TOUGHNESS (varies)

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 YS178, and Strength YS183), 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. 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.

Inhuman Toughness [–2]
Description: You’re unusually tough and have incredible fortitude. You’re able to take more punishment than a normal human can.
Skills Affected: Endurance, other physical skills.
Musts: You must attach this power to a Catch (see below).
Effects:

  • Hard to Hurt < NEW > – You naturally have Armor: 2 against all physical stress.
  • Hard to Kill – You have two additional boxes of physical stress capacity (page 201).

Supernatural Toughness [–4]
Description: Your body can take punishments that would easily kill a normal man.
Skills Affected: Endurance, other physical skills.
Musts: This ability replaces Inhuman Toughness. You must attach this power to a Catch (see below).
Effects:

  • Harder to Hurt < NEW > – You naturally have Armor: 4 against all physical stress.
  • Harder to Kill – You have four additional boxes of physical stress capacity (page 201).

Mythic Toughness [–6]
Description: Issues of the flesh rarely trouble you. Your body has, to a great extent, transcended the petty concerns of mortality.
Skills Affected: Endurance, other physical skills.
Musts: This ability replaces Inhuman or Supernatural Toughness. You must attach this power to a Catch (see below).
Effects:

  • Nearly Impossible to Hurt < NEW > – You naturally have Armor: 6 against all physical stress.
  • Nearly Impossible to Kill – You have six additional boxes of physical stress capacity (page 201).

The Catch [Varies]
Description: Your Toughness abilities are limited in some way.
Effects:

  • 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:
  • If your abilities only protect you against something specific, you get a +2 discount. If they protect you against everything except something specific, you get nothing.
  • If the Catch is bypassed by something that anyone could reasonably get access to, but usually doesn’t carry on them (like cold iron), you get a +2. If it is bypassed by something only a rare class of people in the world have (like True Magic), you get a +1. If it is bypassed by something only one or two people in the world have access to or could produce (like a Sword of the Cross), you get nothing. Even the mere presence of the thing that satisfies your Catch will cause you discomfort (and may be grounds for a compel or something similar).
  • If almost anyone with an awareness of the supernatural knows about the Catch or could easily find out (like from the Paranet, or Bram Stoker’s Dracula if you’re a Black Court vampire), you get a +2. If knowledge of the Catch requires access to specific research material that could be restricted (like a wizard’s library), you get a +1. If knowledge of the Catch requires knowing you personally to learn about it (like the effect of Judas’ Noose on Nicodemus), you get nothing.
  • 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.

TOUGHNESS (varies)

DFRPG - New Orleans Wychcraft