Grimm
Flavor Profile
Grimm has survived nearly two human lifetimes. But not as a human. Born in an Age echoing the harsh landscape and gunfire of the American Wild West, he was a gunslinger, a tracker, a man who could outshoot death itself. But that changed the day he rode into Deadiron, an evershifting ghost town choked in silence and rusted secrets. There, he contracted GearRot—a strange, mechanical plague that doesn’t just kill; it replaces.
It started slow. Skin peeled away, revealing piston muscles. Bones snapped and reformed into iron and steel. And beneath it all, a new hunger ignited—not just for flesh, but for brains, knowledge, and the spark of life itself.
With mechanical limbs, Grimm stalks the borderlands between man and machine. The virus is still spreading, inch by inch, gear by gear. But he refuses to surrender, searching for a cure.
Age of Origin: The Age of Guttersteel
A hardened Age forged in the molten aftermath of the Iron Wars, when bullets outlived kings and the wind carried more ash and dust than rain. In this rust-caked frontier, steamtech ruled the rails, and the unlucky wore steel like bone. Justice crumbled away, and whole towns were swallowed by the desert—or worse, by the creeping bite of Gearrot, a mechanical virus that devoured flesh and rebuilt it in steel.
Protein: Human*
Grit: 165
Armor: 50
Sting: NA
Float: NA
Movement: NA
Street Skills
Hide & Seek: +2 against any Difficulty hiding in plain sight.
Ride 'Em Cowboy: +2 to riding living creatures.
Nutritional Information
Weather Beaten: +2 against any weather-related Difficulty (except for snow/ice).
Super Cool Finishing Move
Grimm's mechanical fist punches through his opponent's head, taking the main course with it.
Evolutionary Traits
Calorie Count: 993 (Rank 3)
⚠️ Pick any four, with the fifth one available at Calorie Count: 1000
*Grimm walks the desolate wasteland between human and monstrous machine. Though fragments of humanity remain, the relentless hunger claws at his mind. When the odds stack too high, the craving takes over—Grimm snaps, losing control and tearing through anything with a heartbeat. +2 to Sting.
1. HawkEyed
Exceptional vision allows you to see more than most: Every flicker, shadow, and muscle twitch. This Evo requires no mechanic and adds a +3 against any related Difficulty.
2. Good Will Hunting
Life in the Old West leaves its mark. Whether it’s true grit, stubbornness, or sheer will, this character refuses to quit. Wounded, outnumbered, or pushed to the edge, they press on.
When facing any Difficulty, play a Heart card to gain a bonus equal to the card's value. The power of perseverance is always on your side.
3. MultiTask
Everyone says they can, but they can't, not like this. Multi-tasking is doing two to three jobs simultaneously and doing each as effectively as if you were only doing one, like firing a gun out a window with one hand while hacking into a security system with the other. When adding a second task to an action, the player must use any Spade face card. Performing a third action requires another Spade face card and the Ace of Spades. This will allow the character to perform multiple actions at once.
Trade: BulletChef
"You tell 'em I'm coming! And Hell's coming with me you hear! Hell's coming with me!”.
- Wyatt Earp / Tombstone
BulletChefs never run dry. Even with a discarded or empty weapon, the gun miraculously fires as if fully loaded—continuously discharging the ammunition it was initially built to use. Where do the bullets come from? That’s part of the secret recipe.
Calorie Count: 1001 (Expert)
⚠️ Pick any four. Fifth one available at Calorie Count: 600
1. GreaseFire
Draw your weapon and use it in one blindingly fast motion. To use Quick-Draw, every participant will draw a card; the lower number wins - with a Quick-Draw bonus of -3, and the losers take damage. Drawing a Face card allows the Rounder to put the bullet or blade anywhere. An Ace drawn by the BulletChef is an automatic win and deals double damage. Combat resumes as usual.
GearRot
Use any Club card to interrupt an action and use this skill.
