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Mar 24th, 2014
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  1. Ambidextrous: Wraith can use either hand equally well, do not suffer -20 penalty for using weapons in offhand
  2. When used with Two Weapon Wielder, drops penalty for making attacks with both weapons to -10.
  3. Ancient Warrior: +10 Fel/Skill tests when dealing with Veterans of the Long War, easier to acquire Legion Weaponry.
  4. Bulging Biceps: Wraith always counts as braced.
  5. Cold-Hearted: Seduction attempts automatically fail, +20 WP in opposed tests against an opponent using the Charm skill. Gain +1 CP.
  6. Combat Sense: Wraith may use his Perception Bonus in place of his Agility Bonus when rolling Intiative.
  7. Counter-Attack: May make an attack at -20 as a Free Action against any enemy who he has sucessfully parried.
  8. May not be combined with any ability that allows more than one hit or attack.
  9. Flesh Render: When wraith inflicts damage with with a melee weapon that has the Tearing Quality, he rolls two additional die for Damage, rather than the normal one for using a Tearing weapon, and discards the lowest two Damage dice results.
  10. Heightened Senses (Hearing/Sight): +10 to any test involving that sense.
  11. Jaded: Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear Tests.
  12. Terrors of the Warp still affect the character normally.
  13. Iron Jaw: Test Toughness to ignore stun effects.
  14. Lightning Reflexes: Roll for Initiative Twice and take highest.
  15. Nerves of Steel: Reroll WP tests to avoid/recover from pinning, +10 to WP tests against intimidation.
  16. Paranoia: Character gains a +2 Init bonus. GM may secretly test character's Perception to notice hidden threats.
  17. Raptor: When character makes a Charge action using a Jump Pack, gain +1d10 damage for every 2 DoS on the WS test, to a max of +2d10.
  18. Resistance (Cold, Heat, Poisons): +10 to tests to resist relevant group.
  19. Sure Strike: Reduce penalty of called shots to -10.
  20. Quick Draw: Draw weapon as a free action.
  21. Unarmed Warrior: Unarmed attacks do 1d10+SB I Special: Primitive 7.
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