|
Ability
|
Description
|
|
| Ambidextrous |
Can perform tasks equally well with your left OR right
hand. This does NOT mean using both hands simultaneously. |
10
|
| Appraisal |
The character can evaluate within a 20% margin the cost
of an item after inspecting it. |
10
|
| Armour Mastery |
Ignore up to 1D of DEX penalties due to armour. |
15
|
| Blind Fighting |
In dark or low light conditions, halve the penalties
when rolling to hit. This covers both ranged and close quarters combat. |
15
|
| Body Language Intuition |
On a difficult PER roll the character can determine
what a person's body language is portraying. The person must be of
the same species as the character. |
10
|
| Eidetic Memory |
The character has a photographic memory. |
10
|
| Inspirational Leader |
+1D to Command – this is a bonus it does not increase
the skill itself, i.e. when advancing the Command Skill do not
factor in this bonus when determining character points to be spent.
All Allies who can see the character gain +1 to all attack rolls |
20 |
| Internal Clock |
Can determine the time within a 5-10 minute error on
an Easy PER roll. |
10
|
| Internal Compass |
Can determine the direction within a 5% error on an
Easy PER roll. |
10
|
| Lightening Reflexs |
+2 to PER for all initiative rolls. |
20
|
| Light Sleeper |
On a difficult PER roll may detect sounds whilst
sleeping. |
10
|
| Lip-Read |
On a very difficult PER roll the character can lip-read
what another person of the same species is saying. The character must
be able to see the person's lips move and must be able to speak the
same language that is being used. |
10
|
| Luck |
Once per adventure the character may reroll the Wild
dice. This second roll stands even if it was worse than the first
roll. |
10
|
| Natural Aptitude (DEX) |
When improving normal skills (not including specialisations
or Advanced skills) under DEX it costs one character point less. It
also costs five character points less to improve the DEX attribute |
15
|
| Natural Aptitude (KNO) |
When improving normal skills (not including specialisations
or Advanced skills) under KNO it costs one character point less. It
also costs five character points less to improve the KNO attribute.
|
15
|
| Natural Aptitude (MEC) |
When improving normal skills (not including specialisations
or Advanced skills) under MEC it costs one character point less. It
also costs five character points less to improve the MEC attribute.
|
15
|
| Natural Aptitude (PER) |
When improving normal skills (not including specialisations
or Advanced skills) under PER it costs one character point less. It
also costs five character points less to improve the PER attribute.
|
15
|
| Natural Aptitude (STR) |
When improving normal skills (not including specialisations
or Advanced skills) under STR it costs one character point less. It
also costs five character points less to improve the STR attribute.
|
15
|
| Natural Aptitude (TEC) |
When improving normal skills (not including specialisations
or Advanced skills) under TEC it costs one character point less. It
also costs five character points less to improve the TEC attribute.
|
15
|
| Pain Resistance |
When wounded or wounded twice, on a Moderate
Stamina roll the character does not fall prone. |
15
|
| Quick-draw |
May draw and use a single hand held weapon in one action
phase. No multiple action penalty is incurred. |
10
|
| Quick Learner |
Requires KNO>= 3D. When buying new skills, you get them
at attribute+2, instead of attribute+1. |
10
|
| Resilient |
It only takes half the amount of rest for the character
to heal naturally. |
10
|
| Sixth Sense |
This is used at the GM's discretion. |
10
|
| Stubborn |
+1D to PER when someone is trying to Con you (Note:
This includes allies), also adds +1D to willpower rolls -
this is a bonus it does not increase the skill itself, i.e. when
advancing the Willpower Skill do not factor in this bonus when
determining character points to be spent. |
15
|
| Tactical Genius |
+1D to Tactics – this is a bonus it does not increase the skill
itself, i.e. when advancing the Tactics Skill do not factor in this
bonus when determining character points to be spent. +1 to PER for
all initiative rolls |
20 |
| Ventriloquist |
On a Very difficult Con roll the character
can throw his voice. Note: Normal Con modifiers apply. |
10
|
| Veteran Under fire |
Suppression fire shots have a difficulty value of very
difficult rather than difficult against someone with this
ability. |
10
|