GRIT
A Survival Horror Player Damage Module
Table of Contents
1. Overview
Grit replaces player hit points with a state-based damage system inspired by survival horror games. Players no longer track a number - instead they track their condition. Damage is visceral, recovery is earned, and every hit matters.
Monsters and NPCs continue to use standard hit points. Only player characters use this system. This means you can drop this module directly into almost any game with very little change to existing rules.
Design Goal: Create the feeling that players are always one bad roll away from disaster, that healing resources are precious, and that a tough Fighter and a fragile Wizard feel genuinely, mechanically different.
2. The Five States
Each player character exists in one of five states. States worsen as damage accumulates and improve when Grit is spent or story beats occur. Dead means mortally wounded and dying, but may be prevented by spending Grit (see Grit).
| State | Movement | Actions | Check Slots |
|---|---|---|---|
| Green | Full | No penalty | ☐ ☐ ☐ |
| Yellow | Full | No penalty | ☐ ☐ ☐ |
| Orange | 1/2 speed | No penalty | ☐ ☐ ☐ |
| Red | 1/4 speed | -1 to all rolls | ☐ ☐ ☐ |
| Dead | None | None | None |
Each state has three check slots: [][][]. When all three fill, the character drops to the next state and checks clear.
3. Taking Damage
When a player character takes damage, the GM rolls a pool of d6s based on the severity of the attack. Each die is resolved individually.
3.1. Damage Dice
| Attack Type | Dice | Examples |
|---|---|---|
| Light | 1d6 | Zombie claw, arrow, dagger, fall |
| Heavy | 2d6 | Sword strike, beast claw, hard fall |
| Brutal | 3d6 | Boss attack, grab, explosion |
GMs will need to map their system damage to 1d6 - 3d6. No attack should cause more than 3d6. If the narrative requires greater damage than 3d6 then the GM should narrate the effect and decide how it affects the players.
3.2. Die Results
- A roll of 6 drops the character one full state immediately. All current checks are cleared - the new state starts at 0/3.
- A roll of 1-5 (that is not ignored by Damage Reduction) adds one check to the current state.
- When checks fill a state, the character drops to the next state and remaining checks carry over.
3.3. Resolution Order
Important: Always resolve 6s first, then apply check results in order. 6s fire before checks accumulate.
- Apply all 6s - each drops one state. If multiple 6s occur, each drops an additional state.
- Apply all check results to the current state, with carry-over as needed.
3.3.1. Carry-Over
When checks overflow a state, the excess carries into the next state. A character at Green 2/3 receiving two checks fills Green, drops to Yellow, and carries one check - ending at Yellow 1/3.
3.4. Worked Examples
3.4.1. Example 1 - Check carry-over
Fighter at Green 2/3. Hit by 2d6. Rolls 4, 3.
- Both dice are checks. Green fills (3/3) - drops to Yellow. One check carries over.
- Result: Yellow 1/3
3.4.2. Example 2 - A 6 clears checks
Fighter at Green 2/3. Hit by 1d6. Rolls 6.
- 6 fires first - drop to Yellow. Pre-existing Green checks are wiped.
- Result: Yellow 0/3
3.4.3. Example 3 - Mixed roll
Rogue at Yellow 1/3. Hit by 3d6. Rolls 6, 5, 3.
- 6 fires first - drop to Orange 0/3.
- 5 and 3 - two checks.
- Result: Orange 2/3
3.4.4. Example 4 - Double 6
Wizard at Green 0/3. Hit by 3d6. Rolls 6, 6, 2.
- Both 6s fire - two state drops: Green → Yellow → Orange 0/3.
- 2 - one check.
- Result: Orange 1/3
4. Damage Reduction
Tougher classes are not merely harder to hurt - they shrug off small hits entirely. Each class has an ignore range: rolls within that range are discarded without effect.
Note: A roll of 6 always drops a state. It cannot be ignored by Damage Reduction, regardless of class or level.
Listed below are reference classes. Exact classes will vary by system. GMs should map their classes onto the sample below. If in doubt, model your class off the Paladin / Ranger / Monk.
| Class | Ignores Rolls Of | Check Triggers |
|---|---|---|
| Barbarian | 1, 2, 3 | 4-5 add a check |
| Fighter | 1, 2 | 3-5 add a check |
| Paladin / Ranger / Monk | 1 | 2-5 add a check |
| Wizard, Bard, Civilian | — | 1-5 add a check |
A Barbarian facing a 3d6 attack that rolls 1, 3, 6 ignores the 1 and 3, then has the 6 drop a state. A Wizard facing the same roll takes two checks and a state drop - a drastically different experience from the same attack.
