Abilities
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Every special ability has either the Innate or Item type. Item abilities are granted by use of an item that can be broken or removed from you. All items are wielded or worn. You can swap out/retrain item abilities at nearly any location that has the required materials (common) while innate abilities require uncommon or rare procedures, materials, and rituals. If time is the only factor, items take hours or days while innate abilities requires weeks or months.
- Limited-Use: If you roll a natural 1 on an attack roll or skill check using an item, it jams or runs out of ammo (firearm, tool, etc.) or you run out of them (grenades, potions, etc.) You must use an action and make a skill check to unjam, reload, or find more.
Trading Items: Unlike innate abilities, you can easily swap old gear for new gear at your leisure as long as you have access to a place where you can feasibly buy, craft, trade, or otherwise acquire it.
Vehicle Items: Vehicles carry you instead of you carrying them and are equal or larger than you in size. Every vehicle has one or more control spots where its different functions can be activated and a list of how many functions it has as well as the crew needed to operate those functions (pilot, commander, gunner, engineer, etc.) A basic vehicle is medium-sized and can carry up to 1 medium-sized creature: acceleration 20 mph, max speed 100 mph and needs only 1 pilot with no other functions (tier 1 item-based vehicle tech power). Activating the vehicle consumes focus (fuel/battery power) and allows it to function for up to 10 minutes. Activating it again while operating it extends this duration at the cost of additional focus (fuel/battery power). If a vehicle is stolen from another character, whatever their focus was at the time is the maximum focus that can be used before it needed to be refueled/maintained.
Versatile Items: You can merge multiple abilities into one item, up to a maximum number of tiers worth of abilities equal to the maximum tier you can have per device. Unless noted otherwise, each item has a hardness of 6 + twice it's tier. If an item is broken, see the Broken condition.
Wielded Items Wielded items requires 1 action to draw it from a sheath, pick it up off the ground, or grab it from another other obvious location or 2 actions to draw it from a stored location such as from inside a backpack, hidden compartment, under clothing, etc. It requires a separate action to activate it or use it just like any other ability. Wielded items can be disarmed, which knocks them out of your hand or out of their sheath. Any item can be sundered with a normal attack.
Worn Items: Worn gear requires 1 minute to don or remove. Items that create effects that last longer than 10 minutes must be worn gear unless the GM notes otherwise. You can't wear more than a total amount of tiers worth of items that exceeds 4 + your Strength (Brawn) modifier. You can't benefit from a long rest while wearing a total amount of tiers worth of items that exceeds your Constitution saving throw.
| Example Gear: |
| Semi-auto Slugthrower Pistol (Blast 2 [upgrade 1, unavoidable 1]: Active/Wielded, Reload 1-3): Marksmanship vs. Dex (Light Ranged Attack +1/1d6 piercing) Light Armored Vest w/ basic Shielding (Armor 2: Passive, Worn; Shielding 1: Active, Recharge 1-3/20) 3: +1 STR DC, +1 DEX DC, 1 action activate shielding for 5 temporary HP for 1 minute Medical Kit (Lay on Hands 2: Active, Recharge 1-3/20, Wielded) 2: Biotics vs. DC11 (Medium Melee Buff 2d6 healing to living creature) |