shell,
must reload (10 shells uncommon
ammo) 10CR (2 shells/1CR)
7. Blaster (d6, 4 charges/use) 15CR
1. Bouncer’s Club (wooden) (d4) 1CR
8. Semi-Automatic Pistol. Fires two
2. Ratchet Wrench (d4) 2CR bullets at a single target (d6+2 per
3. Military Dagger with Sheath bullet) per round. Start with (18
(d4) 3CR rounds, ammo is hard to come by).
4. Sharp Throwing Bones (d4, with 30CR (2 rounds/1CR)
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
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
guards -d4 damage 42CR
-2 on Agility & Defense tests

4 TIER 3
Military grade
Mecha-enhanced
armored suit -d6
damage 80CR
-4 on Agility tests,
-2 on Defense tests

RIOT HELMET
additional -1 damage,
or ignore all damage
and the helmet is
destroyed. Cannot
be worn with
Mecha-Armor 12CR

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
p l es o with th than n f your
m o
Exa et, Urn Larger ember
t c h l e t . m c ker.
tab se of a age lo

E
t a l of Ra o -
t o n r
ya tech e: corp led sto

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
ou c mal ility ible
h at y +8 nor oint, Ag imposs

R
W
ngth hat
p
. It i
s
Stre . Past t R by 2

MB
e D
issu ase the 8.
c r e t h +
in ng
X Stre

U
2

C
EN

48
Money is a helluva thing. Before THEY spewed out The Grimm, credstiks were usable
everywhere. Now, sometimes they’re valuable, sometimes they aren’t. Sometimes you gotta
trade, and sometimes you gotta take. It’s said that Raider Warlords on Marauder’s Cryosfear still
use credit currency, and for the right price, will sell you anything your aching heart desires.

Fanny pack. Remember the 1990s? 1CR Nanite Healing Kit. Heals d8 HP. 8CR
Iron Bar. 1CR Vintage Police belt. Includes handcuff holder,
holster, battery holders (holds 6), flashlight holder,
Space Food, tube form, just like the astronauts spray can (mace or ghost pepper spray) holder. 8CR
used to eat. 4 day supply. 1CR
BioTech Medical IV. Heals d10 HP. 10CR
Flares, available in all your favorite colors. 2CR
Book of Herbology. 10CR
Ghost Pepper spray. 2CR
Foldable Aluminum grappling hook. 10CR
Mylar Blanket. 2CR
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 rante 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

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
52
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.

53
l!
hel
b u f f as
ks
pr ov e , h e lo
o im
o

needs t
lf a c e
s ku l
like

54
Characters can be improved at the game
master’s discretion. This can happen at the end
of a scenario, defeating certain enemies, or
successfully returning a lost artifact, etc.

When a character improves,


this is what happens:
Additional HP: Roll 6d10. If the result is equal
to or greater than your current maximum HP,
increase it by d6.

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.

55
COMBAT
& and tests
YOUR LEGION’s Initiative Players roll for both their
Roll d6 attacks and defenses.
1-3: enemies go first Creatures and enemies
4-6: YOUR LEGION goes first don’t roll dice in combat.

To determine which legionnaire


goes first: Agility + d6.

TESTS
Tests are made against a Difficulty Rating. To succeed, roll
d20 + your ability with a result equal to or greater than the
DR. Creatures don’t use abilities; they just roll a d20 against
DR. For example, to find the cause of a radiation leak on a
ship, DR14 or not vomit from the instant loss of gravity DR12.

DIFFICULTY RATINGS (DR)


6 so simple, people mock you for failing
8 routine, like fixing Maw-Maw’s WIFI
10 pretty simple, but not simple enough to not roll
12 normal
14 difficult
16 really hard
18 should not be possible, but you might as well roll for it

56
MELEE TEST RANGED TEST DEFENSE TEST
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
101’–200’ DR14 otherwise.
201’–300’ DR16
301’+ DR18

In combat, if you roll a:


CRIT FUMBLE (natural 1)
(natural 20) Attack:
Attack: The weapon is dropped,
Double damage, malfunctions, damaged or
and enemy’s lost completely.
armor/protection
is reduced Defense:
one tier. PC takes double damage and armor
is reduced one tier.
Defense: When armor is damaged, penalties
PC gains a to Strength and Agility tests are
free attack. not modified.

Armor reduced below 1st tier is ruined.

COMBAT TIME
How long is a round?
A round is enough time for all combatants to draw a weapon,
move and attack (use a Tribute, etc.). Swapping batteries
counts as an attack. There are 10 rounds in one minute.

57
Rest/React
REST
Sit for a while, sip some swill, snack on some freeze-dried remnants. Restore d4 HP.
Sleep for a full night and restore d6 HP.
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.
A PC infected by a würm restores 1 HP each day without food as the würm
shares its strength with its host.

Additional Healing
Don’t just want to sleep it off? Here are a few more ways to bounce back:
Herbal Medicine Patch (Archaic Methods) d4
BioTech Medical Cartridge d6
Nanite Healing Kit d8
BioTech Medical IV d10

BATTERY C
Batteries ca
per hour. A
n recharge
lternatively,
when plugg
HARGING
ed into a so
up to 4 bat a solar char urce at 3 ch
teries at 2 ch ger can be arges
arges per ho used to rech
ur, if it’s sunn arge
y of course
.

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
ion/morale
REACTION
Encounter a creature and are
uncertain of their reaction, roll 2d6.
2–3 KILL!
[2d6]

4–6 ANGERED
7–8 INDIFFERENT
9–10 ALMOST FRIENDLY
11–12 HELPFUL
MORALE [2d6]
Most creatures want to survive
and will not fight to their death.

Roll for morale if:


The enemy leader is killed
Half the group is eliminated
A single enemy has only 1/3 of its HP left
If you roll greater than the creature’s
Morale value, it is demoralized. Roll d6 to see
if the enemy (1-3) flees or (4-6) surrender.

If one of The Grimm (1-3) flees or (4-6)


the parasitic würm leaves the shell of a body
it was inhabiting, slithering down the nearest
hole, crack or cranny to escape. The body
collapses into a bag of meat.

59
Pharma-
ceuticals

Life in the ‘verse


these days is
depressing,
dangerous and
disgusting.
A booming
pharmaceutical
exchange still
thrives, but now
as a black market
where drugs are
created by
professionals and
amateurs alike to
be sold, traded and
fought over.
Uncommon but
not rare, found
in all forms, the
seedy current of
“illegal” and often
unreliable drugs
flows throughout
the ‘verse. Some of
the more available
and well known
“Pharms” are:

60
1 Berserker Stim
Injectable, causes the user to go into
a berserker
state. 2 attacks per round for d6 rounds
. DR15
Defense. Addiction: None

