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Welcome To Grimsbury Free Players Guide v3

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0% found this document useful (0 votes)
83 views72 pages

Welcome To Grimsbury Free Players Guide v3

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/ 72

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~ Free Player’s Guide Table of Contents ~


Character Creation 4

Archetypes 5

Skills 15

Talents 26

Finances 27

Skill Checks 29

Magick 33

Combat 39

Damage 46

Healing 47

Stress & Stress Checks 48

Setting (HERE) 50

Grimsbury Town 51

Grimsbury Region 54

Setting (THERE) 58

Personalities 60

Ley Lines 63

Gates 63

Playing The Game 64


Welcome to Grimsbury Free Player’s Guide Safety 67
Conceived and written by Chris Chaudruc
All contents are Copyright 2023. Credits 68
Published by Ubique Publications
All rights reserved. Character sheets 70
Free Player’s Guide Fourth Edition, 2023 Regional Map 71

Welcome to Grimsbury Deluxe Rulebook 1


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Introduction
Welcome to Grimsbury is a tabletop roleplaying game of folk horror, occult activity, errant
scientific experimentation and otherworldly encounters.
Set in the fictional English region of Grimsbury during the postwar 1950s up to the 1990s,
players take the roles of visitors to the Grimsbury region, investigating, adventuring and
working to survive the forces arrayed against them.

Fans of The Wicker Man, Dr. Who, Children of the Stones and Folk Horror Hauntology will
feel right at home in Grimsbury. It might be the Go-Go 60’s in “Swinging London” but out
in Grimsbury things are odder, more sinister and the mystery is
waiting to be discovered. Cue the Soundtrack… or Spotify playlist.

Play a character using the supplied Archetypes. Or create your own Archetype by
customising your Skills, Talents and Abilities. Explore unknown places, investigate,
encounter and try to survive uncanny forces and beings from HERE and (THERE).

This Free Player’s Guide


This third edition of the Free Player’s Guide contains the essentials needed to play a session. Additionally you need
players willing to delve into the world of Grimsbury with open minds and the willingness to trust each other around
the table. You need a Counselor to guide the story and the action. And you need a pile of six sided dice and paper
and pencils (with erasers) to keep track of the game. Included in this guide are sections covering:
● Character Creation including five character archetypes and 16 skill descriptions and 20 talents.
● Rules & Mechanics for skill checks, combat, Magick, Stress and other areas
● Overview of the Grimsbury Setting - both HERE and (THERE)
● Character sheets

If You Like This Guide - Get The Deluxe Rulebook


The Welcome to Grimsbury Deluxe Rulebook includes deeper content
around character creation and the locations and personalities
that make Grimsbury unique.
● Additional archetypes including Sorcerer, Witch, Commando and
many more.
● More talents for character customization
● A more detailed Magick system
● Magickal Items and Tomes
● A deeper dive into the Grimsbury setting with many new uncanny
locations
● Expanded details on personalities that one might
encounter in Grimsbury
● Dozens of tables for creating your own adventure
seeds, random encounters and many other occurences.
Drama and Threats - seeds to help spark your
ongoing play
The Deluxe Rulebook is available as PDF for purchase at DriveThruRPG.com
POD Version coming soon

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Grimsbury In a Nutshell

Ancient Albion Magick & Folk Horror


In Grimsbury, Magick is real and the old ways are the better ways. There are whispered rumours of
legendary entities appearing amid full moon rites. Annual harvest celebrations take on a menacing
air as masked residents prowl the streets. Summoners call to spirits and summon them forth to do
their bidding.

Ley Lines, Gates, Standing Stones & Magickal Locations


Geomancy - magickal earth energy - flows through Ley Lines around Grimsbury - a major nexus for
this power. Those that can harness this energy can transport themselves to other locations and
other dimensions. And the standing stones are more than mossy echoes of the past - they whisper
secrets and grant power to those that listen.

Here & (THERE)


The barriers between this reality HERE and a stranger realm (THERE) have rubbed thin over the
millennia. This had led to overlap and bleed-through between the two realms. (THERE) is
populated by powerful entities and otherworldly creatures driven by their own goals and morality
outside of our understanding.

Errant Scientific Experimentation


The first domestic UK nuclear power plant went online in 1957; right down the river from
Grimsbury. The scientists from Germany, Russia and the U.S. who helped to design and built this
Facility had aspirations to do much more with this source of raw power. The mice were teleported
but where did they end up?

Wyrd Personalities
Grimsbury is a crossroads for odd characters from Here and (THERE). Walk into any pub or down
side streets and you will surely encounter one of these personalities. Some might have a piece of the
puzzle or at least a nudge towards the next destination as players attempt to explore and survive
Grimsbury.

Secrets & Lies


Grimsbury is full of factions and groups that have their own goals and morality. These groups
might assist or hinder the players depending on the circumstances. Don’t expect to get the full
truth from anybody and sometimes the goals of the players fit into greater plans in unforeseen
ways.

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Character Creation

Your character is your alter-ego in the world of Grimsbury. The following facets help you define, customize and
personalize your character to be exactly who you want them to be:

Age Ability Scores Archetype Talents Skills


Determines starting Five ability scores - Pick one from this Gives your character Fight, Heal, Sneak,
attribute and skill Strength, Agility, Ken, guide or create your unique options Influence, Magick?
points Connect, Mysticism own during play

Luck Stress Reputation Finances Character Points


Burn luck for re-rolls Mental, emotional Are you known? Determines what Used to boost your
or to retcon an state and your What are you known resources you have character as you
action physical reactions for? available grow and advance

Age
The age of your character determines starting Ability Scores, Skill and Luck Points and Financial Level bonus.
Ability Points can be spent to boost your 5 Ability Scores and to raise your Financial Level.
Skill Points can be assigned to the 15 General Skills and Special Skills which are more expensive.
The older you are - the more skills you have but age has probably dulled some of your abilities and you know you
burned a few Luck Points by your 50’s.

Age Ability Points Skill Points Luck Points Finance V2 Ability Points V2 Skill Points

Young < 25 15 Points 8 Points 3 Luck Points +0 12 Points 8 Points

Adult 26-50 13 Points 10 Points 2 Luck Points +1 11 Points 9 Points

Old 50+ 11 Points 12 Points 1 Luck Points +2 10 Points 10 Points

NOTE: For a “crunchier” version of character creation use the V2 point columns. This keeps your
characters a bit closer to the “normal” side of things and less “heroic”.

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Ability Scores
Your character’s strengths and weaknesses are described with the five Ability scores below - each has a value
between 1 and 10. During character creation, assign no less than 1 and no more than 5 points to any Ability Score.
NOTE: Mysticism starts at 0 and - depending on your character Archetype - might remain at 0.

STRENGTH (STR)
Raw muscle power, lifting, close-quarters fighting, speed, climbing and endurance.

AGILITY (AGI)
Aiming, Shooting, Throwing, Fine Motor Skills, Making and Crafting.

KEN (KEN)
Historical Knowledge, Specialised Knowledge, Detection, Perception, Mental Will & Grit.

CONNECT (CNX)
Ability to connect with and manipulate others. and Self-Awareness. Healing.

MYSTICISM (MYS)
Ability to understand and harness Magickal power. NOTE: Starts at 0. Not all Archetypes have this Ability.

Character Archetypes
Create and play any character you want. An occult obsessed nuclear scientist who works late? A high school goth
who knows how to go (THERE)? An itinerant forager with a sharp knife? A nosy reporter who always squeezes the
story out of someone? Go ahead and create those characters. The 6 archetypes included in these rules are just
suggestions and can be modified - working with your Counselor - to represent any kind of character you want to
play. Feel free to extend this framework as you see fit. We have the following archetypes defined below:

★ Private Investigator ★ Walker*


★ Army Grunt / Soldier ★ Commando
★ Hedge Witch / Warlock - Gutter ★ Sorcerer*
Mage* ★ Paranormal Researcher /
★ Mystical Scholar Debunker
★ Burglar ★ Beatnik / Flower Child
★ Agent ★ Witch / Warlock*
★ Archaeologist ★ Priest*
★ Reporter ★ Aristocrat
★ Summoner* ★ Politician
★ Potion Maker*

* Denotes Archetypes that can leverage Mysticism and Magick.


Available in the Deluxe Edition

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Private Investigator

Skilled at interviewing subjects, pulling out details from


their stories and piecing together a possible scenario to
pursue. Also adept at viewing a room or space and
developing a possible narrative about “what happened here”.
Typical activities - Conducts Interviews of Suspects or
Connections, Detection of Clues, Spotting Hidden Spaces or
Items, Following / Tailing, Photography, archival research.

Typical Activities: Question witnesses, Interrogate suspects,


search a room for clues, search a database for odd patterns,
search a stack of files for something that stands out. Follow a
suspect, photograph activities, piece together the puzzle.
Document the case.

Archetype Factors

Attribute Bonus or Penalty: CNX +1

Skills Bonus: Detect Level 2

Possible Flaws: Fixated on a certain narrative and trying to make everything fit. Conspiracy theorist - everything
fits the conspiracy. Mysteriously lost somebody close to them - always searching. Has a nemesis - an old enemy
recently released from prison. Has an addiction - needs to score. Morally ambiguous.

Archetype Talents:

Photographic Memory - look at a room or any scene and memorize it like a snapshot for perfect recall later

And just one more thing - the ability to get anybody to answer just one more question. Once per day per individual.

Tracker - when pursuing a suspect get a 2D bonus on your Detect and Follow The Trail checks

Stool Pigeons - you have a network of informants that you can ask to gather intel for you. Only one open request at
a time. Will get an answer in 2-48 hours. Will cost money.

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Army Grunt - Soldier / Veteran
A Grunt is a soldier who does their duty - and beyond - under
the most adverse situations. Soldiers tackle tough tasks and
can cover long distances carrying heavy loads. They can wait
patiently for days and weeks before being called into
explosive action.

A Veteran is someone who has seen the front lines,


experienced the chaos and terror of war and come back to
everyday life still carrying those experiences. Your character
might be a veteran of the first or second World Wars. Or you
might have been stationed in Northern Ireland during “the
troubles”.

Typical activities - Scouting a location, patrolling an area,


leading a group through the unknown, raiding a base,
fighting with firearms and heavy weapons, explosives,
waiting for orders.

Archetype Factors

Attribute Bonus or Penalty: STR +1, KEN -1

Skills Bonus: Endure Level 1, Fight Close Quarters Level 1, Fight Ranged Weapons Level 1, Will Level 1

Possible Flaws: Dishonorable discharge for fighting - a hothead. PTSD might paralyze this character if they
encounter triggering situations or stimuli - real or imagined.

Archetype Talents
Reloading! - Reloading a firearm only takes a Minor Action not a Major Action.

Snapshot - Use a minor action to shoot a firearm a second time during a combat turn. No bonus dice applied. 2D
penalty to the roll.

Knife Thrower - Range for thrown knives is doubled and gets a 2D bonus to hit. Requires: Fight - Blade > 0

Iron Fist - First unarmed strike in any encounter will do double damage

Medic! - Apply First Aid with a 2D bonus. Requires: Heal / Console > 0

Sharpshooter - Long range sniper, range is extended, gun damage is doubled plus add your AGI skill levels to
damage. You can aim for specific targets such as a head or a held weapon or the lock on a door or anything you
can see in your scope. Requires Fight Ranged Weapons 2+, Finesse 1+

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Hedge Witch/Warlock or Gutter Mage
A Hedge Witch (or Warlock) is a Magick practitioner
who is self taught or learned informally from another
Magick user. They are not affiliated with an
established coven and are solo operators or work with
just a handful of friends.

They usually have strong natural talent that bubbles up


during moments of extreme stress or emotion. They
are powerful but can lose control. Usually descended
from a powerful Witch or Warlock hiding somewhere
in their family tree.

The term “Gutter Mage” is a demeaning term - fighting


words from a condescending Magick user.

Typical Activities: Day to day Magick. Cure a hangover


or shoplift a new outfit. Resurrect a pet dog or heal a
sprained ankle.

Archetype Factors

Attribute Bonus or Penalty: Magick allowed, MYS +1, STRESS POINTS -1


Skills Bonus: Choose 2 areas of Magickal Focus with a starting level of 1 each.

Possible Flaws: Established Covens do not like Hedge Witches in their territory or hanging around. They will use
magickal annoyances to move them along. Possibly on the run from a coven. Possibly angered someone or a
Faction - has an enemy. Possible Addiction, or Mental Health Issues, Abusive upbringing. Selfish or Narcissistic.

Archetype Talents

Spell Slinger - knows offensive ranged spell attacks. Can add RANGED FIGHT skill dice to MAGICK CHECKS
where appropriate.

Boosted! - can trade a HEALTH POINT for increased Magickal effect.

Shimmerslip - once a day - as a Bonus Action - they can slide between dimensions) with anybody or anything they
are touching and instantly reappear in a spot they can see up to 100 feet away .

Leech - can absorb Magickal energy from Ley Lines, Objects or individuals to recharge Magick Points

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Mystical Scholar
A student of the arcane arts. Started with Lovecraft then
ordered some tomes from rare book dealers. Maintains a
network of scholars and they trade theories and
knowledge. Might be a “Professor of the Classics” or a
“Antiquities Linguist''.

Magick is very theoretical - practical Magick is not done


accessible to the Scholar - no spell casting or ritual
casting. Something is always blocking that mystical flow.
However they can understand and use Magickal items.

Typical Activities: Recognize Magickal items and the


ephemera around Magickal practice. Can try to read
Magickal writings and produce translation of Magickal
books and tomes. Very good at research.

Archetype Factors

Attribute Bonus or Penalty: NOTE: Practical Magick not allowed. KEN +1, STR -1, MYS +1
Skills Bonus: Magick Focus- Magickal & Occult Research Starting Level 2, Detect Starting Level 1, Ken - Focus - pick
an area with Starting Level 1.

Possible Flaws: Greedy for knowledge, the possibility to grab a tome, object or some other way to extend mystical
knowledge might cloud their judgement. Conflict averse, might be a coward and flee. Might try Practical Magick
with the possibility of horrible consequences. Possibly possessed by a spirit or exposed to the unknowable.

Archetype Talents

Library Science - can find relevant information faster than most. Research time is halved and you get an additional
nugget of knowledge from your research topic.

Pattern Recognition - when looking at unknown languages and writing - will have a 2D dice advantage at
identifying or translating those texts

I’ve Read About This - deep knowledge about otherworldly creatures, spirits and entities. 2D bonus dice for KEN
rolls when trying to understand these creatures or phenomena. A roll with 3+ successes and they have read about a
weakness or strength or get another nugget of detail.

Networked - you can ask your scholarly circle one question a day by phone or mail. Will usually get a correct
answer back in 2-48 hours.

Photographic Memory - can look at maps, texts, scrolls, tablets or any writing and diagrams and have perfect recall

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Burglar
The Burglar is the sneaky trickster. They might be a
traditional thief - stealing a relic from a locked bedroom
safe. Or they might look like nobody and slip into an office
to grab sensitive files before stepping out for a smoke.

They might shimmy up a tree to silently slip into a


hospital window or they might pull up in a Postal Van to
deliver a package that expels sleep gas. They might plan
and execute their capers with precision or just bop you on
your head - take your keys - and help themselves. Same
outcome - different methods.

Typical Activities: Case the spot, create an infiltration


plan, set up a distraction, sneak in, grab the goods and get
out. Use misdirection and disguise. Change accounting
records, update computer files, hack into systems, pick
locks, crack safes, use a disguise kit.

Archetype Factors
Attribute Bonus or Penalty: AGI +1, CNX -1, LUCK +1
Skills Bonus: Sneak Starting Level 2, Skill Specialization Infiltration Starting Level 1

Possible Flaws: Covetous for a certain type of item and it might cloud their judgement - like stamp collections,
antique firearms, timepieces or gems. Might be compelled to leave a “tell” to mark their work. Might have a police
record, a cop walking the beat might recognize them. Might have stolen from an entity and have a bounty on their
head.

Archetype Talents

Nimble Fingers With minimal tools you can pick almost any lock made by human hands. Get a 3D bonus on related
checks. Requires: Finesse 2+

Safecracker Your experience has taught you how to listen to lock mechanisms, their tumblers falling and other
signs that help you open almost any kind of safe. Get a 3D bonus on related checks. Requires: Finesse 2+

Get Away Clean- pursuers have a 2D penalty at tracking, spotting or following you as you escape.

Chameleon - you blend in wherever you go, others get a 2D penalty if actively attempting to spot you in a group
setting, 2D bonus if attempting to hide for relevant checks.

Know a Guy - you have a network of scrappy connections that can hook you up with almost anything. Put the word
out and something will happen within 2-48 hours.

Wheelman - You get the 2D bonus on any Driving moves. You can hotwire any automobile once per day.

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Agent
This character might work for an obscure government
agency like the Chimera Taskforce or the agency might
not even have a name. They might work for a Faction -
as someone who “gets things done”. Could be a planted
employee in the bank or The Grimsbury Facility
operating under deep cover. Might be a sleeper agent
waiting to be activated by a certain codeword. They
know their mission and are honour and duty bound to
execute.

Agents know about (THERE) and are aware of the


otherworldly entities that walk among us. Some Agents
might have Magickal talents.

Typical Activities: Gathering intelligence, Tradecraft.


Surveillance, Investigation, Documentation,
Acquisition, Nullification. Infiltrate the cult. Sabotage
the device, plant the bomb, kidnap the target, eliminate
the threat, send a message, deliver the package.

Archetype Factors

Attribute Bonus or Penalty: CNX +1, AGI +1, LUCK -1

Skills Bonus: Fight Ranged Weapons Starting Level 1, Detect Starting Level 1, SneakStarting Level 1

Possible Flaws: Has a nemesis who seeks to thwart their efforts. Impulsive, might act without thinking through the
consequences. Has enemies who plot revenge. Identity loss, the mission is their identity - what happens when the
mission is over? Amoral - sacrificing 100 souls to save 1000 is a good outcome.

Archetype Talents

Information Extractor - Any Investigation or Interrogation checks are made with a 1D bonus
Master of Disguise - Use of a disguise kit allows the character to impersonate or blend in - add 2D bonus to any of
these checks. This includes vocal mimicry.
Unphased - Stress Checks are made with a 1D bonus
Under the Wire - you can get into places others can’t. Add 1D bonus to Infiltration checks. (Requires Infiltration
Skill Specialty)
Wheelman - (see Burglar Talents)

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Archaeologist
The Archaeologist has a background in academic research
as well as field “dig” experience. They can examine ancient
artifacts, scrolls, rubbings and obscure writings to attempt
to piece together past civilizations and their practices. With
this knowledge in hand they can go onsite and conduct the
fieldwork necessary to unearth the past.

Sometimes fieldwork requires subterfuge and a certain


amount of grit and scrappiness. Getting permits, access and
permission from landowners is always tricky.

Archaeologists have a wide global network of colleagues,


competitors, diggers, fixers and transporters to leverage for
their craft. This network might also include forgers, fences,
smugglers and mercenaries. But to the victor go the spoils…
and the professional credit and reputation.

Typical Activities: Historical research, ancient languages,


cartography, land surveying, brokering, fencing, smuggling,
organising the dig, identifying artefacts, invoking the power
of the artefact, publishing the article.

Archetype Factors

Attribute Bonus or Penalty: KEN +2

Skills Bonus: Detect +1, Focus - History +1, Focus - Archaeology +1

Possible Flaws: Most Archaeologists believe in the higher goal of advancing human knowledge - but just barely.
Gaining the professional glory of unlocking an unknown part of human history or discovering a treasure laden
tomb is always calling the Archaeologist out of the library and into the field. An Archaeologist might be greedy or
covetous or have a rival. They also might be cursed from a past encounter. They might hate the field and want to
be shut in the library. They might sell part of what they find on the black market to fund their lifestyle.

Archetype Talents

Obscure Reference - Once per day the Archaeologist can glean a piece of relevant information from some historical
relic, writing or object as fits the storyline.
Boots On The Ground - The Archaeologist is versed in intense fieldwork such as organizing Digs, Survey Trips and
Relic Hunting, etc. Speaks the local language - Easy to find a foreman, workers, permits, etc.
Bookworm - The Archaeologist gets a 2D bonus when looking for specific information within a relevant library or
data store. If the information isn’t there to begin with - the Researcher talent won’t make it appear there.
What is this thing?- knows about thousands of different relics, their history and usage. Receives 2D bonus on all
checks to identify an object.
Exact Replica - knows how to use ancient materials - or make newer materials look ancient - to create exact
replicas of items such as tablets, scrolls, weapons, etc.

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Reporter
Some reporters work for the newspapers or radio news
service, others are freelance and dig around trying to get a
scoop to sell. They are skilled at researching, investigating
and gathering details from witnesses around the story.
A reporter might also be a photographer. Someone who is
documenting bombed out slums for a photo essay or
taking candid “street life” photos for a future book they
plan to publish.
Reporters have to turn in work to get paid and the bigger
the headline - the bigger the bounty. Finding some odd
stories from the countryside could be a real meal ticket!

