










Special Abilities and Distinct Character Subtypes
ABILITY: A.K.A.: BASE SCORE: NOTES:
360 degree Vision All-Around Sight *special* 10' radius, plus 10' per 12 DPs added
Acrobatics Tumbling 25% -
Adrenalin Burst - 0% +1% per 10DP, adds 4 to STR for one roll / check
Ambuscade Commando Training 0% allows ambush/surprise attacks
Animal Lore - 0% -
Armoursmithing - 0% -
Assassinate Slaying, Hitman 0% +1% per 8 DPs
Automatism Sleepwalking 0% -
Awareness Initiative Bonus *special* bonus begins at +1, +1 per 30 DPs spent
Back Protection Negate Backstab 5% negates backstab multiplier
Backstab Thievish Backstab multiplier *special* 1 Thief level of ability per 60 DPs
Beast Control Animal Control 0% -
Beast Taming Breaker 30% -
Beguiling - 0% forces all opponents to use least powerful attacks
Berserkergang Blood Rage 0% +1% per 7 Dps
Blacksmithing - 0% -
Brawling Unarmed Combat *special* +1 to-hit and damage in hand-to-hand per 30 DP
Brewing - 0% -
Camouflage Self Hide in Natural Surrdgs. 25% chances halved in non-wilderness
Camouflage Other Conceal Object 25% -
Carpentry Woodworking 30% -
Cause Fear - 0% -
Channelling Preserver Magic *special* one spell level per 10 DPs
Charm Bardic Charming 0% +1% per 6 DPs
Cheat at Game of Skill - 10% DM option: begins at (WIS)%
Cheat at Trade or Enterprise - 10% DM option: begins at (CHR)%
City Lore - 0% must choose culture
Class Lore - 0% must choose Class
Climb Cliffs & Trees - 85% chances halved in non-wilderness
Climb Rigging - 75% chances halved in non-marine
Climb Walls - 60% see *modified table*
Command Undead - 0% +1% / 100 DPs
Con Lie Convincingly, Fast Talk 5% DM option: begins at (CHR)%
Confusing Dance To-Hit Penalty *special* bonus begins at -1 to-hit for attacks, -1 per 80 DP
Counterspell Countermagic 5% -
Crew Personnel *special* begins with 1 Level 0 Buccaneer, +1 per 30 DP
Crushing Blow - 0% -
Cryptography Codes & Ciphers 0% -
Damage Bonus Martial Arts Attack 0% adds 3-18 hits damage to any one attack per rnd
Damage Immunity - 0% negates damage taken that segment; +1 per 100
Damage Resistance - 0% halves damage taken that segment
Deathblow Killing Blow 0% +1% per 60 DPs
Deduction Logic 0% -
Detect Chaos - 0% -
Detect Enemy - 0% -
Detect Evil - 0% -
Detect Good - 0% -
Detect Illusion - 5% -
Detect Law - 0% -
Detect Life - 0% -
Detect Lycanthropy Werehunter 0% -
Detect Magic - 25% maximum 90%
Detect Neutrality - 0% -
Detect New Workings - 10% -
Detect Noise Listen; Hear Noise 15% -
Detect Secret Door - 15% -
Detect Sloping Passages - 10% -
Detect Thievish Activity - 25% -
Detect Treasure Toshmongering 0% -
Detect Undead Ghosthunter 0% -
Disease Immunity - 0% +1% per 6 DPs
Disguise Alter Self 20% -
Dodge Avoid Attack 0% +1% per 4 DPs
Dodge Spell Avoid Spell Effect 0% +1% per 16 DPs
Dolorous Blow Wounding 0% +1% per 30 DPs; wounds must heal w/o magic
Dowsing Find Water 15% -
Earthsense Radar/Sonar 25% -
Elemental Attunement - 0% +1% per 256 DP
Escape Escape Bonds 10% -
ESP Sixth Sense, Mindreading 0% +1% per 6 DPs
Evaluate Evaluate Treasure 45% -
Extra Action Reflex Action 0% cost is 3 DPs per 1%
Fake Orgasm - 0% -
Fall Feather Fall *special* 0', plus 10' per 8 DPs added
Farming Agriculture 30% -
Fashion Sense - 0% -
Feign Death Play Possum 0% -
Feign Illness Illusory Disease 0% -
Feign Stupidity Illusory Feeblemindedness 0% -
Feint - 0% -
Find/Remove Traps - 5% -
Find Weakness - 0% -
Firestarting Set Fire 45% -
Fishing - 50% -
Flurry of Blows Attack Multiplier 0% 3 extra identical attacks given on successful roll
Foraging Find Food & Supplies 15% -
Free Action - 0% -
Glibness - 0% resistant to Detect Lie etc.
