|
Stunning Blow |
1 |
Wampa |
May inflict damage as Strain instead of Wounds; does not ignore Soak. |
|
Camouflaged (Snow) |
1 |
Wampa |
When in snowy environments, add 2 boosts to all Stealth checks. |
|
Suited to the Cold |
1 |
Wampa |
Immune to the effects of freezing and cold environments. |
|
Still a Beast |
1 |
Wampa (Homebrew) |
On a despair, Wampa may begin indiscriminately choosing brawl targets until he can be calmed. |
|
Wampa is Scary |
1 |
Wampa (Homebrew) |
Minions fighting a wampa will generally choose a wound option over a stun option, even if the stun option would be more effective. |
|
Toughened |
4 |
Marauder |
Gain +2 wound threshold (included) |
|
Frenzied Attack |
3 |
Marauder |
When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack. |
|
Feral Strength |
3 |
Marauder |
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills. |
|
Lethal Blows |
3 |
Marauder |
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
|
Heroic Fortitude |
1 |
Marauder |
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
|
Knockdown |
1 |
Marauder |
After hitting with a melee attack, may spend Triumph to knock the target prone. |
|
Enduring |
2 |
Marauder |
Gain +1 soak value (included). |
|
Natural Brawler |
1 |
Marauder |
Once per session, may re-roll any 1 Brawl or Melee check. |
|
Defensive Stance |
1 |
Marauder |
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance. |
|
Dedication |
1 |
Marauder |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Brawn, included) |