Toughness
Supernatural creatures are difficult to kill. Sometimes they’re just impossible to damage without a specialized means, like magic or a weapon made of inherited silver. But more often, they can simply take more punishment than a normal person can. Like any of the physical “building block” categories (see also Speed on page 178, and Strength on page 183), Toughness is divided first and foremost into three levels—Inhuman, Supernatural, and Mythic. You must have a high concept that fits taking one of these abilities. The Mythic level is nearly always reserved for potent NPCs, as is the special Physical Immunity ability.
NOTE: Toughness abilities require you to define the circumstances under which the ability is effective— this is represented by a stunt attached to your toughness abilities called the Catch, defined below.
The Catch |
Your Toughness abilities are limited in some way. The Catch. You must specify something that bypasses your Toughness abilities. This will give you a discount on the total cost of any and all Toughness category powers that you take, based on how likely it is that the Catch will be met in play. Add all the relevant discounts from the list below:
Note: Catches cannot reduce the total cost of your Toughness powers below –1. You may specify more than one Catch if you so choose, but you can only receive the discount once; take the best one. |
Cost: Varies, naturally… |
Inhuman Recovery |
You have an incredible fortitude, able to exert yourself longer and heal faster than Musts: You must attach this power to a Catch. Total Recovery. You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely. Fast Recovery. Out of combat, you may recover from physical damage as if they were one level lower in severity. So, you recover from Motally Wounded as though it was Incapacitated, etc. Consequences reduced below Wounded are always removed by the beginning of a subsequent session. Vigorous. You may skip a night of sleep with no ill effects. +2D to stamina checks. Shrug It Off. In combat, once per combat sequence, you may clear away a Wounded result as an action. |
Cost: 2 |
Inhuman Toughness |
You’re unusually tough and have incredible fortitude. You’re able to take more punishment than a normal human can. Musts: You must attach this power to a Catch. Hard to Hurt. You naturally have Armor: +1D vs. Physical damage Hard to Kill. You have +2D Strength vs. Damage rolls in addition to the Armor bonus. |
Cost: 2 |
Supernatural Recovery |
You can exert yourself constantly without issue and, given just a little downtime, you can recover from particularly nasty wounds. Musts: This ability replaces Inhuman Recovery. You must attach this power to a Catch. Total Recovery. As with Inhuman Recovery: You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely. Faster Recovery. Out of combat, you may recover from physical damages if they were two levels lower in severity. So, you recover from Mortally Wounded as though it was Wounded, etc. Consequences reduced below Wounded are always removed by the beginning of a subsequent session. Unfaltering. You may skip a week of sleep with no ill effects. +3D to Stamina checks It’s Nothing. Twice per combat sequence, you may clear away a Wounded damage result as an action. |
Cost: 4 |
Supernatural Toughness |
Your body can take punishments that would easily kill a normal man. Musts: This ability replaces Inhuman Toughness. You must attach this power to a Catch. Harder to Hurt. You naturally have Armor: +2D vs. Physical damage Harder to Kill. You have +4D Strength vs. Damage rolls in addition to the Armor bonus. |
Cost: 4 |
Mythic Recovery |
You heal faster than anyone should be able to. Prometheus’ liver has fits of jealousy. Musts: This ability replaces Inhuman or Supernatural Recovery. You must attach this power to a Catch. Total Recovery. As with Inhuman Recovery: You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any damage (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely. Really Amazingly Fast Recovery. Out of combat, you may recover from all physical damage before the beginning of the next scene after you receive them! Indefatigable. You never need to sleep. +4D to Stamina checks Ha! You Call That a Hit? Three times per combat sequence, you may clear away a Wounded damage result as an action. |
Cost: 6 |
Mythic Toughness |
Issues of the flesh rarely trouble you. Your body has, to a great extent, transcended the petty concerns of mortality. Musts: This ability replaces Inhuman or Supernatural Toughness. You must attach this power to a Catch. Nearly Impossible to Hurt. You naturally have Armor: 3D against all physical damage. Nearly Impossible to Kill. You have +6D to Strength checks versus damage after Armor reduction. |
Cost: 6 |
Physical Immunity |
You simply can’t take physical damage from anything normal. Musts: You must attach this power to a Catch. Physical Immunity. You take no stress and no damage from physical attacks and other harms, unless someone satisfies your Catch. This does not make you unusually tough to such attacks; if you want to be tough in all cases, even when your Physical Immunity is compromised, take Inhuman, Supernatural, or Mythic Toughness as well with a less susceptible Catch—or one of the Recovery abilities if you merely want to heal quickly when your invulnerability is pierced. If a character spends more than one Action Die on a successful attack only to discover you are completely immune to it, that character should be refunded all but one Action Die. Stacked Catch [+varies]. Normally, all your Toughness powers can only receive the refresh rebate effect of one Catch, so you line them all up and choose the best one. For example, let’s say a fire demon has Supernatural Toughness with the Catch that he’s vulnerable to cold. Normally, this would give him a point savings of -3: -2 because cold is easy to come by, and -1 because research would normally uncover it. In addition, he has physical immunity to damage from any kind of fire. The Catch is that it only applies to attacks with fire. Normally, this would give a savings of -5: |
Cost: 8 |