Group Nondetectability Group Proof vs. Detection 0% +1% per 96 DPs spent
Haggling - 0% -
Healing Hands Lay on Hands *special* heal 1d4 hits per week per 120 DPs spent
Hide in Shadows - 5% -
Hide Underwater - 10% -
Hold Breath - 3% DM option: begins at (CHR)%
Horde Tribe *special* begins with 1 Level 0 barbarian, +1 per 30 DP
Identify Animal - 0% -
Identify Coinage Numismatist 20% -
Identify Glyph Glyphology, Sigilology 0% -
Identify Plant - 5% -
Identify Potion - 4% DM option: begins at (WIS)%
Immovability - 5% +1% per 30 DPs
Infravision Night Sight *special* 10' range, plus 10' per 12 DPs added
Insight Circumspection 0% -
Interrogate - 0% -
Interview - 0% -
Investigate - 20% area covered dependent on level
Invisibility - 0% +1% per 64 DPs spent
Jewelsmithing - 0% -
Joke / Insult Jesting 0% -
Kiai - 0% -
Kicks Martial Arts Kick 3% -
Knockback Power Slam, Push 5% DM option: begins at (CON)%
Knockout Punch - 0% -
Leadership - 0% DM option: begins at (CHR)%
Leaping & Springing - *special* Leap/Spring 10' / 3' +1' to each per 8 DPs spent
Learn Spell Magical Training *special* starts at chance based on INT, +1% per 44 DP
Legend Lore - 0% -
Levitation - 0% +1% per 30 DPs spent
Library Use - 25% -
Life Protection Proof vs. Level Drains 0% +1% per 32 DPs spent
Locks & Holds Aikijutsu, Pin Opponent 0% -
Locksmithing - 10% -
Looting - 0% -
Magic Defence - *special* -1 to all magical damage, plus -1 per 30 DP
Magic Resistance Antimagical Aura 1% +1% per 100 DPs spent
Magicweaving - 0% +1% per 256 DPs
Mapping Map Use 5% -
Martial Arts - *special* +1 to-hit, +2 to dmg with fist & kick / chop per 48
Melee at Range Remote Action 0% +1% per 32 DPs spent
Mental Strength - *special* -1 to all psionic damage, plus -1 per 30 DPs spent
Mineral Lore Geology 0% -
Mining - 0% -
Missile Deflection - 3% -
Monster Lore - 0% -
Movement Bonus Coursing *special* bonus begins at +1 to movement, +1 per 10 DP
Move Silently - 10% -
Natural Weaponry Monk Hands *special* hands, feet, teeth start as +1 wpnry, +1 / 128 DP
Negate Surprise Combat Reflexes normal * *points REDUCE this chance
Nondetectability Proof vs. Detection & ESP 0% +1% per 32 DPs spent
Open Locks - 10% -
Packrat Pockets Kender Pockets 0% -
Parry Attack Negation 0% requires weapon or item to parry with
Peasant Levy Troops *special* begins with 1 Level 0 conscript, +1 per 10 DP
Persuasiveness Suggestion 0% +5 on reaction dice rolls and 1suggest spell/ turn
Photographic Reflexes Weapon Proficiency Aptitude 0% +1% per 18 DPs
Pick Pockets - 15% -
Plant Lore - 0% -
Plant Control Druidic Empathy 0% -
Poison Immunity - 0% +1% per 6 DPs
Prepare Poison Poison Preparation 0% +1% per 6 DPs
Prepare Potion Potion Preparation, Alchemy 0% +1% per 30 DPs
Pole Vault - *special* score begins at 8', plus 1' per 10 DP
Pressure Points Ukemijutsu 0% +1% per 30 DPs
Prestidigitation - 12% -
Psionic Resistance Blocker 1% +1% per 100 DPs spent, PSI score must be 8
Psychic Duel Battle of Wills 0% -
Race Lore - 0% must choose one Race
Raise Morale Pep Talk 0% -
Read Languages - 0% -
Recruitment - 0% -
Regeneration Healing Bonus *special* Con = 20 for healing purposes, +1 per 128 DPs
Remove Fear - 0% -
Remove Weakness - 0% negates Find Weakness
Repel Undead - 3% +1% per 6 DPs
