Mundane Abilities
Introduction
The abilities that follow are intended for
general use regardless of the world. Some
are intended for use with the combat system.
PF-Based Skills
Acrobat, difficult
This is the ability to perform amazing feats
of agility. Acrobatics requires at least
180 daysof practice. You must have Agility
as a skill before getting Acrobatics. This
allows you to balance on narrow surfaces,
fall your height without injury, and other
acts involving the motion of your limbs.
Here are some examples of specials for acrobatics:
- Can land without being hurt from a fall of
up to double your height. This special may
be retaken to increase this multiple, but
every other increase is required to be a
level-of-five special.
- Can walk on hands alone.
- Contortionist.
- Can leap with total accuracy.
- +1 when using Agility as a modifier (this
is a researched special).
- +1 to parry when used as a modifier (this
is a researched special).
- +1 to Dodge when used as a modifier (this
is a researched special).
- Can walk on a rope or cable (this is a level-of-five
special).
- Can balance after landing on a narrow surface
(this is a level-of-five special).
- Can balance after landing on a rope or cable
(must have had the specials to walk on a
rope or cable and to balance after landing
on a narrow surface).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform an acrobatic feat that can only
be described as magical (such as the ability
to fly), this must be specified when you
acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform an acrobatic feat that can only
be described as magical (such as the ability
to appear to be in multiple nearby locations
at once), this must be specified when you
acquire the special.
- Combine two existing specials.
Agility, basic
This is the ability of the individual to
remain in a state of balance while moving.
Agility can be learned at any time by expending
HP. Here are some examples of specials for
agility:
- Defensive Stance, the effect reduces incoming
melee attacks for the duration.
- Duplication of the skill Reaction Time.
- Duplication of the skill Dodge.
- Duplicate the ability to strike with a specific
type of weapon.
- Duplicate the ability to parry an incoming
blow with a specific type of weapon.
- Escape Artist.
- Gain a +1 when using this as a modifier for
Acrobatics (this is a researched special).
- Gain a +1 when using this as a modifier for
a specific weapon skill (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of agility that can only
be described as magical (such as the ability
to walk on an air current), this must be
specified when you acquire the special.
- Combine two existing specials.
Battle Fury, extreme
Allows the character to add the level of
success to their speed factor and to ignore
the effects of pain. The fury lasts for one
minute per level of success, after which
you will have acquired 5 fatigue pips per
minute of duration. If a foe flees you will
give chase. If all of the enemy are killed
you must then make a successful skill check
or else friends and neutrals will be attacked.
Here are some examples of specials for battle
fury:
- Furious Charge: The result is split between
an increased movement rate, and a + to hit
while charging.
- Gain an additional attack per scene.
- The character can use psychic attack forms
in their battle fury.
- Use two one-handed weapons at the same time
while in the battle fury.
- +1 when used as a miodifier to a specific
weapon skill (this is a researched special).
- Avoid the effectsof one lethal blow per level
of five (this is a ledvel of five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an exterme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of battle fury that can
only be described as magical (such as the
ability to resist damage-causing spells while
under the influence of the battle fury),
this must be specified when you acquire the
special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an exterme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of battle fury that can
only be described as magical (such as the
ability to utter a battle cry the both intimidates
foes, while granting allies a bonus to hit
while under the influence of the battle fury),
this must be specified when you acquire the
special.
- The character enters a religious ecstasy
(the character must modify this attempt with
the power Faith). This allows the character
to damage any foe, even divine-level and
produces an extreme power detriment (this
is a level-of-five special and the character
must have the power of Faith).
- Combine two existing specials.
Boarding, difficult
The ability to leave a ship while underway
to land on another (usually using ropes to
swing from one ship to the other, though
in a sci fi context this could mean using
space suits and some way to cut into the
opposing ship's hull). This takes 180 days
to learn. Here are some examples of specials
for boarding:
- Attacking an enemy while in the act of boarding
their ship with a one-handed weapon the character
is already trained to use, must use the weapon
skill as a modifer.
- Defensive Stance, the effect reduces incoming
melee attacks for the duration.
- +1 when using Agility as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of boarding that can only
be described as magical (such as the ability
to leap onto a nearby vessel), this must
be specified when you acquire the special.
- Combine two existing specials.
Climbing, basic
The ability to scale steeply sloped to vertical
surfaces with climbing tools. Climbing can
be learned by spending a month in practice.
Here are some examples of specials for climbing:
- Double your climbing rate for the duration.
- Free-climbing, the ability to climb without
tools.
- +1 to Climbing when using Strength as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of climbing that can only
be described as magical (such as the ability
to walk up a vertical surface), this must
be specified when you acquire the special.
- Combine two existing specials.
Constitution, basic
This is the ability of the individual to
fight off disease and the effects of poisons.
Constitution can be learned at any time by
expending HP. Here are some examples of specials
for constitution:
- The ability to drink alcohol without becoming
impaired.
- The ability to eat anything without being
sickened.
- +1 when this skill is used as a modifier
for Endurance (this is a researched special).
- Immunity to a specific disease or poison
(only if the character has achieved a multiple
of 5 in their level).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of climbing that can only
be described as magical (such as the ability
to recover from disease), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of climbing that can only
be described as magical (such as the ability
to drink a poison and produce an antidote
a few hours later), this must be specified
when you acquire the special.
- Combine two existing specials.
Dance, difficult
The ability to dance at social functions.
This takes 180 days to learn. Here are some
examples of specials for dance:
- Distracting Dance, the ability to to enhance
your effect on social interactions, or to
create a dstraction allowing others to escape
or evade.
- Duplicate the effects of the skill Agility.
- Duplicate the effects of the skill Dodge.
- Duplicate the effects of the skill Endurance.
- +1 when this skill is used as a modifier
for Agility (this is a researched special).
- +1 when this skill is used as a modifier
for Endurance (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of dance that can only
be described as magical (such as the ability
to fly), this must be specified when you
acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of dance that can only
be described as magical (such as a healing
dance), this must be specified when you acquire
the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of dance that can only
be described as magical (such as a memsmeriszing
dance), this must be specified when you acquire
the special.
- Combine two existing specials.
Diving, difficult
The ability to swim underwater. The character
must already have swimming. Here is an example
of a special for diving:
- Duplicate the effects of the skill Endurance.
- Silent dive, make no noise and splash when
you enter the water.
- +1 when using Endurance as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of diving that can only
be described as magical (such as the ability
to breath the water), this must be specified
when you acquire the special.
- Combine two existing specials.
Dodge, basic
The ability to avoid an incoming blow. This
can be learned by spending a month in practice.
Here is an example of a special for dodge:
- Duplicate the effects of the skill Reaction
Time.
- +1 when applied to a specific weapon skill
as a modifier due to practice in a coordinated
weapon defense manuever (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of dodge that can only
be described as magical (such as the ability
to blur your image so the enemy is not rerally
sure where you are), this must be specified
when you acquire the special.
- Combine two existing specials.
Endurance, basic
This is the ability to resist the effects
of fatigue. Endurance can be learned at any
time by expending HP. Here is an example
of a special for endurance:
- Able to drink alcoholic beverages, or sdimilar
substances.
- Duplicate the effects of the skill Pain Capacity.
- Duplicate the effects of Constitution.
- Recover from Fatigue at a rate of 1 per 6
pips of success.
- Recover from Pain at a rate of 1 per 6 pips
of success.
- +1 when applied to pain capacity as a modifier
due to practice in resisting pain over time
(this is a researched special).
- +1 when applied to constition as a modifier
due to practice in resisting diseases and/or
poison (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of endurance that can
only be described as magical (such as the
ability to make a container of water into
a potion of recovering from fatigue, such
a potion must be used within an hour or it
wil revert to normal water), this must be
specified when you acquire the special.
- Combine two existing specials.
Heavy Armor, basic
The ability to wear armor, classified as
heavy (weighing more than 10% of the character's
body weight), without physical detriment.
This requires a month of practice in heavy
armor. Here are some examples of specials
for heavy armor:
- Duplicate the kill Endurance.
- Immovable, the ability to resist being knocked
back or knocked down.
- Intimidate Foes.
- Use an armored limb as a weapon doing light
damage. If taken a second time (after a level
of five has been reached) this may be increased
by a grade, to medium. This may be repeated.
- +1 when applied to dodge as a modifier due
to practice in avoiding blows while wearing
armor (this is a researched special).
- Repair damaged armor (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of heavy armor that can
only be described as magical (such as the
ability to make heavy armor magical, this
magical armor will revert to normal armor
after an hour), this must be specified when
you acquire the special.
- Combine two existing specials.
Hiding, basic
The ability to remain still without being
seen. This can be purchased after a month
of practice. Here is an example of a special
for hiding:
- Anticipate hiding places of others.
- Assist others to hide.
- Hide in Shadows, the ability to become unseen
in pockets of shadow, or in darkness.
- Silent Motion.
- +1 when applied to Stealth and Concealment
as a modifier due to practice in hiding (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of hiding that can only
be described as magical (such as the ability
to be invisible to opponents), this must
be specified when you acquire the special.
- Combine two existing specials.
Jack-of-all-Trades (Physical), extreme
This is a modifier which can be applied to
any PF based skill. This can be purchased
at any time by spending the HP. Here are
some specials:
- Adapt your Body to a local environment after
a day of exposure.
- Duplicate the effects of any specific PF-based
skill.
- Duplicate a special for any duplicated skill.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
Light Armor, basic
The ability to wear armor, classified as
light (weighing less than 10% of the character's
body weight), without physical detriment.
This requires a month of practice in light
armor. Here are some examples of specials
for light armor:
- Able to use stealth with no penalty.
- Duplicate the effects of the skill Endurance.
- Use an armored limb as a weapon doing light
damage. If taken a second time (after a level
of five has been reached) this may be increased
by a grade, to medium. This may be repeated.
- +1 when applied to dodge as a modifier due
to practice in avoiding blows while wearing
armor (this is a researched special).
- Repair damaged armor (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of heavy armor that can
only be described as magical (such as the
ability to make heavy armor magical, this
magical armor will revert to normal armor
after an hour), this must be specified when
you acquire the special.
- Combine two existing specials.
Long Distance Running, basic
The ability to run for long periods of time.
This requires 30 daysof practice. Here is
an example of a special for long distance
running:
- Duplicate the effects of the skill Endurance.
- +1 when this skill is used as a modifier
for Endurance (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of long distance running
that can only be described as magical (such
as the ability to run up into the air instead
of running on the ground), this must be specified
when you acquire the special.
- Combine two existing specials.
Marching, basic
The ability to participate in a military
formation, and the ability to use a military
formation as a weapon. This requires a month
of practice. Here are some examples of specials
for marching:
- Cadence that boosts morale and group actions.
- Combination attacks where part of the unit
will attack with one weapon while the rest
attacks with another.
- Form a shield wall to protect those behind
it from missile fire.
- Quick March when using Long-Distance Running
as a Modifier.
- Stealhty approach when using Stalth and Concealment
as a modifier.
- +1 when this skill is used as a modifier
for Endurance (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of marching that can only
be described as magical (such as the ability
to have the entire unit produce a magical
attack), this must be specified when you
acquire the special.
- Combine two existing specials.
Mounted Combat, difficult
The ability to fight while mounted on an
animal or vehicle without detriment, it includes
the skill Riding. This takes 180 days to
learn. Here are some examples of specials
for mounted combat:
- Care for the animal or vehicle chosen.
- Charge attack, add the Damage Capacity of
the animal or vehicle when charging into
a melee attack.
- Judge the quality of the animal or vehicle
chosen.
- Stay mounted after being hit.
- +1 when this skill is used as a modifier
for Riding the animal specified (this is
a researched special).
- +1 when this skill is used as a modifier
for operating the vehicle specified (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of mounted combat that
can only be described as magical (such as
the ability to have the animal or vehicle
produce a magical attack), this must be specified
when you acquire the special.
- Combine two existing specials.
