Armor Master |
1 |
|
When wearing armor, the character increases his total soak value by one. |
Defensive Stance |
1 |
|
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his rank in Defensive Stance. Until the start of the character's next turn , upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way. |
Intimidating |
1 |
|
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. |
Jury Rigged |
1 |
|
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor. |
Point Blank |
1 |
|
The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short ranged or engaged. |
Spare Clip |
1 |
|
The character does not run out of ammo on a Despair. Items with Limited Ammo quality run out of ammo as normal |
Toughened |
1 |
|
The character increases his wound threshold by two per rank of Toughened. |