Starting Points
All characters begin play with 0 Grit.
Earning Points
Characters are awarded points as a team through the course of adventuring. The pacing of rewards will vary between 1-2 points per session, typically awarded at the end of an adventure in total.
Situation Grit
Base experience points for being in a scenario 1 point
Characters were on a very long, involved adventure 2 points
Adventure ran more than one session +1 point/session
The adventure was difficult +1 point
Characters heavily outnumbered +1 point
Optional Guidelines
Characters were clever, inventive, subtle, or roleplayed well +1 point
Characters solved a mystery or resolved a bonus objective +1 point
The adventure was a resounding success +1 point
Characters roleplayed very poorly -1 point
The adventure was a terrible failure -1 point
Crits & Fumbles
A Fumble occurs on a roll of a natural 18 or on a failure of 7+. This is an opportunity for the GM to complicate the character’s situation by applying a 1 Grit effect against him and awarding him with a Grit for accepting the complication.
A Crit occurs on a roll of less than half of the target roll (after all modifiers), and provides a bonus +1 Grit for the effect (including non-attack effects). A natural 3 provides a bonus +2 Grit. Additionally, all crits include a minimum of average effect (3 Effect per 1d6, 1 BODY per 1d6N).
What happened to XP?
Grit! Points are awarded in place of XP. After a campaign progresses the GM will establish an appropriate bump for all characters, raising the Campaign Guidelines and escalating the power level of the game within the context of the story. .
Using Points
Characters may spend 1, 2, or even 3 Grit per action. However, in order to spend 3 Grit the character must choose different 1 and 2 point options.
For example, the character cannot choose +5 STR for 1 Grit and +10 STR for 2 Grit, resulting in +15 STR for 3 Grit in total.
Regardless of the effect that is chosen, using Grit requires a “Wahoo!” moment – there needs to be an appropriate story or “spotlight” to go along with their use. Ham it up and make it memorable.
Luck
Each session, a character rolls his Luck dice. For every 6 rolled he gains one bonus Grit for that session only.
Unluck
Roll Unluck every time Grit is used. If a single 1 is rolled, Grit cannot be used in that Phase.
1 Grit
- Add +/-2 to any 3d6 non-damage roll, DCV, or DMCV.
- Add +10 Active Points to any Standard power, Damage, or Presence attack.
- Add +5 Characteristic Points to any Characteristic (e.g., STR, PD, etc.).
- Add +2 to any Special or Resistant Defenses.
- Add Armor Piercing, Difficult to Dispel, Does Knockback, Hardened, Impenetrable, Penetrating, or +1 STUNx to an effect.
- Perform a Power Stunt with a standard power or add an appropriate +1/4 Advantage to an ability
- Shift Hit Location by 1 point or reroll a Hit Location roll; you may choose Chest, Arms, Hand, Legs, Feet, or Shoulders after the reroll.
- Introduce an effect equal to 1 Point of Luck (BR 55, 6E1 246).
2 Grit
- Add +/-4 to any 3d6 non-damage roll, DCV, or DMCV.
- Add +20 Active Points to any Standard power, Damage, or Presence attack.
- Add +10 Characteristic Points to any Characteristic (e.g., STR, PD, etc.).
- Increase your Speed by +1 immediately for the current Turn.
- Add +4 to any Special or Resistant Defenses.
- Add Armor Piercing x2, Double Knockback, Hardened x2, Impenetrable x2, Penetrating x2, or +2 STUNx to an effect.
- Add Affects Desolidified if the action leverages the environment in some special way.
- Perform a Power Stunt with a standard power or add an appropriate +1/2 Advantage to an ability
- Allow the character to reroll all the dice of a single roll.
- Reduce the effect by 25% after defenses (i.e. Damage Reduction).
- Affect another person who is not directly affecting your character.
- Affect a mob-like group of similar NPCs.
- Introduce an effect equal to 2 Points of Luck (BR 55, 6E1 246).