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Durability Stunts

Stunts related to toughness, recovering from injury, immunities, or otherwise having unusual resilience.

Damage Reduction: Because I am more durable than normal, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Fast Healing: Because I heal extremely quickly, I reduce by 2 all stress inflicted on me by physical and magical attacks. I appear to take damage but it 'heals' almost immediately in an impressive and potentially intimidating display. However, this does not work versus stress inflicted as damage by a specific reasonably common kind of attack and in fact I take +1 shift of stress from such attacks.

Focused Resistance: Because my innate fortitude and intrinsic vitality protects me, I may use Focused to defend against magical and unusual attacks without needing special narrative justification or first creating an advantage to invoke.

Fueled By Suffering: Because I channel my pain and suffering and become more dangerous when I am in danger, when I take stress or consequences from attacks I gain a Boost called Fueled By Suffering.

Immune To Acid: Because I am immune to acid, I take no ill effect from any attack that relies on acid.

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Immune To Magic (-2): Because I am immune to almost all magic, I am unaffected by any malign effect that relies on magic.

Immune To Mind-Affecting: Because I am immune to mind-affecting abilities, I am unaffected by any malign effect that relies on mental coersion or disorientation.

Immune To Poison: Because I am immune to poison, I am unaffected by any malign effect that relies on poison.

Just Roll With It: Because I excel at avoiding harm and rolling with whatever comes my way, I can use more than one stress box to absorb stress from an attack (normally, only one stress box may be used to offset stress from a single attack).

No Flesh To Harm (-3): Because I have no soft tissue, I gain +4 to defend against attacks that cut, stab, poison, burn, or otherwise deal damage by harming flesh.

Push Beyond The Edge: Because I fight to the bitter end no matter what the cost, at any time as a non action if my Severe consequence is currently clear I may choose to either worsen my Moderate consequence (if any) to a Severe consequence or take a new Severe consequence Pushed Myself Too Far to clear my Mild Consequences and all my Stress boxes.

Resilience: Because of my impressive resilience, once per session if I would take a Consequence I may instead spend a Fate point.

Stalwart Resistance: Because my innate fortitude and intrinsic vitality protects me, I gain +1 to defend against magical and unusual attacks without needing special narrative justification or first creating an advantage to invoke.

Tough Hide: Because I have a tough hide I reduce by one (1) all stress inflicted on me as damage by physical attacks, and when I defend against physical melee attacks and tie my opponent does not get a boost.