Character Creation
Randomizing a Character
Before accepting your character when first joining a game or by activating the character generator, you can fully randomize your character using our "Obliterate This Character" button at the top of the sheet if you'd like to jump right into the action!
Once you accept the character (via the checkmark at the bottom of the modal) you'll need to Edit and Delete the character if you'd like to randomize another Unfortunate Soul.
At any point you'd like to "Roll/Randomize" a field, just click the Randomize button on the right of the desired field.
Character Name - Name your character that is doomed to die
Choose a Class
Each class comes with things you'll need to start your journey through the darkness of the 'verse.
Once you see a Class you think is interesting, using Omnisearch in game, typing in the Class you like in the search field, then sharing the resulting Article to the Journal will help you find the following information:
A short indicator/description of a character background/origin story
Modifiers for when you roll your Ability stats (i.e. 3d6 + 2 for Strength; with the +2 being the Class specific modifier)
If there isn't a calculation here for any/each of the 4 Attributes, it defaults to just 3d6 with no modifier
A Class Feature
Starting Equipment (if any)
Die to roll for a starting Weapon
Die to roll for starting Armor
Number of Tributes (and the type allowed; if any)
Amount of credits you start with
Number of Favors you start with
Your HP calculation (i.e. Toughness Modifier + specified dice roll; dice roll changes per class played)
Your class may actually give you an attack or weapon specific to the class as well.
Characters are, as per Rules as Written, normally randomized, but if you'd like to build your character from scratch, the following information helps you create the character step by step.
Background
Randomize, choose, or create your own origin story for the character in the field below the "Class" field.
Class Feature
Randomize, choose, or create your own Class Feature for the character in the field below the background/origin field.
These Features will often times give you special actions you can take during a game specific to the, almost subclass like, character you are playing. These Features can be anything from a new attack/weapon/item/Tribute/animal given, a skill you're particularly good at (ultimately lowering the Difficulty to pass certain rolls), or a table of possible items you can craft.
Armor
Your Class will tell you to roll a certain die to determine your starting Armor, up to a d4. (and give you any restrictions you might have on certain types of Armor) You can also spend any starting credits on grabbing some armor if your GM allows it.
(tier 0) - No Armor
(tier 1) - Thin Grade - (Leather Jacket; Thin grade Carbon Fiber) Cost: 5 CR
(tier 2) - Police Grade - (Carbon Fiber body armor with sewn-in Carbon Fiber guards etc.; -d4 damage) Cost: 42 CR
DR -2 on Agility and Defense tests
(tier 3) - Military Grade - (Mecha-enhanced armored suit etc.; -d6 damage) Cost: 80 CR
DR -4 on Agility tests, Defense tests DR -2
The heavier your Armor the less likely you are to dodge an attack, but have larger damage reduction if hit. (often times negating the damage altogether)
Riot Helmet
You may start with a Riot Helmet while rolling your Starting Equipment or you can buy one for 12 CR. Riot Helmets function in two ways:
Reduce incoming damage from attacks by -1 (this can be added on top of the damage reduction from Armor)
Ignore ALL incoming damage from a single attack, but the shield is destroyed
Cannot be worn with Mecha-Armor
In Alchemy, the dropdown allows you to state what kind of armor you're wearing (or create your own) and the pips display how much damage reduction that kind of armor applies.
Abilities
Each of the 4 Abilities are rolled with 3d6 and then a Modifier is created with the resulting total. Place the Modifier in the fields next to each Attribute.
Before matching a Modifier to your roll, don't forget to add or subtract numbers to the initial roll depending on our Class selected.
After self improving a character, an Ability can never exceed +6 or -3.
Example: 3d6 + 2 for Strength
Total of 3d6 = 13
13 + 2 = 15
Strength Modifier = +2
Roll | Modifier |
1-4 | -3 |
5-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-14 | +1 |
15-16 | +2 |
17-20 | +3 |
Don't forget to check the Class you've chosen for situationally specific rolls when dealing with Abilities. (i.e. All normal Agility tests are reduced by 2, going from DR12 to DR10)
The Grimm
These dropdowns represents a Würm infection. Every time you enter into close range with something infected by The Grimm, there is a chance you too will become infected. Once infected.