2 Crash Pads
Small adh esive patches
the temple. Do applied to
ubles healing in
rest situations. short
1 in 20 chance
just don’t wake yo u
up.
Addiction: Non
e
3 A s tr a l R e d s
Taken in pill form
, +1 Presence per
hours. However, th pill for 6 Rocket St
Taking 2 incurs a
is adjustment is st
ackable. Look Out! Ro ick
1 in 6 chance of a cket sticks
break, permanen psychotic are long flexib
tly reducing the us le straws
drooling idiot. Taki er to tipped with a
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
more causes an in 5 or 6 to a box. Th
e us
Addiction: 1-2 (d20
stant psychotic ep
isode. these into the er rubs
) ir gums or
other absorb
ent a
of the body. In reas
Agility by 1 fo crease
r d4 rounds.
Acceleration
4 InNjeerve Jammer of phy
abilities allow sical
s for the
ctable, Nerve J character to
cause the user ammers always gain
to “feel no initiative. 1 in
pain in the mem 10 sticks is
brane.” All a “sick-stick
damage is reco ” and will
rded as ½ cause the us
e
damage for up
to 4 rounds. vomit uncontr r to
After 4 rounds, ollably
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
(d20) 61
6
Lotus Drop
A golden li
qu
bring euph id usually found in sm
oria and th
example, th e ability to all dropper bottles, L
e see otus Drops
the lotus d characters arrive at a few seconds into
rop would a locked d the future.
have a vis (For
open the d
oor. This g ion of wha oor. The character ta
t would ha
after the p
roposed o
limpse into
the future ppen if the king
ability to “ p en w ill y were to
see throug ing of the door.) Lotu only span 5-10 seco
After 2 use hw sd nds
s of a Lotu alls” only to see and rops do not give the
Addiction s Drop, the c feel what “
brings the might” hap
instead on Lotus Slee haracter must roll ag pe
ly ingests p . The char
a
a inst addicti n.
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,
ll To u g h n e ss tests vs Poiso
A
holds 1-20 pills. on (including würms) etc. are
st ati
Infection, Infe d a y per pill. Pills
/Bonuses
b y 2 fo r 1
reduced ts are
n o t b e st a c ke d. Yellow Jacke r and
can
ic ti ve a n d h ig hly sought afte
non-add er take
a tt ra c t th o se who would rath
ofte n
than bargain.
ne
Addiction: No
62
8 StarDu
Sparkling
cry
st
be ingeste stals in powder form
d, snorted
a feeling o , or smoke , StarDust can
f in d. Sta
to Strength vulnerability and str rDust brings
an ength. Add
from Prese d Toughness. Subtr +1
nce for d6 act 1
hours.
2 in 6 chan
ce a dose
-1 to all ab is a DustB
ilities. Star ust, causin
Dust lasts g
for d6 hou
Addiction: rs.
1-8 (d20)

d
addicte
w h o become ts must
ters duc
Charac aceutical pro at
a r m p roduct
to ph t o t a ke the r f r o m
e r suff e
continu d ay o u s es
x per al ca
least 1 al. Withdraw t to
aw es
withdr from r .
u r a l h ealing o s e is used
nat d
ntil a n e w ev ry
e
cease u o u ld b e rolled sed
n sh t is u
Addictio arma produc ed in
a p h d ic at
time e in
le s s o therwis
un n.
criptio
the des
63
Hacked Tributes
(Chips or drives)
These Tributes have been
THE
hacked by someone or something
causing them to perform in ways
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.

Fatuma’s Revenge One

.2 creature continually changes


its shape to match others in .7
Shock Therapy The Tribute
shoots d4 electrical bolts
the vicinity for d10 rounds. dealing d4 damage each.

You’ve Been Spaced One


random creature within 30’ Booster Pack One electronic
.3 of the Tribute has the air
around it sucked away for
.8 weapon gains d4 additional
damage for d2 rounds.
d6 rounds losing d4 damage
each round.

Signal Boost Works like a .9 Grimm Groupie Summons d4


of The Grimm.

.4 beacon, causing all other


Tributes within an astrosec to
light up for d4 days.
Zero Gravity When activated
in a room no larger than 1000
Dormant No More Any of .10 square feet, gravity ceases to
function for d10 rounds.
The Grimm currently dormant
.5 within a 100’ radius will
activate when this Tribute
is used.

64
Tributes
Encrypted Tributes
(Chips or drives)

These Tributes are as


clean and clear as the day
they were encoded.

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


restored to one PC of your Grimm within earshot will
choice. follow your commands for
2. Dewürmed A creature of your d6 rounds.
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.
The Grimm, ask questions. For The darkness follows
3 rounds it will answer your Tribute.
truthfully before the würm 8. Calming Creature d6 creatures
inside of them explodes. suffer -4 Morale when this
4. Strength of 1,000 Würms Tribute is harnessed.
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
5. Rotted Breath One creature rounds. It causes d12 damage.
deceased for no more than 3 Variations include Electric
days is brought back to life. Morningstar, Cleaver,
The creature’s Presence is Hammer or Claw.
reduced -2. (Presence 10. Beamed Up d2 creatures
can not fall below -3.) dematerialize and are
teleported to a random d8
location (starting on page 12).

65
eir way
a re h e re to infect th host in
le
The Grimmh and every habitabenter into
into eac e. Every time you infected
this ‘vers e with something ce you
close rangmm, there is a chanIt starts
by The Gricome one of them. A small,
too will be ecoming infected. a würm
with b wn as
ta ti n g p a rasite kno ou. It feeds on
devas grow insid
ey
l of your
begins to until it takes contro ou have
es yy
your insid ling off any humanit will stay in
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
metamo

G
otherwisP (Grimm Para
e sit
with Th , roll d6 when e) Unless note
e Grimm in close d
b . If c
resultin een infected. If it is a 1-2, youontact
g in yo ha
double. an open woun u suffer damagve
R d
you hav oll 2d6. If eith , your chance e
e been e s
infectedr fail, it means
with a w
ürm.
66
ONCE YOU HAVE
BEEN CHOSEN AS A
HOST OF THE GRIMM
roll a d6 to determine which of the gods
has gifted you with this honor.

What ’s
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
though ho ose that have done your PC is now cons
e GM,
würms. Th known as The idered
so become d. These survivors The Grimm, roll up
a new
Unscathe ssly and ferociously character. You shou
ld
are relentle wn by The Grimm have probably
haunted do asty occult rituals already done this.
for use in nrassing medical
and embar ts.
experimen 67
ürm
s hW
Fle

68
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 aracter to the GM. ay from
e yo ur ch 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 rsion of yo ur ed by The G rim
ore hideous ve anything infect
miniature, m k when in the presence of ed on and
begin to shrie an d si ne w s have been chewrength by 2
cles ur St
Knees: Your mus rder. Reduce yo
4. Weak in theEverything physical seems ha
gnawed at. below -3). en burrowing
no t go w he re the würm has be s tests
(c an
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 then before yo
away. You ar e of
ing it to
your feet, caus -2 on
-2 . n in to on
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.

PARASITIC PLEASU
RES D4:
1. Shedding Skin
:
HP even if you The würm has accelerated your ca
have not had anythi pa
2. Würm Hug: Your ng to eat or drink. city to heal. Regain d8
body. Making yo in sid es are wrapped in
a long coil of würm
long as the wür u feel strong like bull. Your Toughnes hugging your
m is with you (can s in cr ea ses by 2 for as
3. Thick Skin: The not exceed +3).
creating a supp w ür m ha s st ar ted to flatten and ha
Natural Tier 2 arle yet resilient carapace. You take -drden under your skin
mor (Not reduceab 4
4. Skin and Bone le from critical hits damage when hit.
s: Yo u la ck ).
under your skin th e sustenance need
. In th e middle of th ed by th e creature craw
button and slith
ers away. Your bellye night it gnaws a hole in your belly ling
button is now lint fre
e.