Pain Capacity, basic
This is the ability to ignore the effects
of pain. Pain Capacity can be learned at
any time by expending HP. Here is an example
of a special for pain capacity:
- Channel pasin into extra damage in melee
attacks for the duration.
- Duplicate the skill Endurance.
- Resist Intimidation.
- +1 when this skill is used as a modifier
for bravery (this is a researched special).
- Turn pain into a kind of fury, allowing the
character to use their pain capacity to modify
attacks while experiencing pain (only when
achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of pain capacity that
can only be described as magical (such as
the ability to make a container of water
into a potion of ignoring apin, such a potion
must be used within an hour or it wil revert
to normal water), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of pain capacity that
can only be described as magical (such as
the ability to reflect Pain back on the one
who caused it), this must be specified when
you acquire the special.
- Combine two existing specials.
Reaction Time, basic
The ability to respond to a changing situation.
Reaction Time can be learned at any time
by expending HP. Here is an example of a
special for reaction time:
- Duplicate the skill Dodge.
- Increase Speed Factor by a pip. You may take
this special multiple times, but only after
achieving a levels of five.
- +1 when this skill is used as a modifier
for dodge (this is a researched special).
- Quick draw with a specific weapon (only when
achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of reaction time that
can only be described as magical (such as
the ability to make time pass more slowly
for your character, thus allowing you to
take an additional action), this must be
specified when you acquire the special.
- Combine two existing specials.
Riding, basic
The ability to ride a specific type of animal.
This takes 30 daysof practice. Here are some
examples of specials for riding:
Judge the quality of the chosen type of animal.
- Care for the chosen type of animal.
- Judge the quality of the animal.
- Stay Mounted.
- Teach the animal a basic PF skill after 30
days.
- Teach the animal a basic MA skill after 30
days.
- +1 when this skill is used as a modifier
for mounted combat with the aninmal (this
is a researched special).
- Teach the animal a difficult PF or MA skill
after 80 days (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of riding that can only
be described as magical (such as the ability
to speak to, and understand, the animal),
this must be specified when you acquire the
special.
- Combine two existing specials.
Singing, basic
The ability to sing with control and apleasant
voice. Here are asome specials:
- Battle Hy,mn, improves the attack rolls of
all allied who hear it.
- Duplicate Endurance.
- Soothing Melody, improves morale of all allies
who hear it.
- +1 when using Endurance as a modifier (this
is a researched special).
- Duplicate Knowledge (Songs) (this is a level-of-five
special).
- Compose a somg (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of singing that can only
be described as magical (such as the ability
to charm those who hear you to become more
friendly to you), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of singing that can only
be described as magical (such as the ability
to heal those who hear you), this must be
specified when you acquire the special.
- Combine two existing specials.
Skiing, basic
The ability to perform either downhill or
cross-country skiing. This takes 30 days
to learn. Here are some examples of specials
for skiing:
- Ability to perform the other style of skiing.
- Duplicate the skill Agility.
- Ski Jump.
- Sprint Skiing.
- +1 when this skill is used as a modifier
for agility (this is a researched special).
- Ability to use a one-handed weapon while
skiing (only when a multiple of 5 has been
attained).
- Evade Avalanche (This is a level-of-five
special.
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of skiing that can only
be described as magical (such as the ability
to ski up into the air instead of on the
ground), this must be specified when you
acquire the special.
- Combine two existing specials.
Strength, basic
This is the ability to apply physical force.
Strength can be learned at any time by expending
HP. Here are some examples of specials for
strength:
- Increase carrying capacity by the strength
score. You may take this special again, but
only after achieving a level of five.
- +1 when this skill is used as a modifier
for a melee weapon skill (this is a researched
special).
- +1 when this skill is used as a modifier
for the damage done by a melee type weapon
attack (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of strength that can only
be described as magical (such as the ability
to not be moved), this must be specified
when you acquire the special.
- Combine two existing specials.
Strike Mighty Blow, difficult
The ability to produce a damaging strike.
The score in this ability is not added to
the success roll, instead it is added to
the damage done by the attack. Here are some
examples of specials:
- Ability to break weapons or armor.
- Knock down attack.
- Intimidate foes and shake their morale.
- +1 when using Strength as a modifier (this
is a researched special).
- +1 to damage, yu may acquire this moree than
once, but each additional time requires a
level of five increase (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of strength that can only
be described as magical (such as the ability
to damage supernatural beings), this must
be specified when you acquire the special.
- Combine two existing specials.
Swimming, basic
The abiluity to move in the water without
drowning. This takes 30 days to learn. Here
are some examples of specials for swimming:
- Duplicate the skill Endurance.
- Rescue others.
- Sprint swimming.
- +1 when this skill is used as a modifier
for endurance (this is a researched special).
- +1 when using PF as a modifier due to breath
control (this is a researched special).
- The character can free dive to a depth of
ten times their score in meters (only when
a multiple of 5 has been attained).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of swimming that can only
be described as magical (such as the ability
to magically transport through the water),
this must be specified when you acquire the
special.
- Combine two existing specials.
MA-Based Skills
Artistic Ability, basic
The ability to perform a specific mechanical
art form (painting, sketching, etc.) This
can be purchased after 30 days of practice.
Here is an example of a special for artistic
ability:
- Create Inspiriational Art, thus granting
a bonus to any IN, IU, PY, or MP ability
when in the presence of the art.
- Duplicate the skill Dexterity.
- Sell your art work for money.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of art work that can only
be described as magical (such as the ability
to magically calm others through a specific
piece of your artwork), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of art work that can only
be described as magical (such as the ability
to magically commuinicate to others through
a specific piece of your artwork), this must
be specified when you acquire the special.
- Combine two existing specials.
Craft, difficult
The ability to make a particular type of
object (barrels, cabinets, boats, etc.) or
work with a particular type of material (copper,
wood, cloth, etc.). This can be purchased
after 180 days of study. Here are some examples
of specials for crafts:
- Craft tools of quality for your crafting
ability.
- Sell your crafts for money.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Ability to gain a +1 when working specific
materials (for example, a metalsmith might
get a +1 in working iron) (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of crafting that can only
be described as magical (such as the ability
to produce an object that makes magical light),
this must be specified when you acquire the
special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to produce itwems with some
sort of family magic as a sort of ancestral
lineage.
- The ability to make magical items (this is
a level-of-ten special and the character
must have an MP of 1 or more). The end result
will be the equivalent of a number of HP
to purchase pips in a power suitable to the
item being made, examples are a magic sword
produces magical damage, a magical shield
produces a magical shield parry, a magical
pen allows for magical literacy, and so on
(this incurs an extreme magical power detriment).
- Combine two existing specials.
Dexterity, basic
This is the ability of the individual to
perform detailed manipulations with their
fingers. Dexterity can be learned at any
time by expending HP. Here are some examples
of specials for dexterity:
- Ability to use toes as fingers.
- Ambidextrous.
- Duplicate Pick Locks.
- Perform a specific sleight of hand trick.
- +1 when using Dexterity as a modifier for
a specific MA skill (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of dexterity that can
only be described as magical (such as the
ability to make a hand-held object fly and
operate on its own), this must be specified
when you acquire the special.
- Combine two existing specials.
Disarm Trap, difficult
The ability to make traps harmless. This
can be acquired after 180 days of practice.
Here are some specials for disarm trap:
- Duplicate Dexterity.
- Duplicate Quick Hands.
- Find Traps
- Set traps.
- Judge the quality of a trap.
- Repair a trap.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Disarm a trap and then reset it after you
have gone through (only when a multiple of
5 has been attained).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of disarming a trap that
can only be described as magical (such as
the ability to make all traps in your path
become disarmed), this must be specified
when you acquire the special.
- Combine two existing specials.
Disguise, difficult
The ability to make the character look like
some other character. This can be acquired
after 180 days of practice. Here is an example
of a special for disguise:
- Create a new persona.
- Gain the ability to impersonate others. This
requires a study of the individual being
impersonated for at least 30 days.
- Mimic.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Cultural Adaptation (this is a level-of-five
special).
- Quick Change (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of disguise that can only
be described as magical (such as the ability
to become the persona of the disguise), this
must be specified when you acquire the special.
- Combine two existing specials.
Jack-of-all-Trades (Mechanical), extreme
This is a modifier which can be applied to
any MA based skill. This skill can be acquired
at any time by spending the HP. Here are
some specials:
- Duplicate any MA-based skill.
- Duplicate a special for any duplicated skill.
- Improvised Tool.
- Improvised Repair.
- Improvised Weapon.
- Quick Fix.
- Understand Mechanical Device.
- Upgrade Device.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
(Missile Weapon), basic
The ability to use a specific type of missile
weapon. This can be purchased after 30 days
of practice. Here are some examples of specials
for weapon use.
- Judge the quality of the weapon.
- Care for the weapon.
- Disarming attack.
- Knock down attack.
- Increase attack speed by 1/3.
- Launch a ranged attack (for the proper weapon)
at a target enggaged in melee combat without
hitting friendly targets (only when achieving
a multiple of 5.)
- Increase damage by one grade against a particular
type of foe (only when achieving a multiple
of 5.)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of missile weapons that
can only be described as magical (such as
the ability to produce magical damage), this
must be specified when you acquire the special.
Pick Locks, basic
The ability to open locks with special tools.
This can be purchased after 30 days of practice.
Here are some examples of specials for pick
locks:
- Craft Lockpicks of Quality.
- Duplicate the skill Dexterity.
- Judge the quality of locks.
- Judge the quality of lockpicks.
- Quickly Pick Locks.
- Silently Pick Locks.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of lock picking that can
only be described as magical (such as the
ability to open magically locked doors or
windows), this must be specified when you
acquire the special.
- Combine two existing specials.
Operate Vehicle, basic
The ability to safely operate the vehicle.
This takes 30 days to learn. Here are some
examples of special for operate the vehicle:
- Evade pursuit.
- High-Speed Chase.
- Precision Manuever.
- Quick Repair.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Operate the vehicle in slippery conditions
(only when a multiple of 5 has been attained).
- Tasks become one class easier (only when
a multiple of 5 has been attained).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of vehicle operation that
can only be described as magical (such as
the ability to make the vehicle to fly),
this must be specified when you acquire the
special.
- Combine two existing specials.
Pick Pockets, difficult
The ability to remove the contents of a pocket
or small bag without the owner realizing
it. This can be purchased after 180 daysof
practice. Here are some examples of specials
for pick pockets:
- Duplicate the skill Dexterity.
- Duplicate the skill Quick Hands.
- Put things into pockets or small bags.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of pocket picking that
can only be described as magical (such as
the ability to transport the contents of
a pocket or bag to the character), this must
be specified when you acquire the special.
- Combine two existing specials.
Quick Draw, difficult
The ability to draw a specified weapon and
use it as a single action. This can be purchased
after 180 days of practice. Here are some
examples of specials for quick draw:
- Duplicate the skill Dexterity.
- Duplicate the skill Quick Hands.
- Extend the quick draw to two weapons, provided
the character already has the skill Two-weapon
Style.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of quick drawing that
can only be described as magical (such as
the ability to have the weapon magically
appear in their hand), this must be specified
when you acquire the special.
- Combine two existing specials.
Quick Hands, basic
The ability to respond to a changing situation.
This can be learned at any time by expending
HP. Here is an example of a special for quick
hands.
- Increase Speed Factor by a pip. You may take
this special multiple times, but only after
achieving a levels of five.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Quick draw with a specific weapon (only when
achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of quick hands that can
only be described as magical (such as the
ability to make time pass more slowly for
your character, thus allowing you to take
an additional action), this must be specified
when you acquire the special.
- Combine two existing specials.
Set Traps, basic
The ability to build and arm a trap. This
can be purchased after a month of practice.
Here are some examples of specials for set
traps.
- Duplicate the skill dexterity.
- Disarm traps.
- Hide a trap.
- Judge the quality of a trap.
- Repair a trap.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Combine two traps into one (only when a multiple
of 5 has been attained).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of setting a trap that
can only be described as magical (such as
the ability to make a trap invisible), this
must be specified when you acquire the special.
- Combine two existing specials.
