Checking In


APOLOGIES FOR ANY CONFUSION! Grim is still undergoing serious design changes, most of which have been made behind the curtain without a marketing director, so updates will not be often and likely very confusing.

Just a reminder that while stuff’s going down, still roughing out the details of the game. 2.1 is completely different from the first edition, maybe because it’s the beginning of an actual rpg and not some general Fate tweaks, but the major changes:

  • Change in core dice system

Shifting from d20+advantage+skill-disadvantage to d20+advantage/disadvantage. Adv/disadv. will no longer accumulate but cancel out, and skills will only grant advantage and a d6 bonus to character stats. Degree of success or failure will affect damage.

  • Change in Character Sheets

Characters now have an Armor score, Health and Stress (Soon to be Hope), Traumas, Item Slots (Weight), and of course Traits (formerly Aspects), Stunts, and Skills.

  • Skill List has been polished for now, reduced to:

•  Athletics (Health)  •  Charm •  Craft •  Decieve •  Empathy (Stress) •  Fight (Armor) •  History •  Notice  •  Physique (Health) •  Science •  Shoot •  Stealth (Armor) •  Survival (Equipment) •  Travel (Equipment) •  Will (Stress)

  • AC has been Renamed Armor, Fight and Stealth now add to Armor. Armor “soaks” damage on rolls.
  • Traits have some guidance, see below
  • Physical and Mental health have been renamed Health and Stress
  • Stunts have not been changed, but see below
  • Trauma

Characters now have Trauma slots which are filled if a character is reduced to below 0 Health or Stress, and if all their Slots are filled, the character dies. Traumas give disadvantage on actions and checks and confer a negative Trait.

  • Weight

Characters also now have Weight stats instead of carrying capacity, which can be increased by carrying containers or training in an Equipment skill, and each item has a designated Weight.  Carrying over weight leads to 

  • Actions and Checks

Actions and Checks will now have explicit rules for resolution and use popcorn initiative. Sample Actions include Attack, Persuade, and Notice, along with Assist/Resist actions granting advantage or disadvantage to an opponent’s/teammates Action. Sample Checks include Stress, Endurance and Defense checks, and if failed deal damage equal to the degree of failure.

  • New Inked Character Sheet

Drawn by yours truly.


  • The Future

I intend to finish this product, and that means the whole thing. In the future, I cannot say for certain what will happen, but I doubt the language and names will remain the same. What I do know is that there will be some mechanics added, names changed, guidance provided, and artwork and lore on the side. I do this as a hobby, so it’s gonna take some time. Grim has already undergone massive changes, and I expect that growing pains will continue until it is wrapped in a beautiful hard cover.

  • Stress will become Hope
  • Trait types (Motivation, Vices, Virtues, Ties, and Conditions)
  • Fate points
  • The Fate Pool (Tension Pool)
  • Resting and Downtime rules
  • Added Artwork

Gamemaster’s Section

  • Props
  • Characters
  • Setting
  • Guidance
  • Rules advice

A setting worldbook sits far off into the distance, the Demia Worldbook. 

  • Equipment Lists 
  • Archetypes and Groups 
  • Bestiary
  • Grimoire
  • Stunt lists
  • Trait lists
  • And of course, Extensive lore and artwork

Files

Grim 2.1.pdf 7 MB
Dec 26, 2020

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