Typical Activities: Out in the street chasing down leads and


witnesses or digging through files at the local library.
Photographing a clandestine meeting that supposedly
never happened. Writing up the story, presenting the
news. Pointing to a weather chart and saying words.

Archetype Factors
Attribute Bonus or Penalty: CNX +1, KEN +1, STR -1

Skills Bonus: Persuade +2, Detect +1

Possible Flaws: That big story made a big enemy, Can’t stop taking photos, Annoying - Persona Non-Grata in most
nice places, Doesn't know when to quit, Burned a source and has a bad reputation, Got it right once and thinks
they are the smartest in the room

Archetype Talents

Photographic Memory (see Private Investigator)

And Just One More Thing (see Private Investigator)

Know a Guy (see Burglar)

Library Science (see Arcane Researcher)

Power of Press When investigating a story and rolling to get details or persuade someone, the Reporter can invoke
Power of the Press and if appropriate, get a 2d bonus on the roll.

Nose for the story - can always find something odd or interesting to report on and get paid

Follow the Trail - can get a sense of what the next step should be

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Building Your Own Character Archetypes
Don’t see an Archetype you like? Work with the Counsellor to develop your archetype and think about your new
character in the context of the models provided here - does it seem too strong? Too weak? To create your own think
about what makes that certain character archetype distinct.
★ What defines this new Archetype - what activities or focus does it have?
★ Can this Archetype use Magick?
★ What Attribute Score(s) would get a bonus or a penalty?
★ What Skills would you start with? If they don’t exist - make up new Skills.
★ What Skill specialty would you start with?
★ What might be archetype-specific talents you could adopt - feel free to pick from any of them described here
or make your own.
★ What flaws might this character have?

Appearance
What do others see when they look at you? What are you wearing? How do you move? Hat? Shoes? Watch? Pins?
Patches? Accessories? A cane? A backpack? Slippers? Do you have different modes of dress or presentation? A
tattoo on your neck? Missing a finger? Weight, Gait and tics. This is more than your hair and eye color and weight.
Close your eyes and imagine your character and write down all you see.

Backstory Relationships
Questions to help flesh out your character: Answer these questions to help define what brought
1. Where were you raised? your characters together in the game. This narrative
2. Public or Private School? can help the Counselor weave in hooks from the past
3. Rich or Poor? into the present-day gameplay.
4. Relatives? 1. Who knew whom first?
5. Friends? 2. Who is loud?
6. Passions? 3. Who is quiet?
7. Hobbies 4. Who pays?
8. Goals? 5. Who hired whom?
9. How do you die? 6. Who owes what to whom?

Gear
Most gear carried by a character are everyday items. A pen, a pad, a watch. Feel free to pack things that add flavor to
your character like a Rubix Cube, a multi-tool or a flowered headband.

Some gear can help with skill checks. A magnifying glass, a telescope, a coil of climbing rope, a lockpick set,
rollerblades etc. These will contribute 1-3 “gear dice” to the dice pool for relevant Skill Checks depending on the
situation and gear type and how the Counselor sees the usage.

Worn Carried Owned


Hat / Cap / Crown / Tiara Flask / Canteen Cocktail Shaker
Goggles / Glasses / Monocle Pocket Knife / Butcher’s Knife Silver Tea Set
Uniform / Military / Police / Fire Camera / Tape Recorder Silver Ice Bucket
Gloves (Work, Winter, Fashion) Cigarette Lighter Watercolour Painting of Ocean

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Necktie / Cravat, Kerchief, Scarf Cane / Walking Stick Oil Painting of Dark Forest
Patches / Buttons / Lapel Pins Timepiece Paintbox & Easel
Vest / Stab Vest Coiled length of rope Darkroom
Shoes / Boots Cudgel / Cane Sword Library of Books
Raincoat / Duster / Lab Coat Wire Luggage
Peacoat / Tactical Outerwear Handcuffs Hunting Trophy
Suit (Tweed, Flannel, Business) Prybar Antique Weapons (Blade or Firearm)
Skirt Fountain Pen Modern Weapons
Helmet (Motorcycle, Work) Chalk / Marker Radio or Television
Backpack / Messenger Bag / Satchel Compass Automobile
Utility Belt / Bandolier / Pouches Notebook / Diary Family Portraits (Paint or Photo)
Flowered Headband / Bandana Lockpick set Stamp Collection
Black Turtleneck Sweater Multi-tool Collection of Antique Coins
Blue Denim Dungarees / Coveralls Telescope / Binoculars Porcelain Figurines
Bloody Apron Magnifying Glass Piano

Skills
Each Attribute has three Skills mapped to them making up 12 Core Skills.
Skills and Skill Specializations help define your character and develop specialized play styles.
Your character gets skills through their Archetype and by purchasing them during character creation.

Purchasing Skills at Character Creation


Each level of a skill costs that number of skill points. Skill levels are increasingly more expensive.
★ Level 1 of a skill costs 1 point, Level 2 of a skill costs 2 points etc.
★ To start with a skill at Level 3 - the player will need to acquire Level 1, Level 2 and Level 3 for a cost of
1+2+3 = 6 skill points to achieve that starting level.
★ To upgrade a skill from Level 1 to Level 3 - Level 2 must be purchased for 2 points then Level 3 can be
purchased for 3 points, a total spend of 5 points.

Skill Specializations
Some skills require the player to choose a Skill Specialization. This can sharpen character definitions and give them
unique actions and abilities. Players can invest in their base skills to unlock Skill Specializations for certain skills.

★ Not all of the core 12 skills have Skill Specializations


★ A character can have multiple Skill Specializations under a core skill.
★ Some Skill Specializations can scale up beyond a single level and provide additional benefits.
★ Some Skill Specializations have additional requirements before a character can use them.
★ Use the Skill Specializations here to feed your own ideas on how to expand base skills

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NOTE: No skill or skill specialization can be higher than 5 at character creation.

EXAMPLE: Alex wants to have Fight - Close Quarters at Level 2 so they spend 3 Skill Points. Now
they can have both Martial Arts and Blade Fighting as Skill Specialties. If Alex wanted to add
the Skill Specialty Brawl, they would need to invest another 3 Skill Points to attain Fight -
Close Quarters at Level 3.

Skills tied to Strength (STR) Skills tied to Ken (KEN)


Endurance Detect / Observe
Climb Heightened Awareness ^
Run / Move Crime Scene Investigation ^
Swim Follow The Trail ^
Fight - Close Quarters Focus
Martial Arts ^ Pick a field of expertise ^
Blade ^ Will / Grit
Brawling ^ Motivator
Intimidate Mental Fortress
Dialled-In

Skills tied to Agility (AGI) Skills tied to Mysticism (MYS)


MYS starts at 0. Can use if Archetype allows Magick.
Fight - Ranged Weapons Pick a Magickal focus area ^
Firearms ^
Archery ^
Skills tied to Connect (CNX)
Knife Throwing ^
Sneak Read / Insight
Infiltration ^
Group Sneak ^ Persuade / Charm / Deceive

Smuggle ^
Heal
Finesse Field Medic / EMT ^
Drive Surgeon / Doctor ^
Art / Performance Therapist ^
Tinker / Craft / Make ^

^ denotes Skill Specialties that scale up with additional levels

Leveling Up Skills
Skills improve over time. The more your character uses a particular skill - regardless of the outcome - the faster they
can level up their skill level. Track skill usage during play sessions - depending on the outcome of the SKILL
CHECK apply the following points:

★ Successful SKILL CHECK: +2 USAGE POINTS


★ Failed SKILL CHECK: +1 USAGE POINTS

To move up a skill level - your character will need the number of USAGE POINTS equal to the next skill level x 10.
To go from a level 1 skill to a level 2 skill requires 20 USAGE POINTS. Once a new skill level is attained - the
USAGE POINTS for that skill are reset - starting back at zero.

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Core Skill Descriptions
The following are descriptions of the 12 core skills. Each includes an overview of when the skill is relevant and can
be used - however skills can be used in many creative ways - skills are not hammers, they are multi-tools.

ENDURANCE (STR)
A STR based skill - Endurance is about how a character can handle difficult ongoing physical
exertion like running long distances, swimming in cold water, handling extreme heat or cold and
dealing with a lack of food or drink. Endure gives a character the ability to carry more gear without
the Over Encumbered penalty. Also relevant when checking on pain from torture or other forms of physical
persuasion.

Failure
Your knees buckle and you drop the engraved stone to the ground - you can’t carry it anymore. You succumb to whatever
physical effect you are battling.

Minor Success
Even though you are being burned by a hot poker - you are handling the pain and you are not ready to speak the arcane
password that opens the gate in front of you. Fuck these Leprechaun junkies. You are comfortable being uncomfortable
and you can stand up to the physical abuse of whatever is affecting you.

Critical Success
Choose a BONUS effect applicable to the situation:
★ Give one success to another PC in the same situation as you.
★ Gain a +1 modification to a later skill roll relating to this check.
★ You’re hardened by the experience, and don’t need to roll to overcome the exact same
★ challenge in the future.
★ You impress someone

Endurance Skill Specialties


Climbing - trained in rock or mountain climbing. Get 1 + Climbing Level bonus dice when making climbing checks.
Running / Movement - long distance running, sprinting, vaulting across rooftops.
Swimming - comfortable swimming long distances in rough conditions.

FIGHT - CLOSE QUARTERS (STR)


Fight - Close Quarters is about dominating a foe with fists, clubs, knives or other means. From
brawling to martial arts - this skill is useful during up close Melee Combat. Each point assigned to
Melee Fight is put towards a Skill Specialization area such as Blade Fighting, Martial Arts or
Brawling. (NOTE: Guns and firearms use the Fight - Ranged Weapons skill under Agility.)

Failure

Your fist passes through empty air, your opponent is able to Dodge. It’s their turn…

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Minor Success
Your fist connects with your opponent’s jaw and they stagger backwards taking 2 damage. On a success your opponent takes
the damage specified by the weapon used.

Critical Success
Choose a BONUS effect applicable to the situation:
★ A chance your opponent is Stunned
★ A chance to knock them to the ground Prone
★ A chance to Disarm your opponent
★ A chance to take an Extra Action this turn
★ A chance to do Extra Damage
★ A Cinematic Moment that everyone witnesses or a Stealthy Move seen by nobody

Melee Fight Skill Specialties


Blade Fighting - trained in bladed weapon combat. Get 2 bladed weapon attacks per turn. Get +1 bonus die per level
when rolling to hit in combat using a bladed weapon. Add your Blade Fighting level to damage.
Martial Arts - trained in hand-to-hand fighting and grappling. Get 2 melee attacks per turn. Get +1 bonus die per
level when rolling to hit in melee combat. Can choose one of these moves instead of delivering a damaging blow:
stun, throw, grapple or push. Add your Martial Arts levels to damage.
Brawling - trained in ad-hoc fighting using whatever is within reach. There is usually something around or else use
your boot or belt. Get 2 brawl attacks per turn. Get +1D bonus per level when rolling to hit in melee combat. Can
choose one of these moves to make the combat more cinematic: head butt, kidney punch or knee to the groin. Add your
Brawling levels to damage.

INTIMIDATE (STR)
Using your physical presence and your strong physique you are able to Intimidate people into stopping
their action, answering your questions and telling the truth. The implied violence in your body language
is frightening indeed.

Failure
The subject does not like you and anybody with you. Everybody present gets a -2D penalty on future Persuade or
Connect checks. Additionally you look like a fool and get a -1D penalty on your next Intimidate check on any
subject.

Minor Success
Ralphie gulps as you tower over him, he reaches into his pocket and offers you the gold key - his hand shaking out of fear. Your
physical presence and implied threat of violence gets results. Keep in mind repeated use of Intimidate within a
community will eventually lead to a Black Mark on your reputation. Nobody likes a bully.

Critical Success
Choose a BONUS effect applicable to the situation:
★ You get more information that helps your understanding of the problem
★ The subject will do what you ask and will perform an additional minor action for you - like deliver a message or
drop something off
★ You get a +1D bonus on your next Intimidate check on any subject.
★ You get a +2D bonus on your next Intimidate check on anyone who witnessed your last Intimidate action.

Intimidate does not have any skill specializations

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FIGHT - RANGED WEAPONS (AGI)
Whether you are throwing a rock with a note tied around it through a window or attempting to use
firearms you are going to need RANGED WEAPONS skill. This is the ranged combat companion to
FIGHT. Gunslingers and Spellslingers will benefit from this skill. Each point assigned to Ranged
Weapons is put towards a Skill Specialization area such as Gun Fighting, Archery or Knife Throwing.
Save up your skill and character points to eventually unlock things like Sniper.

Failure
The rifle kicks against your shoulder but the glowing silver bullet goes wide slamming into the fence. The wolf-man turns to face
you under the full moon…. You miss your shot.

Minor Success
Gouts of cool Magickal Flame erupt from your upraised palms and arc into the spectral form in front of you - it recoils, clearly
damaged. Your weapon or Magickal attack is on target.

Critical Success
Choose a Bonus Effect applicable to the situation:
★ If possible, your attack affects another creature you wish to target. EX: a bullet goes through a creature and is
deflected to have a chance to hit another creature.
★ The attack does extra damage.
★ The attack or action is done silently - nobody notices.
★ You are in the zone. If Fight - Ranged Weapons is your next action you get a +1D bonus.

Ranged Weapons Skill Specializations


Firearms - trained in firearm usage and upkeep. Get 1D bonus To Hit per level of Gun Fighting. Add your Gun
Fighting skill level to damage.
Archery - expert with bows and crossbows. Your usage is silent and deadly, get a 1D bonus To Hit per level of
Archery. Get 2 attacks per round in combat with your bow. Add your Archery skill levels to damage.
Knife Throwing Expert with throwing knives, get a 1 die bonus To Hit per level of Knife Throwing. Throw 2 knives
per combat turn. If you hit, add your Knife Throwing skill level to your DAMAGE value.

SNEAK (AGI)
Sneak is about moving in an undetected or unremarkable way. Moving through an office where you
don’t belong - trying to look inconspicuous in the open. Creeping from shadow to shadow through a
park or silently climbing a tree. Sneak is about stealth and not being noticed. Useful in combat as the
Sneak Attack.

Failure
A twig snaps under your foot and you hear “Over there!” as lights start to bob in your direction. Your attempt to move
silently or hide was unsuccessful.

Minor Success
Carrying your coffee and a paper under your arm you walk past Reggie’s desk and casually pick up the red folder sitting there.
You nod to his co-worker - they nod back - you continue walking out the door. Your attempt to be unremarkable and blend
in worked. Your attempt to hide or move silently was successful.

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Critical Success
Choose a BONUS effect applicable to the situation:
★ You can give a bonus to those around you for their Sneak checks
★ If your next action is Sneak Attack you get a +1 advantage

Sneak Skill Specializations


Infiltration (REQ: SNEAK 2+ & DETECT 1+) +2D bonus per level of Infiltration on breaking and entering, sneaking,
avoiding security cameras, detecting traps etc.

Group Sneak - you can help 2 additional people with a +2D bonus per level of Group Sneak for checks on sneaky
activities. Each level allows you to help 2 additional people - level 2 allows you to help 4 people, etc.

Smuggle (REQ: SNEAK 1+ & PERSUADE 1+ & TINKER 1+) Package, hide and transport items or people. +2D bonus per
level of Smuggle.

FINESSE (AGI)
Finesse is about fine manual skills where the eyes, hands and body need to work together for precise
work. This covers crafting skills such as making fine timepieces or a bomb. Finesse covers art and
performance such as dance or music. Finesse also covers “fast twitch” activities like driving where split
second reactions mean the difference between staying on the road or hitting a tree.

Failure
You deftly lift the cover off the polished aluminium orb exposing a nest of wires and connections inside. You know from your
TINKER check you need to snip the BLUE wire but oops you snipped the RED <BOOM>. There are degrees of failure with
Finesse. On one end of the spectrum you know what you tried failed - the bomb went off - a tool broke - a
connection couldn’t be made - you spilled your ink bottle.

On the other end of the spectrum you failed but you might not know - the proof is in the pudding. The forgery looks
fine to you, the device you created should work - you never know until you try. This is up to the Counselor.

Minor Success
You snip the BLUE wire without jostling the hidden mercury switch, the red countdown clock goes dark, the LEDs blink out and
this bomb is inert. Your attempt to do something requiring precise manual dexterity was successful.

Critical Success
Choose a BONUS effect applicable to the situation:
★ If you are making something combined with Finesse - it is made exceptionally well and gives an extra Gear
advantage die.
★ Add an extra advantage die on whatever effect you are ultimately making, healing or trying to accomplish.

Finesse Skill Specializations


Drive - You are comfortable behind the wheel weaving through traffic and taking corners faster than most. 2D bonus
on Driving skill checks per level of Drive.

Art - Dance - Music - Perform You can paint, draw, sculpt, photograph. If asked to draw a likeness - it looks pretty
good. Or You can dance, play an instrument or perform. Pick your focus area. 2D bonus on relevant skill checks per
level of A-D-M-P.

Tinker You understand how mechanical things function and can fix them or craft new items using new or used
items. Get a 2D bonus on relevant skill checks per level of Tinker.

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DETECT (KEN)
A KEN based skill - Detect has many uses by players as they try to unravel mysteries and survive in
Grimsbury. Use Detect to scout any threats in the vicinity - anybody or anything sneaking up on you?
Use Detect to read a crime scene - any clues besides the obvious? Use Detect to read a situation or to
figure out which way your target went.
Failure
The street is deserted, the windows are dark - you don’t see or perceive anybody observing you. If you’d rolled higher you
would’ve seen that bit of movement in the shadows over there. Your attempt to Detect anything strange failed.

Minor Success
Out of the corner of your eye you see the glow of a luminescent watch face - someone is definitely in that alley over there. Your
attempt to Detect was successful.

Critical Success
Choose a BONUS effect applicable to the situation:
★ You learn more about the situation - the size of the group trying to sneak up on you or an extra clue
★ Nobody notices your attempt to Detect - nobody notices what you find. You keep it to yourself if you want.
★ You get an advantage die on your next similar roll.

Detect Skill Specializations


Heightened Awareness (REQ: DETECT 2+) Your senses are attuned to the slightest breeze, movement or out of place
item. For each level of Heightened Awareness gain +2D bonus for spotting hidden figures, items, doorways, air
drafts, ambushes, etc. Also applies to Combat Initiative. Loud, crowded situations (nightclub, city at rush hour,
factory floor) give you a -1 penalty die for the same checks - it’s too much stimuli.
Crime Scene Investigation (REQ: DETECT 2+) You can reconstruct the sequence of events and the number of people
involved when investigating a Crime Scene - yielding valuable information. +2D bonus for each level taken .
Follow the Trail (REQ: DETECT 2+, READ 1+) You can make out distinct footprints, shoeprints and movement patterns
through nature. And through a city based on common movement patterns - train and bus schedules, shortcuts and
alleys. +2D bonus to these checks per level taken.

FOCUS (KEN)
Focus is a skill that can be applied to a special area of study or knowledge. When you put a point
towards your Focus skill it has to be applied to a specific discipline. Example: Survival, Engineering,
Science, Electronics, Computers, Ancient Language, Archeology, Art. Make up your own Focus Area
and find creative ways to leverage it in the game. Combine Focus with other skills to build your own
Skill Specialties. Tinker + Focus > Explosives = Bomb Maker, Tinker + Focus > Forging + Magick
Enchantment = Magickal Weapons Smith etc.

Failure
You gently free a small vaguely humanoid carving out of the dirt and hold it up to the light - you’ve never seen anything like it
before. Alternately you might say “Ah ha! That’s a prehistoric fertility goddess idol.” and believe it - but you are
completely wrong.

NOTE: It is up to the Counselor whether you know you don’t know or believe something totally
false.

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Minor Success
The wires to the alarm system wind throughout the house, with your Focus on Electronics you are able to reroute them so that
your incursion will not trip the alarm. Your attempt to use your knowledge is successful

Critical Success
Choose a BONUS effect applicable to the situation:
★ You learn an additional piece of information.
★ You are able to apply your knowledge to create a greater effect. EX: when disabling an alarm system - instead of
disabling it just for the window - you can disable the whole system.
★ You can teach someone some of your focus and they will receive a +1 advantage on their next similar check.

Focus Skill Specializations (Examples)


Ancient Languages You have studied many ancient languages and can read and translate their texts. For each Focus
level gain 1D bonus for relevant skill checks.

Archeology You have led and participated in extensive archeological digs and research. For each Focus level gain 1D
bonus for relevant skill checks.

Paranormal Activity You have documented, researched and interviewed those who have encountered mysterious
paranormal activity. For each Focus level gain 1D bonus for relevant skill checks.

Survival You know how to snare rabbits, catch fish, forage mushrooms, build shelters and find water in a natural
setting. Stay dry, stay hydrated. For each Focus level gain 1D bonus for relevant skill checks.

Science You have spent time in laboratories running experiments and peering into a microscope. For each Focus
level gain 1D bonus for relevant skill checks.

WILL (KEN)
A KEN based skill - WILL is about mental fortitude, grit, determination, self-identity and confidence.
WILL can be shared with others in the form of Encouragement and Direction. Will is a component of
Stress Points - the more points of WILL - the higher your Stress Points.

