Genetic Memory

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Genetic Memory (minor) by Mr. Scorpio

"I was kind of born knowing how to use a long bow. Oddly, even though I've never been there myself I can show you around the area in England where my great, great, great, great, great grandfather learned to shoot."

The character with the Genetic Memory power has the ability to tap into memories stored in their genetic code. Perhaps one of the character's ancestors was a soldier in World War 2, a professional cook or a well known explorer. The character will get a selection of non-combat skills and will also gain certain combat skills and bonuses due to a special link with a particular ancestor.

Range: Self
Duration: Constant
Bonuses:
1: Non-combat Skills: A number of skills recalled from the life and times of the character's ancestors. Roll 1D4 times. Skill proficiency will be frozen at level 5 (+1D20% from that ancestor's intelligence/education level) and will not advance as the character gains levels.
Roll:
01-09: Cook:
10-15: Forgery:
16-21: Pick Locks:
22-26: Track Animals:
27-29: Paramedic:
30-35: Recognize Weapon Quality:
36-41: Pilot Airplane:
42-49: Horsemanship:
50-58: Pilot Sail Boat:
59-68: Speak a Language of Choice:
69-76: Literacy in a Language of Choice:
77-84: Location Familiarity: Knowledge of a specific area during a specific time in history (feudal Japan, Civil War era Kentucky, Chicago in the 1920's, etc.).
85-92: Art/Pottery: In a distinctive style: Ancient Greek, Native American, etc.
93-00: Play Musical Instrument: Directly tied to the character's lineage. Should be something interesting: Bagpipes, didgeridoo, guqin, etc.
3: Special Link: The character has a special link with a particular ancestor and gains bonus abilities based on that ancestor's abilities. Roll or pick one that best fits the character. All of the powers and spells listed are from HU2 but the GM can add/exchange Psionic Powers or Spells from other books as desired.
01-15: Ancestor was a warrior in more primitave times: +2 to Strike & Parry melee weapons, +2 to Strike with missile weapons, +1 initiative, Paired Weapons
16-30: Ancestor was a warrior/soldier in more recent times: +1 att/melee when using firearms (but not energy weapons), +2 bonus to Strike with firearms, bonus skill: Recognize Weapon Quality (same skill percentage as listed in section 1).
31-43: Ancestor was an accomplished unarmed fighter: Bonuses only apply when unarmed: +2 to Strike & Parry, +3 Pull Punch, +3 Dodge, +4 roll with punch/fall
44-57: Ancestor was a Mystic / Fortune Teller: Three times per day the character can use any of the Psionic Powers from the list below. The character doesn't need to spend any ISP to activate the power. Range and duration are the same as if used by a 5th level character.
Psionic Powers: Astral Projection, Object Read, Telepathy, Sixth Sense, See Aura, Mind Block
58-72: Ancestor was a Wizard: Three times per day the character can cast any Magic Spell from the list below. The character doesn't need to spend any PPE to activate the power. Range and duration are the same as if used by a 5th level character.
Spells: See the Invisible, Darkness, Breathe Without Air, Invisibility: Simple, Multiple Image, Horrific Illusion
73-86: Ancestor was a Shaman or Druid: Three times per day the character can cast any Magic Spell from the list below. The character doesn't need to spend any PPE to activate the power. Range and duration are the same as if used by a 5th level character.
Spells: Sense Evil, Befuddle, Chamelion, Extinguish Fire, Repel Animals, Sleep
87-00: Ancestor was a Cleric or Faith Healer: Three times per day the character can cast any Magic Spell from the list below. The character doesn't need to spend any PPE to activate the power. Range and duration are the same as if used by a 5th level character.
Spells: Globe of Daylight, Sense Evil, Turn Dead, Armor of Ithan, Negate Poison/Toxin, Heal Wounds