Frenzy
When your character is subject to an enemy Melee or Ranged Skill roll, he or she may spend 1 Action Point to fly into a “frenzy.”
While frenzied, your character gains the following benefits:
- His or her Physique Group Skill rolls cannot be reduced to fewer dice than his or her Skill Level for those Skills (even with penalties).
- He or she does not suffer any penalties to Speed due to lost Wound or Fatigue.
- He or she counts all results of 2 on the dice for his or her Stamina and Willpower Skill rolls as successes.
While frenzied, the character cannot undertake any action that requires concentration or finesse.
The frenzy lasts until the start of the next scene or until all enemies within the character’s sight have been defeated or have withdrawn (whichever occurs first).
Invulnerable
Once per game session, if your character would die from Wound damage, he or she survives with 1 Wound point remaining instead.
This ability cannot save the character from death if the cause of death would be impossible to survive (e.g. beheading, fall from 100 feet, etc.).
Swiftness
Once per action sequence, your character may expend 1 Action Point to take one Partial Action before any other participant takes its normal turn in the Initiative Order.