Another board member (thanks) helped me write up these rules for making the game grittier. Feel free to review and comment. They're essentially the rules from Mutant Year Zero / Mutant Elysium with Pride being the resource that heals empathy. However, one side effect of these rules is that it seems like Pride is much more powerful, since it's a resource die that can be used repeatedly per session until it's used up.
It feels weird to me how easy it is to heal attribute damage. Beyond the vast number of talents that heal it, a quarter day's rest heals *all* attribute damage. Yes, the GM could make this harder by making sure an encounter requiring rolls always happen when PCs rest, my experience from running this for a while is that unless the PCs are in immediate danger, they'll happily push everything and then just rest. This feels more like D&D 5e rather than the gritty game-play promised by the Year Zero engine.
Can anyone else share a creative way they've managed this?