69
E C R u o R
Th [BLOOD WURM]

70
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 :
the pop ping of blood
sound you hear is
Cruor is now 1. Blood Bro
vessels in your brain. The thers:
r car cas s. Your blood The würm
in control of you flows so
ed hus k mu st now be conceded freely thro
smear ugh you that
The Grim
to the GM. m can sense
it. They w
ill not attack
The würm has found you unless
2. Feverous Delusions: you attack
into you r blo ods tream, putting you them first
. You know th
its way
Thi s cau ses you to have is.
into septic shock.
ns, often confusing 2. Blood Rag
uncontrollable delusio e: The heat
r Leg ion with The Grimm. your bloo of
members of you your fero
d is fueling
city. Once pe
your skin burns combat, ro r
3. Cold Sweats: Though ll d8: 1-4 deal
tou ch, the blo od boiling underneath, maximum
damage, 5-8
to the
tly bey ond control. Any deal doub
you shiver violen le-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
od so much that you a 50% ch
sickened your blo ance of pick
ing
for eac h and eve ry breath. You can up the sc
ent of others
gasp
ry oth er round in battle, and infected by
only attack eve The Grimm,
reduced by 1. whether
your Toughness is also are infect
they know th
ey
ed or not.
time you take damage
5. Blood Spurts: Every
rp, roll a d4. On a 1, blood 4. Iron Defi
cient: Your
by something sha blood can
y like a geyser.
spews out of your bod no longer
5’ of you has a 50% chance support th
Anyone within has made
e würm that
by The Cruor.
of becoming infected your arte
its home in
ries, organs
and
s würm no longer veins. It le
6. Different Calling: Thi aves your bo
dy
in you r blood. It mutates in an expl
has an interest osion of bloo
dy
würm. Reroll on page vomit last
into another type of than 18 m
ing no less
it wan ts to eat away
67 to see where watching,
inutes. For al
l
at you r bod y. it is quite a
glorious an
d gory
spectacle.

71
N
(BRAIN WÜRM) Lives and feeds
on the soft, sponginess of your
brain, causing strange visions,
paranoia, lapse of memory,

E
and dain bramage.

U
R
O
C
72
Parasitic Pleasures d4:

rimm
e G
a r e Th go into
e
Parasitic Pains d6: ther u ca
n n 2
s i o n: If ec, yo ess tha es
V i t ro s o l e y
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.
conc s: Y ürm c d
oils The calmed ts toda is
o u e e n ain
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. yth um res e 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
p e n to happen n o lo anothe scra drug
hap what ür m o it
is w s int ere 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
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

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.

PARASITIC PAINS (D6)


is now taking up too
1. Full Blockage: The würmes, blocking blood
much room in you r art eri
are reduced to zer0 HP
flow to your heart. You l anything other than Parasitic Pleasures (D4)
and are broken . If you rol
trol. Hand your 1. Pure Energy: The heart is
4, the würm is now in con. 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.
additional damage
you are cut, you lose d2is a chance that On this day you always go first
from blood los s. The re in initiative. It is increasingly
will become infected
anyone within 5’ of you tainted secretions, hard to focus on anything other
by Ramethus fro m you r 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 keethat cling to your amped-up, all Strength based
sweat. The wet clothesthe bogs on the tests gain a +2. Since your blood
body smell worse than DR is +2 when trying is pumping so vigorously, you
Barges of Kahllar. Your to your gain double HP when resting.
to hide or be stealthy due the trail of 3. Hocked Clot: Once per combat,
overwhelming stench and. you can hock up a mucousy mix
puddles you leave behind 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 brastroke. You are no tainted mixture burns for d4
have a delightfully mild one side of your damage and causes -2
longer fully in control of ility and Strength Presence for d2 rounds.
body, causing tests of Ag 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 brathe gorges on a würm burst through your skin
headache deeper than ce is reduced by 2 and crawl away, covered in your
Proxima b. Your Presen pain. blood. Take d2 damage, but at
while in this excruciating 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
¼ of the oxygen you
you take, you only inhale you twice as long
need. Everyt hin g is tak ing
en in battle, you are
as it would normally. Wh oth er round. Instead,
unable to att ack eve ry
nd trying to catch
you must spend the rou can muster.
what feeble bre ath you

74
[Heart Würm]

75
Pa ra sit ic Pa ins d6 :
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 ex a good
pelled every po
enter you could fr ssible bit
s: Every time you om yourself la
3. Scared Shitles u mu st use You have no st night.
uation, yo new ailments
into a stressful sit av oid so ilin g today.
14 to 2. One cheek
your Toughness DR at a -1 while your own, an
sneak: Your st
ench is
y tes ts ar e
your pants. Agilit d you are happ
y to
ur britches. writhe in it.
there is a load in yo disgust thos
Your noxious
fumes
e you come in
4. Nauseous Nelly: Movements with, reduci contact
and ng their Moral
smells are causing you immense e by 4.
3. Bile Projec
discomfort on this day. All com tile: Think of
bat nauseating the most
tests are -2 as vomit projects from thing you can
and harnes imagine
s projectile vo
your faceholes. attack. D2 mit as an
damage, 1 in 4
will cause a chance it
cer: Whenever -2 to Presence
5. Stress-Induced Ul hit for d6 ro of those
ke a Toughness unds.
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 en thomable
succeed a To ug hn ess test. ormous würm
fought
its way out
of your rectum
6. Different Ca killed him!) . (nearly
lling: This würm After this horr
longer has an in no expulsion, ific
terest in your gu the parasite la
t. where it was y dead
Reroll (page 67 shat out.
) to see where it
wants to eat aw
ay at your body
.

76
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
you w the porcela n.
e i
to leav throne aga

77
Tergus (Spinal Würm )

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
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.
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
reduced by 2, you choose.
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.
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.
6. Signals Crossed: Your muscles and limbs are not reacting like they should,
causing a lack of coordination. You suffer a -2 to Agility tests.
78
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 Pleasures d4:


1. Protein Powered: The proteins in the würm’s saliva are boosting your immune
system. Double the HP you receive from any rest today.
2. Wicked Rest: Even the vilest of creatures must rest. Today is your lucky day.
The würm seems uninterested in causing you any more wracking pain… at least
for today.
3. Got Your Back: The würm wants to survive almost as much as you do. Defense
tests at DR10 instead of DR12.
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
infected has come to an end. You will never fully recover to who you were before
The Grimm gripped your spine, but at least for now, yoga is a possibility again.
79
Optional: d20
DOOMED
ss th e ‘v er se , Le gions of sold
iers were
for
w ar s w ere waged acro ig in al ly a term reserved
As m. Or
mbat The Grim p of people
deployed to co w it is sl an g for any grou
onnel, no
military pers survive.
li ng to st ic k together to
w il
of another
ory, while a part
miserab le hi st you are today.
Through your ci de nc es m ade you who
these in
Legion, one of

u r L e g i o n :
Yo ms in jars as tr
ophies.
1. Cowardly sacrifi 2. Kept young wür ce .
ced a village it was e a neckla
sworn to protect to esc You wear one lik
ape the Grimm.
4. Sold a piece of the Gat
e of Infinite Stars
l Starship, and a to a Raider on Marauder’s
3. Hijacked a Roya Cryosfear.
t on your heads.
bounty was pu
acted würms to
5. Staged a mutiny and was so 6. Smuggled extr
starved side of a war.
you ate the officers. influence one

ghtmares of 8. Completely buried


or, you have ni you in rabbits as a
7. Saw such horr your body. joke. Now you are pet
riggling inside rified of them.
giant würms w

80
LEGIONS l dungeon on a

oned in a smal eak ones.
9. Attacked you wh
ile you slept. You 10. Was Impris anet. Yo u at e th e w
now set traps around now lifeless pl
you before
closing your eyes.

