A TTRPG system
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GRIT

A classless, exhaustion-pool TTRPG core system without setting affinity.

Core Vision

A system that balances narrative storytelling with the satisfying crunch of numbers. Combat is short, tense, and always risky — heroes swing until exhaustion, armor matters, and fights end quickly. Characters grow through skill-based progression rather than class-locked abilities, allowing organic development tied to player choices.

Design Goals

  1. Direct combat is dangerous. Both sides can deal damage with every exchange.
  2. Exhaustion as universal cost. Pushing, getting hit or (setting dependent) casting all draw from the same well.
  3. Grit as flexible base. Attack pools are always created from two different attributes, not just strength and endurance.
  4. Techniques! Certain attribute combinations allow the use of special moves.
  5. Settings may add new attributes. Which allows for attributes specific to fantasy, sci-fi, cyberpunk or thriller settings.
  6. Small dice pools. No extensive finger counting, thanks to dice pools being between 3 and 7 dice.

Check out the Core Rules to learn more

The Shrouding

While the core rules try to stay completely setting neutral, "The Shrouding" extends them with a full fantasy world, additional character attributes, a magic system and five unique factions, so called "folks".

Check out The Shrouding to learn more