Research - 0% -
Rider - *special* bonus begins at +1 to Riding MR, +1 per 10 DP
Rope Swinging Ropeslinging *special* bonus begins at +1 to swinging MR, +1 / 10 DP
Rope Use Tie Up W/ Ropes 20% -
Rowing - 0% -
Sage Knowledge - 30% must choose area of knowledge
Schlepping - 0% -
Seduction Sex Appeal 0% -
Set Trap Create Trap; Trapping 5% requires physical components of trap for success
Shapeshifting Polymorph, Metamorphosis 0% +1% per 6 DPs
Shattering Fist Iron Fist; Hammerhand 0% 1d4 hits per strike per level in hand-to-hand
Shield - 0% requires shield or item to block with
Shipwright Shipbuilding 0% -
Sidekicks - *special* begins with 1 Level 0 young offsider, +1 / 30 DP
Singing - 0% -
Skill Imitation - 0% +1% per 18 DPs
Sky Rider - *special* bonus begins at +1 to flying MR, +1 per 10 DP
Slap Palm Strike 0% 1d3 hits per strike per level in hand-to-hand
Speak Languages Omnilinguist 0% -
Spelljamming - 0% +1% / 30 DPs must have spellcasting ability
Spell Turning Magic Deflection 0% use PHB chart, +1% per 78 DPs.
Spot Hidden Search; Seek 25% -
Sprinting - 0% -
Spying Espionage, Discovery 50% -
Survival, Arctic - 30% -
Survival, Deathlands - 30% -
Survival, Desert - 30% -
Survival, Dungeon - 30% -
Survival, Ocean - 30% -
Survival, Prison - 30% -
Survival, Rooftop - 0% -
Survival, Rural - 30% -
Survival, Social - 30% -
Survival, Undersea - 0% -
Survival, Urban - 30% -
Survival, Wilderness - 30% -
Survival, Wildspace - 30% -
Swimming Bonus Professional Swimmer *special* bonus begins at +1 to Sw MR, +1 per 10 DP
Telekinesis Psychokinesis / PK 0% affects up to STR + CON pounds
Throws Martial Arts Throw 4% -
Tightrope Walk - 20% -
Tinkering Invention 0% +1% per 18 Dps
Torture - 0% EVIL - must be evil in alignment
Touch of Death - *special* inflict 1d4 hits per week per 120 DPs spent
Toughness - *special* -1 to all physical damage, plus -1 per 30 DP
Tracing - 32% -
Tracking - 20% -
Trailing - 20% -
Trapping Set Trap 5% -
Tunnelling Bonus Tunnel Rat *special* begins at +1 to Tu MR, +1 per 10 DP
Tunnel Runner Dungeon Coursing *special* begins at +1 to MR underground +1 / 10 DP
Turn Undead - 0% +1% / 100 DP
Ultravision UV Sight *special* 5' range, plus 5' per 12 DPs added
Unarmed Parry Martial Arts Defence 0% allows unarmed Parry
Voice Mimicry Sound Imitation 5% -
Wakefulness Resist Drowsiness 0% -
Weapon Break - 0% -
Weapon Catch - 0% -
Weapon Familiarity - *special* Proficiency with one class of weapon per 10 DPs
Weaponsmithing - 0% -
Weightlifting - 0% -
World Lore - 0% -
Wrestling - 0% Inflicts 1d6 + Strength bonus damage
Zero-G Combat - 0% -
DISCRETIONARY POINTS FOR NON-TRADITIONAL SETS OF SPECIAL ABILITIES
Discretionary points are given to a character as follows:
For every 8 Special Abilities chosen the character receives 120 discretionary points at level 1 plus 30 per level thereafter. Individual Special Abilities totalling more or less than this 8 Abilities / 120 discretionary points set are given 15 discretionary points each at level one and 3.75 points per level thereafter. For any character taking extra Special Abilities, or a class taking a Special Ability when ordinarily they would not, there is a XP penalty of 10% cumulative per Special Ability taken.
