Innate Abilities
Innate Abilities represent a character’s natural ability to do
particular things. They can enhance skills, allow skills to be used in
new ways or give characters new capabilities. Innate Abilities are
always advantageous, but there are some that have drawbacks in certain
circumstances. Characters may gain Innate Abilities either as part of
Character Creation or during the course of play.
At Character Creation, the GM may choose to allow characters to have
one or more Abilities. This can be handled in a variety of ways, but
ultimately it is at the discretion of the GM. One method that could be
employed is the allocation of additional character points at creation to
allow players to upgrade their characters Skills and/or purchase Innate
Abilities.
Like Skills, Innate Abilities can be purchased through the course of
play by spending Character Points as indicated in their entry below.
Alternatively, the GM can use Innate Abilities as a story device or as a
way to reward players for excellent roleplaying.
The purchase of any Innate Ability is at the discretion of the GM and
as a general rule a character should have no more than two Innate
Abilities. No Innate Ability may be chosen more than once per character.
Innate Ability Descriptions
Below outlines the format for Innate Ability descriptions.
- Innate Ability Name
A brief summary of what the Innate Ability does
Cost: The number of Character points required to purchase
this Innate Ability
Effect: Outlines the effect of the Innate Ability in game
terms
Notes: Any additional notes or limitations about the Innate
Ability
Descriptions
- Ambidextrous
You are equally proficient in performing tasks with your left or
right hand.
Cost: 15 Character Points
Effect: The character no longer suffers a penalty to skills
rolls when using their offhand
- Armour Mastery
You have spent so much time in armour you wear it like a second
skin.
Cost: 15 Character Points
Effect: The character ignores up to 1D of DEX penalties due
to wearing armour
- Blind Fighting
Your instincts and sharp senses give you the edge in lowlight or
dark conditions.
Cost: 15 Character Points
Effect: In lowlight or dark conditions, the character reduces
the cover modifier of the difficulty to hit a target by up to 2D –
e.g. a target in thick smoke or moon light would not gain a cover
modifier against the character (normally +1D difficulty modifier).
Similarly, in very thick smoke or complete darkness, the target
would only receive a +2D difficulty modifier instead of the normal
4D
Notes: This applies to both ranged and close quarters combat.
In situations where there is both smoke and lowlight, the reduction
to the difficulty modifier applies to the total modifier rather than
the separate modifiers – e.g. light smoke and a moonlit night would
normally grant a +3D difficulty modifier, a character with Blind
Fighting reduces this modifier to +1D
- Body Language Intuition
You are very good at reading other people’s body language and
determining whether their verbal and non-verbal communication
aligns.
Cost: 10 Character Points
Effect: On a moderate PER roll the character can determine
what a person’s body language is portraying
Notes: The person must be of the same species as the
character
- Deadeye
You are a crack shot with ranged weapons.
Cost: 15 Character Points
Effect: When using a ranged weapon, the difficulties for the
weapon ranges are reduced by one step to a minimum of Very Easy,
e.g. shooting at a target at medium range is an Easy task.
Notes: The benefit of this Innate Ability applies against
targets making use of Full Reaction, but it adds no benefit to
Opposed Rolls
- Dexterous
You are more able and quick to act than most in tight situations.
Cost: 15 Character Points
Effect: Up to three times per adventure, the first action in
the round does not count towards the character’s total number of
actions when determining multiple action penalties. Use of this
Innate Ability must be stated when declaring the number of actions
for the round
- Eidetic Memory
You are able to recall images, sounds, or objects in memory with
extreme precision.
Cost: 10 Character Points
Effect: On an easy KNO roll the character is able to recall
images, sounds or objects with a very high degree of accuracy
Notes: This Innate Ability does not give characters a perfect
recall of all events
- Inspirational Leader
You are an inspiration to those who follow you and people fight
harder in your presence.
Cost: 20 Character Points
Effect: The character adds +1D to all Command rolls. In
addition, all allies within 30m of the character gain +1 to all
attack rolls
Notes: The bonus to Command rolls does not increase the skill
itself and, therefore, when advancing the skill do not factor in the
bonus when determining character points to be spent
- Internal Clock
You seem to know the time wherever you are.
Cost: 5 Character Points
Effect: On an easy PER roll the character can determine the
time with a 5-10 minute error margin
Notes: The character needs have some form of reference point
once in a new location with a different time zone and knowledge of
the local length of day
- Internal Compass
You have a profound sense of direction.
Cost: 5 Character Points
Effect: On an easy PER roll the character can determine the
direction of north with a 5-10% error margin
- Jack of all Trades
You can naturally turn
your hand to anything. Cost: 15 Character Points
Effect: Add +1 to skill rolls when you do not have any extra
dice or pips in the skill, i.e. Attribute +1
- Keen Senses
Your senses are far sharper than
most. Cost: 10 Character Points Effect:
Add +1 to PER or Search Rolls involving vision or hearing.
