The City of Lives
Independent to a Fault
Rules Above All
Ma’ar Must Die
You Must Serve
Inhuman Toughness [–2]
Description: 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
(see this page).
Skills Affected: Endurance, other physical
Hard to Hurt. You naturally have Armor:1
against all physical stress.
Hard to Kill. You have two additional boxes of
physical stress capacity (page 201).
Inhuman Strength [–2]
Description: You are able to lift more and hit
harder than the average human can, due to your
Skills Affected: Might, other physical skills.
Improved Lifting. Whenever lifting or breaking
inanimate things, you gain a +3 to your
Bruising Strength. Roll Might at +1 whenever
using that skill in conjunction with grappling
(page 211). This also allows you to inflict
a 2-stress hit on an opponent as a supplemental
action during a grapple.
Superior Strength. Whenever using your
Might to modify (page 214) another skill, it
always provides a +1 regardless of the actual
comparison of your Might score to the skill
Hammer Blows. With attacks that depend on
muscular force (Fists, thrown Weapons, etc.),
you are at +2 to damage, increasing the stress
dealt by two on a successful hit.
Natural Weapons. You have claws (or something
similar) which act as Weapon:2 for your
Fists attacks. This bonus stacks with stress
increases due to Strength abilities (page 183),
but won’t stack with other Weapon:[X]
effects per the usual weapon stacking guidelines