5. Surprise Attacks
A character caught off guard by an ambush, backstab, or trap is already hurt before they know it. To reflect this, any surprise attack that deals damage carries a bonus 6 in addition to its normal damage dice.
5.1. The Rule
Any surprise attack, backstab, or trap that deals damage includes a bonus 6.
The bonus 6 follows all standard rules for a 6 in the damage system: it fires first, drops the character one full state, and clears existing checks. Damage resolution then continues normally from the new state.
If the attack deals no damage — because Damage Reduction discards all dice — the bonus 6 does not apply.
5.2. Resolution Order
- Bonus 6 fires first — drop one state, clear checks.
- Apply all remaining 6s from the attack dice.
- Apply remaining dice, ignoring those within Damage Reduction.
- Add one check per remaining die; carry over as needed.
5.3. Why Conditional?
The bonus 6 only triggers if damage lands. Damage Reduction still protects tougher characters — a Barbarian who shrugs off a Light attack entirely is not punished for being surprised.
5.4. Worked Examples
5.4.1. Example 1 - Surprise with a check
Fighter at Green 1/3 is backstabbed for 1d6. Goblin rolls 4.
- Normally: one check → Green 2/3.
- With bonus 6: drop to Yellow 0/3, then add the check.
- Result: Yellow 1/3
5.4.2. Example 2 — Damage Reduction blocks the hit
Fighter at Green 1/3 is backstabbed. Goblin rolls 2.
- Damage Reduction (Fighter ignores 1–2) discards the die entirely.
- No damage dealt. Bonus 6 does not apply.
- Result: Green 1/3 — unchanged.
5.4.3. Example 3 — Surprise with a natural 6
Rogue at Yellow 2/3 is caught in a trap (Heavy, 2d6). Rolls 6, 3.
- Bonus 6 fires: drop to Orange 0/3.
- Attack die 6 fires: drop to Red 0/3.
- Die 3 adds one check.
- Result: Red 1/3
6. Poison
6.1. Design Philosophy
Poison in most RPG systems is simply damage with a different label. It moves the same numbers in the same direction using the same mechanic. It is redundant by design and uninteresting by consequence.
Grit poison is qualitatively different. It does not deal damage. It does not add checks or drop states directly. Instead it changes the ceiling — the maximum state a character can recover to.
A poisoned character is not hurt more. They are limited. Their resilience is compromised in a way that no amount of Grit spending or healing can fully overcome until the poison is addressed.
Core Rule: Poison caps recovery. Grit and healing still function normally but cannot raise a poisoned character above the poison's ceiling. The poison must be treated first.
6.2. The Two Types
| Type | State Cap | Duration | Cure |
|---|---|---|---|
| Weak | Yellow 0/3 | 1 hour table time | Time |
| Strong | Orange 0/3 | Until cured | Antivenom |
6.3. Weak Poison
Weak Poison caps the character at Yellow 0/3 for one hour of at-table time — not game time, not in-world time. Real minutes passing while players argue, explore, and roll dice.
- The character cannot be raised above Yellow while poisoned.
- Grit spent raising them above Yellow is wasted — the cap immediately reasserts.
- Healing flows into the pool normally but cannot lift that character past Yellow.
- After one hour of table time, the poison clears naturally.
Weak Poison is always fair to use. Time solves it. The clock creates urgency without permanent consequence.
6.4. Strong Poison
Strong Poison caps the character at Orange 0/3 until an antivenom is administered. There is no clock. There is no natural recovery. The character is in penalty territory — half movement — for the duration of the adventure unless the party finds the cure.
- The character cannot be raised above Orange while the poison is active.
- Orange carries a movement penalty — half speed. The entire party moves at their pace.
- The -1 to all action rolls at Red remains in effect if they drop below Orange.
- Only antivenom, Neutralize Poison, or equivalent magic clears Strong Poison.
- rit and healing function normally within the Orange ceiling.
GM Ethics: Strong Poison must only be used if an antivenom can reasonably be found. It must already exist somewhere the players can reach — bought from an alchemist, carried by the enemy who deployed it, hidden in the dungeon's deepest room. Strong Poison without a cure is not a challenge. It is a sentence. If no antivenom exists in the world, use Weak Poison instead.
