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GRIT is a rules-light tabletop RPG system designed for quick one-shots and campaigns, emphasizing storytelling and easy gameplay. It features a straightforward character creation process, fast combat mechanics, and minimal preparation for Game Masters. Core concepts include using a D12 for rolls, a focus on collaborative turn-taking, and a unique GRIT system representing health points.

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0% found this document useful (0 votes)
13 views12 pages

Sample

GRIT is a rules-light tabletop RPG system designed for quick one-shots and campaigns, emphasizing storytelling and easy gameplay. It features a straightforward character creation process, fast combat mechanics, and minimal preparation for Game Masters. Core concepts include using a D12 for rolls, a focus on collaborative turn-taking, and a unique GRIT system representing health points.

Uploaded by

Rodrigo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Contents

WELCOME
Introduction ........................................................... 1
This is GRIT! ......................................................... 1
What You Need .................................................... 1
Using This Book ................................................... 1
Core Concepts ...................................................... 2

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Abbreviations........................................................ 2

CORE RULES

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Basics ...................................................................... 5
Making Rolls ......................................................... 5
Static Rolls ............................................................ 6
Opposed Rolls ...................................................... 7
A Game in Turns ................................................... 8
Movement and Range .......................................... 8
GRIT ....................................................................... 8
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Details...................................................................... 9
Aspects ................................................................. 9
Focus Dice .......................................................... 10
Focus Dice Recovery ......................................... 10
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Gear Slots ............................................................11
Gear Info ...............................................................11
Kits ........................................................................11
Food and Potions ............................................... 12
Magical Items ...................................................... 12
GRIT Recovery .................................................... 12
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Reaching 0 GRIT ................................................. 12


Combat .................................................................. 13
Turn Order ........................................................... 13
Taking an Action ................................................. 13
Making a Reaction .............................................. 14
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Taking the Hit ...................................................... 14


Flanking ............................................................... 14
Damage ............................................................... 15
SOAK: Armor and Shields ................................. 15
Combat Potentialities ......................................... 16

Miscellaneous ..................................................... 18
Advancement ...................................................... 18
Advice .................................................................. 18
Contents

CHARACTERS
Create Your Hero ................................................ 21
Step 1: Select Lineage ....................................... 22
Step 2: Allocate Aspect Points .......................... 29
Step 3: Select Unique Gear Item ....................... 31
Step 4: Select Basic Gear .................................. 33

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Step 5: Focus Dice, GRIT, and SOAK ............... 35
Step 6: Name and Details .................................. 35

GM’s GUIDE

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Welcome to the Madness ................................. 39
Static Rolls .......................................................... 40
Opposed Rolls .................................................... 40
The Mighty D4 ..................................................... 41
Combat ................................................................ 42
The GM’s Turn ..................................................... 43
Monsters and NPCs............................................ 44
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Hazards and Conditions .................................... 46
Optional Rules .................................................... 47
Story Builder ....................................................... 49
Encounter Builder .............................................. 51
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NPC Builder......................................................... 53
Effects Tables ..................................................... 55

MONSTERS
Meet the Enemy .................................................. 59
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Mooks, Goons, and Bosses .............................. 60


Humanoid Monsters ........................................... 61
Common Monsters ............................................. 63
GRIT Monsters .................................................... 84
Monster Builder ................................................ 105
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LOOT TABLES
Loot ...................................................................... 109
Gear ....................................................................111
Consumables .....................................................115
Artifacts ..............................................................119
ODDS & ENDS
Character Sheet ................................................ 131
Introduction This is GRIT!

Welcome
This is GRIT!
GRIT is a rules-light system designed for one-shots and short campaigns. It makes
storytelling the focus of gameplay without the need for constant rule-checking.

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Here are some highlights of GRIT:

Easy to Learn: Minimal core rules that can be quickly learned and implemented.
Teaching new players is a simple task for GMs of any experience level.

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Quick Characters: Straightforward step-by-step character building that can
be done in minutes. A quick-build option makes the process even faster!

Fast Combat: The combination of actions and reactions accelerate combat.


Attack resolution and damage are calculated together with a single die roll.
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Lots of Loot: Hundreds of loot items including gear, consumables, and artifacts
are categorized into simple D20 tables for ease of use.

Low Prep: No more epic-length prepping! With tables that quickly generate story
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ideas, encounters, NPCs, and monsters; setting up games is simple for any GM.

What You Need


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Playing a game of GRIT requires at least two players with one person taking on the
role of the Game Master (GM). You will need this rulebook, a set of polyhedral dice
for each player (D4-D20), character sheets, writing utensils, and your imagination!

Using This Book


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Players won’t need to read this book from cover to cover but should be familiar
with the Core Rules and Character Creation sections. GMS should at least read the
Core Rules, GM’s Guide, and Monsters sections before running a game. After a
couple sessions this book will require very little referencing, especially for players.

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Introduction This is GRIT!