Failure
You hear a voice in your head saying “the person next to you is evil and intends to do you harm… you must stop them” - you
turn to face your companion and lift your pistol to fire. Your attempt to overcome a mental challenge, a psychic
suggestion or the witnessing of something uncanny fails and you take the consequences.

Minor Success
You feel a presence pushing into your mind it wants to say something but you shake your head and clear your thoughts. Your
attempt to overcome a mental challenge is successful.

Critical Success
Choose a BONUS effect applicable to the situation:
★ You get a +1 against a similar Will check for the next hour
★ You are now aware of this challenge and it cannot affect you again
★ You can say something to someone who is facing a similar challenge and give them a bonus on their Will
check.

Will Skill Specializations


Motivator You can coach, support and push one other person (per level of Motivator) to get +2 bonus dice on any

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check, activity or save roll.

Mental Fortress You are immune to psychic attacks or control

Dialled In You can focus on the task at hand and for each level of Dialled In you can halve the time it takes to do
skill tasks (where it makes sense).

MAGICKAL FOCUS (MYS)


NOTE: Magickal Focus is only for character Archetypes that allow Magick.

Each point of Mysticism should have a Magickal Focus area tied to it. This allows a character to
choose which areas of Magick they want to practise - if they want to go wide on several focus areas
or deep into one or two areas.. This is a key skill for characters that want to use Practickal Magick
by casting spells, summoning creatures, enchanting items or creating potions. See Magick section
later in these rules.

Failure
You can feel the tingle of Magick from the diary you are holding but the blank pages reveal none of their secrets. Your attempt
to do something Magickal fails.

Minor Success
You hold the flowered teapot in your hands and concentrate - opening your mind to the ley lines flowing through the space -
your vision enters the pot and there reclining on a divan is a gentleman who asks ‘What do you wish for?’. Your attempt to do
something Magickal succeeds.

Critical Success
Choose a BONUS effect applicable to the situation:
★ If rolling for a possible Consequence - there’s a chance to remove a die from the roll.
★ You learn more than was expected.
★ The effect of your action is expanded and lasts longer.
★ Nobody noticed or Everybody noticed - your choice.
★ The Counselor will have a LOT to say about this

Mysticism and Magickal Focus


★ Each point taken in Mysticism is put towards a Magickal focus area - similar to KEN > FOCUS.
★ A character can have multiple areas of Specialization
★ A character can have higher levels of Specialization, ex: Do Harm Level 2
★ Purchasing a higher level of Magick Specialization is the same as buying a Skill Specialization. It costs Level x 2
points.
The Magick Focus areas are listed in the Magick Section below but here is the high level list:
Magickal & Occult Research Dimensional Travel / Gates Convince / Mental Control
Brew Potions Foresight / Portents Read Minds
Enchant Items Do Harm Nature - Weather
Summoning Heal Up Nature - Fire
Geomancy Illusion / Disguise Nature - Animals

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Nature - Plants Force / Telekinesis Prestidigitation
Nature - Earth Buff / Bless / Enhance
Nature - Water Parlour Tricks /

READ (CNX)
Read is about understanding your subject - their mood, their motivation and their current state. The
base Read skill is NOT telepathy - you don’t know what they are thinking. Read allows you to get insight
from your subject based on their answers, body language and subconscious tics. You need to be within
visual range and ideally communicate with the subject to get the most insight. pool.

Failure
The vendor in his stall guarantees that this amber necklace has Magickal protective properties - he waves his hands in a vague
manner. You are feeling like he is telling you the truth. You can’t read your subject or you think you have read them
correctly but have completely mis-read them.

⭐ NOTE: The Counselor can feed false information or just let the players know they have no idea
what the subject is feeling.

Minor Success
You see the waitress pouring tea for your friends, her hand is shaking slightly and you notice a sheen of perspiration on her
brow. She glances at a table in the corner. You know she is nervous about something or somebody very close by. Using
conversation or observation of non-verbal cues, you read the emotions and mood of your subject - you have a sense
of their current state and motivations.

Critical Success Choose a BONUS effect applicable to the situation:

★ You learn additional information about the subject. Might include what they are afraid of, their strengths and
weaknesses and motivations.
★ You get a +1D or +2D bonus on a follow-up Persuade action - manipulating their emotions or actions
★ The next Read check on this person with automatically succeed

Read does not have any Skill Specializations

PERSUADE (CNX)
Persuade is a skill that includes Persuasion, Deception, Charm and Seduction. This skill is used in a
contested roll against the target’s CNX+WILL. If the target is actively resisting - give them a 2D
bonus. If neither side has a success (6) in their roll then roll again. A TIE goes to the target - and they
are NOT persuaded, deceived or charmed. After a failed Persuade attempt - subsequent Persuade
actions against the same target will have a cumulative -1D penalty. Bribes can sometimes help.

Failure
The train conductor listens to your sob story - about how you lost your wallet fighting interdimensional demons but he is not
moved - he kicks you off the train at the next stop. Depending on what your character intended - there might be a
consequence - loudly denounced as a “Liar!” or you get a drink thrown in your face or slapped.

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Minor Success
The man at the front desk of the hotel thinks you look honest and the £20 bill doesn’t hurt - he looks in the guest register and
tells you that Rick Derringer is staying in room 7. Depending on the situation you can use a little folding money to add a
1D to your attempt.

Critical Success Choose a BONUS effect applicable to the situation:

★ Your target gives your more information than you expected - “spills the beans”
★ Your target is charmed by you and willing to do more - to help further
★ Your target believes everything you say and is will to “spread the word” even though it is all LIES

Persuade Skill Specialties


Pacifier You can defuse situations and ease tempers and control situations in a friendly way. You get a 2D bonus per
level to any relevant checks.
Dominate Your personality finds the weak spots in your subject and plugs them into your agenda and control. You
get a 2D bonus per level at controlling your subject and you can control them longer and longer.
Deceive Your words and actions seem true but you are lying and get 2D bonus dice per level in your contested roll
against those you are attempting to deceive.
Seduce You have studied the moves, the subtle cues and the methods of seduction. You get +2 bonus dice per level
in relevant checks.

HEAL (CNX)
An Connect based skill - Heal encompasses both physical and mental healing. For the physical
aspects - medical and first aid knowledge allow a player to first Stabilize then Heal the wounds of an
Injured character or NPC. See Damage section below. For the mental aspects – psychology,
reassurance and grounding can help a player that is suffering from psychic injuries or threats to their
sanity. A character can attempt to heal themselves with a -1D penalty.

Failure
Your sister lies unconscious in the dirt, you wrap her in bandages and apply pressure but she is not stirring - she is unmoving.
Your attempt to heal her wounds fails.

Minor Success
The librarian lies in a pool of blood, a dagger sticking out of their side. You attempt to Stabilize them by quickly applying
pressure and wrapping the wounds. You hear a gasp as they come back to consciousness and tell you what just transpired. You
further attempt to heal them with a more permanent dressing and perhaps a shot in the arm. Your attempt to Heal was
successful - for each success rolled the subject of healing gets 1 point of STR, END or SAN restored as appropriate.

Critical Success
Your classmate was attacked by a strange bear-like creature - it was driven away by your Hedge Witch friend but you must
Stabilize your friend. You roll 6d6 and get 1 success. That’s all you need to keep them from getting worse. Next you Heal - clean
the wound, apply a more permanent dressing and give them a shot of morphine for the pain. You roll 6d6 and get 4 successes!
Critical success! They are up and back in the swing of things.

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Heal / Console Skill Specializations
Field Medic / EMT (REQ: FINESSE 1+, HEAL 2+) You can quickly stabilize and heal 1D damage per level to others or
yourself. Can be done once per individual.

Surgeon / Doctor (REQ: FINESSE 2+, HEAL 2+, FOCUS - SURGERY 1+) You can operate on patients with a reasonably
good chance of helping them.

Therapist (REQ: FOCUS - PSYCHOLOGY 1+, HEAL 2+) You can work through issues that have done Stress damage to
others and help restore their Stress Points. +2D bonus per level added for each level

Talents
Talents are unique abilities that further help to specialize and define your character. Talents are very specific
abilities that allow for fun specialized play. Counsellors and Players should feel free to create and develop their own
talents as needed. During Character creation - you can choose two talents for your character - one Archetype
Talent from your Archetype list and one General Talent from the list below:

⭐ NOTE: The Deluxe Rulebook defines many more talents to help customise your character.
Here you can drink from mine (REQ: ENDURE 1+) Camel
- don’t need water
Dodgeball Champ (REQ: AGI 3+) when dodging things
Yeti (REQ: ENDURE 1+) Cold doesn’t bother you as like attacks or oncoming traffic get 2D bonus
much - take half damage or effect
Read between the lines (REQ: KEN 3+) when doing
I’ve got room in my pack (REQ: ENDURE 1+) Pack Mule topical research will get an extra tidbit of information
- can carry 50% more than normal and move without from the Counsellor
penalty
Deer Hunter - stalking, tracking and looking for signs
Look at them go! (REQ: ENDURE 2+) Sprinter - can of passage - 2D bonus on those kinds of checks
move 25% faster for number of minutes equal to skill
level At least we won’t starve! - Forager - won’t go hungry in
the wild - better like odd lichen teas and periwinkle
Mountain Goat (REQ: STR 3+, AGI 3+) can climb 50%
stew
faster with less risk
Lie Detector (REQ: CNX 2+) you’ve honed your internal
Swiper (REQ: AGI 3+) get 2D bonus to actions involving
lie detector to give you a 2D bonus on opposed
stealing and being undetected
Manipulate -> Deceive checks
Get in I’m Driving (REQ: AGI 3+) 2D bonus while using
First Responder (REQ: FOCUS MEDICINE 1+, HEAL 1+)
the driving skill, can do an additional action while
You are trained in first aid and techniques to Stabilize
driving and Heal damage in real time in the field. 2D bonus
on Heal -> First Aid
Chameleon (REQ: SNEAK 1+) blend in to most settings
- provides a 2D penalty for anybody noticing them or Cutthroat ( REQ: FIGHT CLOSE QUARTERS 2+, CNX 2- ) a
being detected lack of empathy - the ability to give the death blow
anytime without Stress consequences - combined
Streetfighter (REQ: FIGHT CLOSE QUARTERS > BRAWL
with combat skills this can be deadly
1+) able to take a quick action to grab an improvised
weapon (a garbage can lid, rock, stick etc) and will Evasive (REQ: SNEAK 1+) if being pursued, a character
inflict 1-3 points of extra damage if they hit a target can Melt Away into the crowd or the shadows or the

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forest with a 2D penalty imposed on anybody
searching for them.

Finances
Finance determines what kind of lifestyle your character lives and what your character can afford in the world of
Grimsbury. Your starting financial situation is determined by your Finance level. During character creation all
characters start at Level 0 - Destitute - you can spend Ability Points to increase your Financial Level.

NOTE: The Counselor and players should discuss how Finance will work within their game.
Start by saying “Most characters can afford most things - a meal, a hotel room, a bus or
train ticket.” But if they wish to purchase an expensive Book or an aeroplane ride to St.
Moritz then you need to figure out if they can afford it. These rules are included to help shape
those mechanics. Avoiding money tracking, spending levels and penny pinching can help
accelerate the narrative pace of the game. Some players like the financial aspects of RPGs so
feel free to homebrew any additional mechanics to support that approach.

Financial Levels

0 Destitute - character spends most of their time getting enough to live, transient, no permanent dwelling,
stays with friends or in shelters or “sleeps rough”. Have common items needed for survival. Travel is a
problem - they will need to find the train fare or the necessary pence for the airline ticket.
Skill Penalty: Ken > Connect -2

1 Struggling - character has a job or some means but lives hand to mouth, spends all money on food and
lodging, probably rents a flat. Might have some modest savings. Might have a few valuable items. Travel is
not an issue. Skill Penalty: Ken > Connect -1

2 Comfortable - character has a job that provides for all necessities and occasional splurges. Has decent
savings. Rents a nicer townhouse or owns a modest home. Has a few assets. Travel is not an issue.

3 Affluent - Character has an excellent job or source of means that allows for some independence. Owns a
nicer home or land. Has multiple assets. Travel is not an issue.
Bonus: Might have a CONNECTION that can help out in a tight spot for money or aid 3d6 chance. One
check allowed per month. Character now OWES A DEBT.

4 Wealthy - Character has a top job or ministry position. Considerable savings and assets. Has an estate and
second townhome in the city. Has household staff. Multiple automobiles. Travel is not an issue.
Bonus: Might have a CONNECTION that can help out in a tight spot for money or aid 4d6 chance. Two
checks allowed per month. Character now OWES A DEBT.

5 Ultra Wealthy - The Character is a titan of industry or has inherited a mint and is a fixture in society.
Possibly titled aristocracy. Money is not a concern, they are focused on how they spend their time and have
staff to facilitate and arrange almost everything in their life. Character owns multiple homes, autos,
airplanes and ships. Has an art collection, packed social calendar, and race horses. Travel is not an issue.
Bonus: Has multiple high level CONNECTIONS that can help out in a tight spot for money or aid like
political influence or a police raid. Two favors per month. Character now OWES A DEBT.

Available Funds
These are the funds you have your disposal to spend on items beyond the usual daily routine. Don’t take meals or
hotels or transport out of these funds. Roll your Financial Level X d6 and add # of zeros of your level to the result.
EX: Character is level 3 Affluent - roll 3d6 = 11 and add 3 zeros. So the character has £11,000. In available funds.

Purchase Rolls
If you want something you can’t afford with Available Funds - make a roll to see if you can get a deal or can find a
way to afford it. Roll your Financial Level X d6 - a success means you spent all of your available funds and found a

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way to get the item - this might be through a loan, sale of an asset or owing someone a favor. A failure means you
couldn’t acquire the item. This roll can be pushed but a consequence (1) means you might be trying less than legal
means to acquire the item and have some legal trouble.

Health Points
Your character might fall off a wall or be hit by a thrown axe or be punched in the face by an automaton - that usually
results in an injury. Health Points record this physical damage. Starting Health Points are the sum of your
STRENGTH + ENDURANCE skill + AGILITY attribute scores. When a character takes physical damage it will first
be subtracted from Health Points. Once Health Points reach 0 - any additional damage is subtracted from to their
STRENGTH or AGILITY attribute scores. (See the DAMAGE rules below).

HEALTH POINTS = STRENGTH + ENDURANCE Skill + AGILITY

Stress Points
Similar to Health Points - Stress Points represent the ability of your character to resist the uncanny, the horrific and
the unknown that they encounter in Grimsbury. It is related to mental and emotional damage that can occur during
encounters in this world. Your starting Stress Points are the sum of your KEN + CONNECT + WILL Skill scores.
When a character takes mental, emotional or stress damage it will be first subtracted from Stress Points. Once Stress
Points are reduced to 0 - additional damage will be applied to the relevant attribute scores.

STRESS POINTS = KEN + WILL Skill + CONNECT

Reputation

NOTE: This is an optional mechanic for the game.

If your character is observed or noticed for their actions, assume people will share what they saw. Witnesses,
survivors and bystanders talk. Your character will gain a Reputation recorded as Black Marks and Gold Stars.

Black Marks
When you do bad things like harm people, spread rumours, torture or instigate bad situations, your character earns
Black Marks.

Gold Stars
When you do good things and help people, creatures or situations become better your character can earn Gold Stars.

Luck
Luck points represent the fickle hand of fate or fae or the divine intervening in your life and giving you a
brief reprieve before your glorious end. It’s the book in your pocket that absorbs a bullet, the prickly feeling
you get right before you open a door, blowing on the dice and rolling boxcars.

Luck Checks
You can roll a pool of d6 equal to the number of Luck Points you have to make a Luck Check. This can be used by the
Counselor for a variety of things. Can you get a cab? Does the dress come in red? Does the library have a certain
book? You don’t always have to roll for these things but if you need to - roll your Luck!

Burning Luck
A player can “Burn Luck” to attempt to turn the tides of fate… to make that fingertip grab of the final rung on the
ladder as you fall.

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NOTE: Burning Luck has its downside - each time Luck is Burned the player must roll a
Stress Test to see how the character is affected.

Luck can be burned in the following ways:

★ Rerolls. You can burn a luck point for a complete re-roll of a Skill check, a Combat attack, a Magick check or
any other roll. Even if the first check was pushed. Luck trumps all. You can burn luck anytime you want in
the game to affect the present.

★ Retcon / Flashbacks. Luck can be burned if you want to retcon a past action that will affect the current
situation. Like a flashback you say what you did and how it happened: “I hired a cab to wait for us outside the
museum at 6pm” or “I remembered to pack my shortwave radio set” or “I spent Sunday afternoon researching that
topic at the library”. The Counselor will need to adjust the present situation based on that new information.

Regaining Luck
Luck points can be added by burning Character Points awarded by the Counselor. Luck points organically replenish
over time - refilling over the course of a year of in-game time. And they will reset at the end of a specific adventure.
So be careful of when and how you use them.

Character Points - Growth & Progression


If the Counselor is running a long-term campaign then Character Growth & Progression come into play. This growth
is represented by earning Character Points awarded at the end of chapters in the adventure - typically one point is
awarded by the Counselor. If a character had a pivotal moment or impact on the outcome of the campaign then the
Counselor might consider awarding an additional point.

Character points can be spent in the following ways; Increase an Ability score by 1, Boost your Luck by one point,
increase Stress Points by one. Character points cannot be used to boost a Skill level. Skill growth is driven by usage -
see the Skill section for more detail on tracking and improving skills.

Game Rules & Mechanics


Rolling Skill Checks
Sometimes your character needs to do something out of the ordinary. To determine if the action
succeeds or fails the player rolls a skill check. It is up to the Counselor to determine which
actions require a rolled check. Typically checks are made when the character is attempting
something beyond the realm of “normal activity”. Rolling a check involves assembling and
rolling a Dice Pool of d6. Depending on the difficulty of the check it might require a single six
or multiple sixes to be a Success. The more sixes rolled - the higher the effect. No sixes rolled in the pool is a Failure.

Success has varying degrees. Rolling 4+ sixes is a Critical Success and has a more intense effect. Example effects are
provided for each skill but these should be seen as guides and suggestions - not fast and firm rules.

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⭐ COUNSELOR’S NOTE: To keep the game flowing - it’s important not to slow things down with
unnecessary checks. Assume characters can do normal things and only check if their action is
beyond normal activities.

You Can Only Check Once


Your character has only one chance to perform their action - you can’t fail and then try again and again until you
succeed. However, if you fail your initial rolled check you can Push Your Roll to re-roll with the added risk of a
possible consequence (described below). You can also Burn Luck to get a full re-roll (described below).

Degree of Difficulty
Checks start with the Counselor indicating the Degree of Difficulty for a Success. Usually there is no modification
here. However the Counselor might judge the attempted action to be way beyond the character’s expected
performance and a penalty is assessed - removing 1-3 dice from the final pool before it is rolled. Or by requiring a
certain number of Successes (6s) in the roll to succeed with the check.

Storytelling the Skill Use


As your character is performing their action - describe HOW they are using their Attributes and Skills. What does it
look like to the others in the scene? Use your character’s personality and abilities to add color to the narrative.

Assembling The Dice Pool


Ability Score: The Counselor picks a relevant Ability Score for the check. Grab that many d6 to start the pool.
Difficulty: If the Counselor deems this to be a more difficult check - remove the penalty dice from the pool.
Skills: If the character has relevant Skills and/or Skill Specializations, add that many d6 to the pool.
Gear: If the character is using any helpful Gear for their task add 1-3 d6 to the pool depending on the gear.
Assistance: If another character is providing Assistance - they must describe HOW they are helping - then add a d6
to the dice pool. A maximum of 3 players can provide aid and contribute to the dice pool. Characters providing
Assistance need to be nearby and able to provide the help in a narratively consistent manner. Players who are helping
need to say how they help before the roll.
Bonus & Penalty Dice: Other factors such as Talents, Conditions and Magick might also add or remove dice from
the pool - this is up to the Players & Counselor to call out.

DICE POOL = ( [ ABILITY ] - [DIFFICULTY] ) + [SKILL(S)] + [GEAR] + [HELP] +/- [BONUS / PENALTY]

⭐ TIP: It is convenient to have different color dice for the different factors that contribute to
the rolled check “dice pool” - Attributes, Skills, Gear.

Sixes Are Successes


The difficulty level of a check determines how many rolled sixes are needed to succeed. Most times a
single six in the rolled pool means your action was successful but a check might require multiple
successes. Multiple sixes might yield a Bonus Effect given by the Counselor or requested by the
player. 1-3 sixes are a Regular Success. A roll with 4+ sixes is a Critical Success. A roll with no sixes
is a Failure. For an initial rolled check - ones have no special significance.

On Pushed Rolls Ones Are Banes


If the roll is pushed - a rolled one on ABILITY or SKILLS dice is a bane and results in a Consequence.
Multiple ones in a pushed roll can result in multiple Consequences. A bane rolled on GEAR dice
means the Gear has taken wear and tear and is potentially damaged.

