Grit represents an Operator’s ability to push beyond their normal limits, keep moving under pressure, and seize opportunities when things go wrong.
Each Operator begins with 3 Grit, which is also their normal maximum.
A character regains 1 Grit after a full night’s rest. The GM may also restore all Grit at the start of a session or award Grit when appropriate. Characters also regain 1 Grit whenever they suffer a Complication.
Grit cannot exceed a character’s maximum.
Spending Grit
Unless a rule states otherwise, Grit may be spent whenever its effect applies.
Run It Back
After making a test, spend 1 Grit to reroll either the d100 or all Bonus Dice rolled as part of that test.
The new result replaces the previous result, even if it is worse.
Second Wind may be used multiple times on the same test. Each reroll costs 1 Grit.
Shake It Off
Spend 1 Grit to remove one stack of an ongoing negative Condition.
Shake It Off cannot remove Unconscious, Incapacitated, or a Condition that specifically states it cannot be removed this way.
Jump the Line
At the start of a round, before anyone has acted, spend 1 Grit to act at the top of the Initiative order for that round.
Your normal Initiative does not change. You return to your normal position at the start of the next round.
Push Through
Once per round, spend 1 Grit to gain +1 Action Point for the current round.
This AP may exceed your normal maximum but is lost if it is not spent before the end of the round.
Not Today
When you trigger a Complication, spend 1 Grit to ignore it.
You do not regain the Grit normally granted by that Complication.
One Last Shot
When you are about to become Incapacitated or die, spend 1 Grit to immediately take one final action.
You must still have enough Action Points to perform the action.
Lucky Break
Spend 1 Grit to introduce a small plausible detail or coincidence into the scene.
The GM has final approval and may reject anything that contradicts established facts, bypasses a major obstacle, or exceeds the scope of a minor narrative advantage.