Notes: This bonus stacks with any racial benefits
the character may have
- Lightning Reflexes
You are very quick in reacting to the situation around you.
Cost: 20 Character Points Effect: The character adds +2 to PER for all initiative rolls
- Light Sleeper
The slightest of noises can wake you from your sleep.
Cost: 5 Character Points Effect: On a moderate PER roll the character may detect
sounds whilst sleeping Notes: Normal background noise will not rouse the character
as they will be acclimatised to it prior to falling asleep
- Lip-Read
You are able to understand speech by visually interpreting the
movement of lips, face and tongue without hearing what is being
said. Cost: 5 Character Points Effect: On a moderate PER roll the character can lip-read
what another person is saying Notes: The person must be of the same species as the
character as well as be able to see the person’s lips move and speak
the same language that is being used
- Luck
The Force seems to flow through you at times altering your fate and
fortune. Cost: 10 Character Points Effect: Once per adventure the character may reroll the Wild
Die Notes: The second roll of the Wild Die stands even if it was
worse than the first roll
- Natural Aptitude
You have natural aptitude and affinity for a particular attribute
and skill set. Cost: 15 Character Points Effect:
On purchasing this Innate Ability, select one
Attribute that it will apply to. When improving skills under the
chosen Attribute, it costs one character point less than normal. In
addition, it costs five character points less to improve the chosen
Attribute Notes: Once the Attribute has been selected, it may not be
changed
- Pain Resistance
You have a high pain threshold and can shrug off injuries that would
floor most people. Cost: 15 Character Points Effect:
If the character is wounded or wounded twice, on a
Moderate Willpower roll the character does not fall prone and can
continue to act that round, albeit with the penalties for being
either wounded or wounded twice
- Quick-Draw
You are one of the fastest guns in the galaxy.
Cost: 10 Character Points Effect: The character may draw and use a single handheld
weapon as one action. Drawing the weapon does not count towards the
total number of actions for the round
- Quick Learner
Things come to you naturally and you pick up new things with ease.
Cost: 10 Character Points Effect: When learning new skills, the character advances two
pips above the attribute rather than the usual one pip Notes:
The cost in character points is the same as advancing
one pip and the usual rules for training time apply
- Resilient
Your immune system and your body’s ability to heal itself are both
exceptional and nothing keeps you down for long. Cost: 10 Character Points
Effect: If the character is recovering from injuries through
natural healing all resting times are halved, e.g. a wounded
character can make a roll to heal after one and a half days of rest.
In addition, all Bacta Tank healing is reduced by one hour to a
minimum of one hour
- Stubborn
Once your mind is made up there is little any one can do or say to
sway you. Cost: 15 Character Points Effect: If someone (including an ally) attempts to Bargain,
Con or Persuade the character, add a +5 modifier to the difficulty.
In addition, the character adds +1D to all Willpower rolls Notes:
The bonus to Willpower rolls does not increase the
skill itself and, therefore, when advancing the skill do not factor
in the bonus when determining character points to be spent
- Tactical Genius
You have a remarkable natural grasp of tactics and can quickly
respond to tactical situation around you. Cost: 20 Character Points
Effect: The character adds +1D to all Tactics rolls. In
addition, the character adds +1 to PER for all initiative rolls
Notes: The bonus to Tactics rolls does not increase the skill
itself and, therefore, when advancing the skill do not factor in the
bonus when determining character points to be spent
- Tough
It takes a lot to knock you down and your physical limits are
greater than most. Cost: 20 Character Points Effect: The character adds +1 to STR when rolling to resist
damage. In addition, the character adds +1D to all Stamina rolls
Notes: The bonus to Stamina rolls does not increase the skill
itself and, therefore, when advancing the skill do not factor in the
bonus when determining character points to be spent
- Trademark
You are renowned for a particular skill and few can match.
Cost: 10 Character Points Effect: On purchasing this Innate Ability, select one Skill
Specialisation that it will apply to. The character adds a +2 bonus
to the rolls of the selected Specialisation. In addition, when
improving the selected Specialisation, it cost one character point
less than normal Notes: Once the Specialisation has been selected, it may not
be changed. The bonus to the Specialisation rolls does not increase
the skill itself and, therefore, when advancing the skill do not
factor in the bonus when determining character points to be spent
- Ventriloquist
You are able to throw your voice to make it seem like it is coming
from a different person or place. Cost: 10 Character Points
Effect: On a difficult Con roll the character can throw their
voice Notes: Normal Con modifiers apply
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