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Critical Success
Critical Success = roll 4+ successes (sixes). Your check or attack had surprising bonus outcomes.

The Art of Failure


A roll with no successes (6) is a failure. What is important is HOW your character's attempt failed. Does failure push
the narrative ahead? Did the action actually succeed with an unintended consequence? The Counselor and players
should collaborate on the impact of the failure in a creative way. More importantly a failure should never stop the
narrative flow - there should be a way forward for the characters.
And if things are desperate - a player can choose to take a chance and Push The Roll for one additional chance to
succeed.
EXAMPLE: A character is trying to climb over a tall wall.

DIFFICULTY = -2 (Hard - this is a smooth marble wall)


ATTRIBUTE: Dexterity = 3
SKILL: Climb Skill = 0
GEAR: Rope = +1
AID = +1 (Friend helping)
______________________________

POOL: Roll 3d6 for the check


ROLL: 1 - 5 - 4 a failure - there’s no way you can climb this wall - you have to go around

Pushing Your Roll


If you Fail your check or if you want to try and add more effect to a Basic Success then you have a single chance to
Push Your Roll. Pick up all dice that are not successes (6) and roll again. All relevant factors remain for the re-rolled
dice ie: Banes (1) rolled on Gear dice still can break your gear, Banes (1) rolled on Mysticism dice for a Magick check
lead to a consequence etc. Each Pushed Roll invokes a Stress Check. Roll it.

You can only push once then you have to live with the roll. On a Pushed Roll - Failures (1s) are Banes and lead to a
Consequence to be determined by the Counselor. For a pushed roll that has both Success (6) and a Bane (1) - the
Counsellor can describe a success AND a negative consequence. Refer to the Consequences section below for
possible ways to handle this outcome.

Optional Rules for Pushing Rolls - Farming Success

Normally a player can push a roll only once but an alternative mechanic allows players to
continue to push their rolls as long as they have a success (6) or until they hit a failure (1).
This is useful for scenarios where a player wants to build up successes for higher effect.

The player makes their initial roll.


If there’s a success they pull out any success (6) dice from the dice pool and put them aside.
If there are no successes then the player can push like normal.

The player does a pushed reroll of the remaining dice.


If they get a failure (1) then they are done - failed with a consequence.
If they don’t get a success (6) then they are done - the check or action failed.
If they get a success (6) - they can pull it out of the pool and set it aside - Farm it.
Then they can continue to push and roll again.

This farming of successes allows a player to gamble epic success effects against a potential
consequence.

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Burning Luck Points to Re-Roll
If you are desperate to make a roll or are facing a catastrophic outcome due to a failed roll you can declare to the
Counselor that you are Burning Luck. In the narrative of the game you are going to “grab my lucky rabbit’s foot” or
“use that 4 leaf clover” or “clutch my crucifix” to completely re-roll your check or action. This can be used for Skill
Checks as well as Combat. Burning Luck invokes a Stress Check. Roll it. A failed Pushed Roll can be retried by
Burning Luck only once. You can only burn a single luck point on an individual check.

Taking Time
Where appropriate your character can take more time to get some advantage dice on their check. This isn’t combat
(except Aiming - explained later) but relevant activities like Tinker, Research or Make where more time helps the
activity. The amount of extra time and the advantage given on the roll is up to the Counselor.

Rolling Without Skill


Players should always be willing to try things - especially in desperate situations. A player can roll a check on a skill
their character doesn’t have - use the relevant Ability dice and any Gear modifiers.

Opposed Checks
In certain situations it makes sense for two players to roll against each other for an outcome. Situations like
sneaking and perception, grappling, wrestling and racing can be resolved with an Opposed Check. To determine the
outcome - the two players roll their relevant dice pools - the most successes in the roll wins. Ties require a second
roll off.

Chaining Skills & Actions Together


EX: You want to leverage your Tinker and Focus - Electronics and Mysticism skills to create a bomb that only
damages spirits. Roll for successes for each Skill Action - a chained series of successes allows you to succeed. The
degree to which you succeed is determined by the total number of successes you throw.

Consequences
Make a poor decision, insult the wrong person, critically fail a skill roll or get a 1 on a pushed roll and your character
will face a consequence applied by The Counselor. Allow the Counselor to have the time to develop their response
and play it out. Consequences aren’t just driven by dice rolls, the actions of the characters and how they interact
with the personalities and world of Grimsbury can lead to Consequences. The following table lists some suggested
consequences to help stimulate an appropriate response from the Counselor:

Physical / Mental People / Relationships Odd

Temporarily mute for 4d6 minutes Misdirected by someone or Tied to a park bench
something

Clumsy. Temporarily lose 2 AGI Must give up something dear for Wake up on a train
points for 1d6 hours barter

Temporarily Blinded for 4d6 minutes Asked to betray an ally False memory planted

Fainting spell Forced into a hard choice Stolen goods planted on your
character

Migraine. Temporarily lose 2 AGI Shunned by a group or individual Transported elsewhere


points for 4d6 minutes.

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Lose a temporary point (or points) Gain a rival Lost - no idea where you are
from the ATTRIBUTE or SKILL being
rolled against for 1d6 hours

Can’t remember for 1d6 hours Wanted by the Police Trapped

Confused - lose 2 KEN points for 1d6 Threatened Lose something important - left gun
hours in hotel room, car keys on the
dresser, etc.

Lose 2 stress points Mugged - no money Poisoned

Weakened - lose 2 STR points for 1d6 You owe a debt Cursed - 1s and 2s are now BANES of
hours pushed rolls

Hobbled - movement halved Marked for vengeance Mentally Controlled

Your gear is broken and will need to Ripped off / Pickpocketed Magickal Condition
be repaired. Repairs take time and
skill and materials.

Break a leg or arm. Require Price on your head Host for a spirit. Aware or unaware of
immediate medical attention. the spirit? Up to the Counselor.
Movement or actions reduced.

Magick
In Grimsbury, Magick is real but over the years has been obscured and eclipsed by science and
commerce. Magick and its practice has become a lost art. As human life became more disconnected
from the land and more focused on capitalist productivity - those ties to primal mystical forces were
eroded and lost. But some still hold onto Magickal knowledge, arcane texts are taught and passed
on, covens meet in church basements and forest clearings and entities from (THERE) share some of
their knowledge to worthy folks from HERE.

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The practical use of Magick is more expansive than spells. It can involve ritual, sacrifice, chymistry, celebration,
performance (singing & dancing), gathering, geomancy and other aspects besides just “spell slinging”. Magickal
power has many sources such as the earth-bound Ley lines of Geomancy, the celestial residue of the Old Gods, the
inherited power of ancestors, Druidic practices and the Divine. Here are the cornerstones of the Grimsbury Magick
System:

Magick is real and works every time


The Magickal spell, ritual, potion or action taken manifests real power but how it works is where things get
interesting. You don’t roll to see if Magick works - you roll for the effectiveness of your Magickal action. A Magickal
Effect Roll determines if the spell hits the intended target? Does it create the correct potion or a subtle poison? Or
did it summon the named entity or something else entirely? Did your minor earthquake actually hit the intended
building or veer the other way and hit a house? Either way - your character created an earthquake, you roll to see
how it works out.

Magick has a cost & a risk


Magick is powerful but can lead to a grim consequence for your character. Each time Magick is used there is a
chance the character invokes a Consequence. Magickal Actions cost Magick Points. Each Magick Point spent adds a
D6 to the Magickal Effect roll. If you roll a 1 (failure) on any Magick Point dice your character has a Consequence. 6s
on your Magickal Effect roll add increasing levels of effect.

Magick is not clearly defined


There are “areas of Magickal Specialization” but don’t let them limit you. Magick encompasses the use of Magickal
items and performing Magickal actions or rituals. State what your spell or Magickal action looks like and what you
intend for it to do. Discuss its intended effect and scope with the Counselor. Then roll your dice.

Magickal specialization and Magickal use should fit the character


Spells should make sense for the character archetype or magickal focus - up to the player and Counselor to
determine. You can’t expect a Potion Maker to be able to do Time Magick - at least not very well.

The Environment Affects Magick


If the Moon and Sun and Stars are in alignment. If the Ley Lines are surging and you are in close proximity. If you
are using an established circle or gate you might not need to spend as many Magick Points on your action. Most
times this will not be the case but if you are waiting for the right moon cycle to work a Magickal ritual or if you
travel to the right spot where Ley lines converge you might get that bonus.

Using Magick
To use Magick - tell the Counselor what you are trying to do. If you are casting a spell - explain how that happens,
what it looks like - and what resulting effect you would like to happen. If you are conducting a ritual - explain where
you are doing the ritual and what material components you are using. Explain the result of your ritual Magick. Then
discuss how many Magick Points you want to spend on this action and the scope of the effect. This is a chance to
introduce amazing, cinematic moments to the gameplay - details matter.

NOTE: When using Magick, the Counselor should ask


“What do you want to do? How much do you want to spend and risk to do it?”
The Counselor will have to develop the “scale” of point cost vs Magickal effect with the
players. And try to keep some level of consistency.

Magick Points & Cost


Magick Points are calculated by adding KEN + MYS + Mysticism Skill Specialization Levels.

MAGICK POINTS = KEN + MYS + Magick Skill Levels

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Example: A character has KEN 3 and MYS 2 and Magick Skill Specialties of Geomancy & Gates at Level 1 each - they will
have 3 + 2 + 1 + 1 = 7 Magick Points available to use.

The use of Magick burns Magick Points. You can spend as many points on your Magickal action as you have
available. Each Magick Point spent on a Magickal Action adds a D6 to your dice pool when you roll for Magickal
Effect. As you use your Magick Points - remember to mark them off your character sheet.

The Last Spell - When your character uses their last Magick Point that takes them to zero - they will be fatigued for
2d6 minutes and will have a 2D penalty to all skill checks and attacks. However they can still “borrow” Magick.

No Magick Left - A character with 0 Magick Points can still use Magick. For each Magick Point they want to
“borrow” they have a 1 in 6 chance of dying within 24 hours. Want to “borrow” 3 Magick Points? That’s a 50/50
chance of dying. This roll should be shared only with the Counselor and player. This death should be cinematic and
amazing.

Magickal Effect Rolls


Magick Effect Rolls are similar to Skill Checks - grab the number of dice equal to your KEN ability score. Then add
dice for relevant Mysticism Magick Skill Levels. Then add in dice equal to the number of Magick Points you are
spending on this action - these should be a different color in your dice pool. Once that dice pool is assembled - roll
away. Any 1s rolled with the Magick Point dice invoke a consequence. Other dice in the Magickal Effect pool that
roll a 1 do not invoke a consequence.

MAGICK EFFECT DICE POOL = [ MYS ] + [ MAGICK SKILL ] + [ MAGICK POINTS SPENT ]
|--- 1s = Consequence —- |

A roll with no sixes is not a failure - it means the Magickal Action worked as intended - no bonus effect. A roll with
one or more sixes means the Magickal Action had a stronger impact on its intended target. The more successes in
the roll - the stronger the effect - the effect aligns more closely with your intentions.

Magickal Focus Areas


When a character takes a level of Mysticism they can choose an area of specialisation. It is possible to have multiple
areas of Specialization. A character could have Mysticism > Enchant Items 1 and Mysticism > Brew Potions 1 as
unique specializations. The chart below describes the areas of Specialization as well as how each can be used by a
Character in the game. Some Magick can be wielded on the spot - “Spell Slinging” in the traditional Wizard sense.
Some Magick requires a ritual to invoke its power. Ritual Magick is stronger but takes more time, more forethought
and relevant components that are consumed by the ritual. Those components are sometimes hard to find or procure.
And sometimes Ritual Magick requires a sacrifice such as a prized possession, a relationship, blood or a life. These
details are up to the Counselor and player to work through.

Magickal & Occult Research Academic knowledge about Magickal and Occult practices, including types of
Magick, Runes, Symbols, Items, Rituals, Residue, Manifestation and any other aspect.

Brew Potions Prepare classic and modern potions, elixirs, draughts and poisons. A combination herbalist,
pharmacist, chemist, distiller using Magick as a catalyst. Bottled effects that can heal, harm and transform. This
skill allows a character to create ingestible potions that convey Magickal effects. These require ingredients, process
and time. The results might work as intended or do something completely different - drink it and find out!

Enchant Items Place a Magickal effect on an object - very costly - usually takes all of the Magick you have to make
it a permanent effect. The resulting item will hold a Magickal effect, spell or some other aspect.

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Summoning This skill allows a character to pull a mystickal creature or individual from elsewhere to the same
plane as the character. The summoned creature or individual is bound to the character for a period of time. Then
they return to their original location or if the character upset them they might stick around and muck about.

Geomancy The ability to harness primal earth-bound energy to amplify your Magickal works or to travel instantly
along Ley Lines. Detect water, landscape features and directions.

Dimensional Travel / Gates Identify, create and use gates between HERE and (THERE) without ill-effect and with
increasing control. Gate location is more accurate, gates stay open longer and are more protected and hidden.

Foresight / Portents This skill allows the character to get brief visions of the past or the future based on their
inquiries and questioning. Visions might be incomplete or without proper context but should be considered “clues”
in the game narrative.

Do Harm Cause damage to someone. Depending on the kind of entity you are targeting - say the kind of Harm you
are doing and how it affects the target. Disease, rot, wasting. Roll the number of d6 you spend on Magick Points and
do that amount of damage.

Heal Up Heal damage to someone - can be superficial like First Aid or miraculous like curing someone’s cancer.
The scale of the healing depends on how much you spent and how much you want to risk. In the field - Heal Up 1d6
of Health Points for each Magick Point spent on the Magickal action.

Illusion & Disguise Make someone or something look like something else. Can be as minor as hiding a doorway or
an item or changing someone’s features to resemble someone else. A major use might hide a river or a street or an
island from view.

Convince - Mental Control Make someone believe something - make a city believe something - how much do you
spend and how do you do it? And how long can you keep up the control?

Read Minds Grabbing surface thoughts or delving deeper into memories - this is about entering the minds’ eye of
the subject and knowing exactly what they know. The more you spend, the deeper you can go and the riskier it is for
both parties. Any 1s rolled by the Magick user means the subject has detected the intrusion and can fight back or
resist the intrusion..

Nature - Weather Harness the power of localised weather, create instant fog or a wind gust or a full-blown tornado.
Create an ice slick on the road or a lightning bolt from your fingertips.

Nature - Earth Tap into the ground with Druidic power. Trigger an earthquake, cause pavement to buckle, redirect
water, create a stone barrier. Seal a cave, create quicksand or a pit.

Nature - Plants Use plants to hide yourself or attack and bind your targets. Talk to trees, extend vines from your
own arms, turn into a tree, grow a beautiful garden or field of wildflowers.

Nature - Animals Speak with animals, see through their eyes, summon them to do your bidding, a spider observing
a room, an owl circling a house, a wolf leaping to attack. Speak with a wolf, command a wolf, be a wolf.

Nature - Water Pull water out of the air into a globe around a target’s head, divert or part a stream, create a
thunderstorm, create hot steam, turn water into ice, shoot ice bullets.

Manipulate Fire Manipulate or summon flame - create a campfire or spray flame from your hands across a building
or group of people.

Force - Telekinesis Push open a door, move a boulder, shove a person or deliver a blow to them. Is this blunt force
or focused energy like a force bullet? How much do you spend and what is the desired outcome?

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Enhance / Buff / Bless Your words of encouragement and coaching impact those around you. You can help them
overcome Stress damage or to do better in the moment.

Parlour Tricks / Prestidigitation Lights flicker, doors slam shut, drawers open and close, spooky noises, phantom
figures appear. Also known as prestidigitation.

Magick Consequences
When rolling your Magick Check - segregate your dice so that your Magick Point dice are distinct. Roll a One
(failure) in the Magick Point pool and a consequence is invoked. EXAMPLE: If the player uses 3 Magick Points to
cast an especially powerful spell - the Magick Point dice are 3d6. Multiple consequences can occur in a single
Magickal act if more than a single 1 is rolled. To determine the Consequence - roll on the table below or pick the
Consequence that is most closely tied to the narrative situation - not the one that will be most useful for the player's
intent.

2 Drains Double Points - If Mysticism falls below 0 roll a 50/50 death check

3 Unintended Target - You summon someone or something else, your fireball hits a parked car.

4 Weak Effect - Fizzles

5 Ricochet - Pick a random direction

6 Blowback - Roll a DODGE to avoid it

7 Unintended Effect - Frogs? Blue Hair? Stiff Limbs?

8 Stunned for a Minute - That took a lot out of you. Take a rest.

9 Environmental Effect - Started a fire, created a loud noise, effect area is expanded

10 Knocked Unconscious - Roll a d6 to see how many minutes you are lying there

11 More Powerful Than Intended - Might be fine or might have an odd effect

12 Counselor’s Choice - Something interesting, unintended and with a COST to the character

Regaining Magick
Only rest and meditation can help a character regain their Magick Points. Rest is like a sick day - staying home, in
bed, reading, studying, meditating. Rest is not adventuring or exploring or visiting with others. Be mindful of how
and when you spend your Magick Points - they take time to regenerate. One day of rest restores 1 Magick Point.
Certain Talents, items and abilities can enable faster regeneration or the ability to absorb Magickal energy from
other sources.

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Magick Use Example:
Lilith is a Witch who has 2 points of Mysticism and a Magickal focus on Geomancy and Nature-Earth
Magick each at Level 1. She enjoys manipulating nature like a sculptor.
In a dodgy encounter with a crooked barrister who is attempting to escape by car with one of her
precious books - Lilith wants to affect the road in front of the barrister’s car. Lilith might
“severely buckle the pavement” for a 2 Magick Point cost. Or she might decide to “create a crater in
the road” for a cost of 3 Magick Points.
(NOTE: The Counselor helps determine the point cost and the effect it would have on the escaping
barrister’s driving ability.)
In this case Lilith decides to spend 2 Magick Points to buckle the pavement. Lilith describes her
action: “I’m getting down on one knee and grabbing the ground with my bare hands… feeling the
geomantic energy flowing… I push through to a spot in front the car and tear the ground”
The Counselor asks her to roll her Magick Effect check, Lilith’s pool consists of :
● 2d6 for Mysticism Ability
● 1d6 of Nature-Earth Magick Skill
● Plus 2d6 for the 2 Magick Points she is spending for the Magickal Action
● She has a total pool of 2+1+2 = 5d6 to roll - keeping the 2d6 Magick Point dice separate from
the rest of the pool.
Her Attribute & Skill dice come up 4-1-6. (We ignore the ones in these dice.)
Her Magick Point dice come up 4-1. A consequence! The Counselor consults a chart of possible
consequences and effects to determine the consequence and how it impacts the narrative.

The Counselor handles the spell effect first saying, “You tear the ground and see the pavement buckle
in front of the car - it tips onto its side and slides into a ditch.”
However - as Lilith sees the car tip onto its side she feels intense Geomantic feedback and she is
knocked unconscious for several minutes due to her Consequence. The barrister had time to crawl out
of his car clutching his precious package. He is gone by the time Lilith recovers.

Potions
Many different potions can be brewed and created by a skilled potion maker. Gathering
and preparing the ingredients and cooking or distilling the final liquid takes skill and
practice. Below are some of the more common potions available. Included is the common
“street name”, typical effects and duration and taste and appearance. Feel free to adjust
these and add your own potions to the mix.

"Bitters" - heal 1d3 ea. - red, syrupy, clear triangular bottle


"The Seeing" - peer through solid objects or scry a subject over a long distance for 2d6
min - silvery, milky, blue bottle
"GoGo" - allows the user to double actions for 1d3 mins, afterwards must rest for 2d6 min - clear, turpentine,
wormwood, clear cylindrical bottle
“Hall Pass” - move through solid objects for 2d6 x 10 seconds - gritty, black, pebbly, earthenware flask
“Love Me Do” - become charming and attractive to others for 1d6 hours 1d3 bonus die to Connect - Automatic
seduction success. pale blue, no taste, small glass vial.
“Invisible” - normal eyes cannot see you for 2d6 x 10 minutes, you still make sound and footprints in the sand and
keen noses can smell you - light golden metallic, round clear glass bottle
“Float” - you weigh no more than a feather and can float like a balloon for 4d6 minutes. This is not flying. - syrupy
sweet taste, pink foamy liquid in a black glass vial

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Combat
When stealth, persuasion and negotiations fail - sometimes Combat is the only way to resolve a conflict. Combat -
whether it's up close hand to hand, ranged weapons or Magickal is designed to be deadly and the fighting is usually
over quickly. Avoiding Combat - running away or hiding is always a good option.

Combat is possible using “theatre of the mind” but is most accurate (and enjoyable) using a map and tokens to
represent the various parties involved. This way you can visually establish Range, Cover, Sight Lines and Movement
options. Even a piece of paper with a pencil sketch of the setting and coins representing players is helpful.

