Grit System
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Dark Fantasy Setting

Overview

This extension adds a dark fantasy layer to the Grit system: two new Essence attributes (Blood and Shadow), associated combat techniques, a world shaped by The Shrouding, five human folks/kins, and a willpower-driven magic system. It requires the core Grit system.


New Essence Attributes

Two additional Essence attributes, gated behind origin, gift, technique, or cultural tradition (see Attribute Combination Tiers in the core system).

AttributeMeaning
BloodLineage, vitality, fury, sacrificial power, inner wildness
ShadowConcealment, stealth, withdrawal, dark proximity, elusiveness

Attribute Combination Tiers (Extensions)

Tier 3 — Blood or Shadow Access

Blood and Shadow each require a source: ancestry, magical gift, combat school, or GM-determined circumstance. Once unlocked, they enable Body + Essence combinations:

Strength + Blood     Agility + Blood     Constitution + Blood
Strength + Shadow    Agility + Shadow    Constitution + Shadow

Tier 4 — Legendary Exception

Mind + Blood, Mind + Shadow, or Essence + Essence combinations (e.g. Blood + Shadow) are only allowed with explicit GM permission. Reserved for exceptional characters, monsters, or high advancement.


Essence Combat Styles

Blood Pool

Blood represents raw life force, heritage, and fury in combat. "I win because my body, my rage, or my lineage is stronger than your technique."

CombinationStyle
Strength + BloodFrenzy, raw force
Agility + BloodPredatory speed
Constitution + BloodTurn pain into power

Blood is inherently volatile. Consider harsher consequences on a fumble when Blood is used for the pool (see Blood Rage technique below).

Shadow Pool

Shadow represents concealment, deception, and elusiveness. "I win because you can't quite get a hold of me."

CombinationStyle
Strength + ShadowSudden violence from the blind spot
Agility + ShadowAssassin style, hard to hit
Constitution + ShadowHide pain, stay unreadable

Shadow thrives in darkness, chaos, ambushes, tight spaces, deception, and unfair fights.


Combat Techniques

Blood Rage

RankEffect
0 (Unlearned)
1 (Practiced)Unlocks pools: Strength + Blood, Constitution + Blood
2 (Experienced)May spend net successes on Blood-specific maneuvers (TBD). Suggested: sacrifice Health (exhaustion) for bonus successes.
3 (Masterful)Once per fight: when you would gain exhaustion from a hit, halve it (round up).

Feel: reckless, self-destructive, overwhelming — trading safety for power.

Shadow Fighting

RankEffect
0 (Unlearned)
1 (Practiced)Unlocks pools: Agility + Shadow, Constitution + Shadow
2 (Experienced)May spend net successes on Shadow-specific maneuvers (TBD). Suggested: vanish from melee, reposition behind cover, impose darkness penalties.
3 (Masterful)Once per fight: negate a hit entirely (declare after seeing the roll).

Feel: unfair, slippery, punishing — you don't win clean fights, you make sure the fight was never fair.


Folks / Kins

All player characters are human. But isolation during The Shrouding — centuries or decades of separation — shaped distinct folks, each with a +1 bonus to a signature attribute at character creation (on top of the standard 3 + 3 point distribution). Magic is available to all; the second casting attribute is determined narratively, not by folk.

FolkIsolation Terrain+1 BonusDescription
Fog PeopleNomadic — emerged from the ShroudingWillpowerDescendants of those who vanished into the fog. They appeared after the Shrouding lifted, like ghosts given flesh. Many outside their ranks doubt they exist.
FenfolkSwamps, marshesInstinctHard-eyed survivors of treacherous wetlands. They keep old lore, brew potent concoctions, and trust their gut. Prefer potions over wands.
MountainfolkMountain rangesConstitutionStubborn, communal, bound by oath and stone. They endured the Shrouding by fortifying and waiting it out. Slow to trust, harder to break.
HavenfolkWalled enclavesBloodKeepers of lineage, archives, and blood-rites. They preserved civilisation in walled settlements. Ancestral magic runs in their veins.
HollowfolkCaves, deep earthShadowThey dwell where light does not reach. Patient, silent, seen only in glimpses. The darkness is not their enemy — it is their mother.

Details TBD: cultural traditions, naming conventions, starting equipment packages.


