Passive Powers

13.2 Passive Powers

Achievement Boost
The limit on the number of dice you can roll from your Strike Pool for achievements is raised by 2. A leader of a combined achievement can apply this power, but other participants can’t.

Body Resistance
The character is immune to any charge powers that reduce her Action Pool or Strike Pool (Body Drain, Slow, Weaken) and to the Poisoned condition.

Charge Boost
The limit on the number of charge dice you can store in your Charge Pool is raised by 2. You can take this power up to 3 times.

Darksight
The character is not affected by Blinded or Darkness conditions.

Leadership
When your character is the leader in a combined maneuver, you can distribute the dice gained among the involved players. The limit for earning 5 dice altogether still applies (unless your character has Tactical Maneuvering). Any player to whom you distribute 5 or more dice (including yourself) earns an Awesome Token as usual.

Maneuver Boost
The limit on the number of strike and charge dice you can earn in a maneuver is raised by 2. You can take this power up to 2 times. It does not apply to combined maneuvers.

Resilience
Raise your character’s defense by 1. You can take this power up to 3 times.

Resistance to Electricity
Your character’s defense counts as 2 points higher against electricity-based strikes (charged or weapon effect).

Resistance to Fire
Your character’s defense counts as 2 points higher against fire-based strikes (charged or weapon effect).

Resistance to Frost
Your character’s defense counts as 2 points higher against frost-based strikes (charged or weapon effect).

Squad Tactics
This power grants 1 bonus die to the leader of any combined maneuver in which this character participates (whether the character applying this power is the leader or not). If more than 1 character in a combined maneuver has this power, the bonus dice from all such characters apply.

Soul Resistance
Your character is immune to any charge powers that inflict wounds without requiring a roll against your character’s defense. The following charge powers cannot be used against your character: Life Drain, Life Transfer, Vampiric Strike.

Stamina
The limit on the number of action dice you can store in your Action Pool is raised by 2. You can take this power up to 3 times.

Strike Boost
The limit on the number of dice you can roll from your Strike Pool for strikes is raised by 2. You can take this power up to 2 times.

Tactical Maneuvering
The limit on the number of strike and charge dice you can earn as the leader in a combined maneuver is raised by 3. You can take this power up to 2 times. It does not apply to maneuvers your character performs on her own.

Toughness
Your character has 1 additional wound circle, which means that your character can take an extra wound before being defeated.