The antivenom becomes the most important item in the dungeon. Not the legendary sword. Not the treasure hoard. A small bottle the party will tear every room apart to find. The poison creates the quest. The antivenom waits at the end of it.
6.5. Session Reset
Unless there is a compelling narrative reason to continue it, poison status clears between sessions. The character found a moment between Saturdays to recover. Time passed. The world moved while the players were living their lives.
- Weak Poison almost always clears between sessions. An hour of table time is rarely unresolved across a session boundary.
- Strong Poison clears between sessions unless the antivenom quest is the engine driving the next session forward.
- If the party fled the dungeon without finding the antivenom and the GM wants that to matter next session, keep it. The story earns the exception.
GM Principle: The session reset serves the players. The exception serves the story. Read the table and decide which the moment needs.
7. Grit
Grit is the party's shared pool of narrative resilience. It represents collective willpower, cinematic luck, and the bonds between characters. It is not a measure of physical toughness - it is the reason protagonists survive things they shouldn't.
7.1. Pool Size
Each player contributes 1 + their level to the shared pool at the start of each game. This assumes a D&D style leveling system.
| Party of 3 Players | Initial / Maximum Grit Pool Size |
|---|---|
| Level 1 | 7 Grit |
| Level 5 | 18 Grit |
| Level 10 | 33 Grit |
| Level 20 | 63 Grit |
If your game does not include levels then try to map as best you can to this system.
The Grit pool cannot exceed its initial size. Healing that would push the pool above this ceiling is capped at the maximum.
The minimum size of a Grit pool is 7 Grit. This ensures that single players or small parties still have enough Grit to effectively play the game, since 7 Grit allows 1 death save and 1 state improvement.
The examples below show team compositions and difficulty ratings by Grit amount from Monte-Carlo testing. This assumes total Grit, e.g. Grit pool plus healing. Use these as needed to tune your game to the desired flavor, i.e. Survival Horror, Epic Adventure, etc.
| Team | ~75% Survival | ~90% Survival | ~95% Survival |
|---|---|---|---|
| Fighter (solo) | 7 | 10 | 13 |
| Barbarian + Ranger | 9 | 13 | 17 |
| Barbarian + Fighter + Wizard | 12 | 17 | 22 |
| Full Party (B/F/R/W) | 15 | 21 | 25 |
| Wizard + Wizard | 18 | 21 | 24 |
7.2. Spending Grit
| Grit Cost | Effect | Notes |
|---|---|---|
| 1 Grit | Erase 1 check | Any player, any time |
| 3 Grit | Raise one state | Clears current checks |
| 4 Grit | Prevent death | Same round only → Red 0/3 |
7.3. Grit is a Meta Action
Grit can be spent at any time, by any player, without consuming a turn, action, reaction, or bonus action - with one exception. It sits almost entirely outside the action economy.
- Grit can be spent on another player's turn.
- Grit can be spent as a response to a hit, before the round fully resolves.
- Grit can be spent by an incapacitated or downed player.
- Grit cannot be counterspelled, blocked, or interrupted by any game mechanic.
Exception: After the game master has rolled the attack dice, but before rolling the damage dice, Grit is locked and cannot be spent.
7.4. Preventing Death
If a character reaches Dead, their allies have until the end of the same round to spend 4 Grit and pull them back to Red 0/3. Once the round ends, it is too late.
Timing: If the character dies on initiative 15, any player may spend Grit before initiative resets. The GM should be generous with the fiction - the sword dug into their armor, etc.
7.5. Triage
If multiple characters die in the same round, the party must decide who to save with their remaining Grit. 4 Grit per person means triage is always a real decision.
8. Healing
Healing comes in three tiers and can be delivered as a potion, a spell, or any other form the fiction calls for. In each case, the effect is the same: Grit is restored to the party's shared pool rather than to any individual character's hit points.
| Healing Type | Effect |
|---|---|
| Minor | Restores 7 Grit |
| Major | Restores 14 Grit |
| Full | Restores 21 Grit |
Single-target healing follows the table above directly. The player administering the potion or casting the spell chooses which tier applies - or the GM determines it based on the item or spell in question.
Area healing - any spell or effect that restores health to multiple party members simultaneously - should be treated as at least Full Healing. The GM may increase this further based on the power of the effect: 28 Grit for a notably strong area spell, or 35 Grit for something truly exceptional.
