Silhouette 2 |
1 |
Knights of Fate p. 19 |
Is a Silhouette 2 character. |
Immovable |
1 |
Knights of Fate p. 19 |
Dowutins who suffer the Immobilized condition, are knocked prone, or are otherwise moved against their will may, as an out-of-turn incidental, suffer 3 strain to avoid the effect. Dowutins who are silhouette 2 suffer only 1 strain to use this ability. |
Toughened |
3 |
|
Gain +2 Wound Threshold. |
Grit |
3 |
|
Gain +1 Strain Threshold. |
Parry |
2 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Unarmed Parry |
1 |
|
May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1). |
Iron Body |
2 |
|
Remove Setback Dice per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1). |
Martial Grace |
1 |
|
Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check made this turn. |
Precision Strike |
1 |
|
When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strange to change the result to any Easy (1 difficulty) Critical Injury result. |
Improved Precision Strike |
1 |
|
Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (2 difficulty) Critical Injury. |
Mind over Matter |
1 |
|
This character may spend one Destiny Point to recover strain equal to his Willpower rating. |
Dedication |
2 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Coordinated Dodge |
1 |
|
When targeted by a combat check, may spend 1 Destiny Point to add Failure equal to ranks in Coordination to the check. |
Stalker |
1 |
|
Add Boost dice per rank of Stalker to all Stealth and Coordination checks. |
Lethal Blows |
1 |
|
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Dodge |
1 |
|
When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Precise Aim |
1 |
|
Once per round, may perform Precise Aim manoeuvre. Suffer a number of strain no greater than ranks in Precise Aim, then reduce the target's melee and ranged defence by that number. |
Targeted Blow |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit. |
Intimidating |
1 |
|
May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. |
Defensive Stance |
1 |
|
Once per round, as a manoeuvre suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. |
Jury Rigged |
1 |
|
Choose 1 weapon, armour, or other item and give it a permanent improvement while it remains in use. |
Armour Master |
1 |
|
While wearing armour, increase total Soak value by 1. |
Tinkerer |
1 |
|
May add 1 additional hardpoint to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Deadly Accuracy |
1 |
|
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill. |