Toughness

Toughness MN+3 CL
Toughness is the supernatural ability to simply shrug off physical damage. Characters with a high toughness score can be downright impossible to bring down via traditional means.

Basic options include:
 * +1 CL = No x2 Damage. You may ignore extra damage that would be caused by an attack with the x2 Damage Advantage.  Attacks with the x3 Damage Advantage deal x2 damage instead.
 * +1 CL (+ variable) = Material Class. A Toughness rating is considered to have a Material Class 1 by default; this can be improved with the Material Class Advantage.

The following options deal with absorbing kinetic energy rather than simply blocking or deflecting it:
 * +2 CL = Absorb Blunt-Force Trauma. You can absorb a portion of the energy invested in blunt-force trauma attacks, such as punches, falls, being hit with a baseball bat, and even bullets.  Stones of effect from such attacks that are blocked by your Toughness go directly into your Energy Pool.  Any stones in excess of your usual limit bleed off at a rate of 1 per turn.
 * +3 CL = Absorb Kinetic Energy. The improved version of Absorb Blunt-Force Trauma allows you to absorb even physical attacks that require minimal kinetic energy, such as cutting and piercing trauma.  Swords, spears, arrows and claws all recharge you.
 * +1 CL = Absorb Own Impacts. You can even absorb a portion of attacks you make with your own body in close combat.  1/2 of your stones of attack that result in damage, or that are blocked by Hardness, Toughness, or armor are sent to your Energy Pool.  You are still limited to a maximum number of absorbed stones per Page equal to your Toughness MN.
 * -1 CL = Must Reflect Energy. Stones absorbed from physical attacks must be placed directly in an Action at the end of your Page, instead of your Energy Pool.  These stones must be used on your next Panel, whether you want to or not; if for some reason you unable to use these stones by the end of your next Panel, you suffer them as damage instead.