Combined PF+MA-Based Skills
Boat-Handling, basic
The ability to pilot a small boat. This can
be purchased after 30 days of practice. Here
ar some exammples of specials for boat handling:
- Ability to judge the quality of a boat.
- Ability to repair a boat.
- Operate the boat in silence.
- +1 when using PF as a modifier (this is a
researched special).
- +1 when using MA as a modifier (this is a
researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Handle a boar during a storm (this is a level-of-five
special)
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of boat handling that
can only be described as magical (such as
the ability to allow the boat to travel under
water and produce air for all to breathe),
this must be specified when you acquire the
special.
- Combine two existing specials.
Dirty Fighting, difficult
The ability to increase the amount of pain
done during melee combat by striking in "sensitive
areas." This can be acquired after 180
days of practice. The result of any such
attack does only half the normal physical
damage, the rest adding to the pain caused
by the wound. Here are some examples of specials
for dirty fighting:
- Blind the opponent by throwing sand, dirt,
etc. into their eyes.
- Disarming attack.
- Knock down attack.
- Only a third of the level of success becomes
physical damage, the rest added to pain.
- Trip your opponent.
- +1 when using PF as a modifier (this is a
researched special).
- +1 when using MA as a modifier (this is a
researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of dirty fighting that
can only be described as magical (such as
the ability to produce magical pain), this
must be specified when you acquire the special.
- Combine two existing specials.
Tool Use, basic
The ability to use tools effectively. Hwere
are some specials:
- Quick assembly using tools.
- Rig a tool form available materials.
- Repair tools.
- Silent tool use.
- +1 when using Strength as a modifier (this
is a researched special).
- +1 when using Dexterity as a modifier (this
is a researched special).
- Make a special tool (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of tool use that can only
be described as magical (such as the ability
to produce make a specific magical tool),
this must be specified when you acquire the
special.
- Combine two existing specials.
Two-Weapon Style, difficult
The ability to use two specific weapons at
once, without detriment. This can be purchased
after 180 days of practice. Here are some
examples of specials for two-weapon style.
- Add another weapon combination.
- Disarming attack.
- Double parry.
- Knock down attack.
- Increase attack speed by 1/3.
- Sweep attack (hitting multiple targets with
the same attack, -3 to hit for each target
after the first).
- Combine attack and parry (the ability to
attack with one weapon immediately after
parrying with the other).
- +1 when using Agility as a modifier (this
is a researched special).
- +1 when using Reaction Time as a modifier
(this is a researched special).
- +1 when using Srrength as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of two weapon style that
can only be described as magical (such as
the ability to make one weapon fly and attack
on its own), this must be specified when
you acquire the special.
- Combine two existing specials.
Unarmed Combat, difficult
The ability to use the body as an effective
weapon. This can be purchased after 180 daysof
practice. Here are some examples of specials
for unarmed combat.
- Choke hold resulting in unconsciousness after
a half minute.
- Disarming attack.
- Grappling.
- Immobilizing hold.
- Knock-down attack.
- Leaping attack.
- Painful strike, 2/3 of the damage goes to
pain.
- +1 when using Agility as a modifier (this
is a researched special).
- +1 when using Reaction Time as a modifier
(this is a researched special).
- +1 when using Srrength as a modifier (this
is a researched special).
- Joint breaking maneuver (only when achieving
a multiple of 5). Success results in a broken
limb.
- Toughening exercises (only when achieving
a multiple of 5). This allows you to use
your unarmed combat skill to reduce the damage
you take from any physical attack.
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of two weapon style that
can only be described as magical (such as
the ability to produce magical damage), this
must be specified when you acquire the special.
- Combine two existing specials.
(Weapon), basic
The ability to use a specific type of weapon.
This can be purchased after a month of practice.
Here are some examples of specials for weapon
use.
- Beat a defense aside.
- Care for the weapon.
- Disarming attack.
- Feint (the ability to draw an opponent into
an attack on you that gives you a +1 to your
next attack on them).
- Increase attack speed by 1/3.
- Judge the quality of the weapon.
- Knock down attack.
- Quick draw.
- Reposte (the ability to attack immediately
after parrying).
- Set for defense, add your DC to the defense
roll you are making when setting the weapon
against an enemy charge.
- Sweep attack (hitting multiple targets with
the same attack, -5 to hit for each target
after the first).
- Thrown weapon.
- +1 when using Agility as a modifier (this
is a researched special).
- +1 when using Reaction Time as a modifier
(this is a researched special).
- +1 when using Srrength as a modifier (this
is a researched special).
- Break an enemy weapon (only when achieving
a multiple of 5.)
- Defensive flurry (the ability to focus entirely
on defending yourself and those near you,
you may roll to defend against every attack
that is within weeapon reach of you) (only
when achieving a multiple of 5)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Increase damage by one grade against a particular
type of foe (only when achieving a multiple
of 5.)
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of weapon use that can
only be described as magical (such as the
ability to produce magical damage), this
must be specified when you acquire the special.
- Sacrificial attack (the ability to suffer
a successful attack in order to ensure a
succussful attack of your own) (only when
achieving a multiple of 5).
- Smite Religious Foe for a detriment (this
is a level five special that requires an
MP of 1 or more and requires you to modify
the attack using faith). Here you do magical
damage to the enemies of your Faith.
- The ability to catch an opponent's weapon
with your own. (only when achieving a multiple
of 5).
- Weapon fugue state (you enter a state of
focus on the combat before you and gain an
additional attack at no cost in fatigue (this
is a level-of-ten special).
- May My God Guide My Hand (this is a level
of ten special that requires that you already
have Smite Religious Foe). You gain the magical
bonus to attack enemies of your Faith.
- May My God's Servants Smite Thee (this is
a level of ten special that requires that
you already have Smite Religious Foe). You
gain the ability to inflict spiritual damge
upon the foes of your Faith.
- May My God Smite Thee (this is a level fifteen
special requiring both May My God Guide My
Hand and May My God's Servants Smite Thee).
You inflict divine level damage upon the
foes of your Faith.
- Combine two existing specials.
IN-Based Skills
Advice, difficult
The ability to give the best possible advice.
This can be purchased after 180 days of study.
Here is an example of a special for advice.
- Acquire insight into complex situations.
- Cultural advice.
- Ethical advice.
- Motivational advice.
- Predict the outcome of an action.
- Tactical advice.
- You have gained sufficient emotional detachment
to give yourself advice.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to communicate by magic), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to heal the mind of the recipient of the
advice by magic), this must be specified
when you acquire the special.
- Combine two existing specials.
Ambush, basic
The ability to plan or detect an ambush.
This can be purchased after 30 days of study.
Here are some examples of specials for ambush:
- Camouflage the ambush.
- Escape route planning.
- Produce a decoy ambush.
- Stealthily approach the ambush site.
- Use traps in an ambush.
- You know how to turn an ambush to your advantage.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to make the ambushers invisible to their
opponents), this must be specified when you
acquire the special.
- Combine two existing specials.
Ancient Foreign Script, extreme
The ability to read a ancient foreign script.
The character must already have literacy,
and the skill level may never exceed that
of literacy. This can be purchased after
a year of study. Here are some examples of
specials for ancient foreign script.
- Restore ancient writing.
- You can get an insight into the mind of the
writer.
- You can recognize the style of the writer.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Duplicate Memory (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Knowledge of the culture whose language you
know (only when achieving a multiple of 5).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to what is written into a new skill), this
must be specified when you acquire the special.
- Combine two existing specials.
Ancient Foreign Tongue, extreme
The ability of the character to speak a ancient
foreign language with a distinctive accent.
This can be purchased after a year of study.
Here are some examples of specials for ancient
foreign tongue.
- Reduce your accent to noticable. If you have
already reduced the accent to noticable,
it then becomes slight. If it is already
slight, then it becomes barely noticable.
If it is already barely noticable, then you
speak with no accent.
- Understand a local dialect.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Knowledge of the culture whose language you
know (only when achieving a multiple of 5).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of ancient foreign tongues
that can only be described as magical (such
as the ability to know what the speaker is
thinking), this must be specified when you
acquire the special.
- Combine two existing specials.
Animal Handling, basic
The ability to care for and raise a specific
kind of animal. This can be purchased after
30 days of study. Here are some examples
of specials for animal handling.
- Animal breeding.
- Animal empathy.
- Animal leader.
- Communicate with the animal mat a rudimentary
level.
- First-aid for animals.
- Tame a wild animal.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to converse with animal), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to heal an animal), this must be specified
when you acquire the special.
- Combine two existing specials.
Appraisal, basic
The ability to determine the market value
of general goods and services. This can be
purchased after 30 days of study. Here is
an example of a special for appraisal.
- Detect forgery.
- Duplicate Knowledge (Specialized Goods) for
some chosen goods or services you want to
work with.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of appraisal that can
only be described as magical (such as the
ability to know the history and abilities
of any object touched), this must be specified
when you acquire the special.
- Combine two existing specials.
Bargaining, basic
The ability to make deals. Can be acquired
at any time by spending HP. Here are some
examples of specials for bargaining.
- Ability to calm others by bargaining.
- Bluff.
- Emotional appeal.
- Feigned indifference.
- The ability to engage in small talk, thus
passing a ling time with those talking.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Ability to bargain for concessions (only
when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of bargaining that can
only be described as magical (such as the
ability to know the history and properties
of any object touched), this must be specified
when you acquire the special.
- Combine two existing specials.
Basic Mathematics, basic
The ability to perform counting and simple
arithmetic calculations. This can be purchased
after 30 days of study. Here are some examples
of specials for basic mathematics.
- Ability to calculate with fractions.
- Ability to calculate with percents.
- Ability to do mathematics in your head.
- Ability to perform geometric constructions.
- Ability to perform simple algebra.
- Ability to solve equations (must have the
ability to perform simple algebra).
- Ability to understand length and area.
- Ability to understand volume (must have the
ability to understand length and area).
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of basic mathematics that
can only be described as magical (such as
the ability to speak to a dead mathematician
for solving problems), this must be specified
when you acquire the special.
- Combine two existing specials.
Bribery, difficult
This is the ability to know who and how to
bribe someone. This can be acquired after
180 days of practice. Hear are some specials
for bribery:
- Corrupt a person.
- Duplicate Bargaining.
- Secretive exchange of funds.
- The character has stashed away an amount
of money for bribery that can be called upon
at will.
- +1 when using Bargaining as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of bribery that can only
be described as magical (such as the ability
to know what a propsective target wants in
return for a bribe), this must be specified
when you acquire the special.
- Combine two existing specials.
Common Foreign Script, basic
The ability to read a common foreign script.
The character must already have literacy,
and the skill level may never exceed that
of literacy. This can be purchased after
30 days of study. Here are some examples
of specials for common foreign script.
- Detect Forgery.
- Recognize Writing Style.
- Speed Reading, reduce reading time by 1/4.
This may be taken again with each level of
five.
- You can get an insight into the mind of the
writer.
- You can recognize the style of the writer.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of bribery that can only
be described as magical (such as the ability
to transfer an existing magical effect you
have to a scroll that can be used by anyone
who can read it), this must be specified
when you acquire the special.
- Combine two existing specials.
Common Foreign Tongue, basic
The ability of the character to speak a common
foreign language with a thick accent. This
can be purchased after 30 days of study.
Here are some examples of specials for common
foreign tongue.
- Reduce your accent to noticable. If you have
already reduced the accent to noticable,
it then becomes slight. If it is already
slight, then it becomes barely noticable.
If it is already barely noticable, then you
speak with no accent.
- Understand a local dialect.
- Understand idioms.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Knowledge of the culture whose language you
know (only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of common foreign tongues
that can only be described as magical (such
as the ability to know what the speaker is
thinking), this must be specified when you
acquire the special.
- Combine two existing specials.
Computer Use, basic
The ability to use a computer for day-to-day
things, if such are allowed in the game.
This can be purchased after 30 days of study.
Here are some examples of specials for computer
use.
- The character can diagnose and repair a hardware
problem.
- The character can optimize a computer system.
- The character can program a computer for
simple tasks.
