Stands Like A Bastion
Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.
Genre themes: stalwart warrior (fantasy), tank (science fiction, superhero)
GM intrusions: Armor is damaged. Small foes conspire in ingenious ways.
Additional equipment: You have a set of armor or heavy armor.
Tier 1
Battle Competence: You can freely use all weapons and all armor. As an action, you learn the level of up to three creatures that you can see within short range. This ability can be foiled by disguises or shapechanging. Enabler for weapon use; action for evaluating creatures.
The weapon use aspect of Battle Competence is a "catch up" ability for characters whose type doesn't give them the ability to use most weapons and armor, and they don't want to be limited to just their chosen weapon. Most characters with this focus won't need the catch-up aspect of Battle Competence at all.
Imperturbable: You have a sense of calm around you that affects others as well. You cannot be forced to flee against your will (such as from magical fear) and the defense rolls of allies within immediate range against such attacks are eased. Enabler.
Nothing but Defend: If you do nothing on your turn but defend, you have an asset to all defense tasks for one round. Action.
Tier 2
Resist the Elements: You become resistant to one type of harmful energy. Choose one kind of energy, such as fire or electricity. Reduce the severity of wounds from that energy by one step (major to moderate, moderate to minor, minor to none). Enabler.
Shield Master: When you use a shield, it can take one more moderate wound than normal before being destroyed. Enabler.
Tier 3
Defend and Respond (3 Might or Speed): If you block or dodge a melee attack, you can immediately make a melee attack against your attacker. You can't use this ability more than once per turn. Enabler.
Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.
Throw Shield: You throw your shield as a short-range light weapon. Whether the shield hits or misses, it bounces back to your grasp if you succeed on a difficulty 2 Speed task. Effort: A successful hit with the shield also hinders the target for one round. Action.
If you throw your shield and fail to catch it when it rebounds, it most likely ends up a short distance from you.
Unmovable (3 Might): You avoid being knocked down, pushed back, or moved against your will as long as you are upright and able to take actions. Enabler.
Tier 4
Hard-Won Resilience: Due to your experiences, you've been exposed to all sorts of terrible things and are developing a general resistance. You can take one more moderate wound than normal. Enabler.
Inspiring Defense: When you succeed on a defense roll against an attack that would have dealt you an especially powerful blow or effect as determined by your GM, you regain 4 points to your Might Pool. Each use of this ability after the first time restores 1 fewer Pool point; this renews after you take a ten-hour recovery. Enabler.
Tier 5
Tower of Will: You have an asset to Intellect defense tasks and add +3 points to your Intellect Pool. Enabler.
Weave an Iron Wall (5 Might or Speed): You slash and weave your weapons so quickly, they almost resemble a wall. This barrier is large enough to block access through an immediate area. You must use your action every round to maintain the barrier. Any creature that attempts to cross through your barrier takes 10 damage (no roll needed); as an extra action you can attempt a melee attack against them, pushing them back if you succeed. Action to initiate.
Tier 6
Attenuate Threat: If you make your attack this round as a Last action instead of as an action or a First action, you can ignore one wound you take before the beginning of your next turn. Enabler.
Bouncing Shield (3+ Speed): You throw your shield as a light weapon at a foe in short range. Whether the shield hits or misses, it rebounds to attack two additional targets (the third target can be the same as the first target). Make separate attacks against each target. At the end of these attacks, the shield bounces back to your grasp if you succeed on a difficulty 2 Speed task; otherwise it lands within immediate range of you. Effort: A successful hit with the shield hinders the target for one round. Action.
Lethal Capability: You've mastered how to kill with a particular attack. You inflict an additional 5 damage with attacks of one specific type, such as a thrown knife, a shot with a firearm, a swing of an axe, unarmed attacks, or some other specific attack you prefer. You can gain this ability more than once. Each time you do, choose a different specific attack. Enabler.