@@ -77,10 +77,6 @@ The character can defend others at a cost of 0 \glspl{ap}, and gain a +1 bonus w
Those being guarded must be close beside or behind them, as usual.
\subsubsection{Hardened}
The character is particularly tough and gains +2 \glspl{hp} and immunity to the Knack: Stunning Strike.
\subsubsection{Last Stand}
Any time the character loses \glspl{hp} they immediately gain +2 \glspl{ap} plus one per Knack the character has.
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@@ -120,13 +116,15 @@ They then take a -1 penalty to Attack, but if they successfully hit an opponent,
\subsubsection{Unstoppable}
The character does not fall incapacitated when falling below 1 \gls{hp} they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 \gls{hp}, in addition to any \gls{fatigue} penalties.
Once combat ends, they fall unconscious.
Each time they suffer further Damage a new Vitality Check is made.
The character is particularly tough and gains +2 \glspl{hp} and immunity to the Knack: Stunning Strike.
The character does not fall incapacitated when falling below 1 \gls{hp} -- they simply make the usual Vitality Check and if they survive they continue to act until the end of combat.
During this time, they ignore all penalties from \glspl{fatigue}, but take a -1 penalty for every 2 \glspl{hp} they have lost.
Each time they lose \glspl{hp} prompts a new Vitality check.
Additionally, the character receives a bonus to all Vitality Checks equal to half their number of Knacks they have, rounded up.
Once combat ends, even Unstoppable characters fall unconscious if they have less than 1 \glspl{hp}.
Finally, the character gains +2 \glspl{hp}.
All Vitality checks receive a bonus equal to half the number of knacks the character has, rounded up.