12. Was completely infe


cted by würms, you
d can survived, but now you tru
o the darkness an st no one.
11. Has seen int . Natu ra l
t light
now see withou
ur ey es .
light burns yo
s.
known cannibal
14. Are well a co okbook.
13. Were your parents, who also They ev en ha ve
were Disciples of Fatuma.
You were conceived in the Mausole
um of THEY.

ing 16. Caused a large space sta


wned you, vow tion to
ill al iv e, bu t they have diso sl ai n. explode along with eve
15. Is st return , yo u w ill be ryo ne on it.
that if you ever

222 years
nically frozen
17. Wronged a powerf
ul warlord on 18. Was cryoge is a diff eren t place.
Marauder’s Cryosfear ago. The ‘verse
. Now you
owe them a debt.

e 20. Came through the other side


utal group in th of the
19. Was the most br e do ne ke ep Gate of Infinite Stars dur
s yo u’v ing a
‘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
D O O
O M E D 81
c l y s m i c
Cata Condemnatio
ns
A PC who rolls the same
watches helplessly as the result more than once on this chart
ir Tribute collapses, creati
black hole. Anything withi ng a micro
or gets sucked in. The mo n a 10’ radius DR14 Toughness test
re it consumes, the bigger
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
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
Grimm within range will stop what Toughness test every round or take d4
they are doing to find the beacon. damage. At the end of the field’s life, the
character takes d8 damage and is
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
eat. Die of starvation within 3d4 days and
(-1 on Toughness tests). Shaving makes the
become a shriveled undead, doomed to
smell worse (-2 Toughness tests)
hunger for human flesh. You make a lot of
to anyone within 10’ radius.
noise at night while dying.

05. You are now obsessed with finding


and destroying the Gate of Infinite
06. Your body becomes infested with cybernetic
Stars. You decide it’s best not to nanites. You will become a machine in 2d8 days.
let anyone else know this. Once a machine, you will determine that one
member of your party should: (d6) 1-2 be killed.

07. The Tribute works, but in the exact reverse.


3-4 be worshiped without question. 4-6 be
immobilized and used for medical experiments.
Otherwise your abilities remain the same.

08. The planet shakes and The Grimm


are on alert. One torment comes
09. You drop to your knees as a vast blast of energy
emits from your mouth and eyes and into the
to pass. atmosphere. It lasts for d4 minutes, attracting
random monsters every minute it is in operation.

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.

82
11. Hush yo mouth! You are blessed with
the knowledge of the location of the 12. Your back sprouts 4 clawed spider legs.
The claws act as additional attacks
Gate of Infinite Stars. Downside, you are
no longer able to communicate using (d2 per claw + Neurotoxin). Neurotoxin
any modern language. You can play DR15 Toughness test or die in d2 rounds.
charades or draw pictures, though. 1 in 4 chance of hitting yourself
with each additional attack.

13. The Tribute fails, turning your skin inside


out. This will require constant moisturizing
with blood and saline. Only a full body
skin graft can repair the damage.
You are hideous.
14. During your waking (and sleeping) hours,
you cannot stop talking. You literally cannot
stop talking. You just keep talking
without stopping. Talk talk talk.

15. Your morning void is now always a


powerful acid. Take d2 damage each day
16. You fall helplessly in love/lust with
when you wake and piss. Trying to hold the next creature that engages you.
your piss increases the damage by 1 every Could be in your party, could be a
two hours. After 6 hours, you MUST go. stranger, could be a monster, a
robot or even a würm.

17. You find yourself trapped on a small rock


in the Belt of Despair. The rock contains an
arena where you have to fight to the death
against other deadly and disgusting
combatants. On your 3rd win, you are
18. Buttons must be pushed!
Whenever you see a button, you
transported back to YOUR LEGION. have to push it no matter where it
is or what it does. Push Push Push!

19. You attract insects of all kinds, at random times,


for random amounts of time (d6 minutes). The 20. Flashing lights and screaming
wails echo as you find yourself
bugs don’t attack you, only everything else in your
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
5-6 Spiders and Scorpions 1 HP per round. Anyone the Altar of Convergence by
taking more than 4 HP DR12 Toughness test or be disciples of THEY. You are
poisoned. The GM picks your poison. tortured before being sacrificed
in honor of THEY.
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
in the back of the heap. HP 88. Tras living quarters
h compactor still works, but it will
quarters if engaged. Travel, .33 astr crush the
osec per day. 2,600CR.
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.

t for piloting.
DR12 Presence tes

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
h else. It was made to taxi the wea
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
ting.

to discover the
Sm all an d nim ble, this boat was built it
EXPEDITION EXPL OR ER at it lacks in comfort,
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.

t for piloting.
DR14 Presence tes

84
e
ace onboard, if you lik
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
6 sleeping on sla bs . HP
.5 astrosec per day. 6,4
66 . Ple nty
00CR. DR12 Presence
test for piloting.

Ships for another day


STAR SCHOONER Corporate fat-p
ants and political dignitaries pref
Schooners for their speed, armame er Star
nts and comfort. Fleecing the poo
space should always be done in r from outer
style! HP 66. Armed with 2 180°
Armor, 2 escape pods. Travel at arc railguns, Tier 2
2 astrosecs per day. Raiders love
DR14 Presence test for piloting these. 24,000CR.
.

WAR FRIGATE Need to blast som


e Space Raiders to smithereens?
down hellfire and terror on a plan Want to rain
etary target? Need to punch som
tasty looking merchant fleet? Get e holes in that
ya self a friggin’ WAR FRIGATE.
has no ammo. Built for battle with Too bad this one
Tier 3 armor, 99 HP, 2 360° railguns
cannons and a space to store an , 4 ion torpedo
arsenal of nukes. Big and slow AF.
day. 42,000CR. DR16 Presence .5 astrosec per
test for piloting.

85
Example. a Trash Panda (Raccoon) who has:
1. Steel Teeth - Develops stainless steel teeth and/or Claws (d6).
2. Enlargement - Grows to d6x its normal size.
3. Poison - Develops poison sacs and a way to deliver the toxin.
4. Psychic Power - Animal develops intelligence and a psychic
attack (d4).
1. Terror DR12 Presence test or be frozen in fear for d2 rounds.
2. Migraine blast DR12 Presence test or d4 temporary damage.
3. Charm DR12 Presence test or be fascinated by the beast
for d2 rounds.
4. Sadness DR12 Presence test or be overwhelmed by an existential
crisis regarding the destruction of Nature and the Universe. -2 on
all DR tests for d4 days.
5. Skeletonized - Mutation has absorbed all flesh, fur and
organs into the bones of the creature. DR14 to hit.
6. Laser Eyes - Laser beams shoot from the animal’s eyes.
d6 fire damage.

