Special Abilities and Distinct Character Subtypes

ABILITY: A.K.A.: BASE SCORE: NOTES:

  1. 360 degree Vision All-Around Sight *special* 10' radius, plus 10' per 12 DPs added
  2. Acrobatics Tumbling 25% -
  3. Adrenalin Burst - 0% +1% per 10DP, adds 4 to STR for one roll / check
  4. Ambuscade Commando Training 0% allows ambush/surprise attacks
  5. Animal Lore - 0% -
  6. Armoursmithing - 0% -
  7. Assassinate Slaying, Hitman 0% +1% per 8 DPs
  8. Automatism Sleepwalking 0% -
  9. Awareness Initiative Bonus *special* bonus begins at +1, +1 per 30 DPs spent
  10. Back Protection Negate Backstab 5% negates backstab multiplier
  11. Backstab Thievish Backstab multiplier *special* 1 Thief level of ability per 60 DPs
  12. Beast Control Animal Control 0% -
  13. Beast Taming Breaker 30% -
  14. Beguiling - 0% forces all opponents to use least powerful attacks
  15. Berserkergang Blood Rage 0% +1% per 7 Dps
  16. Blacksmithing - 0% -
  17. Brawling Unarmed Combat *special* +1 to-hit and damage in hand-to-hand per 30 DP
  18. Brewing - 0% -
  19. Camouflage Self Hide in Natural Surrdgs. 25% chances halved in non-wilderness
  20. Camouflage Other Conceal Object 25% -
  21. Carpentry Woodworking 30% -
  22. Cause Fear - 0% -
  23. Channelling Preserver Magic *special* one spell level per 10 DPs
  24. Charm Bardic Charming 0% +1% per 6 DPs
  25. Cheat at Game of Skill - 10% DM option: begins at (WIS)%
  26. Cheat at Trade or Enterprise - 10% DM option: begins at (CHR)%
  27. City Lore - 0% must choose culture
  28. Class Lore - 0% must choose Class
  29. Climb Cliffs & Trees - 85% chances halved in non-wilderness
  30. Climb Rigging - 75% chances halved in non-marine
  31. Climb Walls - 60% see *modified table*
  32. Command Undead - 0% +1% / 100 DPs
  33. Con Lie Convincingly, Fast Talk 5% DM option: begins at (CHR)%
  34. Confusing Dance To-Hit Penalty *special* bonus begins at -1 to-hit for attacks, -1 per 80 DP
  35. Counterspell Countermagic 5% -
  36. Crew Personnel *special* begins with 1 Level 0 Buccaneer, +1 per 30 DP
  37. Crushing Blow - 0% -
  38. Cryptography Codes & Ciphers 0% -
  39. Damage Bonus Martial Arts Attack 0% adds 3-18 hits damage to any one attack per rnd
  40. Damage Immunity - 0% negates damage taken that segment; +1 per 100
  41. Damage Resistance - 0% halves damage taken that segment
  42. Deathblow Killing Blow 0% +1% per 60 DPs
  43. Deduction Logic 0% -
  44. Detect Chaos - 0% -
  45. Detect Enemy - 0% -
  46. Detect Evil - 0% -
  47. Detect Good - 0% -
  48. Detect Illusion - 5% -
  49. Detect Law - 0% -
  50. Detect Life - 0% -
  51. Detect Lycanthropy Werehunter 0% -
  52. Detect Magic - 25% maximum 90%
  53. Detect Neutrality - 0% -
  54. Detect New Workings - 10% -
  55. Detect Noise Listen; Hear Noise 15% -
  56. Detect Secret Door - 15% -
  57. Detect Sloping Passages - 10% -
  58. Detect Thievish Activity - 25% -
  59. Detect Treasure Toshmongering 0% -
  60. Detect Undead Ghosthunter 0% -
  61. Disease Immunity - 0% +1% per 6 DPs
  62. Disguise Alter Self 20% -
  63. Dodge Avoid Attack 0% +1% per 4 DPs
  64. Dodge Spell Avoid Spell Effect 0% +1% per 16 DPs
  65. Dolorous Blow Wounding 0% +1% per 30 DPs; wounds must heal w/o magic
  66. Dowsing Find Water 15% -
  67. Earthsense Radar/Sonar 25% -
  68. Elemental Attunement - 0% +1% per 256 DP
  69. Escape Escape Bonds 10% -
  70. ESP Sixth Sense, Mindreading 0% +1% per 6 DPs
  71. Evaluate Evaluate Treasure 45% -
  72. Extra Action Reflex Action 0% cost is 3 DPs per 1%
  73. Fake Orgasm - 0% -
  74. Fall Feather Fall *special* 0', plus 10' per 8 DPs added
  75. Farming Agriculture 30% -
  76. Fashion Sense - 0% -