- The character can secure a computer system.
- The character is focused on PC-style computers,
and thus gets a +1 to use a PC-style computer
(this is a researched special).
- The character can crack a computer network
over the Internet (this is a level-of-five
special).
- The character can recover data from a malfunction
or an attack (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of computer use that can
only be described as magical (such as the
ability to communicate with the computer
as if it were a person), this must be specified
when you acquire the special.
- Combine two existing specials.
Courtly Graces, difficult
The ability to act appropriately in the presence
of the leadership of the nation. This can
be purchased after 180 days of study. Here
are some examples of specials for courtly
graces:
- An expert in the facts of court procedures.
- Avoid a scandal.
- Duplicate Dance.
- Duplicate Knowledge (Politics).
- Flattery.
- Intrigue.
- Keep up on trends of fashion at court.
- The ability to call upon members of court
for goods and services.
- The character has become an orator.
- Trade Favors.
- +1 when using Bargaining as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of courtly graces that
can only be described as magical (such as
the ability to read minds while in court),
this must be specified when you acquire the
special.
- The ability to engage in diplomacy (this
is a level-of-five special).
- Combine two existing specials.
Dead Foreign Script, difficult
The ability to read a dead foreign script.
The character must already have literacy,
and the skill level may never exceed that
of literacy. This can be purchased after
180 daysof study. Here are some examples
of specials for dead foreign script.
- Restore Writing
- You can get an insight into the mind of the
writer.
- You can recognize the style of the writer.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a dead foreign script that can
only be described as magical (such as the
ability to transfer an existing magical effect
you have to a scroll that can be used by
anyone who can read it), this must be specified
when you acquire the special.
- Combine two existing specials.
Dead Foreign Tongue, difficult
The ability of the character to speak a dead
foreign language. This can be purchased after
six months of study. Here are some examples
of specials for dead foreign tongue.
- Reduce your accent to noticable. If you have
already reduced the accent to noticable,
it then becomes slight. If it is already
slight, then it becomes barely noticable.
If it is already barely noticable, then you
speak with no accent.
- Understand a local dialect.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Knowledge of the culture whose language you
know (only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of dead foreign tongues
that can only be described as magical (such
as the ability to know what the speaker is
thinking), this must be specified when you
acquire the special.
- Combine two existing specials.
Discern Reason, difficult
The ability to determine motivations for
actions based only upon the facts presented.
This skill can be acquired at any time by
spending the HP. Here is an example of a
special for discern reason.
- Deconstruct complicated situations into their
simpler parts.
- Psychological Profiling.
- The ability to deduce hidden facts in addition
to motivations.
- Understand Cultural Influences
- Understand Historical Contexts.
- Understand Underlying Emotions.
- Detect Lies.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of discern reasons that
can only be described as magical (such as
the ability to uncover supernatural reasons),
this must be specified when you acquire the
special.
- Combine two existing specials.
Evasion, difficult
The ability to avoid those who might be looking
for the character. IU skills can be acquired
at any time by spending HP. Here is an example
of a special for evasion.
- Disappear in a crowd.
- Mislead a pursuer.
- Plan an escape route.
- Stealthy movement.
- The ability to find a place to hide out.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of evasion that can only
be described as magical (such as the ability
to literally disappear in a crowd), this
must be specified when you acquire the special.
- Combine two existing specials.
Find Hidden, difficult
The ability to find hidden things that you
are looking for. This skill can be acquired
at any time by spending the HP. Here is an
example of a special for spot hidden.
- Gain the ability to know how to hide, since
you know what to look for.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Observation as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of finding hidden things
that can only be described as magical (such
as the ability to see the invisible), this
must be specified when you acquire the special.
- Combine two existing specials.
Find Patterns, difficult
The ability to detect patterns from any records
or discussions available to the character.
This skill can be acquired at any time by
spending the HP. Here is an example of a
special for find patterns.
- The ability to conceal patterns.
- The ability to recognize patterns dependent
on time.
- +1 when using Discern Reason as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate Memory (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of find patterns that
can only be described as magical (such as
the ability to identify supernatural patterns),
this must be specified when you acquire the
special.
- Combine two existing specials.
Geography, basic
A working knowledge of the lay of the land
near where the character is staying. This
can be purchased after 30 days of study.
Here are some examples of specials for geography.
- The ability to read maps.
- The ability to draw maps (must know how to
read them first).
- The ability to avoid natural hazards.
- The ability to recognize cultural landmarks.
- The ability to recognize historical landmarks.
- The ability to know where to find a specific
resource.
- The ability to find a path.
- Extend the geography to a new area.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of geography that can
only be described as magical (such as the
ability to know geographical features that
are supernatural), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of geography that can
only be described as magical (such as the
ability to know the geography of a supernatural
realm or plane), this must be specified when
you acquire the special.
- Combine two existing specials.
Higher Mathematics, difficult
The abiklity to invent new mathematics to
assist in your work. This can be acquired
after 180 days of study assuming that you
have either basic mathematics ort scholarship.
Here are some examples of specials for higher
mathematics:
- The ability to mathematically prove something
that can be proved.
- The ability to mathematically formulate a
problem so you can calculate a result.
- Develop the equivalent of Euclidean geometry.
- Develop trigonometry (if you already have
Euclidean Geometry).
- Develop differential calculus, the mathematics
how things change.
- Develop integral calculus, the mathematics
of how things that change accumulate.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of higher mathematics
that can only be described as magical (such
as the ability to know the geometry of magical
planes of existence), this must be specified
when you acquire the special.
- Combine two existing specials.
History, basic
A general knowledge of an area's history.
This can be purchased after 30 days of study.
Here are some examples of specials for history.
- Extend the knowledge to a new area.
- The ability to use historical knowledge to
make relvant predictions.
- The ability to know about historical artifacts.
- Duplicate Knowledge (Specific Cultuire)
- The ability to reconstruct the past.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of history that can only
be described as magical (such as the ability
to witness history as a spectator), this
must be specified when you acquire the special.
- Combine two existing specials.
Instruction, basic
The ability to teach a skill to another character.
This can be purchased after 30 days of study.
Here are some examples of specials for instruction.
- The ability to teach a group of students.
- The ability to give public lectures.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of instruction that can
only be described as magical (such as the
ability to instruct magical abilities), this
must be specified when you acquire the special.
- Combine two existing specials.
Jack-of-all-Trades (Intellectual), extreme
This is a modifier which can be applied to
any IN based skill. This skill can be acquired
at any time by spending the HP. Here are
some specials:
- Duplicate any IN-based skill.
- Duplicate a special for any duplicated skill.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- The ability to solve problems by using bits
of knowledge.
- Efficient learning, reducing the time to
learn.
- Cultural Chameleon.
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
Knowledge, difficult
In-depth knowledge of a specific topic (astronomy,
history, etc.). This can be purchased after
six months of study. Here is an example of
a special for Knowledge.
- The character so understands a specific basic
principle, that they can apply a +1 to any
ability attempt that uses the basic principle
(see Knowledge of Magic) For example, under
Knowledge of Physics, the character gains
the special Law of Conservation of Momentum
along with a +1 to perform any PF- or MA-based
skill related to motion when applying Knowledge
of Physics as a modifier.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using a specific Knowledge as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a knowledge that can only be
described as magical (such as the ability
to lear about the magical nature of the subject
of your knowledge on a successful attempt),
this must be specified when you acquire the
special.
- Combine two existing specials.
Literacy, basic
The ability of the character to read and
write their native language. This can be
purchased after a month of study. Here are
some examples of specials for literacy.
- You can get an insight into the mind of the
writer.
- You can recognize the style of the writer.
- The ability to properly express their views
when writing.
- Ability to learn by reading and taking notes;
you can use Literacy to reduce learning time
by a number of days equal to your literacy.
- You are a strong writer, people reading your
works will gain the level of success you
attain to understand what you write.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a literacy power that can only
be described as magical (such as the ability
to write a message that only the intended
recipient can read on a successful attempt),
this must be specified when you acquire the
special.
- Combine two existing specials.
Lying Skillfully, basic
The ability to lie convincingly. This can
be purchased after a month of study. Here
is an example of a special for lying skillfully.
- The ability to detect lies.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- The ability to resist interrogation (only
when achieving a multiple of 5).
- The ability to assume a role (only when achieving
a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Create a False Persona (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a lie that can only be described
as magical (such as the ability to magically
produce all of the necessary background evidence
and recollections to back up your lie on
a successful attempt), this must be specified
when you acquire the special.
- Combine two existing specials.
Meditation, basic
The ability to focus the intellect of the
character in a specific way (chanting, ritualized
motion, sitting in quiet contemplation.)
This can be purchased after a month of study.
Here are some examples of specials for meditation.
- Duplicate the effects of Find Patterns after
an hour of meditation.
- Duplicate the effects of Discern Reason after
an hour of meditation.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Use meditation to recover from being fatigued
this is a level-of-five special).
- Gain visions of the present after an hour
of meditation (must have a 1 or more in either
PY or MP.)
- Gain visions of the past after an hour of
meditation (only when achieving a multiple
of 5, and if the PY or MP of the character
is 1 or more.)
- Gain visions of the future after an hour
of meditation (only when achieving a multiple
of 5, and if the PY or MP of the character
is 1 or more.)
- Recover PY power detriments (only when achieving
a multiple of 5, and if the PY of the character
is 1 or more.)
- Recover MP power detriments (only when achieving
a multiple of 5, and if the MP of the character
is 1 or more.)
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a meditation that can only be
described as magical (such as the ability
to magically produce a spell at random for
an existing magical power on a successful
attempt), this must be specified when you
acquire the special.
- Combine two existing specials.
Memory, extreme
The ability to remember things exactly as
they occurred. This skill can be acquired
at any time by spending the HP. Here are
some examples of specials for memory.
- Photographic memory.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Experience the memories of other individuals
for an extreme psychic detriment (only if
your character has 1 or more in PY.)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Share memories with others for an extreme
psychic detriment (only when achieving a
multiple of 5, and if the PY of the character
is 1 or more.)
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a meditation that can only be
described as magical (such as the ability
to remember history as if you had experienced
it on a successful attempt), this must be
specified when you acquire the special.
- Combine two existing specials.
Mental Endurance, basic
This is the ability to continue to concentrate
despite distractions. Mental Endurance can
be learned at any time by expending HP. Here
is an example of a special for mental endurance.
- Duplicate the effects of the skill Pain Capacity.
- +1 when applied to pain capacity as a modifier
due to practice in resisting pain over time
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of endurance that can
only be described as magical (such as the
ability to make a container of water into
a potion of recovering from fatigue, such
a potion must be used within an hour or it
wil revert to normal water), this must be
specified when you acquire the special.
- Combine two existing specials.
Observation, difficult
The ability to notice and recall things you
are not looking for. This skill can be acquired
at any time by spending the HP. Here is an
example of a special for observation.
- Duplicate the effects of Find Patterns.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Duplicate the effects of the skill Memory
(only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of observation that can
only be described as magical (such as the
ability to notice magical things you are
not looking for), this must be specified
when you acquire the special.
- Combine two existing specials.
Racial Foreign Script, difficult
The ability to read a racial foreign script.
The character must already have literacy,
and the skill level may never exceed that
of literacy. This can be purchased after
six months of study. Here are some examples
of specials for racial foreign script.
- You can get an insight into the mind of the
writer.
- You can recognize the style of the writer.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a racial foreign script ability
that can only be described as magical (such
as the ability to transfer an existing magical
effect you have to a scroll that can be used
by anyone who can read it), this must be
specified when you acquire the special.
- Combine two existing specials.
Racial Foreign Tongue, difficult
The ability of the character to speak a racial
foreign language. This can be purchased after
six months of study. Here are some examples
of specials for racial foreign tongue.
- Reduce your accent to noticable. If you have
already reduced the accent to noticable,
it then becomes slight. If it is already
slight, then it becomes barely noticable.
If it is already barely noticable, then you
speak with no accent.
