Resilience
Domain overview
The Resilience domain turns punishment into power. Practitioners absorb damage others would avoid, protect allies by putting themselves in harm’s way, and grow tougher with every hit they take. In the PvZ frame, Resilience belongs to Walnut and Cactus — plants who are, quite literally, made of defense.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Cover |
When an ally within Very Close range would take damage, mark one of your own Armor Slots to reduce the severity of their incoming damage by one threshold.
When an ally within Very Close range would take damage, mark one of your own Armor Slots to reduce the severity of their incoming damage by one threshold. The GM determines if you are physically positioned to do so. |
1 |
| 1 | Ability | Fortified Position |
While you haven't moved since the start of the scene, you and all allies within Very Close range gain +1 to your damage thresholds.
While you haven't moved since the start of the scene, you and all allies within Very Close range gain +1 to your damage thresholds. Once per rest during a non-battle moment, describe how you reinforce your position — the GM tells you one structural weakness or strength of the current location. |
1 |
| 1 | Ability | Garden Meal |
During a rest, spend a downtime move to cook a meal for your party.
During a rest, spend a downtime move to cook a meal for your party. Make an Instinct Roll (12). On a success, choose one of the following — all allies who eat immediately gain it: gain 1 Sun; clear 1 Hit Point; clear 1 Stress; gain +1 to damage thresholds until their next rest. |
0 |
| 1 | Ability | Iron Skin |
hen you mark an Armor Slot and the damage is reduced to nothing, clear 1 Stress.
hen you mark an Armor Slot and the damage is reduced to nothing, clear 1 Stress. When you mark your last Armor Slot, gain 1 Sun. |
0 |
| 2 | Ability | Endure |
Once per rest, when you would mark 2 or more Hit Points from a single attack, mark 1 fewer Hit Point (minimum 1).
Once per rest, when you would mark 2 or more Hit Points from a single attack, mark 1 fewer Hit Point (minimum 1). When you use this feature, place an Endurance token on this card (maximum 3). Spend 2 Endurance tokens to clear 1 Armor Slot. |
0 |
| 2 | Ability | Ironmind |
You have advantage on all rolls to resist or clear conditions caused by Presence rolls, mind-reading abilities, or emotion-altering effects.
You have advantage on all rolls to resist or clear conditions caused by Presence rolls, mind-reading abilities, or emotion-altering effects. |
0 |
| 3 | Ability | Unbreakable |
Your Major damage threshold increases by 2.
Your Major damage threshold increases by 2. When you have 2 or fewer unmarked Hit Points, attack rolls against you have disadvantage. When you mark your last Hit Point, you can mark 3 Stress to clear 1 Hit Point instead of making a death move. |
1 |
| 3 | Ability | Unyielding Presence |
You have advantage on Presence rolls to deter, intimidate, or discourage hostile creatures from attacking.
You have advantage on Presence rolls to deter, intimidate, or discourage hostile creatures from attacking. When your party travels through harsh or dangerous environments, spend a Sun to protect one ally from environmental damage or exhaustion. |
1 |
| 4 | Ability | Second Skin |
Your Armor Score increases by 1.
Your Armor Score increases by 1. At the start of each scene, clear 1 marked Armor Slot. |
0 |
| 4 | Ability | Unshakeable Core |
Once per rest, clear 2 Stress and gain +1 to your damage thresholds until the end of the scene.
Once per rest, clear 2 Stress and gain +1 to your damage thresholds until the end of the scene. When you use this feature while at 1 or fewer unmarked Hit Points, also clear 1 Hit Point. |
1 |
Domain cards

1
Cover
When an ally within Very Close range would take damage, mark one of your own Armor Slots to reduce the severity of their incoming damage by one threshold. The GM determines if you are physically positioned to do so.

1
Fortified Position
While you haven't moved since the start of the scene, you and all allies within Very Close range gain +1 to your damage thresholds. Once per rest during a non-battle moment, describe how you reinforce your position — the GM tells you one structural weakness or strength of the current location.

1
Garden Meal
During a rest, spend a downtime move to cook a meal for your party. Make an Instinct Roll (12). On a success, choose one of the following — all allies who eat immediately gain it: gain 1 Sun; clear 1 Hit Point; clear 1 Stress; gain +1 to damage thresholds until their next rest.

1
Iron Skin
hen you mark an Armor Slot and the damage is reduced to nothing, clear 1 Stress. When you mark your last Armor Slot, gain 1 Sun.

2
Endure
Once per rest, when you would mark 2 or more Hit Points from a single attack, mark 1 fewer Hit Point (minimum 1). When you use this feature, place an Endurance token on this card (maximum 3). Spend 2 Endurance tokens to clear 1 Armor Slot.

2
Ironmind
You have advantage on all rolls to resist or clear conditions caused by Presence rolls, mind-reading abilities, or emotion-altering effects.

3
Unbreakable
Your Major damage threshold increases by 2. When you have 2 or fewer unmarked Hit Points, attack rolls against you have disadvantage. When you mark your last Hit Point, you can mark 3 Stress to clear 1 Hit Point instead of making a death move.

3
Unyielding Presence
You have advantage on Presence rolls to deter, intimidate, or discourage hostile creatures from attacking. When your party travels through harsh or dangerous environments, spend a Sun to protect one ally from environmental damage or exhaustion.

4
Second Skin
Your Armor Score increases by 1. At the start of each scene, clear 1 marked Armor Slot.

4
Unshakeable Core
Once per rest, clear 2 Stress and gain +1 to your damage thresholds until the end of the scene. When you use this feature while at 1 or fewer unmarked Hit Points, also clear 1 Hit Point.
Unshakeable Core
The Resilience domain turns punishment into power. Practitioners absorb damage others would avoid, protect allies by putting themselves in harm’s way, and grow tougher with every hit they take. In the PvZ frame, Resilience belongs to Walnut and Cactus — plants who are, quite literally, made of defense.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Unshakeable Core Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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