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Core rules for the TTRPG Grimwild

Pre-se­ssion Recap (p.17)

Before each session (after the first), recall the previous session and share your PC's best moment. Each player takes spark.
When all are finished, the GM Recaps (taking suspense) tying all of these moments together into a proper "­Pre­viously on..." and starts the session.

How to roll (p.12)

Roll of d6s. Check highest value :
6s
Critical (can't be cut + critical bonus)
6
Perfect
4-5
Messy
1-3
Grim
Cut Grim
Disaster (gain Spark)

Montage Roll (p.13)

Roll to condense a sequence you don’t want to play out in detail, but still want to leave up to the dice. Roll 2d, resolving it all as a single action roll, then narrate a few beats. Keep things moving or zoom in on a grim.
If multiple PCs join, each rolls 2d and shares the risk. Collab­orate on the results. 6s on separate rolls don’t count towards criticals.

Thorns (p.12)

Normal roll / Though
+0 thorns
Very tough
+1 thorn
Extremely tough
+2 thorns
Impossible
+3 thorns

Setup (p.12)

When a previous action makes a follow-up more effective, you assist without risk. You roll 1d as a normal assist, but don't share the risk.

Spark (p.12 & 17)

Max 2 per players.
Gain when adding a tangle, rolling a disaster, resolving a story arc or a quarrel.
Spend to take +1d on a roll. You can spend multiple spark on a single roll.
Carries over each session.

Bonds (p.14)

Your dynamic with each PC. When a bond changes, give a short vignette. The other PC takes spark.

Tangles (p.15)

Charac­ter­-driven compli­cations you introduce and have to follow-up on. Take spark. Tangles must stem from your vantage or story arcs and always have an immediate impact (action roll, option closing off, forcing inaction, etc).

Dimini­shing Pools (p.13)

Set of d6s used to track things (time, resources, effort, etc).
Roll every die in the pool drop 1d for each 1-3 result.
With the greater effect bonus on a critical, drop 1d before rolling the pool.
If no dice dropped on a messy or perfect action roll, take a secondary effect.
If the pool was 1d and it didn't drop, push yourself to drop the last die. GM can spend supsense to do the same.

Story (p.15)

Each session, you have 2 story. Spend it to add story details that must fit your vantage, at least as a stretch, or tie to a story arc. GM can make a story roll to see how true or beneficial it is, or add nuance.

Potency (p.17)

The ability to pull off jaw-dr­opping feats. When you have potency on a task, you ignore thorns from difficulty (but not from other sources like damage) and can attempt normally impossible (+3t) tasks.
A potent feat can do things like:
Group action: Something a team of people could accomplish with an action.
Stretching Limits: Something just beyond normal human limita­tions.
Mystical: Feats that don't fit in with the above, but have similar narrative impact.

Interrupt (p.17)

Make an action roll to try to stop an impact move. This requires a specific talent. If not already involved, you now share the risk. On a messy, the GM takes or keeps suspense.

Buffs (p.17)

Benefical effects (fearless, invisible) that expand vantage, ease tasks, make rolls unnece­ssary, or provide outside assist­ance.
If you give a buff to an ally that persists in your absence, you can assist relevant rolls without risk.

Vex (p.16)

An intense flash of emotion like anger, fear, or confusion.
Vex is inflicted as a conseq­uence, sometimes in addition to a mark or harm.
Vex prompts an immediate instin­ctive response. Choose one:
Fight
Flight
Freeze
Freakout
Interpret the response, which usually lasts a beat or two. Your PC is driven by emotion, but you decide how it plays out.

Conditions (p.16)

Specific injuries or maladies that impact only relevant situations and are often lasting. They sometimes come alongside harm or a mark (rattled + broken heart), and can be:
Urgent: 4d bleeding out, 6d losing your mind.
Short-term: Twisted ankle, drunk.
Long-term: Broken arm, a deep hatred.
Permanent: Gouged out eye, insanity
Take +1t when a condition specif­ically hinders a roll. It can also reduce your vantage and make an attempt imposs­ible.
Conditions clear when it makes sense, like after a scene, with rest, or when a pool tracking them depletes. They may also require treatment or another specific method to clear them.
You have the final say on long-term and permanent condit­ions.

Rest (p.16)

A stretch of time between signif­icant action (a night's camp, a week's travel). Paced for drama, not realism. Clear all marks and harm.
 

Vantage (p.14)

Your charac­ter's frame of reference, the sum of your backstory, talents, and the current fiction. When a question arises about what you can do, have, or know, check it against your vantage: does it feel like a given, a stretch, or a reach ?

