When you plant your feet and make yourself immovable, roll +Tough.
When you take action specifically to prevent civilian casualties or collateral damage, roll +Tough.
When you push through pain, exhaustion, or conditions that would stop most people, roll +Tough.
Your body absorbs damage that would break other people. Reduce all incoming harm by 1 (passive). This stacks with armor.
When you declare you're guarding a specific person or location, any enemy who targets your ward must go through you first. If they try to bypass you, roll +Tough.
You talk trash throughout every fight. Whenever an enemy goes to attack a teammate, roll +Tough.
You have trained your body to tolerate most known poisons and toxins in small doses. Mundane and chemical compounds don't affect you. Otherworldly or supernatural compounds still work normally (passive).
You are immune to fear effects, morale penalties, and intimidation (passive). Mental attacks still require a roll to resist.
(1/session)
When you're the last one standing or the only one between your team and something catastrophic, something in you shifts. For the rest of this scene, ignore your current harm penalties and deal +2 harm on all attacks.
When you would take harm that would put you at Beaten (5–6) or Dying (7), roll +Tough.
When you physically absorb an environmental effect, explosion, structural collapse, a shockwave, on behalf of your team, roll +Brawn.
(1/mission)
Once per mission, completely ignore an enemy's damage roll against you. You have to spit blood on the ground and say "is that all you got?" to use it.
(1/mission)
When you're close enough, throw yourself over an area effect attack meant for a teammate. You take all the harm. No roll required.
You don't age or get sick. Harm that would kill a normal person leaves you gravely wounded instead, you always stabilize eventually. However, you can still reach Dying and still need to be stabilized in a scene. Once per mission, when you would permanently die, you survive, but take a permanent scar, limitation, or loss the GM defines. This has happened before. It will happen again.
When you position yourself to absorb or redirect an explosion, shockwave, or area attack before it reaches bystanders or teammates, roll +Tough.
When things are going badly and you plant yourself as an anchor for your team, roll +Tough.
When civilians are in the combat zone and need to move, roll +Tough.
When you take harm from a melee attack and stay standing, roll +Tough.
Once per scene, when you're at Hurt or worse, clear 1 harm through sheer willpower and aggression. No roll required. The moment must be narrated, it should feel earned.
Once per mission, when a teammate would reach Dying, you may take the full harm instead, their harm track resets to where it was before the hit, yours takes it all. No roll. You chose this.
### Improvements, At 5 XP, Choose One
### Advanced Improvements, After 5 Improvements, Choose One
You protect people. You need something to do it with.
Choose one weapon:
Choose two additional items:
Your primary stat is TOUGH: +2
Distribute the following among your remaining 9 stats: