IV: Abilities
- Talents
- Arcane Talents
- Finesse
- +Penetration
- Power *
- Divine Talents
- Holy Shield *
- Sense Holiness *
- Understanding *
- Exceptional Talents
- +Alter Mind *
- +Animal Ken
- +Bestiality *
- Blessing
- Cannibalize
- +Contortions
- Curse
- Direction Sense
- Dreaming
- Dousing
- +Empathy
- +Enchanting Music
- Endurance *
- Entrancement
- Faerie Sight
- Geas
- Gift
- Healer
- Hex
- +Magic Item Creation *
- Magic Sensitivity
- Mimicry
- Premonitions
- Psychic Resistance *
- Second Sight
- Toughness *
- Visions
- Weather Sense
- Mental Talents
- Awareness
- +Concentration
- Search *
- Physical Talents
- Athletics
- +Balance *
- Climb
- Psionic Talents
- +Convergence
- Detect Psionics
- +Focus *
- Racial Talents
- Social Talents
- Skills
- Academic Skills
- Debate *
- Lecture *
- Scribe (specific alphabet)
- Arcane Skills
- Combat Skills
- +Blind Fighting *
- Bows
- Chain Weapon
- Crossbows
- Great Weapon
- Longshaft Weapon
- +Mounted Combat *
- Siege Equipment
- Single Weapon
- +Specialize (specific weapon) *
- Staff Weapon *
- +Style School (specific style) *
- Thrown Weapon
- Two Weapons
- +Unarmed Combat *
- Weapon & Shield
- Exceptional Skills
- Alter Mechanism *
- +Chosen Enemy *
- Craft Bane
- Craft Charm
- +Evasion *
- +Hidden Strike *
- Read Lips
- Tinkering *
- +Weapon Expertise *
- Performance Skills
- Acting *
- Jongleur
- Play (specific instrument)
- Sing
- Storytelling
- Physical Skills
- Psionic Skills
- Gird
- Imbue
- Psionic Power (specific power) *
- +Psychic Attack *
- +Psychic Defense *
- Psychic Surgery
- Store
- Racial Skills
- +Species Enemy *
- Stonecunning *
- Rogue Skills
- Disguise
- Forgery
- Legerdemain
- Pick Locks
- Stealth
- Social Skills
- Bargain
- Carouse
- Etiquette
- Gather Information *
- Intrigue
- Leadership
- Vehicle Skills
- Boating
- Seamanship *
- Wagoneering
- Wilderness Skills
- Animal Handling
- Hunt *
- Survival
- Swim
- Track *
- Work Skills
- Chirurgy
- Craft (specific item)
- Evaluate (specific item) *
- Knowledges
- Academic Knowledges
- Botany
- Theology (specific faith)
- Humanities *
- Law (specific culture/government) *
- Medicine
- Military Science *
- Philosophy *
- Sciences *
- Arcane Knowledges
- Casual Knowledges
- Area Lore
- Legend Lore
- Organization Lore (specific organization)
- Speak (specific language)
- Exceptional Knowledges
- Alchemy
- +Enigmatic Wisdom
- Faerie Lore
- Herbalism
- Occult Lore
- Racial Knowledges
- Spellcasting Knowledges
- +Arcane Form (specific Form) *
- Arcane Technique (specific Technique) *
- Divine Realm (specific Realm) *
Abilities marked with an asterisk are changed or new, and detailed below. You may not spend points on Arcane, Divine, Exceptional, Psionic, or Racial Talents; Arcane, Academic, Exceptional, Psionic, or Racial Skills; or Arcane, Exceptional, Formal, Racial, or Spellcasting Knowledges unless you have an appropriate Virtue.
A new type of Ability has been introduced: the Bonus Ability. Normally, you may only use one Ability at a time when attempting something. However, a Bonus Ability may be used with another Ability. You may even use several Bonus Abilities at once. Bonus Abilities are marked in the Ability lists, and their descriptions, by a plus (+) before their name.
Abilities whose only changes were to make them Bonus Abilities or move them to a different category are not listed below.
- New/Altered Abilities
- Arcane Talents
- Power: This talent determines how effective you are at harnessing arcane energies. You use it to determine maximum range, area of effect, amount of damage, and similar qualities, whenever a spell is variable.
- Divine Talents
- Holy Shield: You have a shield of divine magic that protects you from both magical effects and supernatural beings. Its strength is equal to 5x your score in Holy Shield, plus your Faith.
- Sense Holiness: You can detect and identify (un)holiness of all sorts in people, objects, and places.
- Understanding: This talent is your ability to fathom the ways of the divinities, and thus to make maximal use of their magic. Use it whenever a spell calls for ³caster level².
- Exceptional Talents
- +Alter Mind: This talent enables you to alter your thought processes so that you can communicate with very different beings. Add your score in it to attempts to use Telepathy powers on other species. If you maintain a power while using this ability, others¹ penalty to affect you with Telepathy powers (due to species) is halved.