2. BulletTown
This skill allows the BulletChef to declare a bullet type. Use any card to enact with the card's suit determining the flavor:
Hearts: Stun the opponent for the card's value in rounds.
Clubs: Explosive rounds - causing damage to surrounding structures and foes
Diamonds: Supernatural ammo that inflicts double damage on otherworldly beings.
Spades: Armor-piercing - bypassing armor and affecting Grit.
3. Precision Cuts
Strike your target with deadly precision or knock a bullet off trajectory. Using any card or cards as a bonus against the Difficulty. When used against an opponent, use any card matching the target's last digit of Grit with a hit inflicting Max Carnage or the weapon's maximum damage x2.
4. Ricochet Reduction
Bounce it off the rail, through the lantern, and right between the eyes. Fire a trick shot that ignores cover or obstacles. Use any combination of Spades to overcome that number of barriers or trajectory shifts.
5. Finger Guns
With nothing but a cocked thumb, pointed finger, and a knowing grin, the BulletChef channels sheer confidence and spicy style into raw firepower. Use a combination of Heart and Diamond cards to fire invisible bullets that hit just as hard as the real thing—maybe harder. Add the card values together to determine damage.
Iron & Cuttlery
CoffinHammer
Less a revolver and more a personal artillery piece. With a frame reinforced by salvaged tank plating and a chamber big enough to house custom .85-caliber “gravedigger” rounds, it was built for one purpose: to end things. Living or dead.
Flavor Notes
Over the last quarter century, Grimm has lost both arms to Gearrot—each one claimed inch by inch. In their place are brutal, mechanical limbs, neither symmetrical nor beautiful—just devastating in their ability to crush and destroy.
A Note About Ghost Towns
Ghost Towns are phantom settlements caught between memory and oblivion. Once brimming with the gold-rush fever of hope, ambition, and new beginnings, these towns have long since been abandoned by the living… inhabited only by the dead.
Flickering in and out of existence, Ghost Towns drift across the landscape like tumbleweeds, never appearing in the same place twice. One day, you’ll find nothing but dry sage and dust. The next, a rusted saloon with a flickering lantern, will beckon you in. Somewhere, a gramophone plays a tune you’ve never heard but somehow know all the words to.
Wanderers who are unlucky—or foolish—enough to cross the shifting threshold often emerge... changed. If they emerge at all. Some speak in riddles, while others are missing hours or years. Some return with eyes that don’t blink and shadows that don’t match their bodies. And some become permanent residents, unwilling guests in a town filled with fear and sorrow. Ghost Towns also remember. They remember who wronged them, who died there, and who never got justice. And when you cross their boundary, they remember you, too. The air grows heavy. The sun dims. Then the shadows grow longer—and start walking upright.
Infliction: GearRot
Calorie Count: 225
Play any Club card to use the card's value as a bonus against any physical Difficulties. However, each time a Club is played this way, it adds to the GearRot calorie count, doubling the card's value. Time also adds to the GearRot: anytime an Ace of Clubs is played, from any player, add 10 to the GR Calorie Count.
Stage I – The Whispers:
Victims report hearing a faint ticking behind their eyes. Skin cools. Reflexes sharpen unnaturally.
Stage II – The Shedding: 200 Calories
Flesh begins to die and slough off. Infected areas are replaced with self-assembling machinery—brass tendons, piston-driven joints. Victims feel no pain, only a growing compulsion: to feed.
Stage III – The Hunger: 500 Calories
Cravings escalate. The infected seek out brains, but not for sustenance—Gearrot extracts neural data from the consumed, integrating their knowledge into the host’s infected systems. Memories, skills, and even voices begin to echo in the infected's mind.
Stage IV – Overrun: 900 Calories
Human consciousness degrades. The subject becomes a cold, calculated predator—equal parts intelligence and instinct. Fully mechanical hosts continue to evolve, often altering or upgrading themselves with scavenged parts.