When in close contact with The Grimm, roll a d6. On a 1 or a 2 you have become infected. (If you've suffered damage that would otherwise cause an open wound, those chances double, roll 2d6, any result of 1 or 2 means infection)
Once infected, randomize this field and use the God's "... Parasitic Pains" Action.
Every day thereafter, test Toughness DR16
Failure - Reroll the God's "... Parasitic Pains" Action
You can never have the same Pain twice, reroll
Rolling a failure here has the possibility of killing your character
Success - Use the God's "... Parasitic Pleasures" Action
Rolling a success here has the possibility to rid yourself of the Würm
Description
Misspent Youth, Battle Scars, and Irritating Idiosyncrasies can all be either randomized, chosen, or created as you see fit for the character!
Misspent Youth might describe how your character acts or handles situations
Battle Scars give you something of an anecdotal situation you had happen to you in the past
Irritating Idiosyncrasies gives you a roleplaying kickstart with something your character does that makes them unique/strange
Description
Here you can place a description of your character if you'd like. You can also toggle this portion of the sheet to be visible to anyone who chooses to view your character while in the game if the "Public Description" toggle is 'on/green'.
Trackers Tab
Favors
The number of Favors you have to start with are, again, stated in the Class you've chosen as a die roll (normally either a d2 or a d4).
When used, Favors can turn the Player's bad luck around, or possibly give them a better chance of survival and success. You can use an Favor to do one of the following:
Deal maximum damage with one attack
Reroll a dice roll (yours or someone else's)
Lower damage dealt to you by d6
Neutralize a Crit or Fumble
Lower one test's DR by -4
Favors can be gained back after at least 6 hours of rest, at which time the player rolls their Class's starting Favor die again to gain back that amount of Favor's back.
Optional Rule
If you'd like to make the game less brutal you can give all PCs an additional Favor. You can also allow them to share their Favors with others in times of crisis.
HP
Your Hit Points are calculated as Toughness + a certain die roll according to Class. You can start this game with 1HP, but no less.
Neuromancy Points / Tribute Uses Per Day
Everyone rolls a Presence + d4 every morning. This is the amount of times you can use Tributes for the day. (You'll find an Action named "Daily Neuromancy Points" in every player's 'Action' tab)
For Example:
You have 1 Tribute, and roll 3 Neuromancy points. You can use that Tribute up to 3 times that day.
You have 4 Tributes, and roll 2 Neuromancy points. You can use any 2 of those 4 Tributes that day.
Equipment Tab
Credits
Here is where you place the credits you've been given according to your chosen Class.
Weapons
Weapons, much like Armor, are decided as your Class has you roll a certain die to determine your starting Weapon, up to a d10.
Bouncer's Club (wooden) - d4 damage, 1 CR
Ratchet Wrench - d4 damage, 2 CR
Military Dagger with Sheath - d4 damage, 3 CR
Sharp Throwing Bones - d4 damage with (Presence + 10) Bones/Stars. 4 CR
Gummi Stick (Rubber Legionnaire Baton) - d6 damage, Breaks a bone on Crit, 7 CR
Double-Sided Bang Stick. Shotgun - d8 damage in the front, Dagger - d4 damage in the back. Holds 1 shell, must reload (10 shells uncommon ammo) 10 CR (2 shells/1 CR)
Blaster - d6 damage, 4 charges/use), 15 CR
Semi-Automatic Pistol - Fires 2 bullets at a single target per round, d6+2 damage per bullet, Start with 18 rounds, ammo is hard to come by, 30 CR (2 rounds/1 CR)
Pulse Rifle - d8 damage, 6 charges/use), 20 CR
Energy Sword - d10 damage, 4 charges/strike) 22 CR
Tributes
Tributes can be used thanks to Neuromancy. The number of Tributes you start with is determined by your Class and if you happen to roll a Tribute on your Starting Equipment tables. You can use either the Randomize Hacked Tribute or Randomize Encrypted Tribute Action in Alchemy to quickly set you up with a Tribute to use.