- +Bestiality: This Talent measures how animalistic a shapechanger is. Rename the Talent for your beast form.
- Cannibalize: You may convert your Body Levels to Psychic Reserve. Your score in this Talent is the number of Psychic Reserve points you get for each converted Body Level.
- Endurance: Your score in this Talent is added to your Fatigue total.
- +Magic Item Creation: This is a knack with creating magical items of all sorts. Add it to all Lab totals.
- Psychic Resistance: Add this score to all totals to resist psionic affects.
- Toughness: Your score in this Talent is added to your Soak total.
- Mental Talents
- Search: Search has been separated from Awareness. It covers actively looking, while Awareness covers alertness and observant-ness.
- Physical Talents
- +Balance: This Talent is added to all rolls involving balance or precarious footing.
- Psionic Talents
- +Convergence: This Talent is the limiting factor when two or more psionics work together. The lowest Convergence score among them is used for all converged calculations.
- Detect Psionics
- +Focus *
- Racial Talents
- Academic Skills
- Combat Skills
- +Blind Fighting *
- Dodge
- +Mounted Combat *
- +Specialize (specific weapon): You have learned to use one type of weapon much more expertly than others of its style. Add this skill to your combat totals with that weapon.
- Staff Weapon
- +Style School (specific style): Style School is a specific school of fighting, generally with a very narrow applicability. Blind Fighting and Mounted Combat are both just examples of style schools that happen to be very common. Other styles include: fighting in water; fighting in rain/wind; fighting in mud; fighting on narrow ground (ledge, top of wall, etc.); fighting on horseback; fighting in the dark; fighting multiple opponents; fighting while outflanked; fighting while prone; fighting vs. particular weapon(s); fighting against someone on the high ground; fighting on uneven/uncertain ground; fighting vs. mounted opponents; fighting underwater/while swimming; fighting while bound; disarming; making multiple attacks; fighting with your off hand.
- Thrown Weapon *
- +Unarmed Combat *
- Exceptional Skills
- Alter Mechanism *
- +Chosen Enemy (specific species): You have extensive training focusing on fighting a particular species of creature. Your score in Chosen Enemy is added to all attack rolls whenever fighting a creature of that species.
- +Evasion *
- +Hidden Strike *
- Tinkering *
- +Weapon Expertise: Through extensive practicing with a specific weapon, you have learned to maximize its effectiveness. Add your Expertise score to damage on any successful hit.
- Performance Skills
- Psionic Skills
- Gird
- Imbue
- Psionic Power (specific power): You can employ one of the psionic powers. They are: Adaptation, Anti-telepathy, Aura Sight, Chameleon, Delving, Dominate, Dreamworld, Empathy, Enhancement, Farhand, Farsensing, Force Shaping, Free Movement, Lifeforce, Manipulation, Metabolism Control, Mindlink, New Body, Out of Body, Planewalking, Porting, Premonition, Probability, Project Force, Psychic Illusions, Sensitivity, Spacewarping, Synesthesia, Time Warping, Transformation, Transmutation.
- +Psychic Attack *
- +Psychic Defense *
- Psychic Surgery
- Store
- Racial Skills
- +Species Enemy *
- Stonecunning *
- Social Skills
- Vehicle Skills
- Wilderness Skills
- Work Skills
- Evaluate (specific item) *
- Academic Knowledges
- Humanities *
- Law (specific culture/government) *
- Military Science
- Philosophy *
- Sciences *
- Spellcasting Knowledges
- +Arcane Form (specific Form): You know how to cast spells using one of the Arcane Forms. With Arcane Magic, you must know all of the relevant Forms for a spell, and use the lowest score of them. You can also cast spontaneous magic, invented on the spot. This costs one Fatigue level, and you halve the total roll. The available Forms are: Alter, Banish, Control, Create, Destroy, Divine, Enchant, Move, and Summon.
- Arcane Technique (specific Technique): You know how to cast spells using one of the Arcane Techniques. With Arcane Magic, you must know all of the relevant Techniques for a spell, and use the lowest score of them. You can also cast spontaneous magic, invented on the spot. This costs one Fatigue level, and you halve the total roll. The available Forms are: Animal, Dead, Force, Magic, Monster, Object, Person, Planar, Plant, Psionics, Sensation, Thought, and Time.
- Divine Realm (specific Realm): You know how to cast spells, often called Prayers, from one of the Realms of Divine Magic, drawing upon the powers of a God or Power. With Divine Magic, you only need have skill in one of the Realms a spell belongs to, and use your highest Realm score if you have more than one of them. However, if the Realm is one of minor influence for the deity, all rolls involving it are halved. The available Realms are: Universal, Air, Animal, Astral, Chaos, Charm, Combat, Creation, Destruction, Divination, Earth, Fire, Guardian, Healing, Law, Nature, Necromantic, Numbers, Plant, Protection, Self, Spirit, Summoning, Sun, Thought, Time, Travel, War, Wards, Water, and Weather.