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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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