Grit and Deeds

## Grit

Every member of the Acadian squads train to do their best in the heat of combat, and they all know when to save their energy and when to use it. Some people call this a strong motivation to exert their bodies beyond their limits, others call this a result of the fight-or-flight response. Either way, they can use this effect to turn the fight in their favour in different ways.

Characters choose one of the following abilities: Strength, Dexterity, Constitution, Wisdom. The chosen ability becomes their grit ability. The grit pool is equal to the modifier of that ability. The grit points can be spent to accomplish deeds, which depend on which ability has been chosen for the grit pool.

Characters gain 1 grit point in combat by confirming critical hits or dealing killing blows on enemies. Grit points are refreshed once per day, after a long rest.

## Deeds

The characters can spend grit points to accomplish deeds. All deeds grant the character temporary bonuses or effects that vary in duration. The characters can only use deeds listed under the abilities they have chosen as their primary, secondary or tertiary grit abilities. The ability specific deeds are common across all character classes.

Strength Deeds:

* **Sprint:** At 1st level, a character can spend 2 grit to double their base move speed for the current turn. Other temporary effects are not affected by sprinting.
* **Superhuman Strength:** At 1st level, a character can spend all their remaining grit to either double their strength modifier or gain a +5 bonus to it (whichever is greater) for 1 round per grit they spent. The deed can be used only in the following circumstances:
	+ When the character is trapped by environmental conditions or by an enemy, and they are aware that they can use their strength to break free.
	+ When a close ally is in danger and the character is aware they can use their strength to save or protect them.
* **Recoil Control:** At 6th level, a character can spend 1 grit to control their weapons better, countering the recoil of their weapons for a short time. The characters who use this deed can fire additional rounds in a burst without suffering from recoil. This deed only affects full automatic weapons and up to 5 rounds can be affected by it, which can be distributed over multiple attacks. The effect increases to 7 rounds at level 12 and 10 rounds at level 18.
* **Rage:** At 12th level, the character can unleash all their stored anger on a single target, focusing all thier strength on decapacitating their target. In the following two rounds, the character will have a +5 strength modifier on melee attacks and damage against one target, but get -2 AC against melee attacks. This deed costs 2 grit points.
* **Strong Back:** At 18th level, the character knows how to channel their energy into carrying heavy loads for extended periods. As long as the character has at least 2 grit points, they can tolerate an additional 70kg outside combat and 35kg in combat before weight penalties apply.

Dexterity Deeds:

* **Quick Load:** At 1st level, a character can spend 1 grit to quickly reload a weapon, reducing their reload time by 1 step. If used with weapons where each cartridge is loaded by hand, then the number of cartridges loaded per action is doubled. This deed can also be used to clear jammed weapons as a swift action.
* **Dead Shot:** At 6th level, as a full round action, a character can spend 2 grit to make a single, powerful shot. When this deed is used, a single shot is fired, but the number of attack rolls made to determine is half the damage die of that weapon (1d4 is 2 attack rolls, 1d6 is 3 attack rolls, 2d4 is 4 attack rolls, and so on). The number of successful attacks determines their attack damage multiplier. Attack damage modifiers are added after the final damage is determined. Critical hits cannot be made with this deed unless the Correct Aim deed is also used, where it costs 1 grit to turn each critical threat to a critical hit.

Constitution Deeds:

* **Shrug off Damage:** At 1st level, a character can spend 1 grit to turn 1 hitpoint damage to 1d4 tolerance damage. The character must have at least 4 tolerance and at least 1 hitpoint to use this deed.
* **Delay Damage:** At 6th level, the character can choose to delay the damage they take by 1 minute (and 1 additional minute at every 6 levels). Each grit point spent on this deed allows the character to delay 1d8 damage, and the delayed damage is applied in full once the delay is over. If the damage would knock the character unconscious, they must make relevant saving throws before delaying the damage. If the damage would kill the character, they cannot use this deed.
* **Drug Tolerance:** At 12th level, as long as the character has at least 2 grit, they gain a +5 bonus to save against negative effects of drugs. This effect only applies to drugs which have negative effects that can be resisted.

Wisdom Deeds:

* **Evade Bullets:** At 1st level, a character knows how to evade enemy bullets, especially if they are aware of the danger. They can spend 1 grit to move 5 feet (triggering attacks of opportunity) or drop prone to avoid attacks. Moving gives the character a +2 bonus to AC while dropping prone gives a +4 bonus to AC against that attack. The character must be aware that they are under attack to use this deed.
* **Correct Aim:** At 6th level, a character can spend 1 grit to confirm a critical hit which would otherwise be a normal hit. This deed can only be used if the target is within the first two range increments and it cannot be used with heavy weapons.
* **Study Target:** At 12th level, as long as the character has at least 1 grit point, they can spend a standard action to carefully observe a target and find their weaknesses. This adds a +2 bonus to the normal knowledge check needed to study the target.