HERO: Grit!

Grit! are used to enable appropriate effects and actions for your character. When using points they are permanently used, but more points are earned through play.

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.

  • 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).