- Understand a local dialect.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Knowledge of the culture whose language you
know (only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of racial foreign tongues
that can only be described as magical (such
as the ability to know what the speaker is
thinking), this must be specified when you
acquire the special.
- Combine two existing specials.
Ranging, difficult
The ability of the character to estimate
distances. This can be purchased after six
months of study. Here is an example of a
special for ranging.
- Duplicate the effects of Basic Mathematics.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when this is applied to a missile weapon
skill as a modifier (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of ranging that can only
be described as magical (such as the ability
to know how many planar boundaries or veils
an event is from you), this must be specified
when you acquire the special.
- Combine two existing specials.
Scholarship, difficult
A set of abilities due to a general education;
these include literacy, basic mathematics
(arithmetic and geometry), history, and some
general knowledge. Here are some specials
for scholarship:
- Logical reasoning.
- Duplicate a specific Knowledge ability.
- Oration.
- Duplicate a special for any duplicated skill.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- +1 to conduct scholarly research (this is
a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Speak all common spoken languages, but with
a very noticable accent (this is a level-of-five
special).
- Read and write all common spoken languages
(this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
Storytelling, difficult
The ability to tell a story in an emotional
manner. This can be purchased after 180 days
of study. Here are some examples of specials
for storytelling.
- Gain the ability to engage in interesting
small talk.
- Ability to duplicate a specific knowledge
skill.
- Captivate an audience.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of storytelling that can
only be described as magical (such as the
ability to be inspired by supernatural beings
tio tell their stories), this must be specified
when you acquire the special.
- Combine two existing specials.
Strategy, extreme
The ability to plan major military and naval
operations, such as the conduct of a war.
This can be learned after a year of study.
Hear are some specials.
- Master of logistics.
- Anticipate enemy strategy.
- Identify important allliances that exist,
or need to exist, to accomplish a strategic
objective.
- +1 to plan an offensive operation (this is
a researched special).
- +1 to plan a defensive operation (this is
a researched special).
- +1 when using Find Patterns (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Rapid counterstrategy (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of strategy that can only
be described as magical (such as the ability
to know what your enemy intends on doing),
this must be specified when you acquire the
special.
- Combine two existing specials.
Tactics, difficult
The ability to make a plan to win a battle
given current resources and information.
This can be purchased after 180 days of study.
Here are some examples of specials for tactics:
- Duplicate Knowledge (Military).
- Prepare tactical maps.
- Prepare a unit to advance into enemy territory
with an advanced guard, flank security, a
main body, trains (where supplies are kept),
a tactical reserve, and a rear guard.
- Regroup a unit after contact with the enemy.
- Identify an enemy tactical weakness.
- Rally troops.
- Recover morale.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- +1 when ordering an advance on a known enemy,
or an advanced to contact againsta presumed
enemy (this is a researched special).
- +1 when ordering a charge attack against
known enemy (this is a researched special).
- +1 when ordering a wide envelopment attack
against known enemy (this is a researched
special).
- +1 when ordering a flank attack against known
enemy (this is a researched special).
- +1 to ordering your troops to hold ground
against an enemy attack (this is a researched
special)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of tactics that can only
be described as magical (such as the ability
to win magical battles), this must be specified
when you acquire the special.
- Combine two existing specials.
Tracking, difficult
The ability to follow the tracks left by
an animal, vehicle, or individual. This can
be purchased after 180 daysof study. Here
are some examples of specials for tracking.
- Identify the source of tracks.
- Stealthy pursuit when modified by Stealth
and Concealement.
- Backtract to where the trail came form.
- Disaguise trail.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Find Hidden as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Learn about the condition of the bering that
left the tracks (this is a level-of-five
special).
- Tracking a psychic power to its source (only
when achieving a multiple of 5, and only
if the character has an PY greater than 0).
- Tracking a magical power to its source (only
when achieving a multiple of 5, and only
if the character has an MP greater than 0).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of tracking that can only
be described as magical (such as the ability
to magically track a specific individual),
this must be specified when you acquire the
special.
- Combine two existing specials.
Combined PF+IN-Based Skills
Stealth and Concealment, difficult
The ability to know how to move and remain
undetected. This skill can be acquired at
any time by spending the HP. Here are some
examples of specials for stealth and concealment.
- Gain the ability to anticipate where someone
might hide.
- Gain the ability to anticipate what path
someone might take to remain stealthy.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Merge with the darkness, when the character
does not move at night or in darkness the
character is effectively invisible (this
is a level-of-five special and produces an
extreme-level bonus).
- Move silently, at the character makes no
sound (this is a level-of-five special and
produces an extreme-level bonus).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of stealth and concealment
that can only be described as magical (such
as the ability to become invisible so long
as you concentrate on it), this must be specified
when you acquire the special.
- Combine two existing specials.
Survival, basic
The ability to live off the land in a particular
type of environment (forest, plains, mountains,
etc.) This can be purchased after 30 daysof
study. Here are some examples of specials
for survival.
- Extend your survival askill to another mundane
environment.
- Duplicate Knowledge for the environoent you
know.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Gain the ability to survive in most normal
environs (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain the ability to survive in any mundane
environment (only when achieving a multiple
of 10).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of survival that can only
be described as magical (such as the ability
to survive in a magical environment), this
must be specified when you acquire the special.
- Combine two existing specials.
Tailing, difficult
The ability to follow someone. This requires
180 days of study and practice. Here are
some specials:
- Remain undetected when using Stealth and
Concealment as a modifier.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Find Hidden as a modifier (this
is a researched special).
- Guess where the target is going when using
Find Patterns and Discern Reason as modifiers
(only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of tailing that can only
be described as magical (such as the ability
to tail a target magically at a distance),
this must be specified when you acquire the
special.
- Combine two existing specials.
Combined MA+IN-Based Skills
First Aid, basic
The ability to render emergency healing aid
to prevent injuries from getting worse and
to prevent (or at least delay) death. Here
is an example of a special for first aid:
- Diagnose condition of the patient.
- Prepare specific tools for first aid as a
kit (bandanges, splints, etc.) Each tool
can modify your future results.
- Render first aid to a specific race other
than your own.
- Reduce pain.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Rapid stabilization, allowing more time to
stabilize a critically infjured character
(this is a level-of-five special)..
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of survival that can only
be described as magical (such as the ability
to heal a magical wound that cannot otherwise
be healed), this must be specified when you
acquire the special.
- Combine two existing specials.
Gambler, difficult
The ability to play the odds in games of
chance, and to either spot or engage in manipulative
cheating. Here are some specials:
- Duplicate Dexterity.
- Duplicate Basic Mathematics.
- Bluff.
- +1 to cheating when using Dexterity as a
modifier (this is a researched special).
- +1 when using Basic Mathematics as a modifier
(this is a researched special).
- +1 to make quick calculations (this is a
researched special).
- +1 to spot cheating or to bluff b y reading
your opponents (this is a researched special).
- Sleight of hand (this is a level-of-five-special).
- Copunter cheating (this is a level-of-five-special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of gambling that can only
be described as magical (such as the ability
to gain the perfect result), this must be
specified when you acquire the special.
- Combine two existing specials.
Laboratory Technician, difficult
The ability to operate effectively in a laboratory.
Here are some specials:
- Duplicate Dexterity.
- Duplicate Basic Mathematics.
- Duplicate Knowledge (Experiments)
- Build laboraotry apparatus.
- +1 when using Dexterity as a modifier (this
is a researched special).
- +1 when using Basic Mathematics as a modifier
(this is a researched special).
- +1 due to precise callibration (this must
be done over at least a one hour scene
prior
to using it), (this is a researched special).
- Rapid setup (this is a level-of-five special).
- Improvised lab setup (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of laboratory work that
can only be described as magical (such as
the ability to make a magical potion of a
specific kind), this must be specified when
you acquire the special.
- Combine two existing specials.
IU-Based Skills
Advice, difficult
The ability to give the best possible advice.
This can be purchased after six months of
study. Here is an example of a special for
advice.
- You have gained sufficient emotional detachment
to give yourself advice.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 in high pressure situations due to gut
instincts (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Provide counsel based on an empathic reading
of those getting the advioce (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to advise supernatural beings regarding their
concerns), this must be specified when you
acquire the special.
- Combine two existing specials.
Ambush, basic
The ability to plan or detect an ambush.
This can be purchased after a month of study.
Here is an example of a special for ambush.
- Camouflage the ambush.
- Escape route planning.
- Produce a decoy ambush.
- Stealthily approach the ambush site.
- Use traps in an ambush.
- You know how to turn an ambush to your advantage.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 due to iinstinctive timeing (this is a
researched special).
- Instinctively avoid an ambush (this is a
level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of advice that can only
be described as magical (such as the ability
to make the ambushers invisible to their
opponents), this must be specified when you
acquire the special.
- Combine two existing specials.
Animal Handling, basic
The ability to care for and raise a specific
kind of animal. This can be purchased after
a month of study. Here are some examples
of specials for animal handling.
- First-aid for specified type of animal.
- Extend the skill to another kind of animal
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Observation as a modifier (this
is a researched special).
- Animal breeding (this is a level-of-five
special).
- Communicate with the animal on a rudimentary
level (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Communicate with the animal (this is a level-of-five
special and requires a PY of 1 or more).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of animal handling that
can only be described as magical (such as
the ability to communicate with any animal),
this must be specified when you acquire the
special.
- Combine two existing specials.
Bargaining, basic
The ability to make deals. IU skills can
be acquired at any time by spending HP. Here
are some examples of specials for bargaining.
- Ability to calm others by bargaining.
- Bluff.
- Emotional appeal.
- Feigned indifference.
- The ability to engage in small talk, thus
passing a ling time with those talking.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 due to understanding the hidden dewsires
of the other party (this is a researched
special).
- Ability to bargain for concessions (only
when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of bargaining that can
only be described as magical (such as the
ability to know the history and properties
of any object touched), this must be specified
when you acquire the special.
- Combine two existing specials.
Bribery, difficult
This is the ability to know who and how to
bribe someone. This can be acquired after
180 days of practice. Hear are some specials
for bribery:
- Corrupt a person.
- Duplicate Bargaining.
- Secretive exchange of funds.
- The character has stashed away an amount
of money for bribery that can be called upon
at will.
- +1 when using Bargaining as a modifier (this
is a researched special).
- +1 due to sensing the vulnerabilities of
the target (this is a researched special).
- Sense the best offer to make (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of bribery that can only
be described as magical (such as the ability
to know what a propsective target wants in
return for a bribe), this must be specified
when you acquire the special.
- Combine two existing specials.
Courtly Graces, difficult
The ability to act appropriately in the presence
of the leadership of the nation. Here are
some examples of specials for courtly graces:
- An expert in the facts of court procedures.
- Avoid a scandal.
- Duplicate Dance.
- Duplicate Knowledge (Politics).
- Flattery.
- Intrigue.
- Keep up on trends of fashion at court.
- The ability to call upon members of court
for goods and services.
- The character has become an orator.
- Trade Favors.
- +1 when using Bargaining as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of courtly graces that
can only be described as magical (such as
the ability to read minds while in court),
this must be specified when you acquire the
special.
- The ability to engage in diplomacy (this
is a level-of-five special).
- Combine two existing specials.
Danger Sense, basic
This is a sixth-sense about entering a dangerous
situation. The "Hairs on the back of
the neck" stand up. This negates the
effects of surprise. Danger Sense can be
learned at any time by expending HP. Here
are some examples of specials for danger
sense.
- You know the direction that danger is coming
from.
- You know the nature of the danger in vague
terms.
- You know the nature of the danger in general
terms (combat, ambush, traps, power, etc.)
supposing you alredy have the vague nature
of the danger.
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- +1 to Evasion when used as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of danger sense that can
only be described as magical (such as the
ability to penetrate magical concealmwent
of danger), this must be specified when you
acquire the special.
- Combine two existing specials.
Discern Reason, difficult
The ability to determine motivations for
actions based only upon the facts presented.
This skill can be acquired at any time by
spending the HP. Here is an example of a
special for discern reason.
- Deconstruct complicated situations into their
simpler parts.
