← TOUGH  ·  PLAYBOOK 1 OF 2
The PROTECTOR
Someone has to stand between the world and what wants to hurt it. You decided that someone was you. You have not regretted it yet.
PERSONNEL FILE
STAT: TOUGH
PRIMARY: +2
ACCESS: OPEN
The Protector  ·  FILE TOUGH
The PROTECTOR
PRIMARY: TOUGH
HERO / ANTI-HERO / VILLAIN
Someone has to stand between the world and what wants to hurt it. You decided that someone was you. You have not regretted it yet.
FORTRESS

When you plant your feet and make yourself immovable, roll +Tough.

  • 10+: You cannot be moved, knocked down, or forced back this scene. Anyone trying to get past you must go through you first.
  • 7–9: You hold your ground but it costs you, take -1 ongoing to Agility rolls while maintaining this stance.
FIRST DO NO HARM

When you take action specifically to prevent civilian casualties or collateral damage, roll +Tough.

  • 10+: Everyone who shouldn't be hurt isn't. You pulled it off clean.
  • 7–9: You protect them but the mission suffers, the GM introduces a complication from the restraint.
ENDURE

When you push through pain, exhaustion, or conditions that would stop most people, roll +Tough.

  • 10+: You keep going and don't take any penalty from your current harm level for this scene.
  • 7–9: You push through but it costs you, the GM will extract the price at an inconvenient moment.
THICK SKIN

Your body absorbs damage that would break other people. Reduce all incoming harm by 1 (passive). This stacks with armor.

SENTINEL

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.

  • 10+: They can't get past you. Not now, not without dealing with you first.
  • 7–9: They're slowed and take -1 forward — but they're still trying.
BIG MOUTH

You talk trash throughout every fight. Whenever an enemy goes to attack a teammate, roll +Tough.

  • 10+: They redirect their attack to you instead.
  • 7–9: 50/50, the GM flips a coin.
INCONCEIVABLE

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).

INDOMITABLE

You are immune to fear effects, morale penalties, and intimidation (passive). Mental attacks still require a roll to resist.

LAST LINE

(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.

UNBROKEN

When you would take harm that would put you at Beaten (5–6) or Dying (7), roll +Tough.

  • 10+: Take 1 less harm than the attack would deal.
  • 7–9: Take the harm but stay on your feet and functional.
TAKE THE WEIGHT

When you physically absorb an environmental effect, explosion, structural collapse, a shockwave, on behalf of your team, roll +Brawn.

  • 10+: Your team takes no harm. You take half.
  • 7–9: Your team takes half harm. You take full.
IS THAT ALL YOU GOT?

(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.

DIVE ON A GRENADE

(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.

IMMORTAL

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.

COLLATERAL CONTROL

When you position yourself to absorb or redirect an explosion, shockwave, or area attack before it reaches bystanders or teammates, roll +Tough.

  • 10+: You contain it. Full harm to you, zero to everyone within 20ft.
  • 7–9: You redirect most of it, bystanders take 1 harm, you take full.
RALLY POINT

When things are going badly and you plant yourself as an anchor for your team, roll +Tough.

  • 10+: Every teammate who can reach you does so safely and clears 1 harm.
  • 7–9: Two teammates reach you safely and clear 1 harm.
CROWD SCATTER

When civilians are in the combat zone and need to move, roll +Tough.

  • 10+: Everyone clears the area without taking harm.
  • 7–9: Most clear. One person hesitates or is caught — you choose: take 1 harm yourself to cover them, or they take 1 harm.
RETALIATE

When you take harm from a melee attack and stay standing, roll +Tough.

  • 10+: Deal 2 harm back immediately.
  • 7–9: Deal 1 harm back.
SHAKE IT OFF

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.

LAST GUARDIAN

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

  • Take a new Protector move
  • Take a move from another playbook
  • Add +1 to Tough (max +3)
  • Add +1 to Brawn (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Your THICK SKIN passive now reduces all incoming harm by 2
  • Your SENTINEL move: on 10+ they cannot reach your ward this scene at all

### Advanced Improvements, After 5 Improvements, Choose One

  • Unbreakable: You cannot be reduced below 5 harm (Beaten) by a single hit regardless of the damage dealt. Each hit still takes you further from Beaten but nothing one-shots you.
  • The Wall: Once per session declare that nothing gets past you. For the rest of the scene, any attempt to reach someone you are protecting must go through you physically. No exceptions.
  • Change playbook: You have grown into someone different.
  • Retire: You stood down. Tell the table whether it was your choice.
PERSONAL ASSESSMENT
  • FaceWatchful, steady, the face of someone who has decided how they are going to respond before the situation arrives
  • BodyBuilt for endurance. The kind of physical presence that makes people feel either safer or more nervous depending on which side they are on.
  • StylePractical, durable, designed to be hit and keep moving
  • PresenceWhen you walk in, the threat assessment in the room shifts. Everyone feels it.
  • ShieldDescribe your primary form of protection, physical, powered, or otherwise.
ORIGIN
  • Someone you cared about got hurt because no one stood between them and what was coming. You made sure that would not happen again.
  • You were trained for this. The training was good. The reasons behind it were more complicated.
  • You have always been this. The ability came later and confirmed something you already knew about yourself.
  • You chose it. Deliberate, clear-eyed, full knowledge of the cost. You would choose it again.
  • You survived something you were supposed to die from. You took that as instruction.
GEAR & EQUIPMENT

You protect people. You need something to do it with.

Choose one weapon:

  • Riot shield (no harm, but +2 armor when actively defending — takes the hits for you)
  • Collapsible baton (2 harm, concealable, nonlethal option)
  • Combat gloves (unarmed harm becomes 3 — your hands are the weapon)
  • Heavy firearm (3 harm, loud, kept in the vehicle or base — not for subtle work)

Choose two additional items:

  • Body armor (+1 armor stacking with your Thick Skin passive)
  • Medical kit (Patch Up without a roll once per scene)
  • Comms earpiece (always connected to the team regardless of distance)
KNOWN ASSOCIATES / CONNECTIONS
You've taken harm meant for them more than once. Ask them: do they know how many times?
You've made a decision to protect them that cost someone else. Ask them: do they know the full story?
They've told you to stop protecting them. Ask them: have you?
You've stood between them and something they genuinely wanted to do. Ask them: do they understand why?
They've seen you at your limit — truly unable to protect everyone. Ask them: what did they do?
You've protected them from information, not just harm. Ask them: when do they find out?
They trust you completely in a fight. Ask them: do they know how much that means to you?
You've scared someone on their behalf — deliberately, to remove a threat. Ask them: do they know?
They've protected you, once, in a way you didn't expect. Ask them: does that sit comfortably with you?
You've made a promise about their safety that you're not sure you can keep. Ask them: have you told them you made it?

YOUR STATS

Your primary stat is TOUGH: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Protector move
  • Take a move from another playbook
  • Add +1 to Tough (max +3)
  • Add +1 to Brawn (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Your THICK SKIN passive now reduces all incoming harm by 2
  • Your SENTINEL move: on 10+ they cannot reach your ward this scene at all

Advanced Improvements (every 5 level-ups)

  • Unbreakable: You cannot be reduced below 5 harm (Beaten) by a single hit regardless of the damage dealt. Each hit still takes you further from Beaten but nothing one-shots you.
  • The Wall: Once per session declare that nothing gets past you. For the rest of the scene, any attempt to reach someone you are protecting must go through you physically. No exceptions.
  • Change playbook: You have grown into someone different.
  • Retire: You stood down. Tell the table whether it was your choice.