Starting Equipment
Use the "Starting Equipment" roll table Action or roll each of the following tables individually:
D6
1 - Lintball that smells of the elderly
2 - Coin from a now fallen society
3 - Fanny Pack - holds 3 small-sized items
4 - Spacepack- holds 6 normal-sized items
5 - Rolling Foot Locker - holds 12 normal-sized items
6 - Hoverplate - will carry 18 normal-sized items (sometimes wanders off)
D12
1 - Laser Torch (4 charges/use) - cuts through 3' of 5" thick metal/use DR12
2 - Headlamp (1 charge/use)
3 - Glass Cutter- cuts through glass and plexi-glass no thicker than 1/4 inch DR10
4 - 25" Synthrope
5 - Med Kit - (Presence +d6 uses, stops bleeding, heals d4 HP)
6 - Keycard Descrambler - +4 when descrambling locked hatches
7 - Mini BOOM Box - small device that looks like a radio. Can be times to detonate, d12 damage
8 - 1 Random Hacked Tribute
9 - Pocket multi-tool with fancy tooled leather case
10 - Mummified Würm strung up on a necklace
11 - 1 Random Encrypted Tribute
12 - Lysergic Poison (d4 doses) - causes hallucinations for d8 hours
D12
1 - Postcard collection of vacation planets, none of which you've visited and most of which no longer exist
2 - Crate of freeze-dried rations (22 days worth)
3 - Laser Knife (3 charges/use) - d4 damage
4 - Fresh strawberries worth 50 credits, will rot in d6 days
5 - 1 Random Encrypted Tribute
6 - Glow-in-the-dark hammer
7 - Bot-destabilizing fluid (d2 doses) - effective on mechanical creations DR14, d12 damage
8 - Violent 'roid rat - only listens to your whistle, Consumes a day's rations, (d4 +4 HP, bite d4)
9 - Flare gun with 2 flares - one white, one blue
10 - Well-used tambourine
11 - Electroshield - works as a battery to charge other items. (absorb 1 HP damage from an energy attack up to 10, each HP = 2 charges)
12 - Folded up picture of one of YOUR LEGION'S siblings
Self Improvement / Leveling Up
Your Game Master will decide when it's time for you characters to get improve/level up.
When your character Improves, 2 things happen:
Additional HP - Roll 6d10. If the result is equal to or greater than your current max HP, increase it by d6
Ability changes - Roll a d6 against all 4 Abilities. Results equal to or above the Ability increase it by 1, to a max of +6
Results below the Ability decrease it by 1
Abilities from -3 to 0 will always be increased by 1 unless the d6 result is a 1, in which case it's decreased by 1 to a minimum of -3
(You'll find 2 Actions named "Getting Better - ..." to assist in quick character improvements. You can find these Actions by clicking the Add Action button under the 'Action' tab for Players)
Rolling Dice
Dice rolling in Vast Grimm are considered Tests. Tests involve rolling a single d20 and adding or subtracting your Ability Modifier from the result of the die roll.
To succeed in a test, you will roll against a Difficulty Rating and attempt to roll at or over the Rating (Shown as the - Ability to be used - then the letters DR - then the number rating of the Difficulty)
For Example - Agility DR12
All Normal rolls (not easy, not too hard) are made at DR12. More than that number is considered more difficult and tests less than 12 are easier the lower it becomes.
The GM rarely ever makes rolls in Vast Grimm. If they ever need to roll for a creature, they will roll a raw d20 (no Ability bonuses) against the desired DR.
Crit (natural 20)
Attack - Double damage and Armor/Protection (meaning damage reduction) is reduced by one tier: d6 -> d4 -> d2 -> 0
Defense - PC gets a free attack
Fumble (natural 1)
Attack - The weapon is dropped, malfunctions, damaged or is lost completely
Defense - PC takes double damage and Armor is reduced by one tier. Reduction in tier does not remove Tier 2 and Tier 3 penalties. Armor reduced below first tier is ruined.