Range
Combat distances between parties are broken out in 5 bands:
Range Description

Engaged Right next to you

Short A few metres away, in the same zone as you

Medium Up to 25 metres away, in an adjacent zone

Long Up to about one hundred metres (four zones) away

Extreme Up to about one kilometre

Surprise
If one side or the other is able to attack first or ambush the other party - they will get a Surprise Round prior to
rolling initiative and following that turn based order. The Counselor will need to see if the attacking party is

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Detected by the targets. If not, the attacking party gets a full round against the targets. If they are Detected then
move to Initiative Order.

⭐ COUNSELOR’S NOTE: The counsellor should roll the Detect Check for the target group to avoid
alerting them to any danger. This avoids meta gaming the situation.

Initiative
All players and NPCs alike roll and add up a dice pool to determine their initiative order in combat. The pool starts
with AGILITY score, then adds any CLOSE QUARTERS FIGHT skills including SKILL SPECIALTIES and any
relevant TALENTS. The Counselor should always be open to modifying the initiative dice pools for any players due
to conditions or environmental effects. Add up the rolled dice to get your INITIATIVE SCORE. Combat order will
start with the player with the highest INITIATIVE SCORE and work its way down the list.

INITIATIVE DICE POOL = AGILITY SCORE + CLOSE QUARTERS FIGHT SKILL + RELEVANT TALENT

Example: Rick has AGILITY of 2, FIGHT SKILL of 1, KEN (Detect) of 1 so he will roll 4d6 and tally the number for
his Initiative Score. He rolls 4d6 for a 13. This goes into the initiative tracker.

Turns
Each combat round is broken down into turns based on initiative order. A turn represents 6-10 seconds. A turn gives
each character the ability to do a variety of things such as move, perform major actions or minor actions.

Actions
A character can perform one Major and one Minor Action and one Movement in each turn.

1 1 1
Major Action Minor Action Movement

A Major Action can be traded for 2 additional Minor Actions - allowing the player to complete 3 Minor Actions in
their turn. One useful way to use this is Aiming. A character can take their full turn to Aim - giving them 3
additional dice in their pool on the next turn when they fire their weapon and roll To Hit - if they are not hit or
damaged during the turn. Both Major and Minor Actions can be traded for additional sprint movement.

Major Actions Examples


Attack Defend
Melee or Ranged - Using fists, improvised weapons, Parry, Dodge, avoid being hit or shot. Grab a chair to
melee weapons or ranged weapons. Getting into block that knife thrust. Grab a pan to block a bullet.
position for the blow or the shot and delivering it to Explain to the Counselor HOW you are defending
the target. See mechanics below. NOTE: A player may yourself and roll a Melee Attack. For each success (6)
NOT push a failed Attack roll. you get - you reduce your attackers dice pool by 1.

Block / Shove Grapple


Push someone or something into someone or Attempt to control your target and immobilise them.
something else. Push a desk into someone coming This is a contested Melee Attack by both subjects -
towards you with a knife. Push someone into the the subject with the most successes (6s) wins. If an
blades of a giant turbine. attacker rolls 0 successes and the subject rolls 2+
successes - the attacker will themselves be grappled.
How the turns table.

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Work Free From Being Grappled
Once grappled the subject can struggle and fight to Fix a Jammed Firearm
get free using the same mechanic as Grapple above. Firearms only - clear the chamber and chamber a new
Once freed the subject will be on the ground and will round. A jammed weapon once fixed cannot be fired
need to take a minor action to stand up. in the same turn.

Disengage Reload a Firearm


Carefully move away from an attacker without Firearms only - eject spent rounds / magazine, grab
invoking a Reactionary Attack - can then use new rounds / magazine and load into firearm,
Movement to get away from the situation. chamber a round to shoot the next round

Activate an Item Perform Magick


Arm a bomb, issue a computer command, use a radio Highly situational - the Magick user might need to
to send a message, etc. This is conditional on the gesture or say something for their Magickal effect to
situation and up to Counselor discretion - possibly a be unleashed. Up to Counselor and player.
Minor Action depending on the item and what is
being done to it. Major Sprint
Run up to 40’, Swim up to 20’, Climb up to 10’

Minor Actions Examples


Stand Up Aim
Get off the Ground if prone For ranged attacks only. Get 1D bonus die added into
the To Hit die pool.
Take Cover
If there is possible cover available in the scene - you Open an Unlocked Door / Drawer
dive behind it for partial protection from attempts To Open the door or drawer and observe what is inside -
Hit and Damage. If there is no cover available then this doesn’t include grabbing the item
try something else.
Search a cabinet / Drawer
Mount Dismount / Enter Exit a Vehicle Rifle through the items while observing what it
Open a lorry door and get in, grab the reins and contains
mount a horse, open the hatch and drop into the
submarine. Turn on the Machine / Pull a Lever
Open the fuse box door and pull the power lever
Start a Vehicle
Crank the ignition, giddyup! Pull an Item Out / Grab an Item
Reach up for something on the shelf or in your pack
Draw a Weapon
Pull out your blade, pistol or cudgel. Intimidate / Persuade
Threaten, lie or plead. If it doesn’t work you can
Swap Weapons always attack or run.
Stash your currently held weapon and pull out
another. Minor Sprint
Run up to 20’, Swim up to 10’, Climb up to 5’
Movement
A character has a chance to move during their turn. They can Run up to 40’, Swim up to 20’, Climb up to 10’. If the
character has the Move skill - additional movement is granted. For each point of the Endure skill the character can
move an additional 10’.

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Sneak Attack
If a character manages to land the first blow on a target that is unaware of their presence - that is considered a sneak
attack. Damage will be doubled and add Sneak Skill levels to the damage. Depending on the scenario this can be done
silently. Once the target is aware of the attacker, sneak attack is no longer possible.

Cover
Coverage and Materials offer various types of cover and protection - work with the Counselor to determine what
kind of penalties are assessed for targets hiding behind objects and what kind of damage protection is offered if they
are hit.

Armor
Armor is not typically present in the Grimsbury world. A police officer might have a Riot Shield or a soldier might
have a Ceramic Plate Flack Jacket but normal civilians typically are not wearing armor. Armor reduces the TO HIT
dice pool of an attacker and absorbs a certain amount of damage. This is up to the Counselor to dictate.

Melee Attacks
Rolling To Hit
You can attack a target that is adjacent to you (Engaged range) with a hand-held weapon like a knife or a club or a
sword. Swing away! To hit you will roll a pool of dice made up of:

TO HIT DICE POOL = STR + CLOSE QUARTERS FIGHT SKILL + RELEVANT TALENT +/- OTHER FACTORS

A rolled success (6) in the dice pool means you hit the target and will do some kind of damage.

Determining Melee Weapon Damage


A successful TO HIT roll will cause Damage to the target based on the type of weapon being used. Consult the
chart below for Base damage values. Extra Successes in the TO HIT DICE POOL are added to the damage total. 4+
Successes (6s) are a Critical Success. A Critical Success can give a Consequence or Physical Condition to the target
such as Knock Prone, Maim, Scar, Bleed, Disarm. A Failure, means the attack missed or was not powerful enough to
damage the target.

DAMAGE = BASE DAMAGE + RELEVANT FIGHT SKILL BONUS + EXTRA SUCCESSES + RELEVANT TALENT

MELEE WEAPON BASE DAMAGE

Fist (smash) 1

Bottle (smash / slash) 1

Brass Knuckles (smash) 2

Club / Bat (smash) 2

Knife (slash) 2

Sword (slash) 3

Automobile (smash) 5

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⭐MELEE COMBAT EXAMPLE
Eric (STR 3 AGI 2 KEN 2 EMP 1 FIGHT BRAWLING 2) opens a cellar door and surprises 2 masked
cultists looking through the contents of a desk. Eric wants to BRAWL and subdue these two.

The Counselor says “Roll your initiative”. Eric gets a pool of dice together:
STR (3) + FIGHT BRAWLING (2) = 5d6 and rolls (1+4+6+6 = 17 Initiative Score)
The cultists roll (4+3+1 = 8 Initiative Score) so Eric will go first.

Eric has the BRAWLING skill specialty that means he gets two attacks each round. He asks the
Counselor what ad-hoc weapons are around that he might grab…. The Counselor indicates there
is a full bottle of liquor on the desk and two chairs - each will operate like a Club for base
damage stats. Eric grabs a chair (Minor Action) and will swing the chair twice at the closest
cultist.

The To Hit dice pool is:


STR (3) + FIGHT BRAWLING (2) + BRAWL BONUS (2) = 7d6
The first attack roll - (5-1-3-6-2-4-6) 2 successes. Base Damage is 2 (Club) + 1 Extra To Hit
Success + 2 (Brawl Bonus) = 5
The second attack roll - (5-4-4-3-2-2-1) Failure.

Eric is going to Push The Roll for the second attack. “After I miss with the chair a second time
I whirl around and recklessly swing it one more time.”

He picks up the 7d6 and rolls again. (5-6-4-1-2-5-3) 1 success. Damage is 4 for a total of 8. The
first cultist staggers backward holding his head.
However Eric had a Bane in the pushed roll and suffered a consequence.

The Counselor says Eric is off-balance and the next attack against him will have a 2d bonus.

Eric also has to roll a Stress Check since he Pushed his roll. He rolls 3d6 (4-4-3) a Failure
and subtracts one Stress Point from his total of 3.

The second Cultist draws a knife (Minor Action) and slashes at Eric.

The To Hit dice pool is:


STR (2) + FIGHT BLADE (1) + BANE BONUS (2d) = 5d6
The attack roll (5-3-6-1-4) A success. The knife does 3 damage to Eric.

The first cultist also draws a knife and slashes at Eric

The To Hit dice pool is:


STR (3) + no bane bonus this time = 3d6
The attack roll (3-5-2) A failure. They slash at Eric but he blocks it with his chair.

Eric’s turn again, his first attack is against the second cultist - he rolls his 7d6 To Hit dice
pool (6-3-6-2-6-6-1). Four sixes, a Critical Success!
The chair does 2 (Club) + 3 Extra To Hit Success + 2 (Brawl Bonus) = 7 points of damage plus he
knocks the knife away from the cultist (Disarm consequence from the Critica Success).

Eric’s second attack (Brawling is pretty cool) he pivots and swings the chair at the injured
first cultist and rolls his 7d6 to hit dice pool. (1-5-6-4-3-3-2). A success. The cultist takes 4
points of damage - reducing his HP to 0 and STR to 0 meaning the cultist drops to the ground,
an unconscious pile of robes.

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Eric takes a minor action to try to Intimidate the second cultist, “Stay right there or I’m
going to drop you like I did to your buddy.” This is a contested skill check against the
cultist using STR and Intimidate skill. Eric doesn’t have Intimidate so he will roll with just
his STR ability - 3d6 (4-4-2) A failure. The cultist rolls his EMP and Will skills which are
4d6 (4-6-2-3) A success - Eric fails to intimidate the cultist.

The cultist attacks Eric with his fists. He rolls his 3d6 (4-6-2) and does 1 point of damage.

Eric takes 2 more attacks against the remaining cultist and smashes him with the chair twice,
knocking him unconscious. He Stabilises their wounds, ties them up, removes their masks and
prepares for the Interrogation.

Ranged Weapon Attacks


You can attack with a ranged weapon like a thrown rock, a bow and arrow or a gun. Aim and squeeze! Depending on
how far away your target is (range band) your weapon might have penalty dice for the To Hit roll. Range does not
affect damage. To hit you will roll a pool of dice made up of:

TO HIT DICE POOL = AGI + RANGED WEAPONS SKILL + RELEVANT TALENT - RANGE MOD +/- OTHER

Firearms usage without skill. A character can use a gun without Ranged Weapons or Firearms skills - they roll their
AGI score to hit.

Ranged Weapon Damage


A rolled (6) in the dice pool is a successful TO HIT roll and will cause Damage to the target based on the type of
weapon being used. Consult the chart below for Base damage values. Extra Successes in the TO HIT DICE POOL
are added to the damage total - your aim was true and you were able to hit the head or other sensitive location. 4+
Successes (6s) are a Critical Success. A Critical Success can give a Consequence or Physical Condition to the target
such as Knock Prone, Maim, Scar, Bleed, Disarm. A Failure, means the attack missed or was not powerful enough to
damage the target.

DAMAGE = BASE DAMAGE + RANGED WEAPON SKILL BONUS + EXTRA SUCCESSES + RELEVANT TALENT

TO HIT MODIFIERS FOR RANGE

RANGED WEAPONS BASE DAMAGE MEDIUM RANGE (< 25m) LONG RANGE (100m)

Rock 1 -4D N/A

Throwing Star 1 -4D N/A

Slingshot 1 -3D -5D

Arrow / Bolt 3 -2D -4D

Pistol 4 -1D -3D

Rifle 4 0 -1D

Machinegun 4 -1D -2D

Shotgun 5 0 -2D

Shotgun - Double Barrelled 10 +1D -1D

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Firearms
Firearms can be carried and used by characters and NPCs in the Grimsbury world. Keep in mind that someone
carrying a gun who is not a soldier or police officer will be seen as a criminal and might earn a BLACK MARK or be
reported to the authorities.

Ammo - Keep track of Ammo for all firearms. Ammo is not easy to purchase or find. Pistols, Rifles and Shotguns

Reloading - Reloading a firearm takes a complete combat turn. Double Barrelled shotguns are deadly but can only be
fired every other round.

Automatic Fire - A machinegun can fire a single shot, burst or full automatic.
★ Single shot - roll a single TO HIT with regular damage
★ Burst - roll a single TO HIT and add 3 to the damage if it hits - uses 3 shots.
★ Full Automatic - can hit up to 3 adjacent targets. Roll TO HIT for each target with regular damage. Can hit a
single target - add 6 to the damage - uses 6 shots.

Shotguns - these weapons have a spread of damage over distance


★ Single barrelled shotguns can hit up to 2 adjacent targets in a spread. Roll TO HIT for each target - split
the damage among the targets hit.
★ Double barrelled shotguns can hit up to 3 adjacent targets in a spread. Roll TO HIT for each target - split
the damage among the targets hit.

⭐RANGED COMBAT EXAMPLE


Anastasia (STR 2 AGI 4 KEN 2 EMP 1 FIGHT RANGED ARCHERY 2) is hiding in the bushes watching
as four women prepare a bound man for a sacrificial ritual. The man is Anastasia’s brother and
she must stop them. She used her “Deer Hunter” talent to track this group through the woods.

Anastasia unslings her bow and nocks an arrow. She has the FIGHT RANGED ARCHERY skill at level
two and gets a bonus To Hit, 2 attacks per round and a damage bonus. She aims a Sneak Attack at
the figure holding a knife over her brother on the ground.

Her dice pool to hit: AGI (4) + FIGHT RANGED (2) + ARCHERY BONUS (2) = 8d6
Since this is Medium Range there is a penalty - she removes 2d6 from the pool.

She rolls 6d6 (5-3-2-6-1-3) - a Success.


Bow damage is 3 points + ARCHERY 2 = 5 points. Sneak Attack doubles the damage to 10 points. And
the first figure goes down with an arrow between their shoulders.

For the second attack she aims at a second figure. She rolls 6d6 (3-6-2-4-6-1) - two Successes.
With Sneak Attack and an extra success she does 11 points damage and this figure goes down as
well.

The Counselor rolls to see if the remaining figure knows where Anastasia is hidden - a failure
- the third figure takes off running through the dark forest.

Anastasia sees the light bobbing in the woods - she takes another shot - a regular attack this
time - no more sneak attack in this second round. The range is now Long Range with a -4 penalty
for the to hit dice pool.

She rolls 4d6 (2-4-5-5) for her first shot. A miss.


She rolls 4d6 (5-3-4-3) for her second shot. A miss.

The figure disappears deeper into the woods. Anastasia crawls out, grabs her skinning knife
and cuts her brother free.

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Physical Damage
When wounded by weapons or other means such as falling or being impaled on a graveyard fence - your character
will take damage. Damage is first subtracted from Health Points. Once Health Points reach 0 the character applies
additional damage directly to their STRENGTH and AGILITY attribute scores. Damage can be split between the
two attributes. As STRENGTH and AGILITY decline your character will use the new, diminished values for Skill
Checks and Combat - as your character is wounded - their ability to perform is reduced. Piercing, slashing, gunshots
and puncture wounds will deal ONGOING DAMAGE unless the character is Stabilized. The character will lose one
Health Point, STRENGTH or ENDURANCE point per hour without attention.

⭐ NOTE: If either of STRENGTH OR AGILITY reaches 0 - the character is unconscious.


If the character does not receive First Aid or Stabilization within one hour - they will be
permanently Dead.
If both STRENGTH AND AGILITY reach 0 - the character is permanently Dead.

Physical Conditions
Certain situations, consequences and combat attacks can result in a Physical Condition - this is more than “taking
damage”.

Stunned consecutive checks - the character becomes


Temporarily unable to respond to the current Restrained.
situation for 1d6 turns. The stunned can try to recover
once a turn by rolling a WILL check. Attacks against Restrained
stunned individuals get an extra bonus die. No dodge Encircled by arms, tentacles, tail or multiple
action allowed. No Magick or attacks allowed. Shake creatures. The Restrained can try to free themselves
your head to clear your vision. once a turn by rolling a STRENGTH check. The
Restrained can only try to free themselves with a
Concussed contested Strength check. Attacks against the
Dizzy, disoriented. -2 on KEN, VISION, AIM, Restrained have a chance of hitting both creatures.
FINESSE checks. On Magickal actions a
CONSEQUENCE occurs on a rolled 1 or 2 instead of Overencumbered
Carrying too much. STR x 20 is what you can carry
just 1. Travel at ½ speed. Need one week of rest to
and maintain regular travel speed. For each 20 over
recover.
you move slower. ¾ Speed, then ½ Speed then ¼
Unconscious Speed. The Counselor will determine the penalty.
Knocked out cold. Can recover after 1d6 minutes. Or
with assistance. Helpless. Starving
In normal play we can assume characters are
Prone grabbing a meat pie or sausage roll as they move from
On the ground. A major action is required to get back place to place. However if they find themselves in a
on your feet and situated. Melee attacks against the location or situation where food is scarce this could
Prone get an extra bonus die. come into play. If you don’t eat for more than 2 days
you get the starving condition. ALL checks are made
Grappled at -1 die penalty. For each day of starving beyond 2
In a close-range physical contest that might lead to you add an additional penalty die. 4 days of starvation
being Restrained. Grabbing, twisting, hitting, means -3 penalty dice. Eventually starvation leads to
slapping, moving around each other. The grappled death. The Counselor will work with you on that.
must roll a contested Strength check to free
themselves. Attacks or other checks have a penalty Dehydrated
In normal play we can assume characters are
die of -2 while grappled. If grappled and fails 2
grabbing a drink or a tea during the normal course of

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their day. But if they are in a location or situation
where water is not available this might come into Deafened
play. Not drinking water for an extended period of Unable to hear anything for a set duration determined
time is bad. Muscle cramps, brain fog, delusions and by cause of deafness. Counselor to determine or roll
other issues are encountered. This causes penalties for the number of minutes, hours, days the character
and ultimately death - details to be worked out by the cannot hear.
Counselor.
Exhausted
Sleep deprived but can move at ¼ speed for an 30
Hobbled
Legs, feet, hips or back severely injured. Requires mins then need to make a WILL check to continue
medical attention and one week of rest to recover. otherwise the character will go to sleep. 24 hours of
Travel at ¼ speed. Climbing or swimming has a 50/50 rest will remove this condition.
chance of a fall or drowning.
Burning
A character that takes fire damage needs to take a
Bloodied
Open wounds and bruising. Get medical attention Major Action on their next turn to put out the flames
within 6 hours or start losing one ENDURANCE - patting, rolling on the ground, the player determines
point each hour. A chance bystanders will call the how. If this is not done the character will take an
emergency number when seeing you. Travel at ½ additional 1D fire damage.
speed.
Burned
A character that takes more than ½ of their Health
Smashed Face
Facial wounds and lacerations, missing teeth, black Points in fire damage is Burned. Get immediate
eyes. You look like shit - people notice. A chance treatment to avoid permanent scarring. Travel at ½
bystanders will call the emergency number when speed.
seeing you.
Empathy Checks are made with a -2 penalty until Drowning
A character or creature that is drowning or deprived
receiving medical and dental attention.
of air can hold their breath for
(STR+ENDURANCE+2 minutes) after which they
Blinded
Unable to see anything for a set duration determined will be unconscious. They will be dead in 1 more
by cause of blindness. Counselor to determine or roll minute. They can be revived using MAGICK or the
for the number of minutes, hours, days the character HEAL skill.
cannot see.

Magickal Damage Types or Conditions


Touched by THERE
Moving between HERE and (THERE) can increase your chances of being touched by the otherness of THERE. When
a character is Touched, they have a need to return (THERE) within a certain timeframe or they will start having a
withdrawal-like affliction. They will seek Gates or access to Gates to return (THERE) in an almost involuntary way.
There are ways to remove this affliction but it is different for every individual.

Drained / Diminished
Certain creatures both HERE and (THERE) can absorb the vitality of others and increase their own power. A
creature might absorb some STR from a character, boosting its own STR and leaving the character enfeebled. This
kind of damage can be catastrophic and will take months to recover from - there is no quick fix.

