I've been working on the idea of variant special abilities for Stars Without Number. In the RAW, the three classes each have a unique ability: Warriors can negate one attack against them per combat, Experts can re-roll one non-combat skill per game hour, and psychics....are psychic. (The other classes have no access to psi disciplines, nor can they use psi-tech.) I was mulling over the idea of giving players a choice between several special abilities. You would pick one at creation, with the default special ability being just one of several choices.
My question to you, SWN fans (if any of you happen across this blog) is this: are any of these just plain overpowered? Are there any that are totally useless?
*Dead Eye- Once per combat, the character can re-roll any attack roll. He can choose to use this ability after the GM informs him if the attack hit or not. He must abide by the second attack roll.
*Brutality- Once per combat, the character can re-roll any one damage roll. He can use this ability after the GM has informed him of the results of the damage. (If the opponent drops, etc.) He must abide by the results of the second roll.
*Weapon Specialist- The warrior can select a specific weapon (mag rifle, monoblade, etc.) The character enjoys a +1 bonus to all attack rolls and a +2 to all damage rolls when using this weapon.
*Durability- The character rolls d10s for Hit Dice instead of d8s.
*Veteran's Luck- As written.
I will post the Expert and Psychic abilities over the course of the weekend.
...oh, and if you're reading this and you are in my Tuesday night SWN campaign: these are not available yet. I have to give them some more thought before I unleash them into the game world. I'll probably get around to it soon, though, because we have a large group and it would be a good chance to try several of them out. (Or to see if one is just too good because everybody of a given class takes it)