Combat / Violence
Before Combat Starts
When the PC's first encounter an NPC that isn't immediately thirsty for blood, an NPC Reaction roll can be made to determine their "reaction" to the PCs. (You'll find a GM Action named "Creature Reaction" under the 'Tools' tab)
Initiative
Roll 1d6
1-3 Enemies go first
4-6 YOUR LEGION goes first
Once it's the PC's turn, Agility + d6 will determine each individual's Initiative within the group (You'll find an Action named "Individual Initiative" in every player's 'Action' tab)
Round
During a Round you have enough time to draw a weapon, move and attack (use a Tribute etc.). Swapping batteries counts as an attack. There are 10 rounds in one minute.
Movement
Movement is purposely left up to the GM to decide. The GM will say whether or not what you want to do is possible within the range you are currently.
Melee Attack
Test Strength DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Ranged Attack
Test Presence DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Laser or blaster fire will shoot in a straight line until it hits a target.
Beyond 100':
101'-200' DR14
201' - 300' DR16
301'+ DR18
Defense
Test Agility DR12 (unless GM says otherwise or type of Armor being worn; can sometimes be modified by the creature being fought or Medium/Heavy Armor)
If you fail, the enemy hits you.
Enemy Morale
When the fight isn't going the enemies way, some enemies will need to roll Morale to see if fighting to the death is worth it. (You'll find a GM Action named "Moral" under the 'Tools' tab)
Three conditions could cause your enemies to roll Moral:
The leader of a group is killed
Half the group is eliminated
A single enemy has only 1/3 of its HP left
To test Morale, roll 2d6 and compare to the enemies stated Morale value. If the rolled total is above the creature's Morale value, roll a follow up d6 with the following results: (You'll find a GM Action named "Demoralized" under the 'Tools' tab)
1-3 The enemy flees
4-6 The enemy surrenders
If the creature does not have a Morale value, the creature fights to the bloody end.
If one of the Grimm is demoralized it (1-3) flees or (4-6) ejects a Würm that was inhabiting its shell of a body. The Würm will slither down the nearest crack or cranny to escape while it's host collapses into a bag of meat.
Using Tributes
Everyone rolls a Presence + d4 every morning. This is the amount of times you can use Tributes for the day. (You'll find an Action named "Daily Neuromancy Points" in every player's 'Action' tab)
As long as you have a Neuromancy Point left for the day, you can attempt to use a Tribute.
To use a Tribute - Test Presence DR12
Success - Power is activated and you subtract one Neuromancy Point
Failure - Power doesn't work, subtract one Neuromancy Point, lose 2 HP and become disoriented and dizzy for the next hour. During this time Tributes will fail in the most horrific way possible or cause a Cataclysmic Condemnation.
Crit - The GM may decide to have you roll on the Cataclysmic Condemnation table
Fumble - The GM may decide to have you roll on the Cataclysmic Condemnation table
Cataclysmic Condemnations
When Tributes don't go as planned and (if the GM wills it) on a Crit or Fumble, they may ask you to randomize an effect using the Cataclysmic Condemnation roll Action. The game plays out with the result.
If a PC happens to roll the same Cataclysmic Condemnation twice ever, a micro black hole opens up and anything within a 10' radius of the Tribute being used makes a Toughness DR14 test. On a failure, they are consumed by the black hole. The more it consumes, the bigger it gets.
Combat Example
Reaction Roll = Kill!
Combat Startsd6 is rolled for Initiative = 2 (Enemy goes first)
Enemy chooses to attack Dan
Dan rolls Defense (Agility DR12+2 for wearing Tier 2 Armor) = 13
Dan rolls d6 for damage taken by Enemy = 5
Dan rolls damage reduction for Tier 2 Armor (-d4) = 3
Dan takes 2 points of Damage (5-3)
Players Turn
Dan rolls individual Initiative = 17
Isaac rolls individual initiative = 12
Dan rolls to attack with a Ratchet Wrench (Strength DR12) = 15
Dan rolls Ratchet Wrench damage (d4) = 3
Dan rolls for the creature's Armor damage reduction (d2) = 1
Dan deals 2 points of Damage (3-1)
Isaac rolls to attack with a Blaster (Presence DR12) = 12
Isaac rolls Blaster damage (d6) = 5
Isaac rolls for the creature's Armor damage reduction (d2) = 2
Isaac deals 3 points of Damage (5-2)
Morale CheckSingle enemy is below 1/3 HP
Morale roll (2d6) is made for Enemy (7 morale) = 8
Roll is greater than creature's Morale value, roll d6 = 4
The Creature surrenders!
Taking Damage
Every time before dealing out damage, whether against you or an enemy, don't forget to reduce the damage by a character/creature's Armor or Riot Helmet.
There are no modifiers added to a weapons stated damage dealt.
Starving
Without food or water, no HP is restored while resting and after three days of Starving, PC loses d4 HP per day.
Infected
A PC infected by a Würm restores 1 HP each day without food as the Würm shares its strength with its host.
Death
If HP is taken down below zero, your character is super DEAD.
If taken down to exactly 0 HP, you are considered Broken and might not yet be dead...maybe...
Broken
Once Broken, roll d4:
Fall unconscious for d4 rounds, awaken with d4 HP
Roll a d6; can't act for d4 rounds, then become active with d4 HP:
1-5 = Severed limb (-1 Agility permanently)
6 = Lost eye (-1 Presence permanently)
Hemorrhage - Death in d2 hours unless treated. All tests are +4 the first hour. +6 the last hour
Roll again
1-2 Loss of eye (-1 Presence permanently)
3-4 You are very Dead
Healing Damage
There are several ways to heal damage in Vast Grimm:
Resting
Shortly resting to catch your breath restores d4 HP
Full night's sleep restores d6 HP
Without food or drink, no HP is restored when resting.
Being Infected by a Würm restores 1 HP daily, even without food
Herbal Medicine Patch (Archaic Methods), restores d4 HP
BioTech Medical Cartridge, restores d6 HP
Nanite Healing Kit, restores d8 HP
BioTech Medical IV, restores d10 HP
Additional Rules
Battery Charging
Batteries can be recharged at a rate of 3 charges per hour when plugged into a source of energy. Alternatively a solar charger can be used to recharge up to 4 batteries at 2 charges per hour.
Starships
Oftentimes YOUR LEGION might want to score a starship. One member of YOUR LEGION should roll d6 for the group at the start of your miserable campaign. There are also two additional ships you can add randomly to your campaign, the STAR SCHOONER and the WAR FRIGATE.
Every day there is a 1 in 4 chance your ship will break down.
Most ships travel one astrosec in a day’s time and can make it from one end of the system to the other in 10 days.
Pharmaceuticals
Life in the 'verse is depressing and dangerous. A list of available, legally or not, "Pharms" are listed below:
Berserker Stim
Crash Pads
Astral Reds
Nerve Jammer
Rocket Stick
Lotus Drop
Yellow Jacket
Stardust
Each pharm comes with a chance of addiction. Addiction should be rolled every time the pharm is used unless otherwise described in the description of the pharm. Characters who become addicted must continue to take the product at least once per day or suffer from Withdrawal.
Withdrawal - Any type of rest does not recover HP.
The Final Rule
The Endings
Every day at dawn the GM will roll a die (die size depending on how long before the end of everything is agreed upon by players and GM)
On a 1, a Torment is rolled and the 'verse changes accordingly. The same Torment cannot befall the 'verse more than once. (You'll find a GM Action named "Torments" under the 'Tools' tab)
To signify the end of the 'verse (game) and on the 7th Torment, you will always activate:
7:7 The day of the darkest blessings are upon us! Let us give thanks and praise to The Rot, Neuroc, Tergus, The Cruor, Rmethus, and Carnitious. For today the great würms conjoin together again as one. It is through them that THEY shall usher in the Vast Grimm.