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Body Guard |
2 |
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Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged with. He then suffers a number of strain no greater than his 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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Conditioned |
1 |
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Remove setback die per rank of Conditioned from Athletics and Coordination checks. REduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
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Toughened |
8 |
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The character increases his wound threshold by two per rank of Toughnened. |
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Rapid Reaction |
1 |
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The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
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Moving Target |
1 |
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If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target. |
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Suppressing Fire |
1 |
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Character and allies in short range may spend 1 triumph on failed combat checks once per round to inflict 1 strain per rank of Suppressing Fire on the target. |
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Poink Blank |
1 |
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The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
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Improved Body Guard |
1 |
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Once per session, when an ally protected by the Body Guard Maneuver suffers a hit, suffer the hit instead. |
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Improved Toughened |
1 |
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Once per session, may heal wounds equal to ranks in Toughened. |