- Psychological Profiling.
- The ability to deduce hidden facts in addition
to motivations.
- Understand Cultural Influences
- Understand Historical Contexts.
- Understand Underlying Emotions.
- Detect Lies.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of discern reasons that
can only be described as magical (such as
the ability to uncover supernatural reasons),
this must be specified when you acquire the
special.
- Combine two existing specials.
Evasion, difficult
The ability to avoid those who might be looking
for the character. IU skills can be acquired
at any time by spending HP. Here is an example
of a special for evasion.
- Disappear in a crowd.
- Mislead a pursuer.
- Stealthy movement.
- The ability to find a place to hide out.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of evasion that can only
be described as magical (such as the ability
to literally disappear in a crowd), this
must be specified when you acquire the special.
- Combine two existing specials.
Find Hidden, difficult
The ability to find hidden things that you
are looking for. This skill can be acquired
at any time by spending the HP. Here is an
example of a special for spot hidden.
- Gain the ability to know how to hide, since
you know what to look for.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Observation as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of finding hidden things
that can only be described as magical (such
as the ability to see the invisible), this
must be specified when you acquire the special.
- Combine two existing specials.
Find Patterns, difficult
The ability to detect patterns from any records
or discussions available to the character.
This skill can be acquired at any time by
spending the HP. Here is an example of a
special for find patterns.
- The ability to conceal patterns.
- The ability to recognize patterns dependent
on time.
- +1 when using Discern Reason as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate Memory (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of find patterns that
can only be described as magical (such as
the ability to identify supernatural patterns),
this must be specified when you acquire the
special.
- Combine two existing specials.
Geography, basic
A working knowledge of the lay of the land
near where the character is staying. This
can be purchased after 30 days of study.
Here are some examples of specials for geography.
- The ability to read maps.
- The ability to draw maps (must know how to
read them first).
- The ability to avoid natural hazards.
- The ability to recognize cultural landmarks.
- The ability to recognize historical landmarks.
- The ability to know where to find a specific
resource.
- The ability to find a path.
- Extend the geography to a new area.
- Anticipate Geographical Hazards.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of geography that can
only be described as magical (such as the
ability to know geographical features that
are supernatural), this must be specified
when you acquire the special.
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of geography that can
only be described as magical (such as the
ability to know the geography of a supernatural
realm or plane), this must be specified when
you acquire the special.
- Combine two existing specials.
Instruction, basic
The ability to teach a skill to another character.
This can be purchased after 30 days of study.
Here are some examples of specials for instruction.
- The ability to teach a group of students.
- The ability to give public lectures.
- Public speaking.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Improve learning time (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of instruction that can
only be described as magical (such as the
ability to instruct magical abilities), this
must be specified when you acquire the special.
- Combine two existing specials.
Jack-of-all-Trades (Intuitive)
This is a modifier which can be applied to
any IU based skill. IU skills can be acquired
at any time by spending HP. Here are some
specials:
- Duplicate any IN-based skill.
- Duplicate a special for any duplicated skill.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- The ability to solve problems by using bits
of knowledge.
- Efficient learning, reducing the time to
learn.
- Cultural Chameleon.
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
Lying Skillfully, basic
The ability to lie convincingly. This can
be purchased after a month of study. Here
is an example of a special for lying skillfully.
- The ability to detect lies.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- The ability to resist interrogation (only
when achieving a multiple of 5).
- The ability to assume a role (only when achieving
a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Create a False Persona (this is a level-of-five
special).
- Detect Lies (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a lie that can only be described
as magical (such as the ability to magically
produce all of the necessary background evidence
and recollections to back up your lie on
a successful attempt), this must be specified
when you acquire the special.
- Combine two existing specials.
Memory, extreme
The ability to remember things exactly as
they occurred. This skill can be acquired
at any time by spending the HP. Here are
some examples of specials for memory.
- Photographic memory.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- Experience the memories of other individuals
for an extreme psychic detriment (only if
your character has 1 or more in PY.)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Share memories with others for an extreme
psychic detriment (only when achieving a
multiple of 5, and if the PY of the character
is 1 or more.)
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a meditation that can only be
described as magical (such as the ability
to remember history as if you had experienced
it on a successful attempt), this must be
specified when you acquire the special.
- Combine two existing specials.
Observation, difficult
The ability to notice and recall things you
are not looking for. IU skills can be acquired
at any time by spending HP. Here is an example
of a special for observation.
- Duplicate the effects of Find Patterns.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Duplicate the effects of the skill Memory
(only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of observation that can
only be described as magical (such as the
ability to notice magical things you are
not looking for), this must be specified
when you acquire the special.
- Combine two existing specials.
Quick Thinking, basic
The ability to respond to a changing situation.
This can be learned at any time by expending
HP. Here is an example of a special for quick
reflexes.
- Increase Speed Factor by a pip. You may take
this special multiple times, but only after
achieving a levels of five.
- +1 when using Dexterity as a modifier (this
is a researched special).
- Quick draw with a specific weapon (only when
achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of quick hands that can
only be described as magical (such as the
ability to make time pass more slowly for
your character, thus allowing you to take
an additional action), this must be specified
when you acquire the special.
- Combine two existing specials.
Scholarship, difficult
A set of abilities due to a general education;
these include literacy, basic mathematics
(arithmetic and geometry), history, and some
general knowledge. Here are some specials
for scholarship:
- Logical reasoning.
- Duplicate a specific Knowledge ability.
- Oration.
- Duplicate a special for any duplicated skill.
- Duplicate a researched special for any duplicated
skill (this is a researched special).
- +1 to conduct scholarly research (this is
a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Speak all common spoken languages, but with
a very noticable accent (this is a level-of-five
special).
- Read and write all common spoken languages
(this is a level-of-five special).
- Duplicate any magical effect for a duplicated
skill (this is a level-of-five special and
the character must have an MP of 1 or more).
- Combine two existing specials.
Storytelling, difficult
The ability to tell a story in an emotional
manner. Here are some examples of specials
for storytelling.
- Gain the ability to engage in interesting
small talk.
- Ability to duplicate a specific knowledge
skill.
- Captivate an audience.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of storytelling that can
only be described as magical (such as the
ability to be inspired by supernatural beings
tio tell their stories), this must be specified
when you acquire the special.
- Combine two existing specials.
Strategy, extreme
The ability to plan major military and naval
operations, such as the conduct of a war.
Hear are some specials.
- Master of logistics.
- Anticipate enemy strategy.
- Identify important allliances that exist,
or need to exist, to accomplish a strategic
objective.
- +1 to plan an offensive operation (this is
a researched special).
- +1 to plan a defensive operation (this is
a researched special).
- +1 when using Find Patterns (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Rapid counterstrategy (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of strategy that can only
be described as magical (such as the ability
to know what your enemy intends on doing),
this must be specified when you acquire the
special.
- Combine two existing specials.
Tactics, difficult
The ability to make a plan to win a battle
given current resources and information.
Here are some examples of specials for tactics:
- Duplicate Knowledge (Military).
- Prepare tactical maps.
- Prepare a unit to advance into enemy territory
with an advanced guard, flank security, a
main body, trains (where supplies are kept),
a tactical reserve, and a rear guard.
- Regroup a unit after contact with the enemy.
- Identify an enemy tactical weakness.
- Rally troops.
- Recover morale.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Quick Thinking as a modifier
(this is a researched special).
- +1 when ordering an advance on a known enemy,
or an advanced to contact againsta presumed
enemy (this is a researched special).
- +1 when ordering a charge attack against
known enemy (this is a researched special).
- +1 when ordering a wide envelopment attack
against known enemy (this is a researched
special).
- +1 when ordering a flank attack against known
enemy (this is a researched special).
- +1 to ordering your troops to hold ground
against an enemy attack (this is a researched
special)
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of tactics that can only
be described as magical (such as the ability
to win magical battles), this must be specified
when you acquire the special.
- Combine two existing specials.
- perform a feat of tactics that can only be
described as magical (such as the ability
to win magical battles), this must be specified
when you acquire the special.
- Combine two existing specials.
Tracking, basic
The ability to follow the tracks left by
an animal, vehicle, or individual. IU skills
can be acquired at any time by spending HP.
Here are some examples of specials for tracking.
- Identify the source of tracks.
- Stealthy pursuit when modified by Stealth
and Concealement.
- Backtract to where the trail came form.
- Disaguise trail.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Find Hidden as a modifier (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Learn about the condition of the bering that
left the tracks (this is a level-of-five
special).
- Tracking a psychic power to its source (only
when achieving a multiple of 5, and only
if the character has an PY greater than 0).
- Tracking a magical power to its source (only
when achieving a multiple of 5, and only
if the character has an MP greater than 0).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of tracking that can only
be described as magical (such as the ability
to magically track a specific individual),
this must be specified when you acquire the
special.
- Combine two existing specials.
Combined PF+IU-Based Skills
Stealth and Concealment, difficult
The ability to know how to move and remain
undetected. This skill can be acquired at
any time by spending the HP. Here are some
examples of specials for stealth and concealment.
- Gain the ability to anticipate where someone
might hide.
- Gain the ability to anticipate what path
someone might take to remain stealthy.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Merge with the darkness, when the character
does not move at night or in darkness the
character is effectively invisible (this
is a level-of-five special and produces an
extreme-level bonus).
- Move silently, at the character makes no
sound (this is a level-of-five special and
produces an extreme-level bonus).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of stealth and concealment
that can only be described as magical (such
as the ability to become invisible so long
as you concentrate on it), this must be specified
when you acquire the special.
- Combine two existing specials.
Survival, basic
The ability to live off the land in a particular
type of environment (forest, plains, mountains,
etc.) Here are some examples of specials
for survival.
- Extend your survival askill to another mundane
environment.
- Duplicate Knowledge for the environoent you
know.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Gain the ability to survive in most normal
environs (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain the ability to survive in any mundane
environment (only when achieving a multiple
of 10).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of survival that can only
be described as magical (such as the ability
to survive in a magical environment), this
must be specified when you acquire the special.
- Combine two existing specials.
Tailing, difficult
The ability to follow someone. Here are some
specials:
- Remain undetected when using Stealth and
Concealment as a modifier.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- +1 when using Find Hidden as a modifier (this
is a researched special).
- Guess where the target is going when using
Find Patterns and Discern Reason as modifiers
(only when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of tailing that can only
be described as magical (such as the ability
to tail a target magically at a distance),
this must be specified when you acquire the
special.
- Combine two existing specials.
Combined MA+IU-Based Skills
First Aid, basic
The ability to render emergency healing aid
to prevent injuries from getting worse and
to prevent (or at least delay) death. Here
is an example of a special for first aid:
- Render first aid to a specific race other
than your own.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of survival that can only
be described as magical (such as the ability
to heal a magical wound that cannot otherwise
be healed), this must be specified when you
acquire the special.
- Combine two existing specials.
Gambler, difficult
The ability to play the odds in games of
chance, and to either spot or engage in manipulative
cheating. Here are some specials:
- Duplicate Dexterity.
- Duplicate Basic Mathematics.
- Bluff.
- +1 to cheating when using Dexterity as a
modifier (this is a researched special).
- +1 when using Basic Mathematics as a modifier
(this is a researched special).
- +1 to make quick calculations (this is a
researched special).
- +1 to spot cheating or to bluff b y reading
your opponents (this is a researched special).
- Sleight of hand (this is a level-of-five-special).
- Counter cheating (this is a level-of-five-special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of gambling that can only
be described as magical (such as the ability
to gain the perfect result), this must be
specified when you acquire the special.
- Combine two existing specials.
Conditions
Special Note: Any Mundane skill can be acquired
as a condition.
Accident-Prone, extreme
The character suffers an accident on a 9
or 10 result, not just a 10.
Addiction, extreme
The character has an overpowering urge to
do some self-destructive thing.
Afflicted-Physical, basic
The character has suffered a debilitating
wound/injury/illness resulting in a detriment
to any PF-based attempt at the level of the
detriment.