Core Concepts
The following is a summary of the core concepts found in GRIT:

1. A standard D12 is used as the primary die.


2. Rolls are either static (beat target) or opposed (roll higher than opponent).
3. No set turn order! Each round is determined by the players and GM.
4. Three simple measurements are used for both movement and range.

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5. Players begin the game with 3 Focus Dice, which are used to boost rolls.
6. In lieu of spells, there are magical items for players to discover and use.
7. Each character has 10 points of GRIT, representing health.

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Abbreviations

GM: Game Master (M): Might


PC: Player Character (P): Prowess
NPC:
D:
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Non-Player Character
Die Type (D4, D6, D8, etc.)
(V):
(I):
Valor
Insight
GRIT: Life/Health Points (C): Command
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SOAK: Total Damage Reduction [SU]: Single Use Item
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CORE RULES
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Core Rules Basics

Basics
Learning how to play GRIT is simple once you understand a few key concepts.
This first section covers Making Rolls, Taking Turns, Movement and GRIT.

Making Rolls

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A roll is made any time a player does something that could reasonably fail. The GM
will prompt the player when a roll is required. These steps are used for every roll:

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1. Declare an Objective
2. Get GM Guidance
3. Make the Aspect Roll
4. Use a Focus Die?
5. Receive Results
1. Declare an Objective: An announcement is made describing what a PC, NPC,
or monster attempts to do.
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2. Get GM Guidance: Once the objective is declared, the GM states if the roll must
be static (beat a target number) or opposed (roll higher than opponent), and says
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which Aspect to use. If the roll is static, the GM will also provide the difficulty level.

3. Make the Aspect Roll: A D12 is rolled and the specified Aspect value added to
it. The total is then compared to the static target number or opposed roll. If the
number is beaten, the roll succeeds.
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4. Use a Focus Die?: After the roll is made a player may choose to select and roll
a Focus Die. The result is added to the initial roll to make a new total. Once used,
the Focus Die is discarded from the game.

5. Receive Results: The GM narrates what happens based on the final total
compared to the static target number or opposed roll.
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Primary Die Focus Dice

D12 D4 D6 D8

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Core Rules Basics

Static Rolls
A static roll is made when an attempted task is not challenged by a rival. The roll
must beat a target number based on a difficulty level declared by the GM. The four
difficulty levels and their correlating target numbers are:

EASY: 3

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AVERAGE: 6
HARD: 9

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ABSURD: 12

EASY 3: Small chance of failure. Piece of cake. EASY is used


when there is a clear advantage on the attempt.

• Using a climb kit to scale a solid wall with numerous footholds.


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• Hiding from a monster in a densely wooded forest while camouflaged.
• Shooting an arrow at an immobile target while positioned on high ground.

AVERAGE 6: Median chance of failure. It could go either way. AVERAGE


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is the default difficulty level and will be used for most static rolls.

• Picking a lock with a kit while trying to remain unnoticed by enemies.


• Throwing a knife at an Ogre within range who is moving but plainly visible.
• Using a heavy war hammer to break through a common wooden door.
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HARD 9: High chance of failure. This is considerably challenging. HARD


is used when there is a clear disadvantage on the attempt.

• Jumping over a chasm while sprinting over slick, uneven ground.


• Firing a ranged weapon while engulfed in a turbulent rainstorm.
• Convincing an elite guard to open the castle gate in the dead of night.
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ABSURD 12: Extreme chance of failure. Here goes nothing! ABSURD


is used for acts of near impossibility.

• Climbing a sheer wall of ice without proper gear while eluding Orc archers.
• Trying to escape the constricting, acid-filled stomach of a rampaging monster.
• Throwing a huge battle axe at a concealed, out-of-range Goblin.

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Core Rules Basics

Static Roll Examples


Example 1
GM: In order to reach the crypt entrance you have to scale the rocky wall of the
cave. It’s a short distance to reach it.
Player: I don’t have a climb kit but I will try anyway.
GM: Make an AVERAGE Prowess roll to see how you do.

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Player: *Rolls an 8, beating the target number of 6.*
GM: You manage to find some good footholds as you make your way up the wall,
reaching the entrance without harm.

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Example 2
GM: You discover a locked chest in the corner of the room.
Player: Nice! Grimm will try to unlock the chest using his new lock-pick kit.
GM: It would normally be a HARD Insight roll to accomplish. Make an AVERAGE
roll instead to see if you can open it.
Player: *Rolls 4, which doesn’t beat the target number of 6.*
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GM: Regrettably, the lock doesn’t budge, even with the kit.

Opposed Rolls
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Opposed rolls are made whenever an attempted task is challenged by an
opponent. Both sides roll at the same time and compare the results. The higher
roll succeeds! If they roll a tie it is considered a stalemate and nothing happens;
however, a stalemate during melee combat deals 1 damage to each combatant.
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Example 1
GM: The Brute steps forward, puts his elbow on the table, splays his fingers,
and challenges Grimm to an arm wrestling match.
Player: I accept, he doesn’t stand a chance!!
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GM: This will be an opposed Might roll.


