Toughened |
6 |
|
Gain +2 wound threshold. |
Grit |
3 |
|
Gain +1 strain threshold. |
Enduring |
2 |
|
Gain +1 soak value. |
Iron Body |
2 |
|
Remove 1 Black 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). |
Parry |
2 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry |
Feral Strength |
3 |
|
Add +1 damage to one hit on all successful Brawl and Melee checks per rank of Feral Strength. |
Lethal Blows |
3 |
|
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
Frenzied Attack |
3 |
|
When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of their combat check by that number. The number cannot exceed their ranks in Frenzied Attack. |
Natural Brawler |
1 |
|
Once per session, may re-roll any 1 Brawl or Melee check. |
Defensive Stance |
1 |
|
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. |
Precision Strike |
1 |
|
When this character inflicts a Critical Injury with a Brawl, Melee or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (1 Purple) Critical Injury Result. |
Martial Grace |
1 |
|
Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check made this turn. |
Unarmed Parry |
1 |
|
May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1). |
Grapple |
1 |
|
Once per round, may perform the Grapple maneuver. Until the beginning of character’s next turn, foes must spend 2 maneuvers instead of 1 to move from engaged to short range. |
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 Purple) Critical Injury. |
Overbalance |
1 |
|
When a combat check made by an engaged foe generates 1 Despair or 3 Threats, may stagger attacker until the end of his next turn. |
Mind Over Matter |
1 |
|
The character may spend one Destiny Point to recover strain equal to his Willpower rating. |
Coordination Dodge |
1 |
|
When targeted by a combat check, may spend 1 Destiny Point to add Failures equal to ranks in Coordination to check. |
Supreme Precision Strike |
1 |
|
Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard (3 Purples) Critical Injury. |
Heroic Fortitude |
1 |
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
Dedication |
2 |
+1 Br, +1 Will |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Knockdown |
1 |
|
After hitting with a melee attack, may spend 1 Triumph to knock the target prone. |