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Healing & Recovery
Stabilization
If a character is injured with piercing, slashing or gunshot damage they should be Stabilized using a Heal or First
Aid skill check. This will stop the bleeding and keep the character from bleeding out or taking ongoing damage. This
needs to be done within 10 minutes of receiving the first injury and takes 2d6 minutes. Without stabilization -
characters with those kinds of wounds will lose one Health Point or Strength or Endurance point per hour until
treated.

First Aid / Field Medicine


Once Stabilized, damage can be repaired using a Heal skill check or through Magickal means. If successful - the
character regains points that can be applied to STRENGTH or ENDURANCE or split between the two. If First Aid
restores STRENGTH and ENDURANCE to their original levels - any remaining healing points can restore Health
Points. First Aid / Field Medicine can only be applied once before Full Healing.

# of Points Restored = Heal Skill Level + # of Successes In Heal Skill Check

Magickal Healing
Healing by Magickal means is also possible - potions, spells, rituals, blessings and other means can Stabilise and
Heal a wounded character. Similar to First Aid - any points regained can be

Full Healing
To fully heal - or to remove a Physical Condition - the character must seek out Medical Care from a Clinic or
Hospital. Remove a bullet, fix a broken ankle, treat internal damage, provide a blood transfusion, surgery, etc.

Stress
Stress is a gauge of how comfortable a character is feeling in the world of Grimsbury. Stress affects both physical
and mental performance. No stress? Your character is at home enjoying a cuppa and watching the telly. But as
characters encounter uncanny situations, otherworldly Personalities and possibly deadly conflict - these encounters
will impact judgement, self-confidence and how they perceive the world.

STRESS POINTS = KEN + EMPATHY + WILL SKILL

Add KEN and EMPATHY attribute values and WILL skill levels to get STRESS POINTS. As stressful situations are
encountered the character will have to pass a Stress Check to avoid losing their Stress Points. Some encounters
might require a mandatory Stress Point reduction - this depends on the Counselor’s judgement and how the
situation is affecting your character.

Stress Checks can be triggered by a variety of sources. These activities might not always trigger a Stress Check - this
is up to the Counsellor. Seeing an otherworldly creature for the first time will likely trigger a Stress Check but seeing
a similar creature again might not trigger the check.

Following are some suggested Stress Check triggers:


★ Pushing Rolls ★ Viewing otherworldly beings for the first time
★ Burning Luck ★ Experiencing Magickal phenomena (if not a
★ Being pursued or stalked Magick practitioner)
★ Being harmed in combat ★ Crossing into (THERE) (if not skilled in
★ Another character or NPC is killed Transport Magick)
★ Killing others (if not from a Military or Criminal ★ Talking animals
background) ★ Haunting or possession
★ Going 24 hours without sleep ★ The embrace of an Old One or Otherworldly
★ Going 24 hours without food or water creature
★ Psychic assault

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Rolling Stress Checks
To roll a Stress Check - grab a pool of d6 equal to the number of Stress Points you currently possess and roll. This
roll can be pushed once. Luck or a Blessing can be burned for a reroll on this check.
★ Any six in the pool is a success and the check is passed.
★ No sixes is a failure - Stress Points are reduced by 1 or more determined by the Counselor
★ In a failed roll - Ones are BANES - failure with a BANE (1) reduces your Stress Points and also causes an
Involuntary Action.

Involuntary Action
A Failed Stress Check with a BANE (1) in the roll results in the player losing control of their character to the
Counselor for one involuntary action. Possible involuntary actions might be:

★ Scream ★ Drop an item ★ Cry out


★ Fall Backwards ★ Cower and mutter ★ Weep
★ Turn away ★ Release your grip ★ Pray
★ Fire a held gun ★ Flail ★ Clutch a person or a
★ Swerve an automobile ★ Recoil thing
★ Freeze

This action should fit the scene and the character and control of the character returns to the player after this
involuntary action.

Panic & Insanity


If Stress Points are reduced to 0 the character will be in a state of Panic and will need to roll on the Panic Effects
table. Subsequent failed Stress Checks will be applied to either KEN or EMPATHY. Once either of KEN or
EMPATHY reaches 0 the character is permanently insane. Insanity means institutionalisation, or in-home
lockdown. Or van life in Uzbekistan. How does your character go insane? Would this make an interesting one-shot
adventure later?

Panic Effects
If stress points are reduced to 0 the character has a panic effect. This is a cinematic moment - players should describe
how their characters are handling these effects. Players should roll 4d6 on the table below to see how their character
is affected:

4 Cardiac Arrest - Clutch your chest and keel over. Instant death.

5 Psychotic - Character will immediately attack whoever is physically closest to them. Could be an enemy, an ally,
an NPC or civilian. If no person is nearby the character will attack an object in the scene. This will continue for
1d6 minutes.

6 Acute Panic Attack - Elevated heart rate, sweating, unable to focus. Yelling or babbling. Character must take
time to calm down or get out of the situation. All checks have a -3D penalty until panic attack passes.

7-8 Cowardice - Character will attempt to flee either following the path they took to the current scene or along a
different route. If no clear path of retreat is visible, roll a d6 to see which direction the character runs. This will
continue for 1d6 minutes or until the character save make a

9-10 Hallucinations. For the next 1d6 hours - (determined secretly) you have trouble distinguishing between reality
and fantasy. The Counselor will provide a suitable narrative.

11-12 Anxious - apply a -1D penalty to any checks for the next 4d6 minutes

13-14 Twitch and Mumble - able to function but a -1 Stress Point penalty to those around you.

15-18 Coping - no panic effect

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19-20 Adrenaline Shot +1D Bonus on next rolled check

21-22 Adrenaline Surge +1D Bonus on all rolled checks for the next 4d6 minutes

23 Heightened Awareness +1D bonus on initiative, cannot be surprised, bonus die on perception or investigation
checks

24 Overdrive - +2D Bonus on all rolled checks for the next 4d6 minutes

Recovering From Stress Damage


Recovering Stress Points takes an extended amount of time in a quiet, comfortable environment like home or on
vacation. Therapy can help accelerate that process. Drugs and alcohol can also help that process but have a chance of
leading to addiction. This is up to the Counselor but consider regaining a single point per week of active recovery.
Two points with therapy. Successful completion of goals, missions, tasks can also help recover these points - the
satisfaction of accomplishment helps to bolster the mental self-image and can heal those wounds. Interaction with
friends, family and vacation can also help heal.

Setting (HERE)

NOTE: Included here is a minimal overview of the setting of the Grimsbury region. The
Deluxe Rulebook includes 70+ pages of Locations, NPC Personalities, Factions, Story Hooks,
Random Encounter Tables and Quickstart Prompts to help design adventures.

The Grimsbury region is known for rolling hills, ancient forests, karst cave systems and Grimsbury Town proper. The
town straddles the confluence of Two Rivers that flow out to sea approximately 20 miles away. Circling the town is a
set of rolling foothills containing flint nodules and many neolithic sites. The area was settled over a thousand years
ago by nomadic hunters who found plentiful game, fish and shelter in the area. These early settlers left many

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mysterious monuments, artifacts and signs on the landscape. It’s not uncommon to find flint chips and flakes and
broken hand-tools and points in the dirt after a strong rain.

Surrounding everything is a deep Elm, Oak and Maple forest. The Forest is not listed in any of the National Trust
guides, maps or park listings - it seems to be overlooked or missing when those items return from the printer.

In the 1800’s and early 1900’s there were dozens of mills and a thriving economy that took advantage of the free
water power provided by the rivers. After WW2, the war-time industrial plants tried to convert to civilian
production but manufacturing slowed and moved to cheaper locations leaving Grimsbury a forgotten region.

In the mid-1950s the construction of The Grimsbury Facility was started several miles downstream from Grimsbury
town. This was the first commercial nuclear power plant in the UK. The mines up north still sent their rumbling
trains laden with coal down along the river but the tall cooling towers of the Grimsbury Facility spoke of real
progress. The new scientists and engineers working at the Facility taking up temporary housing in the town are
finding the local dialect impenetrible and the customs odd. What are all of these stick figures hanging off our trees
and cars?

The invisible geography is also interesting. The Grimsbury region sits at the intersection of scores of ley lines -
arcane geomantic energy vectors that connect standing stones, forgotten monuments and other sacred geography.
This intersection has affected the unseen borders between this reality (Here) and mystical other realms (There) -
having been rubbed thin over the millenia. Bleed-through has led to gates and doorways appearing where they
shouldn’t, spectral encounters and beings that can exist in both places.

The Emergency Number


Depending on the era - the police are available through a phone call (payphone or
land-line phone) or from a blue police call box. Dial the emergency number to get Police,
Fire or Medical Aid. Those resources will show up within 3d6 minutes. How those NPC resources
react to the situation involving the characters is up to the Counselor. Have the players act out
their interactions and dialogue. Bonus if it is done in a British accent.

Grimsbury Town
Lower Grimsbury Town itself is unremarkable with a high street you might see in any English town this size. Several
chippers, radio sales and repair, a fabric store, a few off-brand fast-food chains, the Sainsbury’s grocer, a butcher, a
few home goods vendors and the scattered pub make up the most noticeable businesses.

But slip down an alley into the quieter streets and you might start to feel an uncanny unease. That crawling feeling
of being watched and observed. Looking around there is nothing odd to be seen - perhaps a lace curtain falls back
across a 2nd storey window or a door is quietly shut or a sloshing gurgle is heard from a storm drain. Players will
encounter personalities on these side streets and alleys— each has a piece of the puzzle or at least a nudge towards
the next destination as they attempt to explore and survive Grimsbury.

Getting Around
Travel in the Grimsbury area is simple. You are assumed to have a bicycle and bus and train
fare cards. To get someplace fast you need to hire a taxi or get access to a car. Magickal
travel is also a possibility.

Grimsbury Lower Town


sits at river level - under the steep bluffs of New Town. This is the site of the oldest habitation in the area. It’s made
up of claustrophobic alleys and streets winding around 2 and 3 storey warehouses, row houses and older brick

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buildings. Here is a port area where various boats and ships are docked and barges call at the rail terminal to
offload their goods.

Along the riverwalk there are dozens of houseboats lashed up against the wharf pilings where various personalities
dwell. There are several pubs and cafes along the riverwalk where one can grab a meal or a drink. Nice for private
meetings. Ferries cross the river every 15 minutes taking passengers and their bicycles to different destinations.

Sea birds circle in the sky and roost along the pier posts looking for handouts, dropped chips or other opportunistic
meals. They squawk and call to each other. Most evenings a fog rolls in after sunset and creates a muffled, dark
atmosphere down in the Lower town. You can hear a lonely train whistle, the clanging of boats and barges tied up
against the wharves and windows closing hard against the cold.

The Old Square is a cobblestone square two blocks in from the River. Around the Old Square is Wyvern Brewery,
several warehouses, a small Sundry Shop and a lunchroom.

A funicular railway operates daily between 6am until 11pm and transports people up the bluff from The Old Square
in Lower Town to the Riverview Park in Upper Town. The cost is 50p per trip. Otherwise The Staircase is always
open for travel between the Lower Town and Upper Town areas.

The Sundry Shop is run by Mr. and Mrs. Gupta. They sell everything from flower bouquets to hardware and nails. If
an item isn’t on display they certainly have it in the basement. There are family photos behind the counter and their
grown children are pictured wearing graduation gowns from some University. Their secret is in their past - they
were both raised in a Mystical community in Jaipur. Both have Magickal abilities they have suppressed to assimilate
into the local community.

The Lunchroom is run by Mrs. Marge Mapplethorpe and is open early in the morning for the dockworkers breakfast
and serves coffee, tea, sandwiches and soup until 3pm when it shuts for the day. A nice place to meet for a chat or an
exchange of microfilm. Mrs. Mapplethorpe’s soup is always delicious and food is her love language but her secret lies
in her potion making abilities.

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The Pure Drop Pub (known locally as The Drop) is located several streets in from the riverwalk down a dead-end
alley. A large copper still - green with verdigris - hangs over the entrance and a hand painted sign says “The Pure
Drop”. A set of grimy, rippled windows face the alley - nicotine stained - never washed. The thick wooden door
opens to a main gathering room with low tables and stools on the right and 4 private “snugs” with booth seating and
privacy curtains on the left. The snugs are almost always occupied and shut off from view by their curtains. The bar
is straight ahead. The lighting is dim, the floors are wooden, stained and covered with sawdust and peanut shells,
there are always bowls of peanuts here - patrons are encouraged to open over the floor and throw shells on the
ground… doing it on the bar is discouraged with a shake of the head and a quick sweep of the rag. The bar serves
local Wyvern Ale (Wing or Skull) on draught along with Guinness and several odd brands - Shipstones and Ushers of
Trowbridge - those breweries closed decades earlier yet the beer flows fresh.

The Wyvern Brewery is located in Grimsbury Lower Town near the River. This is home of the creamy Dragon Wing
Stout - known locally as a “Pint of Wing”. And the stronger Dragon Skull Extra - known locally as a “Pint of Skull”. This
is a family owned operation that goes back many generations and is currently run by the Whitcombe siblings. There
are several large warehouse sized buildings used to store grain, malt and to brew the beer. Facing the street is their
own public taproom with a long stone bar.

Ash’s Magic Shop was founded many years ago - nobody really knows when- “it’s always been here…” and run by
Ashour Maniprani. This is where many a Grimsbury youth picked up their first Trick Deck along with a pamphlet by
“The Amazing Mr. Ash” describing some basic shuffling and dealing sleight of hand tricks. There are hundreds of
stage magic kits and tricks for sale along with many props from Mr. Ash’s extensive collection. Ashour Maniprani -
a middle-aged stage magician who often performs at clubs and events in Grimsbury. His next performance is Friday
evening at Grimsbury Abbey for the new students. He is a trained knife thrower and is very accurate.

Rodney’s Puppet Theatre Everybody has a puppet show birthday party when they turn 10 and the tradition
continues today but nobody really knows Rodney… Over the years his show has become more cruel and bizarre with
his puppets talking about him in a very nasty way to the children. “Rodney!??! He’s lazy and good for nothing! His Mom
isn’t proud of him…. Don’t be like Rodney!”

The Freight Depot Cargo trucks rumble towards the freight depot. There are many multi-storey warehouses with
loading docks and wide doors. Trucks, trailers and cranes sit on the quay next to large barges full of materials and
goods. Throughout the day and sometimes into the night there is a bustle of activity as the loading and transfer of
goods is conducted. A rail spur heads uphill from the main line and a chugging diesel switcher pulls four loaded
gondolas. A group of people walking through this area would not draw much attention but a woman walking alone
would result in catcalls and whistles.

Houseboats On the other side of the Port area, further down the river is a quieter area where 20-30 houseboats are
docked and lashed to pilings. This looks to be a permanent location for many of the boats with ramps to shore,
decorative lighting and the sound of music coming from some of the boats. On the shore are some impromptu
lean-tos, barrel fires and gatherings of the local folks. During the day there are usually a half dozen people fishing
here, pulling in carp or other fish. Glass floats bob offshore indicating the locations of many Eel pots.

The Traveller’s Aid Society & Hostel is located in a three storey brick building near the riverfront. The entrance is
down a side street alley. There is a small sign - easily missed - painted with the word “Hostel”. Inexpensive shared
bunk room lodging and 2 meals a day are available for a reasonable sum. There are lockboxes for each bed to store
valuables. There are two floors for lodging - a men’s floor and women’s floor.

Grimsbury Upper Town


Has newer brick buildings and a more open feeling - with wider streets and sidewalks and parks sprinkled
throughout the town. The Town Hall and Civic Center are here in boxy mid-century buildings that are starting to
look a bit dated. The Police Station is located in an older brick building - a former student College. Victoria Park is
in the centre of Upper Town and is where the weekly market is held and is the unofficial “city centre”.

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Following along the bluff is Riverview Drive. The Manor Homes and Estates of wealthy merchants and
manufacturers can be found off Riverview Drive with majestic views of the river confluence.

Saturday Market at Victoria Park Each Saturday in Victoria Park there is a large open market that sets up for the
day. Many vendors hawk their eclectic wares. Local farmers sell milk, eggs, chicks and rabbits. There are plenty of
cheese vendors and several butchers selling all kinds of fresh chops. But there are many other folks selling unique
items from history and elsewhen.

McManus Curios This complex is located in a row of older 3 storey buildings that are adjacent to a car park for the
newer downtown area. It occupies three storefronts and a rear carriage house. A weathered sign across the
storefronts reads “McManus Curios and Ephemera”. The window displays are crowded with old brown furniture,
chests, brass plates, pewter mugs, mannequins wearing military uniforms and moth eaten gowns. Walking into the
establishment - a bell tinkles over the door - a warm “Oh hello there” comes from the rear of the place - behind
multiple armoires and bookcases. It smells like opening an old trunk in a warm, dry attic, musty but not mildewed.
The smell of old bookstores, crumbling paper and brittle lace. The walls are hung with portraits of odd characters,
landscapes that appear normal then veer into the uncanny with the presence of odd creatures or features.

Bagsley Boarding House Located in a residential area of Upper Town, several blocks away from the White Stag Inn.
The Boarding House is a large rambling Victorian home with white wooden siding, black trim and shutters set
between two newer brick buildings. Formerly a single family home - it has been converted to take lodgers who get a
warm, cosy room and two meals a day from their landlady Miriam Bagsley. Five rooms are rented out - there are
three long-term tenants, one short-term tenant and one empty room available for rent. There is a handwritten sign in
the window “One Room To Let”.

The White Stag Inn is a rambling three storey Inn with a restaurant and pub on the ground level. It is located
several blocks inland from the river bluffs in the Upper Town area, about a three minute walk to the funicular down
to the Old Plaza. The original White Stag Inn was destroyed by Axis bombs during the War and this is a newer brick
structure built on the same site. The Grimsbury Ramblers Walking Club meets every Saturday morning at 7am for a
warm send off for their weekly Ramble - all are welcome. Black and White photos of old Grimsbury line the dark
green walls of the lobby area and you can see what a busy area this was with factories smoking away and barges
lining up in the river, much busier than what you see today. There are also photos of folk festivals and celebrations -
odd how all the participants wear masks - usually there are some outside watchers or observers - seems like
everybody participates?

The Public Library A modern 3 storey concrete building with narrow vertical windows and an almost menacing air.
People miss the cosiness of the old library but it was destroyed during the war. The new library has more modern
mid-century furniture, light fixtures and use of space. The books that were rescued from the old library have been
reshelved along with a lot of more modern titles and literature including periodicals and local newspapers.
There are some interesting occult tomes sprinkled throughout the stacks - a good researcher might be able to find
something relevant to their topic if they search hard enough. There are many volumes about folklore and regional
history and various festivals and practices. Easy to find knowledge on those topics. In the basement is a locked room
with a sign “RECORDS” and inside are many historical records for births, deaths, tax rolls, newspaper clippings and
other local documentation.

Grimsbury Region
Walking paths connect most areas of note in the region and your character can use buses, bikes or cars to get
around. The walking journey sometimes yields unexpected gifts and insights or might lead to conflict. But the trusty
Land Rover Defender can get you and your gear overland quickly if you have a lot to carry and not a lot of time. You
can rent one in town from the auto dealer.
Shore Trails - Each shoreline of the river has a trail along it moving just under the steep bluffs. Occasional overhangs
offer shelter from the rain and elements. Ancient fires burned in these spots but today they are littered with broken

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bottles, discarded clothing and scattered burn logs. An Archaeological project is set up in one of the overhangs,
digging into the dirt and mud, sifting out spearpoints and relics.

Bluff Trails - Above the Shore Trails, looking out over the river are the Bluff Trails. What started as game trails
became hunting paths and in some cases those footpaths morphed into four lane motorways. Small stone benches
are found along the path - allowing travellers to sit and observe some interesting landscape features along the way.

Trails to Monuments - A Walking Trail access point leaves Upper Grimsbury town square with destinations indicated
on signs - The Hill and Crown, Magicians Rock, The Granite Circle.

Neolithic Monuments The region is full of Neolithic monuments, mounds and landscape features. These are major
local landmarks included in travel guides and tourist maps. They are the most well known monuments, however
there are hundreds of other, smaller, secret locations to be designed and fleshed out by YOU the Counsellor. Use
these as templates for your own destinations embedded in the Grimsbury landscape.

The Hill and Crown This hill was always a slight rise in the landscape but
early human settlers used it as a place to worship the moon and the stars. Up
there they were closest to the stars and wanted to get closer. They hauled dirt,
clay and river stones up to build and mound the hilltop even further adding
possibly 100-200 feet of additional elevation. Burial chambers were added and
tunnels dip down into the karst cave system below. The Druids came along and
planted several rings of trees of various kinds at the top of the hill to create a
sacred Grove. Tree Spirits once owned that space. Then came the motorway.
Today a path from town winds inland from the river and through farmer’s
fields, along hedges and up into the remaining trees. Several small standing
stones still peek up from the grass. Twice a year there is a gathering up here to
give to the spirits that inhabit this Hill - to keep them quiet. A sacrifice must
be made.