EARTH
ANIMAL
mutations

86
7. Intelligence and Dexterity - Develops the ability to think/
communicate and use tools (d8).
1-3. Low – Can use simple martial weapons.
4-6. Basic - Can use simple tools/weapons and communicate
using common language.
7. Enhanced - Can use normal tools/weapons/machines
and communicate using common language (most characters
would fall into Enhanced category).
8. Sublime - Has knowledge of biology/engineering/science/
computers and can read/write common language and up to 2
additional languages. Telepathy possible. Creation of custom
tools/machines/chemicals etc. possible.
8. Mixed Meat - Mutation has caused the creature to be both
plant and animal. Plant portion rolled below (d4).
1. EarthBound - Regenerate 1 HP per round as long as it is in
contact with soil.
2. Sap Attack - Animal can secrete sap from its whipping plant
tendrils. On a hit, Strength DR12
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.
4. Woody Hide - Woody bark-like
skin Armor Tier -d4.
9. Extra Body Parts
- Multiple attacks.
12. Breath Weapon - The
The animal has extra
animal can utilize different
heads and mouths, arms
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.
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.

88
HP 11 Morale 12
Space Suit Tier 2 -d4 Damage
Bite or Claw (d4)
GP Astro Zombies are never carriers of The Grimm
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
known
Little is se nasty
the
about re their
t s . Bewa
beas .
usness
ferocio

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
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.

They enjoy wrapping their tentacles around starships


and chomping on them with their beaks. There have
even been rumors floating around on the Netwürk of
some getting as large as a small moon.

93
the
GR I M M
94
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.


Any nonhuman creature could also be
one of The Grimm. Once infected, increase
their existing HP x2, retain any natural
traits. See Special & GP Above.

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
scream. Calls all
other nearby
Salazarites
to swarm.

GP 1 on d12

98 SLUDGE
SALAZARITE
Salazarites are known throughout the ‘verse as Devilmoon Crickets,
partially because of their jumping and partially because of the hell they
unleash on their prey. They have bone shattering mandibles, skin piercing
teeth and a psionic connection with their kind.

The Salazarites are known to attach themselves to the hull of starships. As


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.
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.
Void Revenant
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
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

100
W Wö
Wö ör r Ho
Wö r Ho Houn
r un Hou d
nd

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.
GP 1 on d8 101
Quick rules

:
You think you’re ready to face the würms
and save humanity? Or perhaps you just
want to hightail it out of this ‘verse and
find the Gate of Infinite Stars. Hell, maybe
that’s none of our damn business! Either
way, here’s the fastest way to get you
where you want to go.

The f irst time you play, use our random


character creator which you can f ind at
vastgrimm.com. Don’t get too attached. It’s
easy to die and even easier to become
one of The Grimm. After you play once or
twice, then roll up your own character.

Almost all rolls in this


game are made by the
players. GMs determine
the dr (difficulty rating),
control NPCs and set the
stage for the story.
102
e of
When the tim

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.
to see if a
of each day, roll
urs (pa ge 20 ).
torment occ

Most things that rely on chance require a roll, a DR test based on one of
your PC’s abilities. So, if you are trying to punch a würm in its ugly face,
you would need to make a Strength DR12 test. Roll a d20 and add your
strength to it (this will be anywhere from -3 to +3). If you get a 12 or higher
your fist landed, watch out! It’s probably covered in nasty infected filth!

upon the ‘verse, THEY WILL have


roll
hit their opponents, they also
Not only do the players roll to es the gam e
ties. This is what mak
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
ck, the player rolls a Defense
Screen. On an opponent’s atta age . Arm or can
GM) to avoid taking dam
with a DR determined by the the
of dam age taken. If you’ve got armor, roll
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.

cks. Each PC starts


u sta rt ro llin g those shiny math-ro
One last thing befo
re yo SAVE YOUR ASS.
nu mb er of Fa vors. THESE WILL hen all else fails,
with a
ca n do wh en you use a Favor. W
There are several
things yo u d of the book.
ge 50 or loo k at the chart at the en
use one! See pa

103
104
DEATH
aboard the
CONUNDRUM
An Introductory Adventure for Vast Grimm

105
What is known
been
o n th e Netwürk has
The ch a tt er is certain:
y cr yp ti c, but one thing
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.
li ev ed to be on the Co
Stars , is be the small
er e in near space to
Luckily, yo u w nnected
pl o ra ti o n sh ip and have co
scientific ex relic before
o ck in g ba y. Locate the
to it s d a king’s
se a nd yo u could fetch
anyone el secure
ed st ic ks , or maybe even
ransom in cr erse.
Le gi o n a w a y out of this ‘v
you and your

What is Inevitable
The Conundrum is dead in the water. Its lead
engineer has removed one of its propulsion
ignitors to make the theft of the starship less
appealing. Raiders (see page 108), 1.5x the
number of PCs, have already boarded the ship.
Their vessel is cloaked and attached to an airlock
above Detox Room L. The Raiders have recently
been exposed to high levels of radiation. They are
covered in large, putrid yellow blisters that
turn neon green at their base. The Raiders are
frantically ransacking the Conundrum in hopes of
finding something that will soothe the pain of the
blisters that cover their scarred and filthy hides.

The Raiders are unaware of the Augmentable


Destabilizer’s presence on the ship, but now
plenty of people have heard the coordinates
of the Conundrum over the Netwürk. In a short
period of time, either more Raiders, The Grimm or
both will be within boarding distance.

106
There are three locations which call for Random
Encounters in this adventure. Add more if you like,
but only add 1 from Table B. Doing more than that
would prove you to be unusually cruel.

TABLE A (d4) TABLE B (d4)


(there is a 1 in 4 chance each individual creature is 1. Sentient Ship
The starship has made it
infected with a würm)
clear that it is in control and
does not want anyone on
1 D6 Neon Purple 2 D2 Unusually Large
Slime Slugs Radioactive Rodents board other than its official
Climbing on walls and Massive hairless rodents crew. It will do anything
ceilings, their adhesive with large protruding teeth necessary to force intruders
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
optic nerves, lightning spits out d4 random Tributes.
Special: When attacking sparking from the retinas. They activate when touched.
the slugs with an object,
fists included, there is a HP 8 Morale –
3. Grimm Fleet
50% chance that the object No armor Sensors on the ship go off in
will deteriorate in d2 days Lighting Glare d6: a frenzy. There is a fleet of
from corrosive slime. TOUGHNESS DR12 test to 2d12 starships surrounding
avoid electronics being fried. the Conundrum, filled with
The Grimm.
4 4D6 Burp Sacs Burp Sacs contain small multipedal creatures,
called bugs, who spread themselves across the galaxy via 4. Dormant Activation
disgusting leathery sacks similar to the “mermaids purse” of 60% of the remaining
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,
Activated by the movement of the sac being removed from becoming The Grimm.
whatever it sticks to, burp sacs then disgorge the slime filled GP 1-2 on d6.
contents of the sac with a loud burp noise accompanied by
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
BSBs can consume the fuel of a medium sized ship in 12
hours. While feeding, BSBs usually grow to 18” long. Tracking
BSBs can be done by smell with PRESENCE DR12 test. When
the fuel is used up, BSBs scatter to lay more
Burp Sacs in hidden parts of the ship.
HP 2 Morale - No Armor Radioactive burning touch d2

