|
House Rules Pages in this section are: +++house rules main+++ +++optional rule changes+++ +++faith points+++ +++armoury+++ +++experience+++ +++equipment faults+++ <<<new talents>>> +++non-character rules+++ |
HERE ARE some ideas for new and altered abilites, for you to either use, modify, draw inspiration from, laugh at or ignore at your leisure.
Astropath Astro-telepaths are blind, but posess an uncanny psychic sense of location and have the ability to feel the very souls of others. For most purposes Astropaths count as fully sighted, with the following exceptions: Astropaths have a 360 degree sight arc for the purposes of awareness. When taking vision-based awareness tests, use the astropath's Willpower characteristic rather than their Initiative; the stronger the astropath, the more likely they are to sense the presence of others. Note that because this ability partially relies on sensing the environment as well as the life-force of other characters, Astropaths do suffer a modifier for covered locations although it is reduced to -2 per location covered, rather than -5. Characters who would be completely out of sight behind an obstacle cannot be detected in this way. The modifiers for movement and environmental conditions do not apply; other modifiers apply as normal.
Automaton We devised this ability for things like robots and mind-wiped servitors, who would be slow and ponderous but unlikely to be suddenly distracted. The character (or robot, or cyborg etc.) halves their Speed, but automatically passes all their action rolls. This makes Automatons very predictable, which can be a benefit for their controllers but is also handy for the their opponents!
Brawler The character is adept at street fighting, dirty tricks and the impromptu use of makeshift weaponry. A Brawler inflicts +D3 damage with unarmed and improvised attacks, including knuckledusters and gauntlets (for a total damage of 2D3 plus any weapon and Strength bonuses).
Hipshooting A modification of an existing skill, this one. Hipshooting is a bit weird bacause, although it's possible for a character to be good at shooting on the move, surely they would never be quite as effective as when shooting standing still? For this reason we tend to say that Hipshooting, rather than completely negating the movement penalty, changes it from -5% per yard moved to -1% per yard. In this way the character with the skill has a big bonus, but it's still slightly to their advantage to stay still.
Jump Up The character is very agile and can spring to their feet with a quick flip or roll. If the character is prone and not stunned at the start of his turn, he can stand without using an action if he passes an Initiative test.
Stealth The character is used to moving silently and making the best use of cover to stay out of sight. Other characters halve the range at which they can hear a character with this ability moving if they are walking or sneaking. Sneaking is not a Risky action for characters with Stealth. Vision bonuses for movement are halved, and penalties for covered locations are doubled. |
||||||||||