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- Ambidextrous: Wraith can use either hand equally well, do not suffer -20 penalty for using weapons in offhand
- When used with Two Weapon Wielder, drops penalty for making attacks with both weapons to -10.
- Ancient Warrior: +10 Fel/Skill tests when dealing with Veterans of the Long War, easier to acquire Legion Weaponry.
- Bulging Biceps: Wraith always counts as braced.
- Cold-Hearted: Seduction attempts automatically fail, +20 WP in opposed tests against an opponent using the Charm skill. Gain +1 CP.
- Combat Sense: Wraith may use his Perception Bonus in place of his Agility Bonus when rolling Intiative.
- Counter-Attack: May make an attack at -20 as a Free Action against any enemy who he has sucessfully parried.
- May not be combined with any ability that allows more than one hit or attack.
- 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.
- Heightened Senses (Hearing/Sight): +10 to any test involving that sense.
- Jaded: Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear Tests.
- Terrors of the Warp still affect the character normally.
- Iron Jaw: Test Toughness to ignore stun effects.
- Lightning Reflexes: Roll for Initiative Twice and take highest.
- Nerves of Steel: Reroll WP tests to avoid/recover from pinning, +10 to WP tests against intimidation.
- Paranoia: Character gains a +2 Init bonus. GM may secretly test character's Perception to notice hidden threats.
- 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.
- Resistance (Cold, Heat, Poisons): +10 to tests to resist relevant group.
- Sure Strike: Reduce penalty of called shots to -10.
- Quick Draw: Draw weapon as a free action.
- Unarmed Warrior: Unarmed attacks do 1d10+SB I Special: Primitive 7.
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