107
age
1. 1B0 rMuotraalel9 SLeaathverlsJhaacveketlo-dst2almRaotcsthall ofg
et d4 6)
Values (d
Trait (d4) . A lc ohol
. Ir ra ti o nal 1 meat
HP
cious scou
ndre
yes is like
starin 1 2. Raw n)
These fero y. One look in their e than 2 . V ic io us
(i n c lu ding huma
anit s c a rs here n t rm b ins
ra
their hum w it h more 3. Inco nt 3. Fresh wü
ck hole. R id d le d , Brutal
id mouths die rm baths
down a bla f teeth in their putr t. A ll these 4. Obe 4. Wa
the numbe
ro m o s t have no g
ave seen th
in g s
at usually
means 5. Killin
Savages h is to survive, and th 6 . F a m ily
nt
raiders wa e else.
ry on
killing eve Specialty (d4) lues (d6)
nger Va

. Me r c il es s Me r cenary 1. Trigger Fi
on 1-5) 1.
Quality armor
2
oe s fir st eals
(g 2. Cooked m
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) Sm el ls bu lls hi t d
Blaste r d6 payout is hi gh 4. powe re
what it is, if the
Doesn’t matter ll ta ke th e jo b. There
Tr ai t (d 4) weapons
dastards wi on
enough, these in their soul s. Al l th ey
1. Ho th ea d 5. Their Legi
al e fib er le ft iti on s
is no mor for the right 2. Sarcastic 6. Trad
. Chances are,
see is Credstiks st er th an yo u can
3. Sm ar t as s
itch sides fa
price, they’ll sw 4. Careless
say astros ec .

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


3. Plunderluasrmorrale 7 No
Born
og has ever
life a Salty D salvaging is where
known
HP 5 Mo arges left) plundering
and
d10 (7 ch the thrill
Energ y S w o rd
rs a re in it for in e . 4)
nt spac e fa re
hes, food
or the y sh Specialty (d
These vibra hether pursuing ric adventure 1 . Fi n d in g ways into
t. W e s
of the hun all about th xp ected place
o n a l p le asures, it’s ing if not done une h a n d
pers h do ht of
is not wort 2. Sleig en
finding it. It (d4) S e e what’s hidd
with brava
do. Specialty y 3 .
rm explo si ve s
K n o ws the wa 4. Disa
1. o s t va luable
s m
Trait (d4) 2. Find the room Values (d6
)
fly
1. Flambo
yant
item ny door
in
. W a tc hing people
1
ar m in g O p e n a f airlocks
2. Ch 3.
h a smile out o stiks
3 . Se lf- ab so rb ed
4 . L ie w it a ym ent in Cred
2. P
4. Verbos
e tes, Hacked
3. Tribu
cr ypted
Values (d
6) & En
dstiks ta rm a ps
1 . C re
s 4. S Chatter
rilling tale escapade 5. N e tw ü rk
2. A th written about their st a rships
3. Son
gs 6. Good
. C le a n clothes
4
showers
5. Hot
xt ra vagance
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
y (d4)
Specialt ng sniffer
S tr o
1. g
. In ti midatin eeth
2 e d T
harpen
3. S damage)
4
(d serker Rage
B er
4 . ttacks
(2 melee a
d)
er roun
p

Trait (d4)
lient
1. Resi
2. H o n orable
. R e so urceful
3
o f lies
4. Full

le 6
HP 4 Mora
o n
Thin Carb
Fiber -d2
ck
Gummi Sti
gionnaire
(Rubber Le
). Breaks
Baton) (d6
CRIT.
a bone on

109
C ONUN
DRUM
A the bridge

Lab 03 d
Lounge

g
Captain’s guest suite
Lab 01 B quarters
h
f

f1 H1

k
k1
crew
quarters

l M

o1 M1

o o

crew Engineer
quarters quarters

Engineering
c Lab 02 I

crew
quarters Lab 04 e
j

common area
110
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
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
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.
4. Burn baby burn. A fire is spreading in the engineering bay of the spacecraft.

A. THE BRIDGE • Sick Bay: Lab converted to


Clean, minimal, a couple of vintage medical room. Sick bed, all
toys on the navigator’s station. medical supplies smashed and
• Captain to go down with her ship: destroyed on the floor.
Saria Savaj has fused the doors to the
Bridge from the inside. 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) Scalpul d2 GP 1-2 on d6
Presence DR14 test.
• NORTH: Hatch to corridor.
Saria Savaj Long purple dreadlocks, stern • WEST: Glass window looking out
look, wearing scientific exploration suit. into space.
Does not want to die but will not • EAST: Glass window looking onto
surrender to Raiders. Will crash the the ship.
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)
D. LAB 03
B. LAB 01 Clean, large laser-like device aimed
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.
• Random encounter: Page 107. Once inside, if Captain Savaj is still
• Cryofreezer: d4 würms in larvae stage. on the Bridge, she will lock anyone
• Personal music player: Currently who enters this lab inside the room
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.
• EAST: Glass window looking onto
the ship.
• SOUTH: Hatch to corridor.