Action Roll (p.13)

Roll to pull off something risky. State how & why, clarifying your intent. The GM picks the stat that matches your intent­ions.
Perfect
You do it, and avoid trouble.
Messy
You do it, but there's trouble. Prompts an impact move.
Grim
You fail, and there's trouble. Prompts an impact move.

Defense Roll (p.13)

Roll to avoid incoming trouble, but only when not caused by your own action. The GM calls for the roll and picks a stat to test.
Perfect
You avoid trouble.
Messy
You avoid the brunt of the trouble. The GM lightens the conseq­uences.
Grim
You fail to avoid the trouble. The GM follows through on the move.

Stats (p.14)

Your core capabi­lities rated from 1/poor to 3/great, used for action and defense rolls.
Brawn
Power, menace, toughness
Agility
Precision, athletics, reflexes
Wits
Smarts, trickery, reading situations
Presence
Influence, willpower, reading people

Assist (p.12)

Help another PC on a roll.
State how & why, then roll 1d and share the risk.
Include your roll result to theirs.
You can defend a PC when they suffer an impact move due to their own roll. Roll a 1d defense roll in their place.

Teamwork (p.12)

When 3+ PCs work together, the GM picks who rolls the action — sometimes the most skilled (lifting a boulder), sometimes the least (sneaking in). The other PCs assist.

Quarrels (p.17)

Conflicts between PCs. First, make sure all players agree to the quarrel.
Clearly state the stakes for winning and losing, erring on the side of dramatic (bruises, not bloodied; hurt feelings, not vex). Each player rolls 2d and the highest wins (5 beats 4).
Others can assist, or they can join at 2d with their own agenda. On a tie, compromise or keep quarre­ling.
The winner narrates how they won. Then, the loser narrates how they handle losing. The results of the quarrel are final—it's okay for the PC that lost to be bitter, but the story moves in the winner's direction.
Both sides take spark.

Power Pools (p.17)

The power of some talents or items, rolled in place of a stat. The same roll determines the outcome and drops dice from the pool. Even if it's automa­tically succes­sful, still roll the pool when used and drop dice.
You must roll all dice in the pool.

Story arcs (p.15)

Ambitions
Struggles
Growth
Build a Reputation
Come Unraveled
Embrace Change
Explore the World
Doubt Convic­tions
Escape My Past
Finish the Mission
Feed My Vices
Find Belonging
Make Things Right
Flirt with Bretayal
Just Enjoy Life
Satisfy Desires
Keep a Secret
Prove Myself
Uncover the Truth
Survive the Storm
Settle Debts
Take spark by resolving an arc with a meaningful moment.

Push Yourself (p.17)

Expend extra effort to activate certain talents. After using the talent, mark the related stat (your choice).
Talents that require you to push yourself can be activated without a mark once per session.

Harm (p.16)

Heavy damage to your mind or body. This is the default damage from an impact move.
Heavy physical damage or stacked marks to Brawn or Agility leaves you bloodied.
Heavy mental damage or stacked marks to Wits or Presence leaves you rattled.
Bloodied and rattled inflict +1t each on all rolls.
Getting bloodied or rattled a second time leaves you dropped - you're out of the scene. Make a story roll (usually 2d) to see the outcome. On a perfect, you're merely out until the scene ends. On a messy, things get even worse, like also taking a condition. On a grim, things get far worse, like dying or taking a permanent condition.

Mark (p.16)

Light damage, a temporary hindrance to a stat (winded, confused). Take +1t on the next roll with that stat, then clear the mark.
If a stat is already marked, You take harm instead.
Marks are often combined with another mark or other conseq­uences when inflicted directly (Agility mark + thrown off your horses)
You also take a mark when you push yourself.

Treatment (p.16)

Harm can be cleared with treatment, which requires time, tools and training.
Treatment always carries risk, requiring an action roll. On a messy, they recover but other problem arise (left with a mark, takes longer than expected). On a grim, you aggravate the situation (long-term condition, death).
Marks can't benefit from treatment.
Conditions can be treated when it makes sense, which might require working towards a task pool or fulfilling specific requir­ements before it clears.

Downtime (p.16)

Extended breaks (a month, a season). Fully heal, including relevant condit­ions, and reset per-se­ssion talents.
The GM rolls faction pools, then picks one and depletes it completely to move the story forward.

Post-s­ession XP (p.17)

After each session, take 1 XP and fill in its box. You start at level 1 and advance when you fill boxes equal to the next level. This lets you choose a new talent.
The GM can award 1 bonus XP for a standout session (about 1 in 4). For a slower pace, slash each XP box before filling it.
           
 

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