Spending time here can bring one into focus with nature, time and the ephemeral state of life on this planet. Regain
1 point of lost stress or gain 1 temporary stress point for 24 hours after meditating 3+ hours.

Magicians Rock Often featured in books on the topic - this menhir has been
carved and decorated by human hands over the millenia. Each civilization
embellishing or going over the marks of the previous group. The most recent
major carving (besides local kids carving their initials) would be a large Celtic
Cross. Scholars argue over the meaning of most of the carvings - most calling
them merely decorative. Scholars agree these Rocks are from very far away -
certainly nowhere local.
Two smaller stones stand a short distance away - also carved and very
weathered - the “Two Sisters” create a triangle with Magician’s Rock. Inside this
space is a Ley Nexus of considerable power. This stone is a Ley Nexus Marker
placed by the first Geomantic Dowsers aeons ago. Spending time here (24 hours
in the triangle) can recharge Magickal items and grant 1-3 temporary Magick
Points that fade away after 48 hours.

Grimsbury Abbey “The Abbey” as everyone calls it is a boarding school set up in the early 1800 to educate young
men - and eventually women - about The Great Books and to prepare them for University and future roles in
academia. Approximately 300 students and 50 staff are housed in a grouping of large stone buildings and gothic halls
- the campus feels like it is a place out of time. The students are bookish and love discussing their academic work
and current reading with each other. Located near the Northeast edge of the Upper Town, The Abbey is a gated

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campus open during the day to walkers and the public but closed in the evening, shut tight. The Abbey has always
operated in an independent fashion - there has not traditionally been a lot of “town and gown” mingling but the new
administration is attempting to find areas of local interest for the students who might be interested in some of the
traditional folk practices and archaeological sites.

The Grimsbury Nuclear Facility The UK’s first nuclear power plant has been humming along day and night since it
was built in 1957. Located on the River several miles away from town. You can see the towers and the glow of lights
from the plant in the sky at night. The facility provides clean, cheap power to Grimsbury and the surrounding areas.
The Facility recently announced an expansion in its mission - to lead the research into subatomic particles and
forces. There is a steady stream of visiting scientists, researchers and scholars from around the globe - Stanford
University, University of Chicago, Los Alamos New Mexico, Cairo Egypt, Tangiers Morocco, Brookhaven New York,
MIT in Boston to name a few. In reality, a global, secretive group of technomages are attempting to merge science
and Magick to control and understand the unknowable - summoning and containing beings from (THERE) and other
planes. Imagine what you could do with that much harnessed energy?

The Forest - Clearly visible from town - the deep dark forest looms beyond the farmer’s fields. This large preserve
shows up on no maps. It has walking trails marked with red paint blazes on the trunks of trees. Occasional piles of
stone are seen - mossy and damp. Several huts with hard beds can be used by the public if staying overnight.
Firewood is stacked outside and there’s a bottle of strong spirit by the fireplace. Many things happen in the forest.

Karst Caves System - There are several cave systems up above the river with well documented marks and drawings.
These are gated and barred from entry with giant rusty iron padlocks. How old are the caves really? And what are
those lights from deep inside?

Additional Grimsbury Locations


These are additional locations to use to add flavour to your campaigns. Many of them will be expanded upon in our
upcoming companion guide - The Grimsbury Travel Companion.

The Grimsbury Monitoring Station


Three gigantic geodesic domes sit atop concrete
The New Church
bunkers surrounded by a chain link fence. Part of a
An angular, modern building with raw concrete walls
and brutalist architecture. Sunday services feature network of 25+ identical stations ringing England.
charismatic guitar music, felt banners and outdoor What exactly are they monitoring? And are they
services in a circle on the lawn. Built on the site of broadcasting or receiving? Four times a year a
Old Saint Nicks - one of the first churches recorded covered military truck visits for the day then leaves.
in Grimsbury. It was bombed during the war and torn
down soon after. The interim Rector Crawford has The Morris Motor Plant
long-ish hair and drives an American Ford Mustang. An abandoned car assembly plant with rows and rows
Rumours about his time in Southern California swirl of broken windows and old rusted machinery. Kids
around. and transients take shelter here. Odd graffiti, old
cooking fires. When walking in the area at night it

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sometimes sounds like cars are still being built. A structures. Builders were brought in from somewhere
couple of forgotten veterans are holed up there now. else to do the restoration and construction work and
then one day they were gone. There’s an odd sign on
the gate and no other identification.

The Oval
Turf horse track outside of town surrounded by
rickety grandstands. Rumour says the Romans used it
for chariot races. Races are Thursday, Friday,
Saturday and Sunday afternoon. April - Sept. A great
place to meet someone for a conversation or to go bet
on a nag and enjoy a Lager. There are many
personalities working here during race season.

River Islands
The River confluence near Grisbury Town is a very
Buckridge Estates wide area with four large islands of note. These can
Brutalist housing estates built in the 60s from be reached by boat launch or by swimming with an
concrete on the site of a neighbourhood destroyed by ENDURANCE check. Each island has light towers
WW2 bombing. The lifts are broken, the stairwells that help boat traffic avoid running aground. Summer
smell like piss and are littered with empty beer cans. Island - Abandoned Botanic Garden and Swan Boats.
Amateur graffiti covers the walls. Once heralded as Hallsey Island - Abandoned Hallsey Mansion.
towering monuments to social change - this area has Savanna Island - Abandoned Munitions plant,
seen better times - the stores are boarded up and a Worker Housing. Wellesley Island - Inhabited
sense of desperation fills the air. The foundation goes Wellesley Family Mansion Compound.
deep into an existing cave system and was sealed up
by the workers. The Army Base
built in the 1930’s - still a few structures standing –
The Traveller Encampment most covered in graffiti and used by local kids as a
Located along the river bank near the train trestle. hangout. Some buildings seem untouched, the glass
Dozens of caravans are parked and Roma families panes unbroken. Why? And what’s in the locked
mill about. Children run and play. Visit the bunkers with those room sized elevators that descend
fortuneteller, she can show you things, she can point into the dark? On certain nights people claim they
you in the right direction. But “right” for whom? can hear the soldiers drilling and responding in
unison to their drill master.
The RAF Airstrip
Used for training and mission support during WW2 -
St. Alban’s Convalescent Home
today there is a small terminal with several daily
Opened as a Tuberculosis sanatorium in the 1800s.
flights to and from London and other major UK Set back from the main motorway in the woods, it’s a
cities. Cattle and Sheep graze the grass around the rambling facility with
tarmac. The bus stops here, cars are available to rent multiple outbuildings,
and you can take flying lessons from the Yankee gardens, paths and an
Flying Ace Ernie Morton. ornamental pond all
surrounded by a tall stone
The Mills wall to keep the patients
Red brick and stone buildings - signs of previous safe and contained. St.
manufacturing - sit quietly along the river for miles in Alban’s provides care for
both directions. Some have fallen in on themselves, the elderly and people
some are boarded up and abandoned. Several have struggling through
been maintained by the Preservation Society. A long-term illnesses.
private research group has reclaimed one of the larger

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Setting (THERE)

(THERE) is the name for another realm of existence outside our normal reality and physical space, it’s not a fairy
land or a whimsical “Land of the Fae”. It’s a middle-ground, a nexus, a routing point where many planes of existence
come together. (THERE) is a place of many possibilities.

(THERE) exists alongside and sometimes overlaps HERE. Areas with more overlap can mirror each other - looking
similar but not exactly like our world. The close proximity in these areas results in increased bleed-through and
“mystickal encounters” or other paranormal phenomena. Magickal Gates are the most well known ways to move
between HERE, (THERE) and other REALMS. From (THERE) even stranger REALMS can be accessed with the right
knowledge and powers.

Here are some cornerstones for encountering (THERE):

You Really Are (THERE)


Crossing into (THERE) physically moves the player into that existence - this is not an “out of body experience” or a
“mind trip”. If a player goes (THERE) it is like they have disappeared or “vanished without a trace” from HERE. “I
saw her walk down that alley and into this doorway… and there’s no trace of her!”. If a player dies (THERE) they are a
missing person case that likely is never solved by anyone HERE.

Nothing Will Sustain You


Being (THERE) extracts a cost; few creatures can be fed or nurtured (THERE). You can eat the food but nothing can
sustain you. You will starve to death if you stay too long. Magick might stay the effects but how long can you keep that
up? For most creatures (THERE) is a place of temporary transition used to move between REALMS. For other
creatures who don’t require sustenance like humans, (THERE) is a place of refuge and a potential home base since it
is convenient to many REALMS and neatly overlaid with Terra HERE. You need to plan for travel and bring
sustenance especially if you are there for longer than a day or two. Track the time and mark it off. Many of the
skeletons you see are people who were trapped without food and drink.

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(THERE) is Unnatural And Has an Unsettling Effect
Everything looks muted and faded. Uncanny visions and scenes are everywhere. You need to actively stifle the panic
as it rises. How am I going to return? Each time you enter (THERE) and for each 24 hours you spend, roll a check to
see if you are becoming Touched. Subtract a die from the check for each day after the first 2.

You are Ignored or Hunted


It’s a pretty binary place.

⭐ NOTE: (THERE) is a place that is a broad canvas that allows players and the Counselor to
create places, personalities and experiences that exist outside of our normal world and don’t
follow the natural order of things. The details in this book are meant to sketch out a framework
for the place and the kinds of encounters one might have.

The Village A good way to enter (THERE) is through The Village - a smaller, older version of Grimsbury from out
of time. A misty place where many buildings are recognizable but cobblestones replace asphalt and flickering oil
street lamps replace electric lamps. Or go older yet - a muddy crossroads near two Rivers with shabby huts and
structures, a cobbled collection of streets with 1 and 2 storey structures - busy with carts and animals.

It shrinks or expands its footprint depending on WHEN you encounter it. Carts and horses with occasional trucks
share the roads with debranded sports cars and blacked out Rover 4x4s. Housing estates loom over the older portion
of the village where 2 & 3 storey gated townhomes and cottages line the narrow cobbled streets. Huddled figures
walk past tending to their errands and visits.

Grab a newspaper, you can’t read it or focus on the photos. Sit for tea and a sandwich, you get no nourishment from
it. Get the chills as a figure walks through you, completely ignoring your warm, vital presence. Find a unique cape at
a used clothing store. Stay focused on your business, stay vigilant and get back HERE.

The Rowhouses Starting in the Village along the Park and extending nearly into infinity are The Rowhouses. These
are dark, gothic estates sitting side-by side separated by tall gates and fences. Each is owned by an entity or group,
Gareth Millstone owns a Row House right next to Mick Jagger. The headquarters of The Conclave is located here.

The Crossroads are located about a half mile outside of the Village - you can see the lights just down the lane.
Depending on how far you go back… it was just an animal track with crossing paths. Then it became a firepit, a
campsite, a tavern, an outpost, a village. This is where dozens of Ley lines intersect— infinite destinations if you
mind how you go. There are moments where one can cross over. Modern highway signs blend with hand painted
wooden signs - written in dozens of languages - all pointing towards cryptic destinations.

The Crossroads Inn a large two storey pub and inn there with a muted glow coming from its windows. The Inn has
been here almost forever, the warming fire makes you drowsy, the symbols of glyphs and spiral carved into the stones
and mantle of the fireplace dance in your eyes. Odd folk come and go - greeting each other in passing, leaning in to
share a secret or two, a tsk and a shake of the head. There’s always a table to gather here and chat, and a room to rest
in. Mostly untended - patrons wander behind the bar, pour themselves a pint or pour a dram or two and then reach
into their pockets or pouches to drop something in the large iron box at the end of the bar… doesn’t sound like coins
though. Shame this delightful lager is doing a thing for me. Where is the proprietor? Are there any rooms available?
“Just grab an available key and head up… don’t forget to pay on your way out…”. Is there any work around here? Anybody
know of a GATE to get back (THERE) ?

The Forest Beyond the hills - thick, dark woods - a wild place filled with beasts, creatures and old magick from out
of folklore. Mossy log cabins, fallen trees covered in toadstools, Roman aqueduct ruins, stone circles, rough altars,
snare lines, spider webs, rough paths, blaze marks on trees leading where? A hermit, a hag, a coven circled around a
fire, a goat-headed young man in a black coat, a shimmering gate opening onto an airless moon. Stone walls, berry

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patches, springs, sprites, symbols carved into tree trunks, cairns stacked by still pools, trout fishing streams, spiders
catching small birds. Is hunting allowed here? Do you hear singing? I swear it’s coming from over there - come on!

The Snowy Mountains Beyond the Woods, on a clear day, you can see the Forest stretch into the distance. It slowly
changes into Alpine trees that climb up the foothills at the base of the Snowy Mountains. The rocky peaks pierce the
sky at acute angles and are topped by glistening white snow. It is a bitter cold, unforgiving region and home to what
are referred to as The First Ones by the denizens of THERE. From The First Ones came THERE, the whole other
plane of existence was their doing. The Magick of the place and possibly HERE? Some still worship The First Ones
and make pilgrimage treks up the peaks to secret caverns and ritual sites to pay homage and gain power and insight.
Only several have ever claimed to have returned. Odd metal and glass contraptions have been spotted in the air
around the Mountains and lights can be seen circling on some nights like trapped shooting stars.

The Trenches / Niemandsland From the Crossroads follow signs to “Niemandsland ->” heading North out of the
Village on a two track path. You can walk or take the bus. As you get closer a fog drifts in and slowly obliterates
daylight and dampens all sound. You wander into a landscape run through with channelled trenches and tunnels,
ramps and mounds lead to other sets of trenches and it is easy to get lost within. It’s easy to enter this area and hard
to leave.

Personalities
The world of Grimsbury and beyond is a place of Personalities. Some odd, some benign and some dangerous. It’s a
strange world - and that is reflected in these people. These are some of the people your players might encounter,
fight or hear about. Use them to add depth to your play sessions.

The Technician has been touched (or worse) by grey van is topped with a half dozen rickety wooden
something from (THERE). He was working his late ladders he uses to reach almost any height. He’s
shift at the Grimsbury Facility, cleaning ducts and friendly enough, tipping his hat to say “Hello” out on
vents after one of their high powered tests. He the street. And he gets the job done inside and out.
glimpsed a door, a glowing opening he didn’t But nobody’s ever seen him out of costume or after
remember ever seeing before in one of the shafts, dark or even knows where he lives. And little trinkets
being curious he walked through. “It’s like walking go missing all the time, I’m not saying it's his doing…
underwater” is the last thing he remembers thinking.
He awoke sitting in a vent, an unlit cigarette dangling The Fortune Teller has a 2nd storey walk-up parlour
from his mouth. “I don’t smoke,” he thought. And got where the curious go to peer into the future and
back to work. I feel like there’s a radio in my head, mostly to share about their past and present. Part
and I like it. therapist, part Roma and fully Magickal, Rosa Gitano
knows more secrets and desires than anyone in
The Bent Barrister is your man if you’ve got the coin. Grimsbury. Her curses and charms can ruin or make
Need charges dropped? Need charges brought? Just lives. Sometimes she likes to play around and nudge
talk to Max Madsen. You can usually find him at fate forward but never directly by her own hand. She
lunching at the Veteran’s Club or lurking about the might need some help aligning the spheres and
courthouse near the red call box. He’s always got a untangling the skeins of fate. If the players decide to
project or a client that needs a bit of help - off the get a fortune told then roll a pool of 5d6 for Rosa’s
books of course. Get him thumbing through that Magickal attempt. No 6’s and she will make up a
notebook and he’ll find something for you. He’s bunch of generic fluff - “You are destined for a long,
usually around unless he’s (THERE) lining up more interesting life full of twists and turns…”. If there are
deals. successes (6s) in the roll then look ahead at your
campaign and tease or hint at some detail the
character will encounter. “You will travel someplace else
The Chimney Sweep is a lanky fellow who wears the - not here - and you will have to fight for your life…”
traditional costume of tall hat and tails. Fred Gilroy’s

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his fate. All he sees will be dust in one of his
The Witchpunks are a moments. He is looking for the Way Out and will give
local band that a mind crushing amount of knowledge to anybody
practises in the who can end him. (An ancient obsidian dagger can
basement of the Toy end him).
Shoppe. The four of Wants: To end it all.
them 2 boys, 2 girls and Fears: Boredom. Continuing to be alive. Small talk.
their entourage of 8 Might Say: “I feel strong Magick coming off you. Tell
others are always together. Led by Toby Monroe, a me a story…”, “Have you seen an obsidian dagger on
fiery redhead, this band plays early punk rock, raw your wanderings?”
and thrashing. Catch them at the Grimsbury Abbey
Student Union or down in Lower Town at the Twin The Folklorist is from the University in Bath, they
Anchors on Thursdays. They never seem to book gigs spend weeks on end staying in the Hostel and
during the full moon. photographing, recording and documenting “the old
ways”. They’re always around during all of the
The Mushroom Forager is a tall, young man named scheduled ceremonies or festivals and they are
Wade Arthur born in Jamaica but moved here when he starting to learn more about the more private, local
was very young. His Mother works as a head cook at events. They’re well known in the region so access
St. Alban’s Convalescent Home. Wade wears his hair can be difficult - nobody likes a nosy outsider. So The
in braided locks pulled back inside a colourful cap. Folklorist might need help doing some fieldwork and
He’s got a unique laugh - a warm guffaw. He’s often research for the “Folk-Lore Society County
seen riding his bicycle through the woods - he’s been Publication”.
all over and is probably an excellent guide to some of
the deeper spots. His side satchel is always bulging The Witchburner is a member of a Faction (THERE)
with his harvest. The red fly amanita with white dots that believes “mortal humans” have no business
is always in his bag along with many morels and other practising Magick or having access to Mystical
more palatable fungi fit for the table. He sells all he powers. A Witchburner can appear like anybody and
finds to restaurants and at the weekly market. Wade will typically not draw attention to themselves, they
worked hard and received high marks in Chemistry at will look like a nobody sitting near the back of the
Grimsbury Polytechnical School. bus. They smell Magick. Magick items, spells,
charms, anything. They will seek to destroy those
The Elder Mother items and individuals. A pagan ritual celebrating the
The Elder Mother is thought to be the guardian of the harvest and fertility with love and light or a dark
elder trees, and it was said, until recent times in ceremony aimed at gaining power through blood
various parts of England and Scandinavia that to take sacrifice - it matters not to the Witchburner - all
wood from the elder tree one would have to ask the participants must burn. Witchburners all have
Elder Mother first, or else ill luck would befall the different ways of operating. One might attempt to
woodsman. The woodsman would have to ask the burn a group alive with their own Magick. Another
Elder Mother like so: "Old girl, give me some of thy might sneak and use the flaming blade, one by one.
wood and I will give thee some of mine when I grow An active Witchburner might be the catalyst that
into a tree. unites Magickal factions that are typically at odds
with each other. Witchburner’s can bleed.
The Weary Eternal sits at the back of the pub
nursing his pint. Same spot, same pint whether you The Beekeeper lives down a long lane in a rambling
are HERE or (THERE) he exists in both places. He has wooden cottage with odd turrets, additions and
walked the ends of this world and done magnificent windows. They run The Apiary just outside of Upper
things and awful things. He’s written songs about Town. They are from (THERE) and frequently move
himself and performed those same songs until they back and forth tending to their hives and maintaining
were forgotten. He’s worn slave collars, uniforms, balance. The Beekeeper has a goal of natural harmony
rags and business suits. Currently he wears a tweed and growth. They sell their honey at the Saturday
cap, patched sweater and corduroys. His Magick is Market and schoolchildren have an annual pilgrimage
deep but there’s no point in using it, It won’t change from the elementary school every year on May 1 to

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visit the hives and to help tend them. The Beekeeper empty, anybody home? He ducks down to tie his shoe
will actively side against evil but will be reticent and shimmers away, the gate opens and closes, the
about going into open conflict - they much prefer to front door opens and closes and in 2 minutes the
work with other agents, even mortals to help achieve process repeats and he’s standing up again finishing
their goals. If you are sipping a pint you might hear a his apple. His weak spot is Hummels and little
story told about a demon that thought they could get figurines of animals. He can fetch things for the right
the best of the Beekeeper. “Have you ever seen a reward.
creature fully devoured by a swarm of glowing bees? They
say there was nothing left but the horns and teeth…” The Conductor comes through Grimsbury station
twice a day. You can tell him by a distinctive orange
The Knife Sharpener has a stall in the Saturday handkerchief hanging out of his jacket pocket. If you
Market where people drop off their knives, scissors know him he will turn your car into a gate as you go
and tools to be sharpened on his foot operated stone through the Rail Tunnel, in you go, out you don’t. He
wheel. He whistles old songs as the steel sings across likes honey sweets and brandy. Learned his Magick
the stone - sparks flying and dancing. Pat Malvern from his Aunt who raised him. He is a transportation
sells all manner of blades. A few he keeps wrapped in specialist and a thorough rail fan. Model trains, train
oilcloth under the main selection. These have been books, train magazines. When not working you can
ensorceled for an extra 1-3 damage. He’s a Hedge likely find him on a bench near the trainyard or
Witch who has learned how to use Ley Lines, the walking along the parked rolling stock leaving little
Moon and basic ritual Magick to enchant his blades. marks on each of the cars, little notes to friends
During the week he pushes his cart up and down the around the country.
streets of Grimsbury town ringing his loud bell
yelling “Sharpen em up”. Someone stole his dog The Unnaturalist Studies the various creatures,
recently and he is heartbroken, he’d give a lot to see beasts and entities that exist (THERE) and other
Rowdy again. REALMS. Has documented many of their findings in
book form - printing a handful of copies for close
The Elegant Witch runs Violet's Volumes, a associates. Their notes detail form, mannerisms,
“Women’s Bookstore” located in a new shopping strengths and weaknesses. The Unnaturalist is
centre in Upper Town. Violet Longfield has long, originally from HERE and has spent many years
straight salt and pepper hair that looks almost pewter. moving between HERE and (THERE), they’ve become
She dresses colorfully with scarves around her neck quite touched. Owns a stronghold (THERE) with
and mod skirts and boots. She is from HERE and food, drink and plenty of accommodations. Searching
loves someone (THERE) but it’s complicated. She has for an ancient entity that stole the mind of his best
access to a Gate located under a tapestry in the rear of friend. Not just for revenge but to understand it,
her store. You wouldn’t see it or know it was there but where it is from and its motivations. Then revenge.
if she wills it, the outline of the gate will glow with
otherlight - and it opens into an alley THERE. Her the respectable madman Typically encountered in a
Coven is short two members, one was killed by a pub, in a public park or on a walking path out for a
Witchburner and another has disappeared. She’s ramble. This chap will be in smart dress just a bit
worried, unable to complete more powerful rituals, nicer than the setting dictates. Prone to say “Hold up
her coven needs help. old chap…” or “Well Hullo there!” to pull in an
audience. Will start speaking of unfamiliar planets
The Nervous Thief is constantly in a sweat. His where non-existent physical forces like gravitrons
handshake is wet and his brow drips even in the wreak havoc. These gravitrons are keeping his
coldest Winter. “It’s how I was born,'' he says. He’s thoughts bottled up and he just needs to get up and
not a violent type and loves his job as a house painter. back there to fix things! He has his lucid moments
He’s never stolen from his clients but sometimes on when needed and his coin is good so he’s welcome
his lunch break he takes a little stroll munching on an most places. But people in the know just nod and
apple… sniffing at a front gate or a warehouse door, he steer clear lest they get an earful. Might have his
KNOWS… locked or unlocked, junk or valuable or Magickal beast Peaches with him in the form of a
tubby Corgi.