Afflicted-Mechanical, basic
The character has suffered a debilitating
wound/injury/illness resulting in a detriment
to any MA-based attempt at the level of the
detriment.
Allergy, difficult
The character has a detriment to all skill
attempts in the presence of the allergen.
Ambidextrous, basic
The character can use either hand. Here are
examples of specials for ambidextrous:
- The character can reduce the penalty for
wrong-hand weapons by 1. You may take this
special multiple times, but only after achieving
a levels of five.
- +1 when using Dexterity as a modifier (this
is a researched special).
- +1 to Two-Weapon Style when this is used
as a modifier (this is a researched special).
- The character may perform one task with no
offhand penalty at all (only when achieving
a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of ambidexterity that
can only be described as magical (such as
the ability to gain a phantom/magical hand
in addition to your others), this must be
specified when you acquire the special.
- Combine two existing specials.
Ambition, basic
With this disadvantage you are always looking
to advance you position.
Amnesia, extreme
The character has lost their memeory. You
must fail an amnesia roll to recall anything.
Animal Affinity, extreme
The character is liked by animals. Here are
some specials:
- Intuitive communications, allowing you to
know what the animal needs and it knows
what
you are trying to tell it.
- Gain animal followers.
- +1 to animal traiing when using this as a
modifier (this is a researched special).
- Improve dificulty class by one (this is a
level five special).
- Psychically speak with animals (this is a
level five special anmd requires a PY of
1 or more, it results in a psychic detriment).
- Magicall effect for a detriment. There are
two modes, as always. The first mode is a
magical bonus to a mundane effect for a detriment.
The second is a magical effect (for example,
speak with animals). (This is a level five
special and requires an MP of 1 or more).
Arrogant, basic
You are better than anyone else.
Attractive, basic
The character has "bloomed" and
is now considered to be good-looking to their
kind. Here are examples of specials for attractive.
- A nice face.
- Great eyes.
- Attractive to the opposite sex.
- Attractive to the same sex.
- +1 when using Attractive as a modifier for
Charismatic (this is a researched special).
- The character is good-looking to all (only
when achieving a multiple of 5).
- A perfect face (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of being attractive that
can only be described as magical (such as
the ability to enchant those who see you),
this must be specified when you acquire the
special.
- Combine two existing specials.
Bad Memory, basic
The character must fail a bad memory roll
to recall anything they want to remember.
Bereaved, basic
This disadvanatge results in a detriment
to all IN- or IU-based actions due to being
filled with sadness over a personal loss.
Black Sheep, basic
The character is out of favor with their
family.
Blind, extreme
The character cannot see.
Bounty, basic
The character is being sought for some specific
reason where the individual or group who
either captures or kills them will gain a
modest payment.
Bounty, difficult
The character is being sought for some specific
reason where the individual or group who
either captures or kills them will gain a
large payment.
Bounty, extreme
The character is being sought for some specific
reason where the individual or group who
either captures or kills them will gain a
very large payment.
Branded, difficult
The character has been marked for some infraction
or crime and is distructed.
Bravery, basic
The character can resist the effects of fear.
Here is an example of a special for bravery.
- Use to modify qany intellectual or intuitive
ability as the character can resist the fears
of uncertainty.
- +1 when using Bravery as a modifier for Strong
Willed (this is a researched special).
- The character can inspire others to resist
their fear (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of bravery that can only
be described as magical (such as the ability
to resist supernatural fear produced by horrible
creatures), this must be specified when you
acquire the special.
- Combine two existing specials.
Charismatic, difficult
There is just something about the character
that others like. Here is an example of a
special for charismatic
- The character can persuade others.
- +1 when using Charismatic as a modifier for
Connections (this is a researched special).
- The character can gain a true friend (only
when achieving a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of being charismatic that
can only be described as magical (such as
the ability to make a supernatural being
into a friend), this must be specified when
you acquire the special.
- Combine two existing specials.
Charming, difficult
The character can put people at their ease.
Here is an example of a special for charming.
- The character can persuade others.
- +1 when using Charming as a modifier for
Connections (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of charm that can only
be described as magical (such as the ability
to magically influence someone else), this
must be specified when you acquire the special.
- Combine two existing specials.
Clumsy, basic
The character gains the condition that reduces
all attempts based on PF or MA by the level
of the detriment.
Compassionate, basic
The character feels the need to help those
in need.
Connections, difficult
The character knows many people in a specific
environment (a city, a profession, criminals,
etc.) Here is an example of a special for
connections:
- The connections can be from another specific
environment.
- +1 when using Attractive as a modifier (this
is a researched special).
- +1 when using Charming as a modifier (this
is a researched special).
- Gain entry to a special profession (only
when achieving a multiple of 5).
- Gain a magical ally, if such are available
(this is a level of five special).
Cowardly, basic
You avoid physical confrontation.
Cursed, extreme
You are the victim of a supernatural curse.
Each curse is different. There will be a
statement of the nature of the curse. You
may (or may not) know how to remove it.
Deaf, extreme
The character cannot hear.
Deep Sleeper, basic
The character finds it difficult to wake
up.
Delusion, difficult
The character believes something that is
not true.
Dependant, difficult
The character has a family member or close
friend who depernds on them.
Depressed, difficult
This disadvantage fills the charqacter with
apathy, sadness, and a dark outlook on life.
Direction Sense
The character has a good sense of direction.
Here are some ideas for specials:
- Spatial Sense
- +1 to Navigation when used as a modier (researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of being a good student
that can only be described as magical (such
as the ability to to know where you are within
a plane of existence), this must be specified
when you acquire the special.
- Combine two existing specials.
Disfigured, basic
The character is considered to be ugly due
to injuries or disease.
Distrusted, difficult
The character has trouble getting anyone
to trust them.
Duty-Bound, basic
The character feels obligated to perform
their duty.
Easy-Sleeper, basic
The character can sleep anywhere.
Enemy, exrtreme
Someone wants to ruin your life. Not necessarily
to kill, but to make your life miserable.
Fame, basic
The character is known for some activity.
Here are some examples of specials for fame.
- +1 to Bargaining when useed as a modifier
(researched special).
- +1 to Courtly Graces when useed as a modifier
(researched special).
- +1 to Leadership when useed as a modifier
(researched special).
- The character can duplicate the effects of
influence (only when achieving a multiple
of 5).
- The character can duplicate the effects of
respected (only when achieving a multiple
of 5).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more) . When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of fame that can only
be described as magical (such as the ability
to enchant those who recognize you), this
must be specified when you acquire the special
.
- The character can duplicate the effects of
status (only when achieving a multiple of
10).
Fear, basic
You experience the paralytic effect of fear.
If you cannot overcome the level of fear
with suitable Bravery or similar abilities
you will either freeze or flee.
Feared by Animals, difficult
Animals either flee or threaten the character
when they can see or otherwise sense the
character.
Feeble-Minded, Difficult
This disadvantage results in a detriment
to all IN- or IU-based actions.
Feud, difficult
The character's family is at war with some
group or individual.
Flashbacks, difficult
The character is plagued by paralyzing images
of past traumas when confronted with a reminder
of it.
Fop, basic
The character is devoted to their appearance.
Gambler, basic
The character is compelled to gamble.
Generous, basic
The charaacter is willing to give up goods,
services, and money.
Good (specified), basic
The character is good at some kind of activity,
and thus can modify that activity by this
advantage.
Good Student, basic
The character studies well. Here are some
examples of a special for Good Student.
- The character can reduce learning time by
one day per level of this condition.
- +1 when using Find Patterns as a modifier
for Good Student (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of being a good student
that can only be described as magical (such
as the ability to learn a magical power),
this must be specified when you acquire the
special.
- Combine two existing specials.
Greed, difficult
The character has a compulsion for material
gain to the detriment of others.
Hateful, basic
The character is full of hate
Hatred, difficult
The character hates some individual, group,
place, or thing.
Honor-Bound, basic
The character feels bound by the rules of
honor, perhaps their own code of honor.
Horror, difficult
You have experienced something so terrible
that it haunts you. This is similar to fear,
but more difficult to resist.
Hunted by (), basic
The tendency for poeple to find you when
they seek aid or there are people who wat
to find you for a specific purpose.
Indiscreet, difficult
You are unable to keep secrets.
Influence, difficult
The character has become influential in some
specific environment (politics, military,
scholarship, etc.) The opinions and requests
of the character are considered strongly.
Here is an example of a special for influence.
- The character can command those effected
by the influence.
- +1 when using Charismatic as a modifier for
Influence (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of influence that can
only be described as magical (such as the
ability to emit an aura of influence), this
must be specified when you acquire the special.
- Combine two existing specials.
Insanity, difficult
The character develops a specific insanity.
Inspiring, basic
The character has the ability to cause others
to go beyond what they think they can do.
You can use the result of this roll to modify
what someone else is doing. Here is an example
of a special for Inspiring:
- The character can influence people to be
resistant to fear.
- +1 when using Inspiring as a modifier for
Instruction (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of inspiration that can
only be described as magical (such as the
ability to advance the recipient to a supernatural
level of their principal mundane ability),
this must be specified when you acquire the
special.
- Combine two existing specials.
Jealous, basic
The character feels envy for the accomplishments,
abilities, and/or possessions of someone
else.
Keen Hearing, basic
The character has good hearing. Here arre
some examples of specials:
- The character can make out distant conversations.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Make out faint noises (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of hearing that can only
be described as magical (such as the ability
to hear what is happening on the astral plane),
this must be specified when you acquire the
special.
- Combine two existing specials.
Keen Smell, basic
The character has a keen sense of smell.
Here arre some examples of specials:
- Track a target by its scent trail.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Detect poisons that have an odor (this is
a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of smell that can only
be described as magical (such as the ability
to follow a magical smell to track a spell
to its source), this must be specified when
you acquire the special.
- Combine two existing specials.
Keen Taste, basic
The character has a heightened sense of taste.
Here are some specials:
- The character can identify the ingredients
of a prepared food when using Cooking (or
a similar ability) as a modifier.
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Detect poisons that have a taste (this is
a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of taste that can only
be described as magical (such as the ability
to identify a liquid by its taste), this
must be specified when you acquire the special.
- Combine two existing specials.
Keen Touch, basic
The character has a heightened sense of touch.
Here are some specials:
- +1 when modifying Lock Picking attempts (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of touch that can only
be described as magical (such as the ability
to magically read an object's capabilities
by touch), this must be specified when you
acquire the special.
- Combine two existing specials.
Keen Vision, basic
The character has good eyesight, and this
can modify (or be the basis) for attempts
to see things. Here is an example of a special
for Keen Vision:
- The character can see 10% further than normal
(things seem 10% closer than otherwise).
This can be repearted but only when gaining
a level of five or more from when you first
got it.
- +1 when modifying Find Hidden (this is a
researched special).
- +1 when using Find Patterns as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of vision that can only
be described as magical (such as the ability
to see the invisible), this must be specified
when you acquire the special.
- Combine two existing specials.
Landed, difficult
The character owns land.
Large, basic
The character is of larger than normal size.
Here is are some examples of specials:
- +1 to Damage Capacity, this may be purchased
again once you have reached a multiple of
5.
- Increase carrying capacity by the level of
the condition, this may be acquired again
at multiples of five.
Leadership, difficult
The character is a natural leader. Here is
a special for Leadership:
- The character can use leadership to enhance
a combat skill of an entire unit by the level
of success (assuming the character has that
combat skill).
- Duplicate Tactics.
- Duplicate Oratory.
- The ability to persuade others.
- Rally troops and/or followers who are afraid
to stand their ground.
- +1 to Bravery rolls for an entire unit (this
is a researched special).
- Develop a battle cry that adds 1 to unit
damage done (this is a researched special).
- Duplicate Strategy (only when achieving a
multiple of 5).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of leadership that can
only be described as magical (such as the
ability to instnatly communicate your orders
to your troops/followers no matter where
they are), this must be specified when you
acquire the special.
- Combine two existing specials.
Light Maiming, difficult
The character has sustained a wound or injury
resulting in minor permanent damage; a finger
removed, a limp, etc. Gain the Unattractive
detriment. Also gain the Afflicted detriment
Light Sleeper, basic
The character can wake at slight noises,
this makes it hard to get good rest, rather
than recovering 3 fatigue per hour of sleep,
you total this result and subtract your level
in Light Sleeper. On the other hand you wake
easily and can be immediately ready for action.
Lost Love, difficult
With this disadvantage you have met that
special partner, but they were gone. You
look for them everywhere, even if you know
they are gone forever.
Loyalty, basic
You are a dedicated servant to some indidiual,
group, or ideal.
Lustful, basic
The character experiences intense sexual
desire.
Maimed, extreme
The character has lost an eye, an arm, etc.
-1 to PF or MA permanently.
Meddler, difficult
With this disadvantage you tend to have strong
opinions about how peopler can solve their
problems, and you share them generously.
Moody, basic
The character is subject to angry fits.
Mute, difficult
The character has suffered an accident that
makes it impossible for them to talk.
Night Blindness, basic
The character suffers a detriment when trying
to do things using sight in the dark.
Night Vision, basic
The ability to see at night. Here are some
examples of specials for night vision:
- The character can read by moonlight.
- +1 when used as a modifier for Find Hidden
at night (this is a researched special).
- The character can duplicate the effects of
find hidden at night (only when achieving
a multiple of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of night vision that can
only be described as magical (such as the
ability to see in complete darkness), this
must be specified when you acquire the special.
- Combine two existing specials.
Obese, basic
The character is out of shape and fat,thus
detrimenting any PF-based skills.
Obsessed, difficult
The character is compelled to do some specific
thing.
Outlawed, extreme
The character has been placed outside the
law by authorities. You are a non-citizen
and have no rights.
Overly Sensitive, basic
The character takes offense easily.
Personal Signature, basic
The character develops a certain quirk when
they do things, it is a style specific to
the character.
Phobia, basic
The character has an unreasonable fear of
some specific kind of thing.
Rage, basic
The character enters into fits of fury.
Rash, basic
The tendency for the character to act without
thinking. Character's with this detriment
must fail a rash roll to be allowed to plan
a reaction.
Rebellious, basic
The character refuses to accept the rule
of authority.
Respected, difficult
This is a condition that allows others to
react favorably to your character. Here are
some examples of specials for respected:
- The character can duplicate the effects of
fame.
- The character can duplicate the effects of
influence.
- +1 when using this a modifier for Fame (this
is a researched special).
- +1 when using this a modifier for Influence
(this is a researched special).
- +1 when using this a modifier for Rwespected
(this is a researched special).
- The character can duplicate the effects of
status (only when achieving a multiple of
5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of respect that can only
be described as magical (such as the ability
to make supernatural beings respect your
chartacter), this must be specified when
you acquire the special.
- Combine two existing specials.
Rivalry, difficult
You attract those who try to show you up
in some specific kind of activity.
Scarred, basic
The character has sustained a wound or injury
which has left a visible scar that makes
the character unattractive.
Searching, difficult
You have lost something that you feel you
must find again.
Sensory Detriment, basic
The character has reduced capability in a
specific sense.
Situational Awareness, difficult
The character is aware of things happening
around them. Here are example of specials:
- +1 when using this a modifier for Danger
Sense (this is a researched special).
- +1 when using this a modifier for any weapons
skill (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- All-Round Sight (this is a level-of-five
special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of status that can only
be described as magical (such as the ability
to fight invisible foes), this must be specified
when you acquire the special.
- Combine two existing specials.
Small, basic
Speech Impediment, basic
This disadvantage makes it difficult to speak,
resulting in a detriment to any attempts
to verablly communicate.
Status, extreme
This allows your character to have authority
locally. Here are some examples of specials
for status.
- The character can duplicate the effects of
fame.
- The character can duplicate the effects of
influence.
- The character can duplicate the effects of
respected.
- +1 when using this a modifier for Fame (this
is a researched special).
- +1 when using this a modifier for Influence
(this is a researched special).
- +1 when using this a modifier for Rwespected
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain an extreme power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of status that can only
be described as magical (such as the ability
to have authority over supernatural beings),
this must be specified when you acquire the
special.
- Combine two existing specials.
Strong-willed, basic
The ability to draw on an inner strength.
Here are some examples of specials for strong-willed.
- Duplicate Bravery.
- Duplicate Pain Capacity.
- +1 when using this a modifier for Bravery
(this is a researched special).
- +1 when used as a modifier for Pain Capacity
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- The character can resist psychic powers (only
when achieving a multiple of 5, and only
if the character has an PY greater than 0).
- The character can resist magical powers (only
when achieving a multiple of 5, and only
if the character has an MP greater than 0).
- Combine two existing specials.
Taciturn, basic
The character does not like to talk.
Time Sense
The character has a sense of the passage
of time. Here are some ideas for specials:
- A vague sense of what time it is.
- A gereneral sense of what time it is, assum
ing you already haver a vague sense of what
time it is.
- Improve the difficulty classification by
one (this is a level-of-five special).
- Combine two existing specials.
Toughness, extreme
The character is so tough that they can just
shrug off blows. The effect is that their
level in toughness acts like points of armor
protection. Here is an example of a special
for toughness:
- Duplicate Strike Mighty Blow.
- +1 to parry a blow (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- The character's toughness can protect from
magical attacks as well as physical attacks
(only available upon achieving a multiple
of 10).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a difficult power detriment
but are able to add 60 to your success roll
for mundane tasks, or take the same detriment
and perform a feat of valor that can only
be described as magical (such as the ability
to be protected from supernatural damage),
this must be specified when you acquire the
special.
- Combine two existing specials.
Tradecraft, extreme
The ability to operate as a spy. It contains the ability to observe your
surroundings, to watch and/or tails a target, the ability to operate under a
cover identity, the ability to leave messages in a way hidden to non-spies, to
detect and evade pursuit, to collect information, and to protect your activities
all while not seeming to do it. Here are examples of some specials:
- Detect ambushes.
- Blend into a crowd.
- Mislead a pursuer.
- Lip reading.
- Duplicate Stealth and Concealment.
- Make a quick disguise.
- Collect gossip.
- Establish a local network (the level of success is the number of assets)
for the duration.
- Find Traps.
- Sleight of Hand.
- Feigned innocence.
- Send or identify hidden signals.
- Dodge.
- Unarmed combat.
- Melee combat.
- Missile Weapons skill.
- +1 when using Observation as a modifier (reseached special).
- +1 when operating at night (researched special).
- Encrypt or decrypt messages (level of five special).
- Establish a fully documented cover identity (this may be taken again
after every level of fice).(level of five sppecial).
- Develop an elaborate disguise kit (level of five special).
Unattractive, basic
The character is not considered pleasant
to look upon.
Valorous, basic
The character has strength of mind and purpose
to meet danger. Here are some examples of
specials for valorous.
- The character can duplicate the effects of
danger sense.
- +1 when modified by Bravery (this is a researched
special).
- The character can inspire others to meet
danger (only when achieving a multiple of
5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical effect for a detriment, (this is
a level-of-five special and the character
must have an MP of 1 or more). When using
this you gain a basic power detriment but
are able to add 60 to your success roll for
mundane tasks, or take the same detriment
and perform a feat of valor that can only
be described as magical (such as the ability
to resist supernatural fear produced by horrible
creatures), this must be specified when you
acquire the special.
- Combine two existing specials.
Vindictive, basic
The character seeks revenge for slights.
Weak-Willed, basic
The character lacks inner strength.
Benefits
Allies, basic
The character has an ally who has the level
of success times 10 as the number of HP for
the fast character development system.
Allies, difficult
The character has an ally who has the level
of success times 20 as the number of HP for
the fast character development system.
Allies, extreme
The character has an ally who has the level
of success times 40 as the number of HP for
the fast character development system.
Animal Companion, basic
The character has a small animal as a friend.
Animal Companion, difficult
The character has a large animal as a friend.
Animal Companion, extreme
The character has a medium-scale animal as
a friend.
Bodyguard, basic
You have a bodyguard. For every level they
have one term in a suitable profession (up
to 10 HP per term), or they have normal HP
+ 10 HP from a suitable template in fast
character design.
Bodyguard, difficult
You have a bodyguard. For every level they
have one term in a suitable profession (11-15
HP per term), or they have normal HP + 15
HP from a suitable template in fast character
design.
Bodyguard, extreme
You have a bodyguard. For every level they
have one term in a suitable profession (16+
HP per term), or they have normal HP + 16
HP from a suitable template in fast character
design.
Common Equipment, basic
You have a single peice of common equipment.
Common Equipment, difficult
You have a single peice of common equipment
of quality whose level of quality is determined
by the HP spent.
Family Heirloom, basic
The character owns a valuable small object,
weapon, or tool handed down by the family
of the character.
Family Heirloom, difficult
The character owns a valuable large object,
weapon, or tool handed down by the family
of the character.
Government Service, difficult
The character is a representative of the
government, and has their expenses (if approved)
paid for by the government. You can also
use this as a basis for having some authority
in government operations.
Heavy Armor, basic
You have acquired heavy armor for your torso
and shouders, legs and hips, Arms and hands,
or head.
Heavy Armor, difficult
You have acquired heavy armor of quality
(the level of quality is determined by the
HP you spend) for your torso and shouders,
legs and hips, Arms and hands, or head.
Identity, basic, difficult, or extreme
The character has another identity. The level
of success determines how many HP are generated
from the identity.
Library, extreme
The character collects books from wherever
they go. Here is an example of a special
for library:
- The library has a specialization in some
area such as history; there will be at least
a few historical works present.
- The ability to perorm library research.
- Duplicate Knowledge (Books).
- +1 to Knowledge rolls when performed in the
library for at least an hour (this is a researched
special).
- The library has a secret chamber for rare/forbidden
books (only when achieving a multiple of
5).
- The library has works of power within it
(this is a level-of-five special and the
character must have an MP of 1 or more).
- Combine two existing specials.
Light Armor, basic
You have acquired light armor for your torso
and shouders, legs and hips, Arms and hands,
or head.
Light Armor, difficult
You have acquired light armor of quality
(the level of quality is determined by the
HP you spend) for your torso and shouders,
legs and hips, Arms and hands, or head.
Love Interest, difficult
You are in love, better yet that person is
in love with you.
Marriage, difficult
You are married.
Patron, difficult
You have the financial backing of one or
more people. Specifically a roll on this
ability will determine if your character
can acquire something of monetary value.
- Duplicate Connections.
- +1 when used as a modifier for Status (this
is a researched special).
- Duplicate Wealth (only when achieving a multiple
of 5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Magical patron, someone who might be able
to provide you with magical tools and resources
(this is a level-of-five special and the
character must have an MP of 1 or more).
- Combine two existing specials.
Servant, basic
You have a servant. For every level they
have one term in a suitable profession (up
to 10 HP per term), or they have normal HP
+ 10 HP from a suitable template in fast
character design.
Servant, difficult
You have a servant. For every level they
have one term in a suitable profession (11-15
HP per term), or they have normal HP + 15
HP from a suitable template in fast character
design.
Servant, extreme
You have a servant. For every level they
have one term in a suitable profession (16+
HP per term), or they have normal HP + 16
HP from a suitable template in fast character
design.
Uncommon Equipment, difficult
You have a single peice of uncommon equipment.
Uncommon Equipment, extreme
You have a single peice of uncommon equipment
of quality whose level of quality is determined
by the HP spent.
Wealh, extreme
The ability to generate the necessary funds
and backing for various projects and acquisitions.
Here are some specials:
- Duplicate Knowledge (Finance).
- Duplicate Knowledge () as you specialize
in acquisitions relating to the area of knowledge
you specify.
- +1 when used as a modifier for Status (this
is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain the ability to use your wealth to produce
a mystical power pool by converting items
of art and philosophy into power (this is
a level-of-five special and the character
must have an MP of 1 or more).
- Combine two existing specials.
Weapon, basic
You have a specific weapon.
Weapon, difficult
You have a specific weapon of quality, the
level is determined by your HP expenditure..
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