C. LAB 02
Intense rubbing alcohol odor with a slightly
sweet smell of decay.
• Locked Hatch: Presence DR14
test to hack/override the system
or 18 HP to destroy hatch.
111
F1. Personal Escape Pod
• Augmentable Destabilizer:
Currently affixed to the
G. LOUNGE
mechanical arm. If engaged,
Warm colors, fake wood paneling
Techno tablet will transport from
on the walls, neon vintage booze
its location to the pillow.
signs flickering.
• Techno-tablet: Scientific diary of
• Stocked Bar: Angled so to look
experiments conducted using the
out the glass window when fixing
Augmentable Destabilizer.
a drink.
• NORTH: Glass window looking out
• Dr. Drunk: Lead scientist, passed
into space.
out behind the bar, bottle
• WEST: Glass window looking onto
in hand.
the ship.
• NORTH: Glass window looking
• EAST: Glass window looking out
out into space.
into space.
• WEST: Hatch to corridor.
• SOUTH: Hatch to corridor.
Dr. Zantar Quell or Dr. Drunk
E. LAB 04
Short, bald, nervous, cracked
Clean, organized, intense rubbing
glasses, wearing scientific
alcohol odor.
exploration suit. Does not want to
• Random encounter: Page 107.
die. Will exchange any information
• Greenhouse: 2d8 different plant
to live. Will use an escape pod as
specimens from all over the ‘verse.
a last ditch effort to survive.
• Herbal Healing: Lucindar plant
HP 2 Morale 9
d4 stems. Heals d6 HP per stem
Tier 2 Scientific Suit -d4
when ingested.
Scalpel d2
• NORTH: Hatch to corridor.
• WEST: Glass window looking onto
H. GUEST SUITE
the ship.
Room is a mess. Someone had
• EAST: Glass window looking out
called this home for some time.
into space.
• Furniture: Bed is unmade,
• SOUTH: Glass window looking out
dresser drawers are open and
into space.
partially full.
• WEST: Hatch to corridor.
F. CAPTAIN’S QUARTERS
Retro tiki themed, fake bamboo paneling
H1. Personal Escape Pod –
on the walls, personal bar with tall thin
Already launched
zombie glasses.
• Techno-tablet: If decrypted,
I. CREW QUARTERS
Presence DR14 test will reveal
Signs of a struggle, three lie dead
communications with Dr. Hazel about
on the floor.
a specific piece needed for the Gate of
• Blaster Marks: Missed shots,
Infinite Stars. Schematics and photos
scorch the walls.
will show the Augmentable Destabilizer.
• Writing is on the Walls: In blood
• Dresser: Atop a tall dresser is a
it says The End Is Near.
terrarium with a live würm as thick as a
• Ransacked: Footlockers
hamster, but four times its length.
upturned, clothes strewn about,
Inside the tank is a ceramic house with
photos among the debris.
a nameplate that reads “SPIKE.” Roll on
the würm chart to determine which type
I1. Personal Escape Pod
of nasty this one is.
• NORTH: Glass window looking
J. COMMON AREA
out into space.
Loud conversations echo. The Raider
• WEST: Hatch to corridor.
crew is consuming everything they
can, trying to make the itching of the
blisters in their throats relent. All
but 1 Raider is in this area.
• Cabinets: Doors all open, has
O. CREW QUARTERS
been ransacked by the raiders.
Messy, clothes on floor, smells of
• Seating: Comfortable chairs
foot odor.
surround a large table meant for
• Footlocker: Pick 2 items from the
the crew.
General Equipment list.
• Kitchen: Beneath the cabinets
• Under Pillow: Under the pillow
is counter space for meal prep
is a starmap.
and cooking. It is a mess from
• NORTH: Hatch to corridor.
the Raiders.
• NORTH: Ramp down to lower
O1. Personal Escape Pod
level, corridor far north.
• WEST: Corridor to labs.
P. ENGINEERING
• EAST: Corridor to labs.
Hot and loud. This is where all the
• SOUTH: Ladder to manual
mechanics to keep the Conundrum
gunnery, hatch to engineering.
afloat are housed. A Raider is trying
to figure out why the starship has
K. CREW QUARTERS
stalled out and is adrift. The Raider
Clean, organized, smells of lavender.
is ranting and bitching to themself,
• Footlockers: Pick 4 items from the
distracted with the task at hand and
General Equipment list.
their festering blisters.
• Loose Wall Plate: Hidden behind a
• NORTH: Hatch to corridor.
loose wall plate Presence DR14 test are
• SOUTH: Hatch to thrusters.
2 Encrypted Tributes.
• SOUTH: Hatch to corridor.

K1. Personal Escape Pod

L. & M. DETOX CHAMBER


Cold, emotionless, small holes on floor
and ceiling.
• Locked Down: Once inside, doors seal
for 2 rounds as detoxing chemicals blast
through the chamber. Any external
transmittable contaminants will
be destroyed.
• WEST: Hatch to corridor.
• EAST: Hatch to corridor.

N. ENGINEER QUARTERS
Locked hatch. Inside smells of nervous
tension. Room is well kept.
• UNDER THE BED: Dax Slander is hiding
nervously under the bed. Presence DR12
test to notice him.

N1. Personal Escape Pod. In a box inside


the pod is the propulsion ignitor Dax
Slander removed from engineering to keep
the ship from flying.

Dax Slander Slim, lanky and scared.


Wearing a dirty engineering jumpsuit. If
threatened, will eject the escape pod. He
can fix the Conundrum in less than 2
minutes if he wants to.
HP 3 Morale 11
Ratchet Wrench (d4) 113
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
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.
• 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.

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.

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.

Salvaged
Salvaged Items
Items in
in Cargo
Cargo Hold
Hold (d8)
(d8)
1. NOTHING 5. 30 DAYS WORTH OF
PROTEIN STICKS
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
Lower
Level
q freezer
storage

r cold storage

s vacuum
storage

u u

T Cargo Hold

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

117
where do you
wanderd12
ABANDONED SHIP
1. Star
2.
NAMe

first
Barbaric
1. Stryker

la s t
3. Vorpal
xima C. There has to 2. Fighter
1. The lifeless moon of Pro among all the dead.
4. Death
3. Destroye
be something of value 5. Hollow r
tern “haven” on 4. One
2. Skulking about the wes 6. Rogue
Marauder’s Cryosfear. 7. Borg
5. Python
nthar X-13.
3. On the outskirts of Gru 8. Radian
6. Defend
er
st that surrounds the t
4. Lost in the Rotting Fore 9. Millenn
7. Rattler
Ma uso leum of THE Y. ium 8. Cruiser
than an astrosec away 10. Ghost
5. Nearly out of fuel, less 9. Razor
from The Bitter Void . 11. Dark
ring sects on an 10. Crush
6. Caught between two war Inte rnal.
12. Furiou
s 11. Fortre
er
exoplanet in the Ring s ss
13. Plagu
t aba ndo ned frei ghte r, the tech is e 12. Vulture
7. In a gian r see n. 14. Cignu
unlike any you hav e eve s 13. Toledo
discards of society 15. Whistl
8. Rummaging through the ges of Khallar. 16. Jolly
ing 14. II
on one of the Wa ste Bar
15. Ajax
er Void, all electronics 17. X1000
9. Drifting through The Bitt unnoticed. 16. Seren
shut down, hoping to go 18. Mystic ade
Y.
below the Mausoleum of THE 17. Entrop
10. In a hidden crypt deep .
19. Black
18. Musta
y
in the Bel t of Des pair
11. On a desolate asteroid 20. Infinit
y 19. Betty
ng
In the cou rt of King Sau le accused of theft.
12. 20. Dart

1. Last crew member of a Raider ship


20

slaughtered by The Grimm


2. Former Devout whose eyes are burnt
d

out emitting green smoke


1 The Core Reactor is still functioning,

impending doomd10
3. Ragged child covered in festering, neon-purple boils
WHO CONTACTS yOU