For example: a cleric casts a major healing spell on all members of the party. The GM determines this heals 35 Grit, which for a party of 4 level 10 players is approximately 80% of their Grit Pool.
Extremely powerful healing magic may completely fill the party's Grit pool. That is perfectly fine and should be treated like a player-initiated Grit Reset.
Please note that the player drinking the potion may not necessarily be the player receiving the immediate benefit. That is fine. Front line players take damage and spend Grit. Support players manage resources and support combat specialists.
For example: the fighter is tanking damage and needs Grit to heal while the wizard is drinking a potion to restore the Grit pool.
8.1. Resurrection
Lesser resurrection spells restore a dead player to Red 0/3 state. Greater resurrection spells may restore to higher states, including Green, at GM discretion according to the needs of the fiction.
9. Grit Refresh
Grit does not refresh on a long rest. It does not track bodily recovery. Grit refreshes when the story earns it - at GM discretion, tied to narrative momentum and cinematic beats.
9.1. Story Beat Triggers (GM Guidance)
These are prompts, not rules. The GM decides when a refresh is warranted and how significant it is.
- Completing a major objective - escaping a dungeon, defeating a boss, rescuing a prisoner
- A dramatic character moment - a meaningful sacrifice, a rousing speech, confronting a backstory
- A tonal shift - moving from a horror sequence into a safe haven, tension breaking
- A lucky break or unexpected act of mercy from the world
9.2. "Smoke 'em if you got 'em"
When the GM says this phrase, the party knows the Grit pool will fully refresh at the end of the current scene. This is both permission and signal.
- Permission: Any Grit remaining at the refresh is wasted. Spend freely - erase those lingering checks, pull someone back from Red, take the risk.
- Signal: The GM is telling you this scene is wrapping up. A story beat is landing. The tone is about to shift. Hear the phrase and exhale - briefly.
The GM should resist saying it too often. When it lands, it should feel like a reward.
10. Quick Reference
10.1. On Your Turn
Your state tells you what you can do. Check your state card - that's it.
10.2. When You Take Damage
- GM announces the attack type (Light / Heavy / Brutal) and rolls the damage dice.
- All 6s resolve first - each one drops you one state, clearing checks.
- Remaining dice: ignore those within your class's ignore range, add one check per remaining die.
- If checks fill your state, drop to the next state and carry over the remainder.
10.3. Surprise Attacks
If caught off guard, any damage includes a bonus 6 that fires before all other dice. If Damage Reduction discards all dice, the bonus 6 does not apply.
10.4. Poison
- Weak Poison: caps recovery at Yellow 0/3 for 1 hour of table time. Clears naturally.
- Strong Poison: caps recovery at Orange 0/3 until cured with antivenom.
- Grit and healing still work normally but cannot raise a poisoned character above the cap.
10.5. When You Go Down
Any player may spend 4 Grit before the round ends to bring you back to Red 0/3. If no one spends the Grit in time, proceed with standard death saving throws.
10.6. Grit Spending Cheat Sheet
- 1 Grit - erase 1 check (any player, any time, no action required)
- 3 Grit - raise one state, checks clear (any player, any time, no action required)
- 4 Grit - prevent death, same round only → Red 0/3
11. Designer Notes
Grit is built around one core feeling: you are never as safe as you think, and resources that feel plentiful now might be desperately scarce later.
The state track creates the illusion of safety in Green and Yellow - players feel fine, act boldly, and push their luck. Orange is the first moment the body begins to fail. Red is survival mode: every roll is compromised, every step is agony, but the character is still in the fight. That tension is the point.
Grit exists to simulate cinematic plot armor - the reason action heroes survive things they shouldn't. It is deliberately communal because survival horror is about what the group sacrifices for each other. Burning Grit to save the Wizard means the Fighter might hit Red alone later. Those decisions are the heart of the system.
Poison introduces a second axis of threat: not just how much damage you absorb, but how far you can recover. A poisoned frontliner is a liability the whole party manages, creating pressure that outlasts any single combat round.
Surprise attacks punish complacency. A party that walks into every room the same way will learn quickly that the bonus 6 is not a nudge - it is a consequence. Tougher classes are still protected by Damage Reduction, so the rule rewards smart play without punishing character builds.
"Smoke 'em if you got 'em" is table culture, not a rule. Use it well and it will become a sound your players are conditioned to love.