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Body Guard |
2 |
Core Rulebook (Page 140) |
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom [they] are engaged. [The character] then suffers a number of strain no greater than [their] ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
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Toughened |
1 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
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Conditioned |
1 |
|
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
|
Moving Target |
1 |
|
If the character has already acted this round, increase [their] ranged defense by 1 per rank of Moving Target. |
|
Rapid Reaction |
1 |
|
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction. |
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Suppressing Fire |
1 |
|
The character and each ally within short range may spend an advantage result on their failed combat checks to inflict 1 strain on their respective targets per rank of Suppressing Fire. Each character can only activate this effect once per round. |