Magic System

Magic is raw, chaotic energy bent by willpower. It has no separate resource pool — casting costs exhaustion like any other strenuous act.

Core Principles

  1. Willpower is the foundation. All magic keys off Willpower. The second attribute is determined narratively by tradition, folk, or personal style (Willpower + Instinct for gut-feel magic, Willpower + Intelligence for studied magic, Willpower + Blood for ancestral magic, etc.).
  2. Magic is always dangerous. A failed or interrupted spell triggers a chaotic effect.
  3. No Mana attribute. There is no separate mana pool, spell slots, or magical resource. Exhaustion is the cost.

Spellcasting Procedure

TermMeaning
Spell LevelMinimum dice pool needed to attempt the spell (e.g. Level 5 requires a 5d6 pool)
Minimum Successes (Y)Number of successes required for the spell to work as intended
Chaotic EffectWhat happens on failure. Magnitude = Y − actual successes. Defined per spell.

Steps:

  1. Declare the spell and roll your current effective pool (max pool − exhaustion).
  2. Count successes (dice showing 4+ after 1s cancel successes).
  3. If successes ≥ Y: the spell succeeds. Resolve its effect.
  4. If successes < Y: choose one:
    • Accept chaos. The spell fails with a chaotic effect. Magnitude = Y − successes.
    • Extend. Pay 1 exhaustion, keep the successes rolled so far, and roll again with your reduced pool. Add the new successes to the running total. Repeat until you reach Y or choose to stop.
  5. Interruption. If you are interrupted while extending (damage, disruption, choice), the spell fails with a chaotic effect. Accumulated successes do not carry over.

Implications:

Spell Domains

Details TBD. Domains to design:

Magic Items

Magic items grant a flat bonus on spellcasting success rolls. Common varieties include:

TypeTypical BonusNotes
Wand / Staff+1 successFocuses will; most common
Amulet / Hood+1 to +2 successesSlower to activate, no hands required
Potion (consumable)+1 to +3 successesOne dose, bonus for a single casting. Favoured by Fenfolk.
Ritual Circle+1 to +3 successesRequires preparation, immobile

Full item list and pricing TBD. Bonuses should be rare and meaningful — a +3 item is legendary.

Backlash

Each spell defines its own chaotic effect. Generic guidelines:

Gap (Y − successes)SeverityExample
1MinorWild light, noise, unpleasant sensation
2ModerateFeedback exhaustion (1 additional), unintended effect
3+MajorSpell targets wrong person, backlash damage, summoning

Equipment

Details TBD. Standard dark fantasy equipment:

Full equipment tables and pricing TBD.


Setting Lore

The Shrouding

An age ago, a mysterious fog — the Shroud — fell across the world. It did not burn. It did not poison. It simply separated. Communities were cut off from one another. Those who ventured into the fog were never seen again.

The Shrouding lasted generations. Some folk tell of it as a slow decay — the fog appearing gradually, isolating first villages, then entire regions. Others speak of a single night when the world went white and silent.

Then, just as mysteriously, the fog began to recede. It did not vanish overnight, but slowly, year by year. Travel between former isolation zones became possible. The Fog People — descendants of the lost — emerged from the dissipating mist.

No one knows what caused the Shrouding, or where the fog truly went. Some say it still waits beyond the horizon.

The World Today

Details TBD: geography, major settlements, faction politics, history by age.


Example Characters

The pools shown below are max pools (from attribute pairs). Effective pool = max pool − current exhaustion.

The Breaker

AttributeValue
Strength9
Agility4
Constitution8
Intelligence3
Wisdom4
Instinct6
Willpower7
Charisma6
Blood8
Shadow2

Without technique:

Strength + Constitution = 17 → 6d6

With Blood Rage:

Strength + Blood = 17 → 6d6

Feel: dangerous, physically dominant, turns pain and rage into violence.

The Shadow Fighter

AttributeValue
Strength5
Agility8
Constitution4
Intelligence6
Wisdom5
Instinct8
Willpower5
Charisma4
Blood3
Shadow9

Without technique:

Strength + Agility = 13 → 4d6

With Instinct Fighting (core technique):

Agility + Instinct = 16 → 5d6

With Shadow Fighting:

Agility + Shadow = 17 → 6d6

Feel: slippery, unfair, uses angles, timing, and darkness.


Gaps / Not Yet Designed