Anticipate and buffer the disruptive energy spikes that follow a critical hit, preserving your Action Points (AP)
Roll d100 + skill versus DR 80 + the total damage taken from the critical hit
Success Margin: (Success Rate = Roll–DR)
SR 0–15. Negate 1 AP that would be lost
SR 16–29Negate 2 AP
SR 30+Negate all AP loss from the critical
-10 per former use of the skill in this battle.
Front‑line Technomancer is crit with a margin of 100 which causes the loss of 1 AP to fatigue (needs short rest to recover).
Technomancer takes 46 damage and thus must roll above 126. The Technomancer rolls a total skill check of 135 and thus retains the Action Point.
Critical Resource Dampening represents a deep, near‑instinctive grasp of energy flow. Whether channeling arcane currents or tech capacitors, the practitioner senses the moment a strike threatens to overload their focus. By bleeding off or rerouting the surge, they keep their action economy intact—often the difference between seizing initiative or being rendered helpless in the following beats.
The skill scales with precision: modest success cushions part of the shock, while flawless timing nullifies it entirely. Because the roll is made after confirming a critical hit, it serves as a last‑line insurance policy rather than general defence.
Not optimized for sequencing
No direct counters