COMBO: Your power grows as you display your mastery. You have a combo meter starting at level 1- note it somewhere on your sheet. When you take this trait, pick another trait you don’t have- note it down as your COMBO TRAIT, and work out a major improvement for it with the ref. Your combo meter has the following levels: 1: Deal -1 DAMAGE, -1 ARMOR 2: -1 ARMOR 3: Deal +1 DAMAGE 4: Deal +2 DAMAGE, +1 ARMOR 5: Deal +3 DAMAGE, +1 ARMOR, +1 to your highest stat 6: Deal +4 DAMAGE, +2 ARMOR, +1 to your highest stat, gain your COMBO TRAIT When you make a roll that doesn’t repeat anything you did in the last two rolls (like attacking with the same weapon twice, repeating a tactic, or utilizing a trait twice) and it’s at least a partial success, increase your combo meter by 1 and gain the appropriate benefit or drawback. Decrease it by 1 on a failure and reset it to 1 on two consecutive failures, resting at a rendezvous point, or at the end of the mission.