### DAMAGE RESISTANCE

Your NPC gains Resistance to two damage types of your choice. If you choose a type the NPC was Vulnerable to, they don't become Resistant to it: instead, they simply lose the corresponding Vulnerability (only Vulnerabilities caused by the NPC's Species can be removed this way).

### FINAL ACT (LIMITED)

When reduced to 0 HP, your NPC can immediately perform some sort of special action or attack. Self-destructing robots and exploding fire elementals are great classics.

Take some liberty with this Skill, making it powerful but also a hindrance for the NPC’s allies. If this Skill deals damage, it should be minor (see page 93).

### FLYING (LIMITED)

Your NPC has the ability to fly or levitate. In addition to the obvious narrative benefits, creatures on the ground cannot reach your NPC with melee attacks as long as your NPC is in mid-air (but your NPC can perform melee attacks against targets who are on the ground).

- Limitation 1: If the NPC suffers damage of a type they are Vulnerable to, they are immediately forced to land and lose the benefits of this Skill until the end of the round, when they will automatically resume flight. Your NPC may also be forced to land by spending an opportunity.
- Limitation 2: As long as it is in Crisis, the NPC loses all benefits granted by this Skill.

### IMPROVED DAMAGE

Choose one of your NPC's attacks or spells: it now deals 5 extra damage. If you acquire this Skill multiple times, you must always apply it to a different source of damage.

Caution: Be careful when using this Skill to increase damage dealt by attacks with multi.

### IMPROVED DEFENSES

Choose one option:

- Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic Defense.
- Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic Defense.

This Skill can be taken only twice, and its effects are cumulative with those granted by equipment and other Skills.