Post by The Grandmaster on May 1, 2018 18:06:28 GMT -5
Abilities are special powers possessed by a character. While most abilities only give a benefit to characters, some also come with drawbacks as well. One should chose their abilities carefully. Most abilities grant a bonus die to be rolled on actions that make use of them. Some powers are either not rolled or have specific rolls that are described for them. The bonus die changes with the level of the ability as described below. The maximum level for any power is 4.
Ability Bonuses by Level:
Level 1 gives you a +1d2 to roll on actions involving the power
Level 2 gives you a +1d4 to roll on actions involving the power
Level 3 gives you a +1d6 to roll on actions involving the power
Level 4 gives you a +1d8 to roll on actions involving the power
The list of Abilities:
Astral Projection - The character can project their spirit out of their body into the mystical/spirit realm that overlaps their current reality. A character that is astrally projecting can see and hear what is going on about their projecting self in the physical world.
Astral Sight - The character can see the mystical/spiritual world and resonances about them.
Custom Special Power – Talk to GM
Digital Native
Echoes - The character is receptive to psychic echoes from places or objects. These echoes can be the result of important events of the past, strong emotions, or powerful events of the past. The character might hear or see things from this echoes. Echoes are always of the past though and never of the future.
Elemental Affinity – The character has a link with single element of the universe and can manipulate/control/manifest it depending on the strength of this connection. A character can only be linked with a single element and will be negatively affected by that element's opposite. This power is rolled
Level 1 – parlor tricks such as light a candle
Level 2 – moderate control over the element to accomplish such things as redirecting a natural occurrence, causing a manifestation affecting 30 foot radius area, etc.
Level 3 – The character is an element bender.
Level 4 – The character is an master element bender.
Empathy - You have the power to detect and manipulate the emotions of others.
Familar - You have an animal buddy who is useful. Talk to the GM about this.
Flight - The ability to fly by some innate means. Rolls will be called for under certain circumstances.
Gearhead- The character is naturally adept at working with and building mechanical machines that do not operate based on computers.
Guardian Angel aka You're a Lucky Mofo – Once per day you can reroll a failed roll of your own. Once per world you can force a reroll of any single roll regardless of its result.
Nature's Friend - Nature is your friend and ally. You can communicate with the plants and animals and exert some influence over them as long as you are not perceived as a threat by them with successful rolls.
Psionic Skill - You are skilled in a single particular psionic ability. In order to have multiple psionic abilities you must take this multiple times.
Prescience - At times you receive glimpses of the future. These glimpses can take the form of visions, dreams, omens that you can interpret, etc. This power needs to be discussed with a GM and the GM will grant the knowledge of the future given. No rolls are made.
Shapechanging - This power allows you to change to one other shape for each time it is taken.
Spacer - The reduced gravity of some planets, space ships, and 0 G itself are your native environments. You have an advantage over others who are not familiar with these environments and suffer no penalties from the conditions. A drawback is that you find regular and higher gravity difficult to deal with and suffer penalties from the gravity until you have adjusted.
Super Statistic – The character is exceptional in a particular statistic.
Super Skill – The character is exceptional in a particular skill.
True Sight- You have the ability to see through magic which clouds, obscures, or hides the truth with a successful roll.
Tongues - After hearing a spoken language long enough you are able to speak it passably and then fluently. This does not apply to written language.
Ability Bonuses by Level:
Level 1 gives you a +1d2 to roll on actions involving the power
Level 2 gives you a +1d4 to roll on actions involving the power
Level 3 gives you a +1d6 to roll on actions involving the power
Level 4 gives you a +1d8 to roll on actions involving the power
The list of Abilities:
Astral Projection - The character can project their spirit out of their body into the mystical/spirit realm that overlaps their current reality. A character that is astrally projecting can see and hear what is going on about their projecting self in the physical world.
Astral Sight - The character can see the mystical/spiritual world and resonances about them.
Custom Special Power – Talk to GM
Digital Native
Echoes - The character is receptive to psychic echoes from places or objects. These echoes can be the result of important events of the past, strong emotions, or powerful events of the past. The character might hear or see things from this echoes. Echoes are always of the past though and never of the future.
Elemental Affinity – The character has a link with single element of the universe and can manipulate/control/manifest it depending on the strength of this connection. A character can only be linked with a single element and will be negatively affected by that element's opposite. This power is rolled
Level 1 – parlor tricks such as light a candle
Level 2 – moderate control over the element to accomplish such things as redirecting a natural occurrence, causing a manifestation affecting 30 foot radius area, etc.
Level 3 – The character is an element bender.
Level 4 – The character is an master element bender.
Empathy - You have the power to detect and manipulate the emotions of others.
Familar - You have an animal buddy who is useful. Talk to the GM about this.
Flight - The ability to fly by some innate means. Rolls will be called for under certain circumstances.
Gearhead- The character is naturally adept at working with and building mechanical machines that do not operate based on computers.
Guardian Angel aka You're a Lucky Mofo – Once per day you can reroll a failed roll of your own. Once per world you can force a reroll of any single roll regardless of its result.
Nature's Friend - Nature is your friend and ally. You can communicate with the plants and animals and exert some influence over them as long as you are not perceived as a threat by them with successful rolls.
Psionic Skill - You are skilled in a single particular psionic ability. In order to have multiple psionic abilities you must take this multiple times.
Prescience - At times you receive glimpses of the future. These glimpses can take the form of visions, dreams, omens that you can interpret, etc. This power needs to be discussed with a GM and the GM will grant the knowledge of the future given. No rolls are made.
Shapechanging - This power allows you to change to one other shape for each time it is taken.
Spacer - The reduced gravity of some planets, space ships, and 0 G itself are your native environments. You have an advantage over others who are not familiar with these environments and suffer no penalties from the conditions. A drawback is that you find regular and higher gravity difficult to deal with and suffer penalties from the gravity until you have adjusted.
Super Statistic – The character is exceptional in a particular statistic.
Super Skill – The character is exceptional in a particular skill.
True Sight- You have the ability to see through magic which clouds, obscures, or hides the truth with a successful roll.
Tongues - After hearing a spoken language long enough you are able to speak it passably and then fluently. This does not apply to written language.