SPECIAL ABILITY SETS FOR PARTICULAR DISTINCT CHARACTER SUBTYPES (DCSs)
All DCS ability packages begin as per the rules above - 120 DPs at Level One plus 30 DPs thereafter per 8 Special Abilities.
DCS ABILITIES:
ROGUE (sets of 8 abilities INSTEAD of the traditional 8. No backstabbing ability unless noted.)
Assassin Assassinate; Move Silently; Trapping; Hide in Shadows; Prepare Poison;
Poison Immunity; Disguise; Deathblow; Find/Remove Traps; Climb Walls;
Spying [XPT x2.1]
Detective Insight; Deduction; Tracing; Investigate; Tracking; Interrogate; Interview;
Trailing; Wakefulness [XPT = x1.1]
Jester Joke/Insult; Con; Acrobatics; Packrat Pockets; Prestidigitation; Voice
Mimicry; Raise Morale; Beguiling [XPT normal]
Pirate Climb Rigging; Tightrope Walk; Toughness; Cheat at Game of Skill; Crew;
Survival, Ocean; Fall; Looting [XPT normal]
Rogue Trader Evaluate; Identify Coinage; Speak Languages; Cheat at Trade [XPT normal]
Sage Sage Knowledge (choose); World Lore; Plant Lore; Animal Lore; Mineral
Lore; Legend Lore; Research; Deduction [XPT normal]
Shadowblade Tightrope Walk; Leaping & Springing; Martial Arts; Unarmed Parry;
Damage Bonus; Escape; Climb Walls Pole Vault; Prepare Poison; Fall;
Find/Remove Traps; Trapping; Hide in Shadows; Move Silently; Open Locks;
Acrobatics; Rope Use [has backstabbing ability also; XPT = x2.8]
Spider Ropeslinging; Rope Use; Escape; Fall; Leaping & Springing; Climb Walls;
Pole Vault; Acrobatics [XPT normal]
Spy Disguise; Spying; Tracing; Con; Trailing; Spot Hidden; Prepare Poison;
Cryptography [has backstabbing ability also; XPT normal]
Wake Sage Knowledge - Local History; Raise Morale; Peasant Levy; Trapping;
Looting; Ambuscade; Leadership; Disguise [XPT normal]
SPECIALIST WARRIOR
Barbarian Camouflage Self; Camouflage Other; Climb Cliffs/Trees; Back Protection;
Leaping & Springing; Horde; Pole Vault; Movement Bonus [HD = 1d20, XPT
= x 1.8]
Cavalier Peasant Levy; Remove Fear; Extra Action; Leadership; Raise Morale; Sage
Knowledge - Chivalry [HD = 1d12, XPT = x 1.5]
CLERIC
Warrior Monk ESP; Nondetectability; Escape; Martial Arts; Unarmed Parry; Acrobatics;
Damage Resistance; Kiai; Negate Surprise; Damage Bonus; Open Locks;
Move Silently; Hide in Shadows; Wakefulness; Wrestling [XPT = x 3]
To Greg's Page
To Jonathan's Page
To Trudi's Page
To the World of Mystery Campaign Page











