====== Special Abilities and Talents ====== You may select a single option from the list below. If you gain a special ability from any of these methods then you **also get one character [[flaws|flaw]]** this goes with the blessing of having a special talent. - Roll d100 for a random determination - Elect to have no special abilities. - Purchase up to 3 special abilities using PC Points - Pay **13 points** to gain a single random special ability ====== Outcomes ====== ^ 1d100 ^ Special Abilities Outcomes ^ | 01 | Select **any** 1 Special Ability | | 02 - 04 | 3 Special Abilities. Roll randomly | | 05 - 10 | 2 Special Abilities. Roll randomly | | 11 - 50 | 1 Special Ability. Roll randomly | | 51 - 100 | No Special Abilities | ====== Abilities & Talents ====== * **bold faced** abilities are not available to neutrally aspected characters. * (w) well-aspected characters only * //italics// indicate a more full description is found below \\ ^ 1d100 ^ Special Abilities & Talents ^ PC Points ^ | 01 - 02 | Ambidextrous | -10 | | 03 - 04 | Berserker Rage | -10 | | 05 - 08 | Skill Aptitude | n/a | | 09 | **Clairvoyance** | n/a | | 10 - 13 | Enhanced Sense1 | -3 | | 14 | Situational Awareness6 | -7 | | 15 - 16 | **Extra Magical Spells** | -10 | | 17 - 18 | //Double Jointed// | -5 | | 19 - 20 | Extraordinary Potential | -10 | | 21 - 24 | **Fey Affinity**7 | -5 | | 25 - 27 | **//Otherworldly Blood//** | -10 | | 28 | Healing Powers | -5 | | 29 | Super-human Potential2 | n/a | | 30 | Highly Resistant to Disease | n/a | | 31 | Highly Resistant to Magic | n/a | | 32 | Highly Resistant to Poison | n/a | | 33 | **Incredibly Lucky (w)** | n/a | | 34 - 36 | //Perfect Pitch// | -5 | | 37 - 41 | Keen Sense3 | -5 | | 42 - 46 | Light Sleeper | -5 | | 47 - 51 | Low Metabolic Rate | -5 | | 52 | Naturally Gifted4 | n/a | | 53 - 56 | **Night Vision** | -5 | | 57 - 59 | **Premonition** | -7 | | 60 | **//Primitive Talent Magical Powers//** | n/a | | 61 - 65 | Resistant to Disease | -5 | | 66 - 70 | Resistant to Magic | -10 | | 71 - 75 | Resistant to Poison | -5 | | 76 - 80 | Scholarship | -5 | | 81 - 83 | **//Sense Auras//** | -7 | | 84 | //Danger Sense// | -10 | | 85 - 86 | **Shape Shifting** | -7 to -21 | | 87 - 89 | **Speak with Animals** | -7 | | 90 - 91 | Superbly Conditioned | n/a | | 92 | Absolute Time Sense | -5 | | 93 - 94 | Unerring Sense of Direction | -5 | | 95 | Savant5 | n/a | | 96 - 100 | Well Conditioned | -10 | - 1d10 PSF% bonus to a single sense - 5+(1d10/2 round down) Bonus to a single attribute - 7 + 1d10 PSF% bonus to a single sense - 1d10 PSF% bonus to a single skill category - 7 + 1d10 PSF% bonus to a single skill category - 1d10 PSF% bonus to all senses - As per the book, but the character also gains -1 Fatigue on all spells (minimum 1 fatigue) ====== Danger Sense ====== The character has an sixth sense about danger that cannot be explained simply by their perceptive nature. Instead this character is rarely surprised by any threat to themselves. The character has a **50% chance** to detect any danger to themselves even if they have no way to perceive or are aware of any threat. This sense applies only to direct threat to them. As an example, an ambush that threatens the caravan in which they travel would trigger a Danger Sense roll even though it affects more than just themselves; however a trap that is only targeting a nearby person would not set of their Danger Sense. This sense of danger only comes at the last moment giving the character only a single action before the dangerous event happens. ====== Double Jointed ====== The character has more flexibility that others of their race. This allows them to go through small openings or into smaller spaces. In addition it gives them only **half of the normal penalty** when operating in tight confines. ====== Otherworldly Blood ====== The character has the blood of beings from outside their native home running through his veins. Well-Aspected character have the blood of the divine, while poorly aspected have the blood of the infernal. The character will retain their natural outward appearance and nature, typically having only minor changes related to the foreign blood in their veins. ===== Divinity ===== * Night Vision * -1 MR to Divination and Wards Magic * +1 Piety * 1d10/2 MR of Divination Spells (see Primitive Talent for Magical Powers below) ===== Infernal ===== * Night Vision * -1 MR to Transmutation and Wards Magic * -1 Piety * 2 points Damage Resistance (all types) * 1d10/2 MR of Transmutation Spells (see Primitive Talent for Magical Powers below) * 1 Randomly determined curse ====== Perfect Pitch ====== A character with this Talent can perfectly recall the exact pitch, timbre, and cadence of any musical tone. This talent adds **7 + 1d10 PSF%** to each of the characters musical skills. ====== Primitive Talent Magical Powers ====== The character has the ability to cast magical spells without any knowledge of the arcane. The character gains **2d10 MR worth of spells** that they can cast using their **DISC AR%** as their targeting roll. These spells can never be improved or new spells added after initial selection. The spell MR is not adjusted if the character is a magician, in fact this talent hampers their ability to learn magic which is reflected in a **+1 DF to all Magical Crafts** skills. {{tag>chargen cns}}