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Abilities

Abilities represent a character's innate ability to do a particular thing, they are usually advantageous to the character although some Abilities can be a two edged sword. Abilities can be picked up during the course of play through training, roleplaying or being revealed (e.g. The GM uses his discretion to allow the character to have a particular Ability).

A character may not have more than two Abilities and a character may only have one 'Natural Aptitude' Ability. Each Ability costs a certain amount of character points, which is outlined below.

 

Ability
Description

Cost (CPs)

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
   
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