Keeping yourself alive and in good physical and emotional health is a prerequisite for any and all other adventures you might undertake. Take care of yourself out there.
Toughness is your general wellbeing and represents your resistance to suffering major injuries. Your Max Toughness is determined by your Body Type and VIG, and represents your ability to withstand injury after a Good Night’s Rest. A person fresh to battle with full toughness may well shrug off an attack that would have done serious damage to someone who was already exhausted, and suffering from other minor injuries. As you fight you will lose Toughness by being hit physically, but it also accounts for your mental and emotional well being. Emotional suffering or discomfort can also cause you to lose Toughness. Toughness usually regenerates fully every time you rest, but long lasting effects such as lingering wounds, poisons, diseases, or failing to take care of your bodily needs can cause you to temporarily lose Max Toughness until they are resolved.
Your character has an array of different defense stats which can make them highly resistant against some types of attack, but vulnerable to others. These defenses fall into three general groups, each of which corresponds to an Attribute: Dexterous Defense with DEX, Cognitive Defense with COG, and Resolve Defense with RES. Specifically they are:
Escape, for escaping a grapple, falling into a pit trap, or holding your balance in a wind.
Blunt, for hard impacts, heavy clubs, blasts of force, and rolling boulders.
Cut, for bladed and piercing weapons, being impaled on a wall of spikes, swords, shards of ice.
Thaumic, for resisting manifested magic, lightning bolts, fireballs, and enchanted weapons.
Null, for nullifying magic that directly targets you, teleportation, slowing and paralysing magic.
**Wit, **for defending against trickery and deceit in debate, the streets, the battlefield, and beyond.
Resilience, for resisting a direct spiritual assault, or bodily transformation.
Aegis, for resisting physical manifestations of spiritual effects, divine smites, and necrosis.
Will, for resisting emotional and mental duress, alterations, and attempts to control.
Sometimes it may make sense to record bonuses for subsets of specific defense. A magical potion might, for instance, only grant a resistance to heat, but not cold. In this case it wouldn’t increase Thaumic Defense, instead you would note the bonus elsewhere on your character sheet and apply it when defending against a heat attack.
These defense types are based on your Body Type, and you can find their starting value on that page.
When targeted by a hostile effect, be it magic or an axe swing, you will have a chance to defend yourself before it hits. First determine what kind of attack it is, and what defense type you will need to use to defend against it. This is usually fairly obvious, but your GM will make the final call if it is needed. Then take the final value of the effect and subtract the Defence Type which best applies.
If the remaining number is less than or equal to 0, you successfully block, avoid, or resist the effect. If the remaining value is greater than 0 you have been hit or the effect has taken hold. If the remaining value is also greater than your current Toughness you gain a Wound, a severe injury with possibly long lasting consequences. This is a lingering debuff which is detailed by the GM, wounds are explained more later. If the remaining value is, however, less thanyour remaining Toughness then one of two things can happen.
If the effect does not do direct harm to your character (does not remove Toughness) it takes effect normally. If the effect is directly damaging you lose Toughness equal to the Shred stat of the effect (usually dictated by the weapon it was made with).
When someone attempts to be stealthy around unaware targets this is treated as an attack made against their Spirit Sense, plus any one relevant skill that you have (such as Empathy, Perception, Disguise Detection, etc). This will usually be done privately by the GM without the defender’s knowledge, unless they successfully ‘defend’ against the deception. Spirit Sense is \(10 + CNT\)
There are nine different types of defense. Cut, Blunt, Escape, Thaumic, Null, Wit, Resilience, Agis, and Will. All of which are used to defend against different types of attacks. You will have to choose carefully which of these defense types you want to be well protected against, and will likely always have one or two glaring vulnerabilities.
When you are attacked subtract your relevant Defense from the incoming attack. If this reduces it below zero the attack misses or is ineffective. If the attack is greater than zero and greater than your current Toughness, you suffer a Wound. If the attack is greater than zero and less than your current Toughness, you loose Toughness equal to the Attack’s Shred value.