  77. Feign Death Play Possum 0% -
  78. Feign Illness Illusory Disease 0% -
  79. Feign Stupidity Illusory Feeblemindedness 0% -
  80. Feint - 0% -
  81. Find/Remove Traps - 5% -
  82. Find Weakness - 0% -
  83. Firestarting Set Fire 45% -
  84. Fishing - 50% -
  85. Flurry of Blows Attack Multiplier 0% 3 extra identical attacks given on successful roll
  86. Foraging Find Food & Supplies 15% -
  87. Free Action - 0% -
  88. Glibness - 0% resistant to Detect Lie etc.
  89. Group Nondetectability Group Proof vs. Detection 0% +1% per 96 DPs spent
  90. Haggling - 0% -
  91. Healing Hands Lay on Hands *special* heal 1d4 hits per week per 120 DPs spent
  92. Hide in Shadows - 5% -
  93. Hide Underwater - 10% -
  94. Hold Breath - 3% DM option: begins at (CHR)%
  95. Horde Tribe *special* begins with 1 Level 0 barbarian, +1 per 30 DP
  96. Identify Animal - 0% -
  97. Identify Coinage Numismatist 20% -
  98. Identify Glyph Glyphology, Sigilology 0% -
  99. Identify Plant - 5% -
  100. Identify Potion - 4% DM option: begins at (WIS)%
  101. Immovability - 5% +1% per 30 DPs
  102. Infravision Night Sight *special* 10' range, plus 10' per 12 DPs added
  103. Insight Circumspection 0% -
  104. Interrogate - 0% -
  105. Interview - 0% -
  106. Investigate - 20% area covered dependent on level
  107. Invisibility - 0% +1% per 64 DPs spent
  108. Jewelsmithing - 0% -
  109. Joke / Insult Jesting 0% -
  110. Kiai - 0% -
  111. Kicks Martial Arts Kick 3% -
  112. Knockback Power Slam, Push 5% DM option: begins at (CON)%
  113. Knockout Punch - 0% -
  114. Leadership - 0% DM option: begins at (CHR)%
  115. Leaping & Springing - *special* Leap/Spring 10' / 3' +1' to each per 8 DPs spent
  116. Learn Spell Magical Training *special* starts at chance based on INT, +1% per 44 DP
  117. Legend Lore - 0% -
  118. Levitation - 0% +1% per 30 DPs spent
  119. Library Use - 25% -
  120. Life Protection Proof vs. Level Drains 0% +1% per 32 DPs spent
  121. Locks & Holds Aikijutsu, Pin Opponent 0% -
  122. Locksmithing - 10% -
  123. Looting - 0% -
  124. Magic Defence - *special* -1 to all magical damage, plus -1 per 30 DP
  125. Magic Resistance Antimagical Aura 1% +1% per 100 DPs spent
  126. Magicweaving - 0% +1% per 256 DPs
  127. Mapping Map Use 5% -
  128. Martial Arts - *special* +1 to-hit, +2 to dmg with fist & kick / chop per 48
  129. Melee at Range Remote Action 0% +1% per 32 DPs spent
  130. Mental Strength - *special* -1 to all psionic damage, plus -1 per 30 DPs spent
  131. Mineral Lore Geology 0% -
  132. Mining - 0% -
  133. Missile Deflection - 3% -
  134. Monster Lore - 0% -
  135. Movement Bonus Coursing *special* bonus begins at +1 to movement, +1 per 10 DP
  136. Move Silently - 10% -
  137. Natural Weaponry Monk Hands *special* hands, feet, teeth start as +1 wpnry, +1 / 128 DP
  138. Negate Surprise Combat Reflexes normal * *points REDUCE this chance
  139. Nondetectability Proof vs. Detection & ESP 0% +1% per 32 DPs spent
  140. Open Locks - 10% -
  141. Packrat Pockets Kender Pockets 0% -
  142. Parry Attack Negation 0% requires weapon or item to parry with
  143. Peasant Levy Troops *special* begins with 1 Level 0 conscript, +1 per 10 DP
  144. Persuasiveness Suggestion 0% +5 on reaction dice rolls and 1suggest spell/ turn
  145. Photographic Reflexes Weapon Proficiency Aptitude 0% +1% per 18 DPs
  146. Pick Pockets - 15% -
  147. Plant Lore - 0% -
  148. Plant Control Druidic Empathy 0% -
  149. Poison Immunity - 0% +1% per 6 DPs
  150. Prepare Poison Poison Preparation 0% +1% per 6 DPs
  151. Prepare Potion Potion Preparation, Alchemy 0% +1% per 30 DPs
  152. Pole Vault - *special* score begins at 8', plus 1' per 10 DP
