Warp Shell Abilities and Loot Without Types

homebrew

#1

Here are all the Warp Shell type-based special abilities and loot removed and modified to facilitate typeless play (along with a few of my own additions). Enjoy!

Abilities!

  • ACE: Only crash a small or medium ship on a natural 1 piloting roll.

  • SMUGGLER: Your carried LOOT is undetectable and cannot be lost or stolen.

  • CAP’N: Invent and execute maneuvers with a huge or capital starship, even without crew. If crew present, only fail on a natural 1.

  • STUNT PILOT: If making a FAR move, can only be hit on a NAT 20. Any hit does MAX damage.

  • ROCK’N’ROLL: Attacks unleash 1D4 shots, but guns empty on natural 5 or less.

  • SHARPSHOOTER: Use a TURN to take aim, your next shot does ULTIMATE.

  • DEMOLITIONS: Double all damage against vehicles, objects or structures.

  • SUPPRESSIVE FIRE: Any ally close to you on a TURN that you shoot gets a bonus to DEFENSE equal to your TOOL effort roll.

  • REPAIRMAN: Any roll involving repair is always EASY.

  • JURY RIGGER: Repair or build a machine with spare parts. This action requires an INT roll, and the gadget functions for 1D6 ROUNDS.

  • TUNER: Adjust any machine to do 1 category of EFFORT better than it currently does. Once per machine, requires an INT roll.

  • INVENTOR: Turn two machines into one new machine with a hybrid function. Works reliably as long as it is in your posession. Works for BASIC uses if in someone else’s.

  • FARSEER: With a WIS roll, locate any critical destination.

  • TELEKINETIC: With an INT roll, extend your STR up to FAR range.

  • INFILTRATOR: Become invisible by winning a WIS roll against those who would detect you. Those who fail cannot detect you for the entire encounter.

  • GLITCH: With an INT roll, block the operation of any device you can see for BASIC rounds.

  • ANALYSIS: When you use a Scan Unit for an investigate action, use no action.

  • ENGINEERING: Any time you work on machines, the roll is EASY.

  • XENOBIOLOGY: Identify the properties of any creature with an INT roll.

  • ROBOTICIST: Whenever making an EFFORT roll involving robots, always roll ULTIMATE.

  • QUANTUM FORM: With a CON roll, change your form into any solid shape, liquid or gas.

  • BLIP: When you move, you don’t pass through the space between locations.

  • ENERGY STAR: Roll CON to harvest 1D10 ENERGY from any NEAR source and deliver it as healing EFFORT or as a bonus to any roll in the following ROUND.

  • BLACK HOLE: Spend action to drawn any object of equal or lesser mass toward you at NEAR per round.

Loot!

  • HOT ROD: A super-compact starship that seats up to 6. It has no weapons or shields, it’s just tiny and fast as hell.

  • SPEED HOLSTER: Draw a pistol with impossible speed. If an enemy is attacking you for the first time, roll 1 free attack with a pistol against them first.

  • HUD GOGGLES: Hypertech optics track a target. Selected target cannot be lost until you designate a new target. Works across vast distance, even across time.

  • OVERDRIVE KEY: A specilized computer hacker that when installed in ship’s controls allows for sudden accelleration and momentous relativistic speed in exchange for ship HP.

  • BURST MODULE: Attack rolls of modified 15+ earn you another attack.

  • REFLEX BIPOD: Your aimed shots only miss on a natural 1.

  • EXPLOSIVES KIT: Modify a single gun to inflict explosive damage. Its shots now explode on contact, damaging a NEAR radius ofimpact. If this gun is empty, lost or destroyed, choose a new gun to modify. Spend 1 ROUND to do so.

  • SHOULDER MOUNT: Used to carry an additional weapon. Roll to hit, then decide which weapon to fire with.

  • OMNITOOL: A nanaite based device working on a molecular level that repairs any machine with ENERGY EFFORT.

  • LI’L BOB: Neural-linked foldable drone with a micro camera and tool arms. Use this drone’s location as your location for any technical, engineering, or repair based action.

  • DIAGNOSTIC COMPUTER: Access lock codes, camera footage, computer files, magnetic strip codes and the like with an INT roll.

  • PINCH: Shut down all machinery and electronics in a FAR radius for TIMER rounds.

  • XEVOSIAN STARMAP: A wrist-worn megacomputer. Cut all deep space travel times in half. This even applies on a tiny scale, such as a dogfight.

  • BOOST HELMET: Focus your will to use any STAT as STR.

  • PSIONIC KNIVES: Make thought into energy at will, forming an ENERGY melee weapon that can never be lost, detected or damaged. All psionic items of this nature can be used by you or your telekinetic presence.

  • ENTROPIC FIELD GENERATOR: lose your turn to subtract your WIS score from any CHECK or ATTEMPT of which the PC is aware.

  • ADVANCED SCAN UNIT: Use 1 TURN to “run a scan” and reduce the current TARGET by 1D4 for you and your allies.

  • EXTRA LIMB: A third arm for work. If doing non-damage EFFORT on machinery, repairs or building, always roll ULTIMATE.

  • GENOME TASER: A NEAR range electrical weapon useful only against biological life. Always roll ULTIMATE, but at 0 HP the target is stunned, not dead.

  • ANCIENT XENOTECH: A reality-breaking mystery that could change the galaxy. Choose one INT spell to be replicated by the artifact.

  • DIVIDER UNIT: Divide yourself into two entities. Both can move, and each knows what the other experiences. Both can move NEAR, but you still only have one action for moving FAR or performing an ACTION. If one is killed, both perish.

  • POCKET DOOR: When you move, choose to create a tiny wormhole which connects where you started, and where you ended. Other creatures can use this doorway for BASIC ROUNDS.

  • RELAY RAY: Any time you roll EFFORT, you may choose to store some portion of the EFFORT rolled in the RELAY RAY, which may be added to a future EFFORT roll. The RELAY RAY may store up to 12 EFFORT.

  • ENTROPY SPONGE: Whenever you take damage, store the same amount of ENERGY to be applied as a bonus to any CHECK or ATTEMPT.