Praxis of Toughness

Praxis of Toughness #

Items: Armor, clothing.
Training: Parading in armor. Large-scale drills with a professional force.
Experience: Sustaining a hit (or crit) from something that can stagger you from full HP. Solving a problem by putting yourself in physical harm.

Standard Augmentation #

Once per turn, you may spend 1 Power as a free action on or outside your turn to give 1 Disadvantage to an attack against your AC. This can be performed after being attacked but before the attack is resolved as a miss, hit, or crit. If you can already do this, instead, the first time you do it per encounter costs 0 Power.

Signature Augmentations #

Heedlessness
Adventurer, 9+ Recharge
You may use this at the start of combat. During your first round of combat, all attacks against you gain 2 Disadvantage.

Determination
Adventurer, 11+ Recharge
You may use this after you’ve been staggered by an attack. Attacks against you gain 1 Disadvantage until you’re hit again or until the end of the encounter.

Slippery
Adventurer, 11+ Recharge
You may use this anytime during an encounter. For the rest of the encounter, you don’t take any miss damage or effects.

Resilience
Champion, 11+ Recharge
You may use this anytime during an encounter. You have Resistance against ongoing damage for the rest of the encounter.

Majesty
Champion, 13+ Recharge
You may use this anytime during an encounter. For the rest of the encounter, enemies who engage you have to succeed at a 11+ save or be Shaken until the end of their turn.

Warding
Epic, 13+ Recharge
You may use this anytime during an encounter. Pick PD or MD. You gain Resistance 12+ against all damage for every attack against that defense until the end of the encounter.