Yippee-ki-yay, motherfucker.
— John McClane

 

You're not the toughest guy on the block but you keep fighting longer than anyone. Longer than you should, even when it might kill you. One day it probably will.

This merit is not about your attributes. "Grit" is not a measure of your Strength or Stamina. It does not come from your Composure or your Resolve. “Grit" comes from getting hurt, over and over, and having to fight while you’re hurt because the alternative is usually worse. It comes from being attacked while you’re still healing from a previous fight, and from those times you started a fight yourself (for whatever reason) even though you knew you would lose. Weak or strong, large or small, anyone can have grit.

Prerequisites: Athletics 2, Brawl 2, and 2 dots in a down-and-dirty fighting style, such as Street Fighting, Improvised Weaponry, or Krav Maga. Special: You've been in a fight where you filled up your rightmost health box with damage.

 

 

● Last Ditch Effort

You know that the time to push the hardest is when your back is against the wall. If you are in wound penalties when you spend your last willpower point, you get four bonus dice instead of three.  In addition, you may ignore one wound penalty due to your experience with fighting while injured.

 

 

●● Round 10

You keep going until the fight is over, no matter how long or how painful it is. You may reflexively spend a point of willpower to automatically succeed when rolling to remain conscious due to your rightmost health box being filled with bashing damage. This effect lasts for the remainder of the scene. This willpower expenditure does not count towards per-round limits on willpower expenditure. You may also roll Stamina to stay conscious when your rightmost health box is filled with lethal damage.  

 

 

●●● Roll with the Punches

You have been beaten within an inch of your life enough times that you know how to take hits where they will heal the fastest.  Your natural healing occurs at double the normal rate while you are in wound penalties.  In addition, your experience now allows you to ignore two wound penalties.

 

 

●●●● Will to Live

Your "Round 10" ability now also allows you to stay conscious when your rightmost health box is filled with lethal damage (after spending the requisite willpower point to activate "Round 10".)  You still bleed out and take the standard one aggravated damage each minute until bleeding is stopped with a successful Dexterity+Medicine roll.

 

 

●●●●● Pain is Weakness Leaving the Body

When you are in wound penalties and you spend willpower, you get additional bonus dice equal to your current wound penalties.  This replaces the Rank 1 benefit.  In addition, your experience with fighting while injured allows you to ignore the effects of three wound penalties.