but is going to overheat very soon


4. Bot named R0Y-23, who is hooked on
jump drives loaded with malware 2 A ship filled with The Grimm
5. Old hag, draped in a blood-soaked wedding dress just showed up on the radar
6. Sacrifice who escaped a coven of The Devout 3 This vessel has a safety mechanism,
sealing all exterior entrances
7. Paranoid self-proclaimed king of the
vermin, rats in every pocket once boarded
8. Talking trash panda with a cybernetic arm 4 leakingA slow, undetectable gas is
that will poison those
9. Bent and twisted space wizard that rambles
of cracking “Tartle’s Conjecture” who breathe it
10. Net-kid unable to see what’s in front of them, 5 An asteroid is on a collision
course with this ship
only sees through AR goggles
11. Cryogenically frozen politician from 2045 6 A fire is spreading in the engineering
bay of the spacecraft
12. Escaped prisoner from an abandoned asteroid jail
13. Explorer claiming to have traveled through 7 something
This ship has been infested with
other than humanoids
the Hellmuth from an alternate universe
14. Ex-soldier who recently lost both arms in battle 8 The hull has been breached
and will collapse soon
15. Mute hermit whose tongue was cut out by a Harvester
16. Child twins with a sackful of glass jars 9 reactivate
Once boarded, the ship will
and start heading
containing small würms
17. Electronic voice transmitting through your radio towards The Bitter Void
18. Hologlyph randomly projecting from your Tribute 10 Attached to the outside of the
ship are Salazarites frozen
19. An animated human skull with the mark of Fatuma
carved on its forehead from deep space
20. Through sweat-filled dreams in the night
Who/What dwells
there now [d12] 9. Explorers who have a
5. Small horde of Astro piece needed for The
1. A drunken captain who Zombies trying to helm
has lost their mind to Gate of Infinite Stars
the ship currently battling a
the horrors that has
occurred on their ship 6. Experimental pack of Wör Hounds
cybernetic animal 10. Creeping grey ooze
2. Full crew of bot hybrids who have
assassins programmed broken free of their
eating away at
to annihilate anyone everything it touches
cages
who boards the ship 11. Unscrupulous Raiders
7. Crew of Harvesters
3. Coven of The Devout looking for their
stuck in the drift
intent on destroying next score 12. Large, pulsing,
The Gate of Infinite iridescent eggs
Stars 8. Tech-heads, attached to the
completely strung out ceiling by slimy
4. Infestation of and looking to score
carnivorous rabid some sweet nanotech
mucous
vermin no smaller
than large dogs
l Activivee
1-22SStiltill Act ed, be
1-
usee(d(d4)4)

s
caus

S t a t u [[DD66]] 33-6 -6AAba


1.
band
1.OOve
22.. A coA co
oned, beca e Grimmmm
ndon
verc om
rcome
mmpl
pl
e
et
et
by
by Th
Th
eeblbloooo
e
db
G

orsu
fuelelor
ri
athh
dbat
supp liess
pplie
33..RRan anou offu
outtof

SAMPLE
de st ru
ruct
ct
selflf dest

d20
44..SSet etononse

DISTINCTIVE
FEATURE [d12] Rooms
1. Floor covered in a sticky neon pink goo 1. Covered in singe marks
2. Sick bay has arms and legs of various 2. Overwhelming stench
creatures hanging on meat hooks 3. Immaculately pristine
3. Disruptor vessel, no Tributes will 4. Slime covered
activate on board 5. Human remains lay in a corner
4. Ship is self-aware, it goes by the 6. Cracks in the wall
name Gravy 7. Green smoke seeping through vents
5. The shed husks of two large würms 1. Causes temporary blindness
are in the bridge 2. Smells of rotten eggs
6. All corridors are filled with thick, 3. Induces vomiting
purple webbing 4. Strikes fear into your heart
7. Mess hall is filled with starving prisoners 8. Altar to THEY made of human remains
all tethered together by chains 9. Drawings of the six Great Würms litter the floor
8. Lonely passenger has control of the 10. Partially charged techno-tablet projecting
com system pretending to be a ghost The Endings in hologlyphs onto ceiling
9. The Endings have been scrawled in 11. Floor covered in blood
feces along the ships walls 12. Walls covered in blood
10. Teleporter is functioning randomly, 13. Ceiling covered in blood
bringing mutated animals on board at 14. Poorly made traps fill the room
regular intervals 15. Locked crate
11. The Bridge is covered in a thick layer of 16. Freezing cold
almost dried blood, the captain is in 17. Door sticks once opened
their chair eviscerated 18. Claw marks line the walls
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
explosive cocktails
119
COMBAT
Initiative d6 MELEE DR12 Strength
1-3 Enemies begin 4-6 PCs begin RANGED DR12 Presence
Individual: Agility +d6 DEFENSE DR12 Agility

CRIT (NATURAL 20) FUMBLE (NATURAL 1)


Attack: 2x damage, reduce Attack: Weapon breaks or use
armor protection one tier. fumble chart.
Defense: PC gains a free attack. Defense: PC takes 2x damage,
armor reduced one tier.

ARMOR 1. 2. 3.


TIERS -d2 damage -d4 damage -d6 damage
-2 on Agility -4 on Agility
& defense tests, -2 on
Broken tests defense tests
At Zero HP You are Broken d4
1 Fall unconscious for d4  Rest
rounds, awaken with d4 HP. Sit for a while d 4 HP
2 d6: 1-5 = Severed limb, reduce Sleep for a full night d6 HP
Agility by 1.
6 = Lost eye, reduce Presence No food or drink? 0 HP
by 1. Can’t act for d4 rounds 3 days without food or d rink?
then become active with d4 HP. lose d4 HP/day
Infected by a würm? + 1 HP
:

3 Hemorrhage: death in d2 hours


unless treated. All tests are DR16 each day w ithout food
the first hour. DR18 the last hour.
4 d4: 1-2 Loss of eye, reduce Battery Charging
Presence by 1.  Hold 24 charges.
3-4 You are very Dead.
Plugged-in recharge 3 charges/hour
At Negative HP - You are super Dead Solar charging 2 charges/hour

ABILITIES and Tests


AGILITY Defend, balance, float, swim, flee
PRESENCE Perceive, aim, charm, use tech/pilot,
wield Neuromancy
STRENGTH Crush, lift, strike, grapple
TOUGHNESS Resist poison/cold/heat, survive falling
120
IND
RULES
Abilities 40
Advancemen
Armor 47
Carnitious
t 54

68
CHARTS
Adventure D
Adventure Sp
etails 118
arks 116
EX
NASTIES
43
Cataclysm ic Battle Scars
ns 82
Condemnatio Cataclysmic ns 82
Character C
reation 22 Condemnatio Animals 86
Combat 56 Combat 120 Astro Zombi
es 88
sures IFC
The Cruor 70 Cosmic Trea Big Würm 90
gions 80
The Devout
36 Doomed Le Cyphalite 92
44
iosyncrasies
Emo|Bot 34 Irritating Id The Grimm
94
uth 42
Encumbrance
48 Misspent Yo Rage Bot 96
The Ending
s 20 Morale 59 Parasitic Sp
urs 96

Equipmen t 49 Name IFC Salazarite 98


53
Favors 50 Neuromancy Sludge 98
ips 84 rs 108
The Grimm
66, 94 Random Sh Space Raide
the Dead 1 nt 100
The Harvest
er 38 Steal From Void Revena
Hit Poin ts 41 Tests 120 Wör Hound
101
kery IFC
Intro Adven
ture 104 Traps & Tric
maniac 28 Tributes 64
Lost Techno
24
MAnchiNe
Morale 59
Neuroc 72
Neuromancy
Pharmaceutic
53
als 60
the universe
The Belt of
Despair 14
102 id 17
Quick Rules The Bitter Vo 12
74 of In finite Stars
Ramethus The Gate
h 19
Reaction 59 The Hellmut
Rest 58 Lore 4
Cryosfear 17
The Rot 76 Marauder’s
26 of They 13
Soul Survivor Mausoleum
, 84 12
Starships 58 Proxima B
pment 45 l 18
Starting Equi Rin gs Eter na

Tergus 78 Starmap 10
s
Tests 56 Waste Barge
of Khallar 15
Tributes 64
Merc 32
Treacherous
chemist 30
Twisted Bio
Weapons 46

You might also like