Amphibious |
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Can breathe underwater without penalty and never suffer movement penalties when travelling through water. |
Physical Training 2 |
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Add boost per rank to Athletics and Resilience checks. |
Point Blank 1 |
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+1 damage per rank with Ranged (Light) or Ranged (Heavy) weapons at Short or Engaged range. |
Durable 2 |
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Reduce Critical Injury suffered by 10 per rank. |
Strong Arm |
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Treat thrown weapons as if they had 1 greater range. |
Armour Master |
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When wearing armour increase Soak by 1. |
Improved Armour Master |
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When wearing armour with Soak 2 or higher increase Defence by 1. |
Blooded 1 |
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Add boost per rank to resist or recover from poisons, toxins or venoms. |
Heroic Fortitude |
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Flip 1 Destiny point to ignore the effects of Critical Injuries on Brawn or Agility. |
Unstoppable |
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If a Critical Injury roll is 1 or reduced to 1, do not receive the Critical Injury. |
Feral Strength 1 |
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Add 1 damage per rank to one hit of successful attack made using Brawl or Melee. |
Side Step 2 |
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As a Maneuver may suffer Strain up to ranks to upgrade the difficulty of all ranged attacks targeting this character by 1 per Strain spent until the start of the character’s next turn. |
Swift |
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Do not suffer usual penalties for moving through difficult terrain. |
Quick Draw |
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May draw or holster a weapon as an Incidental. |
Body Guard 2 |
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Once per round, may suffer Strain up to ranks to take the Body Guard Maneuver to protect an Engaged ally; until the end of the character’s next turn, upgrade the difficulty of all combat checks targeting the protected ally once per Strain spent. |
Improved Field Commander |
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As an action, may make an average Leadership check; up to 6 allies may immediately suffer 1 Strain to perform a free maneuver; spend triumph to allow one ally to suffer 1 Strain and perform 1 free action instead. |