  153. Pressure Points Ukemijutsu 0% +1% per 30 DPs
  154. Prestidigitation - 12% -
  155. Psionic Resistance Blocker 1% +1% per 100 DPs spent, PSI score must be 8
  156. Psychic Duel Battle of Wills 0% -
  157. Race Lore - 0% must choose one Race
  158. Raise Morale Pep Talk 0% -
  159. Read Languages - 0% -
  160. Recruitment - 0% -
  161. Regeneration Healing Bonus *special* Con = 20 for healing purposes, +1 per 128 DPs
  162. Remove Fear - 0% -
  163. Remove Weakness - 0% negates Find Weakness
  164. Repel Undead - 3% +1% per 6 DPs
  165. Research - 0% -
  166. Rider - *special* bonus begins at +1 to Riding MR, +1 per 10 DP
  167. Rope Swinging Ropeslinging *special* bonus begins at +1 to swinging MR, +1 / 10 DP
  168. Rope Use Tie Up W/ Ropes 20% -
  169. Rowing - 0% -
  170. Sage Knowledge - 30% must choose area of knowledge
  171. Schlepping - 0% -
  172. Seduction Sex Appeal 0% -
  173. Set Trap Create Trap; Trapping 5% requires physical components of trap for success
  174. Shapeshifting Polymorph, Metamorphosis 0% +1% per 6 DPs
  175. Shattering Fist Iron Fist; Hammerhand 0% 1d4 hits per strike per level in hand-to-hand
  176. Shield - 0% requires shield or item to block with
  177. Shipwright Shipbuilding 0% -
  178. Sidekicks - *special* begins with 1 Level 0 young offsider, +1 / 30 DP
  179. Singing - 0% -
  180. Skill Imitation - 0% +1% per 18 DPs
  181. Sky Rider - *special* bonus begins at +1 to flying MR, +1 per 10 DP
  182. Slap Palm Strike 0% 1d3 hits per strike per level in hand-to-hand
  183. Speak Languages Omnilinguist 0% -
  184. Spelljamming - 0% +1% / 30 DPs must have spellcasting ability
  185. Spell Turning Magic Deflection 0% use PHB chart, +1% per 78 DPs.
  186. Spot Hidden Search; Seek 25% -
  187. Sprinting - 0% -
  188. Spying Espionage, Discovery 50% -
  189. Survival, Arctic - 30% -
  190. Survival, Deathlands - 30% -
  191. Survival, Desert - 30% -
  192. Survival, Dungeon - 30% -
  193. Survival, Ocean - 30% -
  194. Survival, Prison - 30% -
  195. Survival, Rooftop - 0% -
  196. Survival, Rural - 30% -
  197. Survival, Social - 30% -
  198. Survival, Undersea - 0% -
  199. Survival, Urban - 30% -
  200. Survival, Wilderness - 30% -
  201. Survival, Wildspace - 30% -
  202. Swimming Bonus Professional Swimmer *special* bonus begins at +1 to Sw MR, +1 per 10 DP
  203. Telekinesis Psychokinesis / PK 0% affects up to STR + CON pounds
  204. Throws Martial Arts Throw 4% -
  205. Tightrope Walk - 20% -
  206. Tinkering Invention 0% +1% per 18 Dps
  207. Torture - 0% EVIL - must be evil in alignment
  208. Touch of Death - *special* inflict 1d4 hits per week per 120 DPs spent
  209. Toughness - *special* -1 to all physical damage, plus -1 per 30 DP
  210. Tracing - 32% -
  211. Tracking - 20% -
  212. Trailing - 20% -
  213. Trapping Set Trap 5% -
  214. Tunnelling Bonus Tunnel Rat *special* begins at +1 to Tu MR, +1 per 10 DP
  215. Tunnel Runner Dungeon Coursing *special* begins at +1 to MR underground +1 / 10 DP
  216. Turn Undead - 0% +1% / 100 DP
  217. Ultravision UV Sight *special* 5' range, plus 5' per 12 DPs added
  218. Unarmed Parry Martial Arts Defence 0% allows unarmed Parry
  219. Voice Mimicry Sound Imitation 5% -
  220. Wakefulness Resist Drowsiness 0% -
  221. Weapon Break - 0% -
  222. Weapon Catch - 0% -
  223. Weapon Familiarity - *special* Proficiency with one class of weapon per 10 DPs
  224. Weaponsmithing - 0% -
  225. Weightlifting - 0% -
  226. World Lore - 0% -
  227. Wrestling - 0% Inflicts 1d6 + Strength bonus damage
  228. 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]

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