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Ley Lines
The Grimsbury region sits at the intersection of scores of Ley Lines - vectors of Geomantic Magickal force that
criss-cross the globe. Ley Lines connect standing stones, forgotten monuments and sacred geography and weave a
series of arcane connections between Here and (THERE). The energy is bound into the nature of the planet and was
imbued by the Old Gods as a protective measure. Over time this Geomantic energy has waned but it still has a strong
presence in certain areas of the world, especially Grimsbury. Ley Lines might have been used by animals as “game
trails” that turned into paths, then roads. Ley Lines might follow buried ancient Roman roads. Ley Lines might be
faintly outlined by swaths of colourful wildflowers or oddly transformed flora.

Ley Nexus Points


The intersection of so many Ley Lines has affected the unseen borders between this reality (Here) and mystical
other realms (There) - having been rubbed thin over the millenia. Bleed-through has led to gates and doorways
appearing where they shouldn’t, spectral encounters and beings that can exist in both places. A Ley Nexus Point is
where multiple Ley Lines converge - these spots are “supercharged” and can reduce the “cost” of using Magick -
allowing much more powerful effects with a lower Magick Point “spend”.

How to find Ley Lines?


★ Characters with Mysticism 2+ can detect Ley Lines using two sticks of hazel or some other natural
component to point the way (Dowsing)
★ Enchanted Ley Compass - many exist but where are they?
★ Follow a crow at dusk and see where it lands. Crows like to gather and socialise along Ley Lines
★ There are multiple maps and illustrations that show the location of Ley Lines. These maps and books might
be disguised as everyday objects like a hiking guide. And do Ley Lines shift over time? These might be
outdated.

How to use Ley Lines?


★ Recharge Magick Points - spend an hour to conduct a Recharging Ritual in close proximity to a Ley Line to
reclaim a point. More effect if near an intersection of multiple Ley Lines. Roll for success.
★ Boost Magickal Actions - rituals or spells initiated within close proximity to Ley Lines can be boosted for
effect with extra bonus d6s - Counselor’s discretion.
★ Characters with Geomancy 1+ can use Ley Lines to transport themselves and others to “stops on the line”.
Ley Lines move in a straight line only. Knowing where “the stops” are requires a Magickal check.
★ Nexus Points can manifest Gates at certain times - full moons, new moons, high noon to allow for travel
between Here and (THERE).

Gates Between Here & There


Gates allow Magickal travel and bridge HERE and (THERE). Gates take many forms - depending on how you push
the buttons - an elevator might open onto the expected 8th floor of an office building or you might step out into an
alley (THERE). Gates are hidden to normal, mortal eyes and don’t function unless opened by someone or triggered by
something. Following are the cornerstones around Gates in the Grimsbury universe:

Gates never operate exactly the same way twice


Where’s the moon? What’s the date? Where are the Ley Lines? All of these variables factor into Gate travel.

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Gates are like a bright beacon of Magick when used
They attract others. When you cross you might not be alone. Beings are looking for ways to cross all the time - to
hitchhike with you - avoid hitchhikers - bad things can happen.

What does crossing cost?


The first time through a gate - roll a Stress Check. Subsequent trips through the same Gate do not require the check.

An example crossing:
“Sitting at your table at the Pure Drop - you’ve just finished your draught of bitter... your vision wavers, you rub your eyes and
look again at your surroundings. The room seems much the same, minus the colourful flyers promoting the upcoming Carnival
posted by the door and the patrons - although they haven't moved from their seats - are dressed differently in rougher fabrics,
tweeds and woollens. You stand up to get another pint and see the calendar behind the bar - it reads 1958. You feel an uncanny
shift in your setting. Roll a STRESS CHECK… then roll a d6 to see if crossing has any consequences.”

When Crossing
Crossing over the border may or may not even be a noticeable event. A player might not even know they are on the
other side. Subtle clues might inform them… people appear just a little off in their dress and mannerisms. Or the
crossing might be abrupt with a sudden shift in space and time. These sudden shifts might have a higher potential to
impact sanity - exact die modifier to be determined by the Counselor

Playing the Game

A play session is conducted in-person or using a virtual tabletop (VTT) platform such as Roll20.net. In the play
session there are players who develop and guide their characters through a scenario or module, and there is a
Counselor who helps narrate and direct the play sessions. The Counselor knows the details of the adventure session
and voices the Non-player characters (NPC) and personalities encountered and helps to guide and develop the
narrative.

You don’t need any fancy miniatures, tokens, maps or dice to play - you only need a notepad, pencil and standard six
sided dice referred to as a d6. Ideally you will also have 2 dice that are different colors - Black and Red - those come
into play as your character is crossing between Here and There. And bring an open mind and willingness to trust
those you are playing with.

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Players
The people playing the game - you, me, sitting around a table or plugged into a VTT with our character sheets and
dice in front of us.

Characters
The people IN the game - your alter-egos or personas that are adventuring forth in Grimsbury. These characters are
voiced and directed by the players. Your character doesn’t have to be anything like you - the player. Try picking a
character type that is interesting to you - that you want to explore. There are many character types to choose from,
soldiers, detectives, magick users, scientists, researchers and students - you pick the character type you want.

Work with the other people in your game to develop a rounded group - if all of you pick the same character type you
might be strong in one or two areas but weak in many other areas. That might hinder your ability to navigate and
deal with Grimsbury.

And remember to play your character like they have no external knowledge of the scenario or the world. The player
might know “things” but would your character know the same “things”. Just because a player knows something
doesn’t mean the character would operate with that knowledge. This can be a tricky line to toe but try to avoid
meta-gaming.

The Counsellor
⭐ Don’t read this if you are a player. Go back and work on your character backstory.
Arguing with the Counsellor is not wise.

If you are The Counselor for your game you have a lot of responsibility. You have the hardest role but some say it’s
the most fun. The Counselor plays every scene and arbitrates how the outcomes affect the story and the characters.
The Counselor’s word is final as they interpret the scenario, the rules, the character’s behavior and determine
outcomes. Arguing with the Counselor is not wise. Following are some pointers that will make your session more
immersive and fun for the players and yourself:

Know The Rules


That’s easy - just read this guide and understand the mechanics. Know when to ask players to roll checks and when
things just flow. Lean into the mechanics where needed and flow cinematically where appropriate.

Be Prepared & Be Prepared to Improvise


Preparation time is required. Sitting down at the table and “winging it” will likely be a poor experience. Consider
different “scenes” your players will encounter and sketch some rough details out for each including location,
motivation, NPCs, items etc. The players will always derail your best laid plans so be ready to improvise and IT IS
OK to say - “The Counsellor Needs A Few Minutes To Reflect On Your Actions” and take that time to prepare the next
scene. The break in the action allows you to decide how to shape the narrative based on the player choices.

Tell The Story & Share The Story


The Counsellor guides the characters through the narrative. How that happens is up to you. A tight adventure path
to be completed over a 4 hour session will require significant railroading or “guidance”. An open-ended campaign
that ranges across the world requires the Counselor to have the ability to frequently pivot and provide alternative
scenarios and encounters if the players zig instead of zagging.

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★ Set up the adventure, module or storyline:
★ Bring the characters into the shared mission. Why are they together? What are they trying to do?
★ Document and map out the important areas the players will be visiting
★ Include their backstories, their faults and their goals into the play where possible
★ Describe the scene, the light, the smell, the details, the physical space, the presence of visible doors, windows,
furniture, etc.
★ Voice any PERSONALITIES or CREATURES or Non-Player Characters (NPC) encountered.
★ Have the players describe their actions… “How do you do …. X?”

Make it Fun & Challenging


★ Populate the adventure with personalities, creatures, encounters and surprises
★ Devise puzzles and challenges
★ Allow players to explore and mess around
★ Give points for good roleplay and flavor moments
★ Roll dice for non-player characters (NPCs) and other inhabitants of this fantasy world.
★ Tell the players the results of their skill and attribute checks - their actions in this world
★ Track time in the game - date, time, duration. Using a d12 to flip over every hour in the game to represent the
passing of time.

Play Sessions
This game is intended to be played in a “shared storytelling” mode with a Counselor defining & guiding the storyline
and Players taking their characters through challenges, personalities and complications to achieve a goal. The game
can also be played solo or collaboratively with 2+ people and no Counselor - write down actions and consequences
in a journal.

★ Utilise collaborative storytelling - the Counselor sets the scene but the players must bring their creativity and
flavor to their actions
★ Trust each other around the table - be vulnerable and perform if you want
★ Collaborate with other players to determine a course of action
★ Tell the Counselor what you are doing and they will help determine how it works out
★ You will be rolling dice to see how your character performs their actions
★ And you will be handling the consequences both success and failure
★ It will look like a conversation with a lot of questions asked around “what are you doing?”, “what are you saying
to them?”, “where are you going?”, “describe to me what that looks like”
★ Sometimes characters are hurt, wounded or even killed.
★ Death is a part of this world - if a character dies - the player should feel free to roll up a new character and
inject them into the storyline right away. Maybe the old character is a ghost in this new iteration.

Play Modes
Welcome to Grimsbury has different play modes each with its own pacing and ideas for Character development.

One-Shots These are play sessions usually completed in 3-6 hours and require a lot of “railroading” by the Counselor
- scenes should be pre-determined and scheduled. The Counselor will need to push the players along where needed.
Characters are pre generated or disposable and most times there’s no need to worry about Finances, Reputation,
Character Points, Skill advancement or tracking Stress.

Mini-Campaigns These are extended one-shots or mini-campaigns that might last 2-4+ sessions. These require less
“railroading” and can allow for more investigation, character development, exploration, random encounters and
Grimsbury flavour scenes. The characters can be pre generated or from an ongoing campaign. It’s up to the
Counselor if Finances, Reputation or tracking Stress are important. Probably don’t need to worry about Character

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Points or Skill advancement.

Ongoing Campaigns In an ongoing campaign players focus on the narrative as well character development. There
might be a longer story arc coupled with sandbox exploration of the Grimsbury region and weird random
encounters. Finances, Skill advancement, Character Points, Stress and Reputation will be a much larger part of the
gameplay and the fun as characters acquire powerful and interesting objects and perhaps a multi-dimensional
rowhouse (THERE). They might become political leaders or business tycoons or start a coven made up of PCs and
NPCs working to strike down a rival. The ongoing story is up to those around your table.

Winning
For us players - to play is to Win! But there is no “winning” for your characters, there’s only survival to face the next
adventure. Survival can lead to growth, acquisition of items or wealth and gaining new power. Example: develop a new
skill, acquire a magic object, develop a deep friendship or relationship, reveal a path to another place, get a unicorn.

Failure means loss, insanity, death or worse. Example failures: soul is trapped in another’s body, soul is trapped in a
object, banished to a plane of eternal pain, transformed into a frog, total amnesia

Setting up the Game - Session 0


During Session 0 the Counselor will work with players to understand the kind of adventure they want. Do they want
a mystery or investigation? Do they want combat? Do they want otherworldly encounters? How much Role Play do
they want while playing?
★ Go through Character Creation and work on a collaborative back-story where characters are rewarded for
weaving a narrative web of how they might know each other.
★ Discuss Campaign Style - what do players want to get out of it? What kind of adventure do they want to have?
“Crunchy/Survival” with time tracking and penalties for lack of sleep and food? Or “Cinematic” with more
focus on action?
★ Horror? Combat? RPG Focus? Romance? What blend of those styles do they like?
★ Discuss Safety and any topics that are off-limits
★ Discuss Scheduling - does play proceed only if all players are available or do you just need four out of five
players available to proceed?
★ Prepare for Session 1 - The Arrival and The Gathering - bring characters into the universe, have them meet up
and start the adventure.

Notes About Safety


Discuss potentially sensitive topics up-front before the first play session. Session 0 is usually a good place to discuss
these topics. Respect for your other players and the Counselor is paramount. Even though this is a “fantasy game”
taunting, bullying or verbal abuse should never be allowed at the table. Here are some tools of the trade to help
ensure player safety:
★ Lines - these are topics that will NEVER come up. These are triggering concepts, topics or images that should
NEVER be included in the game by the Counselor or other players. Things like rape, torture, slavery. Call them
out and respect those Lines.
★ Veils - these are topics that can come up but are not detailed - the activity takes place “off screen” and is not
dwelled upon.
★ X-Card - even when Lines and Veils are agreed upon - sometimes a triggering topic that wasn’t previously
mentioned comes up and makes a player uncomfortable. Simply placing an index card marked with an X on the
table indicates this topic is off limits and play needs to move in a different direction.

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Cinematic Moments
During play sometimes there is a pivotal moment in the story or a specific scene where everything comes together -
it might involve an amazing timely roll with a major level of success. The Counselor and players can call for a
cinematic moment and describe their actions like a Hollywood Director describing a scene.

EXAMPLE:
“Maeve casts her spell at the driver and he swerves out of the way. The bus hits a parked car and
flips over while we are underneath cradling Duckie’s head trying to revive him.”

Appendix N - Touchstones
The world of Grimsbury has many inspirations - any one of which will help you get into the mood of the game. Start
with BBC, Granada and ITV television shows like Children of the Stones, The Owl Service, The Changes and Dr. Who.
Movies like The Wickerman, The Blair Witch Project, Midsommer and The Thing. Music from the BBC Radiophonic
Workshop, the Ghostbox label especially groups like Belbury Poly, The Advisory Circle, Pye Corner Audio and the
Focus Group. Additional musical inspiration comes from Broadcast, the Soundcarriers, Moon Wiring Club and The
Espers. Books that inspire this game come from C.S. Lewis’ Narnia series, Jonathan Strange & Mr. Norrell by Susanna
Claarke, A Year In The Country by Stephen Prince, The Ancient Science of Geomancy by Nigel Pennick, Stonehenge
Decoded by Gerald S. Hawkins and A Folk History of England. The Kraken by China Mieville. The Dresden Files by Jim
Butcher. Magicians by Lev Grossman. Additionally the wonderful Scarfolk ethos by Richard Littler informs quite a bit
of the oddness one might find in the world of Grimsbury. Game systems that have been impactful on this journey:
Cairn, Liminal & Liminal Horror, Call of Cthulu, Vaesen, Delta Green, The Hateful Place - all of these are amazing.
The creative Counsellor should feel free to adopt the Grimsbury setting into any of those systems.

Credits
I want to thank Free League (Fria Ligua) for making their Year Zero Engine SRD available as an
inspiration for the mechanics in this game. This game is not affiliated with, sponsored, or endorsed
by Fria Ligan AB. The Year Zero Engine System Reference Document is used under Fria Ligan AB’s
Free Tabletop Licence.

I recommend the X-Card by John Stavropoulos for player safety, ensuring all are having a fun time at the table.

The book uses Icons from game-icons.net with permission under CC by Lorc and Delapoite (CC BY 3.0)
The book contains images generated using Midjourney - no specific artist styles were referenced in prompts. It is
my goal to hire illustrators to work on the next version of this book

Steven Davies provided ongoing feedback around various mechanics and Todd Cherkasky suggested some tasty
random encounters.

Many thanks to playtesters - Michael Hauser, Steven Davies, Jaws (Jamie) and thanks to all players at GaryCon 2023
and GenCon 2023 who joined me around the table as we experienced the World of Grimsbury.

COPYRIGHT NOTICE

“Welcome to Grimsbury: Deluxe Rulebook” and Welcome to Grimsbury the RPG System and Setting © 2023 by Chris
Chaudruc. Developed, authored and edited by Chris Chaudruc ([email protected])

PRODUCT IDENTITY
Any references to Grimsbury, Roseland or Rara Avis.

68 Welcome to Grimsbury Deluxe Rulebook


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All artwork, logos, symbols, designs, depictions, images, illustrations, maps and cartography, likenesses, and other
graphics except icons mentioned previously.
Any elements of the proprietary setting, including but not limited to location names, organization names, characters,
personalities, historic events, and organizations; any and all stories, storylines, plots, thematic elements, documents
within the game worlds, quotes from characters or documents, and dialogue.
Specific Character Archetypes, Skill Specialities, Magick System and Mechanics, Spells, Consequences, Tables and
Talents.

GRIMSBURY ONLINE www | discord (The Grimsbury Tourism Bureau) | spotify | DrivethruRPG | itch.io

INDEX
PERSUADE (CNX) 24 Minor Actions Examples 41
HEAL (CNX) 25 Movement 41
Introduction 2
Talents 26 Sneak Attack 41
Character Creation 4
Finances 27 Cover 42
Age 4
Health Points 28 Armor 42
Ability Scores 5
Stress Points 28 Melee Attacks 42
Character Archetypes 5
Reputation 28 Ranged Weapon Attacks 44
Private Investigator 6
Luck 28 Ranged Weapon Damage 44
Army Grunt - Soldier / Veteran 7
Character Points - Growth & Firearms 45
Hedge Witch/Warlock or Gutter
Progression 29 Physical Damage 46
Mage 8
Game Rules & Mechanics 29 Physical Conditions 46
Mystical Scholar 9
Rolling Skill Checks 29 Magickal Damage Types or
Burglar 10
Pushing Your Roll 31 Conditions 47
Agent 11
Burning Luck Points to Re-Roll 31 Healing & Recovery 47
Archaeologist 12
Taking Time 32 Stress 48
Reporter 13
Rolling Without Skill 32 Rolling Stress Checks 48
Skills 15
Opposed Checks 32 Panic Effects 49
Skills tied to Strength (STR) 16
Chaining Actions Together 32 Recovering From Stress Damage
Skills tied to Ken (KEN) 16
Consequences 32 50
Skills tied to Agility (AGI) 16
Magick 33 Setting (HERE) 50
Skills tied to Mysticism (MYS) 16
Magick Points & Cost 34 Grimsbury Town 51
Skills tied to Connect (CNX) 16
Magickal Effect Rolls 35 Grimsbury Region 54
Core Skill Descriptions 16
Magickal Focus Areas 35 Grimsbury Locations 56
ENDURANCE (STR) 17
Magick Consequences 37 Setting (THERE) 58
FIGHT - CLOSE QUARTERS 17
Regaining Magick 37 Personalities 60
INTIMIDATE (STR) 18
Potions 38 Ley Lines 63
FIGHT - RANGED WEAPONS 18
Combat 39 Gates Between Here & There 63
SNEAK (AGI) 19
Range 39 Playing the Game 64
FINESSE (AGI) 20
Surprise 39 Setting up the Game 67
DETECT (KEN) 20
Initiative 40 Notes About Safety 67
FOCUS (KEN) 21
Turns 40 Cinematic Moments 68
WILL (KEN) 22
Actions 40 Appendix N - Touchstones 68
MAGICKAL FOCUS (MYS) 23
Major Actions Examples 40 Credits 68
READ (CNX) 24

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