Droid |
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Passive |
does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins |
Body Guard (rank 2) |
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Active (Maneuver) |
Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged with. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty if all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
Crippling Blow |
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Active |
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and deals damage to the target’s wound threshold, the target suffers one strain whenever he moves for the remainder of the encounter. |
Quick Strike |
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Passive |
When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
Rapid Reaction (rank 4) |
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Active |
The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
Hard Headed (rank 1) |
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Active (Action) |
The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred fro performing actions when staggered). He makes a Daunting (4 Difficulty Dice) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |