Specials

Specials are special abilities that characters can generally buy for experience once they possess the pre-required traits. Generally, even if a character should lose the pre-required trait, she retains the special ability.

Special: when a corruption is a requirement for a special, the character needs only to have had that level of corruption at some time. For example, a person who has previously been possessed – but isn’t currently – can also buy specials requiring some level of possession.

When reading requirements, and-signs (“&”) mean AND and slashes (“/”) mean OR.

Alienist (6 XP)

PREREQUISITE: Planetouched lvl. 3

The character is attuned to a kind of outsider and can communicate with such creatures (f.ex verbally or telepathically). However, this does not guarantee their friendship.

Ambidextrous (4 XP)

PREREQUISITE: Agility 4 / Athletics 4 / Brawl 4 / Melee 4

Your character is about equally adept at using both left and right hands. An ambidextrous character does not get penalties for using an off-hand (usually comes with a -2 penalty). Considering game mechanics, this is particularly useful for characters dual wielding weapons.

Astral traveller (10 XP)

PREREQUISITE: possession LVL. 5

By projecting her spirit, the character is able to travel the world of the dead. This can be used to visit locations or find and talk to people who are dead. The GM specifies the mode of travel in the land of the dead, but the character is generally very mobile. Possible modes of transportation are by portals, flight or even teleportation.

Brave (10XP)

PREREQUISITE : Toughness 3 / Charisma 5

The character is particularly resistant to fear. Successful willpower rolls to resist fear now negates any fear damage rather than halving it.

Bullrush (4XP)

PREREQUISITE : Brawl 2

You’re a competent bullrusher! As a full-round action, you can bullrush an opponent. A bullrush combines one or two move actions and ends with an attack. A bullrush starts with one or two move actions (player’s choice), each at speed +1. The last 6 spaces moved must follow a straight line or a line which can be traced straight on the grid. If the bullrusher and her opponent are adjacent during or after the final move action, the bullrusher makes an attack roll against her opponent.

Bullrush attack is successful

  • Roll opposing strength rolls where the bullrusher gets +1 for every success her attack scored higher than her opponent
  • Opponent is pushed backwards 1 space for every success the bullrusher scored higher than her opponent in the opposing strength roll. The bullrusher moves along with her opponent, but only to the limits of her last move+1 action.
  • If a bullrusher pushes her opponent into a wall (or similar), her opponent takes damage from the bullrush attack (unarmed damage)
  • If a bullrusher pushes her opponent further than she herself is allowed to move, unless her opponent hits a wall (see above), she must save against falling or fall prone. Difficulty for the save is the result of the bullrush attack.

Bullrush attack fails

  • If the attack simply fails, the bullrusher ends her turn in the space adjacent to her opponent
  • If the grapple is successfully dodged, the bullrusher runs past her opponent and has to complete the full move action along the trajectory
  • If the bullrusher runs into a wall (or similar), she also takes damage as if the bullrush was an unarmed attack against herself

A bullrush does not provoke an attack of opportunity.

Clinch fighter (4XP)

PREREQUISITE : Brawl 3

You are trained in clinch-fighting where two opponents are grappling in a clinch (standing up). You gain a +1 to all brawl checks made when doing this.

Clinch striker (4XP)

PREREQUISITE : Brawl 3

You are trained in striking with your knees and elbows. You do not receive the normal range penalty to damage when fighting at close reach.

Cryptographer (6XP)

PREREQUISITE : Planetouched lvl. 2

The character has a special relationship with a kind of outsiders and automatically succeeds any attempt to decipher the written, secret signs and languages used by these outsiders or the cults who worship them.

Dual Wield Adept, Melee (4XP)

PREREQUISITE: Melee 4 / Ambidextrous & Melee 3

Your character is trained at dual wielding melee weapons and takes less penalty for doing so. Reduce the dual wielding penalty by -1/-1.

Dual Wield Adept, Ranged (4XP)

PREREQUISITE: Ranged Wpn.45 / Ambidextrous & Ranged Wpn. 3

Your character is trained at dual wielding ranged weapons and takes less penalty for doing so. Reduce the dual wielding penalty by -1/-1.

Dual Wield Expert, Melee (4XP)

PREREQUISITE: Dual Wielding Adept, Melee + Melee 5 / Ambidextrous & Melee 4

Your character is an expert at dual wielding melee weapons and takes no penalty for doing so. Remove the dual wielding penalty, but note that your character may still have a penalty to her off-hand.

Dual Wield Expert, Ranged (4XP)

PREREQUISITE: Dual Wielding Adept, Ranged + Ranged Wpn. 5 / Ambidextrous & Ranged Wpn. 4

Your character is an expert at dual wielding ranged weapons and takes no penalty for doing so. Remove the dual wielding penalty, but note that your character may still have a penalty to using her off-hand.

Dream traveller (4XP)

PREREQUISITE: Dreamwalking 1

Your character can travel between dream worlds by opening portals between them.

Exorcist (4XP)

PREREQUISITE: Possession lvl. 4

The character gets +2 to any attempt at exorcising a ghost and can force them to manifest in the real world.

Fancy footwork (6XP)

PREREQUISITE: Brawl 3 / Brawl 2 & Agility 3

An essential feat for melee and strike fighters, the character can perform an unarmed or melee attack during a move action. For example: if a characters move is 8, she can move 4, perform and attack, and move 4 again.

Ground fighter (6XP)

PREREQUISITE: Brawl 3

You are trained in fighting on the ground and gain a +1 to brawl checks made to throw an opponent to the ground and the related follow-up actions.

Lucid dreamer (6XP)

PREREQUISITE: Dreamwalking 1

In the dream world, your character can add her charisma as a bonus to skill checks involving strength, endurance or agility.

The number of times your character can do so per visit to the dreamlands is equal to her Dreamwalking score.

Medium (4XP)

PREREQUISITE : Possession LVL. 3

The character can communicate with ghosts. This typically happens through seance, pen & paper, tape recorders or some other medium.

Psychic (3XP)

PREREQUISITE : Possession LVL. 2

The character can decipher the basic feelings and motivations underlying ghosts and hauntings.

Sixth sense (3XP)

PREREQUISITE : Possession lvl. 1 / Planetouched lvl. 1 / Feytouched lvl. 1

As long as the character retains the corresponding mental trait (possession, planetouched or feytouched), the character can sense the presence of ghosts, otherwordly monsters or fey-creatures. This generally happens through nightmares, sweating, visions or other unpleasantness.

Strike fighter (6XP)

PREREQUISITE: Brawl 3

You are trained in striking your opponent and gains a +1 to brawl checks when doing so.

Trick shot (10XP)

PREREQUISITE : Shooting 10

The character is a marvellous shot and has learned to hit targets by ricocheting bullets at them rather than firing at them directly. As such, the character can target and fire at characters and other targets behind full cover. Normal cover bonuses apply.

Use of the trick shot ability is only allowed as long as the target character is easily reached by ricochet bullets (ex. hiding behind a corner) and there is some item the character can bounce bullets off (street sign, car, etc).

Vigilant (10XP)

PREREQUISITE : Watchful & Reaction 8

As long as the character has freedom of movement, she is never considered surprised or caught off-guard.

Watchful (10XP)

PREREQUISITE : Reaction 6

As long as the character has freedom of movement, whenever she is considered off-guard, treat her as surprised instead.