Abilities
From SteelStorm
Abilities
All right, class, it's time to determine your innate ability! What's that, you say? Innate ability? Why, most everyone has one! These abilites are inborn variations, that lead some of us to be great mages, and others to be incredible technicians!
How do you discover what your ability is? Why, that's almost as easy! When creating your character, all you have to do is roll a standard set of garden-variety percentile dice (or, if you're insane, you can also choose what's known as a 1D100 in gaming parlance, and a preconfigured RNG can work as well, or heck, just use [random.org]), and match up your number on the following table!
- 0-10 - Well, looks like you didn't luck out - you don't have a particular special ability per se. However, as a consolation, you do get a +1 bonus to all of your initial stats.
- 11-40 - Tech Adept: Take any two skill classes from the six technical/weaponry core skills that you have, and add 15 percentage points to each specialization. You also get to have a bonus core skill class.
- 41-60 - Inborn Talent: Pick one entry-level damage spell and one entry-level effect spell. You can use these spells at any time without using any MP.
- 61-70 - Precip Shifter: Can take on the form of a Precip, and can pass freely through all Precip-controlled areas. Automatically knows Language:Precip in addition to normal selection of skills.
- 71-75 - Lucky: Add +5% success to all skill/tactic success rolls.
- 76-80 - MindTech: Can control remote-operated, self-running, and non-shielded AI technology mentally (starting proficiency: 40%).
- 81-85 - Marksman: Guaranteed hit with any self-operated projectile weapons (i.e. not counting weapons targeted by a mech or vehicle's internal systems). Spends an immense amount of time focusing body to allow for this complete control - therefore, sacrifice one core skill class and one physical/other skill.
- 86-90 - TekPath: a mental ability that allows for communcation with all technological devices to discover information. Works even on non-sentient tech.
- 91-95 - BioMentat: an inherent mental talent, honed over time, that allows one to manipulate devices through organic interactions - this means that you can manipulate cybernetics installed in both humans and other animals. (because this skill is so powerful, the starting proficiency is 30%)
- 96-100 - Undead! Apparently, at some point in the past, your character was near death - and spontaneously reanimated as something not precisely living! Damage is halved, and you are immune to poison/disease - however, a powerful hit has a 40% chance of knocking one of your limbs off, and taking too much light damage or exposure to "pure" symbols will cause your character to disintegrate!
Additional Default Tactics
Inborn Talent: Cast Basic Attack Spell (can also use Cast Effect Spell tactic slot, or Healing slot if a healing spell is chosen)
Lucky: Critical Hit (melee attack, 15% chance of doing double damage, 70% chance of doing normal damage, 15% chance of doing no damage at all)
MindTech: Paralyze Enemy AI (30% base success in combat situations, only works against self-driven robotics)
Marksman: Snipe (like hang back and attack, only with much greater accuracy and slightly less damage, scoped/long-range weapons only)
BioMentat: Sabotage Enemy Cybernetics (30% base success in combat situations, can disable any enemy cymbernetic enhancements)
Undead: Necrosis (rip out decaying tissue and throw at enemy - costs 1 hp per attack, and can poison organic, living enemies)