Player and GM: *Player rolls 10. GM rolls 10.*
GM: It’s a tie! Both of your arms shake as sweat breaks on your forehead.
No movement is made either way!

Example 2
Player: I try to intimidate the guard into opening the gate to the castle.
GM: The guard stands at his post and quietly stares you down.
Player and GM: *Player rolls 5. GM rolls 11.*
GM: The guard is unimpressed by your weak threats. He motions to his
crew and steps menacingly toward you with his sword drawn.

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Core Rules Basics

A Game In Turns
Game sessions of GRIT are played over a series of rounds where each player gets
a turn to act. There is no set order or initiative to track. Instead, turns are freely
taken on a collaborative basis each and every round. The GM is also part of this
process and may take their turn before or after any player has taken theirs. Both
combat and non-combat rounds operate identically, and the last person (player
or GM) to take an action (not a reaction) cannot go first in the subsequent round.

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Movement and Range

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Three distances are used for movement and combat range: Melee, Short, Long.
Grids, rulers, and exact measurements are not needed. It’s all about feel over
precision. Approximation is good enough!

Melee: Very close, hand-to-hand combat. Encompasses attacks such as biting,


brawling, claws, grappling, and wielding hand-held weapons.
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Short: The distance covered by running for a few seconds and the range of
thrown weapons such as darts or spears.

Long: Twice the distance of a short move while at a full sprint and the range
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of fired weapons, such as bows.

GRIT
GRIT represents the life points of a PC or monster and is shown as a numeric
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value. All PCs have a maximum of 10 GRIT and can never exceed that. Most
monsters have 1, 5, or 10 GRIT, with powerful monsters having 15 or more.

The damage capacity of objects and structures such as barricades, doors, or


walls can also utilize GRIT. The GM will keep track of those specific details if
they become relevant during gameplay. It is worth noting that some items and
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monster abilities deliver special damage or effects against structures.

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Core Rules Details

Details
Now that the basics have been covered, it’s time to get into the details. Characters
are at the heart of any RPG, so their features will be covered first, beginning with
Aspects and Focus Dice.

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Aspects
Most everything a player does in GRIT will be tested against one of the five
fundamental attributes, called Aspects. When prompted by the GM, simply roll

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a D12 and add or subtract the appropriate Aspect value to it. The five character
Aspects and their descriptions are shown below:

M Might: Raw physical strength; melee weapon attacks; unarmed


attacks. Used for lifting, pushing, pulling, and breaking objects.

P
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Prowess: Refined physical ability; firing/throwing ranged weapons.
Used for jumping, swimming, climbing, dodging, and stealth.

V Valor: Mental and physical resilience. Used to resist effects such


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as fear, intimidation, magic effects, mind control, and poisons.

I Insight: Perception; sensory awareness; tracking and foraging skills.


Used for repairing, modifying, and operating devices and gadgets.

C Command: Social competency; acting, charm, intimidation, deception,


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wearing disguises; using items such as instruments, scrolls, wands, etc.

Unlike PCs, NPCs and monsters only have a single Universal Aspect Value.
See the GM’s Guide for a description of Stat Blocks that show how they work.
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Example: Grimm has the Aspect values shown above and is trying to break through
a simple wooden door. The GM tells him to make an AVERAGE Might roll, which
means he needs to beat a 6. The player rolls a 5 and adds +2 for his Might Aspect.
The total now 7, Grimm successfully smashes through the door!

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Core Rules Details

Focus Dice
Each player begins the game with three Focus Dice: D4, D6, D8. They can each
be used once per session to boost an Aspect roll or to activate abilities and items.
Only one Focus Die can be used per turn and only after an Aspect roll has been
made (if used for an Aspect roll). They cannot be shared, used for fixed or straight
damage, or to impact timers or rolls of other PCs, NPCs, or monsters. Aspect

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values are never added to Focus Die rolls. Once a Focus Die has been used it is
discarded from the game.

Example 1: While being chased by a horde of Skeletons, Grimm tries to jump

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over a chasm and misses his Prowess roll by 2. A D6 Focus Die is chosen and a 3
is rolled to make the initial attempt succeed. With a sudden burst of energy Grimm
clears the chasm. Using that Focus Die saved the day!

Example 2: Grimm is badly wounded after an attack from a nasty Ghoul. On his
next turn he uses his Shard of Healing that says to discard-and-roll a Focus Die,
healing the amount rolled. Grimm rolls a 7 on a D8 Focus Die and heals to max
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GRIT. He is now ready to get back into the fight!
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Focus Dice Recovery


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Focus Dice are only able to be recovered at the start of a multi-session game, and
only if there was sufficient downtime (determined by the GM). Focus Dice cannot
be recovered in a one-shot game unless allowed by an item. Only used Focus Dice
may be recovered; they do not accumulate from one session to the next.

Example: In the first of a multi-session game Grimm used his D4 and D8 Focus
Dice. Since he spent several days resting between sessions he recovers those
dice at the start of the next game. Had the first session ended mid-battle he would
not have been able to recover his Focus Dice until there was suitable downtime.

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