Grit
Combat, Defense
Prerequisites: (Brawn or Survival), Constitution, Great Fortitude
Requirements: You are not fatigued or sickened.
Activation: Reaction; Triggered when an effect requires you to make a Constitution (Fortitude) saving throw
Target: Triggering effect
Rolls: You make the saving throw
In addition the normal effects of the saving throw, you also gain the following:
Critical Success: As a success but [Tier * 10].
Success: You reduce the damage by [Tier * 5], treating it as a miss if this reduces it to 0 before resistances.
DIVE FOR COVER (+1 tier)
Prerequisites: Roll with the Punches.
Benefits: Whenever you use Grit, you gain the effects of Take Cover and/or Drop Prone (your choice). If your sidestep causes you to leave the area or range of the attack, you're treated as having total cover against it as well if you do take cover and/or drop prone.
IMPROVED GRIT (+1 tier)
Prerequisites: As Grit.
Benefits: On a failed (but not critically failed) save, you reduce the damage by [Tier * 2], treating it as a miss if this reduces it to 0 before resistances.
ROLL WITH THE PUNCHES (+1 tier)
Prerequisites: As Grit.
Benefits: When you use Grit, you may shift 1 space (5 feet) as a Reaction. If you already used a Reaction to use Grit, this occurs as part of that same action. Each additional time you take this upgrade increases the distance by 1 space (5 feet), up to half your base speed.
TRUE GRIT (+1 tier)
Prerequisites: As Grit.
Benefits: Once per round, you may Grit as a free action. This stacks for additional uses per round.